CONTESTANT COMMENTS
In matching cards to art, the biggest factors I considered were the mood, color palette, and compositional focus of the artwork. Here are my interpretations that informed these designs:
- Art K – The placid colors and static composition suggest a theme of slowness—"slow" spells, one per turn, and higher toughness than power.
- Art B – The crowded battlefield and cloud of smoke make conditional flash a clear choice.
- Art A – This merfolk has explored inland and befriended (or perhaps taxidermized?) a variety of non-aquatic wildlife. The set may have a multicolor theme.
- Art L – The mage's spells are feeding power to a sinister, quasi-real entity. Terrifyingly, one cannot tell how much of the surrounding landscape is actually part of the monster. Hence the hidden power and toughness.
- Art E – The powerful posture and grim facial expression on this cultist demonstrate his willingness to suffer.
- Art F – The sadistic glee on this demon's face suggests a reward for inflicting pain.
- Art D – Rubble explodes outward as the hellion lunges into the sky.
- Art I – These missiles appear to have been redirected to strike the fleet which launched them.
- Art J – This creature reads ancient inscriptions found in the jungle, perhaps guiding it to a location once thought to be lost. The set may contain a common cycle of Panorama-like lands flavored as ruins.
- Art G – Clearly charging into a fight, hands aglow with green mana. Combos well with Prey Upon, etc.
Many thanks to my insightful playtesters.
1) Shrine of Serenity (uncommon)
3W
![](https://media.wizards.com/2018/images/daily/K_Stairs.jpg)
Enchantment
At the beginning of your end step, if you cast an enchantment or sorcery spell this turn, create a 2/3 white Dinosaur creature token.
The eldest races know the wisdom of taking things slow.
2) Hammersworn Paladin (rare)
1W
![](https://media.wizards.com/2018/images/daily/B_Hammer.jpg)
Creature — Human Knight
2/2
CARDNAME has flash as long as three or more creatures are attacking.
When CARDNAME enters the battlefield, another target creature you control gets +2/+0 and gains indestructible until end of turn.
1W
![](https://media.wizards.com/2018/images/daily/B_Hammer.jpg)
Creature — Human Knight
2/2
CARDNAME has flash as long as three or more creatures are attacking.
When CARDNAME enters the battlefield, another target creature you control gets +2/+0 and gains indestructible until end of turn.
3) Kalau River Naturalist (common)
3U
![](https://media.wizards.com/2018/images/daily/A_Snakes.jpg)
Creature — Merfolk Shaman
3/3
When CARDNAME enters the battlefield, if you control a Forest, look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
Despite their best efforts, no Kalau has successfully taught a tortoise how to swim.
3U
![](https://media.wizards.com/2018/images/daily/A_Snakes.jpg)
Creature — Merfolk Shaman
3/3
When CARDNAME enters the battlefield, if you control a Forest, look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
Despite their best efforts, no Kalau has successfully taught a tortoise how to swim.
4) Whispers of the Unreal (mythic rare)
1UU
![](https://media.wizards.com/2018/images/daily/L_Wisps.jpg)
Enchantment
Whenever you cast a spell, draw a card, then exile a card from your hand face down.
At the beginning of your end step, if five or more cards are exiled by CARDNAME, turn them all face up. Create an X/X blue Illusion creature token with trample, where X is the total converted mana cost of those cards. Sacrifice CARDNAME.
1UU
![](https://media.wizards.com/2018/images/daily/L_Wisps.jpg)
Enchantment
Whenever you cast a spell, draw a card, then exile a card from your hand face down.
At the beginning of your end step, if five or more cards are exiled by CARDNAME, turn them all face up. Create an X/X blue Illusion creature token with trample, where X is the total converted mana cost of those cards. Sacrifice CARDNAME.
5) Bloodrite Fanatic (common)
B
![](https://media.wizards.com/2018/images/daily/E_Cauldron.jpg)
Creature — Human Cleric
1/2
2, T, put a -1/-1 counter on CARDNAME: Target player discards a card. Activate this ability only any time you could cast a sorcery.
B
![](https://media.wizards.com/2018/images/daily/E_Cauldron.jpg)
Creature — Human Cleric
1/2
2, T, put a -1/-1 counter on CARDNAME: Target player discards a card. Activate this ability only any time you could cast a sorcery.
6) Hellfire Oppressor (rare)
5BB
![](https://media.wizards.com/2018/images/daily/F_Huge.jpg)
Creature — Demon
6/6
Flying
Whenever CARDNAME attacks, put a -1/-1 counter on each creature defending player controls.
Whenever another creature with a -1/-1 counter on it dies, draw a card.
It feeds on searing pain and terror.
5BB
![](https://media.wizards.com/2018/images/daily/F_Huge.jpg)
Creature — Demon
6/6
Flying
Whenever CARDNAME attacks, put a -1/-1 counter on each creature defending player controls.
Whenever another creature with a -1/-1 counter on it dies, draw a card.
It feeds on searing pain and terror.
7) Seismic Hellion (uncommon)
4RR
![](https://media.wizards.com/2018/images/daily/D_Teeth.jpg)
Creature — Hellion
5/5
When CARDNAME enters the battlefield, you may sacrifice a Mountain. If you do, CARDNAME fights target creature with flying.
4RR
![](https://media.wizards.com/2018/images/daily/D_Teeth.jpg)
Creature — Hellion
5/5
When CARDNAME enters the battlefield, you may sacrifice a Mountain. If you do, CARDNAME fights target creature with flying.
8) Reckless Bombardment (rare)
5R
![](https://media.wizards.com/2018/images/daily/I_Ship.jpg)
Sorcery
Cast target instant or sorcery card from a graveyard without paying its mana cost. If it targets only a single permanent or player, copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.
5R
![](https://media.wizards.com/2018/images/daily/I_Ship.jpg)
Sorcery
Cast target instant or sorcery card from a graveyard without paying its mana cost. If it targets only a single permanent or player, copy that spell for each other permanent or player the spell could target. Each copy targets a different one of those permanents and players.
9) Seek the Ruins (common)
G
![](https://media.wizards.com/2018/images/daily/J_Mask.jpg)
Sorcery
Choose one:
* Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
* Return target land card from your graveyard to your hand.
"Searching for Ukoya Temple"
—Mugai expression meaning "lost in thought"
G
![](https://media.wizards.com/2018/images/daily/J_Mask.jpg)
Sorcery
Choose one:
* Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
* Return target land card from your graveyard to your hand.
"Searching for Ukoya Temple"
—Mugai expression meaning "lost in thought"
10) Brutal Energy (uncommon)
2G
![](https://media.wizards.com/2018/images/daily/G_Leap.jpg)
Enchantment — Aura
Enchant creature you control
When CARDNAME enters the battlefield, enchanted creature must be blocked this turn if able.
Whenever enchanted creature deals damage to a creature, add that much G. Until end of turn, you don't lose this mana as steps and phases end.
2G
![](https://media.wizards.com/2018/images/daily/G_Leap.jpg)
Enchantment — Aura
Enchant creature you control
When CARDNAME enters the battlefield, enchanted creature must be blocked this turn if able.
Whenever enchanted creature deals damage to a creature, add that much G. Until end of turn, you don't lose this mana as steps and phases end.
I personally dislike how the Amphin art clearly shows it doing something to/with a creature (your notes even point this out) but the effect has nothing to do with creatures. Change changing the rider to needing a green creature would work since then the art shows it scrying with a turtle.
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