[ABU] [Reboot] The Gathering
[ABU] [Reboot] The Gathering by SecretInfiltrator
163 cards in Multiverse
66 commons, 53 uncommons,
21 rares, 10 mythics, 5 basics, 8 tokens
2 token white, 2 token black, 1 colourless, 1 token hybrid redwhite, 1 token colourless, 1 token artifact, 1 token blue, 21 white, 17 blue,
21 black, 21 red, 17 green, 17 multicolour, 16 hybrid, 5 split, 4 artifact, 15 land
176 comments total
Colored artifacts, enchantments creatures, modern keywords, noncreature tokens... from Day 1.
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Using the sets Alpha, Beta and Second Edition as template, this set will use modern design elements. The goal is to overload the set with modern mechanics and make it smaller at the same time.
There will be:
- gold cards at uncommon and rare
- hybrid cards at common, uncommon and rare
- colored artifacts
- enchantment creatures
- tribal (and least fully realized tribes)
- legendary permanents
- planeswalkers
- legendary nonpermanents
- split cards
- double-faced cards
- noncreature tokens
- Equipment
- Vehicles
- Sagas
- a full set of evergreen keywords
- some deciduous mechanics
Maybe:
- battles
- Cases
- Classes
- Curses
- Rooms
- Roles
- Blood, Clue, Treasure, Junk, Food
The set creator would like to draw your attention to these comments:
On Holy Ward (reply): | On Nature's Divine Vengeance (reply): |
Recently active cards: (all recent activity)
, Sacrifice a Goblin: This creature deals damage equal to that creatures power to any target.
Other Merfolk you control get +1/+1.
When this creature enters, destroy target land.
When this creature enters, it fights up to one target creature you don't control.
Whenever a creature or land is put into a graveyard, this creature deals 2 damage to its controller.
Where does this set give you the impression that it wants to be "a very basic, fundamental set"? I feel, I expressed the opposite:
My goal is to remix the set using modern tools and remove redundancies e. g. white has a circle of protection against each color and a ward against each color. That's ten slots for noncreature cards that are also very similar to each other, explaining both why white has so few creatures in ABU and why it feels kind one-note.
The adventurer frame helps me achieve my goals for this set in multiple ways:
This touches on the key of what this set wants to do. It's not a mere "ABU but now it is a modern core set and I want everything as simple as possible" which I and others have done.
It's the opposite: This set invites Time Spiral/Modern Horizons shenanigans on cards that are simple. Look at e. g. the rare cycle of cards withe adventurer frame. The creatures are all french vanilla! There is a cycle of commons with activated abilities commonly found on commons (and it's a theme for the cycle) but otherwise it's evergreen keyword abilities on all cards except one.
The individual cards are not very complex IMO, and the fact that adventurer frame cards are "complicated" is offset by the fact their volume/as-fan; you only need to learn a set mechanic once and understand it for all of them.
tl;dr:
I think, this comes down to your preconceived notion of "this type of reboot alpha set". But that type I did here (not public as of me writing this).
This is not that.
Why do you feel the adventure mechanic is something appropriate for a very basic, fundamental set? To me it seems rather awkwardly complicated with it jamming miniature cards inside other cards within the context of this type of reboot alpha set.
References Conservator.
References Goblin King.
References Lord of Atlantis.
References Berserk.
References Power Surge, Creature Bond and Psychic Venom.
References Earthbind.
References Fungusaur.
References Island Sanctuary.