Velenthol Block

I've been working on a custom block for a while. I'm hoping that you could provide some cards that I could use

Sets
Velenthol (Fate reforged symbol)
Darkness Ascendant (Skull symbol)
Resurgence (commander symbol)

Velenthol Factions

Midnight Guard White
protectors of the city, they are soldiers, often human with knight comanders they have the mechanic Last Hope
Last hope: Whenever a creature with last hope blocks choose one: This creature gets a +1/+0 counter or the creature being blocked gets a -1/-0 counter

Jaeron's Rogues Blue/Red
Vengeful citizens and others who wish to defeat the corruption assailing them at all costs and they don't believe the guard are doing enough. Mostly rogues but some warriors and wizards as well as a few elves
Mechanic: Vengeance (x): Whenever a creature enters the battlefield, if a creature you control died this turn, this creature enters the battlefield with (x) +1/+1 counters

Spirits White/Blue
The spirits that have not succumbed to the corruption infusing many of their kind
Spirits always, with subtypes of wizard, soldier and cleric
Mechanic: Defiance: Whenever a creature with defiance is blocked choose one: put a +0/+1 counter on this creature or this creature can assign combat damage like it wasn't blocked

Twisted Beasts of the Forests Black/Red/Green
The natural creatures of this plane have been twisted and corrupted by a unknown dark power and now desire to destry all civilazation. As one of the corrupted fatcions, they use phyrexian mana in some of their cards. This faction is entirely beasts
Mechanic: Merciless: When a creature with merciless attacks an creatures you control have combined power greater than the combiend power of creatures defending player controls ()

The Spectres
Many of this plane's spirits have been corrupted by the evil that now infest the plain. This faction uses Phyrexian mana
Mechanic: Silence: whenever a creature with silence deals combat to a player, that player must either discard a card or sacrifice a creature

Darkness Ascendant Factions

Jaeron's Rogues (same as above)

Midnight Guard Red/White
the guard were split in two after Lord Captain Marric and many of the soldiers were corrupted, but the survivors continue to fight back against the encroaching shadows, the remaining spirits have also joined them as such, they can use both old faction abilities

Mechanics: Last Hope and Defiance

Corrupt Guard: With so many of the guard succumbing to corruption, the remaining defenders are even harder prewssed than before. this faction contains soldiers, knights, and horrors. They also interact with -1/-1 counters. This faction uses Phyrexian mana

Mechanic: Wither

Spectre Hosts Black/Green
After the final death of their leader, the spectres have possesed most of the beasts and twisted them to serve their ends while some still don't most now use the physical forms of beasts to serve their ends. This faction contains spirits, horrors and beasts. This faction uses Phyrexian mana and have some graveyard manipulation

Mechanic: Reform Host: At the beginning of your upkeep, you may choose to either put a +1/-1 counter on this creature, a -1/+1 counter on this creature or none of them

Biomancers Green/Blue
With the influx of the dark magics, some people wanted to use these powers to change and improve surviving wildlife, but in the process they were corrupted by it. This faction manipulates +1/+1 counters and often removes them to add -1/-1 counters to other creatures. They use Phyrexian mana. They are wizards, beasts, shamans, and horrors

Mechanic: Graft


Resurgence Factions

Midnight Guard: Red/White
same as above except new mechanic and more lifegain and interaction with it

Mechanic: Hopeful Future: When a spell with Hopeful Future resolves, if you have more life than an opponent (something happens, this will be used on non-creature spells)


Jaeron's Rogues Blue/Red
same as before except they also gain new mechanic

Mechanic: Unexpected Relief: If you control a creature with a +1/+1 counter (this creature) has (something, can be an activated ability or some special rule)

Biomancer Green/Blue

With the darkness falling, the Biomancers corruption has faded and they now help in the attempts to end the remaining threat to the plane. Things with +1/+1 counters gain bonuses and they can remove -1/-1 counters on creatures for bonuses. They are wizards and shamans

Mechanic: Graft

Creatures of the wild Black/Green]
without the darkness empowering them, the spectres were wiped out and the animals of the forest are in a more normal state, though still dangerous. They still use graveyard manipulating but now focus more on powerful creatures. They are various types of beasts

Mechanic: Merciless

Corrupt Guard White/Black

same as before

Comments

  • Seems cool, let me know what kind of cards you need and I would be happy to help (though I won't always be able to actually make a card and might just write it down in the comments.
  • Great, I have mostly spent time in the first set, but I have most of the characters down so a few commons woul really help, unless you can come up with some good uncommons
  • some creatures, as well as as some instants and sorceries
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