Dusk on Tsanaa
Dusk on Tsanaa by KeresAcheron
70 cards in Multiverse
28 commons, 20 uncommons,
9 rares, 8 mythics, 5 basics
19 white, 7 blue, 8 black, 10 red,
6 green, 2 artifact, 18 land
27 comments total
A Green Antartica/Lovecraft themed set with Snow/Monocolor matters theme.
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Mechanics | Skeleton | About the Set (In Progress) |
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Recently active cards: (all recent activity)
: Add one mana of any color to your mana pool.
Chill (When this card deals damage to a creature, tap that creature, put a -1/-1 counter on it and it doesn't untap during its controllers next untap step.)
: The next one damage that would be dealt to one drop redirector this turn is dealt to target player instead.
: The next one damage that would be dealt to one drop redirector this turn is dealt to target player instead.
1/1
: Add to your mana pool.
. , Sacrifice Expanding Glaciers: Search your library for a snow land card and put it onto the battlefield tapped. Then shuffle your library.
. , Sacrifice Expanding Glaciers: Search your library for a snow land card and put it onto the battlefield tapped. Then shuffle your library.
Draw a card
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Bomb Conspiracy deals 1 damage to each of up to two target creatures and/or players.
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Recent comments: (all recent activity)
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Basically Dual Shot with Conspire
Summoner's Bane
After a quick perusal of some summaries and the TV tropes page, it seems the main conflict is not with white. It's green. In fact it seems to be primarily versus . Of course, you're much more familiar with the source material than I am.
I see the the author/setting has chosen white the color as a representation of something to be feared, but that doesn't necessarily correlate to Magic white.
The problem is that in the source material, white is colour of death, snow and death. And the best way to represent that is give white more creature destruction, flavour bleed in zombies into and some black abilities.
The setting I am trying to adapt has human civilisations that views complete selfishness as proper behaviour, survival at any cost as morally desirable, compassion as stupidity and parasitism as a clever strategy. The humans civilisations in the work are all utterly black aligned in the work and associate white with zombies, ice elementals and a human civilisation called the Cold Islanders that are essential White Phyrexians.
I've tried to reconcile this with magics colour pie as an "evil versus oblivion" conflict. AU-White claims that life is endless suffering, that everyone has a moral duty to die and that building mountains of bleached bones is an act of kindness. Meanwhile canon Black merely wants to survive, act selfishlessly and acquire personal power.
Here is a link that might work: https://docs.google.com/document/d/1lLnX36YVSCsq-TjqeNErG9lS7jMITHDKXfufM9Vw3DY
I feel like you're misunderstanding or warping the color pie to fit the flavor you want, but I could just be struggling to understand your vision. It doesn't help that it seems like the wiki you linked to requires a membership to provide useful information.
I'm still struggling with white being foul and vile; those words are black adjectives. Fleshy undead are also almost purely in black's domain. I think your "villain" is actually black but at some point you decided it had to be white.
In theory not broken it lets only lets you use up your extra land drops from mana and prevents mana-screw/hoses land destruction. While it turns effects that let you play multiple lands a turn into Channel, those cards are already dangerous so this should be printable. (The reason Ghost Town only bounced on your turn was because Armageddon was in standard..)
I'm all for 'evil white', but I got to agree with Link and Dude. If white is using black mechanics to be evil, then it isn't white; it's black.
I get what you're going for with the idea of Barter in Blood as a white card, and trying to tie it to Balance. But Barter in Blood is a card about genocide. There are no good intentions behind it. Balance is about evening the playing field. The results are similar, but they are not the same.
And I kind of doubt that White would ever make a call to 'Cull the Surplus Population', evil or not. Decreasing the population to increase the spoils is a selfish move, and being selfish is well within black's wheelhouse. White would be far more likely to do evil by refusing to kill its excess population, and instead enslaving everybody. More Stalin than Hitler.
White cannot be evil, since evil is a white concept defined as "not-white." Your morality system (itself a white construct) and your white villain's morality system may not line up, but a white villain will never be on their evil side. What Elesh Norn does is Good. What Konda did is Good.
While the flavor of this card is fine, I don't think the mechanical execution is right. For one thing, all removal, but especially white's spot removal, is getting worse. This should be noticeably worse than a good black removal spell.
Thassa's Bounty plus Opportunity for power level checks.
A blue milll/conspire enabler that can help Starved and feels tricky/opened ended. Trying to get flavour of H. P. Lovecrafts Migu.