Risen Empires: Recent Activity
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Recent updates to Risen Empires: (Generated at 2025-08-20 12:58:32)
Risen Empires: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Recent updates to Risen Empires: (Generated at 2025-08-20 12:58:32)
See Initiates of the Ebon Hand - going full-cycle on it.
(art)
Also, this can still have a cost of

and be an Artifact Creature - Vehicle. Wizards is down with that sort of thing now.
Making this a Vehicle saves on a lot of text and makes for a better creative treatment. And you still can have the +2/+1 as conitnuumg suggests. So I'd say, go for that!
How about an actual Vehicle?
Maybe 2/4 with Crew 2 and "Whenever a Merfolk Crews ~, ~ gets +2/+1 UEOT.
I am bemused that Fallen Empires had both Equipment and Crewed Vehicles years and years before they got made into actual things.
Vodalian War Machine
Yeah; I took the zeylon first so that this could be the last card I made in my first-pass through the set. Sue me. I liked this one, it was odd.
It wasn't even a good win condition for a merfolk deck.
Nowadays... could this be "Crew"? I mean, it kinda sorta could?
I think the simplest thing to do, though, is to make each merfolk do both, rather than either. That way you need one fewer.
The downside clause? Gone. Now it's a fire and forget war machine, rather than one with crew inside. (And ever crewed vehicles don't kill their crew when they explode)
(uncommon)
So... make it actual equipment, downcost a bit, and done.
Zelyon Sword
Hey! The proto-equipment! Wow, I'd forgotten all about this.
Now, this change deos make it slightly less funcitonal; since you can't use it as a combat trick any more. To which I can only say "Well, good! Nwo and all that jazz!"
Alternatively, instead of a spell that deals hurts opponents who play forests, you could make this a spell that rewards you for playing Swamps. "Whenever you play a Swamp, target opponent loses 3 life unless that player puts a -1/-1 counter on a creature they control."
Tourach's Hymn - sorcery. Tourach's Chant - enchantment.
I actually see no problem with enchantments representing musical pieces. Discordant Dirge and cycle do this well. I think the upkeep cost makes it work.
Now these kind of color-hosing effects are obviously problematic, but you could easily remove the color specification from playing a Forest to playing any land and balance the numbers and still have a valid card. Though I'm personally not a fan of cards that punish playing lands there is something to be said about the fact that this lets you pay not only life, but also in creature resilience.
Tourach's Chant
Tourach! You're as bad as Theldon! Stop having broad colour hosing!
Also, this card sounds like it should be a sorcery, though the upkeep cost for continuing to chant for turns on end is kinda amusing.
(A creature gets -1/-1 while it has an odd number of tide counters on it, and +1/+1 while it has an even number of tide counters greater than 0 on it.)
Then give the homarids ways of putting tide counters on your opponents’ things. Maybe call them something a little more colour-neutral, like Ebb counters or something, and you can use that as the sole creature counter of the set.
Thallids could still use them rather than spore counters as a cost for things, and you can have proliferate in GU.
Tidal Influence could then just become “At the beginning of your end step, proliferate.” With maybe an etb trigger putting an ebb counter on something.
Just spitballing
It's clever, but the "proliferate each turn" ability alone would make this cost more than 3 mana. The rest of the card is just upside
Tidal Influence
Ah; the big daddy of the tidal mechanic.
Now, first of all - we drop the "Blue creatures" into being "Creatures you control"
Then... well, I was going to use proliferate for the counter moving. But I don't think I want that on this card, it's just too strong a combination to have all the pieces on one card.
But I really am unsure how to do this effect in a succinct way. For now I'll reuse the text I used on Homarid.
Tidal Flats
... why was this a common? ... why is this even a card? What is it doing "All your ducks aren't flying, they're the wading sort; so I can pike them."? Yeesh.
Ok, ok. Blue certainly does get "Make things more awkard for a creature-heavy opponent" type of cards. At uncommon. Bump it there.
It doesn't get first strike though! So how better to present getting bogged down? Reduce power, I think. Best not to make it multiple times in a turn though.
Now; attacking creatures, or non-flying creatures? Or both? The original being non-flying is kinda amusing - but doesn't really fit anythig else in the set. Which has, what; one jumping creature only? Stick with harming the attackng creatures.
Thorn Thallid
... direct damage. In green. Fairly crappy (once every three turns) but even so. Not a thing you get to do.
Instead, we'll give it a point of firstest strike.
(newcard, fix typo)
Thelonite Druid
The main thing this card needs changing is the art. Seriously. "Grumpy lady pointing at things". Apart from that... sure. It animates your lands. That's a valid thing. They come out a bit of a funny size, but nothing wrong with it.
Maybe it doesn't need to sacrifice a creature to do it? I mean, you're putting your lands at risk. I guess it stops you just animating them every turn forever? Maybe that's an important valve?
I think just keep it. Slight wording simplificaiton and we're done.
You do have a point. I do need there to still be storage lands; and they do need to be more interesting that the originals.
Maybe make it
: Add a storage counter?
(Was:
: Add
. If ~ has more than 5 counters, add 5x
instead.)
Making overpowered cards and balancing them with overpowered removal just leads to swings in games dependent on whether you have enough removal.
Since the counters come as an instant speed mana sink you'd expect to get less mana out of it than you put in.
Ah; but this set is all about lands going (and staying) boom. So there is definitely a risk of your opponent making it go away before you get to use it.
Still; sure, this might end up being a bit too good. It's got dials to twiddle to tone it back if needed.
This looks kind of ridiculous. Playing this turn 1, and then just using its own mana to add counters while pretending you were actually on the draw can net you 10 mana on turn 5. And the land isn't even that risky; It's obviously meant to go in a mono-coloured deck, so you can easily just use it as a colourless source if you are being pressured. You should have enough mountains that it doesn't matter.
Just slot in Thelon of Havenwood
Thelon's Curse
Oh for... Thelon! Stop having colour hosing as your main mechanic! It's not a THING any more.
Thelon's Chant
Huh. I "REMOVED" the black partner to this. And.. yeah; the same here. This is colour hosing in a way not done any more, just like that was. So this gets removed too. I need to remember to find something nicely tourach/thelon for whatever replaces this.
The Oracle text of the original also is an additional cost. No need for "If you do" words either way.
Under modern wording, it would likely be an additional cost
Thanks for the wording catch; didn't spot that. And as currently; yes it is. That might be too good, in which case I'd add back in the "If you do" words. But I think we'll try it this way.