Darkness Falls

Darkness Falls by Machiavelli

14 cards in Multiverse

3 commons, 3 uncommons, 4 rares, 4 mythics

2 white, 1 blue, 1 black, 1 red,
1 green, 6 multicolour, 1 hybrid, 1 land

20 comments total

On the plane of Heret, a strange Darkness falls on the city...

Darkness Falls: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | The World of Heret | Skeleton

Cardset comments (10) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Darkness Falls (reply):

Thank you for clarifying. I'll probably have 3 vanillas in each color. I need:

1 white

1 blue

1 black

1 red

1 green

2 multicolored

On Darkness Falls (reply):

I have deleted all cards previously in this set, in order to create a Skeleton. Thank you.

On Darkness Falls (reply):

Due to the controversial nature of the "Impale" keyword, it has been removed from this set. The villains will have a different keyword. Thank you for your input.

In addition, I am removing the "Repel the Dark" keyword, because it is too narrow.

Recently active cards: (all recent activity)

 M 
Legendary Creature – Human Survivor
Whenever a creature dies, create a Pelt artifact token.
Sacrifice a Pelt: Gain 3 life.
At the beginning of your end step, if you control 5 or more Pelts, transform The Trapper.
3/4
The Trader
 
 M 
Colour indicator RG Legendary Creature – Human Merchant
The Trader's power is equal to the number of Pelts you control.
Whenever a creature dies, create a Pelt artifact token.
Sacrifice a Pelt: Exile the top card of your library, you may play that card this turn.
Sacrifice two Pelts: Create a 4/4 green Beast creature token with trample.
*/5
1 comment
2021-10-25 20:49:35 by SecretInfiltrator
 C 
Enchantment
Assemble (Whenever you cast a spell, you may pay {w/g}. If you do, create a 1/1 human token).
 R 
Instant
Destroy target creature unless it's controller pays X life, where X is equal to the power of that creature. If opponent does, instead create X 1/1 Human creature tokens.
 R 
Enchantment
At the beginning of your upkeep, gain 1 life.
Sacrifice, pay X life: Destroy target creaure with power X or less.
2 comments
last 2017-01-24 01:06:18 by Machiavelli
 R 
Land
When Dark Village enters the battlefield, you may reveal a Demon or Imp card from your hand. If you do not, Dark Village enters the battlefield tapped.
{t}: Add {b} or {r} to your mana pool.
6 comments
last 2017-01-23 16:04:22 by Machiavelli

Recent comments: (all recent activity)
On The Trapper:

Well, hello, there Inscryption! Haven't seen that one yet.

I like the ideas put forward here. I'd really not give the Trader any more ability to make Pelts for thematic reasons - maybe just transform them back into Trapper if you run out of Pelts?

On Darkness Falls:

Ah thank you. I thought you meant per color.

On Darkness Falls:

Oh yeah, it came up again elsewhere I should be more careful in pointing out that all my comments come from the point of view of what Wizards would print in a Standard-legal set. When first populating a set, I put in one vanilla in each color as an approximation, but then you would want to tweak that based on how it plays and where the complexity is.

On Darkness Falls:

That... seems high. A typical large set is 250-ish cards and has 5 vanillas total, about 1 in each colour.

On Darkness Falls:

Thank you for clarifying. I'll probably have 3 vanillas in each color. I need:

1 white

1 blue

1 black

1 red

1 green

2 multicolored

On Darkness Falls:

For what it's worth, dude's advice is spot on for real Wizards sets, which is what many of us on here try to emulate; but if you've deliberately decided your set is aimed at a rather different audience than typical Wizards sets, you can diverge from those guidelines.

In recent sets, the numbers seem to be about 1 per 50 cards in the set or 1 per 20 commons in the set (5% of commons): 5 in a large set or 3 in a small set. Kaladesh had 6, Aether Revolt had 3; Shadows over Innistrad had 7, Eldritch Moon had 2; Battle for Zendikar and Oath of the Gatewatch each only had 2; Khans of Tarkir had 4, Fate Reforged had 3, Dragons of Tarkir had 5.

Note that the vanilla creatures can still play into the themes of your set, such as artifacts in Kaladesh, wolves in Innistrad, power-4-or-greater in Khans, etc; and show your theme in other ways, such as the two Tarkir timelines' Summit Prowlers.

Bear in mind the related numbers of "virtual vanilla" creatures (those with ETB triggers, alternate costs, etc, but that can be treated as vanilla once they're on the battlefield) and "french vanilla" creatures (those with only common creature keywords). Those go together with your vanilla count to have a big effect on the overall complexity of battlefields using your set.

On Darkness Falls:

Good point... never mind. How many vanillas would I make for each color?

On Darkness Falls:

If you're trying to make a real set, removing vanillas is a fatal mistake. Without vanilla and virtual vanilla creatures, there becomes too many things going on in Limited for the average player to follow, and that's a bad design.

On Darkness Falls:

Just so the reader knows, I have decided to have no vanilla creatures, as they make draft, and card creation, slightly boring.

On Bargain with Darkness:

Yes. I wanted both sides to gain an interesting kill card at rare.

(All recent activity)
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