Tarkir Boardgame

Tarkir Boardgame by HijackAttack

34 cards in Multiverse

4 with no rarity, 6 commons, 6 uncommons,
16 rares, 2 mythics

4 white, 7 blue, 3 black, 3 red,
5 green, 6 multicolour, 6 land

14 comments total

Cards for an RPG-like board game based on Dragons of Tarkir.

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Legendary Creature – Human Monk
Whenever you cast an instant or sorcery spell, you may pay {2}. If you do, that spell gains rebound. (Exile that spell as it resolves. At the beginning of your next upkeep, you may cast that spell from exile without paying its mana cost.)
Illus. Jason A. Engle
last 2017-06-18 10:22:30 by SecretInfiltrator
Non-dragon, non-zombie creatures get -1/-1.
Whenever a nontoken creature Dragonlord Silumgar controls dies, he puts a 2/2 black Zombie creature token into the battlefield tapped.
Sacrifice six nontoken creatures: Gain control of target creature. Only Dragonlord Silumgar may activate this ability.
Dragon creatures get +1/+1 and have trample.
At the beginning of each of Dragonlord Artarka's opponents' upkeep, that player may sacrifice a creature or land. If that player doesn't, Arygor, the Dragon's Bowl deals 5 damage to them.
{3}{r}{g}: Creatures you control get +3/+3 until end of turn. Only Dragonlord Artarka may activate this ability.
1 comment
2015-03-24 23:09:02 by Circeus
At the beginning of each player's upkeep, that player rolls a six-sided die.
• On a roll of one or four, that player sacrifices a land chosen at random.
• On a roll of two, three, or five, Qadat, the Fire Rim deals 5 damage to a creature or player chosen at random.
• On a roll of six, destroy all lands.
Atarka conquered Qadat, the Fire Rim, long ago, winning over its efreet with a promise to spread the glory of fire to all the world.
Planeswalker – PC
+1: Put a 1/1 blue Bird creature token with flying onto the battlefield.

-2: Target creature can't be blocked this turn.

-5: Until the beginning of the end step of your next turn, whenever a creature you or your allies control deals combat damage to a player, its controller draws 2 cards.

0: Blue Aggressive (LV 1) becomes a 3/3 blue Wizard creature until the beginning of the end step of your next turn. They're still a planeswalker.

Recent comments: (all recent activity)
On Taigam, Pupil of Ojutai:

Is going to grow up to become Taigam, Ojutai Master external link: @mythicspoler.com. I'm sure using "all your spells have rebound" is a popular mechanic to put onto Taigam, but this one caught my attention.

On Arygor, the Dragon's Bowl:

It's "Ayagor", not "Arygor"

On Resistance Elemental:

Hmm, alright. That makes sense. I felt I needed to tack on something to make it a little more exciting, though.

On Reyhis, Vanguard of Dromoka:

Yeah, she's supposed to be an endgame boss (or ally, depending on how you choose to play). None of these cards are intended for traditional constructed or limited play.

On Taigam, Pupil of Ojutai:

I like your making use of official Tarkir art for this set. It's up to you, but I think it'd be friendlier to include the artist attribution in the card artist field for cards where you've done that.

On Reyhis, Vanguard of Dromoka:

Wow. That's a very potent creature. Spend a couple of turns holding back with say 3 or 4 potential attackers (using them as blockers instead), and distribute 8 or more counters among your team. Yikes.

On Savage Blow:

Um. 6 or three?

On Tarkir Boardgame:

Well, I'm still trying to work everything out, but the gist of it is that you're a planeswalker who has landed on Tarkir. Games are played like regular (sometimes multiplayer) games of Magic, with the following exceptions: Your planeswalker card (Which you create, choosing a color and different loyalty abilities, being able to change these as you defeat enemies and level up) is your commander, and your enemies also have commander cards (usually legendary creatures from the storyline, or other planeswalkers.) Each Commander will have access to Powers - spells that begin facedown next to the Commander in the Command Zone, and can be cast at any time provided you can pay the mana. Each Power is either an instant or sorcery, and can only be used a set number of times per game. You'll be able to side with the Dragons to quell a multitude of rebellions, as well as assisting in defeating the other Dragonlords, or side with the rebellion itself, and finish what the ancient Khans started centuries ago - to free Tarkir from Draconic rule. Beyond that I'm a little fuzzy! The game itself is in the very early stages of development, and basic stuff like movement hasn't really been worked out yet.

On Qarsi Bonecaller:

I think it would be cool to be able to return the exploited creature. It would a fun but niche flicker effect. Unfortunately, you could exploit this and reanimate it, which gives a one card infinite ETB and death trigger combo, which is definitely too good. Oh well.

On Master of the Hunt:

Very balanced and fun, I like this cycle as a whole.

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