Ankh-Duat
Ankh-Duat by Circeus
127 cards in Multiverse
5 with no rarity, 67 commons, 26 uncommons,
18 rares, 5 mythics, 6 tokens
1 token white, 15 white, 17 blue, 27 black,
29 red, 26 green, 1 artifact, 11 land
126 comments total
an egyptian set
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Mechanics | Design notes | Skeleton |
The set's major themes are:
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- "Exile matter": Delve, Afterlife and cards that count or care about things that get exiled.
- "Enemy color matters": This is not a multicolor set (except for maybe a cycle per set), there will be no single spell that require two colors to cast (split cards don't count: they are two monocolored spells), but there will be a lot of cards that care about the enemy color. I'm referring to this as "monocolor gold" or "tinted cards".
- Secondary themes that have developped, but might not remain:
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- "Counters matter": ability counter, stuff that scales with or cares about counters... (Although ability counters are being stripped from commons, they will be kept at higher rarities, if only because I like (((Make // Break))) far too much.)
- "Fertility": life gain matters cards and the Fertility ability word
Recently active cards: (all recent activity)
Enchant creature
Enchanted creature gets +1/+0 and has trample.
As long as Shroud of Ferocity is exiled, creatures you control get +1/+0 and have trample.
Enchanted creature gets +1/+0 and has trample.
As long as Shroud of Ferocity is exiled, creatures you control get +1/+0 and have trample.
Target player sacrifices a creature. You may search its owner's hand and library for all cards with the same name as that card and put them in their owner's graveyard. If you do, that player shuffles their library.
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles their library.
When Ibeshi Instigators enters the battlefield, mill three cards. If a Crocodile was put into your graveyard this way, Ibeshi Instigators gains haste until end of turn.
3/3
Indestructible
As long as you have less than seven exiled black cards, Khem isn't a creature.
: Choose target nonland card in a graveyard. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles their library.
As long as you have less than seven exiled black cards, Khem isn't a creature.
: Choose target nonland card in a graveyard. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles their library.
4/5
Recent comments: (all recent activity)
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I know it doesn't exile itself, but then the set was intended to include Delve and possibly a second exiling mechanic.
I just had a similar idea, and of course someone else already made it.
The obvious issue is that the card itself cannot exile itself. What I wanted is to reuse the aura after the enchanted creature dies.
Instead of exile, alternatives could be emblem, command zone, or transform after death -- if you wanted to use this "fairly".
Whee! Hecka yes! Like That Which Was Taken but without the -per-turn cost...
Y'know, I didn't notice that before. Given I was a little unsure about it before, now I like it better.
I'm guessing it's on purpose that this is the only one of the cycle that can turn itself on? Seems a bit strange to me.
Some mana cost, sure. But X1R is quite a lot. I'd reckon that X, or 2R, or something, would be fine.
X1R is aesthetically suboptimal too. I think Wizards printed Unwilling Recruit at XRRR because they wanted it to be X2R but they don't like putting numbers alongside Xs these days.
I wanted to give it some mana cost Because on Munthab being indestructible.
Whee! A God with the Dominus of Fealty effect. Probably doesn't need to be , though, given the Dominus could steal any permanent for no mana (once you got past its restrictive mana cost itself).
No, the color thing is because I forgot to change that when I copy-pasted.
Hm, so the whole cycle cares about exiled white cards? So four of them require a specific two colours in your deck to be creatures at all? I.e. this one is just a Gorgon's Head unless you * have plenty of white in your deck as well as this black card, * draw or otherwise access quite a lot of those white cards, and * find ways to exile them?