Custom Theros Set

Custom Cards forum

Posted on Jan. 28, 2023, 5:02 p.m. by Stardragon

I started this as just satyr tribal support but than i made one card and it got derailed into a basically a mini set so I'll post the custom cards I made and would like your feed back, BUT I decided thet it would be fun to see what other things the coummity would make so Please let know what you think about the cards but feel free to add to this set with your Custom Theros themed cards.

The Pantheon- With Theros Beyond Death making 7 new gods and leaving behind the rest I was sad we didn't get to see some of my favorite gods get a new twist so i made all the missing gods into new cards plus made a demigod and an artifact for each of them

Iroas- Item Description, Item Description, Item Description

Karametra-Item Description,Item Description,Item Description

Ephara-Item Description,Item Description,Item Description

Kurphix-Item Description,Item Description,Item Description

Keranos-Item Description,Item Description,Item Description

Phenx-Item Description,Item Description,Item Description

Mogis-Item Description,Item Description,Item Description

Pharika-Item Description,Item Description,Item Description

Atheros-Item Description,Item Description- I didn't make a god for him since he got a second as a box topper

Klothys-Item Description- I didn't make a god or demigod for her since she was made and Calix, Destiny's Hand is pretty much her demigod as a planeswalker

Xenagos-Item Description:Item Description,Item Description,Item Description

Satyr Tribal Support- What it started out as originally it centered around light group slug, They destroy/sacrifce lands enchantments and artifacts they will hit your opponents first but if they don't have a target, they will happily destroy your stuff as well and Wine tokens Which you will see in moment and is central to they support

Item Description-Basically it exerts the satyr effect wise, flavor wise it get them drunk and they have less control over there actions, than after the party (combat) they have to sleep it off the next day (next untap phase) before drinking again and repeating the cycle. I feel that this one card encompasses what satyrs are all about

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Once again let me know what you all think and feel free to add for Theros cards that you would like to see (maybe more titans or more gorgon/cyclops support?)

Daveslab2022 says... #2

Yo that Iroas is BUSTED lol

January 29, 2023 11:30 p.m.

Stardragon says... #3

Daveslab2022 I think he's one of the most powerful I made when I made him I didn't realize how powerful he was but he is a God after all lol

January 30, 2023 3:38 a.m.

wallisface says... #4

Some general thoughts, both on power level and rules concerns. The is a lot of missing punctuation in these cards - but i’ll avoid bringing that up unless its an actual comprehension problem. My background is Modern, Draft, & Sealed.

If i skip a card it’s cause it seems fine.

  • Iroas: does waaay too much for 6 mana. I’d suggest ditching the second-half of the last paragraph.

  • Shield and Spear of Iroas: the way this is currently worded it sounds like it’ll give each creature multiple stacks of Ward3 (i.e a stack for every other attacking creature). Needs rewording to fix that imo.

  • Haktos: the first para is confusing and the explanation text doesn’t explain enough. I’d reword to say its power is the lowest/highest (whatever the intention is) value between your devotion to white and red. Last para on this card I think needs to read “or” instead of “and”, but honestly just track one thing instead of two (i.e the card reads better if it just cares about power, not that and toughness).

  • Karametra: remove the word “spell”, as “spells” never etb. Imo you could make this card 1 mana cheaper.

  • Sythe of Karametra: seems pretty weak. The activated ability needs to to have 7 lands in play to profit (unless you have mana dorks etc to pay for it). Imo you could make either the casting cost or its activation only 2 mana.

  • Sythis: the devotion wording has the same problem as Hactos (I assume now there’ll be a cycle of these confusing texts, so i won’t mention the other occurences). Imo the last ability doesn’t feel very GW to me (particularly the scrying).

  • Ephara: this card is BROKEN as-is. The etb ability probably needs to say “whenever a nonland permanent enters the battlefield under an opponents control,…etc”. The “nonland” is important to stop this being too oppressive, and only tracking when opponents stuff comes into play is important for the UW colour identity, as well as preventing the controller just immediately combo-ing off and winning the game on the spot.

  • Kruphix: make it 1 extra card, not 2. 2 extra cards every turn on a very-hard to remove permanent is pretty busted imo, especially with the free ramp this gives.

  • Kydele: I don’t understand what the “if you don’t draw a card” thing is here. Players will almost always be drawing a card on their turn (draw step). Imo just remove the card draw text - the card reads fine and feels fair without it.

  • Cymede: a lot of spelling mistakes make this super hard to read. Assuming i’ve read it right, i’d be careful with making scry effects go above 3. Wotc avoid it cause it slows the game down too much and messes with a healthy game-flow.

  • Atris: end of “Phase” instead of “turn” (or, just making it happen when the trigger resolves) seems weird. I’m not sure how Flash interacts with Sorcery cards, but my gut-feel is the logistics of this card might need a rejig.

  • Mogis: his trigger doesn’t work - it’s happening at upkeep before the player has even had a chance to attack with their stuff! Outside of that it doesn’t stipulate that its only tracking that players creatures (so they get punished for another player not attacking). Additionally it’s not clear if they need to just sacrifice 1 thing to avoid all damage, or 1 thing per creature.

  • Battleaxe of Mogis: the activated ability is going to do a ton of damage to you for no reason because its literally impossible for something to attack when this is resolving. Imo remove all of the self-damage stuff on here.

  • Pharika: seems busted alongside the likes of Tormod's Crypt type cards. Also Poison counters are never “on the field”. Imo too much card draw too.

  • Hythonia: again, instant win with any grave-exile effect.

Right, i’ve only read down to the GB cards but i’ll stop here. Not sure how useful you’ll find this so i’ll wait for feedback before rambling any more

January 30, 2023 5:10 a.m.

I’m a huge fan of the idea of making a legendary artifact for each of the gods - SUPER rad

January 30, 2023 10:39 a.m.

TypicalTimmy says... #6

Haktos, by himself, is a 4/3 because he sees his own four pips for devotion.

With haste and double strike, he's hitting for 8 right out the gate.


January 30, 2023 12:02 p.m.

Stardragon says... #7

TypicalTimmy no hes a 2/3 you need 1 red pip and one white pip to make his power 1 so he has 2 red and 2 white pips making him a 2/3

January 30, 2023 4:11 p.m.

wallisface says... #8

Stardragon you can see already the double-devotion thing is very hard to grok. I’d really recommend rewording it to something more readable, as mentioned in my longer post above.

January 30, 2023 5:22 p.m.

TypicalTimmy says... #9

Doesn't devotion look at all pips? So he's a devotion of 4.

Perhaps make him . That would fix the issue.

January 30, 2023 7:06 p.m.

wallisface says... #10

TypicalTimmy devotion typically has only ever cared about 1 colour. What’s going on here looks a lot messier.

As far as I can from the OPs commentary, the intention is to only count whichever of the two colours you have less devotion for. So if you had 3 white devotion and 12 red devotion, the creature would just get +3.

January 30, 2023 7:23 p.m.

wallisface says... #11

I think my biggest thought around these cards overall (aside from the numerous wording errors) is that they all feel so “samey”. Soo many of them are just effectively drawing a bunch of cards or scrying a bunch. It makes a lot of these cards feel a bit forced/lacking-innovation imo.

I think leaning more into what each colour pairs strengths are, and not doubling-up on effects, might yield more interesting overall designs.

January 30, 2023 7:28 p.m.

Stardragon says... #12

wallisface sorry I haven't gotten back to super busy with work and fighting a cold

January 30, 2023 8:22 p.m.

wallisface says... #13

No worries

January 30, 2023 8:37 p.m.

Daveslab2022 says... #14


Devotion has cared about more than one color. Almost since it’s inception.

All the multicolored gods care about more than one color of devotion.

Keranos, God of Storms and the other 9 gods in the cycle all care about 2 colors for devotion.

January 31, 2023 2 p.m.

wallisface says... #15

Daveslab2022 ok yes very valid point - and something i’d forgotten about with the gods. So my bad

However, OPs wording (and commentary thereafter) on those cards they’ve made where devotion is assigning power/toughness seem to indicate an entirely different approach to how devotion is calculated, and it definitely needs rewording to clear this up in any case.

January 31, 2023 3:13 p.m.

Stardragon says... #16

wallisface-First and foremost my experience is commander not standard or legacy or modern or vintage nor sealed or draft just commander. So all these cards are built with commander in mind. So lets tackle each card one at a time.

Gods- All the god effects are based on their old cards and built upon and tweaked with some research done on their lore and made sure it fits in their color pie (since soo many people are anal about color breaking though i find it fun and interesting). So if you find it samey blame me for my lack of imagination but also some of Wizards for making the OG's that way as well

Iroas- You said his second ability is too much but is OG card protected from combat damage Iroas, God of Victory and slap on Tajic, Legion's Edge ability to protect against non combat damage and white has lots of cards that destroy tapped creatures or blocking/attacking creatures so i gave him a conditional removal sure you could put him a boros weenie deck and have continuous removal it basically X/1, X/2 or X/3 deathtouch for white but white has done similar thing like that though for equipment only but this is a god so yeah it ment to be powerful. Also he is at Mythic Rare meaning you except game winning/breaking effects and for modren/sealed playstyle 6 mana is along to invest if im told right unless you cheat it into play but not my area of expertise.

Shield and Spear- Just made to giving creatures Lifelink, ward 3 and Battlecry

Hakatos- For his for first abiliy this will cover all demi gods so let me explain (this also for you TypicalTimmy) Let do Dexos and Heilod as an example Daxos, Blessed by the Sun is a double white 2/* which by himself makes him a 2/2 and gives 2 devotion to Heilod all other demigods are the same in this way and gives you roughly half of the devotion needed to the gods into creatures with the gods them selves also giving 1 devotion to their own color giving you three meaning you only need 2 more to that god online. Since all the Muilticolored gods need 7 devotion insstead of 5 i gave all thier demigods 4 devotion (may cut that to three) leave 3 devotion and since each multi god gives two devotion that leaves only 1 needed to get them online, and since each mono colored demi had 2 devotion making them all 2/3 if or 2/2 by themselves if I did that with the multi colored ones as Timmy said that would make them all X/4's or 4/X's much to powerful for uncommons even if their legendary so i nerfed it in that you need one of each color pip to give them a boost to there X stat so if you just had 1 red AND 1 White on the field Hakatos's Power would be 1 and if had 1 Red AND 3 white is power would still be 1 but if had 5 red AND 5 white his power would be 5. It was a way to try and balance them out it maybe rough but i could work

No on to his second ability is play on OG card Haktos the Unscarred which also gives him protection from certain numbers this just makes so weak creatures can't chump block him it not broken or confusing to to keep track of he is fine once I find a way to smooth out the devotion thing.

Karmatra- Creatures are spells and they do ETB that how ETB effects trigger I honestly don't know what your talking about here. as for the mana cost i think 5 mana for whenever a non-token creatures ETB's you get to search for ANY land is fine 4 mana seems too cheap for repeatable effect hell 5 mana maybe too little.

Her Scythe- I admit may not be as flashy as others but neither is farm work lol but gains mana fixing and ramp but making all you creatures into a BOP, and you can you three of those creature to ramp even harder with it second effect can summon a 6 or higher drop buy turn 4 or 5 depending on your field and gains life to help get head or stabilize, it very powerful just not in the flashy immediate way which feels right for basically the god of agriculture's tool it not fast but be patient and you'll reap the benefits. Again it don't see much wrong with it.

Sythis- This one is the inspired but it's literaly just her OG card Sythis, Harvest's Hand without the card draw and with scrying instead and scrying is all color effect partically in theros where the mechanic was officially named and a bunch of cards from every color had it tacked on. So she every much fits into the GW pie

Ephara- She basically is a tweaked Rhystic Study or Smothering Tithe which is fine bu ti do agree with the non land and caring about your opponent thing will fix that but i do want it a bit more unique than your standard tax card

Medomai- I assume other than the devoion power/toughness thing you dont have a problem with him

Kruphix- i can agree that cards for and indestruable card is powerful maybe busted but again he is mythic rare and a god those two things together you would expect some bust things about it BUT i can see spiraling way to out of control will think but nerfing the draw

Kydele- Her effect is for THE END OF THE TURN, Not the beginning and you than have a choice of untapping three land so you have access to outer spells or other creature protection on you opponents turn or having that card in hand that you've probly already scryed and want in your hand the flexability is what makes nice and you may not always want to draw in case you're milled out out lose life if you draw niche in the grand scheme of thing but a useful to have. i probaly will cut the adding a +1/+1 counter to creature though to much for an uncommon

Cymede- Fix her egregious spelling mistakes and just made scry 2 simple but decently powerful particularly when paired with her god

Atris- Fixed his until end of phase to end of turn but that's it. Thier are other cards that give sorceries flash like Hypersonic Dragon and Wizards of Thay give sorceries flash, Vedalken Orrery and Tidal Barracuda give all spells flash sorceries included. So it safe to say that sorceries can and do interact with flash even if it rare and it not even a pie break.

Mogis- Fix him it was always meant to be at the end of the turn not upkeep and tack only the current player's creatures I don't how those got past me. And made clear that it for each creature that didn't attack.

Rhordon- I assume other than the demigod clause your fine with him Axe- For the the self afflict dmage was decause rakdos has alot of power cards that deal damage to you, and i felt that as the god of slaughter's weapon it was fitting that it doesn't care about it summoner/owner but i will reworded so that the damage procs at the end of each other player's turn so it it works as intended

Pharika- Her frist ablity is fine it just a powerful Desecrated Tomb, Tormod, the Desecrator or Quintorius, Field Historian (and i say more powerful be cause of the poisonous 1) and they are powerful with Tormod's Crypt so I think it is fine is fine.

Her second effect is also mostly fine the card is fine if you 1 opponent and they have 5 posion counters on them you still only draw 1 card if have 7 opponent's and 3 have say 8 poison counters on them you will only draw 3 cards and while powerful is nothing in commander compared to some of the crazy card draws other even with out going infinite. fixed the left aspect of it though

Hythonia- Is just a Syr Konrad, the Grim with deathtouch and he is an instant win with graveyard exile and he also an uncommon and not even legendary! So no her effect if fine

Hope that answers your questions feel free to voice your thoughts again after reading this (IK it alot) i take all feed back and contine to scrutinize the rest of the cards

February 1, 2023 7:42 p.m.

wallisface says... #17

Stardragon just responding to your comments. I’m skipping a bunch where i’m not sure there’s anything else to say:

Iroas: I stand by his ability being far too strong. You may disagree, but you asked for feedback, and this is mine.

Hakatos: I understand your intention with the first ability. I don’t think you’ve worded it remotely well (as evidenced by people on this thread being utterly confused by it). It needs a rewording. On the second ability, again i don’t have an issue with it other than its wording being very messy. Clean words make for good design.

Karmatra: the only time a spell is a spell is when its on the stack - not when its in hand, nor on the battlefield/graveyard. As this card is targetting creatures on the battlefield, they’re not spells. As far as the effect, there are already plenty of cards that let you grab any land for 2-3 mana. I think by the time you can pay 5 mana for this, its effect has lost most of its usefulness (you already have a lot of mana).

Ephara: i really, really think you underestimate the power of this thing currently. It wins the game on the spot. I don’t think you’ll get anyone agreeing that effect is remotely fair.

Medomai: yeah this is one of the better designed ones, i like it other than the devotion-wording.

Kruphix: just as a side I don’t think you should use rarity as a crutch/excuse for making broken stuff. Especially so if those rarity symbols don’t mean anything in the context of however these are being played (i.e i assume you’re not using these for drafting etc).

Kydele: ok so this one is entirely down to punctuation mattering. You need a full-stop to make it obvious the “if you don’t draw a card” element being something you get if you don’t untap the lands, and not a restriction preventing land untap. This card reads fine if you get punctuation correct (thats kindof the theme for a lot of these cards).

Hythonia: the “being instant win with graveyard exile” is the bit that makes me worry about this card. Because there are sooo many ways to exile a graveyard that you can probably do it the same turn you play her (so, turn-4 win?).

I can finish going through the remaining cards sometime if you wish (the ones after the GB cards).

I think the biggest thing your cards need is just more proofing. As we’ve already discussed and seen from others posts, a bunch of the abilities/effects read very unintuatively, and create confusion and/or misunderstanding. I think punction is also hurting you a lot, as those lack of sentence breaks mean cards effects as-written do something different to as you-intended (as evidenced by Kydele).

February 1, 2023 8:23 p.m.

TypicalTimmy says... #18

The problem is that you are using a mechanic with very clearly defined rules, then putting in reminder text something different.

Devotion looks at all color pips of mana (Since there is no such thing as devotion to colorless yet). So a creature such as Spellbreaker Behemoth in a Xenagos, God of Revels deck counts toward 3 total devotion when Xenagos is out on the field. So with Xenagos and Spellbreaker, and assuming no other pips exist that you control, your devotion is . If you then play a Karametra's Acolyte, you add an additional to your devotion, and when you tap her for mana you add 4x . Again, assuming no other pips exist that you control.

Your Demigods are saying that if you own one and one , your devotion is 1.

It's not "1". It's "one " and "one ". Individually it may be "1", but it isn't "1" in total.

Your devotion is two for and two for . Because he cares about devotion for both colors, he will see all 4 pips with 2 each, giving him a total power of 4. This, in turn with his double strike, yields 8 combat damage right out of the gate, in a vacuum.

February 2, 2023 12:54 a.m.

Stardragon says... #19

wallisface pls do reveiw the rest, just be aware that grammar is not a strong point for me so you likely find a lot more but I will (when I can find some spare time) and fix the demigods devotion thing i think I over complicated things.

I did change ephara but the (the website I use) updates cards slowly but o did change her same with Karmatra. I may scale Hythonia down to only care about creatures and enchantments but again I only know commander not other formats

February 2, 2023 8:53 p.m.

wallisface says... #20

Here's my thoughts on the remaining cards. I'll not point out grammatical errors unless they really hurt my brain or make the card function differently to how I imagine you intended:

  • Staff of Atheros: I really like this card, though I think it's maybe a little too weak at the moment - I think you can make the ability cost only 2 mana instead of 3.

  • Macar, Gilded Sorrow: personally I think treasure works better than gold just because it's a better-known token, but up to you. In either case, I think the normal templating is to include the token rules on the card (you should be able to copy/pasta from any existing card that creates the token) - i'm not sure of the implications if the rules aren't listed (it might just be a token that can't do anything, but idk).

  • Distaff and Spindle of Klothys: Its worth noting that Wotc have moved heavily away from letting red draw-then-discard. At the moment that's blues ability, while red gets discard-then-draw - so i'd switch the ordering to make this feel more in-colour. Aside from that i'm thinking the Ward3 is a bit strong and maybe Ward2 is more suitable.

  • Xenagos's Return: I'm pretty sure if no creatures are in play the entire 1st chapter fizzles and you get no satyrs (because there's no target, the whole effect fizzles). You can get around this by adding "up to one target" (though the whole thing will still fizzle if the opponent can remove/hexproof the target in response). Chapter 2 is BROKEN in that you can just destroy all of someones lands and remove them from being able to play the game. I would remove the "land" clause (or, at least make it only be able to target nonbasic).

  • Xenagos, the Reborn Reveler: The etb effect is busted, but also worded in a way that makes no sense - the "for each player destroy all other enchantments and artifacts" - other than what? Imo the etb should just read that is destroys all artifacts and enchants when it enters. Your last attack ability on it might not do what you want either - because that mana is gained in the damage step, you'll only be able to cast instants with it, because you'll lose that mana before the 2nd main phase. This is why loads of cards that generate mana this way mention mana not going away between phases.

  • Wine Bowl of Xenagos: Is the last para implying you get 1 life for each wine you control? If wine ever became easy to generate, this card is probably broken just from its first ability - it would be very easy to be swinging for lethal (20+ damage) on turn 3 if you could make 2 wine tokens by then. As-is there's nothing here that makes wine particularly well, so it's probably fine, though iffy.

  • Gallia: seems fine

  • Hedonistic Revelrer: I assume the spelling of its name should be Reveler? In any case, this is what I was worried about with the Wine Bowl - you could drop 2 of these and play a few artifacts in the first 2 turns (there's a million 0 and even 1-drop artifacts that will work for this), and then play the Wine Bowl turn 3 and swing for 28 damage. Admittedly this combo is pretty easy to interact with and shut down, so i'm not too worried - though even late game use with these things might point towards the bowl being a bit too overpowered. It's ALSO worth noting that the second para might not work how you intended... it's currently worded so that whenever you have no wine it will trigger (not just etb), but then also, it will make a wine regardless of whether or not you actually had an artifact to sacrifice (giving you free wine). In this way, you could just keep sacing the wine token on a turn to make something big, and get the wine immediately back for free.

  • Revel Caller: Same issue mentioned above, where the second ability will give you 5 wine tokens regardless of whether you had any artifacts/enchantments to sacrifice - I presume that's not intended. And it will again trigger whenever you have no wine, not just on etb.

  • Life of the Party: I like this one, though its not particularly powerful. The mana pips required to cast this make it pretty awkward to get into play. It could easy be 1RG or even just 1G.

  • Party Crasher: pretty fine

  • Wild Redecorator: Some pretty X-rated art! Anyway, I got lost halfway through reading this and have no idea what the intention is here - the wording makes this really hard to follow. the "chooses" vs "random" thing throws me off entirely what the intention is here, and I have no clue how you intend this to resolve. The card needs a rewrite to make sense - it's got my brain beat!

  • Shaman of the Great Revel: this cards fine. Again I think your casting costs are too demanding in colour-pip requirements. This could easily just cost 1RG.

  • Reckless Reveler: seems fine. I think maybe follow the Glimmervoid pattern for self-sacrifice - i.e. tie it to a phase instead of being something that needs to be monitored constantly.

  • Drunken Reveler: card is fine, my only concern is that its second paragraph is going to be a logistical nightmare to track (as far as granting future untaps).

  • Potenex: Ward costs should be something opponents can conceivably pay. There will be a lot of decks that don't run artifacts or enchants and this is effectively hexproof against those decks - imo there should be some way for your opponent to actually pay the ward cost (maybe add land to the sac options?). The last para reads really strangly here and I think would be better-served as being split into 2 paragraphs, as there's 2 separate distinct things happening here.

  • Wrath of Xenagos: you need to reorder the words on the second para, as removing indestructibility after you've destroyed everything won't make those things die (you gotta remove the indestructibility etc first). In any case, this feels super anti-red and anti-green. Neither colour is meant to have anything to do with board wipes (the best red gets is doing some amount of damage to creatures in play). Furthermore, this thing seems waay too easy to cast with the amount of wine-making stuff going on. Imo this card shouldn't exist for multiple reasons.

  • Revel Supplies: Seems fine. You can probably remove one of the green pips.

  • The Great Revel: Again this isn't what red or green do, so feels super out of place. The first para isn't clear if each type is sacrificed separately or together (which matters for what half of your permanents you get to keep). If you'd put the 2nd para 1st then the current 1st para could just read "each player then sacrifices half of their permanents, rounded up". But irregardless, this feels super out of place for the colours.

February 2, 2023 9:47 p.m.

Stardragon says... #21

wallisface sorry it took so long it been depressingly hard in my life for awhile but got things fixed I hope. Anyway will hopefully be able to work more on them tomorrow but I did fix the demigod's devotion and fixed all the gods/god tools will work on the satyrs tomorrow.

February 14, 2023 3:25 p.m.

Stardragon says... #22


With Macar I'll keep as gold instead of treasure since

  1. Gold was introduced in OG Theros and it keeps to the theme instead of treasure lore wise as well

  2. His OG Card also made gold tokens

As for Karametra I'll keep at 5 for now as stated before my expertise is commander and 4-5 is average for a deck not the high end so a 5 mana enchantment that search's out land every time a a non-token creature ETB's is very powerful and will see a lot of play. For faster games like Vintage, Legacy or Modern it is doubtful she'll see play, but that's fine not every card will fit every style, and making her a 2 or 3 drop as repeatable land search and is indestructible seems too broken. Making her a four drop could work if nerf I her ability to only be basic lands, but as a god I feel like she be able to search any land not just basic so 5 feels right

February 14, 2023 3:35 p.m. Edited.

TypicalTimmy says... #23

Gild and King Macar, the Gold-Cursed, who honestly I have always wanted to build but was never sure how to approach it.

I tried a tapdance deck but that's mostly going to need blue or red, which makes him a secret Commander and a combo finisher. I was looking to run him as the face of the deck, which severely limits the decks functionality.

February 14, 2023 4:55 p.m.

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