Mahdrahx

Mahdrahx by Zai

80 cards in Multiverse

30 commons, 23 uncommons, 21 rares, 6 mythics

9 white, 8 blue, 12 black, 9 red,
8 green, 18 multicolour, 6 artifact, 10 land

84 comments total

Post-apocalyptic themed set. Part of a series of "prequel blocks" set before the current era of MTG storyline.

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Mechanics

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 M 
Legendary Planeswalker – Sorah
+1 Put a Mist Counter on target nonland permanent.
(Whenever the permanent taps to attack or activate an ability, you may remove a mist counter from it to untap it.)

-1 Tap up to 2 target creatures an opponent controls. Those creatures don’t untap during that opponent’s next untap step.

-7 You get an emblem with “Permanents you control have hexproof.”
4
7 comments
last 2018-06-09 08:18:02 by Vitenka
 M 
Legendary Planeswalker – Jinn
+1: Create 2 Red 1/1 Elemental creature tokens.

-1: Add {r}{r} to your mana pool.

-7: Jinn Yasava becomes a legendary 4/4 Human Shaman creature with first strike, indestructible, reach, trample, and “tap a red creature you control: Jinn Yasava gains power equal to the tapped creature’s power until end of turn.”
4
1 comment
2018-04-23 09:51:30 by Tahazzar
 R 
Legendary Creature – Vampire Advisor
{x}: Cast a spell that shares a color with this card with converted mana cost X from your graveyard without paying its mana cost.
“There are vast fortunes buried in the wastes, its just a matter of finding a use for it all... or a price.”
2/2
1 comment
2018-06-25 13:31:34 by SecretInfiltrator
 R 
Legendary Land
Gurarg Gorge, Horde Encampment enters the battlefield tapped.

{t}: add {g}, {r}, or {b} to your mana pool.

{t} {g}{r}{b}: Sacrifice a creature, creatures you control get +2/+0 until end of turn.
On Mahdrahx, its survival of the fittest. For the Raider Horde, this translates to “survival of those who please Tahrna.”
2 comments
last 2018-03-28 13:05:17 by Zai
 U 
Creature – Spirit
Haste
When Mad Flayer Poltergeist enters the battlefield, target creature gets -2/-2 until end of turn.
It's not always the sandstorm that rips the skin from the bone.
2/1
6 comments
last 2018-02-14 18:04:54 by Zai

Recent comments: (all recent activity)
On Rekh, Caravan Meister:

So a white, black and/or green card?

Seems almost a waste of the phrase "without paying its mana cost" since you are already paying the converted mana cost in generic mana.

On Sorah Mistani:

Yeah; the first is just untapping a thing. (It's slightly better, since you can leave it and it then sorta becomes vigilance)

Limiting the most of those you can consume seems like a brute-force safety; but it might be needed. But when would you ever use that ability. The ultimate is so much stronger.

It's also weird to have a planeswalker whose middle ability is not usable when you cast it.

On Sorah Mistani:

> [+1]: Untap up to one target nonland permanent. Simple.

In a similar vein.

> (Whenever the permanent taps to attack or activate an ability, you may remove a mist counter from it to untap it.)

Makes it obvious that only the untapping is undone and not the effect paid for.

I see little reason not to allow any untapping to be done though. Why restrict it to attacking and activating an ability?

On Jinn Yasava:

Woah, to me it seems that the second -1 ability is out of balance and much stronger than the other two.

I would probably make it -2 and have it only create one token. 3/2 is a weird statline as well - only the Eldrazi horror tokens have it at the moment. Usually red elemental tokens are 3/1.

My suggestions would be...

> [-2]: Create a 3/2 red Elemental creature token.

> [-3]: Create two 3/1 red Elemental creature tokens.

On Sorah Mistani:

So, couple things about this card....

My intent for Mist Counters (which I’m fairly certain I articulated incorrectly in their rules text, based on some of the comments) is that they are beneficial, representing an invigorating, rejuvenating cloud. A Mist counter is supposed to be used to “pay” for tapping. For example: instead of tapping a creature in order to attack or as a cost for an activated ability, the mist counter is removed instead, like a one-shot version of vigilance or an inside-out exhert. It would also protect against the typical blue “tap target thing” play. I think Tahazzar’s wording is correct? I’m not sure. The +1 can also be used to grant mist counters to permanents you don’t control, which would mostly be for politics/multiplayer games.

The -1 should probably be limited at 4, though since my intent is that only Sorah planeswalkers will create mist counters, drawing tons of cards will be a 3-4 turn investment.

As for the ult, i’d like to leave the emblem as-is, though I’m not sure if -6 or -7 is appropriate for simply granting hexproof.

On Ruhn-Po Dahn:

Reversing the effect order on the second loyalty ability would make it niftier (you could hit a creature with it) and have less chance of a 'feel bad' moment. Ala Corpse Churn.

So perhaps go with ? :

> Bury the top two cards of your library, then you may return a creature card from your graveyard to your hand.

It doesn't target because otherwise you couldn't pick a card you just buried since targets are chosen when you cast the spell.

On Sorah Mistani:

Maybe the second ability could be "Remove any number of counters" instead of identifying mist... oooh, wait, it isn't from a SINGLE permanent you control. You could remove all your -1 counters; which is a fine planeswalker ability, but not at -1.

On Sorah Mistani:

I find it a pity that Sorah's first ability will never interact with her second ability without outside help. I mean, I presume other things make mist counters in this set. But I'm not sure I like the idea of a Planeswalker that's beholden to the other cards in the set...

On Sorah Mistani:

Well, the ultimate is pretty much "Win the game" against anything except a creature-smash deck. The tension between the first two abilities and the more obvious use of the first ability as a lockdown is odd.

Ah; problem. nothing stops you just piling the mist counters onto an enchantment or an artifact that won't ever tap (or care if it does) anyway.

On Sorah Mistani:

The theme seems clear albeit a bit narrow perhaps.

I would dump up those abilities/stats:

> {2}{u}{u}
> [+2]: Put a mist counter on each of up to two target nonland permanents. (If a permanent with a mist counter would become tapped, remove a mist counter from it instead.)
> [0]: Remove any number of mist counters from among permanents you control. Draw that many cards.
> [-7]: You get an emblem with "Permanents you control have hexproof and spells you control can't be countered."
[5]

I might be tempted to change that second ability to being able to remove any kind of counters. Maybe up to four in total though so it isn't so busted with cards like Dark Depths. There probably would still be bonkers stuff you could do with it though.

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