Risen Empires
Risen Empires by Vitenka
110 cards in Multiverse
2 with no rarity, 35 commons, 42 uncommons,
30 rares, 1 token
1 token colourless, 2 colourless, 16 white, 18 blue, 17 black,
18 red, 18 green, 9 artifact, 11 land
228 comments total
Modernising Fallen Empires; jmg's Homelands restored inspired me.
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Cardset comments (4) | Add a comment on this cardset
The set creator would like to draw your attention to these comments:
On Tidal Influence (reply):
(A creature gets -1/-1 while it has an odd number of tide counters on it, and +1/+1 while it has an even number of tide counters greater than 0 on it.) Then give the homarids ways of putting tide counters on your opponents’ things. Maybe call them something a little more colour-neutral, like Ebb counters or something, and you can use that as the sole creature counter of the set. Thallids could still use them rather than spore counters as a cost for things, and you can have proliferate in GU. Tidal Influence could then just become “At the beginning of your end step, proliferate.” With maybe an etb trigger putting an ebb counter on something. Just spitballing |
On Orcish Captain (reply): | On Icatian Town (reply): | On Brassclaw Orcs (reply): | On Vodalian Soldiers (reply): |
On Thrull Wizard (reply): |
On Risen Empires (reply):
Maro podcast talked about factions; and stressed over and over the need for some synergy between them to make two-colour playable. Which is a fair point. To add that to this set... I think we change some of the thallid high-tide mechanic to play interestingly with the orc cowardice mechanic. Give an opponent high tide? And to play another way - if we have propogate or similar counter manipulation; that would play well into itsown high tide, and also let it co-operate with green's thallid-swarm mechanic. So we'll give that to the merfolk. White+Black already kinda co-operate, with their mirrored similar mechanics. But maybe play it up a bit? And I still need to figure out the non-leitbur half-side in white. Dwarf + Cityfolk just play together well; that should be ok. Elf and Thrull? How does that go together? Which demographic can it please? Same for green black? |
On Thelon Naturaliser (reply): |
On Initiates of the Ebon Hand (reply):
Now that every colour has an 'order of the' I'm also going to give each an 'initiates of the'? That does give every colour access to mana washing; which is unusual. But maybe not a terirble thing? We're pretty heavy on NCC mana costs in set, this could be a sneaky nod towards "Yup, it really is safe to play 2 or even 3 colours, even if it doens't look like it is" Might have to consider whether that warps the environment though. And, well, it's a bit of a stretch. But let's try it. |
On Tourach's Herald (reply): |
On Order of Leitbur (reply):
Reach? It breaks the cycle, but it kinda makes as being like flying? Meh. (((Elvish Knight))) Doing it. Cycle is Order of Leitbur, (((Dwarven Lute-Knight))) / Order of the Crimson Peaks, (((Vodalian Knights))) / Order of Vodalia, (((Elvish Knight))) / Order of Thelon, Order of the Ebon Hand. The correct ordering for a cycle is |
On Tourach’s Gate (reply):
Well.. great. My spoiler was COMPLETELY missing the "Sacrifice a Thrull: Put three time counters on Tourach's Gate." part. fsssssssssssgrfl. I need a better spoiler. Or to read gatherer before I submit. Note also - the set does have man lands; in that green hs an 'animate a forest' monk. So that's a thing; kinda. |
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I mean not really? It's still not a fun or interesting decision; it's just "(nearly) Last thing, stick a token on it" At which point you might as well automate it.
Given this set; I'm thinking we instead make this -
or completely automated depends on which plays smoother)
1. Enter untapped.
2. Gain a token every turn. (Whether this is a
3. Sacrifice (without tap) to gain X mana.
Which doesn't cost much from the good-path; you'll only use it once for a big X. It trades ETBT for not being able to use it more than once when you're in a pinch.
And, of course, this set is supposed to encourage there to be lands in graveyards. Argh; no; wait; that's a different set. Argl. This is annoying.
For the red one, specifically, I could actually balance it by flipping a coin and giving you 1 extra if it's heads. But that only works for the red one. I need half-mana! (In a non-un-set)
So, I have been thinking recently and... is the simple solution to restrict the counter placing ability to sorcery speed?
The likely reason this changes controller at end of turn is that mana abilities fully resolve during casting of a spell and if the change of controller is followed by other effects there is a risk of rules issues.
A perfectly safe wording would use a reflexive triggered ability that only resolves once you are done casting (so no actions can be rolled back anymore), but otherwise with as little delay as possible:
(Note to self - duh. Legends was around with this set; which had lots of creatures with stupidly high multi-color costs. So this set probably contained some attempt to make them castable. For both players who owned more than one booster pack of legends because boy did they underprint that set and overprint this one.)
@Vitenka That's how I use my storage lands, although I play the ones from the Dreadship Reef cycle
I guess the problem with them is that the right way to use them is to leave them untapped until the opponents end step every single time (until you actually use it up). Which is fiddly, annoying, and not particularly clever.
Which probably lead to "Ok, so how about we give it one a turn at the start of the turn" which lead to "But then you get both to charge and use it - so make it either one of untap it or charge it" which lead to the original horrible wording.
So yeah, this is probably slightly too good, and slightly annoying to play with. But it does have the advantage of being very simple.
I always wondered why all the hoops when it came to storage lands. I presume they tested it this way and it was always just a smidge too good. Or the opportunity just never came up to print them. But that seems like an incredible number of missed opportunities.
Hmm. You're not wrong about proliferation combining with tide in an extremely strong way.
Regarding the reminder text - meh, it's shorter and gets the point across.
Putting repeatable proliferate as the tide mechanic is super busted. I like having them in the same environment, but definitely not the same card
That's also not the right reminder text for proliferate
Wait, so does this on purpose use the art of Suture Priest?