I honestly cannot imagine that block being anything other than a jumbled cluster of clunky cards and questionable flavor. Not to mention a clear indication that Wizards are running out of good ideas for a block.
Well it depends on how they do the wedges. You could do it similar to Alara where each shard was the focus of one type of mana with the other two being supports, ex. Naya was Grw with green being the biggest focus and wr being supporting colors. So then from there you have three options: the 'separated' color being the main focus, like if the shard was RUW then R would be the main color. Or you could even go with one of the paired color being the focus, or even the paired color being both the primary source of mana with the third, 'separated' color being minor.
I think the most interesting thing they could do would have each allied pair be the focus of the plane with the third, separated color adding a little 'spice' to the plane. So in other words, the philosphy of the plane is derived from the main allied pair, but its allowed to do stuff that the third color usually does. Here are the combinations and examples:
UW R
UB G
RB W
GR B
GW U
So for example the UW plane could be like Azirous, very control and law and order oriented, but it does so with burn. Everyones a firemage and there are many fire spells, but its all control focused.
Or, in the UB plane it would be all about knowledge and power at any price, but they often either use this knowledge to summon massive creatures, or seek the knowledge through nature.
The GR plane would be a savage jungle where anything goes, but necromancy is very popular and there are many undead creatures that refused to let death stop them (like BR zombies or GB trolls).
Hybrid mana would have to come back and spells could be set up so they commonly take something like.. in the UWr plane: (U)(W)(R/W)(R/U) or instead (U/R)(W/R)
Well it depends on how they do the wedges. You could do it similar to Alara where each shard was the focus of one type of mana with the other two being supports, ex. Naya was Grw with green being the biggest focus and wr being supporting colors. So then from there you have three options: the 'separated' color being the main focus, like if the shard was RUW then R would be the main color. Or you could even go with one of the paired color being the focus, or even the paired color being both the primary source of mana with the third, 'separated' color being minor.
I think the most interesting thing they could do would have each allied pair be the focus of the plane with the third, separated color adding a little 'spice' to the plane. So in other words, the philosphy of the plane is derived from the main allied pair, but its allowed to do stuff that the third color usually does. Here are the combinations and examples:
UW R
UB G
RB W
GR B
GW U
So for example the UW plane could be like Azirous, very control and law and order oriented, but it does so with burn. Everyones a firemage and there are many fire spells, but its all control focused.
Or, in the UB plane it would be all about knowledge and power at any price, but they often either use this knowledge to summon massive creatures, or seek the knowledge through nature.
The GR plane would be a savage jungle where anything goes, but necromancy is very popular and there are many undead creatures that refused to let death stop them (like BR zombies or GB trolls).
Hybrid mana would have to come back and spells could be set up so they commonly take something like.. in the UWr plane: (U)(W)(R/W)(R/U) or instead (U/R)(W/R)
I like your ideas but GRB and GWU are shards not wedges you're missing RUG and BGW
I've put so much thought into this I could practically create the set myself:
RWU
This shard would be a landscape made of fragmented cliffs of varying heights with raging, destructive rapids running through them. The landscape falling apart as a result of the rapids wearing away at it causes whatever inhabitants the shard has to take to higher ground, or, in some cases, the sky. The variety of creatures there would consist of Rocs (humanoid birds, the dominant race), griffons, angels, humans (riding various flying mounts), drakes, goats, birds, and other things like that. The Rocs live with other races as one community at the highest and safest point in the cliffs, a mountain peak. Picture sort of a monastery at the top of a mountain. Zedruu is the kind of person who would live here.
RUG
This shard is an ocean with hundreds of tropical islands dotting it's surface. The water is roiling and boiling with volcanic vents and the sky is never without a stormcloud. A strong unnatural energy from the AEther keeps the sea churning and its inhabitants warring. Merfolk, evolved to withstand the scalding heat of the boiling seawater, seek control of the sea, Goblin buccaneers sail the sea looking to stake a claim on whatever treasures they may find, especially if that means stealing it from the merfolk or the land-dwellers. Beasts and human tribes rule the jungles and volcanoes on the islands.
BUG
Honestly, I always get stuck on this one, but here's what I have so far:
A dark plane that hasn't known civilization yet. No settlement can safely be made in this hostile environment where everything seeks to be the top of the food chain. Basalisks, snakes, insects, beasts, gorgons; anything that creeps, slithers or crawls dwells here for one purpose: To eat before it is eaten. Everything is constantly evolving and adapting to the presence of its predators and prey.
BGW
This shard is a graveyard, where every tree is a tombstone and everything living is absent. Imagine a never-ending forest, so still and quiet, where the trees are standing fossils of themselves and the brush underfood is gravel. Everything here is petrified, especially the things that once lived here. Only skeletons, spirits, golems, giant spiders and spider worshipers may be found here, silently guarding the secrets of this shard's ghostly past. Nothing stirs until awoken, perhaps by a traveller from another world. In one, dark corner of the forest, the spiders have woven their webs through the trees, claiming them as their own. A lone clan of human survivors from the dark past worships and lives in silent adoration of the gigantic creatures, using their silk for clothes and shelter, and offering sacrifices in return. Everything keeps to itself here, fearing what may happen if something were to disturb the calm. Few know of what could've caused this mass-petrification of an entire realm, but there is a legend that speaks of a dark and powerful Gorgon queen who sought an end to the meddling of the outside world and, in a flash, turned the forest and everything in it to stone.
BWR
This is a volcanic landscape, the majority of it a never-ending expanse of volcanic tar, whitened with ash. At the center, the largest volcano one could fathom, never-resting, and always spewing a toxic smog into the air. The sky has never been seen by any living inhabitants, but the souls of those trapped under the tar still roam the tarlands, weeping about the home they lost to the volcano. Dragons and demons make their homes in the depths of the volcano while the remaining humans, a proud kingdom, sits far away from the source of the smog, praying cultishly to their Angel dictators. The angels rule the humans with an iron fist, upholding strict laws with dire consequences, and demand worship from their pets in return for protecting them from the hostile outside. M13 Exalted cards inspired this place.
Ironically, i am currently making a set about this, but here is what i view the basics of each wedge as
WUR: It is a group of people who act on desires, but think things through in an orderly way before acting. They occasionally act rash, but they normally can reign themselves in
EXAMPLE: Human beings
WBR: They seek to form order, under their own terms. They aren't afraid to push people around to get what they want.
EXAMPLE: Vampires
WGB: They celebrate the joys of life, and the pain of death. They understand the living, but they cannot be like us
EXAMPLE: Ghosts
UGB: They care nothing for death. They are a group working towards the goal of an ambitious individual
EXAMPLE: Ants
URG: The forces of nature, from the rivers to the mountains
EXAMPLE: Captain Planet
Doesn't the "Lost Confession" story mention that Elesh Norn had taken over Urbrask's and Sheoldred's dominions? Notice that it's white taking over red and black.
I don't think they would do something where a plane would miss 2 colors of mana. They already did that. The factions/whatever aligned with each wedge would choose to be that way for other reasons.
Alara but different alone would not work and is lazy from a creative standpoint.
While I do think that they will eventually do a wedge block, and I'm quite excited for that day, unfortunately it's probably going to get a lot of flak, especially on forums, unless they do it extraordinarily well. I feel like if they do separate factions in any way people will rag on it for being too similar to Alara. The flavor i think will be difficult but is doable, and when they do it it'll be very interesting. However, it has the potential to go both ways, it could be an incredible block, or it could be disastrous.
I swear I first read it as Wingbonger...something tells me that "As Long as Wingbonger is paired with another creature, both creatures have weed." wouldn't be as good. Seems solid for limited.
I would love to see a wedge block, but I do not believe it is likely that there will an entire block with such a theme (either as the primary theme or a secondary theme). I recall Mark Rosewater stating that this was, for some reason or other, something to the effect that it was undesirable or infeasible, but I don't recall him categorically ruling it out as a possibility.
Even if there were such a block or set, because wedge cards are apparently so difficult to develop and design, the block or set would be awful or awesome; there is certainly potential, but there is no middle ground.
Ironically, i am currently making a set about this, but here is what i view the basics of each wedge as
WUR: It is a group of people who act on desires, but think things through in an orderly way before acting. They occasionally act rash, but they normally can reign themselves in
EXAMPLE: Human beings
WBR: They seek to form order, under their own terms. They aren't afraid to push people around to get what they want.
EXAMPLE: Vampires
WGB: They celebrate the joys of life, and the pain of death. They understand the living, but they cannot be like us
EXAMPLE: Ghosts
UGB: They care nothing for death. They are a group working towards the goal of an ambitious individual
EXAMPLE: Ants
URG: The forces of nature, from the rivers to the mountains
EXAMPLE: Captain Planet
Obviously, this would be strengthened by having more examples, but I think this sounds good on paper.
I was thinking of a wedge block as well, though my concept is more of a factions than shards:
The basic concept would be a color wheel twist. The ally/enemy relations would become inverted. White, in this world, would be ally of black and red, and enemy of blue and green.
The factions, as I see them are:
WBR: The Order. The Order is a religious group that believes that the ultimate happiness is in nothingness. The members of the order lose their memories and eventually even their faces, becoming a faceless, uniform "Blanks". Mechanically, Blanks are tokens with no color or creature type which possess no strategy except for numbers -- the Order creates Blanks, has creatures that leave a Blank behind when they die, transforms other creatures into Blanks by taking away their colors, types and abilities.
Red in Order comes from those who lost their inhibitions, but are not yet completely mindless. Mentally, they are children in adult bodies, ready to take whatever knowledge they are given and believe it without exception. They are called "Free", though that word is more like a cruel joke.
Black in Order comes from the top. The Order could, of course, not survive if even the top passed and became Blanks. The top is the opposite -- they store all stolen memories and knowledge within themselves to eventually achieve omnipotence. To the ranks and files, they present this as a sacrifice, as burdening themselves with their sins so the others might achieve the bliss of becoming Blanks.
While each faction has a preferred creature type, Order is an exception, being anti-tribal thanks to typeless Blanks.
BGW: Elves
Elves make home in the forests, but the trees on this plane are so tall and greedy for light that there is no light at all on ground level. Elves have therefore adapted into nocturnal creatures that are almost feral and fiercely hostile to anyone who's trying to pass. What they want is to be left alone.
Green in Elves comes from those who live higher in the trees where there's still light. They are trying to help the trees and to eke a living.
White in Elves comes from the very treetops where light shines brightest. White Elves are Lightbearers who can absorb light and release it even down in the darkness.
GUB: Treefolk
The treefolk are the tallest and oldest trees, however, they are extremely selfish. Treefolk see their own safety as their top priority. While wise, they see their knowledge as a way to help themselves and won't willingly share it.
The black in treefolk is because of their selfishness. They greedily devour light, depriving anyone below them.
The blue is their wisdom. The wisest treefolk are the mangroves whose roots reach in the sea.
The old treefolk are sedentary, large creatures with defender, but they tend to have ways to defend themselves or attack. Treefolk can be home for colonies of other creatures like birds or insects, which is symbolized by generating token armies which defend them.
URG: The Merfolk. The merfolk live in the ocean and they are divided into two castes -- the surface merfolk dabble in green and they are farmers, raising huge amount of kelp for consumption, while the deep merfolk dabble in red. The underwater volcanoes allowed them something that is relatively rare for merfolk, that is working with fire and metals. The merfolk faction builds huge chimneys which throw pollution in the air so they wouldn't pollute the ocean.
RWU: Goblins
The local goblins were like all others, happy and stupid creatures, until the Order started its work. The top of the order doesn't absorb everything they drain from the hapless Blanks, they pick and choose and discard the rest. However, the goblins have been cruelly hit by this rest, which caused some of them to raise their intelligence to human or even superhuman levels.
However, the increased intelligence is a bother to goblins. They know that it's unnatural. They are getting flashes of foreign memories.
The red/white goblins are somewhere on the medium level and they use their newfound talents to improve the life for all -- though they still love good pranks. The goblins see death as just another fun thing, and not a tragedy, and so the numerous fatal mishaps stemming from improvements are just laughed about.
The blue/red goblins got their intelligence raised too much. They are the lightning rods, never finishing one thought because they get another. They are prone to build strange machines which always work -- but seldom in any logical or useful way.
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I think the most interesting thing they could do would have each allied pair be the focus of the plane with the third, separated color adding a little 'spice' to the plane. So in other words, the philosphy of the plane is derived from the main allied pair, but its allowed to do stuff that the third color usually does. Here are the combinations and examples:
UW R
UB G
RB W
GR B
GW U
So for example the UW plane could be like Azirous, very control and law and order oriented, but it does so with burn. Everyones a firemage and there are many fire spells, but its all control focused.
Or, in the UB plane it would be all about knowledge and power at any price, but they often either use this knowledge to summon massive creatures, or seek the knowledge through nature.
The GR plane would be a savage jungle where anything goes, but necromancy is very popular and there are many undead creatures that refused to let death stop them (like BR zombies or GB trolls).
Hybrid mana would have to come back and spells could be set up so they commonly take something like.. in the UWr plane: (U)(W)(R/W)(R/U) or instead (U/R)(W/R)
I like your ideas but GRB and GWU are shards not wedges you're missing RUG and BGW
RWU
This shard would be a landscape made of fragmented cliffs of varying heights with raging, destructive rapids running through them. The landscape falling apart as a result of the rapids wearing away at it causes whatever inhabitants the shard has to take to higher ground, or, in some cases, the sky. The variety of creatures there would consist of Rocs (humanoid birds, the dominant race), griffons, angels, humans (riding various flying mounts), drakes, goats, birds, and other things like that. The Rocs live with other races as one community at the highest and safest point in the cliffs, a mountain peak. Picture sort of a monastery at the top of a mountain. Zedruu is the kind of person who would live here.
RUG
This shard is an ocean with hundreds of tropical islands dotting it's surface. The water is roiling and boiling with volcanic vents and the sky is never without a stormcloud. A strong unnatural energy from the AEther keeps the sea churning and its inhabitants warring. Merfolk, evolved to withstand the scalding heat of the boiling seawater, seek control of the sea, Goblin buccaneers sail the sea looking to stake a claim on whatever treasures they may find, especially if that means stealing it from the merfolk or the land-dwellers. Beasts and human tribes rule the jungles and volcanoes on the islands.
BUG
Honestly, I always get stuck on this one, but here's what I have so far:
A dark plane that hasn't known civilization yet. No settlement can safely be made in this hostile environment where everything seeks to be the top of the food chain. Basalisks, snakes, insects, beasts, gorgons; anything that creeps, slithers or crawls dwells here for one purpose: To eat before it is eaten. Everything is constantly evolving and adapting to the presence of its predators and prey.
BGW
This shard is a graveyard, where every tree is a tombstone and everything living is absent. Imagine a never-ending forest, so still and quiet, where the trees are standing fossils of themselves and the brush underfood is gravel. Everything here is petrified, especially the things that once lived here. Only skeletons, spirits, golems, giant spiders and spider worshipers may be found here, silently guarding the secrets of this shard's ghostly past. Nothing stirs until awoken, perhaps by a traveller from another world. In one, dark corner of the forest, the spiders have woven their webs through the trees, claiming them as their own. A lone clan of human survivors from the dark past worships and lives in silent adoration of the gigantic creatures, using their silk for clothes and shelter, and offering sacrifices in return. Everything keeps to itself here, fearing what may happen if something were to disturb the calm. Few know of what could've caused this mass-petrification of an entire realm, but there is a legend that speaks of a dark and powerful Gorgon queen who sought an end to the meddling of the outside world and, in a flash, turned the forest and everything in it to stone.
BWR
This is a volcanic landscape, the majority of it a never-ending expanse of volcanic tar, whitened with ash. At the center, the largest volcano one could fathom, never-resting, and always spewing a toxic smog into the air. The sky has never been seen by any living inhabitants, but the souls of those trapped under the tar still roam the tarlands, weeping about the home they lost to the volcano. Dragons and demons make their homes in the depths of the volcano while the remaining humans, a proud kingdom, sits far away from the source of the smog, praying cultishly to their Angel dictators. The angels rule the humans with an iron fist, upholding strict laws with dire consequences, and demand worship from their pets in return for protecting them from the hostile outside. M13 Exalted cards inspired this place.
Anyway, that's my idea of what it would be like.
WUR: It is a group of people who act on desires, but think things through in an orderly way before acting. They occasionally act rash, but they normally can reign themselves in
EXAMPLE: Human beings
WBR: They seek to form order, under their own terms. They aren't afraid to push people around to get what they want.
EXAMPLE: Vampires
WGB: They celebrate the joys of life, and the pain of death. They understand the living, but they cannot be like us
EXAMPLE: Ghosts
UGB: They care nothing for death. They are a group working towards the goal of an ambitious individual
EXAMPLE: Ants
URG: The forces of nature, from the rivers to the mountains
EXAMPLE: Captain Planet
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
The Wedge block might be the next Phyrexian War.
While I do think that they will eventually do a wedge block, and I'm quite excited for that day, unfortunately it's probably going to get a lot of flak, especially on forums, unless they do it extraordinarily well. I feel like if they do separate factions in any way people will rag on it for being too similar to Alara. The flavor i think will be difficult but is doable, and when they do it it'll be very interesting. However, it has the potential to go both ways, it could be an incredible block, or it could be disastrous.
RIP Mike McArtor. The Mothership won't be the same.
Legacy
GG Aggro Elves GG
Even if there were such a block or set, because wedge cards are apparently so difficult to develop and design, the block or set would be awful or awesome; there is certainly potential, but there is no middle ground.
Obviously, this would be strengthened by having more examples, but I think this sounds good on paper.
The black wedge brings to mind Life // Death and Teneb.
For some search results:
WBR: http://magiccards.info/query?q=c!wbrm&v=card&s=cname
URG: http://magiccards.info/query?q=c!urgm&v=card&s=cname
BGW: http://magiccards.info/query?q=c!wbgm&v=card&s=cname
RWU: http://magiccards.info/query?q=c!wurm&v=card&s=cname
GUB: http://magiccards.info/query?q=c!ubgm&v=card&s=cname
Multicoloured split cards (some are shard, others are shard): http://magiccards.info/query?q=c%3Am+is%3Asplit&v=card&s=cname
And, of course, a number of other cards, most of which are from Apocalypse (e.g., the Volvers, the Sanctuaries, the Disciplines).
The basic concept would be a color wheel twist. The ally/enemy relations would become inverted. White, in this world, would be ally of black and red, and enemy of blue and green.
The factions, as I see them are:
WBR: The Order. The Order is a religious group that believes that the ultimate happiness is in nothingness. The members of the order lose their memories and eventually even their faces, becoming a faceless, uniform "Blanks". Mechanically, Blanks are tokens with no color or creature type which possess no strategy except for numbers -- the Order creates Blanks, has creatures that leave a Blank behind when they die, transforms other creatures into Blanks by taking away their colors, types and abilities.
Red in Order comes from those who lost their inhibitions, but are not yet completely mindless. Mentally, they are children in adult bodies, ready to take whatever knowledge they are given and believe it without exception. They are called "Free", though that word is more like a cruel joke.
Black in Order comes from the top. The Order could, of course, not survive if even the top passed and became Blanks. The top is the opposite -- they store all stolen memories and knowledge within themselves to eventually achieve omnipotence. To the ranks and files, they present this as a sacrifice, as burdening themselves with their sins so the others might achieve the bliss of becoming Blanks.
While each faction has a preferred creature type, Order is an exception, being anti-tribal thanks to typeless Blanks.
BGW: Elves
Elves make home in the forests, but the trees on this plane are so tall and greedy for light that there is no light at all on ground level. Elves have therefore adapted into nocturnal creatures that are almost feral and fiercely hostile to anyone who's trying to pass. What they want is to be left alone.
Green in Elves comes from those who live higher in the trees where there's still light. They are trying to help the trees and to eke a living.
White in Elves comes from the very treetops where light shines brightest. White Elves are Lightbearers who can absorb light and release it even down in the darkness.
GUB: Treefolk
The treefolk are the tallest and oldest trees, however, they are extremely selfish. Treefolk see their own safety as their top priority. While wise, they see their knowledge as a way to help themselves and won't willingly share it.
The black in treefolk is because of their selfishness. They greedily devour light, depriving anyone below them.
The blue is their wisdom. The wisest treefolk are the mangroves whose roots reach in the sea.
The old treefolk are sedentary, large creatures with defender, but they tend to have ways to defend themselves or attack. Treefolk can be home for colonies of other creatures like birds or insects, which is symbolized by generating token armies which defend them.
URG: The Merfolk. The merfolk live in the ocean and they are divided into two castes -- the surface merfolk dabble in green and they are farmers, raising huge amount of kelp for consumption, while the deep merfolk dabble in red. The underwater volcanoes allowed them something that is relatively rare for merfolk, that is working with fire and metals. The merfolk faction builds huge chimneys which throw pollution in the air so they wouldn't pollute the ocean.
RWU: Goblins
The local goblins were like all others, happy and stupid creatures, until the Order started its work. The top of the order doesn't absorb everything they drain from the hapless Blanks, they pick and choose and discard the rest. However, the goblins have been cruelly hit by this rest, which caused some of them to raise their intelligence to human or even superhuman levels.
However, the increased intelligence is a bother to goblins. They know that it's unnatural. They are getting flashes of foreign memories.
The red/white goblins are somewhere on the medium level and they use their newfound talents to improve the life for all -- though they still love good pranks. The goblins see death as just another fun thing, and not a tragedy, and so the numerous fatal mishaps stemming from improvements are just laughed about.
The blue/red goblins got their intelligence raised too much. They are the lightning rods, never finishing one thought because they get another. They are prone to build strange machines which always work -- but seldom in any logical or useful way.