For Dreamscape of Noctus UG is the color combination with the greatest ability to take advantage of Memoir cards with its combination of self mill and ramp.
Unrecognized Horizons
Sorcery (C)
Reveal the top three cards of your library. Put a creature or land card revealed this way into your hand and the rest into your graveyard.
Memoir (When you cast this spell or it is put into your graveyard from your library, You may pay 2G. If you do, copy it.)
One of the backbone memoir cards in green that allows us to dig for answers or ramp, trigger additional memoir cards and get card advantage later in the game.
Inquisitive Mori
Creature — Elemental (C)
Flash (You may cast this spell any time you could cast an instant.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
2/3
Playing a subtle role in the deck, this card acts as a solid dreamwalker but more importantly gives us a flash creature to play if we miss on a self mill or similar effect that we planned to use mana on.
Memory Guide
Creature — Elemental (U)
Whenever you pay a memoir cost, reveal the top card of your library. If its a land put in onto the battlefield tapped, otherwise put it into your graveyard.
3/3
A build around card to take the deck in a more self mill, approach that plays as many memoir cards as possible. This provides both ramp and self mill, allowing the ability to chain memoir cards together later in the game.
Memory Plantation
Land (U)
: Add 1 to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast memoir costs or spells with memoir.
In another direction getting this card makes it far more tempting to pick up the off color memoir cards to add their powerful effects to your deck.
Irindi’s Caretaker
Creature — Turtle (R)
: Put the top card of your library into your graveyard.
, : Put a card from your hand into your library face up beneath the top X cards, where X is that card’s converted mana cost. (When a face up card is on top of your library, cast it for free.)
3/8
I'm aware that my weakness as a designer is making compelling and exciting rares. This is a more recent attempt so I'd love some feedback.
For Memory Plantation, your reminder text needs to be part of the rules text: "Spend this mana only to cast spells with memoir or pay memoir costs". The memoir cost is not part of casting the spell, it's part of a triggered ability, so mana restricted to only casting would not be able to pay for it.
This is one of my favourite archetypes so far, but I am a little biased in that like these colours/strategy.
Unrecognised Horizons is good as is, but it could be pushed more if this archetype needs it.
Inquisitive Mori is well balanced.
Memory Guide fits into multiple of my favourite categories of cards; card advantage creatures, ramp, and mechanic (X) matters. And it's one of my favorite colour combinations. I would first pick this all day.
Memory Plantation is good. You could easily add a small bonus (other ability, etc.) and make it rare so keep that in mind.
Irindi's Caretaker is a good rare. My only suggestion would be add an extra two cards to the first ability, it's currently not worth tapping such a valuable creature.
Interestingly, I find designing rares and uncommons easy, commons okay and mythics reasonably hard because I often make them too streamlined. It's generally a weakness of mine making cards efficient and streamlined rather than more clunky, weak and full of text when they want to be. e.g. Something like Fleecemane Lion I design lots of but significantly less of cards like Ugin's Nexus, Villainous Wealth and Knowledge and Power (K&P I loathe for being a potentially awesome card but really inefficiently costed, I understand why, but that will never make me like it, at all, in any way).
Rares aren't very affected, in terms of balancing, by the set's themes as compared to commons. It shouldn't matter a whole lot for Irindi's Caretaker, which is more of a constructed card, if that's what you a talking about. For lower rarities, common especially, it will be very important.
Well, of the cards you're showing here. I'm left wondering what I actually want to play memoir wise in green and in blue. Right now, you have a land/creature fetcher and... that's it. I know you have another quite nice green memoir card that makes wolves, but even that tops out at 5 mana between both uses.
I guess what I'm trying to say here is... what is the win condition you're giving U/G memoir? Right now it really doesn't seem to have one. You may recall that even though I played a U/G deck in playtest, I didn't even go for a memoir based strat, I play a mid range/control deck. Maybe the archtype doesn't stand out enough with the rewards your giving it? Right now it seems mostly like enablers.
Also, Memory Guide seems like it kinda sucks. If I'm tapped out from playing a Memoir cost, I don't usually want to mill myself (much less be forced to do it). I want to do that while I have mana open. I appreciate the attempt to make a Burning Vengeance, but needs more work.
Ok taking some of the feedback from here and my LGS where I recently showed off the set.
I've added some additional support at uncommon, as well as a new rare to help give a payoff for commiting to memoir.
Cognizance Hatcher3G
Creature - Spider (U)
Reach (This creature can block creatures with flying.)
Whenever you pay a memoir cost, you may put a 1/2 Spider creature token with reach onto the battlefield.
2/5
Anamnezoa2U
Creature - Jellyfish (R)
Flying
Whenever you pay a memoir cost, you may make an additional copy of the memoir spell.
2/2
Memory Guide seems like it kinda sucks.
Yeh I've found it really interesting that I've had different groups of experienced players tell me they they loved the card while others say they though it was fairly average. Its on my list to check out on my next playtest.
To be clear, I think it kind of sucks from a design perspective for supporting the archetype. Getting a bunch of free land drops is certainly powerful. And it has cool synergy with premonition.
Note: It would be in theme for the set to make mass-lifegain with no other aspects a good thing. For example, what if you made an uncommon with the same ability as Ageless Entity? Or the equivalent, only it's an enchantment that makes creature tokens? If you can craft an environment where a card like Sacred Nectar might be playable in the right deck, that would definitely feel weird and strange and cool. Failing that, there's always added benefits to Death Grasp and Swallowing Plague
UG is the color combination with the greatest ability to take advantage of Memoir cards with its combination of self mill and ramp.
Unrecognized Horizons
Sorcery (C)
Reveal the top three cards of your library. Put a creature or land card revealed this way into your hand and the rest into your graveyard.
Memoir (When you cast this spell or it is put into your graveyard from your library, You may pay 2G. If you do, copy it.)
One of the backbone memoir cards in green that allows us to dig for answers or ramp, trigger additional memoir cards and get card advantage later in the game.
Inquisitive Mori
Creature — Elemental (C)
Flash (You may cast this spell any time you could cast an instant.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
2/3
Playing a subtle role in the deck, this card acts as a solid dreamwalker but more importantly gives us a flash creature to play if we miss on a self mill or similar effect that we planned to use mana on.
Memory Guide
Creature — Elemental (U)
Whenever you pay a memoir cost, reveal the top card of your library. If its a land put in onto the battlefield tapped, otherwise put it into your graveyard.
3/3
A build around card to take the deck in a more self mill, approach that plays as many memoir cards as possible. This provides both ramp and self mill, allowing the ability to chain memoir cards together later in the game.
Memory Plantation
Land (U)
: Add 1 to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast memoir costs or spells with memoir.
In another direction getting this card makes it far more tempting to pick up the off color memoir cards to add their powerful effects to your deck.
Irindi’s Caretaker
Creature — Turtle (R)
: Put the top card of your library into your graveyard.
, : Put a card from your hand into your library face up beneath the top X cards, where X is that card’s converted mana cost. (When a face up card is on top of your library, cast it for free.)
3/8
I'm aware that my weakness as a designer is making compelling and exciting rares. This is a more recent attempt so I'd love some feedback.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Unrecognised Horizons is good as is, but it could be pushed more if this archetype needs it.
Inquisitive Mori is well balanced.
Memory Guide fits into multiple of my favourite categories of cards; card advantage creatures, ramp, and mechanic (X) matters. And it's one of my favorite colour combinations. I would first pick this all day.
Memory Plantation is good. You could easily add a small bonus (other ability, etc.) and make it rare so keep that in mind.
Irindi's Caretaker is a good rare. My only suggestion would be add an extra two cards to the first ability, it's currently not worth tapping such a valuable creature.
Interestingly, I find designing rares and uncommons easy, commons okay and mythics reasonably hard because I often make them too streamlined. It's generally a weakness of mine making cards efficient and streamlined rather than more clunky, weak and full of text when they want to be. e.g. Something like Fleecemane Lion I design lots of but significantly less of cards like Ugin's Nexus, Villainous Wealth and Knowledge and Power (K&P I loathe for being a potentially awesome card but really inefficiently costed, I understand why, but that will never make me like it, at all, in any way).
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Rares aren't very affected, in terms of balancing, by the set's themes as compared to commons. It shouldn't matter a whole lot for Irindi's Caretaker, which is more of a constructed card, if that's what you a talking about. For lower rarities, common especially, it will be very important.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I guess what I'm trying to say here is... what is the win condition you're giving U/G memoir? Right now it really doesn't seem to have one. You may recall that even though I played a U/G deck in playtest, I didn't even go for a memoir based strat, I play a mid range/control deck. Maybe the archtype doesn't stand out enough with the rewards your giving it? Right now it seems mostly like enablers.
My current As-Fan for each mechanic is:
Memoir: 1.61
Premonition: 1.02
Dreamwalk: 1.32
Trance: 1.24
So at the moment the memoir as-fan is about the same as Flashback in Innistrad.
Your right.
I'll see about adding another card in blue or green that can be used to close out the game.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Also, Memory Guide seems like it kinda sucks. If I'm tapped out from playing a Memoir cost, I don't usually want to mill myself (much less be forced to do it). I want to do that while I have mana open. I appreciate the attempt to make a Burning Vengeance, but needs more work.
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
I've added some additional support at uncommon, as well as a new rare to help give a payoff for commiting to memoir.
Cognizance Hatcher 3G
Creature - Spider (U)
Reach (This creature can block creatures with flying.)
Whenever you pay a memoir cost, you may put a 1/2 Spider creature token with reach onto the battlefield.
2/5
Anamnezoa 2U
Creature - Jellyfish (R)
Flying
Whenever you pay a memoir cost, you may make an additional copy of the memoir spell.
2/2
Yeh I've found it really interesting that I've had different groups of experienced players tell me they they loved the card while others say they though it was fairly average. Its on my list to check out on my next playtest.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Note: It would be in theme for the set to make mass-lifegain with no other aspects a good thing. For example, what if you made an uncommon with the same ability as Ageless Entity? Or the equivalent, only it's an enchantment that makes creature tokens? If you can craft an environment where a card like Sacred Nectar might be playable in the right deck, that would definitely feel weird and strange and cool. Failing that, there's always added benefits to Death Grasp and Swallowing Plague
Remaking Magic - A Podcast for those that love MTG and Game Design
The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane