Traveler Tales

Traveler Tales by KeresAcheron

35 cards in Multiverse

2 with no rarity, 19 commons, 6 uncommons,
7 rares, 1 mythic

3 white, 1 blue, 4 red, 9 multicolour, 18 land

27 comments total

Gold Artifact Tokens, Nephilim, Be an Explorerr

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Mechanics | Four Colour Factions (Nephilim Lineages) | Skeleton | Flavour/Worldbuilding | Alt Colour pair | Card Ideas | Design Principles

This is supposed to be set designed around using four color creatures and spells in a limited environment.

To accomplish this:

  1. Gold tokens are a major mechanic, allowing primarily two colour decks without green to filter mana to effectively cast four colour creatures. 
  2. The limited environment will be heavily slowed down with very weak strategies. This makes drawing off colour lands early on less dangeousr, gives you more time to draw the filter lands you need and allows Gold to be used to pay for expensive creatures/spells instead of just four colour stuff.
  3. There will be a cycle of four colour common creatures in attempt to give four colour the appropriate as-fan

Things To Avoid

  1. Everyone drafting five colour good stuff. (This should be limited to green as gold tokens go away after use, unsure how to do this.)
  2. Effective Aggro/Rush Decks

Cardset comments (1) | Add a comment on this cardset

Recently active cards: (all recent activity)

 C 
Creature – Unicorn
Sell ({2}, Exile this card from your graveyard: Create a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color.". Sell only as sorcery.)
2/2
4 comments
last 2018-06-26 16:00:05 by Vitenka
 R 
Land
As Nonred Pain Land enters the battlefield, you may reveal a four color card from your hand. If you don't, Nonred Pain Land enters the battlefield tapped.
{t}: Add {c}.
{t}, Pay 1 life: Add {g}, {w}, {u}, or {b}.
 R 
Land
As Nongreen Pain Land enters the battlefield, you may reveal a four color card from your hand. If you don't, Nongreen Pain Land enters the battlefield tapped.
{t}: Add {c}.
{t}, Pay 1 life: Add {w}, {u}, {b} or {r}.
 R 
Land
As Nonwhite Pain Land enters the battlefield, you may reveal a four color card from your hand. If you don't, Nonwhite Pain Land enters the battlefield tapped.
{t}: Add {c}.
{t}, Pay 1 life: Add {u}, {b}, {r}, or {g}.
 R 
Land
As Nonblue Pain Land enters the battlefield, you may reveal a four color card from your hand. If you don't, Nonblue Pain Land enters the battlefield tapped.
{t}: Add {c}.
{t}, Pay 1 life: Add {b}, {r}, {g} or {w}.

Recent comments: (all recent activity)
On Gleaming Unicorn:

Well, it's never a net gain - it's storing mana for next turn; inefficiently. I really don't see that being a problem if every colour has access to a bit of it.

The sell cost being fixed at {2} does seem odd, mind you.

On Gleaming Unicorn:

Temporal, delayed ramp is still ramp. It's like a "Rampant Growth Ritual" that can also be used immediately to fix your mana, but that scenario I find less likely. Celestial Prism can never give you a net gain of mana on its own.

EDIT: It actually seems I should be using the word 'Accel' here. For some reason I tend to mix up these mana slang terms. Regardless, {w} has traditionally has no accel capabilities either.

On Gleaming Unicorn:

It's not really ramp; it's colour fixing at 2-for-1. Heck; it's Celestial Prism, only you have to exile a dead thing instead of using a mono artifact.

So yeah; I can just about see every colour getting access to it. I agree that white should probably get the least of it though.

On Gleaming Unicorn:

Of all the colors, I would think {w} would be the one to get the least amount of gold token generation. The color has no affinity for ramp of any kind. Even blue has interest in artifacts so that's something to attach to.

On (nonblack gold common):

Hexproof from black is now a thing. Though I would have gone for straight hexproof.

On 'Gold-Horder Griffin':

3W 2/3 Flying + Etb gives you a gold. Maybe 3W 2/2?

On Nongreen Filter Land:

Four colour filter land cycle.

On Vein of Gold:

I find your storage land explanation pretty hard to follow. Here's how I see it:

Turn 1: Tap the storage land and another land to get a counter. {2} mana effectively used. Turn 2: You can get the mana out of it, but then you aren't really getting anything out of it. Tap the lands again. Total of {4} mana spent. Turn 3: You can finally tap the land to get +1 mana for this turn. That's 3 turns of building up and tapping lands five times. You can do it for longer for sure but then we're talking about a time frame of 3+ turns.

Compare to Vein of Gold: Turn 1: Tap this and two other lands. {3} spent and you can get one mana of any color immediately. Turn 2: You have +1 mana of any color to use. That's one turn faster, fixes your mana, and uses "{1}" less.

Also, you should think this in terms of cards like Nephalia Drownyard. You don't activate it when you can — you activate it if you really, really need to (you want to ramp into something or fix your mana), or maybe more commonly, when there's nothing else to do. And when there's nothing else to do, this is a pretty damn good thing to do.

On (nonblack gold common):

Currently experiment antiblack with an immunity to having your creatures power and toughness be lowered (to protect again -?/-? effects that only black has access to, also stops power being lowered so feels more red as toughness alone would feel more blue-white-green that four coloured). I have no ideas if this works within the rules.

Maybe change it to "cannot be lowered by spells or abilities your opponents control" to avoid crashing the rules.

If it doesn't work just give hexproof variant that only protects from mono-black.

On 'Smite the Monstrous variant":

Understood.

I have changed it from "has fewer than that four colours" to "that isn't four or more colours".

Does this make the card more intuitive/elegant?

(All recent activity)
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