MTG Sets

I am also a Magic: the Gathering player and enjoy designing cards and sets. Currently I have finished the designs of two full, playable sets – if you wanted to build a cube and draft either of these, I believe them to be fully functional and enjoyable. I am still in the process of finding appropriate art and creating the images for the cards.

 

Azragog’s Return

Azragog’s Return is a  set that I created along with my friend Eric Smith which was designed shortly after the release of Amonkhet. It is our stab at a set that Wizards might realistically print, meaning that it has concessions for the value of cards, the relative power of colors, and so on. The new mechanics are both keyword mechanics, called Vengeance and Primal.

Primal (R/G): If you would draw a card, you can _______ instead.

Primal only appears on permanents, and thematically represents trading knowledge for short-term power.

Vengeance (W/U/B): When * is exiled, _______.

Vengeance appears on all card types, and thematically represents a death-gasp, revenge strike, or persistence. Vengeance would also require a note in the comprehensive rules specifying that it only occurs after the first turn of the game has begun, so as to not interact with Serum Powder’s exile effect. 

Here (Work In Progress) is a card image gallery – if you’d like to print or use these cards for your personal use, feel free to do so as long as you credit back to this page as your source and do not claim authoritative rights.

Many of these cards contain errors (wrong set symbol, text mistakes, or wordings that don’t comply to the rules or agree with other cards in the set). In spite of this, I feel that the set is completely parsable – the minutia of wording is not the part of the MtG design process that interests me, and so since this is only a personal project, I haven’t worked very hard to get it right. 

 

Homophonia

“Treasures you control have phasing.”

“Scry 15”

Target opponent takes X extra turns after this one, then you take X+1 extra turns. At the end of your final extra turn, you lose the game.”

“Protection from doubled damage”

Colored mana symbols on permanents you control or in casting costs of cards you control become their respective color of Phyrexian Mana.”

Homophonia started as a lame joke but quickly blossomed into an amusingly thorough project. It is a “joke” set in the sense that it is obviously unprintable and tongue-in-cheek, but the cards are intended to be fully playable and as far as I am aware, fun. Homophonia has had FAR less testing or concept work than my other sets, however, so don’t take it to seriously. My original inspiration was this card and thread on reddit.

Every single card name and mechanic in Homophonia is a homophone or homonym of an existing card or mechanic. Every reprint has a homophone in the set. Each card has the same converted mana cost as the card that it derives its name from, but is colorshifted – so Child of Knight is a 2CMC white card, while the original Child of Night is a 2CMC black card. Additionally, all cards keep a rarity at which they have been printed.

These constraints made it difficult to fill slots and so the set’s flavor suffers to some degree, but there are consistently visible themes. There are 5 faction in Homophonia, each with a few mechanics connected to them and a primary and secondary color.

WHITE/blue: The Maverick Magisters (Fazing, Totem Armor) (Wizards)

BLUE/black: Phantom Thieves (By Back, Phasing) (Rogues)

BLACK/red: The Lords of Liquors (Immerge, Treasures) (Knights)

RED/green: Raging Ritualists (Fuze, Emerge) (Shamans)

GREEN/white: Order of Divine Justice (Totem Armer, Buyback) (Clerics)

The new mechanics are:

Fazing X (When this source deals damage to a player, tap X target permanents that player controls. Those permanents don’t untap during that player’s next untap step.)

Fuze X – At the beginning of your upkeep, put a Fuze counter on *. Then if * has X or more Fuze counters on it, remove all Fuze counters and _________.)

Totem Armer: if enchanted creature would be destroyed, move this aura onto another creature.

Immerge (cost): You may cast this spell by returning a creature card from your graveyard to the battlefield and paying the Immerge cost increased by that creature’s mana cost.

By Back – This spell costs (1) less to cast for each tapped permanent that your opponent to your right controls.

And of course these correspond to the 5 returning mechanics, Phasing, Fuse, Totem Armor, Emerge, and Buyback.

Here is a complete set file (no images yet!) – if you’d like to print or use these cards for your personal use, feel free to do so as long as you credit back to this page as your source and do not claim authoritative rights.