Flowerfield
Basic Land - Flowerfield (C)
Sixth Color <Red creatures, Blue non-creature non-land> (R on your creature cards is Magenta, U on your non-creature non-land cards is Magenta.) T: Add Magenta to your mana pool.
City
Basic Land - City (C)
Sixth Color <Blue creatures, White non-creature non-land> (U on your creature cards is Cerulean, W on your non-creature non-land cards is Cerulean.) T: Add Cerulean to your mana pool.
The moment you control a permanent with Sixth color, your cards anywhere change.
Example for Magenta:
-R printed anywhere on a creature card you own is Magenta. If that creature's colors are derived from its mana cost, they may change accordingly (a red creature will likely turn into a magenta creature.)
-U printed anywhere on a non-creature non-land cards you own is Magenta. If that card's colors are derived from its mana cost, they may change accordingly. (a blue instant will likely turn into a magenta instant.)
-Your creatures will stop adding to Red devotion, and neither will your non-creature blue permanents add to your Blue devotion.
Yeah, it's really UN Though I think there is a space between silver-bordered and standard where this can be fun: see conspiracy, planechase.
Anyway, I would expect a deck not to mix magenta and islands / mountains (because flowerfields override half the spells you were able to cast with an island, and the same is true for mountains.) So you face a guy that for all intents and purposes is playing a sixth color, and you see all their blue/red cards as an unified thing: the magenta thing (which happens to use borders of different tints for their creatures / non-creatures.) But yes, I'd reduce the number of protection cards (and color matters) in this set (not that wotc is not doing it all by themselves already! Maro has even hinted on intimidate becoming disfavoured in our future.)
Mmm, but if I put my developer hat, I would probably just:
Flowerfield
Basic Land - Flowerfield
You can't spend U on costs of creature cards. You can't spend R on costs of non-creature cards. T: Add U or R to your mana pool.
Protection is a terrible keyword that survived far too long. But at the same time we get colorconditioned lords in the Core Set.
In particular it seems to me quite contradictory - why bother making rules that end up creating a "sixth color" and at the same time reduce the number of cards that care about color? If that is indeed your plan, then I say the actual introduction of a new color is pointless. See below.
Flowerfield
Basic Land - Flowerfield
You can't spend U on costs of creature cards. You can't spend R on costs of non-creature cards. T: Add U or R to your mana pool.
Why not:
Waterfall
Land - Waterfall
: Add to your mana pool. Spend this mana only on costs on noncreature cards.
: Add to your mana pool. Spend this mana only on costs on creature cards.
?
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
The issue is that normally when we think about adding other colors, we are trying to develop a color that uses different abilities and explore new possibilities.
A deck with red creatures and blue non-creatures is just a particular case for multicolor design. It can be exciting to see how a that kind of thing would play out, but I would consider this idea not a "sixth" color but as a new take on multicolor.
Honestly I don't think "new possibilities" can be found for a new color, because in 25 years we have mapped ALL simple stuff to a color, and almost all mediumly complex stuff too. Having said that, I think the creature / non-creature divide is big enough that if you had a "green" deck, a "black" deck, and a third "red-creatures/blue-non-creatures" deck, the "magenta" deck would feel a lot like the others in power, except playing unlike any other monocolor deck ever (and as long as you don't mix it with red/blue, magenta+color would also feel like a bicolor deck.) Sure, you may go "wait, magenta gets damage AND card advantage? isn't this too much?" but damage would be tied to creatures the same way "green can draw cards, but only through creatures."
Now, I admit doing Green creatures + Black spells would probably break this pattern, unless the (standalone set that features "sixth colors") made a bigger effort to balance the two.
Anyways, just how to do it? Right now I think the only fair way would be:
Magenta
Conspiracy (C)
Sixth Color - Islands and Mountains you control are Island Mountains.
Spend R only on creature spells and abilities.
Spend U only on non-creature spells and abilities.
I think this would be a very, very fun cycle for Conspiracy 2.
Magenta
Conspiracy (C)
Sixth Color - Islands and Mountains you control are Island Mountains.
Spend R only on creature spells and abilities.
Spend U only on non-creature spells and abilities.
I think this would be a very, very fun cycle for Conspiracy 2.
Would it be a cycle though? Why not something that allows you to choose two colors - one for creature, one for noncreature?
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I feel green creatures / black spells would be too strong. So such "any-sixth-color conspiracy" would be extremely strong because it's that and anything you want. Maybe not strictly stronger than Unexpected Potential, but I'd probably slam it first pick... it'd let you go really loose in a draft knowing you can get strong picks in any colors and mix them in many ways.
So let's do Magenta (cause I think it's fair and cool) and pair black spells with the weak blue creatures... I'd pair green creatures with white spells, but it messes up the wheel, so red spells (strong, but white creatures and red spells feels even stronger)...
Magenta : red creatures, blue spells (flowerfield)
Ruby: green creatures, red spells (hotsprings)
Emerald: white creatures, green spells (garden)
Gray: black creatures, white spells (city)
Indigo: blue creatures, black spells (deep ocean)
So let's say you are drafting, and red feels open, but you are hardly seeing any red creatures: "the guy into my right must be magenta! I should try to get me into ruby!" (but most likely, you'll get some strong spells of a type in a color, and you keep your eyes open for the conspiracy that keeps your options open.)
To note, this cycle doesn't need conspiracy-drafting, it could be tons of fun in sealed as well.
Now I bring you the latest in sixth color technology: Commanders! Because these would come in a non-random product, I'll assume you'll always get their related emblems. Like this:
Sixth Color - Ruby
Emblem
Mountains and Forests you control are Mountain Forests.
You may only spend G on creature spells and abilities.
You may only spend R on non-creature spells and abilities.
Kazoku, Hotspring Lord2BG
@@@ Legendary Creature - Ape (M)
Deathtouch, Trample
As you start the game with Kazoku in your command zone, get a Sixth Color - Ruby emblem.
3/4
Ryen, Mountain AsceticG
@@ Legendary Creature - Human Monk (M) T: Add R to your mana pool.
As you start the game with Ryen in your command zone, get a Sixth Color - Ruby emblem.
1/3
Because I'm a nitpicker, and because your cycle of 5 isn't allied or enemy, but rather a mix of both, I'm going to throw it up to 10 different colors. (As well as my own names/lands for each, because why not.)
(First color is creatures, second color is non-creature, although they could easily be swapped for balance. Followed by the new color and the land type.)
Allied Cycle: WU - Silver - Shore (Snow would be so good for this, but damn snow lands already stole that, now didn't they.) UB - Indigo - Cave BR - Charcoal - Barrens (Flavor Ahoy!) RG - Ruby - Jungle GW - Opal - Garden (Extended to farms and such.)
Enemy Cycle: RU - Magenta - Hot Spring UG - Turquoise - Glade GB - Jade - Marsh BW - Gray - Ruins (Or Citadel/Fortress. Who knows.) WR - Rose - Plateau
All the land types are pretty much based off of the flavor of the combined mana types - flowerfield isnt exactly mountainous or watery now is it? Of course if they were stand alone they'd branch out a lot more then what I have here, but hey, I'm just having fun here. Probably my favourite out of this is Red/Black's Charcoal mana. Its so flavorful I can taste it. And, come to think of it, it would be really fun making archetypes for all of these that try to be separate from their normal ones. Red/Blue Flowerfields coming in peace and being group hug would be so fun. I'll have to remember to do that some time.
These are awesome. I guess to have a complete list, we'd need 10 others (the creature/non-creature flipped versions)
Some notes:
"Cave" sounds too primitive for (U/B). Maybe "tunnel"?. Does "sewer" sound to dirty? "Undercity" could work. Or maybe just steal "Marsh" from (B/G)
"Jungle" is a great fit for (R/G), nice job switching "Hotsprings" to (U/R) too.
On (G/U)... it's gotta be "River" c'mon
And I like "City" for (W/B) because it's like the perfect metaphor for capitalism: self-centered people (B creatures) that manage to do a nicely working community (W spells... like healing and stuff.) Following this pattern, I guess the flip version is a bunch of good people following an evil ideal: orderly and humble people (W minions) that do evil (B spells) because they follow it as their religion. So, "Temple" would be the counterpoint to "City."
Anyways, I think I'll do more commanders when I have the time. They enable deckbuilding options/restrictions that would make a commander deck seem unlike any other currently existing.
These are awesome. I guess to have a complete list, we'd need 10 others (the creature/non-creature flipped versions)
Some notes:
"Cave" sounds too primitive for (U/B). Maybe "tunnel"?. Does "sewer" sound to dirty? "Undercity" could work. Or maybe just steal "Marsh" from (B/G)
"Jungle" is a great fit for (R/G), nice job switching "Hotsprings" to (U/R) too.
On (G/U)... it's gotta be "River" c'mon
And I like "City" for (W/B) because it's like the perfect metaphor for capitalism: self-centered people (B creatures) that manage to do a nicely working community (W spells... like healing and stuff.) Following this pattern, I guess the flip version is a bunch of good people following an evil ideal: orderly and humble people (W minions) that do evil (B spells) because they follow it as their religion. So, "Temple" would be the counterpoint to "City."
Anyways, I think I'll do more commanders when I have the time. They enable deckbuilding options/restrictions that would make a commander deck seem unlike any other currently existing.
In order of points:
Making another 10 for the flipped versions would probably prove too difficult. Theres only so many variations of 'forest' one can make. But, still, it could be done with time and effort. It also would prove troublesome if you had two emblems of the same pairing - as you now can't cast any spell. But, if it were commander based, its easily avoided.
'Cave' might be a bit primitive, but at the same time, Ravnica's plains were landscapes of skyscrapers, and its forests green buildings. Anything that is underground (tunnels, sewers, underworlds, even forests with thick canopies) could be used as art for Cave lands, while limiting it removes those options.
And I actually had River for GU, but I liked the feel of Glade too much. It feels more special, but is a bit more limiting I guess.
City was simply me adapting the original post with its White/Blue land and thinking of Ravnica and realising cities aren't very watery. While sure they need water, I wanted to capture that feel of human greed and kindness like you said. And relating it to Orzhov's religious outlook would be cool as its always been my favourite guild. If you do decide to make flip versions of the colors, definitely post them here and I'll help you out again!
Basic Land - Flowerfield (C)
Sixth Color <Red creatures, Blue non-creature non-land> (R on your creature cards is Magenta, U on your non-creature non-land cards is Magenta.)
T: Add Magenta to your mana pool.
City
Basic Land - City (C)
Sixth Color <Blue creatures, White non-creature non-land> (U on your creature cards is Cerulean, W on your non-creature non-land cards is Cerulean.)
T: Add Cerulean to your mana pool.
How does this interact with devotion and protection?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
The moment you control a permanent with Sixth color, your cards anywhere change.
Example for Magenta:
-R printed anywhere on a creature card you own is Magenta. If that creature's colors are derived from its mana cost, they may change accordingly (a red creature will likely turn into a magenta creature.)
-U printed anywhere on a non-creature non-land cards you own is Magenta. If that card's colors are derived from its mana cost, they may change accordingly. (a blue instant will likely turn into a magenta instant.)
-Your creatures will stop adding to Red devotion, and neither will your non-creature blue permanents add to your Blue devotion.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Anyway, I would expect a deck not to mix magenta and islands / mountains (because flowerfields override half the spells you were able to cast with an island, and the same is true for mountains.) So you face a guy that for all intents and purposes is playing a sixth color, and you see all their blue/red cards as an unified thing: the magenta thing (which happens to use borders of different tints for their creatures / non-creatures.) But yes, I'd reduce the number of protection cards (and color matters) in this set (not that wotc is not doing it all by themselves already! Maro has even hinted on intimidate becoming disfavoured in our future.)
Mmm, but if I put my developer hat, I would probably just:
Flowerfield
Basic Land - Flowerfield
You can't spend U on costs of creature cards. You can't spend R on costs of non-creature cards.
T: Add U or R to your mana pool.
In particular it seems to me quite contradictory - why bother making rules that end up creating a "sixth color" and at the same time reduce the number of cards that care about color? If that is indeed your plan, then I say the actual introduction of a new color is pointless. See below.
Why not:
Land - Waterfall
: Add to your mana pool. Spend this mana only on costs on noncreature cards.
: Add to your mana pool. Spend this mana only on costs on creature cards.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
A deck with red creatures and blue non-creatures is just a particular case for multicolor design. It can be exciting to see how a that kind of thing would play out, but I would consider this idea not a "sixth" color but as a new take on multicolor.
BGU Control
R Aggro
Standard - For Fun
BG Auras
Now, I admit doing Green creatures + Black spells would probably break this pattern, unless the (standalone set that features "sixth colors") made a bigger effort to balance the two.
Anyways, just how to do it? Right now I think the only fair way would be:
Magenta
Conspiracy (C)
Sixth Color - Islands and Mountains you control are Island Mountains.
Spend R only on creature spells and abilities.
Spend U only on non-creature spells and abilities.
I think this would be a very, very fun cycle for Conspiracy 2.
Would it be a cycle though? Why not something that allows you to choose two colors - one for creature, one for noncreature?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
So let's do Magenta (cause I think it's fair and cool) and pair black spells with the weak blue creatures... I'd pair green creatures with white spells, but it messes up the wheel, so red spells (strong, but white creatures and red spells feels even stronger)...
Magenta : red creatures, blue spells (flowerfield)
Ruby: green creatures, red spells (hotsprings)
Emerald: white creatures, green spells (garden)
Gray: black creatures, white spells (city)
Indigo: blue creatures, black spells (deep ocean)
So let's say you are drafting, and red feels open, but you are hardly seeing any red creatures: "the guy into my right must be magenta! I should try to get me into ruby!" (but most likely, you'll get some strong spells of a type in a color, and you keep your eyes open for the conspiracy that keeps your options open.)
To note, this cycle doesn't need conspiracy-drafting, it could be tons of fun in sealed as well.
Emblem
Mountains and Forests you control are Mountain Forests.
You may only spend G on creature spells and abilities.
You may only spend R on non-creature spells and abilities.
Kazoku, Hotspring Lord 2BG
@@@ Legendary Creature - Ape (M)
Deathtouch, Trample
As you start the game with Kazoku in your command zone, get a Sixth Color - Ruby emblem.
3/4
Ryen, Mountain Ascetic G
@@ Legendary Creature - Human Monk (M)
T: Add R to your mana pool.
As you start the game with Ryen in your command zone, get a Sixth Color - Ruby emblem.
1/3
(First color is creatures, second color is non-creature, although they could easily be swapped for balance. Followed by the new color and the land type.)
Allied Cycle:
WU - Silver - Shore (Snow would be so good for this, but damn snow lands already stole that, now didn't they.)
UB - Indigo - Cave
BR - Charcoal - Barrens (Flavor Ahoy!)
RG - Ruby - Jungle
GW - Opal - Garden (Extended to farms and such.)
Enemy Cycle:
RU - Magenta - Hot Spring
UG - Turquoise - Glade
GB - Jade - Marsh
BW - Gray - Ruins (Or Citadel/Fortress. Who knows.)
WR - Rose - Plateau
All the land types are pretty much based off of the flavor of the combined mana types - flowerfield isnt exactly mountainous or watery now is it? Of course if they were stand alone they'd branch out a lot more then what I have here, but hey, I'm just having fun here. Probably my favourite out of this is Red/Black's Charcoal mana. Its so flavorful I can taste it. And, come to think of it, it would be really fun making archetypes for all of these that try to be separate from their normal ones. Red/Blue Flowerfields coming in peace and being group hug would be so fun. I'll have to remember to do that some time.
Avant Block: Avant -- Stormfront
Some notes:
"Cave" sounds too primitive for (U/B). Maybe "tunnel"?. Does "sewer" sound to dirty? "Undercity" could work. Or maybe just steal "Marsh" from (B/G)
"Jungle" is a great fit for (R/G), nice job switching "Hotsprings" to (U/R) too.
On (G/U)... it's gotta be "River" c'mon
And I like "City" for (W/B) because it's like the perfect metaphor for capitalism: self-centered people (B creatures) that manage to do a nicely working community (W spells... like healing and stuff.) Following this pattern, I guess the flip version is a bunch of good people following an evil ideal: orderly and humble people (W minions) that do evil (B spells) because they follow it as their religion. So, "Temple" would be the counterpoint to "City."
Anyways, I think I'll do more commanders when I have the time. They enable deckbuilding options/restrictions that would make a commander deck seem unlike any other currently existing.
In order of points:
Making another 10 for the flipped versions would probably prove too difficult. Theres only so many variations of 'forest' one can make. But, still, it could be done with time and effort. It also would prove troublesome if you had two emblems of the same pairing - as you now can't cast any spell. But, if it were commander based, its easily avoided.
'Cave' might be a bit primitive, but at the same time, Ravnica's plains were landscapes of skyscrapers, and its forests green buildings. Anything that is underground (tunnels, sewers, underworlds, even forests with thick canopies) could be used as art for Cave lands, while limiting it removes those options.
And I actually had River for GU, but I liked the feel of Glade too much. It feels more special, but is a bit more limiting I guess.
City was simply me adapting the original post with its White/Blue land and thinking of Ravnica and realising cities aren't very watery. While sure they need water, I wanted to capture that feel of human greed and kindness like you said. And relating it to Orzhov's religious outlook would be cool as its always been my favourite guild. If you do decide to make flip versions of the colors, definitely post them here and I'll help you out again!
Avant Block: Avant -- Stormfront