Moranshi- the Abnormal Collectives

Moranshi- the Abnormal Collectives by Sorrow

249 cards in Multiverse

101 commons, 80 uncommons, 53 rares, 15 mythics

2 colourless, 37 white, 37 blue, 37 black, 36 red,
36 green, 22 multicolour, 23 artifact, 19 land

50 comments total

The eldritch collective unconsciousness ekes its way the forefront of the present plane.

Moranshi- the Abnormal Collectives: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

Cardset comments (1) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Archetype Engine (reply):

Considered making this "put that creature OTB." If everyone thinks it should be onto the battlefield instead of to hand, I'll change it.

On Moranshi- the Abnormal Collectives (reply):

Command Wording

Currently, Command is a keyword with the reminder text in parentheses. However, my intention is that other cards should make Commmand into a list of options, not unlike a charm (see Rigor Run Trainer). I do not believe that I currently have the correct wording to make my desired outcome for Command to work as intended.

Command is not intended to simply add/voltron abilities together. The purpose of creatures like Rigor Run Trainer is to create a list of options to choose from when you Command. The hope is that a player will Command multiple times in a turn.

Recently active cards: (all recent activity)

 U 
Creature – Orc Warlock Advisor
When Trexa Organizer enters the battlefield, draw a card, lose 1 life, and Craterize (Create a 3/3 red Hellion token if a land was put into your graveyard from anywhere this turn.).
"The aftermath will make for an excellent obstacle course- for us, I doubt humans' dogs can live through this." -Athskatt, Trexa Sports Commmittee organizer
3/2
 M 
Creature – Hellion
Player's cannot have a maximum handsize greater than seven.

Spells with a converted mana cost of four or greater have "As you cast this spell, counter it unless you discard a land card."
6/6
2 comments
last 2021-09-07 02:29:00 by Sorrow
 R 
Creature – Rat Spirit
Whenever another Rat you control dies, Ghost Swarm gains indestructible until end of turn.
At the beginning of your endstep, you may destroy target creature or planeswalker an opponent controls.
4/4
2 comments
last 2021-08-13 00:23:21 by Sorrow
 U 
Sorcery
Each player sacrifices a creature. Then, each player who sacrificed the creature with the lowest or tied for lowest converted mana cost this way also sacrifices a land.
The Trexa Orc clan's sporting competitions are nothing but snuff performances.
 R 
Creature – Orc Wizard
Flash
When Tidewhelm Mage enters the battlefield, put the top three cards of your library into your graveyard. If at least two lands were put into your graveyard this way, counter target spell or activated ability.
2/5

Recent comments: (all recent activity)
On Ocean Trembler:

The second ability I kind of can't argue around.

For the first ability, to avoid discard though, could something like "If a player with seven or cards in their hand would draw a card or add a card to there hand, that player draws zero cards or adds no cards to their hand instead." work? On the brightside, no discard. On the downside, "damn, u ain't play a card. Aight, skip yo draw step." Maybe amend that alternate clause conception with "outside of their draw step""

On Ocean Trembler:

Make it a triggered ability? "At the beginning of each end step, each player discards cards until they have seven or fewer cards in hand."

Same with the second ability. "Whenever a player casts a spell with mana value 4 or greater, counter that spell unless that player discards a land card."

Feels way more black than blue, however

On Ghost Swarm:

I was honestly thinking about sacrifice strategies, though there isn't an abundance of those in this specific set.

On Ghost Swarm:

Huh.

It's unfortunate that the indestructible will come to late for this to survive the combat another Rat dies in.

I'd consider "At the beginning of your end step, if ~ died this turn and another Rat you control died this turn, return ~ to the battlefield."

Though that ability probably is cool enough to make its own design, while the tribal indestructible here seems more like something to serve the immense repeated removal ability.

I'd prefer "up to one target" over "you may".

On Story Embellisher:

Not a common, will change later

On Fetch!:

Perhaps 'Target permanent card'? Green normally can't fetch Instants and Sorceries (which tend to cost more when retrieving them from the graveyard. Compare Relearn to Raise Dead.)

Also, Dude's problem can be fixed by just staggering the trigger. "Create a dog. When you do, return target..."

On Fetch!:

Feels bad if your card gets exiled in response and you don't even get the token

On Sky Scurrier:

I conceived this set as wanting a lot of tokens between the four tribes. Rats got the best end of this stick, since their mechanic to generate tokens is easier than Hellions, and Dogs and Goblins didn't get mechanics to make tokens.

Most Infestation costs require two mana. This creature, Giant Rat, and Fixolya's Guard are the three whose cost is only one mana. While the other two were more expensive french vanilla, this was created to come onboard earlier.

On Sky Scurrier:

The infestation effect is very in-flavour and interesting for a rat deck.

But I don't think it actually wants to be a keyword - both because it's a very narrow deck that would make use of it, and because multiple copies of the effect would rapidly become very very silly.

On Stalagmite Strategist:

Hmm. So that's notionally an activated ability for -3 +4 card advantage. For no mana. And OK, two of those sacrifice "cards" come from the battlefield so you're losing tempo (even if one of them is likely to actually be a token). But still. I think that ability should definitely have some cost to it.

I do love the idea of a card that tells you to build a part-blue Goblins-and-enchantments deck though :D

(All recent activity)
See other cardsets