Bound in Kherna

Bound in Kherna by Deadsaint

195 cards in Multiverse

103 commons, 50 uncommons, 27 rares, 15 mythics

29 white, 29 blue, 28 black, 29 red, 28 green,
16 multicolour, 2 hybrid, 13 artifact, 21 land

81 comments total

A slave world where the Elrin a mainly white/red race has driven the other races underground and imprisoned them. Using them to mine precious ores and to hold back the tide of elementals that stem from the core.

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Mechanics | Planeswalker's Guide to Kherna | Skeleton

Cardset comments (2) | Add a comment on this cardset

Recently active cards: (all recent activity)

Creature – Spirit Elf
If Graven Kin would be put into a graveyard instead return it to play with 2 +1/+1 counters on it, you gain 2 life.
Illus. Ryan Kennedy
last 2019-09-09 05:53:05 by jmgariepy
Creature – Elemental
If Core Soot Child is in your opening hand, you may reveal it and discard it to draw a card.
The weaker spawn of elementals out to prove themselves.
Illus. Ryan Kennedy
last 2015-01-27 00:32:57 by Alex
At the beginning of your upkeep, put a spore counter on each Fungus in play.
Sacrifice a Saproling: Put a spore counter on each Fungus in play.
Illus. Ryan Kennedy
last 2014-11-18 09:17:29 by Vitenka
Incinerate  by rtkillustration d7r36dd
Creature – Human Rogue
Torture 1 AA (When this creature enters the battlefield put a -1/-1 counter on target creature if you paid the Torture cost in addition to its casting cost.)
Whenever a creature with a -1/-1 counter on it dies deal 2 damage to that creatures controller.
Illus. Ryan Kennedy
Deal 3 damage to target creature or player . Target opponent gains 3 life.
Illus. Ryan Kennedy

Recent comments: (all recent activity)
On Graven Kin:

Or just do what Persist does, and have it only return if it doesn't have counters on it.

On Graven Kin:

You may cast CARDNAME from your graveyard if you pay an extra {g}. If you do, you gain 2 life and CARDNAME enters the battlefield with a +1/+1 counter on it.

Might be more balanced.

On Graven Kin:

There needs to be some limit to the reanimation. An immortal blocker that gains you life and also goes infinite with any sac outlet is miserable to play against. I'd suggest either a mana cost to the reanimation (like Relentless Dead) or only triggering when it goes to the graveyard from somewhere other than the battlefield (like Narcomoeba)

On Graven Kin:

Also this is just really strong. You attack so I block with Graven Kin. Now I gain 2 life and get a 2/3 for free before I even get to my second turn of the game.

If I have to discard a card, I'll just discard Graven Kin then gain 2 life and get a 2/3 for free.

I would at least restrict it so that it only returns to the battlefield if it died on the battlefield and it wouldn't hurt to add a {g} to the mana cost.

On Graven Kin:

Cards usually say "Two +1/+1 counters" to avoid number confusion.

On Graven Kin:

i find it really hard to believe that this card isn't black

On Core Soot Child:

Could it then be 2 mana? Or a 2/3, like Riot Devils? Just something so that you don't feel so very embarrased to be spending turn 3 casting this...

On Core Soot Child:

The main reason not to add more to it is that currently it exists to make the core deck better in draft without being to easily broken, also it is just a common, adding more makes me think I would have to bump it up in rarity to uncommon.

On Core Soot Child:

Still not sure I'd play it. I guess it'd be okay if I only had 2 lands, or 1 land and some 2-drops. But it's such an underwhelming creature (blue gets it for 2 mana, Lumengrid Warden) that it feels hard to justify putting it in a deck.

There are assorted discussions on Street Wraith, Gitaxian Probe, Urza's Bauble and so on - couldn't you just play them all and shrink your deck size by 16? The conclusion is "yes, but that makes it impossible to mulligan sensibly". This is nicer for the mulliganing decision (because I assume you can use this ability before choosing whether to mulligan), but much less good if you draw it during the game.

Hmm. How about if it had "When ~ ETBs, you may discard a card to draw a card" as well? The two effects mirror each other, but then it's providing a tiny bit of card selection along with its unimpressive body if you draw it on turn 4.

On Fungal Growth Array:

That's not an unreasonable combo; mind you - and it even follows the guideline of not going off immediately, but waiting till next upkeep.

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