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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Windbrisk Cliffs enters the battlefield tapped. When it does, you gain 2 life.
: Transform Windbrisk Cliffs. Activate this ability only if you control six or more creatures.
Windbrisk Cliffs enters the battlefield tapped. When it does, you gain 2 life.
: Transform Windbrisk Cliffs. Activate this ability only if you control six or more creatures.
Flying, lifelink
Other creatures you control get +1/+1 and have indestructible.
: Until end of turn, other creatures you control lose indestructible and Windbrisk Brave gains indestructible.
Other creatures you control get +1/+1 and have indestructible.
: Until end of turn, other creatures you control lose indestructible and Windbrisk Brave gains indestructible.
Haste
Reality shift — Whenever another creature you control dies, transform Bravehearted Flamekin.
Reality shift — Whenever another creature you control dies, transform Bravehearted Flamekin.
3/1
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.
Reality shift — Whenever an opponent is dealt 2 or more damage, transform Bitterhearted Cinder.
1/3
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Howltooth Dregs enters the battlefield tapped. When it does, up to one target creature gets -1/-1 until end of turn.
: Transform Howltooth Dregs. Activate this ability only if there are seven or more creature cards in all graveyards.
Howltooth Dregs enters the battlefield tapped. When it does, up to one target creature gets -1/-1 until end of turn.
: Transform Howltooth Dregs. Activate this ability only if there are seven or more creature cards in all graveyards.
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.
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
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Mossbridge Passage enters the battlefield tapped. When it does, up to one target creature gets +1/+1 until end of turn.
: Transform Mossbridge Passage. Activate this ability only if you control creatures with total power 10 or greater.
Mossbridge Passage enters the battlefield tapped. When it does, up to one target creature gets +1/+1 until end of turn.
: Transform Mossbridge Passage. Activate this ability only if you control creatures with total power 10 or greater.
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.
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
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Shelldock Cove enters the battlefield tapped. When it does, scry 1.
: Transform Shelldock Cove. Activate this ability only if you have seven or more cards in hand.
Shelldock Cove enters the battlefield tapped. When it does, scry 1.
: Transform Shelldock Cove. Activate this ability only if you have seven or more cards in hand.
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.
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)
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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.
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.
You should probably have to lose a life to draw the card (and dies is misspelt).
This card should probably be a Sorcery for power level reasons, or cost more (its effectively a cantrip)
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.
I didn't realize this was going to be limited only to blue cards.
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.
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.
Cost increased to .
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 . Unsummon, however, is a strong spell at .
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...