Eluim

Eluim by Sorrow

229 cards in Multiverse

101 commons, 60 uncommons, 53 rares, 15 mythics

37 white, 37 blue, 37 black, 37 red,
37 green, 1 multicolour, 41 artifact, 2 land

129 comments total

A continent at its technological peak, and the old steampunk routine.

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Mechanics | Skeleton

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 R 
Legendary Creature – Human Lord
At the beginning of each upkeep, if you control seven or more Children, draw a card
{2}{w}{w}, {t}: Put a 1/1 white human child token on the battlefield for each artifact you control.
1/3
5 comments
last 2018-06-15 19:01:14 by SecretInfiltrator
 C 
Creature – Human Child
Whenever you draw a card outside of your draw step you may shuffle Industrious Oprhan into its owner's library and proliferate artifacts.
1/1
1 comment
2018-06-14 21:55:44 by SecretInfiltrator
 C 
Creature – Sheep
{t}: Prevent the next 2 damage that would be dealt this turn to equipped creatures you control.
The finest coats are sheared from the sheep of Aderman's Farms.
1/1
6 comments
last 2017-11-09 14:46:00 by dude1818
 C 
Instant
Choose 1: Deal 1 damage to target creature or player or sacrifice an artifact and deal 4 damage to target creature or player.
3 comments
last 2017-11-08 08:28:35 by SecretInfiltrator
 C 
Enchantment – Aura
Enchant creature

Whenever enchanted creature blocks, put a +1/+1 counter on each other blocking creature you control.

Recent comments: (all recent activity)
On Lady Reomna:

The most common way the ability would be worded is with an intervening if-clause and the trigger condition in the beginning:

At the beginning of your upkeep, if you control seven or more Children, draw a card.

Without intervening if-clause (you know, like what you have right now :) ) is also okay - it's a slight functional difference, but generally not an issue. (FYI: With the if-clause in the end you don't need the seven Children until the resolution of the ability e. g. you could put this on the stack and activate the ability in response to create the last Child - with an intervening if-clause you better have the seven Children before the upkeep even begins!)

More relevant though is that unless you have a good reason (usually to avoid ambiguity or something IDR) you put the trigger condition in the beginning - that way a player can parse the condition immediately and skip the rest if the condition is irrelevant to them (right now). It also helps to have the trigger signal word as early as possible in the ability ("When"/"Whenever"/"At" as the first word of the ability is great if all you want to know is whether the ability is affected by Panharmonicon).

On Lady Reomna:

Yes, I do regret giving white a draw engine.

I never made anything about Eluim's setting clear. Well, it should be clear that Eluim is an artifact set, so a card interacting with artifacts makes sense. Lady Reomna created a device Lady Reomna's Petriwombto rapidly create children, attempting to develop one whose spark would ignite under forced duress in the petriwomb Abort Test. Lady Reomna was the wife of Reyles (the general of Eluim's military). Lady Reomna's petriwomb did work, but the planeswalker whose spark ignited Ialma, the Curious also destroyed the petriwomb, killing Lady Reomna.

Anyway, that's why Lady Reomna makes child tokens.

On Lady Reomna:

Those are some powerful children. They can go toe-to-toe with Imperial Lancers, presuming there are no dinosaurs around (though, admittedly, they lose fights to Sanctuary Cats.)

I'd use 0/1s. But I figure you already thought about that and decided 1/1 was fine.

On Lady Reomna:

Mmm, white is the army colour; so an ability that triggers on having an army of is reasonable. Children as a tribe is... kinda odd, but sure, ok. Here we have a child lord.

If anything, I'd question the second ability - it might do nothing; it might be affinity-for-artifact-child-army-doom.

On Lady Reomna:

The first ability is weirdly worded and atypical for white.

On Industrious Oprhan:

Beg your pardon?

On Whitewool Sheep:

It's not quite the same NWO problem as Samite Healer. There, the problem was that it could affect any of your opponent's creatures, and you had to run through every permutation. At least here you know that it's a straight-up +0/+2 to all your opponents' equipped creatures.

On Whitewool Sheep:

It's an interesting NWO problem. Technically, this is complexity creep. In practice, though, how often are you going to have two equipped creatures? I mean, yeah, that happens often enough. But maybe not enough for it to be a true complexity problem?

That said, I got to agree with SecretInfiltrator. "Equipped creatures get +0/+2" is a pretty easy fix...

On Whitewool Sheep:

Yeah, definitely a red flag for combat complexity and groundstallyness.

It's got a hoop to jump through, but once your sheep have jumped that fence (and you manage to stay awake) you've got a super-samite.

Still, blah blah, some proportion do need to exist with the red flag. It's just gonna be an annoying eye to keep out "All my equipment also grants +0/+2"

On Whitewool Sheep:

Well, what do you want now?

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