Planescape

Planescape by JessWill

221 cards in Multiverse

108 commons, 64 uncommons, 41 rares, 8 mythics

40 white, 40 blue, 42 black, 36 red,
38 green, 1 multicolour, 6 artifact, 18 land

118 comments total

Planescape set for MTG

Planescape: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Planescape Set | Skeleton

Cardset comments (6) | Add a comment on this cardset

Recently active cards: (all recent activity)

 R 
Legendary Enchantment
At the beginning of your upkeep, you may put a +1/+1 or loyalty counter on target creature or planeswalker you control. Then if you have ten or more +1/+1 and/or loyalty counters among creatures and/or planeswalkers you control, transform Ascension to Elysium.
Fields of Elysium
 
 R 
Legendary Land
{t}: Add {w}.
{2}{w}, {t}: Proliferate.
1 comment
2020-10-31 04:25:42 by JessWill
 R 
Legendary Enchantment
At the beginning of your upkeep, draw a card. Then, if you have seven or more cards in your hand, transform Path to Nirvana.
Clockwork of Nirvana
 
 R 
Legendary Land
{t}: Add {u}.
{3}{u}, {t}: Scry 3, then draw a card.
 R 
Legendary Enchantment
At the beginning of your upkeep, you may put the top card of your library into your graveyard. Then if you have ten or more cards in your graveyard, transform Descent to Hades.
Pit of Hades
 
 R 
Legendary Land
{t}: Add {b}.
{2}{b}, {t}: Look at the top three cards of your library. You may reveal a card from among them and put it into your hand, then put the rest into your graveyard.
 R 
Legendary Enchantment
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a land card. Put that card into your hand, then put the rest of the cards revealed this way on the bottom of your library in any order. Then if you control ten or more lands, transform Journey to Arborea.
Glade of Arborea
 
 R 
Legendary Land
{t}: Add {g}.
{3}{g}, {t}: Reveal cards from the top of your library until you reveal a land card. Put it onto the battlefield tapped, then put the rest of the cards revealed this way on the bottom of your library in any order.
 R 
Legendary Enchantment
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.

Whenever you cast your third spell in a turn, transform Plunge into Limbo.
Rock of Limbo
 
 R 
Legendary Land
{t}: Add {r}.
{3}{r}, {t}: Exile the top three cards of your library. Until end of turn, you may play cards exiled this way.

Recent comments: (all recent activity)
On Ascension to Elysium:

Problem is, this route doesn't work with legendary landcycling.

On Chaos Energy:

Now this sort of just feels like a "bad card" too. But much like Ritual of Flame, it's a "bad card" that becomes a "good card" from a combo and Johnny angle.

I do have mixed feelings about these two cards.

On Ritual of Flame:

Oh, it's not so much "pretending lightning bolt doesn't exist". Seems to me that, with rare exceptions, Wizards themselves want to pretend Lightning Bolt and Counterspell don't exist. As they seem to be treated as OP for standard and Wizards is always designing underpowered or slightly "feel bad" alternatives to them for standard. At least, it's underpowered/feel-bad relative to my nostalgia for 1994-2000.

But the thought here is for this to work with red's discard-matters theme that's developing such that in practice this would actually be better than lightning bolt when used as part of combos (such as with "whenever you cycle or discard a card" triggers). Otherwise, on its own, it is indeed a "seriously weakened lightning bolt" and believe me, I "feel bad" when designing such things because of Lightning Bolt.

On Ritual of Flame:

Vitenka crying so much, he be like

­[[Rain of Salt]]

;)

­Shard Volley also pretended that Lightning Bolt didn't exist, and it was used quite a bit in draft. It happens.

On Ritual of Flame:

As an additional cost to put Ritual of Flame in your set; pretend Lightning Bolt doesn't exist.

Ok ok; so this does combo with other cards in your set. Notably giving quite a lot of things a way to return to your hand or otherwise flicker, on demand. But this is a huge cost for the damage.

On Chaos Energy:

I think I get what you're saying simply because, even with discarding a land, it is an easy 3 mana on turn 1. Probably would be OP in standard but would be a little more comparable to something in vintage or modern.

I could lower it to {r}{r}, but then it might be not worth it.

On Chaos Energy:

Oh, ha. I completely missed the part where you have to discard a land... I presumed it was any card. Well, that's a double non-combo with Reckless Wurm then, I guess. ;)

To be honest, it's really, really hard to balance fast mana. You think the restrictions are fine, but then some 'best deck' comes along and just gets a midge faster, and suddenly 70% of the environment is running that deck. I gotta admit that burning a land is a good way to make up for the immediate speed. Here's hoping this spell doesn't let you win by turn two on the play 50% of the time when you do it, though.

The really frustrating thing is that, except for those 'best decks', fast mana is usually bad. Lotus Petal for a round one Black Knight simply isn't a great play. I think you're on the right track for a fun card for a personal set. I'm guessing real world playtesting would tell us that this card is about as powerful as Chrome Mox, which is pretty damn potent.

On Chaos Energy:

I was thinking of maybe going "discard a creature or planeswalker" but I wasn't sure if that'd be too pushed.

On Chaos Energy:

I can't help but groan at how much this isn't a combo with Reckless Wurm. ;)

On Depths of the Abyss:

Kind of a black counterpart to Winds of Pandemonium. Bit of a Yawgmoth feel, but diff.

(All recent activity)
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