Murganda II
Murganda II by HijackAttack
31 cards in Multiverse
10 commons, 11 uncommons, 10 rares
6 white, 6 blue, 5 black,
5 red, 4 green, 5 multicolour
10 comments total
A second attempt at a Murganda-themed set.
Murganda II: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
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Spend only mana produced by basic lands to cast Breaching Leviathan.
"These waters remain untouched by those who seek to corrupt it, pure of vile influences. It is here that true power can be found."
- Siblia, Wave-Clan Warmaster
- Siblia, Wave-Clan Warmaster
6/7
Put three 1/1 red Ooze tokens with devour 1 onto the battlefield.
Newly born Oozes fly into a ravenous hunger, devouring every living being in their path.
When Solemn Wanderer enters the battlefield, put a +1/+1 counter on target creature.
Revive
(
, remove X +1/+1 counters from among creatures you control, where X is this card's CMC: Return that card from your graveyard to the battlefield.)
Revive




5/6
When Mire Cutthroat enters the battlefield, target player discards a card.
Lurk
(At any time you could cast a sorcery, you may exile this card face-down lurking under a land you control. Only one card can lurk under a land at a time. You may turn this card face-up and put it onto the battlefield at any time by sacrificing the land its lurking under and paying its lurk cost.)
Lurk


2/1
Sentinels of the Gate enters the battlefield with two +1/+1 counters on it.
Hyilitht'at is not the only defender of her gate.
0/2
Recent comments: (all recent activity)
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Breaching Leviathan's a card now, so you may want to change the name.
This seems generally better than Hordeling Outburst, which I think is plenty strong enough for Standard.
"You may exile this card" - from your hand?
So it's basically pseudo-flash with alternate cost of
less but sacrificing a land. Pseudo-flash because the opponent can see something is coming.
I'd be rather wary of a mechanic that encourages players to sacrifice their lands. If I'm stuck on 3 mana and can't cast this normally, this mechanic encourages me to screw myself down to two lands. That's not a recipe for winning the game. Cards that make players screw themselves aren't a good idea; Wizards discovered this when playtesting a version of landfall that rewarded you for skipping land drops.
This seems fine, as a tweak on Mesmeric Fiend/Tidehollow Sculler.
Yeah, the idea here was that you could either pay the full 6 and get a hasty guy, or play it after combat for cheaper, but without the ability to attack with it that turn.
Reminds me of Altac Bloodseeker in that regard. The bonus is relevant before combat, but you need combat to turn it on. Yay burn spells!
Wasn't that a mechanic once already? It feels like it should have been. Hmm, bloodthirst, bloodrush... nope; seems that bloodcall is safe. Nice.
Slightly less nice to have it on a haste creature though - since combat is the most likely time for it to become enabled, and it's then too late to be useful that turn.
Still, red gets plenty of direct damage too; not every card wants to be trivial to use.
Could the bloodcall half be even cheaper? It's not a huge discout.
Well you certainly can't have any flavour text with that much rules text.
The templating actually looks fine except for the very final clause. "Return" doesn't work in this case, so I'd say "that creature's owner gains control of it".
Not sure about the wording on this one.
Certainly strong, but probably reasonable. If it does turn out too strong I'd be inclined to cut the "at random".