Horizons The Gathering
Basic Lands:
Lands and Multicolor Lands:
Legendary Lands:
Creatures and Artifact Creatures:
White:
Blue:
Black:
Red:
Green:
Colorless:
Enchancements:
Enchantments:
Enchant Creature:
Enchant Land:
Enchant World:
Sorcery and Instants:
Some Notes:
I considered if I should post these to off-topic, but decided against that as this is quite obviously related and relevant to Horizons.
I haven't played MtG in a decade or more. I've no idea of the current rules beyond what little I researched for these. The cards here have not been balanced, nor are they intended to be; thus many are underpowered or overpowered - especially check out the black cards that relate to errors, servers and developers. Creating actually playable cards wasn't the intent of this project in the first place, anyway.
Black cards usually require more colored mana to play than other colors, as I've made it easy to blight lands and thus convert them to produce black mana.
Color assignments:
I've assigned colors to by in many places ignoring MtG's assignments and making up my own. Above and beyond what is listed below, black cards also represent errors in code, server hiccups and developer activity. For the interested parties, they go as follows:
Assigned land types:
WHITE: plains
BLUE: islands, snow-covered regions
BLACK: blight blooms, swamps
RED: mountains, volcanic regions
GREEN: forests
Creature assignment to colors:
By land they inhabit (nahguk ogres are plains and white), by elemental affinity (lava golem, fire pygmy and fire ogre are red etc), by thematic affinity (magma kwellen is allied with WA and thus black) or judgment call (all golems except elemental affiliates are colorless).
Magic assigned to colors: (though I inthe end mage a decision not to add spells)
WHITE: augmentation, life, summoning
BLUE: ice, mind
BLACK: blight, spirit
RED: flame, energy
GREEN: nature
COLORLESS: primal
Summoning is assigned to white because it is currently insignificant, and borrows all of its effects from schools assigned to other colors. Primal could make a good case on belonging to blue (wind magic) or red (world's own power) but I decided to cop out and make it colorless on interests of balancing magic schools to colors.
Player races assigned to colors:
WHITE: human, gnome, saris
BLUE: dragon (helian), fiend
BLACK: none (black is Withered Aegis)
RED: dragon (lunus), dwarf, half-giant
GREEN: dryad, elf, satyr, sslik
Racial cities used as legendary lands are assigned color by same criteria. Generally, the player race color decides card color regardless of any school the creature may be assigned to.
Special abilities set to school-related creature cards (most abilities will be activated abilities): These are intended for Legendary Creatures only; normal schooled creatures go without abilities. The list is unfinished as I've no good knowledge of certain classes' unmasterable, school-defining abilities.
Battle Mage
BERSERKER: Ignore Pain (ignore damage from one blocking/blocked creature)
Blood Mage
Chaos Warrior
CLERIC: Weaken Black Creatures (diminishes power and toughness of black creatures)
Conjurer
Crossbowman
DRAGON: Gold Rage (sacrifice controlled artifact for power boost)
Druid
Elemental Archer
Flame Disciple
Guardian
HEALER: Damage Prevention (negates damage creature receives in combat)
Ice Disciple
KNIGHT OF CREATION: Banish Armor (ignore toughness boosts and use the creature card's base value)
MAGE: Damage Target Creature (rangestrike bought with red mana)
Monk
PALADIN: Protection From Black (as it says)
Ranger
Reaver
Scout
SHAMAN: Expulse (remove enchantments from target creature)
SORCERER: Spellbind (tap target creature)
Spearman
Spirit Disciple
SPIRITIST: Lifetap (boost toughness of own creature, diminish toughness of opposing creature)
Storm Disciple
WARRIOR: Double Strike (as it says)
Wizard