Mondombre Round 2 Proposal By Evan Jones

Student of the Wilds
Creature - Elf Druid
Level up - Cast a creature spell.
LEVEL 1-2: 4/4
LEVEL 3+: Trample, 6/6

Notes: When bringing back a returning mechanic, it's important to make it feel different. Leveling is cool, but for Mondombre we're going to have leveling based on things other than mana payments.

Birthspeaker's Cane
Artifact - Equipment Loot
Equipped creature has "{T}: Gain 2 life."
Equip 1

Notes: Loot is a new artifact subtype that interacts with other cards in the set that want to find loot, hoard loot, and/or consume loot. Loot appears only on noncreature artifacts. This is a very top-down dungeon-crawling trope, and one I felt was more appropriate for "dungeon-crawling world" than the acquisition and spending of gold.

Eager Trekker
Creature - Human Adventurer
Explore 3 - When CARDNAME enters the battlefield, reveal the top 3 cards of your library. If you revealed a land in this way, you may put it onto the battlefield tapped. Put the other cards on the bottom of your library in any order.

Notes: Explore is an ability word that means we're going to examine the top N cards of the library. It represents delving into the dungeon, looking for things. This particular card is exploring for land, but not every Explore card will look for land.

Lizard Nest
Enchantment - Encounter
At the beginning of combat on your turn, spawn two 1/1 green Lizard creature tokens. (To spawn a creature token, put it onto the battlefield tapped and attacking. At end of combat, if all creatures created spawned by this permanent died, sacrifice this permanent. Otherwise, exile those creatures.)

Notes: Monster encounters are an important part of any dungeon exploration. This is a top-down design that attempts to replicate the feeling of an encounter. The spawned monsters are obligated to attack because in dungeon-crawling adventures, most monsters attack on sight.

Fierce-Armed Woodsmith
Creature - Human Warrior
When CARDNAME enters the battlefield, gain a Loot artifact token.
{G}, sacrifice a Loot: Target creature gains +3/+3 until end of turn.

Notes: Just a creature that interacts favorably with Loot. And he generates a Loot token! This "batteries-included" approach is intended to reduce the parasitism of Loot.

Chant of Calming
Choose one or both: destroy target enchantment, or prevent all combat damage that would be dealt this turn.

Notes: Pretty straightforward here, meshing with a major set theme.

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