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: And here we got a nifty Hexellian Lord that makes your merfollks unblockable and grants special bonuses with his community assistance. This basically allows for a more aggressive merfolk mechanic that, when paired with theft, becomes even more devastating. Expect more merfolk in the rest of the set to come.
UPDATE: I keep flip-flopping on what to do with merfolk tribal. islandwalk seems pretty lousy, but with the added islandwalk support I've put in recently, it might be feasible. If all else fails, we'll return to the alpha version.
Notes: And here we got a nifty orc tribal that potentially comes on as a 3/3 and really set up your orcs for some brutal enhancement.
Notes: And Nymble Badger-Lord really brings the action. He is one of the first cards I made and has seen some alterations. His ability to bring up the performance of other Nymbles is pretty worthy, turning one, two, or three mana into hasty beasts and being a big bruiser himself. He seems a little more worthy than most of the lords, but Nymble is a new tribe that needs some support, we'll see if he is overpowered in testing.
UPDATE: Vigilance is more fitting to this tribe.
Notes: So, in Avacyn we got vampire tribal support, but I wanted to work out some black/white vampire control tribal and Lacrozian Punisher feels pretty gnarly with the ability to make all your vampires fly. We'll have to see how he works out, but I like the flavor.
UPDATE: Lacrozian Punish is pretty nasty on his own, but what he does for his tribemates makes him a real potential powerhouse to build a bw vampire deck.
Notes: Merchant Admiral is the secret to building a blue/red mill deck. His special buff that he gives to pirate and rogues alike helps give these new mechanics a nice boost and I want to see this card get major play and hope its flavor fits.
UPDATE: So much nerf. Now, all he does is make other pirates and rogues mill an extra one and beefs them up by +1/+1. Now, it feels somewhat lacking. Hm....
Notes: So, you wanna put your big monsters on the field for peanuts? Let me show you the devastating power of creature rebirth. Combo'd with some self-mill and this card becomes a great way to get things done and done beastly.
UPDATE: Along with an upgrade by decreasing price, "Creature Rebirth" got renamed for something a lot more stylistically appropriate. And now its a dual spell, making it more playable in green and black.
Notes: Green has gotta take care of business and Golden Acorn can take care of business. Its got life gain when you're in a pinch and saprolings when you're not. A solid instant.
UPDATE: Cheaper and dual playable makes this one of the best instants for a lifegain deck.
Set: Fulcrum - Fulcrum
Notes: Good god is this card a mean piece of work. I feel kinda of squeemish about how affect this card is at potentially effing up one's opponent. Its slick card advantage.
Notes: White needed a way to destroy enchantments, especially ones afflicting community creatures, and I wanted to give the card options to give them a way to punish attacking creatures in a way that felt appropriate to white.
UPDATE: This amazing bit of fun synergy makes white able to burn things and red able to deal with enchantments. Cool deal. Maybe not a perfect card, but we're working on it.
Notes: And here we got a funny little toad card. I've seen "Turn to Frog" and basically just made an even nastier version of it for a fun little twist and with the flavor of this setting.
UPDATE: And this card is more ridiculous as a bit of control...perhaps too ridiculous...hmm...
Notes: A blue card that boost your ability to mill and, for some reason, works with black and blue? Should be interesting.
Notes: And maybe blue and whites artifact is going to be a little op. We shall have to see.
Notes: Wither needed a little support and dagger of disease definitely does some nasty tricks.
Notes: And Dwarf Cannon supports any color with a handy bit of pain delivery.
UPDATE: And now Dwarf Cannon can still be played with any color but favors blue and red. Pirates need cannons right?
Notes: And here you got a handy little mana changer that can potentially be game making if you've got some creative ideas in my mind.
Notes: And here we have a d*** move. You throw this down to slow down your opponents, extra brutal in commander, but all it requires is a player take a hit to their life or mana to ditch this stumbling block. So, at best, it is annoying for an opponent with less mana than you or, at best, is a colorless lava axe that you can't control the target of. Mayhaps needs work.
UPDATE: Changed up this card to make it target a specific player, makes it a little harder to destroy, but also keeps it from being exiled.
Notes: And here we have a potentially game ending card. The trick? It gives you an extra turn, which hopefully will lock down your win. The cost? Giving up this item to someone else.
UPDATE: Price dropped.
Notes: Here we got a potentially great artifact for green/white decks that need some life-link and is still useful for any other color.
UPDATE: And we needed to bring up this card and thematically this makes alot of sense, both matching Nymble Thunderer, Badger-Lord, and just a green/white aesthetic.
Notes: And you gotta dig the nasty flavor of this equipment. You build it into a red or red/white deck and put it on your best creature for best results and keep using it until its gone.