I like Wikis (probably because a previous employer used them a lot) so in 2005, I got an account at PBWiki (now PBWorks) which let you set up your own Wiki. Unfortunately, I never did end up using it for anything significant, and every couple of years they have to warn me they’re going to delete it, so I figured I’d just get the content off of it and let it die. If I ever wanted a wiki again, a markdown-based one powered by Hugo would be much more appropriate anyway.
The only significant piece of content I had there was a custom set design for a theoretical second set of Legends block. This was a riff on how Coldsnap was released supposedly the final set in the as-then uncompleted Ice Age block. I figured the older sets deserved the same treatment too and so I started putting together a hypothetical second set for Magic’s first expansion Legends.
I do not claim to be a very good set designer for Magic, all content here is based on prevailing design ideas from more than a decade ago and are presented as-is. And reading some of this stuff, I have no idea where some of it came from.
Cards and Decks
The Second Set of Legends Block cards
Traitors Prototype Deck RW Weenie
Notes
- All legends are multicolored; all multicolored cards are legendary
Legends has legendary lands; Stronghold has the first legendary artifact; Kamigawa block has the first legendary enchantments
- All tri-color and strongly two-color (NCCDD CC) legends are rare
Legends is the only set with uncommon multicolor legends; Homelands and Kamigawa block have uncommon monocolor legends
Legends has a cycle of uncommon legendary lands; Kamigawa block has each one uncommon legendary land and artifact
- No common legends
Homelands has the only two: Joven and Chandler
- Must complement Legends in limited (LEG-LEG-TRA in draft and LEG-LEG-LEG-TRA-TRA in sealed) and block constructed
Tentatively distributed into 50 C, 50 U, 50 R; Legends is distributed into 75 C, 114 U, 121 R
- Legends (310 total) has about 18% multicolor cards (35 R + 20 U) and 13% colorless cards (20 R + 9 U artifacts & 1 R + 10 U lands)
To follow suit, set must have 25-30 multicolored cards and 15-25 colorless cards
Reference sets
- Legends - avoid and/or somehow support: useless legendary lands, banding, world enchantments, kobolds
- Invasion block (Invasion, Planeshift, Apocalypse) - tri-color cards, wedge trios
- Kamigawa block (Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa) - legend sub-theme (Mirror Gallery? flip cards?)
- Ravnica block (Ravnica: City of Guilds, Guildpact, Dissension) - strongly two-colored legends, hybrid
Abilities
- Destiny cost (remove this creature from the game, pay cost: Search your library for a legendary creature card that shares any of this creature's colors and put it into play, then shuffle your library)
- Flicker-Grandeur (discard a card of the same name as this creature: Remove this creature from the game, then return it into play under its owner's control)
Cycles
Common cycles
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Uncommon cycles
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Rare cycles
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Vertical cycles
Mega-cycles
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Cards
Common (29/50)
Ardent Squire 1W Creature - Human Warrior (C) Whenever you play a legendary creature spell, put a +1/+1 counter on ~. 1/2Crowd Support 1WW Instant (C) Gain 1 life for each white creature.
Domineering Will 1U Enchantment - Aura (C) Enchant creature Enchanted creature has flying. If enchanted creature is legendary, it has shroud.
Aggressive Will 1R Enchantment - Aura (C) Enchant creature Enchanted creature has first strike. If enchanted creature is legendary, it has double strike.
Sainted Will 1W Enchantment - Aura (C) Enchant creature Enchated creature has vigilance. If enchanted creature is legendary, it has lifelink.
Communal Will 1G Enchantment - Aura (C) Enchant creature Enchanted creature has trample. If enchanted creature is legendary, it gets +2/+2.
Corrupting Will 1B Enchantment - Aura (C) Enchant creature Enchanted creature has deathtouch. If enchanted creature is legendary, it has “B: This creature gets +1/+1 until end of turn”.
Underdog 1W Creature - Human Citizen (C) Protection from legendary creatures 1/2
Ice Sprites 1G Creature - Faerie (C) Flying G, T: Add U to your mana pool. 1/1
Common Terror 1B Instant (C) Destroy target nonlegendary nonblack creature.
Hero’s Sacrifice 1R Instant (C) As an additional cost, sac a legendary permanent. ~ deals 5 damage to target creature or player.
Wolf Trainer 1G Creature - Human Scout (C) Wolf creatures you control have rampage X, where X is the number of Wolf creatures you control. 2/1
Disloyal Minion 1B Creature - Human Minion (C) Fear Whenever a legendary creature CIP, that creature’s controller gains control of ~. 3/3
Sacrificial Minion 2B Creature - Goblin Minion (C) As ~ CIP, choose a legendary creature you control. Sac ~: the chosen creature gets +3/+1 until end of turn. 3/1
Hungry Wurm 4GG Creature - Wurm (C) Sac a forest: ~ gains rampage 1 and trample until EOT. 5/4
Awestruck Spider 1G Creature - Spider (C) Reach If you control a legendary creature, ~ gets +1/+1. 1/3
Hero Pump 1G Instant (C) Target creature gets +2/+2. If it is legendary, it gets +4/+4 instead.
<CARDNAME> 4G Creature - <types> (C) Sac ~: Destroy target artifact or enchantment. 3/3
<CARDNAME> G Creature - Elf Druid (C) T: Add one mana of any color of a permanent you control. 0/1
Awestruck Pup R Creature - Hound (C) If you control a legendary creature, ~ gets +1/+0 and has haste. 1/1
Awestruck Shade 2B Creature - Shade (C) B: ~ gets +1/+1 until EOT. If you control a legendary creature, ~ gets +1/+1 and has fear. 0/1
Awestruck Soldier 1W Creature - Human Soldier (C) If you control a legendary creature, ~ gets +1/+2 and has first strike. 2/2
Awestruck Owl 1U Creature - Bird (C) Flying If you control a legendary creature, ~ gets +0/+1 and has “Whenever this creature deals combat damage to a player, you may draw a card”. 1/1
<CARDNAME> 1GG Sorcery (C) Destroy target land.
If that land is legendary, that land’s controller may search his library for two nonlegendary lands and put them into play tapped.Crowd Blue <cost> Instant (C) <rules text>
Crowd Red <cost> Instant (C) <rules text>
Crowd Green <cost> Instant (C) <rules text>
Crowd Black <cost> Instant (C) <rules text>
Brave Guy 1WW Creature - Human Soldier (C) First Strike Sac ~: Attacking creatures get +2/+0 until EOT. 2/2
Uncommon (23/50)
<CARDNAME> 1GG Creature - Human Scout (U) Legendary green creature spells you play cost G less to play. Legendary green creatures you control have trample. 3/3Stonewall Jackson 1WW Creature - Wall (U) Defender Creatures you control are Walls in addition to other types. (They do not gain defender.) Whenever a Wall you control becomes the target of a spell or ability, draw a card. 1/4
Seeker of Heroes 1GG Creature - Human Shaman (U) When ~ CIP, search your library for a legendary creature card, reveal it and put it into your hand. Then shuffle your library. 2/1
Waker of Destiny 1WU Legendary Creature - Human Wizard (U) Other multicolored creatures get +1/+1 for each color they have beyond the first. 2/2
Impudent Storyteller 2RG Legendary Creature - Human Wizard (U) Legendary creature spells cost 2 less to play. 3/2
<CARDNAME> 2GW Legendary Creature - Elf Shaman (U) When ~ CIP, put a +1/+1 counter on each creature you control for each color that creature has. 1/1
Bolas’s Crypt Legendary Land - Lair (U) If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play. If you don’t, put it into its owner’s graveyard. T: Add RUB to your mana pool. Spend this mana can only to play legendary spells, or to pay for abilities on legendary permanents.
Leader of the Pack 1GG Creature - Wolf (U) Other Wolf creatures you control get +1/+1. ~'s P/T is equal to the number of Wolf creatures you control. /
Angry White Knight WW Creature - Human Knight (U) Protection from black, rampage 2 2/2
Angry Black Knight BB Creature - Human Knight (U) Protection from white, rampage 2 2/2
Guardian Minion 2BB Creature - Minion Beast (U) As ~ CIP, choose a legendary creature you control. Whenever a spell or ability would target the chosen creature, it targets ~ instead. 2/4
Sneaky Minion 1B Creature - Human Minion (U) As ~ CIP, choose a legendary creature you control. Whenever the chosen creature deals combat damage to a player, that player discards a card. 1/1
<CARDNAME> 1RR Creature - Human Scout (U) Legendary red creature spells you play cost R less to play. Legendary red creatures you control have haste. 4/2
<CARDNAME> 1UU Creature - Human Scout (U) Legendary blue creature spells you play cost U less to play. Legendary blue creatures you control have flying. 2/2
<CARDNAME> 1WW Creature - Human Scout (U) Legendary white creature spells you play cost W less to play. Legendary white creatures you control have vigilance. 2/4
<CARDNAME> 1BB Creature - Human Scout (U) Legendary black creature spells you play cost B less to play. Legendary black creatures you control have fear. 3/3
<CARDNAME> 3BU Legendary Creature - Human Rogue (U) Legendary creatures have landwalk corresponding to their colors. 1/3
<CARDNAME> 1RB Legendary Creature - Human Wizard (U) When ~ CIP, each player chooses a legendary creature they control and another creature. Each creature deals damage equal to its power to the other. 3/1
Mors’s Palladium Legendary Land - Lair (U) If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play. If you don’t, put it into its owner’s graveyard. T: Add RGW to your mana pool. Spend this mana can only to play legendary spells, or to pay for abilities on legendary permanents.
Asmadi’s Furnace Legendary Land - Lair (U) If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play. If you don’t, put it into its owner’s graveyard. T: Add BRG to your mana pool. Spend this mana can only to play legendary spells, or to pay for abilities on legendary permanents.
Sabboth’s Hunting Grounds Legendary Land - Lair (U) If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play. If you don’t, put it into its owner’s graveyard. T: Add GWU to your mana pool. Spend this mana can only to play legendary spells, or to pay for abilities on legendary permanents.
Chromium’s Aerie Legendary Land - Lair (U) If ~ would CIP, sac an untapped non-Lair land. If you do, put ~ into play. If you don’t, put it into its owner’s graveyard. T: Add WUB to your mana pool. Spend this mana can only to play legendary spells, or to pay for abilities on legendary permanents.
Tamar, Desert Warrior RW Legendary Creature - Human Warrior (U) First strike Destiny 2RW The destined creature has “Red and/or white creatures you control have double strike”. 3/2
Rare (38/50)
Starmageddon 1WW Sorcery (R) Destroy all legendary permanents.Blackblade 5 Legendary Artifact - Equipment (R) Equipped creature’s power and toughness are equal to the number of lands you control. Equip 1WB or 4
Powerful Draw XUU Sorcery (R) Spend only blue mana for X. ~ cannot be copied. Target player draws X cards. Target player draws X cards. RFG ~. As long as ~ is RFG, spells named ~ cannot be played.
Deathstaver 2WWBB Legendary Creature - Human Advisor (R) Flicker-Grandeur When ~ CIP, destroy all token creatures. They cannot be regenerated.
Each player that does not have the most creatures may return a creature from his or her graveyard into play. 2/2Vespa Angelspawn RWB Legendary Creature - Human Cleric (R) RWB, T: Target creature you control gains double strike until EOT. Destroy that creature EOT. 3/1
Guy the Vindicator 1WB Legendary Creature - Human Wizard (R) Sac ~: RFG target legendary permanent. 1/1
Promise of Sand 1RW Legendary Enchantment (R) Red creatures and white creatures get +1/+1. If ~ is put into a graveyard from play, put 3 1/1 red and white Sand Warriors into play.
WB Fetchland Land (R) Sac ~, pay 1 life: Search your library for a plains or swamp and put into play untapped. Then shuffle your library.
<CARDNAME> 2GGBB Legendary Creature - Human Rogue (R) Flicker-Grandeur Deathtouch When ~ CIP, put 2 1/1 green Wolf creature tokens named Wolves of the Hunt into play. As long as you control a Wolf, ~ has “Creatures able to block ~ must do so”. <p/t>
Howl of the Wild 1GG Sorcery (R) Put 2 1/1 green Wolf creature tokens named Wolves of the Hunt into play. Whenever a Wolf creature you control deals combat damage to a player, you may pay 1GG. If you do, return ~ from your graveyard to your hand.
Guy Smiley 2GBBW Legendary Creature - Vampire (R) Each other creature you control is a Minion in addition to its other creature types. Sac a Minion: Destroy target enchantment or artifact. 3/3
Scheming Minion 1BBB Creature - Demon Minion (R) Flying As ~ CIP, choose a legendary creature you control. At the beginning of your upkeep, put a -1/-1 counter on the chosen creature. If you do, put a +1/+1 counter on ~. The chosen creature has flying, trample and fear. 3/3
Rubinia’s Shroud 1UG Legendary Enchantment Flash Creatures you control have shroud. 1UG, sac ~: Counter target spell or ability targetting a permanent you control.
Runeaxe 5 Legendary Artifact - Equipment (R) Equipped creature has vigilance. Equipped creature cannot be the target of Aura spells. Equip 1BG or 4
Scepter of the Swamp King 5 Legendary Artifact - Equipment (R) Equipped creature has swampwalk. Whenever a player plays a black spell, you gain 1 life. Equip 1UR or 4
Scimitar of the Sands 5 Legendary Artifact - Equipment (R) At the beginning of your upkeep, if ~ is equipped since the beginning of your last upkeep, put a 1/1 colorless Sand creature token into play for each land you control. Those creatures have “When a permanent named ~ is unattached, remove this creature from the game”. Equip 1RW or 4
Soulsinger’s Cloak 5 Legendary Artifact - Equipment (R) ~ can only be attached to creatures you control. You may choose not to untap equipped creature during your untap step. Eqipped creature gains “T: Gain control of target creature as long as you control this creature, and this creature remains tapped”. Whenever ~ is unattached from a creature, sacrifice that creature. Equip 1UG or 4
Powerful Burn XRR Sorcery (R) Spend only red mana for X. ~ cannot be copied. ~ deals X damage to target player or creature. ~ deals X damage to target player or creature. RFG ~. As long as ~ is RFG, spells named ~ cannot be played.
Powerful Life-gain XGG Sorcery (R) Spend only green mana for X. ~ cannot be copied. Target player gains X life. Target player gains X life. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.Powerful Imbalance XWW Sorcery (R) Spend only white mana for X. ~ cannot be copied. Destroy X target lands. Destroy X target creatures. They cannot be regenerated. RFG ~. As long as ~ is RFG, spells named ~ cannot be played.
Powerful Drain-Twist XBB Sorcery (R) Spend only black mana for X. ~ cannot be copied. ~ deals X damage to target player or creature. You gain X life.
Target player discards X cards at random. RFG ~.
As long as ~ is RFG, spells named ~ cannot be played.<CARDNAME> 2GGUU Legendary Creature - Human Wizard (R) Flicker-Grandeur <p/t>
<CARDNAME> 2RRUU Legendary Creature - Human Wizard (R) Flicker-Grandeur <p/t>
<CARDNAME> 2RRWW Legendary Creature - Human Warrior (R) Flicker-Grandeur <p/t>
<CARDNAME> WBG Legendary Creature - Human Cleric (R) WBG, T: Return target creature card in your graveyard to play. It gains haste. Sacrifice it at EOT. <p/t>
<CARDNAME> BGU Legendary Creature - Human Wizard (R) BGU, T, sac a creature: Draw a number of cards equal to the sacrificed creature’s power. <p/t>
<CARDNAME> GUR Legendary Creature - Human Wizard (R) GUR, T: Target creature gains +X/+X until EOT, where X is the number of cards in your hand. <p/t>
<CARDNAME> URW Legendary Creature - Human Shaman (R) URW, T: Target creature gains flying and first strike until EOT. <p/t>
Recycling Sign 1BG Legendary Enchantment (R) <rules text>
Thermostatic Ward 1UR Legendary Enchantment (R) <rules text>
BG Fetchland Land (R) Sac ~, pay 1 life: Search your library for a swamp or forest and put into play untapped. Then shuffle your library.
GU Fetchland Land (R) Sac ~, pay 1 life: Search your library for a forest or island and put into play untapped. Then shuffle your library.
UR Fetchland Land (R) Sac ~, pay 1 life: Search your library for a island or mountain and put into play untapped. Then shuffle your library.
RW Fetchland Land (R) Sac ~, pay 1 life: Search your library for a mountain or plains and put into play untapped. Then shuffle your library.
<CARDNAME> 2BWWR Legendary Creature - <card type> (R) <rules text> <p/t>
<CARDNAME> 2WRRU Legendary Creature - <card type> (R) <rules text> <p/t>
<CARDNAME> 2RUUG Legendary Creature - <card type> (R) <rules text> <p/t>
<CARDNAME> 2UGGB Legendary Creature - <card type> (R) <rules text> <p/t>
Discards
Sforzando 2GGUURR Legendary Creature - Elder Dragon (R) Flying At the beginning of your upkeep, sacrifice ~ unless you pay GUR. When ~ attacks and is not blocked, at the end of combat, defending player sacrifices creatures of total toughness equal to or greater than ~'s power. If defending player cannot do so, he or she sacrifices all his or her creatures. 7/7GBW Elder Dragon 2GGBBWW Legendary Creature - Elder Dragon (R) Flying At the beginning of your upkeep, sacrifice ~ unless you pay GBW. 7/7
BGU Elder Dragon 2BBGGUU Legendary Creature - Elder Dragon (R) Flying At the beginning of your upkeep, sacrifice ~ unless you pay BGU. 7/7
WRU Elder Dragon 2WWRRUU Legendary Creature - Elder Dragon (R) Flying At the beginning of your upkeep, sacrifice ~ unless you pay WRU. 7/7
BWR Elder Dragon 2BBWWRR Legendary Creature - Elder Dragon (R) Flying At the beginning of your upkeep, sacrifice ~ unless you pay BWR. 7/7
Young Tamar 1{R/W}{R/W} Legendary Creature - Human Warrior (R) Destiny 2RGW Haste If ~ is RFG, Warrior creatures you control get +1/+1 and have haste. 3/1
Young Dakkon 1{B/W}{B/W} Legendary Creature - Human Warrior (R) Destiny 2WUB ~ gets +2/+1 whenever it is equipped. When ~ is RFG, search your library for an Equipment card and put it into play. Attach that card to a creature you control. Then shuffle your library. 2/2
Young Rubinia 1{U/G}{U/G} Legendary Creature - Faerie (R) Destiny 2UWG Flying When ~ CIP, exchange control of a target creature you control and a target creature you don’t control. At the end of each turn, if ~ is RFG, gain control of all creatures you own. 1/1
Young Sol’kanar 1{U/R}{U/R} Legendary Creature - Demon (R) Destiny 2UBR Whenever B is put into a player’s mana pool, ~ gets +1/+1 until end of turn. At the beginning of your upkeep, if ~ is RFG, target land becomes a Swamp until end of turn. 0/1
Young Bartel 2{B/G}{B/G} Legendary Creature - Giant Shaman (R) Destiny 2BRG T: Add B or G to your mana pool. When ~ is RFG, search your library for an Aura card and put it into play. Then shuffle your library. 3/3
Traitors Prototype Deck White Weenie
A deck for Legends Block Constructed:
Creatures (27)
4 Clergy of the Holy Nimbus
4 Tundra Wolves
4 Amrou Kithkin
4 Thunder Spirit
4 Brave Guy
4 Tamar, Desert Warrior
3 Hazezon Tamar
Other Spells (11)
3 Promise of Sand
4 Chain Lightning
4 Hero's Sacrifice
Lands (22)
4 RW Fetchland
4 Karakas
4 Mountain
10 Plains
See Also