Ravnica 3.0
Ravnica 3.0 by wlframe
31 cards in Multiverse
5 with no rarity, 4 commons, 11 uncommons,
4 rares, 6 mythics, 1 token
1 token hybrid whitegreen, 2 white, 2 blue, 1 black, 1 red,
1 green, 10 multicolour, 12 hybrid, 1 land
25 comments total
The first set in my Ravnica III block Idea.
Ravnica 3.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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Target player loses two life, and another target player gains two life.
As long as Dualcaster's Gem is tapped, red spells you cast cost
less to cast.
As long as Dualcaster's Gem is untapped, blue spells you cast cost
less to cast.
This effect reduces only the amount of colored mana you pay.

As long as Dualcaster's Gem is untapped, blue spells you cast cost

This effect reduces only the amount of colored mana you pay.
Enchant creature
As long as enchanted creature is blue, white spells you cast cost
less to cast.
As long as enchanted creature is white, blue spells you cast cost
less to cast.
As long as enchanted creature is blue, white spells you cast cost

As long as enchanted creature is white, blue spells you cast cost


The new recruits are always the most eager
2/1
As long as you have more than life than your starting life total, white spells you cast cost
less to cast.
As long as you have less life than your starting life total, black spells you cast cost
less to cast.

As long as you have less life than your starting life total, black spells you cast cost

Recent comments: (all recent activity)
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This currently looks uninspiring. It's weird - Essence Drain is 5 mana, but that's because it can hit creatures. Douse in Gloom and Sorin's Thirst are like this but they can only hit creatures.
This is double Taste of Blood, but Taste of Blood was a very bad card, and I think this is still pretty bad. Ah - in fact, this is Vampiric Touch, but following the standard "
{M}" -> "{M}{N}" conversion rule. But that's still a pretty bad card.
At 3 life for 2 mana this would be more interesting. Starts to evoke Morsel Theft, although without the important cantrip.
1) The reminder text is still incorrect. You need to have it as actual rules text. 2) Why would you want to include that rule? This cycle is interesting, but that rule on all of them makes it too niche.
Make it a 2/1 and it would pretty decent.
"As long as enchanted creature is blue..."
"As long as enchanted creature is white..."
Hm, worse than Boros Recruit in... at least two ways? And that card was not a powerhouse.
Rather than 20 life, should this check whether you have more or less life than your starting life total? I like how Wizards has adopted that technology.
White can't drain life. This shouldn't be hybrid.
Honestly, it was rather arbitrary. Now that I look at it, red would make more sense for attacking combat tricks and white would make more sense for blocking combat tricks.
How did you decide which color to reduce when? Off the top of my head, I would've switched them, but am curious what your thoughts are.
If you're going to restrict to artifact you control as opposed to all artifacts, you should really make it cantrip (and you conuld consider making it loot in either cases).