The Space Set
The Space Set by HijackAttack
59 cards in Multiverse
27 commons, 20 uncommons, 11 rares, 1 mythic
12 white, 8 blue, 9 black, 6 red,
7 green, 6 multicolour, 1 artifact, 10 land
10 comments total
magic has guns now
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At the beginning of each end step, colonize. (To colonize, put a colony counter on a land you control.)
Colonize. (To colonize, put a colony counter on a land you control.)
Spice Trade deals X damage to target player and you gain X life, where X is the number of colony counters on lands you control.
Spice Trade deals X damage to target player and you gain X life, where X is the number of colony counters on lands you control.
Colonize, then search your library for X land cards, put one of them onto the battlefield tapped and the rest into your hand, where X is the number of colony counters on lands you control. (To colonize, put a colony counter on a land you control.)
Flying
Supply Drone enters the battlefield with a supply counter on it.
Remove a supply counter from Supply Drone: Regenerate target creature.
Supply Drone enters the battlefield with a supply counter on it.
Remove a supply counter from Supply Drone: Regenerate target creature.
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I feel like colony counters should do something for the land, like add the ability to tap for colorless mana, or something similarly relevant.
So at the moment, colonize only serves to trigger Resource War and Militia Relay. I assume there's going to be a bunch of "whenever you colonize" triggers, presumably at least 5 uncommons and 5 commons.
At that point, this feels like it'll be restricting you. You can't print anything too good "whenever you colonize" because this triggers it twice a round.
...Ohh, right, no, I see. Searching for a different phrasing finds Ravaging Riot and Technological Breakthrough and so on. Okay.
Why do the colony counters go onto lands, rather than just being gained by the player like poison counters and experience counters? I guess Outer Rim Backwater gets a slightly nicer wording. And it opens up potential interaction with bouncing/destroying/stealing/blinking the opponent's lands... but the first three of those are not the kind of thing you want a set to contain in any volume, of course!
This looks like the kind of effect that'd normally be a sorcery rather than an instant?
It is indeed. But I assume this should search for basic lands?
This looks pretty expensive for something that on its own is just a 1/1.
The whole cycle definitely needs some playtesting. Initially the ability doesn't seem overtly powerful (especially in a fairly fast limited environment) but in constructed formats it could be nuts. Maybe. I might change it to just creature, but that's for playtesting to decide.
I'd play a 0-cost enchantment saying "
, Sacrifice a land: Draw a card".
Nice mechanic!
Oh, cool. Very nice way of showing creatures "on" a ship.
Oh, "shielding" is interesting. It's like Phantom Centaur, except that when the shield is gone, it still has toughness. That means it has some of the benefit (it can never be killed all at once), without some of the downside (it can't be killed solely by smaller creatures or ping one at a time). That makes quite powerful cards, but presumably that's the intention :)