WARLORD: Arenas by Tyrannaut

90 cards in Multiverse

23 with no rarity, 26 commons, 20 uncommons,
10 rares, 7 mythics, 4 tokens

2 token white, 1 token blue, 1 token colourless, 11 white, 11 blue,
11 black, 11 red, 11 green, 30 multicolour, 1 artifact

25 comments total

This set is a apart of Game Mode I created (with friends) called WARLORD which is made for multiple players and typically is theme related. It works very well with Commander. Testing is needed in other formats. rules in page details. **New mechanics and revamping of WARLORD is in the works. Goal: introduce a mechanic that is associated to each set of WARLORD created to make the experience more unique and immersive to the Game Mode.**

WARLORD: Arenas: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

Magic the Gathering, Game Mode: WARLORD

•New updates to Warzones trigger range 10/17/22. •Update to Warzones trigger range 10/18/22. Shoutout to SecretInfilrator •Update 9/4/2023 Name Change Battlefield to WARLORD. Coming soon: Revamping of several mechanics, adding new mechanic called Landmark Artifact.


WARLORD is influenced by Planechase but functions much differently. I came up with it about 6 years ago. Sadly I dropped MtG for a while and only about 2 years ago have I really got back into it. I started playing with a friend who was one of the original people I tested my first version of WARLORD with. We started to talk about it, then a year and a half later, I developed some card creating skills and this version was the most successful and fun to play while still retaining the core idea of WARLORD. I want to thank my friends for helping me to have a working version of WARLORD, it still needs tweaking and adjustments but it functions well to post it on here for feedback to develop it.


Recommendation: 3-4 players,  Commander format has been the majority of my testing.

Codex Recommendation: Build a Codex to a theme. Person, place or thing. This can help keep the games fun and interesting as you play through the Codex. My first set I will be posting is Arenas, though I have experimented with other themes such as 40k, Pokémon, DragonBall Z to name a few. 

Set up

One library (Codex) of 40 cards.

10 Warzone cards

18 Enchantment cards

6 Disaster cards

6 Discovery cards

One Landmark library (Landmark Codex) of 10 cards.

1 Six-sided die

Before starting the game roll for the turn order. Player 1 chooses one Enchantment card from the Codex and places in the World Enchantment space. This Enchantment can't be replaced and is ongoing. Enchantment cards from the Codex affect all players the same and at the same time (see rule Enchantments). Player 2 chooses another Enchantment card from the Codex and places it in the Field Enchantment space. The same rules as the World Enchantment but is able to be replaced (see rule How to Play). Player 3 chooses a Warzone card placing it in its space (see rule Warzones). If there is a Player 4 have them choose a Landmark Artifact within the Landmark Codex, if not, shuffle the Landmark Codex and reavel the top card of the Landmark Codex (see rule Landmark Artifact). Once all cards have been place shuffle both Codex and place them in their space. Start the game. View Setup https://docs.google.com/document/d/1jW5VMpRjD74DX0C5K7xvQAoz_1I8FbDdB9kD_UAgrN4/edit?usp=drivesdk

How to Play

Using Commander as the format, you will play as normal in a multiplayer setting using the Codex similar to Planechase. Once the Battlefield is set up, there are several rules that differ from Planechase. The Warzone card is your central piece and is the motor to how WARLORD moves. Once you roll a number on the trigger range this allows you to use the Warzone or Retreat (see rule Warzones). Retreating allows you to draw a card from the Codex. Many things can take place. Drawing an Enchantment card will replace the current Field Enchantment, discarding the old one, effectively changing the battlefield. Drawing an Event card, you follow its instructions, discarding afterwards (see rule Events). Drawing a Warzone card will replace the current Warzone, discarding the old one, effectively changing available functions.


Enchantment cards from the Codex have special rules, they affect all players the same as if it "were" on their field of play. This matters, Enchantment cards from the Codex are not owned by any player, cards that need or use Enchantment cards can't claim the Codex Enchantment card. I will be making Enchantment cards in the set, but we have tested several normal Enchantment cards from MtG and they work fine. My recommendation is to choose cards that don't have too many confusing mechanics that can cause rule conflicts.


Event cards are typically single use cards you may run into while performing a Retreat, they consist of two types, Discovery and Disaster cards. Discovery cards typically target the player that draws it, most commonly in a positive way. Disaster cards typically target all players and tend to be negative. Although each Event card's effect depends on situations, library type and so on.


The Warzone card is a special function for Battlefield. The card has will usual have a theme or set mechanic and anywhere between 2 or 3 functions. Each Warzone card has a #+ where you normally would see power and toughness. This represents the range of numbers needed to roll to trigger the Warzone. Rolling one of these numbers on the trigger range allows you to do one of two things. The player chooses one function that the Warzone card has or the player performs a Retreat (see rule How to Play). Typically Warzone cards are theme related as well, and the functions correspond to that theme. Example: Glory Arena.


Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the battlefield die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the WARLORD die that turn if an effect has caused the player to roll the WARLORD die that turn.

Cardset comments (8) | Add a comment on this cardset

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

On Last Stand (reply):

Many people go directly to cards and miss the front page.

Recently active cards: (all recent activity)

World Artifact – Landmark
When a player seizes control of Tri-Color Monolith, choose a color, all cards you control are that color in addition to its other color.
{u}{w}{r}{b}{g}, {t}: Add X mana of any color where X is equal to the number of cards you control that share the same color.
last 2023-09-13 08:53:14 by SecretInfiltrator
Enchantment – Field
At the beginning of each player's upkeep, that player looks at the top two cards of your library and chooses one card to put in their hand and one to exile. When a player duels on their turn, they may return a card exiled this way.
Duel (When this card enters the battlefield, choose an opponent. Both players choose a creature they control then roll the battlefield die. The creature gets +X/+X equal to their owner's roll, both creatures fight. Put a +1/+1 counter on creature that wins.)
Whenever a player wins a duel, they may destory a creature with flying you don't control.
Choose one:
Aerial Artillery – Target creature loses flying until its owner's next end step.
Untested Flying Device – Target creature has flying until the owner's next end step, that creature doesn't tap on its next untap step.
Each player draws five cards then discards two cards. Players mill cards equal to the amount of cards in their hand.
Draw another card from the Codex.
Enchantment – Field
When you put a creature card from your graveyard on to the battlefield, you may instead exile it, if you do, lose 5 life then make a copy of target non legendary creature, it becomes a Zombie in addition to its other creature types.

Recent comments: (all recent activity)
On Tri-Color Monolith:

The "that share the same color" in the activated ability is weirdly redundant with the first ability forcing all your permanents to share a color.

On Tri-Color Monolith:

> Tri-color

> chooses a single color

> has a 5 color ability

On WARLORD: Arenas:

I really like that suggestion with the 3+, 4+, 5+ makes a lot of sense! Thank you.

On WARLORD: Arenas:

Once a turn you roll a six-sided die to visit Attractions. Each Attraction has some results marked as triggering its "visit" and others not. The slight twist is: No Attraction triggers on a 1, and every Attraction triggers on a 6.

So while results 2-5 require some checking to work out what happens, two of the six possible results are really easy to resolve. I think, that's neat.

Since you only ever have one warzone in play at a time there is little difference to 1,2,3 vs. 4,5,6, so maybe just using 4+, 3+, 5+ ranges makes more sense on warzones.

On WARLORD: Arenas:

•New rule change to Warzones trigger range.

On WARLORD: Arenas:

Could you explain a little more? I guess I am not 100% how Attractions work or what you mean. Assign a trigger and then have the ability to use both anytime?

On Burning Ruins Arena:

I like scheme but it doesn't fit? Am I doing something wrong?

On WARLORD: Arenas:

I can see the rules.

Your warzones work a bit like Attractions. What do you think of having a number reserved that is in each warzone's trigger range? I personally like the idea that you can just know all Attractions trigger if you roll a six.

On Burning Ruins Arena:

With that amount of text you don't want a traditional megic card. You want something the size of schemes and planes.

On Hourglass of Conviction:

Fair enough. I was trying to make a positive effect.

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