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: Alustran Banneret is one of the first cards I made and has seen a lot of development to make her a compelling card. Adding vigilance was a stroke of genius courtesy of my friends, Kyle and Justin, who helped me develop the set with a little input here and there.
Notes: This guy has seen a little work and kind of became a Odric Jr. for the knights. He fit right into the line-up of any white human knight deck running Phalanx. I wanted to give Alustra the feel of a great and organized empire. Their lands have never been conquered and they play to keep it that way.
UPDATE: I fixed up Alustra Tactician to be a creature that not only boost the defensive power of creatures through his Phalanx synergy, but also through his tap ability he can lead an aggressive push that can end the game for a white weenie deck.
Notes: And here we have the most basic form of a Phalanx creature. The mechanic made a lot of sense for building a defense white control deck that stalls until you can get heavy hitters on the field. The mechanic is primarily white, has gone through several different iterations, and probably will see some more if testing proves it needs some work.
Notes: And here is the most standard creature I could develop with Community. At the moment, this ability's usefulness has yet to been tested but I worked hard to make this primarily white and secondarily green aura mechanic useful but balance. It might seem a tad overpowered until you think of negative auras like Pacifism. The hardest part of working on a new mechanic, is figuring how much mana it is worth. For now, we reckon its worth about 2, but I wouldn't be surprised if its worth less.
UPDATE: A simple change to see if this card will get more attention at draft; decreasing the cost of the card by one. Also, as of 11/4/12, the name has been changed for some improved flavor that makes it a more unique creature.
Notes: And here is a potential game changer that might be a little overcosted. I love the flavor on the card, it helped me decide that it was a cleric/druid mechanic. There is one creature that is the exception to the rule, but that'll come in the green spoilers.
UPDATE: I needed to make this guy a real champion for Community and, thanks to the addition of his amazing entrance ability, he becomes a real dynamo that can set up threats or take them down through constraining auras.
Notes: And here is a dandy powerful white control card that is basically a creature specific oblivion ring that doesn't take the risk of putting an enchantment on the field. Simple, fun, and effective.White will need more artifact and enchantment targeting removal in the future of this set.
UPDATE: Fixed the text. Formatting in Magic is crazy.
Notes: I wanted every set to have on really strong enchantment and whites is a real humdinger especially when combined with Community. Set this bad boy down and no creature can stand in the way of your holy army.
UPDATE: Angel really isn't tribal in this set, but the text has gotta be right. As of 11/4/12, I changed the title to fit the tone of the card more appropriately.
Notes: Here is a solid defensive enchantment that pairs perfectly with community.
UPDATE: Several auras needed to be cheapened to be worth the effort. 11/4/12, I changed the name to give it a more thematic feel that pairs well with "Ordained of Alustra".
Notes: I love this frickin' card. The flavor and art are delightful. It is a mass oblvion ring that is a tangible threat every creature heavy deck would need to be prepared to deal with.
Notes: I love Flicker effects and wanted to have my own flickering angel set up for this set that was cheap and puts a defensive flyer on the field.
UPDATE: I changed the name up to both fit the herald theme and the idea of renewal better than the rather generic name that it had before.
Notes: And here have a rare griffin that is, more or less, a Serra Angel (classic card), with the added benefit of untapping all your wee white knights to defend for another round after an attack. Its no secret that I like Griffins and I wanted to put some solid ones in this set.
Notes:This is my adaptation of a griffin tribal I'd seen before made a little more reasonable and a lot more devastatingly fun. She is a must have for any white flyers deck in this set.
UPDATE: Changed the name and the utility to give it more of a synergy with the black creature card Fury of the Witch Cliffs.
Notes:And here is a dandy instant to have in your corner. The trick is to call the angels in, defend a round, attack around, and hopefully that just won it for you. If not, you should've waited to cast it when you had enough mana. Its a rare iteration of Enteat the Angels and may need a little adjustment after testing.
UPDATE: And now this card is a terrifying game-ender. Enjoy.
Notes: And how about another keyword that is worthy of mention? Indomitable will probably see more use in the third part of the set to counter corrupt (black/blue mechanic) and wither (black mechanic). The enchantment feels okay, but needs some testing.
UPDATE: Auras needed to be cheaper and this makes indomitable totally playable to make a community immune to affliction.
Notes: A defensive Fiend Hunter that targets creatures and artifacts? Mmm, yes, indeed.
UPDATE: Cheaper, more effective, but easier to destroy makes Jail Mage a real contender.
Notes:She is ready to test and ready for changes. A defensive flyer for three that can put human weenies down on the field is good but it needs work.
UPDATE: An army building engine that demands to be dealt with before it builds up a white army that is difficult to contend with. Yesterday, I watched a white player get about ten creatures on the field before he began attacking for the win.
Notes: Mass removal that favors a white weenie deck? This already feels like a must have game changer and is obviously a perfect fit in about any human or nymble deck.
Notes: This brutal instant is a lot of fun and is the first numbered card of the Nymble race. I based the race on the Secret of NIMH (haha) and Redwall characters. They're basically animal folk, about a foot to two feet tall, and live pretty peaceful lives. That doesn't mean they don't know how to defend their homes and defend them voraciously!
UPDATE: A really terrific card that I think maybe the best token maker in the game.
Notes:And here he have some white artifact support that definitely has its use and will become more valuable as the game progresses...
UPDATE: Reduce the mana for the win. 11/4/12, I gave it a nasty untap ability to give it some sort of vigilance.
Notes: And here we got a dandy little dandy that smacks around your opponents and, if it doesn't kill its foe, it sets them back a round.
UPDATE: Fixed his toughness.
Notes: And here we have the Nymble rare that is gonna see lots of exciting action on the battlefield. You can bring him out on round two and he keeps churning away at your opponent until he is dealt with.
UPDATE: I really didn't want to do this but I had to ditch Gallant's vigilance and, as a trade off, upped his power by 1. He still might be op and I may need to take his toughness down by 1.
Notes: A little more costly common creature card version of Nymble Nimbles you can swing out if you can't afford the white angle and need the creatures with anti-removal.
UPDATE: Anti-wither action becomes cheaper and more effective. It also has flicker synergy.
Notes: A speedy dingus that you can have swing out of your hand. Good good fun.
Notes:And here we have a badger knight. At first he was very similar to Griffin Crusader, but the quicky buff to have hit the field is pretty useful.
UPDATE: And here we get a nice little power boost for Nymble Thunderer. This card hits the battlefield hard and keeps hitting harder.
Notes: And here we have some swell enchantment support that'll get you back your enchantments and combo excellently with community.
UPDATE: Name changes are swell.
Notes: A legendary angel that puts more angels on the field is definitely handy and should be able to end the game in a couple of rounds. When I was thinking of the angel flavor for this setting, I thought about what it would mean to have angels that are based on virtues, but help people that don't like their "gods".
Notes: A little more expensive of a flicker effect that works well for removing negative effects and returns them stronger. I think this will work out.
Notes:And here we got a way to make your weenies a little nastier and counter flying.
Notes: And here we have that white human card that every set needs, like Mirran Crusader or Silverblade Paladin. His affect rewards him for being reckless and the cost is just right. I don't have a lot to say, but white needed some aggressive weenies too.
Notes: Fun Fact: I originally called these guys "Bobbits", as a reference to the ewok-hobbits from Ultima, but somewhere down the lines Nymbles made a lot more sense.
Notes: And here we have the beastly mythic rare that any mono-white humans deck is gonna need. He is pretty much guaranteed to be a 4/4 when attacking or blocking but, when he isn't doing anything, he is vulnerable to removal from white, blue, and green.
UPDATE: A cheaper and more affective card that really champions white (mono-white makes it better of course).
Notes: Griffin support for the win. Put this baby down, get your Griffin Crusader, and put it in your hand.
UPDATE: A little more expensive but, requiring less white mana makes him a little more flexible. 11/4/12, fixed the text.
Notes:This set needed its own version of Arrest, but I didn't wanna outright copy it, so I added the life gain to add the benefit of life gain that the white set needed.
Notes: A first strike enchantment that will probably be seeing support in the future. A must have for community decks-- we'll see.
UPDATE: For anti-wither on a stick, the price is a little more serious. 11/4/12. Name change.
Notes: And here we got a Serra Angel with Community to lead you to victor in the late game.
Card Number: 37/250
Notes: The idea with community is you can build up a little army, throw down this card, and hit the end zone on turn five or six.
UPDATE: A name change that fits the flavor better.
Card Number: 38/250
Notes: And here we got our handy dandy defender.
Card Number: 39/250
Notes: And this is why I make fun griffin cards. They're awesome midgame support and 4-drops. Put these alongside an army of white weenies and you can chump block most things.
Card Number: 40/250
Notes: And a decent enchantment that throws Phalanx down for defense.
UPDATE: A little adjustment of mana turns this into an enchantment that is intended to be used in a white deck.
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