587 views14 days ago
Commander
Size: 100Est cost: $4805.41Salt sum: 37.39
Duccers
587 views14 days ago
Commander
Size: 100Est cost: $4805.41Salt sum: 37.39
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Commander
Infinite Guideline Station
When Infinite Guideline Station enters, create a tapped 2/2 colorless Robot artifact creature token for each multicolored permanent you control.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
12+ | Flying
Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
12+ | Flying
Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
Legendary Artifact - Spacecraft

Commander
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Artifact
Assimilation Aegis
When this Equipment enters, exile up to one target creature until this Equipment leaves the battlefield.
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Artifact - Equipment

Hearthhull, the Worldseed
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
2+ | , , Sacrifice a land: Draw two cards. You may play an additional land this turn.
8+ | Flying, vigilance, haste
Whenever you sacrifice a land, each opponent loses 2 life.
2+ | , , Sacrifice a land: Draw two cards. You may play an additional land this turn.
8+ | Flying, vigilance, haste
Whenever you sacrifice a land, each opponent loses 2 life.
Legendary Artifact - Spacecraft

Subterranean Schooner
Whenever this Vehicle attacks, target creature that crewed it this turn explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Crew 1
Crew 1
Artifact - Vehicle

Artifact
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Battle
Invasion of Alara
When this Siege enters, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Battle - Siege


Battle
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Creature
Adrix and Nev, Twincasters
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk

Aurora Awakener
Trample
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Creature - Druid Giant

Hakbal of the Surging Soul
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.)
Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Legendary Creature - Scout Merfolk

Sanar, Innovative First-Year
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Legendary Creature - Goblin Sorcerer

Topography Tracker
When this creature enters, create a Map token. (It's an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
If a creature you control would explore, instead it explores, then it explores again.
If a creature you control would explore, instead it explores, then it explores again.
Creature - Scout Merfolk

Creature
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Enchantment
Ardent Plea
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment

Awaken the Honored Dead
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
Enchantment - Saga

Binding the Old Gods
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
Enchantment - Saga

In the Darkness Bind Them
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you.
IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
Enchantment - Saga

Rediscover the Way
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
III — Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.
I, II — Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
III — Whenever you cast a noncreature spell this turn, target creature you control gains double strike until end of turn.
Enchantment - Saga

Enchantment
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Instant
Instant
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Kavaron, Memorial World
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
Land - Planet

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Land
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Ramp
Prismatic Undercurrents
Vivid — When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.
You may play an additional land on each of your turns.
You may play an additional land on each of your turns.
Enchantment

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp
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Sorcery
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Sorcery
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Tokens & Extras
Map
, , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Artifact Token - Map

The Ring
Your Ring-bearer is legendary and can't be blocked by creatures with greater power.
Whenever your Ring-bearer attacks, draw a card, then discard a card.
Whenever your Ring-bearer becomes blocked by a creature, that creature's controller sacrifices it at end of combat.
Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.
Whenever your Ring-bearer attacks, draw a card, then discard a card.
Whenever your Ring-bearer becomes blocked by a creature, that creature's controller sacrifices it at end of combat.
Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.
Emblem


Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Spoilers for Outer Wilds ahead:\n\nHearthians are (usually multicoloured) merfolk. They make up a bulk of the creatures in the deck, as they are the only truly sentient species that can be considered completely alive in-game.\n\nNomai are mainly represented by artifacts and enchantments, usually with multiple colours. This represents the multifaceted ruins and devices they left behind that can be explored and learned from.\n\nOwlks have cards of various types. They have creatures, as they are at least somewhat alive. Their stories are mainly told by Sagas, which represent their slide reels. They have vehicles instead of stations because their technology is less advanced. Their main colours are black and green, with splashes of blue and red. The only white saga was made by a Hearthian instead of an Owlk. \n\n\nALL CARD EXPLANATIONS:\n\nCommander: \n\tInfinite Guideline Station = The Vessel. Looks like the vessel in the art, and the \"goal\" of the game is to get the Vessel working kinda. The tokens can be evacuation pods. I promise the flavour gets better than this!\n\n\nCreatures:\n"},{"attributes":{"italic":true},"insert":"Some creature types are wonky. This is because I'd rather make the ability flavourful and include cards that I personally want to play over making sure I don't call an Owlk and Elf."},{"insert":"\n\n\tHearthians:\n\t\tCold-eyed Selkie = Gabbro. Islandwalk, Gabbro seems perfectly comfortable on their island. Doesn't do much damage, Gabbro doesn't do much anything. Draws a card to represent Gabbro trying to draw meaning from the universe in their own way.\n\t\tHakbal of the Surging Soul = Feldspar. Not only does this card explore every combat, but it shows all your other Hearthians how its done, too. Fits for their first explorer. It also does more explore-like stuff on attack as well. Super exploring, just like Feldspar. If there were more red merfolk then maybe I could've found one more "},{"attributes":{"italic":true},"insert":"colour appropriate"},{"insert":" for the riskiest Hearthian, but Slate needs the one good red merfolk more.\n\t\tJori En, Ruin Diver = Slate, Ship Builder. The only red merfolk to the most reckless of all the Hearthians. For a people that value each other over themselves, choosing to build ships the way Slate does and then having "},{"attributes":{"italic":true},"insert":"other"},{"insert":" people pilot them is far more reckless than the sh*t Feldspar gets up to.\n\t\tPrime Speaker Zegana = The Hatchling, Infinite Explorer. I wasn't too worried about things like stats or legendary status for named Hearthians, but I knew I had to give The Hatchling a beefy card because they're the one doing literally all the work in-game. So, this card is only as strong and draws only as many cards as the things you've found.\n\t\tSentinel of the Nameless City = Starmapper Chert. He maps stars. This card makes maps. This card has Vigilance. Chert is the only one who's paying enough attention to know the universe is ending. Perfect.\n\t\tSygg, River Cutthroat = Hal, Spiral Reader. Sygg rewards the player for the damage done around them, and Hal learns from the ruins of the Nomai. Its not perfect, but no Hearthian really deserves a black colour identity and this Sygg fills the void of the deck needing more creatures and draw that isn't commander reliant. Balances between deck function and flavour are hard!\n\t\tSygg, River Guide = Pilot Instructor Gossan. One of the only Hearthians to preach safety and caution, helps train up new pilots. \n\t\tTatyova, Benthic Druid = Reibeck, Careful Archaeologist. Reibeck, more than anyone, became a pilot for the sake of being able to explore the nomai ruins. That's why they get the Merfolk that gets the most from playing lands. \n\t\tTishana, Voice of Thunder = Hornfels, Museum Host. This is a man of the community. They built the observatory as part of the original Outer Wilds Ventures and converted its first floor into a museum to share the discoveries of the space project with the other Hearthians. The game puts enough importance on them at the start that it justifies a big, beefy 7 drop for them.\n\t\tVorel of the Hull Clade = Esker, Lunar Lookout. They repair ships and keep things going on the moon base, which is reflected in how Vorel helps crew up stations. Since they're isn't all that much for Vorel to do in this deck since they're aren't that many counters, they'll mostly be doing nothing and getting lonely.\n\n\tStrangers:\n\t\tArchelos, Lagoon Mystic = The Prisoner. While they were free (untapped), they were able to effectively save the universe by ensuring other species weren't denied the chance to discover the Eye. While they were tapped, their own species turned to bone and dust in undying, fearful madness. Spoilers The Prisoner gets three cards all to themselves because they're based like that.\n\t\tBloom Tender = First Finder of the Eye. This shows the Owlk that actually discovered The Eye first as shown in the first reel of the Owlks main saga. Based on the fact that The Prisoner was imprisoned with one of the exploration scopes, and that they show themselves travelling with said scope in their final message to the player (right before they walk into the water and the DLC ends), I choose to believe this specific Owlk was The Prisoner. It's a vaguely supported headcanon, IK. Their antler isn't broken in the first reel, IK. Anyway this card produces mana based off of the vivid mechanic, which is one of the mechanics I'm using to represent discovery. And this is the most important discovery ever arguably. \n Deathrite Shaman = name unchanged. Art shows an Owlk in the digital world. They tried so hard to escape death, yet remain naught but a ghost in a half-remembered world. Also they hang around forests and bogs like shamans do. \n\t\tFaeburrow Elder = Kaepora, the Martyr. Wiki says The Prisoner's real name is Kaepora in the game files. I trust this without checking because its easy. This card shows the pivotol moment where The Prisoner chooses to release the signal, and suffers the full spite of their own people because of it. It links back to Bloom Tender by being an evolved form of that card, and the white adds an element of good to them that other Owlks simply don't show. \n\t\tGlissa Sunslayer = Reminiscing Stranger (that Owlk thats watching the slideshow in the cliffside lodge). Glissa is one of the few cards that can remove counters from Sagas, allowing them to trigger over and over again, just like they watch the same few reels of their home planet again and again. Also I really like Glissa and wanted to play them.\n\t\tGrime Gorger = Elegy Orchestra. The band that plays the Elegy of the Rings then jumps the player when they show up. They're certainly menacing, and their performance is fueled by loss, just like this grimy boi. \n\n Other Creatures:\n\t\tAurora Awakener = Soul of the Nomad. This is the biggest stretch in the deck. I originally had this as Feldspar (already a stretch) before I changed the Hearthians to all be Merfolk. But I just... couldn't bring myself to cut this card, and Nomai are poorly represented in the deck so far anyways, so here. The embodiment of their adventurous spirit. One so powerful that it takes them from their homes and spirits them away across the universe. One that builds on the discoveries already made by using the permanents on the field to power a mega-dump of new discoveries. \n\t\tSanar, Innovative First-Year = Solanum, Intrepid Explorer. The only Nomai creature I feel I can reasonably include is the only one that's alive in Solanum. This shows the desire to explore that all Nomai are driven by that brought them to the Quantum Moon. They are empowered by the vivid discoveries and creations of their people, and find new cards to play.\n\t\tSword Coast Serpent // Capsizing Wave = Subspace Anglerfish // Run Away. Though I wanted a Dimir fish for the anglerfish, most of them have complicated effects, and anglerfish (like many players) can't read. They don't got time for dat. So Anglerfish have been made simpler. Sleaker. They're either a big deadly fish, or you know the secret to get around them and can run away (they still arrive later to be a big deadly fish, as encountering the three at the egg nest is unavoidable).\n\t\tWeeping Angel = Solanum, Quantum Dead. Solanum gets 2 cards cos they're our boi. This card represents the way they're alive/dead/dead/dead/dead/dead and quantum entangled. The creature can appear suddenly like a quantum object and can stop being alive due to being observed by another creature. The mechanic on dealing damage of the Weeping Angel card from DW is meant to represent the aliens ability to send creatures back in time. Yaknow what else sends things back in time? The Nomai, via the Ash Twin Project. Also of course Solanum's true typing is Alien Angel cmon they're def an angel. Better than \"Goblin Sorcerer\" on Sanar. What is this slander?\n\n\nArtifacts:\n\t\tAncient Cornucopia = The Probe module in Giants deep reading the coordinates to the Eye of the Universe.\n\t\tBroodheart Engine = Endless Canyon Lodge. Constantly refers back to the library just like the Owlks can't stop reminiscing with their slide reels of home. Throws the history they don't like away. Can resurrect the dead just like the simulation keeps the dead alive. \n\t\tChimil, the Inner Sun = The Probe. Constantly discovering things every turn.\n\t\tHaystack = White Hole. It'll take a moment to get back to Brittle Hollow, but for now its like the creature wasn't even there!\n\t\tHearthhull, the Worldseed = The Sun Station. Sacs lands like how the sun station was meant to work, helps with finding new lands just like the sun station was meant to be. Station has the station ability = poggers. \n\t\tInspirit = Our own, unnamed, spaceship. Its got so much Nomai tech in that I think it gets a pass bleeding into the nomai theming of multicoloured artifacts/enchants.\n\t\tLumbering Worldwagon = Owlk Raft. Owlks get vehicles instead of stations because they're lower tech than the Nomai.\n\t\tSol Ring = IDK the fucking SUN?\n\t\tThe Seriema = White Hole Station. Legendary creature fell in black hole, gets searched by white hole. Its a station with the station mechanic, and the type lines up, too!\n\t\tThundering Broodwagon = The Stranger. I couldn't figure out whether to treat The Stranger like a vehicle/station or a planet, so I decided to do both and consider the inhabitable interior to be a planet (land) and the exterior to be a vehicle/station because it looks like one. Golgari fits the Owlks well. The destruction effect could mean a few different things. The Owlks nearly destroyed the universe permanently in their desire to avoid death. The Stranger was only built because the Owlks destroyed their home. The moment the Stranger moves (after sitting idle for probably like 300,000 years), its dam takes critical damage and breaks soon after, killing all the Owlks again. \n\nEnchantments:\n\t\tAwaken the Honored Dead = Retreat from Reality. This saga covers the second half of the Owlks main slide reel saga, in which they create an artificial world and retreat from reality. The first step represents their creation of the lanterns, which blew up one of them as well as a big hole in their ship. The second is them burning their own history to hide it, and the third is their descent into the artificial world. They discard their real lives to get their 'old' lives back.\n\t\tBinding the Old Gods = The Voyage of the Stranger. This saga covers the first half of the Owlks main slide reel saga, in which they destroy their own home to make the Stranger ringworld, use it to travel to the Eye, and then become enraged that it was all for naught. The fact the first mode of the saga specifically cannot destroy a land is annoying here, but the rest works flavour-wise. I originally had this as \"Waking the Trolls\", but the high mana cost, the lack of black and the tokens being trolls made me change it to this. \n\t\tCloud Cover = Gravity Cannon. Yeets dat shit.\n\t\tEarnest Fellowship = Name the same, use a pic of me with myself after going through the ash twin project.\n\t\tHeaven Sent = Immortal Prison. The Prisoner always had the option to blow out their lantern. If they did, they would die. Just as I can choose to not cast Heaven Sent after its third chapter. But they didn't. They had to hold on, for over 200,000 years, because they needed to know if their actions had meant anything. All they had left to them was to hope. And when the Hearthian arrives and pries the doors to their prison open just a little, they have enough room to send out a clue on how to get it open. \n\t\tHelix Pinnacle = The Eye of the Universe. The Eye had to have shroud. It also likely had to have a big, impactful effect that made it the centre of the game until it either left or I won. Helix Pinnacle is the only card that really does this. Approach of the Second Sun could've also worked here, but that card is (slur).\n\t\tImprisoned in the Moon = Solanum, imprisoned in the quantum moon.\n\t\tIn The Darkness Bind Them = Creation of the Lanterns. The keyword \"The Ring Tempts You\" here is representing the Owlks desire to return home; the ring itself being the ringed world their moon orbits. The wraiths are the Owlks as they give up their.... uh, ima call it \"humanity\" even though they aren't human. Finally, after three iterations of the lantern, they get it right and descend into the simulation. I'll make a custom Ring token to show the ring world.\n\t\tInsidious Roots = name unchanged, its the dark seed crash site in Timber Hearth\n\t\tLeyline of the Guildpact = The Ash Twin Project. With this active, all is possible. Is active as soon as the game starts.\n\t\tMaelstrom Nexus = the Orbital Probe Cannon. This baby will fire at the start of every loop and will take a million shots if it has to until it finds the Eye, because its shooting blind and doesn't know what it'll hit until it hits it.\n\t\tPrismatic Undercurrents = Outer Wilds Ventures. Explores new lands, reacts to Nomai ruins.\n\t\tRediscover the Way = Rediscover the Way. This represents when the Hearthian used The Prisoner's mind staff to communicate with them, and tell them all that has happened. How the Nomai discovered the Eye directly because The Prisoner had turned off the signal jammer for just a few moments (represented by looking at top three and adding one). How the Hearthians had learned of the Eye from the Nomai (represented by looking at top three and adding one). And finally, how the Hatchling stood before them had been empowered by those learning across eras (double strike), and was now ready to enter the Eye. This is the only saga with white, because it took the Hatchling to give any of the Owlks hope for a brighter future. \n\t\tSpelunking = Spelunking. Art is exploring the Zero G cave.\n\nInstants:\n\t\tAbrupt Decay = Spite. Art is the burned prisoners house.\n\t\tForce of Despair = The Owlks missing home.\n\t\tSear = Stabbed by Cactus. Art is the Hatchling in the room below the Sun Station Warp.\n\t\tTerminate = Crushed by Sand.\n\nSorceries:\n\t\tAvatar's Wrath = Black Hole. I'll explain out the Airbending ability instead of using its proper name for the proxy. Only mechanical difference that'll make is if the card is somehow stolen/copied by an Avatar Aang deck that then uses it to flip their commander. The creatures all get sent away to the white hole and can come back once they wait for the White Hole Station to allign with Brittle Hollow again.\n\t\tBring To Light = Name unchanged. The Hatchling exploring the Temple to Book Burning the Owlks had. Name is a pun, as \"Bring to Light\" could also kinda mean to set something on fire. Though OFC the Hatchling is also bringing to light the information that the Owlks burned their own history.\n\t\tDaring Discovery = Name unchanged. Show the Hearthian full-sending across the broken bridge of the Sun Station.\n\t\tElemental Spectacle = Traveller's Song (edit to make 5/5 explorers).\n\t\tExplore = Name unchanged. Use a pic of the Outer Wilds Ventures flag on the Attlerock.\n\t\tFarseek = Name unchanged. Art should be the Hatchling exploring the Temporary Settlement, maybe with the mural there in the background?\n\t\tInundate = Broken Dam. Only creatures that can breathe underwater won't be removed. \n\t\tOrganic Extinction = Name unchanged. Either the interlopers ruptured core, or the memory of it rupturing as shown in The Prisoner's communication.\n\t\tPainful Truths = Name unchanged. The Owlks dead in their campfire rooms.\n\t\tRanger's Path = Name unchanged. Show the Hatchling using the gravity crystal path to the Southern Observatory on Brittle Hollow.\n\t\tTempt with Discovery = Name unchanged. Art is the Ash Twin tower for the Hourglass Twins.\n\t\tWalk with the Ancestors = Name unchanged. Art should be The Hatchling floating in the Tower of Quantum Knowledge\n\nLands:\n\tBasic:\n\t\tForest = Signal Tower.\n\t\tForest = Band Hall (where the Owlks play in the Shrouded Woodlands)\n\t\tForest = The Ancient Glade\n\t\tForest = Crater Village (log lift pog!)\n\t\tIsland = Gabbro's ship floatin' along\n\t\tIsland = River Lowlands\n\t\tPlains = the surface of Ash twin\n\t\tMountain = Hollow's Lantern\n\t\tSwamp = Shrouded Woodlands.\n\n\tNonbasic:\n\t\tAcademy Ruins = Reibeck's Camp\n\t\tAdagia, Windswept Bastion = The Hourglass Twins\n\t\tArid Mesa = Sun Station Interior. White rock, red sun, and it gets destroyed during the loop. Fetches will generally only be used on areas that get seriously damaged on inacessable during the loop (dam breaking, sand filling ember twin, ect.).\n\t\tBayou = Nomai Graveyard.\n\t\tBloodstained Mire = Quantum Cave.\n\t\tCactus Preserve = Coral Core. Coral is plant too, probably. And the bottom of the ocean is like a desert? This is weak flavour, but this is also the last land I'm adding so my reasoning has been spent on 38 other lands as priority.\n\t\tCommand Bridge = The Vessel Interior.\n\t\tCommand Tower = Launch Platform .\n\t\tEvendo, Waking Haven = Timber Hearth.\n\t\tExotic Orchard = Forbidden Archive. Its where you gain the hidden knowledge of the Owlks, and Exotic Orchard gains the knowledge to tap for mana from your opponents\n\t\tForbidden Orchard = The Simulation\n\t\tHall of Heliod's Generosity = Chert's Camp. Enchantments have the constellation border, and Chert is out here mapping the stars.\n\t\tIndatha Triome = Dark Bramble Interior. Open wide like a plains, made of plants like a forest, dark and deadly like a swamp.\n\t\tKavaron, Memorial World = Brittle Hollow. Of the five planets from Edge of Eternities, this one fits the least well among the five major planets of the Hearthian solar system. Brittle Hollow and Kavaron were essentially the two that were left over, but there is "},{"attributes":{"italic":true},"insert":"some"},{"insert":" flavour in how Kavaron sacs lands, which reflects how Brittle Hollow literally falls apart.\n\t\tMarsh Flats = The Sunless City. White sand, dark cos sunless. Buried during the loop.\n\t\tMinamo, School at Water's Edge = The Hanging City. The Hanging City is the Nomai's largest city in the solar system, and so I flavoured it as if it represented the Nomai itself. A place of blue mana (learning) that worked to uplift and reinvigorate them. \n\t\tMisty Rainforest = Tower of Quantum Knowledge.\n\t\tPath of Ancestry = Tower of Quantum Trials\n\t\tPolluted Delta = The Resovoir\n\t\tReflecting Pool = The Quantum Moon\n\t\tSpara's Headquarters = Observatory Museum\n\t\tSpire of Industry = Orbital Probe Cannon Workshop\n\t\tSusur Secundi, Void Altar = Dark Bramble.\n\t\tTaiga = Feldspar's Camp.\n\t\tTropical Island = Cinder Isles\n\t\tUnderground Sea = Black Hole Forge\n\t\tUthros, Titanic Godcore = Giants Deep. I don't know why the Nomai put two of their main manufacturing facilities on the planet where said facilities would be routinely launched into space and back, but hey. Works for me. Land that taps based on artifacts fits for the tornado planet.\n\t\tVolcanic Island = High Energy Lab. IK there isn't a drop of water on the Hourglass Twins, but this is more to represent the cautious yet excitable persuit of knowledge the Nomai utilised here.\n\t\tZagoth Triome = The Stranger Ringworld. This is the Owlk colour identity triome.\n\t\tZiatora's Proving Ground = Anglerfish Eggs. \n\nTokens:\n\tThe Ring = the ring planet that orbits the Owlks moon. Is very tempting to them, because they really wanna go back to it but can't. \n\tClue = Simulation glitches. Clues are made by Immortal Prison exclusively, so the clues should be on how to open it. I think the glitches are more interesting tokens than burnt door codes.\n\tCopy = That time you find yourself during the ending.\n\tElemental = Traveller. I'll have 5 tokens, one each for Esker, Gabbro, Feldspar, Riebeck and Chert.\n\tMap = The map in the radio tower that hints at the stranger\n\tPlant = dark bramble smaller seed you can't go through. I don't expect this deck to ever even generate this token off Insidious Roots but may as well be prepared.\n\tRobot = Escape Pods. I'll make one for each pod.\n\tSpirit + Wraith = These two tokens are both kinda representing the same thing, that being dead simulation Owlks. Specifically, dead simulation Owlks as seen after you walk away from your artifact. I'll use a different pic for each, but these are gonna be the same thing basically. I'll need 3 spirits so each player can have one. \n"}]}



















































































