Kalcebo

Kalcebo by TwoStars

236 cards in Multiverse

106 commons, 61 uncommons, 56 rares, 13 mythics

42 white, 40 blue, 41 black, 43 red,
41 green, 3 multicolour, 20 artifact, 6 land

118 comments total

A set I created about a year ago. Draws inspiration from the Innistrad and Odyssey blocks.

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Mechanics | Mechanics, Creature Types, and Reprints | Significant Locations | Cycles

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Recently active cards: (all recent activity)

 C 
Creature – Human Druid
{t}: Add {g} to your mana pool.

Threshold – As long as seven or more cards are in your graveyard, Verdant Oracle has “Discard a card: Add one mana of any color to your mana pool."
1/1
1 comment
2013-06-18 09:52:52 by Alex
 M 
Legendary Creature – Angel
Flying, double strike, lifelink
Whenever you gain life, if Renjin is in your graveyard or on the battlefield, you may exile target permanent.
5/5
3 comments
last 2013-06-15 23:41:28 by Alex
 U 
Enchantment
Threshold – As long as seven or more cards are in your graveyard, if you would draw a card, instead you may look at the top card of your library. You may put that card at the bottom of your library and put the next top card of your library into your hand. Otherwise, put that card in your hand.
4 comments
last 2013-06-16 01:04:04 by TwoStars
 R 
Creature – Human Wizard
Flash
When Tristpar Mystic enters the battlefield, counter target spell. Then you may add {x} to your mana pool, where X is that spell's converted mana cost.
Threshold – As long as seven or more cards are in your graveyard, if a spell is countered this way, mana doesn't empty as steps and phases end until your next end step.
2/3
7 comments
last 2013-06-16 22:28:15 by TwoStars
 U 
Sorcery
Each opponent loses life equal to the life he or she lost this turn.
3 comments
last 2013-06-16 17:38:15 by TwoStars

Recent comments: (all recent activity)
On Verdant Oracle:

Nice. Potentially quite an engine - Cadaverous Bloom was rather broken back in the day - but the reduced rate of return plus the threshold requirement should mean it's just a fun Elf variant.

On Herald of Time:

That works indeed, but using that combo costs about 7-mana for an extra turn and a free card. An infinite combo with this and Remand exiled with Isochron Scepter is possible, but that would be a fragile three card combo. Keeping it as it is should offer some fun in casual magic, seeing as if it were completely fixed to avoid infinite combos, then it would stick out as a vanilla flyer with a largely suppressed ability.

On Herald of Time:

Well, you could still Remand it, since this has a triggered ability that will resolve evening the spell doesn't. You could avoid that by saying "When ~ ETBs, if you cast if for its madness cost, exile it. If you do, take an extra turn after this one."

On Traumatic Delusions:

Oops! Yes, Stab Wound is precisely what I meant.

On Traumatic Delusions:

I'm not sure which card you're referring to, Alex, but I like that kind. Things like Stab Wound are fun in Limited. This one especially, since you tend not to empty your hand very fast.

On Tristpar Mystic:

That seems fair. I'll update it.

On Tristpar Mystic:

I can't tell from this wording whether the mana would empty at the beginning of your next main or the end. Why not let it not empty until the end of your next turn? It won't make the spell much better.

On Intensify:

I see, I'll switch the mana cost and card type then. I never noticed that a one time effect for Wound Reflection had already been printed.

On Intensify:

It's Final Punishment, but for all opponents at once (and noticing lifeloss effects which means you can chain them). The drop in rarity is rarity is possible, but the drop in mana cost seems excessive.

On Traumatic Delusions:

Ooh. Nice - evil. One of those cards like [[[]]] that makes the creature's controller frantically start trying to kill their own creature.

(All recent activity)
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