Small set - 165 cards - 10 mythics (5 gold, about 1 each color) - 35 rares (5 land, about 6 of each color) - 60 uncommons (5 gold, about 5 artifact, about 10 of each color) - 60 commons (about 11 of each color, some artifacts, common land cycle) Lore and notes - Set on , a world divided into 5 enemy-colored factions: - WB - Cartel - Description: A Mafia-type guild performing extra-legal activities - for the right price. - Races: Humans, Spirits, Zombies - Mechanic: Tax (Whenever an opponent casts a spell, if this creature is untapped, you may tap this creature. If you do, that player loses N life and you gain N life) - Other abilities: Lifelink, First Strike, Deathtouch - UR - Academy - Description: A guild of researchers and inventors. They specialize in creating large titans to do their fighting for them. - Races: Humans (wizards), Golems - Mechanic: Build (When this creature dies, you may put an artifact card with CMC N or less from your hand onto the battlefield) - Other abilities: Prowess - BG - Necropolis - Description: A clan of vampire necromancers. In their opinion, the other factions are scum not even worthy of being eaten, leaving them instead for their undead servants to feed on. - Races: Zombies, Vampires, Shades - Mechanic: Cripple (Whenever this creature deals combat damage to another creature, put a -1/-0 counter on that creature) - Other abilities: Deathtouch, Lifelink, Regenerate - RW - Haven - Description: An army-style faction focused on fighting in groups to gain an advantage - Races: Humans - Mechanic (returning): Affinity (for Humans) - Other abilities: First strike/Double strike, Menace, Vigilance - GU - Lycanis - Description: A cunning band of nomadic shamans and naturalists. They wander the mana-rich forests seeking the strongest creatures to do their bidding. - Humans, Dryads, Beasts, Centaurs - Mechanic: Recharge (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast it for its recharge cost) - Other abilities: Fight, Scry