[ABU] [Reboot] The Gathering: Skeleton

[ABU] [Reboot] The Gathering: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Subtype Watch | ABU Reference Table | Cycles | Alternate Visual Spoiler | Notes | Skeleton


About Set Skeletons

A set skeleton is a tool to help you when structuring your set. It helps you keep the number of different types of card balanced across colours and balanced in line with the colour pie. It's particularly useful in early design when you're wanting to make sure you have the right amounts of creatures and other card types in the different colours.

To read more about skeletons, read Mark Rosewater's article "Design Skeletons".

About Set Skeletons In Multiverse

In Multiverse, set skeletons are a particular type of details page, using tables written in the Markdown Extra table syntax. Multiverse will generate the rows of the table for you. If you let Multiverse generate the whole skeleton, it will give you columns for Code, Slot and Card name. If you add extra columns by editing the title rows, then the Generate tab will create the right number of columns for each new row it generates.

Once you've generated your skeleton, each row will start with a link like "(CW01)". At first, these links will be in parentheses, to indicate that no card yet exists with that code. You can click on links like these to create a card with that code. Once those cards exist, the links will no longer be in parentheses. You can thus easily tell which slots in your skeleton have no card at all corresponding to them, and which have at least some information on a card (even if that card is not ready or not even complete).

Generate codes for:
White cards (also blue,
black, red and green cards)
commons, uncommons, rares and mythics (0 total)
Artifact cards commons, uncommons, rares and mythics (0 total)
Land cards commons, uncommons, rares and mythics (0 total)
For a total of 0 commons, 0 uncommons, 0 rares and 0 mythics (0 cards total).
(Note: This just generates the lines of the skeleton table. You can edit the table before you create any cards.)

Show frames: W U B R G Z H A L

Show rarities: C U R M B

Code Slot Notes
CRE MV 1
CRE MV 2
CRE MV 2
CRE MV 2
CRE MV 3
CRE MV 3
CRE MV 3
CRE MV 4
CRE MV 4
CRE MV 5-6
CRE MV 6-7
non-CRE [removal (combat)]
non-CRE [Banishing Light]
non-CRE [combat trick]
non-CRE [removal/Disenchant]
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
non-CRE
non-CRE
non-CRE
non-CRE
CRE MV 2
CRE MV 2
CRE MV 3
CRE MV 3
CRE MV 3
CRE MV 4
CRE MV 5-6
CRE MV 6-7
non-CRE [Protective instant]
non-CRE [Counterspell]
non-CRE [Cantrip]
non-CRE [Draw spell]
non-CRE [removal Aura]
non-CRE [Top or bottom spell]
non-CRE [Modal spell]
CRE
CRE
CRE
CRE
CRE
CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
CRE MV 1-2
CRE MV 2
CRE MV 2
CRE MV 3
CRE MV 3
CRE MV 4
CRE MV 4-5
CRE MV 5-6
CRE MV 6-7
non-CRE [Small conditional removal]
non-CRE [Combat trick]
non-CRE [Card draw (added cost)]
non-CRE [Coercion +]
non-CRE [Unconditional removal]
non-CRE [Slightly overcosted removal]
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
CRE MV 1-2
CRE MV 2
CRE MV 2
CRE MV 3
CRE MV 3
CRE MV 3-4
CRE MV 4-5
CRE MV 5
CRE MV 6
non-CRE [Direct damage (deals 2)]
non-CRE [Combat trick]
non-CRE [Rummaging/impulsive draw]
non-CRE [Modal Shatter]
non-CRE [Direct damage (efficient, usually deals 4)]
non-CRE [Direct damage (five mana, 6 damage)]
CRE
CRE
CRE
CRE
CRE
CRE
CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
CRE MV 1-2
CRE MV 2
CRE MV 2
CRE MV 3
CRE MV 3
CRE MV 3-4
CRE MV 4-5
CRE MV 5
CRE MV 6
CRE MV 6-7
non-CRE [Fight spell]
non-CRE [Bite spell]
non-CRE [Combat trick]
non-CRE [Mana acceleration]
non-CRE [Dig for lands and/or creatures]
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
CRE
non-CRE
non-CRE
non-CRE
non-CRE
non-CRE
{w}{u}
{w}{u}
{u}{b}
{u}{b}
{b}{r}
{b}{r}
{r}{g}
{r}{g}
{g}{w}
{g}{w}
{w}{b}
{w}{b}
{u}{r}
{u}{r}
{b}{g}
{b}{g}
{r}{w}
{r}{w}
{g}{u}
{g}{u}
{w}{u}
{u}{b}
{b}{r}
{r}{g}
{g}{w}
{w}{b}
{u}{r}
{b}{g}
{r}{w}
{g}{u}
{w}{u} DFC
{u}{b} DFC
{b}{r} DFC
{r}{g} DFC
{g}{w} DFC
{w}{b} DFC
{u}{r} DFC
{b}{g} DFC
{r}{w} DFC
{g}{u} DFC
{w}{u}
{u}{b}
{b}{r}
{r}{g}
{g}{w}
{w}{u}{b}
{u}{b}{r}
{b}{r}{g}
{r}{g}{w}
{g}{w}{u}
{w}{b}
{u}{r}
{b}{g}
{r}{w}
{g}{u}
{w/u} CRE
{u/b} CRE
{b/r} CRE
{r/g} CRE
{g/w} CRE
{w/b} CRE
{u/r} CRE
{b/g} CRE
{r/w} CRE
{g/u} CRE
{w/u} nonCRE
{u/b} nonCRE
{b/r} nonCRE
{r/g} nonCRE
{g/w} nonCRE
{w/b} nonCRE
{u/r} nonCRE
{b/g} nonCRE
{r/w} nonCRE
{g/u} nonCRE
{w/u}
{u/b}
{b/r}
{r/g}
{g/w}
{w/b}
{u/r}
{b/g}
{r/w}
{g/u}
{w/u} Split
{u/b} Split
{b/r} Split
{r/g} Split
{g/w} Split
{w/b} Split
{u/r} Split
{b/g} Split
{r/w} Split
{g/u} Split
{1}
{2}
{3}
{4}
{5}
{1}
{2}
{3}
{4}
{5}
{1}
{2}
{3}
{1}
{2}
{w/u}
{u/b}
{b/r}
{r/g}
{g/w}
{w/b}
{u/r}
{b/g}
{r/w}
{g/u}