• Welcome to iMtG Server: Gathering.
 
Main Menu

Let's Make a Set

Started by LinkCelestrial, June 23, 2015, 03:48:13 PM

Previous topic - Next topic

LinkCelestrial

I think I'll have an easier time doing it top down. I have a story in mind that we can work with.

Are we going to do a set or a whole block? Maybe just do a set and see how it goes?

Heats Flamesman


redwolv

Quote from: LinkCelestrial on June 23, 2015, 09:08:36 PM
I think I'll have an easier time doing it top down. I have a story in mind that we can work with.

Are we going to do a set or a whole block? Maybe just do a set and see how it goes?

I think we should aim for a set, if it all goes well we can always make it into a block. Or just make a brand new set/block. I think top down is good we just need to have a rough drafted theme/story to start brain storming mechanics and card themes

redwolv

I also like your original suggestion of devotion and "loyality" i would like to see mono colored decks again. Tired of all the multicolored decks in standard. Also if we aim for planes walker we might want one for each color.

LinkCelestrial

Okay. I think the story I have will work better for a non-mono focused set. I do have another but it's not as good. Here's a summary.

On the plane of *insert* the five colours are divided into five kingdoms. (We can name them if we want). The kingdoms have been at war with each other for ages, of an on. After a time of relative peace the leader of the red kingdom was assassinated. The heir to the throne is some cocky youngin I wanna name Darius for some reason that decides his first act as ruler is to kindle up the war. He sets his sights on some colour that isn't black and stuff starts going down. Why not black? Because crafty black over there got the old king of red killed! Old grudges spring up and the brawl begins.

Mechanic ideas:

Devotion: effect based on the coloured symbols you've got.

Allegiance: bonus effect if you have X (I'm thinking three) (other)permanents that have exactly the same colours.

Grudge: Bonus effects vs enemy colours.

Specific mechanics for each color, open to ideas. I like Spell Mastery for red or blue. Also had this idea for red,

When ____ attacks you may ____ if you do it's destroyed/sacrificed at end of combat.

Or,

When ____ becomes blocked you may ____ if you do it's destroyed/sacrificed at end of combat

Sounds a tad too good at blocked so I'd prefer attacks.

Card cycles and ideas like that:

Only multicolour appearing in allied colours?

Cycle of Legendary creatures representing the ruler(s) of each kingdom.

A Planeswalker in each colour. Because everybody loves Planeswalkers.

A land representing the capital city or some other landmark from each kingdom.

redwolv

I am confused is this ally colors for each kingdom? Wg. Gr. Rb. Bu. Uw? Or mono?

LinkCelestrial

Quote from: redwolv on June 23, 2015, 10:43:03 PM
I am confused is this ally colors for each kingdom? Wg. Gr. Rb. Bu. Uw? Or mono?

They're going to be mono themed but if multicolour does show up it should only be in allied colours.

Deebiia

A quick idea for a reanimator like card could be:

"Return target creature card from your graveyard to your hand.
If your devotion" or whatever we're using in this set, "is ___ or greater, instead return that creature to the battlefield and put X +1/+1 counters on it equal to the cards cmc."

It would have to be kinda pricey to play since you can cheat creatures out, such as the Eldrazi and such. It would just be stupid strong then. It could also be instead, "... And put X -1/-1 counters..."

Just an idea. I'm pretty creative and would like to help if possible. I'm getting into more artsy things and have a tablet. So I may be able to help out with some artsy things maybe?

Kaylesh

Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?

redwolv

So here are some ideas i hade for the kingdom specfic mechanic

Red
Ruthless - when this creature atacks you may choose to make it unblockable, if you do, sacrifice it at end of combat.

Blue
Ripple - if you cast a spell instant or sourcery spell with CMC equal too or less then this card this turn, you may cast this card as a copy of it.

Black
Got nothing

Green
Nurture- (if a creature was entered the battlefield this turn) do _______.

White
Nah dah. Maybe more luck in the morninf.

LinkCelestrial

Making it unblockable is insanely powerful. It lets you turn your creatures into burn spells and that's dangerous. As badass of a mechanic as that is, it's a little OP. How about,

Ruthless X (when this creature attacks, you may give it +X/+0 until end of turn. If you do, sacrifice it at end of combat.)

Then we could have stuff like,

When you activate *this card's* ruthless ability it gains trample until end of turn.

If we really wanted to break it we could have an enchantment that gives ruthless creatures trample when they activate their abilities. And/or other such things.

What I like about this is it makes your opponents decision to block difficult (assuming X is reasonable) as they'd be losing a blocker to sponge up damage when the damage source is already going to deal with itself.

Ripple is already a mechanic ({Thrumming Stone}). I like the idea you have I'm just looking at it next to Ruthless and thinking it's a little sub par.

How about something like,

"If you cast another spell before/after this one bonus effect."

Going further down that route, how about they make each other cheaper? Like,

Efficiency {1}. (If this spell resolves, the next spell you cast this turn costs {1} less to cast)

Might make more sense, and feel more blue if it's worded this way.

Efficiency {1}. (If you cast another spell before it this turn, this spell costs {1} less to cast)

And if we wanted to pump up the power levels,

Efficiency {1}. (This spell costs {1} less to cast for each spell you cast before it this turn)

The wording is a tiny bit clunky but I'm liking the idea. And the mechanic idea you had has inspired a card.

Spell Weave         {3}{U}{U}

Efficiency {3} (if you cast another spell before it this turn, this spell costs {3} less to cast)

Cast this spell as a copy of a spell you previously cast this turn.

Kind of a spell {Clone}. Could be sick copying draw spells or recasting something that got countered.

Black. Kinda theming off the assassination, some sort of secretive mechanic. Or perhaps a provoke style mechanic? Like,

Political Assassination   {2}{B}{B}

Destroy target creature. Creatures that player control attack next turn if able.

"Cut off the head of the snake and the body gets really mad."

Maybe that should just be a card anyways but that kinda style. Manipulating your opponents...I dunno. Kinda more blue?

Green. Nurture sounds pretty cool. Especially if we add some instant speed token makers. I had kinda brain stormed a mechanic similar to regenerate.

Cost: Spell shield (the next time a spell or ability that targets *this permanent* tries to resolve, counter it instead and tap this permanent)

The ideas that sparked this is the idea of green creatures weaving in and out of the forest. Picking off foes and vanishing back into the trees. It also (IMO) fits quite well into green's colour pie. If we have some redirect effects it could be epic.  I do like Nurture as well, though.

White. It's hard to think of mechanics for white. I had this,

Valour. (If a creature you control died this turn, effect)

But I quickly see a deck that sacs its own things and that doesn't feel right. However if you change it to,

Valour. (If a spell or ability an opponent controls caused a creature you control to die this turn, effect)

It becomes lacklustre. Either way it paints a target on any creature that has it and feels too much like morbid. I was also thinking,

Valour. (If a creature you control attacked this turn, effect)

But that's basically raid.

Idea just came to me,

Garrison. (If you didn't attach with a creature this turn, effect)

But then you could cast it first main phase and be like lols. Maybe,

Garrison. (If you control x (I'm thinking two) untapped creatures, effect.)

Could make vigilance central but hey. I like the flavour of standing guard and keeping the civilians safe.

LinkCelestrial

Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?

Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.

Can't think of a good name. {1}{U}

Tap target creature.

Grudge - If that creature is red or green return it to its owners hand instead.

Violent Illness           {1}{B}

Target creature gets -2/-2 until end of turn.

Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.


We could for sure at least get an uncommon cycle out if it.

Splicer

Quote from: LinkCelestrial on June 24, 2015, 01:06:20 PM
Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?

Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.

Can't think of a good name. {1}{U}

Tap target creature.

Grudge - If that creature is red or green return it to its owners hand instead.

Violent Illness           {1}{B}

Target creature gets -2/-2 until end of turn.

Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.


We could for sure at least get an uncommon cycle out if it.
I really like this mechanic. Also the tap card could be, "suppress instincts".

LinkCelestrial

Quote from: Splicer on June 24, 2015, 01:14:21 PM
Quote from: LinkCelestrial on June 24, 2015, 01:06:20 PM
Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?

Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.

Can't think of a good name. {1}{U}

Tap target creature.

Grudge - If that creature is red or green return it to its owners hand instead.

Violent Illness           {1}{B}

Target creature gets -2/-2 until end of turn.

Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.


We could for sure at least get an uncommon cycle out if it.
I really like this mechanic. Also the tap card could be, "suppress instincts".

I like that name. Unless we decide to not put it in the set it shall have that name.

Even though I don't like colour hate I love bonus effects so I'm kinda liking this mechanic too. Good to know it has a seal of approval.

Kaylesh

Quote from: LinkCelestrial link=topic=47228.msg472761#msg472761
White. It's hard to think of mechanics for white. I had this,

Valour. (If a creature you control died this turn, effect)

But I quickly see a deck that sacs its own things and that doesn't feel right. However if you change it to,

Valour. (If a spell or ability an opponent controls caused a creature you control to die this turn, effect)

It becomes lacklustre. Either way it paints a target on any creature that has it and feels too much like morbid. I was also thinking,

Valour. (If a creature you control attacked this turn, effect)

But that's basically raid.

Idea just came to me,

Garrison. (If you didn't attach with a creature this turn, effect)

But then you could cast it first main phase and be like lols. Maybe,

Garrison. (If you control x (I'm thinking two) untapped creatures, effect.)

Could make vigilance central but hey. I like the flavour of standing guard and keeping the civilians safe.
On the Garisson, you're thinking along the lines of bonuses if you play defensively. There is a legend who has really nice wording for it. This is an interpretation.
At [your upkeep], you may choose to have your creatures gain "this creature cannot attack" until end of turn. If you do ....
Or, in the case of an etb effect: when this creature etb, you may choose etc.
{Johan} does this at start of combat, for reference.