Moranshi- the Abnormal Collectives

Moranshi- the Abnormal Collectives by Sorrow

249 cards in Multiverse

101 commons, 80 uncommons, 53 rares, 15 mythics

2 colourless, 37 white, 37 blue, 37 black, 36 red,
36 green, 22 multicolour, 23 artifact, 19 land

53 comments total

The eldritch collective unconsciousness ekes its way the forefront of the present plane.

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Mechanics | Skeleton

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

On Archetype Engine (reply):

Considered making this "put that creature OTB." If everyone thinks it should be onto the battlefield instead of to hand, I'll change it.

On Moranshi- the Abnormal Collectives (reply):

Command Wording

Currently, Command is a keyword with the reminder text in parentheses. However, my intention is that other cards should make Commmand into a list of options, not unlike a charm (see Rigor Run Trainer). I do not believe that I currently have the correct wording to make my desired outcome for Command to work as intended.

Command is not intended to simply add/voltron abilities together. The purpose of creatures like Rigor Run Trainer is to create a list of options to choose from when you Command. The hope is that a player will Command multiple times in a turn.

Recently active cards: (all recent activity)

 R 
Legendary Artifact
Whenever you create a creature token, put a charge counter on Kersaw, Glorious Artitecture.
Remove a charge counter,{t}: Gain 3 life.
Remove four charge counters,{t}: Draw two cards.
Remove six charge counters,{t}: Destroy target nonland permanent.
 M 
Legendary Planeswalker – Usher
When Usher of End-Times enters the battlefield, you may destroy target creature or planeswalker.
+1: Each opponent loses 2 life.
-3: Look at the top five cards of your library. Put one into your hand and the rest into your graveyard.
-8: Each opponent gains an emblem with "At the beginning of your upkeep, gain a Doom counter. Then, sacrifice a nonland permanent for each Doom counter you have."
6
 R 
Sorcery
Unconscious (You may discard this card as you cast a spell with a different name and the same mana value. When you do, each player copies this card and may cast the copy without paying its mana cost.)
Discard a card at random, then draw a number of cards equal to the discarded card's mana value.
 R 
Legendary Creature – Avatar
Each player plays with the top of their library revealed.
During their own turn, players may cast the top card of any player's library, spending mana as if it were mana of any color to do so. If a spell was cast this way, each player may copy that spell.
8/8
1 comment
2021-07-26 00:05:43 by Sorrow
 C 
Artifact – Equipment
Whenever equipped creature deals combat damage to a player, creature, or planeswalker, spells you cast that target that permanent or player cost {2} less until end of turn.
Equip {1}

Recent comments: (all recent activity)
On Cloudhome Dog:

this is the Dog of Wisdom

On Ocean Trembler:

I do not know. The intention of the static ability is that a handsize should never be allowed to exceed seven. I was hoping that the static ability would consistently keep the seven-card maximum in place, but if it cannot, I would be happy to hear the correct wording to make this intent a hard reality.

On Ocean Trembler:

What exactly is the interaction between increasing the maximum hand size beyond seven and the static ability? Does it simply cause the player to no longer have a maximum hand size?

On Ocean Trembler:

The second ability I kind of can't argue around.

For the first ability, to avoid discard though, could something like "If a player with seven or cards in their hand would draw a card or add a card to there hand, that player draws zero cards or adds no cards to their hand instead." work? On the brightside, no discard. On the downside, "damn, u ain't play a card. Aight, skip yo draw step." Maybe amend that alternate clause conception with "outside of their draw step""

On Ocean Trembler:

Make it a triggered ability? "At the beginning of each end step, each player discards cards until they have seven or fewer cards in hand."

Same with the second ability. "Whenever a player casts a spell with mana value 4 or greater, counter that spell unless that player discards a land card."

Feels way more black than blue, however

On Ghost Swarm:

I was honestly thinking about sacrifice strategies, though there isn't an abundance of those in this specific set.

On Ghost Swarm:

Huh.

It's unfortunate that the indestructible will come to late for this to survive the combat another Rat dies in.

I'd consider "At the beginning of your end step, if ~ died this turn and another Rat you control died this turn, return ~ to the battlefield."

Though that ability probably is cool enough to make its own design, while the tribal indestructible here seems more like something to serve the immense repeated removal ability.

I'd prefer "up to one target" over "you may".

On Story Embellisher:

Not a common, will change later

On Fetch!:

Perhaps 'Target permanent card'? Green normally can't fetch Instants and Sorceries (which tend to cost more when retrieving them from the graveyard. Compare Relearn to Raise Dead.)

Also, Dude's problem can be fixed by just staggering the trigger. "Create a dog. When you do, return target..."

On Fetch!:

Feels bad if your card gets exiled in response and you don't even get the token

(All recent activity)
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