Ravnica Invaded

Ravnica Invaded by Vonmarcus

27 cards in Multiverse

1 with no rarity, 1 common, 12 uncommons, 13 rares

1 colourless, 1 white, 2 blue, 1 green,
11 multicolour, 10 hybrid, 1 artifact

60 comments total

After the Dust settled on New Phyrexia the phyrexians have found a way to spread beyond their plane and Ravnica is first on the menu.

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Reprints? | Set notes | Mechanics?

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 R 
Legendary Creature – Dragon Horror
Flying, Wither
{b/r}: ~ gets +1/+0 until end of turn.
When ~ deals combat damage to a player you may pay {1}{pb}{pr} if you do, that player discards cards three cards at random and loses 1 life for each creature card discarded this way.
6/4
 R 
Legendary Creature – Dragon Wizard
Flying, Defender, Shroud
{1}{pw}{pu}: Detain target creature, That creatures controller gains 3 life or draws a card.
3/7
 R 
Legendary Creature – Dragon Druid
Flying, Lifelink
{1}{pg}{pw}: Until end of turn if you would gain life put that many 1/1 green and white elementals onto the battlefield under your control instead.
3/7
5 comments
last 2014-03-12 18:11:30 by Vonmarcus
 R 
Legendary Creature – Dragon Lich
Flying
~ can block up to two creatures.
Metalcraft – ~ has "{pb}{pu}, {t}: tap target creature, that creature deals damage equal to its power to it's controller and that player puts that many cards from his or her library into his or her graveyard."
2/8
 
Which Mechanic from each guild should be brought back? I'd like at least one per guild.
33 comments
last 2014-03-28 14:05:22 by Vonmarcus

Recent comments: (all recent activity)
On Simic Charmling:

These are going to be mostly uncommon filler. And as stated above, these are the charms Wizards has already printed on creatures. Which is why I've not changed the wording at all.

On Simic Charmling:

I'm not that excited by this, honestly. The last ability should be "return another target creature."

On Simic Charmling:

This is part of a cycle of elementals all of which are just the printed charms from ravnica as ETB effects on creatures.

comments?

On Mechanics Vote:

Ok I will Put a comment in the set comments section stating just that.

Thank you for the advice. And again that you all for giving me so much feedback.

On Mechanics Vote:

Oh, you're most definitely able to break the rules in custom sets :) I guess the thing is that most custom set designs are assumed to be "trying to do it how Wizards would do, except when otherwise stated".

So if you say up front "This set is breaking Wizards' rules about X and Y", that's entirely fair enough. (And there are a fair few sets on Multiverse doing that already; for example, Link has stated that he knows Anhydria's central idea is definitely not something Wizards would do in a real set.) If you don't indicate you're aware you're breaking some particular design rule, people on here will likely point this out to you, is all.

And you're right, supplemental products aimed at experts like Commander and Planechase will occasionally contain -1/-1 counter cards: Gwyllion Hedge-Mage and Incremental Blight respectively. I'd have no objection if this were a Custom Cube, for example, because those are explicitly targeted at expert players.

So if you want to break the "no +1/+1 counters and -1/-1 counters in the same set" rule? Sure, feel free. Anything goes, really :) You might want to make an explicit statement somewhere that that's what you're doing, though, so that people don't keep coming along and saying "BTW, not sure if you know this or not, but Wizards have this rule..."

On Mechanics Vote:

That's for you to determine for yourself, by in my opinion, you're wrong. I would strive to make custom sweets as close to Wizard's standards as possible.
Mixing +1/+1 counters is completely taboo and should always be avoided. It's not like it's just some random arbitrary rule. There's perfectly sound reasoning behind it.

On Mechanics Vote:

For complexity each Ravnica block had at least ten mechanics.

And If needed Infect can become Poisonous From Futuresight.

On the limited note it's protected by design rules like it is because it's the primary way for magic to get new players and they are careful not to scare them away by making the game hard to grasp.

When they design for any other format they don't care about mixing the types of counters because it's meant for people who already grasp the game well.

By all means stop me if I'm wrong though, but isn't the point of a custom set to design something that's close to what a real set would be while still being able to break a rule now and then?

On Mechanics Vote:

What? No, it's not something they "sometimes do" or "are bound to do" - it's something they explicitly avoid doing. Lorwyn-Shadowmoor were two different blocks for Limited purposes, which is where it matters: they were never drafted together. (Standard is allowed to contain both +1/+1 and -1/-1 counters because otherwise they'd never be able to use -1/-1s at all.)

The only limited set to ever contain -1/-1 counters and +1/+1 counters was Time Spiral, whose timeshifted bonus sheet contained Serrated Arrows, Giant Oyster and Unstable Mutation. This was the block that contained how many keywords? Twenty? Thirty? And was widely recognised as way too complicated. In other words, it's not a good precedent.

On Mechanics Vote:

Agree. Infect is unlikely to go evergreen, due to it's -1/-1; but it's a mixing that they do sometimes do. You'd want to sacrifice complexity elsewhere though, to make room for it.

On Mechanics Vote:

Why not they've already mixed +1/+1 and -1/-1 counters in the same block before. Lorwyn/Shadowmore. Doing it in the same set while frowned upon is bound to happen.

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