Return to Lorwyn

Return to Lorwyn by HijackAttack

19 cards in Multiverse

5 commons, 7 uncommons, 6 rares, 1 mythic

3 white, 3 blue, 1 black, 3 red,
1 green, 3 multicolour, 5 land

13 comments total

Ashiok journeys to a plane to continue their work on Theros. Their work alters the very nature of the plane, and it's inhabitants.

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Mechanics

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Recently active cards: (all recent activity)

 R 
Land – Plains
({t}: Add {w} to your mana pool.)
Windbrisk Cliffs enters the battlefield tapped. When it does, you gain 2 life.
{5}{w}{w}: Transform Windbrisk Cliffs. Activate this ability only if you control six or more creatures.
Windbrisk Brave
 
 R 
Creature – Bird
Flying, lifelink
Other creatures you control get +1/+1 and have indestructible.
{1}{w}: Until end of turn, other creatures you control lose indestructible and Windbrisk Brave gains indestructible.
1 comment
2018-03-03 12:38:20 by SecretInfiltrator
 U 
Creature – Elemental
Haste
Reality shift — Whenever another creature you control dies, transform Bravehearted Flamekin.
3/1
Bitterhearted Cinder
 
 U 
Creature – Elemental Skeleton
When this creature transforms into Bitterhearted Cinder, up to one target creature gets -2/-2 until end of turn.
Reality shift — Whenever an opponent is dealt 2 or more damage, transform Bitterhearted Cinder.
1/3
 R 
Land – Swamp
({t}: Add {b} to your mana pool.)}
Howltooth Dregs enters the battlefield tapped. When it does, up to one target creature gets -1/-1 until end of turn.
{5}{b}{b}: Transform Howltooth Dregs. Activate this ability only if there are seven or more creature cards in all graveyards.
Howltooth Howler
 
 R 
Creature – Wolf Nightmare
Menace
When this permanent transforms into Howltooth Howler, each player discards their hand, then loses life equal to the number of cards they discarded this way.
Whenever Howltooth Howler attacks, return target creature card from a graveyard to the battlefield under your control, tapped and attacking.
7/7
 R 
Land – Forest
({t}: Add {g} to your mana pool.)}
Mossbridge Passage enters the battlefield tapped. When it does, up to one target creature gets +1/+1 until end of turn.
{5}{g}{g}: Transform Mossbridge Passage. Activate this ability only if you control creatures with total power 10 or greater.
Mossbridge Titan
 
 R 
Creature – Troll
Trample
When this permanent transforms into Mossbridge Titan, other creatures you control get +4/+4 until end of turn.
As long as Mossbridge Titan is attacking, attacking creatures you control have trample.
8/8
 R 
Land – Island
({t}: Add {u} to your mana pool.)
Shelldock Cove enters the battlefield tapped. When it does, scry 1.
{5}{u}{u}: Transform Shelldock Cove. Activate this ability only if you have seven or more cards in hand.
Shelldock Ancient
 
 R 
Creature – Turtle
Shelldock Ancient can't be blocked.
When this permanent transforms into Shelldock Ancient, shuffle any number of cards from your hand into your library, then draw that many cards plus one.
Whenever Shelldock Ancient attacks, you may return target instant or sorcery card from your graveyard to your hand.
4/8

Recent comments: (all recent activity)
On Windbrisk Cliffs:

Wouldn't it be nice if the ETB ability actually helped you achieve the transformation condition?

The activated ability on the transformed side can remove indestructible from a creature of yours that would have it without the static boost from this - that's an unfortunate interaction.

Outside of that I like the throwback this cycle attempts.

On Mindspark:

Yeah, this is a lot better than Zap. Unless you're looking for a land, I guess. This is actually like Prophetic Bolt, albeit dealing 1 damage rather than 4, and that was a 5-mana rare! Compare also Magma Jet.

On Dream Harvester:

You should probably have to lose a life to draw the card (and dies is misspelt).

On Mindspark:

This card should probably be a Sorcery for power level reasons, or cost more (its effectively a cantrip)

On Goldmeadow Daydreamer:

This card seems to be off-colour and is way to good. Whites weakness is card drawing and this creature is effectively a 2 mana 2/1 cantrip, which is a 2 mana 1/1 in blue and green, the colours best at card draw.

On Spin into Fantasy:

I didn't realize this was going to be limited only to blue cards.

On Spin into Fantasy:

True. But only U/x. Every non-blue spell becomes a drag on Dream. That's fine in Theros if the point is that some cards show devotion to a color. But when designing for Blue/White Kithkin, let's say, it runss counter to Lorwyn's themes for there to be a mechanic that tells players that they should only play with the blue or gold Kithkin.

Now if the mechanic read "Dream of a Kithkin or a Fairy", I would totally be behind that. On one hand, it supports tribal. On another, the cross-tribal lead allows the set to introduce complexity in its tribal themes.

On Spin into Fantasy:

It encourages multicolor just fine if you do what Wizards has been doing in the last few years and put a few dual-colored cards in every set.

On Spin into Fantasy:

Cost increased to {2}{u}.

On Spin into Fantasy:

Another way of looking at it: If this card was a sorcery that said "Draw a card, then dream", I would consider it to be a better spell than Divination. A sorcery that just draws a card would be too weak for {u}. Unsummon, however, is a strong spell at {u}.

Here's another weirdness about Dream: It encourages mono-color decks. A lot. If the plan, however, is to match this up with multi-colored hybrid cards in a Return to Shadowmoor, it should be fine. Doesn't encourage two-color Lorwyn tribal, however...

(All recent activity)
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