Homelands Restored: Recent Activity
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Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 17:38:06)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 17:38:06)
A preprint of Stone Golem.
Man, getting back into the swing of things is tough. Half a year ago, I knew what this set needed. Now, I'm struggling to catch up with my notes.
For the 6th common artifact slot, I needed something that cost 4-6 mana. And since this set doesn't have enough vanillas, I ended up with pre-printing this M11 uncommon, which is maybe okay as a common now? I'm just going to run with it. I'm sure the set can use a decent body for many colors.
Only complication is that this sits a little too close to Hurloon Wanderer. I could change the Wanderer to a 4/3... but it looks like my original cost to p/t was right on the money, considering Shatterskull Recruit. Maybe I should increase the Wanderer's cost and power by one each?
Yeah, this still bugs me. I'm probably going to remove Legendary because I agree that I don't like utility lands being Legendary. But mostly I've done nothing because I waffle on this issue and I don't want to end up editing these cards once a week.
I could still use that third opinion, though.
As a counterpoint to my earlier comment: now Maro says "For years we didn’t make lands legendary because we didn’t like the gameplay, but then we changed how legendary works so we’re willing to make them again."
And in fact Dwynen, Gilt-Leaf Daen has both reach and a "When this attacks" ability which are even more at odds; so you're in fine company :)
Original card
I thought about putting Traveler's Amulet as a pre-print here. But while I spun around the idea, it occurred to me that we haven't seen Mana Cylix meets Mind Stone yet, so I made that instead.
I thought about dropping the casting cost to
, since Prophetic Prism looks so much better in comparison. But then I realized that this was probably the better of the two cards, even if it didn't look like it (That, and it would have been annoying to obsolete the cylix in two ways...) That prism wouldn't be terribly useful in Zoo or Jund, for example, while this could. Funny that.
Original Card
Filling in the artifact slots. I'm erring in the belief that the set could use more creatures, and could probably use at least one more creature that costs 2 and can be used by any deck. Really, I should have made this an Alpha Myr, but I couldn't resist making it at least a little more appetizing.
Flavor is a reference to Yotian Soldier if it isn't obvious that some of this card was designed while thinking of that card. I wanted Yotian Soldier because the set needs more soldiers (due to Aysen Crusader) but didn't want to stretch the flavor of Homelands to explain what they were doing here. This is a sort of compromise.
I'll note that reach and "turn sideways" are somewhat at odds. But this card probably achieves yours aims anyway.
Original Card
I needed an extra card with infect and a card with anti-flying as well as a 4-drop creature that tends to turn sideways in green.
I really wanted this to be common, like it is in Fifth Edition, but there aren't enough commons in this set to support that decision. It's not that I'm tied up for space in the common slot... it's just that Wanderlust, as it is right now, is a strategy unto itself. With only so many common Green cards, it's warping half of common Green to conform to Wanderlust's strategy, and I shouldn't play that game. Far better in uncommon where people can play into the strat sometime.
I'm still not sold that this is the best execution of the card, either. Now that I'm not tethered to common, I could do a little more with it. I'd say revert the text somewhat, and make the card red/green... but the way the skeleton is aligned, that would make the card take up the rare Red/Green slot, and that would probably be too weird a choice.
Original card.
The set needs a Naturalism variant, and a common that costs 4. It doesn't technically need another mana accelerator/fixer, but the acceleration/fixing it currently has isn't very impressive. Trade Caravan is decent, but lackluster compared to most mana elves (though, I'd argue it's about as powerful as a 1 cost mana accelerator really should be. IMO, bird and elf were always a little too good.) Renewal is good, and possibly too flexible as it stands right now, but it only fixes. I figure adding one more non-perfect accelerant rounds the three out.
Original Card with alt. flavor text from Willow Faerie.
I needed a large green creature that encouraged attacking. But I also needed a creature that made sense in the subdued world of Homelands. There's a number of Faerie tribal cards in the set, so extra support for that theme is a bonus.
I know with Emeria, that's technically the name of a goddess. In theory there could be multiple sky ruins of her once beautiful castle (which is what this card references.) I have no idea why they made Emeria sound like a location, though.
Grove of the Guardian doesn't pop up on mtgsalvation's wiki. I'm guessing it's not a singular location.
Crucible and Sunhome, however, are singular locations. Personally, I find that really... wrong. I understand what happened with Crucible, since it's an important story element, but Wizards wanted players to be able to play 4x. But the Sunhome cycle could have just been flavored differently.
This is an annoying Catch. Story-wise, there really is only one Wizard School and Sengir Castle. I don't like how this modest utility card doesn't act like a Legendary land either. Can we get another opinion on this?
I'm not very keen on making this cycle legendary. I'll note that WotC have been happy to print lands with legendary-style names but leave the legendary supertype off for gameplay reasons: see Sunhome, Fortress of the Legion, Grove of the Guardian, Crucible of the Spirit Dragon, Emeria, the Sky Ruin and so on.
That flavour text is very silly :)
Original Card
I originally figured I'd have to make both of my infect green cards creatures, but this spin on Monstrous Growth seems to do the job without me accidentally making more defensive cards in green. Granted, it needs support... but the support can just be a second Teem with Toxin. Once you let one through, the next time you cast this spell, it roughly states "target creature becomes Phage the Untouchable until end of turn."
Green, so far, has a strange path to victory in Homelands restored. Wanderlust your opponent's creature, then evade past the Wanderlusted creature with Willow Faerie and Joven's Ferrets. Later, drop a Hungry Mist and stare down your opponents bigger threats (or possibly Carapace the Mist and swing.) Strange that Green is acting rather Black/White.
It will probably reassert itself as normal Green once enough big bodies hit the table. Let's see. Right now, we currently have seven cards, 4 of which are creatures. We need 11... and maybe we should have 7 creatures here to make sure green is doing its job the right way. What's missing is:
- A big solid poozer.
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Two ways to get poison. Probably on creatures, though this may conflict with the 'we need more meaty creatures' problem...
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Giant Growth-ish
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Naturalizish
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Anti-Flying. Probably Reach
Things that aren't present, and could be, but aren't necessary:
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Fog
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Fight
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A larger boost, either aura or +1/+1 counters
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A second accelerant. Probably a sorcery at 3cc or 4cc.
Oh, yes, of course. No need to involve creatures that randomly dealt damage to a pumped up Albatross from 5 turns ago. Editing.
Wording needs to say "dealt damage to CARDNAME this turn", like Sengir Bats.
Original Card
I keep wanting to make a pure vanilla creature, but the needs of the set keep restraining me. In this case, I needed a 5 cost Minotaur to round out red. The obvious choices (Fire Elemental or Earth Elemental) would have been fine. Except it would have looked silly next to the updated Chandler and Joven who host those stats and have an extra ability to boot. So instead I'm taking the new evergreen keyword, Menace, and putting it to work.
For flavor, I found this artwork of a Hurloon Minotaur by Phill Simmer, and figured that would be a good place to start. Hurloon minotaurs, however, don't belong in Homelands. So I made him a nomad, and added a quote by Daria that helped to reestablish the setting, while foreshadowing the fact that Daria will eventually find a way to leave the Homelands. She's right. There are actually two ways to get in and out of Homelands. Koskun Falls and the Dwarven Gate (card forthcoming). Not to mention that some day the seal will weaken... at least that's what the Baron is waiting for.
Slipped in some alt flavor text from Sengir Bats. Odd how well it works here. It even quotes Ihsan, who's reflected in the card art's pupil.