Current Tribal Lands for next MTG custom set.

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Posted on June 29, 2015, 1:22 a.m. by kengiczar

Hello all, been awhile. Here i'm just posting a neat idea that is similar to tribal lands and painlands mixed together.

In my homebrew set Struggle For Innistrad I have over a dozen creature types including: Thrall, Vampire, Faerie, Human, Beast, Zombie, Cleric, Priest, Angel, Devil, Imp, Demon, Zealot, Horror, Sticher and many more. None of these is pushed as being the only creature type you should play. I am making sure that there are multiple types of creature worth playing in any deck archetype for each color. The set encourages you to "pick a side" from a lore perspective. Check the lands out below to see what I mean.

Without Further Ado:

Abandoned Laboratory - : Add or to your mana pool. Nightmare Laboratory deals 1 damage to you unless you control a Demon, Homunculus, or Wizard, or Horror.

Ancient Circle - : Add or to your mana pool. Ancient Circle deals damage to you unless you control a Druid, Spirit, or Elemental.

Angels' Rise - Same thing, except or and Cleric Priest, or Angel.

Citadel of Worship - Same thing except or , and Vampire, Thrull, or Bat.

Fallen Sanctuary - Same thing except or and Angel, Cleric, or Sticher.

Nature's Spring - Same thing except or and Shaman, Elf, or Faerie. Faerie is tentative here for now

Stitcher's Cemetary - Same thing except or and Homunculus, Thrall, or Zombie. Everything here but Zombie is tentative atm

Tricksters Cove - Same thing except or and Faerie, Imp or Wizard. Such flavor, is wow!

Wild Lands - or , ape, Elk, Shaman Tentative for now

The set is pretty fleshed out as far as Stitcher, Ghoul, Zombie, Faeries, Demons, Angels, Impts, Devils, Clerics go. I'm having trouble thinking about what type of green creatures could show up given the spooky theme present. Considering perhaps I'll just bring back wherewolves and have some and some , and nix the X-form mechanic. This would allow wherewolves in the cemetary, something spooky as all get out. "Oh look it's fathers grave, OH GOD A WHEREWOLF" nom nom nom "Augh!"

So aside from sharing my idea, which discourages spells only decks and supports tribal-ish or straight tribal gameplay, what do you think might show up in Innistrad as far as and in the wilds, untouched by Vampires and Tibalts Ilk.

Also I'm thinking one creature type should appear on at least two of these lands. For example, angels appear on both the and lands, zombies on both the and lands, and Faeries on both the and lands. So far it looks like this:

Angels - Two types of lands.
Zombies - Two types of lands.
Faeries - Two types of lands.
Werewolves - Two types of lands. (Tentative)
Devils - Two types of lands. (Tentative)

None of the three types are finalized and I am strongly considering having four types on each land, so that Angels Rise might end up as Cleric, Priest, Angel, Zealot or as Cleric, Priest, Angel, Priest. It's either that, or make the next portion of the block have lands like Auntie's Hovel that work with 3 creature types. Basically do you think it's better for a block to have both types of lands, some that are pain with tribal support and some that are fast with trible support accross two sets, or have just the pain lands with 4 tribes? Either way I do not want these lands to be able to tap for , at all.

I welcome your thoughts an opinions, as well as any suggestions for creature types on lands that make thematic sense. (Meaning they were in the original Innistrad Block or talked about in the Lore behind the block.)

showda says... #2

Biggest problem here is the Elves being mentioned in origins, for the most part, are of the Gilt-Leaf clan/group, and they are G/B

June 29, 2015 3:13 a.m.

showda says... #3

ignore this as i didn't read it correctly, but elves are normally some color combination of G/R/B

June 29, 2015 3:14 a.m. Edited.

kengiczar says... #4

The one thing that keeps me from including elves is that they are not part of Innistrad. At least I couldn't find any: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+[%22Creature%22]&subtype=+[%22Elf%22]&block=+[%22Innistrad%22]

They have been in my mind for awhile but I don't want to have to work in a story where they somehow arrive because design wise that's the kind of event that will either take up most of a set or require an extremely large set of 200+ cards. I may include them but for now I think i'd rather do wherewolves than elves since they were in the original Innistrad block lore. Even though I like elves a whole lot more : )

June 29, 2015 3:21 a.m.

MollyMab says... #5

This is just a mess of creature types and tribes. Faeries and elves do not exist on Isd. You should pick 1 tribe to define each of the colours and build from there, not do lands with all these different types on

June 29, 2015 8:08 a.m.

kengiczar says... #6

@ LeaPlath making lands that only work with one type means you have to play tribal, which isn't the goal of the block nor is it the goal of these lands. The only card with a tribal effect is the new Sorin, and even then "vampire" decks will be fairly evenly split between Thrulls and Vampires. Thanks for the heads up on Faeries though, I will have to remove a few cards from the set and shuffle things around more.

here's my current list of creature types, excluding Faeries, with the most common ones having an asterisk:
Stitcher *
Wizard *
Skaab *
Spirit *
Human
Zombie
Rogue
Drake
Bird

June 29, 2015 10:36 p.m.

kengiczar says... #7

Here's the first draft I figured out using Excel.Please keep in mind in my set Skaab is now a creature type. They consider themselves vastly superior to the Stitchers, so even though both are typically that doesn't mean they can share the same workspace nicely! Also I am no longer supporting Thrall, any mention from me of the word Thrall in this thread should now be read as Thrull, which already is a creature type.

Dual Land Color -> Creatures Supported

Red/White -> Cleric, Angel, Priest, Zealot
Red/Blue -> Devil, Imp, Wizard, Stitcher
Red/Black -> Devil, Imp, Demon, Thrull
Red/Green -> Imp, Werewolf, Cleric (Tentative), Human
White/Blue -> Wizard, Stitcher, Angel, Skaab (Tentative)
White/Black -> Vampire, Priest, Zealot, Thrull
White/Green -> Cleric, Angel, Spirit, Human
Black/Blue -> Zombie, Wizard, Human, Skaab (Tentative)
Black/Green -> Zombie, Werewolf, Homunculous, Horror
Green/Blue -> Zombie, Spirit (Tentative), Human, __

Briefly here are the dual lands each creature type is supported by separated by hyphens:

Devil: -
Imp: - -
Zombie: - -
Werewolf: -
Demon:
Wizard: - -
Stitcher: - (Had to put them somewhere!)
Cleric: - -
Angel: - - (Expanding them to W/U in the set. Just 1 legendary.)
Vampire: (W/B can mix with so many things, but put them on and shuffle things.)
Spirit: -
Homunculous: - (There are a few more for Grixis or Bug in the set.)
Priest: - (Some worship angels, others vampires following Sorrin's Conquests.)
Zealot: -
Horror:
Thrull: -
Elemental: Haven't done anything with em yet.
Human: - -

Please remember there is no tap for colorless There are some solutions to this in every color.

White Solution: you don't take damage from your lands on your turn and lifegain.

Red Solution: damage dealt to an opponent by a source they control cannot be prevented. Make your opponent's lands hurt them more.

Green Solution: Power on with lifegain and better creatures.

Black Solutoin: Drain and Gain creatures and spells. (Vampires rule!)

Blue Solution: Make lands Islands, or Islands in addition to it's other types, to avoid pain completely.

All of these tricks work with established cards in either legacy or commander. : )

June 30, 2015 1:40 a.m.

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