Ancient Halls of Eldoa

Ancient Halls of Eldoa by Deadsaint

22 cards in Multiverse

20 commons, 2 uncommons

3 white, 2 blue, 2 black, 2 red,
2 green, 8 multicolour, 1 artifact, 2 land

15 comments total

Twisting castles, pillars of flesh, walls of light a world that has built over so many times a dungeon world.

Ancient Halls of Eldoa: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Planeswalker's Guide to Eldoa | Skeleton

Add a comment on this cardset

Recently active cards: (all recent activity)

 C 
Instant
Creatures deal no combat damage and lose all abilities until end of turn.
Many of the trees that grow on the surface have a different job down below.
Illus. Ryan Kennedy
9 comments
last 2020-02-18 10:39:45 by Vitenka
 C 
Creature – Human Warrior
Guild (This creature is a part of the Adventurer's Guild)

As long as you control another guild member Boisterous Barbarian has haste.
As long as someone is there to hear my tale and never to verify it.
Illus. Ryan Kennedy
2/1
2 comments
last 2020-02-14 11:43:30 by Sorrow
 C 
Creature – Zombie Beast
Trample

Whenever Baneswallower deals combat damage to a player exile their graveyard.
They provide a useful service of cleaning up the mindless undead.
Illus. Ryan Kennedy
7/8
1 comment
2020-02-14 03:32:53 by SecretInfiltrator
 C 
Instant
Counter target creature spell. If a nonblack spell is countered this way it's controller loses 2 life.
The dungeon will often spew forth strange monsters requiring wizards to negate them.
Illus. Ryan Kennedy
1 comment
2020-01-27 13:31:57 by Tahazzar
 C 
Creature – Skeleton
Guild (This creature is a part of the Adventurer's Guild)
Haste

Hecklebone Servant gets +1/+0 if you control another guild member.
Illus. Ryan Kennedy
2/1

Recent comments: (all recent activity)
On Ensnaring Rootrap:

Green: How about "Destroy target thing you can't punch"?
Red: Them's fighting words! Aren't you supposed to need to have creatures?
Green: Naturalize. Pronounced like 'Unicorn'.

On Ensnaring Rootrap:

"Destroy target noncreature" has sort of been grandfathered in for green from before planeswalkers existed. Green really shouldn't be able to destroy walkers, but I guess they keep printing that template

On Ensnaring Rootrap:

­Mold Shambler doesn't care about planeswalkers. Let them invasive species have it! :)

The key is Ensnaring Rootrap doesn't specifically target creatures and doesn't try to act as removal like Song of the Dryads and Lignify.

Maybe a less blanket removal of activated and triggered abilities would be sufficient though.

Right now the card doesn't make me think of common rarity though.

On Ensnaring Rootrap:

If it was non-creature, non-planeswalker, yeah

On Ensnaring Rootrap:

I imagine neither of those would be color breaks if they were restricted to noncreature permanents.

On Ensnaring Rootrap:

The precedence is Song of the Dryads and Lignify, both of which are color pie breaks. Removing abilities is white or blue

On Ensnaring Rootrap:

I think there's a definite argument for "lose abilities" in green. It's like the principle of Animalize. I agree there isn't mechanical precedent for it, but "stop your fancy civilized tricks and just fight" feels so massively green to me. (OK, this card isn't doing so much of the "just fight" bit given it's also preventing all combat damage...)

On Ensnaring Rootrap:

­Fog++ I can see it.

On Ensnaring Rootrap:

"Lose all abilities"? In {g}? 🤔

On Boisterous Barbarian:

I kind of like guild- it's parasitic, but probably fine as a set theme. That being said, I agree with SecretInfiltrator, the mechanic would probably fit better as a creature type than a mechanic in the rules text.

(All recent activity)
See other cardsets