Ulgrotha Undying

Ulgrotha Undying by ThisMightBeRyan

183 cards in Multiverse

80 commons, 53 uncommons,
39 rares, 9 mythics, 2 tokens

1 token black, 1 token hybrid blueblack, 35 white, 36 blue, 29 black,
24 red, 14 green, 23 multicolour, 18 artifact, 2 land

79 comments total

Return to Ulgrotha after centuries of Vampire rule

Ulgrotha Undying: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Planeswalkers of Ulgrotha | Creature Types of Ulgrotha | Legends of Ulgrotha | Ulgroth vs. Innistrad | Legends of Old Ulgrotha | Mechanics of Ulgrotha | Skeleton

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

On Ulgrotha Undying (reply):

The legends and characters of the Homelands story, and where they are in the current timeline:

Autumn Willow - Age: Eternal. Gained sentience ~655 years ago. Avatar of Balance, ruler of the wood and protector of the An-Havva people. Autumn Willow faces a dilemma: Her powers have been dwindling for centuries as the Dark Barony continues to spread. While once she could have defeated the forces of Sengir, she chose to sit by as a defender, a source of centuries of regret.

­{g/w} Rashka, Daughter of Autumn - Age: ~450. Champion of Autumn Willow. Rashka spent most of her life slaying vampires and protecting the people of Aysen and An-Havva. When Autumn Willow had the opportunity to cleanse Ulgrotha of the Sengir threat after Feroz' Ban faded, she instead used the influx of mana to imbue Rashka with eternal strength so she could continue protecting her people, hoping a hero would turn the tide of the war. It did not, and after centuries of fighting, Rashka still remains in the forest, cursed to protect it with no end to the war and respite, not even in death.

­{w/u} Sayora, Rogue Falconer - Age: 26. Sayora is a falconer in the traditions of the falconers of Serra. Soraya trained as a Beastwalker since she was a child and can speak the language of the birds. Of the few remaining faithful to the Order of Serra, she operates in secret in Aysen and passes word back to trusted allies at the Wizard's School.

­{w} Hazdhur, Abbot Eternal - Age: ~500. Undead Spirit. The once venerable Abbot of Onella never found a successor after Serra left the plane, and so his spirit is cursed to linger. The Order of Serra is long since dissolved and his ghost haunts the now tainted abbeys of Aysen.

­{b} Sengir, Lord of Ulgrotha - Age: Unknown. Immortal Vampire. Baron Sengir is the true mastermind behind every trouble on the plane: His spies in Aysen caused a schism between the Serrans and the Death Speakers, resulting in the dissolution of the Order of Serra on Ulgrotha and leading the faithful Death Speakers to live, unknowingly, and chattel for the barony. His dark influence at the Wizards School lead many to corruption, yearning for the powers only dark magic could provide. As of 4505, the Baron had amassed a massive army and his conquest of the plane is thought to be complete.

­{b} Ishan - Age: ~500. Undead Spirit. Baron Sengir's unwilling general. Ishan's spirit is bound to the cursed Ring of Ishan, and he is the thrall of whoever wears it. Currently, the ring belongs to Baron Sengir who uses the once honorable warrior to lead his armies in battle. Irini Sengir has hatched many plots over the centuries to steal the ring and to torment Ishan, who she despises.

­{b} Irini, Sengir Enchantress - Age: ~830. Immortal Vampire. Once a Dwarven princess, powerful enchantress, Baron Sengir's adoptive daughter. The Baron's meddlings have made her quite mad, despite being centuries old she has the mind of a sadistic child. While she plots to overthrow Sengir from within, she is too addled to create a competent plan or follow it through. Over the centuries, she has unwillingly exposed dozens of plans to overthrow the Baron, and all of them have failed because of her incompetence.

­{w/b} Murat Sengir - Age: ~500. Immortal Vampire. The leader of the Death Speakers, a corrupt order of clerics who follow Sengir and believe it is their destiny to serve the Barony, despite living as slaves and chattel.

­{u/b} Pirate King Zeki - Age: Unknown. An ancient Pirate who embraced undeath not out of villainy, but out of pragmatism.

­{r} Eron, Brutal Warlord - Age: ~650. A human wizard, cursed with immortality by Ravi Sengir, who rose up to the be king of the goblins, united the goblin, dwarf, and minotaur tribes and protects the Koskun Keep and surrounding mountains as one of the last holdouts against Sengir's forces.

­{u/g} Devin, Willow Ambassador - Age: ~435. An ageless faerie wizard. Devin and his faeries eternally protect the heart of the Great Woods with Autumn Willow's grove at its heart.

On Ulgrotha Undying (reply):


Ulgrotha is a plane with a unique flavor, however, it has some stark similarities to Innistrad from a flavor perspective.

Both are planes ruled by vampires. Both are places where people are attempting to go about their normal lives despite the tyranny of vampires.

Both are planes with orders of clerics. On Ulgrotha, they were corrupted by Sengir, on Innistrad, by Emrakul.

Both are planes where angels exist, however on Ulgrotha they are rare since Serra abandoned the plane.

Both are planes with tribal themes.


Due to their flavor similarities ~~ it seems reasonable to reference some of the mechanics of Innistrad which have not returned,~~ I want to avoid revisiting Innistrad mechanics such as Morbid, Fateful hour, and Undying

Recently active cards: (all recent activity)

Legendary Artifact – Equipment
Equipped creature gets +2/+2 and has hexproof from black and from red and can't be blocked by black and/or red creatures.
Whenever equipped creature deals combat damage to an opponent, exile all cards in that player's graveyard. If one or more cards are exiled this way, you gain 4 life and draw a card.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
last 2019-03-15 13:04:41 by SecretInfiltrator
Artifact – Vehicle
Whenever Sea-Clan Galley deals combat damage to an opponent, draw a card unless that player pays {2}.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact – Equipment
Equipped creature gets +1/+2 and has hexproof from blue and from green.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature – Snake
Lifelink; Skulk (This creature can't be blocked by creatures with greater power.)
Whenever Dusk-Eye Ophidian deals combat damage to an opponent, you may pay 1 life. If you do, draw a card.
Enchantment – Aura
Crystalline Carapace has flash as long as you control a Faerie.
Enchant creature
Enchanted creature gets +0/+2 and has hexproof.

Recent comments: (all recent activity)
On Lance of Law and Grace:

Considering what black/red usually do and what green/blue do I look at Armor of Duty and Reason and immediately think "I'd prefer 'hexproof from black and from red' as well as 'can't be blocked by green and/or blue' over the reverse version that we have right now".

On Lance of Law and Grace:

Reworked to be a bit more "swordy" but changed the naming to "Lance of..." to reflect that this isn't part of the "Sword of..." cycle.

On Lance of Law and Grace:

I'm pretty sure Dude knows about the Mask of Law and Grace as well as the Voices, Absolutes, Spheres, Disciples, and Knights of Law and Grace. I'd argue with him, but he's right that despite the fact that Law and Grace has more printings, people will more readily make direct comparisons to the swords, since they're the better known cards out of all the cycles.

I will say, though, that if this provided hexproof from white and a black/red ability on hitting, that it would be a far greater violation of flavor than what's going on now.

Maybe you could circumvent both the flavor and power level issues by making this not a sword? "Spear of Law and Grace" could more readily do its own thing, while the flavor nod to the Sword cycle is still apparent.

On Lance of Law and Grace:

I see your point, but this isn't part of that cycle. This is a "mono white" version of the cycle and hates on white's enemies.

On Lance of Law and Grace:

That's not the naming scheme works. Fire and Ice had a red and a blue ability, and also pro red and blue. This has a white name, so it should be hexproof from white

On Shamanic Study:

Basically any number of spells with "Discard N, Draw N+1" where you cannot even cast the spell unless you have the N cards don't really need an increased cost over Tormenting Voice since you end up with +/-0 cards and pay for any additional depth that you can dig into your library with the restriction that you cannot even cast the card unless you maintain the correct hand size and also cannot choose to discard less cards if you'd rather keep some more cards in hand.

That's a key difference between looting and rummaging that keeps rummaging spells cheap.

On Halina, Dwarven Trader:

Reworked to an efficient beater that gets a rummage on hit.

On Elder Pyromancer:

This is spellshaping for Molten Birth, kinda. It's a bit of a stretch.

On Shamanic Study:

Gosh; did not realise red loot had gotten so cheap.

On Shamanic Study:
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