Erendale Block B: Skeleton

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Mechanics | Skeleton | Available Stats


About Set Skeletons

A set skeleton is a tool to help you when structuring your set. It helps you keep the number of different types of card balanced across colours and balanced in line with the colour pie. It's particularly useful in early design when you're wanting to make sure you have the right amounts of creatures and other card types in the different colours.

To read more about skeletons, read Mark Rosewater's article "Design Skeletons".

About Set Skeletons In Multiverse

In Multiverse, set skeletons are a particular type of details page, using tables written in the Markdown Extra table syntax. Multiverse will generate the rows of the table for you. If you let Multiverse generate the whole skeleton, it will give you columns for Code, Slot and Card name. If you add extra columns by editing the title rows, then the Generate tab will create the right number of columns for each new row it generates.

Once you've generated your skeleton, each row will start with a link like "(CW01)". At first, these links will be in parentheses, to indicate that no card yet exists with that code. You can click on links like these to create a card with that code. Once those cards exist, the links will no longer be in parentheses. You can thus easily tell which slots in your skeleton have no card at all corresponding to them, and which have at least some information on a card (even if that card is not ready or not even complete).

Generate codes for:
White cards (also blue,
black, red and green cards)
commons, uncommons, rares and mythics (0 total)
Artifact cards commons, uncommons, rares and mythics (0 total)
Land cards commons, uncommons, rares and mythics (0 total)
For a total of 0 commons, 0 uncommons, 0 rares and 0 mythics (0 cards total).
(Note: This just generates the lines of the skeleton table. You can edit the table before you create any cards.)

Show frames: Z H

Show rarities: C U R M

Code Slot Notes
WU1
WU2
WU3
WU4
WU5
WU6
WU7
WU8
WU9
WU10
WU11
WU12
WU13 WU Aura that removal, prevent combat damage angel themed
WU14
UR1
UR2
UR3
UR4
UR5
UR6
UR7
UR8
UR9
UR10
UR11
UR12
UR13
UR14 Tolarian Winds
RB1
RB2 hybrid vanila grizzly bears
RB3 can't be target of white spells/blocked by white
RB4 hybrid wither menace
RB5 Rotting Fensnake
RB6
BR7 black common flyer, wraith on fell beast, flying menace wither?, 4 2/2 or 5 2/3?
BR8
BR9
BR10 Or hybrid wither 1M Forked Bolt
BR11 BR both replace death with exile for creatures
BR12
BR13
BR14
BG01 C 1/1 Deathtouch
BG02 Twinblade Slasher
BG03
BG04
BG05
BG06
BG07
BG08 Creature, ebbs with -1/-1 and loses when kills something
BG09
BG10
BG11
BG12 Wither + Fight OR Indestuctible+Wither
BG13 Plummet variant
BG14 Pump Spell +3/+1?, Gaze of the Gorgon?
GW01 Kithkin farmer, tap it and land you control to gain 2 life at sorcery speed. // C 1/3 vanilla?
GW02
GW03
GW04
GW05
GW06
GW07
GW08
GW09
GW10 = pump blocking creature.
GW11 - 1C, destroy attacking creature with flying
GW12 Elvish Healing - removes -1/-1 counters and/or damage prevention
GW13 Lifegain spell
GW14 (WG Pump Spell (+2/+2 + Untap/remove counters?)
(holy day variant that either prevents damage or just damage wit wither.)
UB = draw cards, lose life
UB = reduce power
RG fight savage pump
+3/+1 and trample
WU1
WU2
WU3 - Prowess Dwarf
WU4
WU5
WU6
WU7
WU8
WU9
WU10 -move auras around
WU11
WU12
WU13
WU14
UR01
UR02
UR03
UR04
UR05
UR06
UR07 = five mana two two regrow instant or soccer. Anarchist variant.
UR08
UR09 = UR effect can't block or be blocked
UR10
UR11
UR12 = Enchanment. 3U to draw a card. + Whenever you draw a card may pay R. If you do deal 1 damage to something.
UR13
UR14
RB01
RB02 (Gb, two mana 3/1, haste, gravedigger)
RB03
RB04
RB05 Backlash variant
RB06
RB07
RB08
RB09 put a bunch of -1/-1 counters on things / 1CC Hybrid Massacre/Kozilek's Return/Flaying Tendrils
RB10 can both temporary reanimate a creature
RB11 - 1cc sorcery. Put a -1/-1 counter on everything.
RB12
RB13
RB14
BG01
BR02
BG03
BG04
BG05 Doomgape/Marrow Chomper
BG06 Ebony Treefolk/Rakshasa Deathdealer with +2/+2
BG07
BG08
BG09
BG10
BG11
BG12
BG13
BG14
GW01 - one mana two one elf
GW02
GW03
GW04
GW05
GW06
GW07
GW08
GW09
GW10
GW11
GW12
GW13
GW14
WU01 = Legendary 40Commander Cycle, {r/g} activated ability (kithkin?)
WU02
WU03
WU04
WU05
WU06
WU07
WU08 = Worldpurge variant
UR01 = Legendary 4-Commander Cycle, {w/b} activated ability, Dwarf Artificer who rewards actifacts
UR02
UR03 -pt equal to no instants/sorceries/artifacts in your graveyard
UR04 - UR, T: Discard then draw. Idle Thoughts
UR05
UR06
UR07
UR08 = discard your hand, then draw 7 cards
BR01 = Legendary 4-Commander Cycle, {u/g} activated ability, (dragon?)
BR02
BR03
BR04
BR05 = creatures with -1/-1 counters on them can't block
BR06
BR07
BR08 - enchantment, maximum hand size zero, draw extra card each turn.
BG01 = Legendary 4-Color Commander Cycle, {r/w} activated ability
BG02
BG03 Gleancrawler
BG04 (creatures, ability that lets you draws cards somehow but also makes you pay 1 life per card.
BG05
BG06
BG07
BG08 - for each creature wit a -1/-1 counter, remove it or give it an extra one (black give and remove -1/-1, green gets proliferate and healing)
GW01 = Legendary 4-Color Commander Cycle, {b/u} activated ability
GW02
GW03
GW04 - small creature, for dual cost you can reanimate it from graveyard.
GW05 - Glorious Anthem
GW06
GW07
GW08
WU - WU PW
WU -
WU -
UB - PW Ashiok
UB -
UB -
BG - PW Garruk, destroy target planeswalker
BG -
BG -
GR - PW
GR -
GR
RW - PW? (Dwarf?)
RW
RW