[MISC] Shiftrrs
[MISC] Shiftrrs by Froggychum
53 cards in Multiverse
13 commons, 22 uncommons, 15 rares, 3 mythics
2 white, 14 blue, 9 black, 5 red,
12 green, 9 multicolour, 1 hybrid, 1 split
14 comments total
A world of Shiftrrs is a very sad world indeed
[MISC] Shiftrrs: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Shiftrrs
Basic Information
Shiftrrs are a race of beings which generally resemble a crooked spine with terrible mandibles and limbs, made of one material or another. They are in truth, a loosely related group of entirely different beings, making it rare for a pair to find suitable genetic similarities to breed.
Shiftrrs vary highly in the genetics department, more or less meaning you can only assume facts about their specific sub-breed on a one-to-one basis. Shiftrrs as an entire group do not have any definition of gender, while some breeds of Shiftrrs could be either male or female, mostly seen in the group (as you will here of later) it's not entirely uncommon to see Shiftrr groups which genetically lack gender encoded in them, or are an entirely unique third party with different reproductive, hormonal and such properties.
Something they do share is that Shiftrrs are innately unattractive, even to members of their own species. Nearly every breed lives it's life spent almost entirely in solidarity, as their numbers are very low, even on highly-inhabited worlds. Beyond this, they find one another almost entirely unbearable, as any other being would. Even those that seek companionship rarely are able to find it from anyone or even have the own tolerance in themselves. This can stem from hatred of the outside world, or deep-seeded self-resentment.
For this reason, Shiftrrs are left with very little to do besides learn and hoard magics, or personally invade civilizations by utilizing their inborn ability to transform into other beings. Although the more attractive the form they acquire is, the more difficult and painful it is to preserve.
This can all lead to toxic relationships, as well as infanticide.
Mechanical Identity
Shiftrrs come in every color except . Although there are distinguished possibilities for them.
We'll start with the highest order and move our way down.
Willing Shiftrrs
This is an unofficial term for Shiftrrs that more or less work with what they've been given.
They come in two color identities.
- Material
- Invasive
Let me start by saying these terms are all unofficial and probably not optimal.
Okay, the former.
~ Identity ~
Live in dark, filthy, lonely spaces
Feed off of rot and leylines
- Due to their unbearable forms, they are messy eaters. This means that their consumption can lead to bad things, like reanimating the dead, or corrupting or decaying leylines over time
Dedicate their 'lives' to studying and perfecting their magical talents. They heavily avoid society as a whole and learn what they can from dirty tricks (abductions, theft, communing with the unholy, etc) or attentively and patiently studying nature and it's intricacies.
Mechanical Identity
- Deathtouch, Lifelink
- Removal
- Creature cards in graveyards matter
- Recursion
~ Identity ~
Never stay in one place for long
Gather forms in order to have a wide array of either back-up plans or free choices
Rely almost entirely on their ability to mimic other species and individuals, as well as their fortitude to maintain it, and cunning to gather forms and escape from unwanted perils.
You could be living with one right now.
Mechanical Identity
- Stealing permanents
- Clones and spell copying
- Mirroring power and toughness
- Looking at hands
- " Everything changes at the upkeep "
- Creatures get new stats
- Random effects
- Coin flips for boosts or punishments this turn
- Card advantage (which can change your choices)
Unwilling Shiftrrs
This is the unofficial term for Shiftrr's who do not cooperate with their nature. No Shiftrr has ever been said to be comfortable existing, but these Shiftrr's are labelled thus for being completely unwilling to exist in their usual forms.
They also come in two color identities, making a final total of four.
- Berserk
- Outsiders
The former now
~ Identity ~
Shiftrrs that have become so mad that they lose all intellect and rage pointlessly in wild spaces, unaware of the world around them. Animalistic insanity is all that remains for them to wield.
They do not have much on the way of magic, and they no longer even have much of a sense of self, which most of their kind would consider a blessing, if they had a conception of what one of those were anymore.
For some reason, this unpredictable lifestyle, which, ironically, is the most social of them all, leads to mutations in their various lines, probably as those who have these identities have the least restraint, therefore succumbing to the urge to breed more often than any other.
- This means you will often see Berserk Shiftrr's only in one of every thousand exotic wilds, and when you do they will often have physical properties unlike most of their related species. Such as scales made of Hellstone, developed from nothing but a diet of common red berries, or size so gigantic that they can live no longer than 5 years, due to their lack of blood flow.
Mechanical Identity
- Creatures matter
- Aggro
- Power and toughness modification
- Pumps
- star/star creatures
- Counters
- Enrage
- Combat limits and bonuses
- First Strike, Double Strike, Trample, etc
- Can only attack alone, cannot attack alone
- The whole point is to diversify and be ready for anything or build specifically for one narrow theme.
~ Identity ~
These beings are not social by any means, but will ocassionaly meet in groups of no more than six, to find ways to bring themselves power. These beings are incredibly manipulative to everyone around them, including themselves, and despise contact, although they oblige themselves to hide it in order to make alliances.
Their ultimate quest is to gain power and knowledge to utilize against the outside world, which they despise for not suffering their same fates.
Mechanical Identity
- Card advantage
- Forced discard and mill
- Removal and countermagic
- Mythics that reward you heavily, either as god sorceries or god creatures
That's all folks!
Edit: added some mechanical identities.
Recently active cards: (all recent activity)


Whenever Shiftrr Lobotomizer deals combat damage to a player, they mill those many cards.
Target player mills five cards.
-2: Destroy target creature or land.
-7: Each player that had two or more permanents enter the graveyard under their control this turn lose the game.


good point. will change
This is very good and reasonable - right up until you don't have to pay the mana costs. Comparable spells and creatures tend to allow any colour of mana to be used, instead. Because bypassing cost completely is scary.
My bad!
Deosn't actually need the +1, since it itself is one, so this is alwasy at least 1/1. Might be cleaner without it?
Yeah good point, I will up the cost because I want it to not just be a flavored reprint
Okay, i though i saw dimir do it but i guess i didnt pay attention to which color of the two it was.
I'm gonna have ALOT of alternate casting in this set, and even more if I end up making that Grey Mana set im hyping up terribly.
The second one is quite useful im sure, but not to everyone, but in a certain deck for sure (its not super niche, instants sorceries is quite a broad and long-supported theme). Storm count just means the number of instant or sorcery spells you've cast this turn. I heard it somewhere, and put it here to shorten the card. It might not be official, but it's part of the Storm mechanic.
This set probs wont feature storm, but it does have a small blue red instant sorceries theme
edit: said mechanic, meant set, thanks loud talking people at lunch >:(
My bad, im used to typing that and not typing this
This is better than Act of Treason in two ways. It should cost more.
Also, the "If you control a Shiftrr" ability is... black? I guess? Generally, black causes purely punitive discard (without forcing card draw first) on opponents. But the odd tax ability makes it feel blue instead.
That kicked ability appears almost exclusively in white.