eredithdriscol
eredithdriscol
EredithDriscol
21 posts
Don't wanna be here? Send us removal request.
eredithdriscol · 26 days ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Round 3 of rares! These ones follow the Dark Matter Trilogy, of course.
I'm not sure gifts are the best way to do Helping Others, but it fits very well with the theme of that card, and was one of my favourite aspects of Dreamland 3. Also, I couldn't find a piece that felt great as a Saga, so drew my own!
Between the spellbook of Adeleine's paintings and the gems of each colour created by Miracle Matter, this ended up with a lot of tokens! Of course, if these were actually in packs I don't think I'd expect the six tokens on the right of each of those images to be in regular boosters (the spellbook itself has the information, and there is the "generic" gem for Miracle Matter).
Transcriptions:
Gooey, Googly-Eyed Wonder {2}{C} Legendary Creature - Orb Child [rare] Whenever Gooey attacks, defending player reveals the top card of their library. If the mana value of the revealed card is even, Gooey gains flying until end of turn. Otherwise, Gooey deals 2 damage to any target. Then that player exiles the revealed card. Dream Friend 2/3
Rick, Kine, and Coo {2}{G}{U} Legendary Creature - Hamster Fish Bird [rare] Flying, trample Ice Kine — {2}{U}, {T}: Put a shield counter on Rick, Kine, and Coo. Activate only as a sorcery, and only if there are no counters on it. Dream Friend 4/3
Adeleine and Ribbon {2}{R} Legendary Creature - Human Faerie Flying Painter — {T}: Draft a copy of a card from Adeleine and Ribbon’s spellbook. You may cast the copy. If it’s a permanent spell it gains haste and “At the beginning of your end step, sacrifice this permanent.” 1/1 [alchemy security stamp]
Adeleine and Ribbon's Spellbook: Batamon (1/1 colorless Alien creature with mana cost {1} and "This creature attacks this turn if able) Ghost Knight (2/1 red Spirit Knight creature with mana cost {1}{R} and first strike) Octagon (2/2 red Octopus creature with mana cost {2}{R} and "Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn.") Ice Dragon, Painterly (2/2 blue Dragon creature with mana cost {3}{U}, ward {2}, and "When this creature enters, tap target creature.") Kracko, Painterly (3/2 red Elemental creature with mana cost {2}{R}{R}, flying, and "{R}, {T}: This creature deals 2 damage to any target.) Al Fresco (white Sorcery with mana value {2}{W}{W}, "Put a +1/+1 counter on each of up to two target creatures" and "Create a Food token.")
Helping Others {G}{W} Enchantment - Saga [rare] [I]: Gift a Plant If the gift was promised, Create two 0/1 green Plant creature tokens. [II]: Gift strength If the gift was promised, put three +1/+1 counters on target creature you control. [III]: Gift wings If the gift was promised, but a flying counter and a vigilance counter on target creature you control.
The Crystal Shards {2} Legendary Artifact [rare] Creatures your opponents control can be the targets of spells and abilities as though they didn’t have hexproof. Ward abilities of those creatures don’t trigger. 6: If you both own and control this artifact and a battle named Versus Miracle Matter, exile them, then meld them into Versus Zero Two. Activate only as a sorcery.
Versus Miracle Matter {3}{C} Battle - Attack [mythic] At the beginning of your end step, choose a color at random. This battle loses all protection then gains protection from each color except the chosen one. You lose 1 life and create a colorless artifact token named Gem with “{T}, Sacrifice this artifact: Add one mana of the chosen color.” When this battle is defeated, create a 1/2 blue Faerie Noble creature token with “{T}, Sacrifice this creature: Return an Attack battle card from your graveyard to your hand.” 5
Versus Zero Two [melded] Legendary Battle - Attack When Versus Zero Two enters, exile target nonland permanent. At the beginning of each player’s end step, that player exiles a nonland permanent they control. When Versus Zero Two is defeated, exile it, then you may cast its Victory without paying its mana cost. 6 Saviors of Ripple Star [victory] Sorcery - Victory Creatures you control become renowned. Create four colorless Equipment artifact tokens named Medal with "If equipped creature is renowned, it gets +4/+4. Otherwise it gets +1/+1" and equip {1}.
1 note · View note
eredithdriscol · 3 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The second set of rares, mostly around Kirby Super Star! This includes a new dungeon, and new dungeon type, as I couldn't get the design out of my head for the Great Cave Offensive. I spent way too much time going back and forth on the layout for the dungeon, especially with only one card venturing into it, but still had fun!
Transcriptions:
Wish Upon a Clockwork Star {4}{U}{U} Sorcery [mythic] Search your library, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle. Add {C} for each artifact you control.
Gryll, Stacking Strong {1}{G} Legendary Creature - Alien [rare] Gryll gets +1/+1 for each die stacked on top of it. Remove any dice that fall off the stack from Gryll. At the beginning of your end step, roll a six-sided die. If the result matches the top die on Gryll, remove the top die and put two +1/+1 counters on it. Otherwise, add it to the top of the stack. Dream Friend 1/1 [acorn security stamp]
Fall Into a Huge Cave {1}{B}{G} Enchantment [rare] When this enchantment enters, destroy target permanent. At the beginning of your end step, if you descended this turn, venture into Great-Cave. When you complete a dungeon, sacrifice this enchantment.
Marx, the Cosmic Jester {2}{B}{R} Legendary Creature - Alien Rogue [rare] 3: Exile Marx and up to two other creatures you control in a face-down pile, shuffle that pile, then cloak those cards. Marx Flip Ultima — Whenever Marx is turned face up, it deals 4 damage to any target. Dream Friend 4/2
The Great Cave Offensive Dungeon - Great-Cave [token] You can't enter this dungeon unless you "venture into Great-Cave." Sub-Tree Area - Put a +1/+1 counter on target creature. (Leads to: Purple Crystal Area, Submerged Crystal Area, Yellow Crystal Area) Purple Crystal Area - Draw a card. (Leads to: Minecart Path) Submerged Crystal Area - Target opponent mills three cards. (Leads to: Minecart Path) Purple Crystal Area - Target opponent loses 2 life. (Leads to: Minecart Path) Minecart Path - Advance to the next room. (Leads to: Old Tower Area, Garden Area) Old Tower Area - Create a 2/2 green Bear creature token. (Leads to: Garden Area) Garden Area - Create an Attack battle token named Versus Wham Bam Rock with "When this battle is defeated, create five Treasure tokens" and put three defense counters on it.
6 notes · View notes
eredithdriscol · 4 months ago
Text
Since Alchemy mechanics don't aren't in the comprehensive rules, some notes about intensity and its uses in Chorus cards.
The main idea is that the first Chorus card resolves with X as the starting intensity, the next with X+1, then X+2, etc. This spans across all Chorus cards.
This will intensify cards in your hands, library, everywhere. This includes cards that you pull in from your sideboard/collection (since these are still "Chorus cards you own").
If you respond to a Chorus card with another Chorus card (presumably that's an instant), the first one resolving will intensify the one that hasn't resolved yet.
If you copy a Chorus spell, the copy will not have the added intensity (only the starting intensity). It will intensify Chorus cards, but not other Chorus spell copies (since those are not cards). This is presumably because perpetual effects do not affect copiable values.
And yes, I did test the above on Arena.
Tumblr media Tumblr media
Interested in more Arena/Alchemy rules? u/chaotic_iak on Reddit has a great primmer here: Rules for conjure and double team: my findings : r/MagicArena
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The first set of rares and mythics! These mostly follow Kirby's Adventure. I've also included a helper card for the Chorus card (and conjure cards) since there will be a couple more such cards.
Transcriptions:
Mix Ability {1} Instant [rare] Search your library for exactly three non-creature cards with Kirby Ability watermarks and different names. Reveal them, shuffle them into a face down pile, and put one of them at random into your hand. Put the rest on the bottom of your library in a random order.
Story Time with Friends {2}{W}{W} Enchantment - Saga [mythic] During your turn, creatures you control have indestructible. [I], [II]: Target creature you control explores. [III]: Put a +1/+1 counter on each creature you control.
Versus Nightmare's Power Orb {3}{B} Battle - Attack [mythic] At the beginning of your end step, mill two cards. If the two cards have different mana values, you lose life equal to the difference. When this battle is defeated, until end of turn, you may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead. Then, exile this battle and return it to the battlefield transformed. 3 // Versus Nightmare Wizard Battle - Attack At the beginning of each player's end step, that player distributes two -1/-1 counters among creatures they control and mills two cards. When this battle is defeated, for each player, exile a card from that player's graveyard. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs. 4
Green Greens {2}{G} Sorcery - Chorus [mythic] Starting intensity 2 Choose one of the names from Plains, Island, Swamp, Mountain, or Forest. Conjure X cards named the chosen name into your hand, where X is this spell's intensity. All Chorus cards you own intensify by 1.
Star Rod, Dream Bringer {3} Legendary Artifact - Equipment [rare] Equip {1} Equipped creature gets +1/+1 and has reach and lifelink. Activated abilities of equipped creature cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Fountain of Dreams Legendary Land {T}: Add {C}. {T}, Tap an untapped creature you control: Add one mana of any color. Whenever one or more creatures you control untap, put a +1/+1 counter on one of them.
5 notes · View notes
eredithdriscol · 4 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The first set of rares and mythics! These mostly follow Kirby's Adventure. I've also included a helper card for the Chorus card (and conjure cards) since there will be a couple more such cards.
Transcriptions:
Mix Ability {1} Instant [rare] Search your library for exactly three non-creature cards with Kirby Ability watermarks and different names. Reveal them, shuffle them into a face down pile, and put one of them at random into your hand. Put the rest on the bottom of your library in a random order. [acorn security stamp]
Story Time with Friends {2}{W}{W} Enchantment - Saga [mythic] During your turn, creatures you control have indestructible. [I], [II]: Target creature you control explores. [III]: Put a +1/+1 counter on each creature you control.
Versus Nightmare's Power Orb {3}{B} Battle - Attack [mythic] At the beginning of your end step, mill two cards. If the two cards have different mana values, you lose life equal to the difference. When this battle is defeated, until end of turn, you may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere this turn, exile that card instead. Then, exile this battle and return it to the battlefield transformed. 3 // Versus Nightmare Wizard Battle - Attack At the beginning of each player's end step, that player distributes two -1/-1 counters among creatures they control and mills two cards. When this battle is defeated, for each player, exile a card from that player's graveyard. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs. 4
Green Greens {2}{G} Sorcery - Chorus [mythic] Starting intensity 2 Choose one of the names from Plains, Island, Swamp, Mountain, or Forest. Conjure X cards named the chosen name into your hand, where X is this spell's intensity. All Chorus cards you own intensify by 1. [alchemy security stamp]
Star Rod, Dream Bringer {3} Legendary Artifact - Equipment [rare] Equip {1} Equipped creature gets +1/+1 and has reach and lifelink. Activated abilities of equipped creature cost {2} less to activate. This effect can't reduce the mana in that cost to less than one mana.
Fountain of Dreams Legendary Land {T}: Add {C}. {T}, Tap an untapped creature you control: Add one mana of any color. Whenever one or more creatures you control untap, put a +1/+1 counter on one of them.
5 notes · View notes
eredithdriscol · 5 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The artifacts and basic lands! I'm quite happy how the lands turned out. Looking forward to getting to the rares/mythics!
Transcriptions:
Big Metalun {5} Artifact Creature - Golem [uncommon] Indestructible 3/3
Dragoon, that Cuts the Sky {2} Legendary Artifact - Vehicle [uncommon] Flying Crew 1 3/2
Hydra, Born to Battle {3} Legendary Artifact - Vehicle [uncommon] Trample Crew 1 3/4
Spray Paint {1} Artifact - Equipment [uncommon] Equip {2} When a creature is equipped by this artifact, note the colors of mana used to pay the equip cost. Equipped creature is the last noted colors, and has "{T}: Add one mana of any color."
Plains Basic Land - Plains [land]
Island Basic Land - Island [land]
Swamp Basic Land - Swamp [land]
Mountain Basic Land - Mountain [land]
Forest Basic Land - Forest [pand]
Wastes Basic Land [land]
10 notes · View notes
eredithdriscol · 5 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The green uncommons! No art pieces by me needed this time. It was fun to adapt the frame for spree, which really suits the Ranger ability. Next is artifacts and basic lands, either in one batch or two.
Transcriptions:
Beetley {1}{G} Creature - Insect [uncommon] Hexproof When this creature is blocked, it gets +1/+1 until end of turn for each creature blocking it. 1/2
Bonkers {3}{G}{G} Creature - Barbarian [uncommon] Trample Enrage - Whenever this creature is dealt damage, put a +1/+1 counter on it. 4/4
Flora {1}{G} Creature - Plant [uncommon] Reach {T}: Add {G}. 1/1
Hammer's Nail {2}{G} Sorcery [uncommon] Target creature gets +4/+4 and gains trample until end of turn.
Knuckle Joe {2}{G} Creature - Warrior [uncommon] Trample When this creature enters, put a +1/+1 counter and a trample counter on another target creature you control. 2/2
Leaf's Swirl {1}{G} Sorcery [uncommon] As an additional cost to cast this spell, discard a card. Return target card from your graveyard to your hand.
Versus Whispy Woods {2}{G} Battle - Attack [uncommon] When this battle enters, creature a Food token and a 1/1 green Insect creature token. When this battle is defeated, search your library for up to two basic lands cards and put them onto the battlefield tapped. Then shuffle. 3
Ranger’s Rapid Fire Shot {1}{G/W} Instant [uncommon] Spree
{1} — Destroy target artifact.
{W} — Destroy target tapped creature.
{G} — Destroy target creature with flying.
Spider’s Web Sling {3}{B/G} Instant [uncommon] Target nonattacking creature gains reach and deathtouch until end of turn, and can block an additional creature each combat this turn.
2 notes · View notes
eredithdriscol · 6 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The red uncommons! This was a fun batch to put together. This promotes "wins the fight" from Alchemy to non-Alchemy. I believe it's sufficiently grokkable and easy to perform on paper. Only one art piece by me this time.
Transcriptions:
Burning Leo {1}{R} Creature - Elemental [uncommon] {R}: Burning Leo gets +1/+0 until end of turn. If this is the third time this ability has resolved this turn, Burning Leo gains trample until end of turn. 1/2
Fire Lion {2}{R}{R} Creature - Elemental Cat [uncommon] Haste This creature attacks each combat if able. {1}{R}: This creature deals 1 damage to target creature or battle. Activate this ability only if its attacking. 4/2
Rocky {2}{R} Creature - Elemental [uncommon] Menace 2/3
Sand's Grab {3}{R} Sorcery [uncommon] Gain control of target artifact or creature until end of turn. Untap that permanent. It gains haste until end of turn.
Spark's Thunderbolt {2}{R} Instant [uncommon] This spell deals 2 damage to any target, and 1 damage to each of up to two other targets. Each creature dealt damage this way can’t block this turn.
Versus Kracko {2}{R} Battle - Attack [uncommon] Flash When this battle enters, it deals 3 damage to any target. When this battle is defeated, discard all the cards in you hand, then draw that many cards.
Yo-Yo's Gazer Spiral {R} Instant [uncommon] Multikicker {1} Target creature gets +1/+0 until end of turn for each time this spell was kicked, and gains first strike until end of turn.
Ball's Bounce {2}{R/G} Sorcery [uncommon] Choose target creature you control. The chosen creature gets +1/+0 until end of turn, then it fights a random creature your opponent controls. When the creature you control wins the fight, you may repeat this process.
Doctor's Pill Bopper {U/R}{U/R} Instant [uncommon] Copy target instant or sorcery spell with one or more targets. Reselect the targets at random for the spell and the copy.
1 note · View note
eredithdriscol · 7 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The black uncommons! These were some of the most restrictive to find (turns out most enemies from Kirby are not black-aligned), but I think I got a decent spread! This includes three art pieces by me, which was a fun stretch of my capabilities.
Transcriptions:
Flapper {1}{B} Creature - Bat [uncommon] Flying, lifelink, haste 1/1
Needle's Falling Spine {1}{B}{B} Instant [uncommon] Destroy target creature.
Poison's Toxic Smog {2}{B}{B} Sorcery [uncommon] All creatures get -2/-2 until end of turn. Each player discards a card.
Shadowbite {4}{B} Enchantment Creature - Shade [uncommon] Deathtouch, shadow When this creature deals combat damage to a player, put a shadow counter and defender counter on target creature they control. 3/3
Spookstep {2}{B} Creature - Spirit [uncommon] Menace When this creature deals combat damage to a player, you may remove a counter from target creature they control or target battle they protect. 2/1
T.A.C. {B} Creature - Cat Shapeshifter [uncommon] Whenever another creature dies, you may have this creature become a copy of that creature until end of turn, except it has this ability. 0/1
Versus King Dedede {2}{B} Battle - Attack [uncommon] When this battle enters, exile all graveyards. When this battle is defeated, create three Food tokens. 5
Bomb's Bowl {3}{B/R}{B/R} Sorcery [uncommon] Distribute three -1/-1 counters among one, two, or three target creatures.
Cook's Potluch {2}{W/B}{W/B} Instant [uncommon] Exile target creature. Create a food token.
3 notes · View notes
eredithdriscol · 7 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
[Repost, as I originally had this as a reply to the white cards]
The blue uncommons (and some more hybrids). These contain a piece of art by me, as I couldn't find art I liked for Bloon.
Transcriptions:
Bloon {1}{U} Creature - Balloon [uncommon] Flying This creature can block only creatures with flying. When this creature dies, tap all creature target opponent controls. 1/2
Bubble's Big Bubble {3}{U}{U} Instant [uncommon] Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard. You may play it for as long as it remains exiled, and mana of any type can be spent to cast it.
Ice's Breath {1}{U} Enchantment - Aura [uncommon] Enchant creature When this enchantment enters, tap enchanted creature and put a stun counter on it. {U}: Put a stun counter on enchanted creature.
Jet's Rocket Dive {2}{U}{U} Instant [uncommon] Return up to two target creatures to their owner’s hands.
Mr Frosty {4}{U} Creature - Walrus [uncommon] Mill a card: Target creature attacks this turn if able. Activate only once each turn. {T}, Mill two cards: This creature gains hexproof until end of turn. 3/4
NESP {U} Creature - Wizard [uncommon] When this creature enters, draw a card and discard a card. 1/1
Versus Dyna Blade {3}{U} Battle - Attack [uncommon] When this battle enters, draw two cards. When this battle is defeated, create two 1/1 blue Bird creature tokens with flying. 3
Ninja's Blossom Storm {1}{U/B} Instant [uncommon] Target creature gets +1/+0 and gains "When this creature deals combat damage to a player, that player mills that many cards" until end of turn.
Tornado's Attack {2}{G/U} Sorcery [uncommon] Put two +1/+1 counters and two stun counters on a creature you control, then redistribute counters among creatures you control.
0 notes
eredithdriscol · 9 months ago
Note
I think the structure and unchanging of white connects better with ATLA's earth, whereas the "go with the flow" of green may better suit ATLA's air. Though mechanically flying in green and trample in white would be rather odd. The fun of Universes Beyond I suppose.
How would you handle a set based around the idea of four elements (example, fire, air, water and earth)?
Would you make up a fourth element for Black (cosmos, void, ether, something like that)? Or would you make it a 4-color set with little to no black?
There are different ways we could handle it. We could have a fifth element. The fifth color (which doesn’t have to be black) could be the absence of elements. It could have some of each element. It could be the antagonist of the story. I need more info on what the set/world’s goals are.
62 notes · View notes
eredithdriscol · 10 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The white uncommons (and a couple of the hybrid cards)! As ever I'm open to feedback on any or all of these.
With the announcement of the Foundations Magic set, they've called out that they are adding the Nyx-style frame to all enchantments, and moving from "[cardname]" to "this [card type]", so you'll notice I've incorporated those templating changes here.
Transcriptions:
Cool Spook {1}{W} Enchantment Creature - Spirit [uncommon] Flying When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield. 1/1
Cupid's Halo {2}{W} Enchantment - Aura [uncommon] Enchant Creature Enchanted creature has flying and "{T}: This creature deals 2 damage to target battle or attacking or blocking creature."
Cutter's Boomerang {1}{W} Sorcery [uncommon] Target creature you control gets +2/+0 and gains first strike and vigilance until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Gigant Edge {3}{W}{W} Creature - Soldier [uncommon] Vigilance, ward {2} This creature enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) 3/3
Starman {2}{W} Creature - Alien [uncommon] As long as it's your turn, this creature has flying. You may exert this creature as it attacks. If you do, it gains double strike until end of turn. (An exerted creature won't untap during your next untap step.) 2/1
Versus Meta Knight {1}{W}{W} Battle - Attack [uncommon] (As an attack enters, choose an opponent to protect it. You and others can attack it.) Flash When this battle enters, put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. When this battle is defeated, exile up to two artifacts and/or enchantments and draw a card. 4
Waddle Dee {W} Creature - Alien [uncommon] Squad {2/W} (As an additional cost to cast this spell, you may pay {2} or {W} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) 1/1
Beam's Capture {R/W} Instant [uncommon] As an additional cost to cast this spell, tap an untapped creature you control. Target creature an opponent controls can't block this turn.
Parasol's Shield {2}{W/U} Enchantment - Aura [uncommon] Enchant creature Enchanted creature gets +0/+2 and has flying. If enchanted creature would be destroyed, instead remove all damage marked on it and destroy this Aura.
1 note · View note
eredithdriscol · 11 months ago
Text
Token!
Tumblr media Tumblr media Tumblr media
Last post for a while; these are the meld back of The Crystal Shards and Versus Miracle Matter.
I'm not sure which option I like better here, so I'm going to try a poll (if anyone sees it).
2 notes · View notes
eredithdriscol · 11 months ago
Text
Tokens!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Finally some mythics! Some of the dream friends and final bosses (the meld kind, of the latter) are mythics, with a few other cool ideas. As much as cards that use an attraction deck are now banned in Vintage, I like the idea of a spellbook of attractions.
I think Versus Miracle Matter may be on the cusp of token heavy, but so could any card that uses a spellbook.
7 notes · View notes
eredithdriscol · 11 months ago
Text
Tokens!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Here are some rares from the same concept of a set as my other post. The layout for rares mostly includes dream friends, final bosses, back stories, and some meld pieces.
The layout of the set is 50 uncommons, 35 rares, and 15 mythics. I have a general layout, though I keep changing pieces of it. Some of the hardest parts is finding art, but it's been a lot of fun to look through them!
You may notice that Elline has a combination UB/Acorn security stamp. As I create cards, I've opted to assign them appropriate stamps as I find the best mechanical representation. This means I have some UB/Acorn and some UB/Alchemy cards. Probably even a UB/Acorn/Alchemy by the end.
4 notes · View notes
eredithdriscol · 11 months ago
Text
Tokens!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
I've been playing with the idea of a Kirby x Magic the Gathering set. I tried laying it out, and realized there wasn't enough content to do an entire draft set, but a beyond booster set (like the upcoming Assassin's Creed set) would be a great fit.
Here is a sample of the uncommons (note this type of set doesn't have any commons). Abilities are represented mostly by instant, sorceries, and auras. Enemies and midbosses by creatures, and bosses by battles.
I also had fun creating a showcase frame, that works for all the different varieties of frame that are in this set.
Will I finish? I hope so! But it'll take some time. Are these cards finalized? Not necessarily; I'm open to feedback.
Do I have more? Some rares and mythics coming up!
4 notes · View notes
eredithdriscol · 11 months ago
Text
Tumblr media Tumblr media
Last post for a while; these are the meld back of The Crystal Shards and Versus Miracle Matter.
I'm not sure which option I like better here, so I'm going to try a poll (if anyone sees it).
2 notes · View notes
eredithdriscol · 11 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Finally some mythics! Some of the dream friends and final bosses (the meld kind, of the latter) are mythics, with a few other cool ideas. As much as cards that use an attraction deck are now banned in Vintage, I like the idea of a spellbook of attractions.
I think Versus Miracle Matter may be on the cusp of token heavy, but so could any card that uses a spellbook.
7 notes · View notes