What is the name of your set?
Mondombre
What is the core concept of your set?
Dungeons & Dragons-inspired dungeon-crawling
Submit seven designs for common cards which represent some of the basic mechanical themes of your set. All five colors must be represented. You may repeat colors and/or design colorless cards.
NOTE: One of the mechanics used in this set is Devon Rule's gold counters mechanic. I had previously been granted permission to use the mechanic for this D&D set when it was just me working on it. Using the gold counter mechanic emulates the riches you gain from dungeon exploring (the gold pieces part - an artifact subtheme exists for the special treasures and weapons you find during the adventure). If using the gold counter mechanic is not acceptable, there's always other design solutions.
SECOND NOTE: The "team up" mechanic is supposed to allow you to form parties of up to four creatures per party where each party consists of up to one of each of Cleric, Rogue, Warrior, and Wizard. The templating can be reworked to make it more clear - I tried being more succint to lessen the number of lines on the card.
Charging Kobold R
Creature - Kobold Berserker
0/1
Haste
Charging Kobold gets +1/+0 for each other Kobold you control.
Cute! Possibly too silly, but it immediately tells the player what Kobolds are all about.
Cointerfeit U
Instant
Target player loses a gold counter and you gain a gold counter. (Gold counters can be spent as colorless mana or life payments.)
This seems fine and roughly in-pie, although I'm nervous about giving blue mana ramp on turn one.
Dwarven Fighter 1W
Creature - Dwarf Warrior
2/2
Level up {2}
LEVEL 1 - 2: 3/3
LEVEL 3+: 4/4
Totally solid. There are lots of dwarf fans who will be glad to see their return. Square stats for this at common are good as well.
Eaten by Monsters 1B
Instant
Destroy target Cleric, Rogue, Warrior, or Wizard creature.
//I'm not sold on this card, nor the surrounding idea. This particular four-class paradigm isn't even an RPG thing; it's really an old school D&D thing. Most of Magic's target audience has never cracked a 2nd edition PHB. //
Elvish Troubadour 3G
Creature - Elf Rogue
2/2
Team up (Whenever this or another Cleric, Rogue, Warrior, or Wizard creature enters the battlefield, you may team up creatures of those types with none of those types shared among them.)
Elvish Troubadour and creatures teamed up with it have vigilance.
I understand the flavor you're aiming for here, but it's far too specific and wordy. It reads like an uglier version of Soulbond, and it eliminates all the Barbarians, Druids, Shamans, Soldiers, and Knights who might also want to hang out.
Gnome Illusionist 2U
Creature - Gnome Wizard
1/1
When Gnome Illusionist enters the battlefield, put a 1/1 blue Illusion creature token onto the battlefield.
An odd card for blue, but it makes sense as a top-down design. Still, does anyone who hasn't played D&D really "get" why this card exists?
Holy Symbol 0
Artifact - Equipment
Equipped creature gets +0/+1.
As long as equipped creature is a Cleric, it has "T:Prevent the next 1 damage that would be dealt to target creature or player this turn."
Equip 1
I'm fine with improving some of the class-based themes from Morningtide, but this sort of effect isn't on NWO commons.
Summary
Everyone loves adventurers, and gold counters + level up is an extremely natural and flavorful fit. But Zendikar is about as close as one can safely get to "D&D in Magic", and we don't want to repeat that. The big challenge for this set is to find a completely new flavor: attack these themes from an angle that creates a genuinely different feel from "adventure world". That may mean giving up some of the assumptions about what the set is fundamentally about. Also, tropes that are unique to a particular tabletop RPG are not going to resonate with many players; find a way to make them more universal.