As for permissions to print or use the cards, you may print them if you intend to use them in a game test with me. Thank you and happy reading.
Notes: A blue anti-creature nommer? Lots to love here.
UPDATE: Angler Wolf's ability quickly became overpowered when couple with pirates. To compensate, I doubled the cost for its ability and changed the price of the card. 11/4/12, fixed the mana cost again.
Notes: The flavor here is delightful and the effect rewards you for abusing the blue mechanic to draw cards.
UPDATE: Changed the wording. 11/4/12, fixed this and other discard cards so that they're all playable and/or not just a waste of space in your hand.
Notes: A fun pirate bit of milling fun that once again rewards you for dumping cards.
UPDATE: Changed the wording. 11/4/12, made more costly to help fix blue (probably the most OP color).
Notes: Now here is a devestating blue legendary merfolk. It resists removal, buffs your merfolk, and gives you an infinite hand size. She might be overpower...we'll have to see. I did love the flavor of working out what the Hexellians are because, originally, they were going to be a very weird type of merfolk and I ended up deciding they could just be a very varied race.
UPDATE: Price fix to make it more playable and changed what it did with merfolks to keep them from becoming unstoppable dynamos.
Notes: You just gotta love the flavor of this anti-creature specific mana leak that punishes creature decks by putting the perma-pinch on them.
UPDATE: I think this is everyone's favorite counter spell. Hence why its strange that it took so long to fix the text.
Notes:And here is an awesome little drake that I see getting plenty of return to hand fun in the set. The fact that the little bugger is a flier will make him extra obnoxious in the first rounds of combat and potentially be useful in any round.
UPDATE: Looking back at Aether Adept and some other cards and it became obvious that Fairy Drake was undercosted.
Notes: Making a flying aura worthy takes a little doing...sometimes you just gotta take a failure of one and buff it a little. I expect this to see a little tinkering down the line.
Notes: PIRATES! I am not sure why but one of the two things I decided I wanted in my set was a new mill mechanic and pirate. That is where we get the awesome ability Pirate, which has seen more buffing and more, and we'll have to see just how effective this new mechanic can be.
UPDATE: The pirates are actually getting a lot of testing and honestly? They're super effective. Justin made a blue & pirate deck and milled out his opponents 3/4 of the games he played. Unfortunately this means we have to scale back the devastation of pirates by reducing pirate by one on all the pirates. 11/4/12, more reduction of the "Pirate" mechanic, now called "Plunder", with the upside of being optional.
Notes: And here have your common pirate and he really is a nice little nuisance.
UPDATE: A little nerfing shouldn't ruin this guy's potential as a solid human 1 drop. 11/4/12, more nerfing.
Notes:You want a blue mill game ender? Here we are. You mill out your opponent for twenty cards, lay this bad boy down, and swing for the win in two rounds or less.
UPDATE: And fixed. An unstoppable five damage that is strong enough without a buff.
Notes:Some blue mana get. We'll have to see if she is overpowered in the playtest and gives mono blue too much of an edge.
Notes: Ooh, Theft mechanic! So Pirate and Theft are sister mechanics; with Pirate all about milling and Theft all about discarding, the latter of which is usually more annoying. Think about it, what's worse? Losing some cards from your library or having a card you planned to use stolen from your hand? Also, it has some nice random return from graveyard, putting another card in your hand, which is almost always useful for blue.
UPDATE: "Pilfer" is the new "Theft".
Notes: Some more Thefting Merfolk with the bonus of Flying? Win.
Notes: And here is a nify merfolk that sets up your tribal support with the help of Scrying to help you get more cards, scrying more every time you play most of the merfolks from your hands, and generally being a useful card when you got that extra 1 blue mana to spend on getting a creature on the field.
UPDATE: Remove Scry and replaced it with Corrupt.
Notes: This doesn't seem terribly useful but, when combod with the Whale Leviathan or the Hexellia Grand Legendary Land and he becomes devastating.
Notes: Tadah! I wanted to make a useful unblockable instant that could also double in usefulness by giving a non-flyer the ability to block a flyer. A useful instant for all the effects that involve making creatures hit, like Pirate and Theft.
Notes: And here is a dandy mass blue removal that needs a little work BUT will be awesome.
UPDATE: For several reasons I changed the name of "Maelstrom"...I don't wanna talk about.
Notes: And here we have our first Malakite. A cool race of magical and cunning folk accused of being demons?! Ya gotta love the Pirate on this guy and all you gotta do is combo him up with a blue or two.
UPDATE: Malakite Pirate got the same treatment as all the other pirates. Plunder, btw.
Notes: Simple and fun Scrying fun that rewards Flicker! Huzzah!
UPDATE: I have fixed the ridiculous amount of Scry this chick had going on.
Notes: And here we got a useful and annoying Thief that gets the job done for cheap.
UPDATE: Gotta love me some "Pilfer".
Notes: This nets you an extra card and sets up islandwalk. What's not to love?
Notes: A non-human non-tribal version of Invisible Stalker. Its not as perfect, but it can be useful in this set, I hope. I definitely see it getting some major usage.
Notes:And here we have a card that demands to be blocked! If its not your gonna lose four cards and Nymble Pirate is going to untap. Nasty. And the flavor is just made of win, a "Pi-Rat" with a sword in his teeth, a rat skull on the flag behind him, and wielding some muskets, YAR!
UPDATE: Its funny how easy it is to fix this guy by giving him optional vigilance.
Notes: The cheapest creature scry in the house.
UPDATE: Islandwalking up in this.
Notes: How about some more witchy flavor in Fulcrum expansion?
Notes: And a nifty little enchantment that always keeps you a step ahead of your opponent and ready to plan ahead with all the scry you can use with blue.
UPDATE: I had to add an extra chance for the player to look at the card after I noticed Justin wanting to look again and forgetting to do so at the right time. This gives many more opportunities for a player to take advantage of this enchantment.
Notes: At the moment, this card seems like it is might be a decent pick. By the end of the set, I expect it to be a must have with all the pirate support I expect to come back around. I decided 4 should be the lowest number of pirate, raising it from 2, to try and make milling a legitimate tactic.
UPDATE: A little fix here and there.
Notes: And here we have a nifty enchantment to have in your sideboard to deal with exile. We'll see how we can implement it into future combos.
Notes: Glorious, simply glorious, especially combo'd with something that give you an infinite hand size like Coyya.
Notes:This may end up all kinds of overpowered, but I want to see how well it plays. The ability to draw extra cards will help set up all the "discard card" instants in my set.
UPDATE: Had to make it so players have to pay at least two to Scry 1 and draw 2.
Notes: This beast might seem a little hefty, but I wanted to give blue a little leg-up to get their big beasties on the field. I can see this card getting play with decks filled with big blue or green monsters and, with a little flicker, it could be ridiculous. It all depends on if you have the land.
UPDATE: I wanna see Sea Forest Drake get a little more attention and the way to get him across the finish-line is changing the paid ability to static and decreasing his cost.
Notes: Levitation with a free bit of enhancement? This card may be too playable.
Notes:Combo blue with green, get this with a big sledge hammer, and win all the things. May be too costly and may have too much hexproof. That is what testing is for.
UPDATE: Well, hey there! We downgraded hexproof to shroud and exchanged unblockable for a peskier and even bluer ability. 11/4/12, name change.
Notes: Lets you draw a card with one mana or scry three? Looks like a classic blue card. Also...read the flavor text...
Notes: And here is another great reason to fill your hand with cards. It is a reprint of a classic card, that was overpowered, and the addition of a small negative to make it balance out a little more. We'll have to see.
UPDATE: Cancel with an achievable alt-cost? Nice.
Notes: Blue and artifact support sort of go hand in hand, and, we'll have to see how this card is handled down the line. I think it might be a little cheap, all considered.
UPDATE: A little more payment adjustment for a card that I expect to be devastating in the next set and wanted to test out this model. This guarantees you an artifact card for four, two for six, or three for eight. This card we'll grow with the set.
Notes: What's that? Ancient Hellkite sucks? How about I make a blue hellkite that gets the job done and does a totally evil job doing it? He can land one turn and, say you got 8 blue, clear up to four creatures from the field to swing for six or more. That's pretty grand.
UPDATE: And fixed up the text a little bit and narrowed his targeting.
Notes: Whale-Lord Leviathan is a cool card and deserves to be tinkered with him.The trick is find a balance between power and static abilities, while also setting him apart from other creatures of his ilk. I imagine he'll see a lot of work.
UPDATE: I beefed up Whale-Lord for the test, yesterday, and suddenly we had a powerhouse to contend with. I expect this card to see plenty of play and have decks built around pulling it off.
Notes: And how about we take Claustrophobia and kick it up a nasty notch? This handy control card is definitely going to see play, especially with the instant speed, and you gotta love it.
And thank you...next up I'll be posting black. Please comment.