Roy Tang

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The Second Set of Legends Block

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

  • Wills
  • Color count matter
  • Awestruck critters
  • Walls
  • Legendary-land "kird apes"
  • Citizens (x 2)

Uncommon cycles

  • Allied Color Legend Enablers
  • Pre-destined Legends
  • Elder Dragon Lairs
  • Equipment
  • Enemy Color Spellbombs
  • Monocolor Legend Enablers

Rare cycles

  • Wedge Legends
  • Wedge Larger Legends
  • Strongly Enemy Color Legends
  • Enemy Color Legendary Enchantments
  • Legendary Equipment
  • Enemy Color Fetchlands
  • Powerful X-Sorceries

Vertical cycles

  • Wolf matters (G)
  • Minions following (B)
  • Reformed criminals (W)

Mega-cycles

  • Land enchantments (G & B)

 

Cards

Common (29/50)

Ardent Squire
1W
Creature - Human Warrior (C)
Whenever you play a legendary creature spell, put a +1/+1 counter on ~.
1/2

Crowd 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.
3/3

Stonewall 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. 2/2

Vespa 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.
7/7

GBW 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

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