Once upon a time... before the mending, a powerful planeswalker became obsessed with learning the secrets of the spark. He isolated the plane of Ziluna from the multiverse's timestream, built 7 mystic towers on it, and used them to cast a worldspell that turned time back every 100 years. He refined each cycle by adding prospective beings to the population mix, remarkable heroes and villains he deemed possible spark-holders. That planeswalker is long gone, but Ziluna continues resetting every hundred years to the point where he last left it. It is said if the seven towers are unlocked, the plane will be freed from its curse. Will you be able to rally the heroes of Ziluna to finally discover the secrets of the spark?
Goal: This set aims to give home to designs based on movie fantasy. If it's a character in a Disney movie (or similar) it should be have a card inspired by it in Ziluna. Such a mixed ensemble needs a lot of real-state, so here is the makeup of Ziluna:
Etalis, the Sunken City - An ancient city sundered by an ancient cataclysm, protected by magic. Ex-human merfolk live here.
(Atlantica (little mermaid), Atlantis)
Factions: U (denizens), UW (rulers, soldiers), UB (sea monsters, witches)
Lagana, Uteg and Dila, the Savage Lands - Talking animals live in the wilds of Ziluna: A savanna ruled by a powerful pride, a boneyard infested by scavengers, a jungle where ruthless predators stalk their prey.
(Africa and India.)
Factions: WGR (savanna), BR (boneyard), GB (jungle)
The Berezel Kingdoms - These island kingdoms are ruled by ancient royal dinasties. But these monarchs are unable to root out the hordes of pirates that prey on merchants on the open seas.
(Arrendell and other kingdoms, Pirates)
Factions: W (kingdoms, merchants), G (woodlands), UBR (pirates)
Abaghem, the desert jewel - Many caravans are willing to venture the dangers of the desert to get to this prosperous city.
(Baghdad/Thebas) WB (palace intrigue), R (efreets), U (djinns)
Buzpemul, the Fey Realms - A long leyline spirals into the depths of Ziluna. It is said that mysterious and uncanny fey realms can be reached by following the path, but be wary of straying... else you lose your sanity.
(Neverland, Wonderland, Oz, Halloween town.)
Factions: GURB
Piai, The Walled Country - Under siege by barbarians, this country is home to some famed scholars and warriors. Their pupeeters create life-imbued toys.
(China, Pinocchio, Toy Story)
Factions: W (rulers, soldiers), U (scholars), R (pyrotechnics), UWRB puppeteers, W/artifact (puppets), R (barbarians)
Ezcha - A continent that has been a secret from the dawn of time. Just recently the powers of the world have turned their attention to its treasures. Has dinosaurs.
(America, Oceania) GR (indigenous civilizations), UWB (explorers, conquerors)
Theros started its design with 'Gods, Heroes and Monsters.' Ziluna has "Questers, Dreamers, Mentors, Villains and Goons."
Questers - Some heroes are suddenly thrown into the spotlight. How will they measure up?
Training DemigodGW
Creature - Human Warrior
Training Demigod has +2/+2 as long as it's in the spotlight (a creature is in the spotlight if it's enchanted, equipped, or has a counter on it.)
2/2
Coy Soldier1W
Creature - Human Warrior
Coy Soldier has first strike as long as it's in the spotlight (a creature is in the spotlight if it's enchanted, equipped, or has a counter on it.)
"Did they send me daughters when I asked for men?"
2/2
Dreamers - Other heroes are motivated by their dreams.
Abaghem Streetrat2W
Creature - Human Rogue
When Abaghem Streetrat enters the battlefield, you may display two artifact cards. If you do, put a +1/+1 counter on Abaghem Streetrat (to display a card, choose it among permanents you control or reveal it from your hand.)
2/2
Reckless Scion1R
Creature - Cat Warrior
When Scion of the Pride enters the battlefield, you may display an enchantment card. If you do, it gains +1/+1 and haste until end of turn.
2/1
Mentor - No hero would get far without a wise guide, preparing him or her to face the dangers of the world.
Undersea Chamberlain2U
Creature - Crab Advisor
Mentor (When this creature enters the battlefield, you may put or remove a +1/+1 counter on a creature you control. If you remove a counter this way, draw a card.)
0/3
Grove Grandmother1G
Creature - Treefolk Shaman
Defender
Mentor (When this creature enters the battlefield, you may put or remove a +1/+1 counter on a creature you control. If you remove a counter this way, draw a card.) T: Add one mana of the color of your choice to your mana pool.
0/2
Schemers - These villains have a secret plan for power. What is their endgame, and what will they do if it's thwarted?
Crackling Familiar2U
Creature - Bird
Flying
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.) U, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +1/+1 until end of turn.
2/1
-- Devious Spy
Creature - Bird
Flying, Hexproof
2/1
Scheming Vizier3B
Creature - Human Advisor
Deathtouch
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.) 1B, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +2/+2 until end of turn.
2/3
-- Sorceror King
Creature - Human Wizard
Lifelink
At the beginning of your upkeep, draw a card and lose a life.
2/3
Jungle Manstalker2GG
Creature - Cat
Trample
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.) 2G, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +3/+3 until end of turn.
4/4
-- Glutonous Monarch
Creature - Cat T: Glutonous Monarch figths target tapped creature. Activate this ability only on your turn.
5/5
Trench WitchUB
Creature - Merfolk Octopus Wizard
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.) UB, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +2/+2 until end of turn.
1/3
-- Sly Impostor
Creature - Shapeshifter
As this creature becomes transformed, it becomes a copy of target creature and gains "3B, T: Destroy target creature with the same name as this creature."
0/0
Goons - A good henchman will distract the heroes while the villain makes its move... or may even do the dirty work themselves while the villain distracts the heroes.
Eel Familiar2B
Creature - Fish
Goon - Whenever one or more creatures you control become unblocked, Eel Familiar gets +1/+1 until end of turn.
2/2
Spotter Snapper2R
Creature - Hyena
Goon - Whenever one or more creatures you control become unblocked, Spotted Snapper deals 1 damage to target creature or player.
2/1
"In the spotlight" - This is interesting, but I don't think this does enough to be keyworded. This should be a pseudo-keyword.
Display - I really, really like this mechanic. Really really really like it. This is very smart and very cool. I like that these two cards reward lesser-used types in Limited, that's great. For other types, you'll probably want your numbers to be bigger. Displaying creatures probably won't be super interesting most of the time, so be careful to use it interestingly, or on simple designs where it's just meant to show off the mechanic.
Mentor - This is interesting. I'm inclined to like it, but at the same time, it feels a little forced... like two okay-effects, stapled together in hope of making an exciting one. A big issue I see is that the Mentor strengthens a creature, and represents 'a lesson learned' - veterancy? retirement? - by also removing a counter to draw. But that draw is all on the player - it doesn't feel like mentoring a creature.
Mentor being something that really 'teaches' creatures things - grants them abilities - would work better. Something like Soulbond or along those lines is what I expected.
Schemer - This is a super interesting mechanic. Lots of good room for bluffing and uncertainty here, but you also have a lot of control, and a subtle degree of manipulating your library, which is a nice and cool bonus for experienced players. I don't think you need this to use DFCs at all - this is a perfectly awesome mechanic without bothering with DFCs.
Goon - This one I've seen before and I'm not a super huge fan. The wording is a little awkward, very difficult for new players to grasp, and the gameplay doesn't seem that interesting at all.
Private Mod Note
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Grove Grandmother1G
Creature - Treefolk Shaman
Mentor (When Grove Grandmother enters the battlefield, put or remove a +1/+1 counter on target creature. If you removed a counter this way, it has indestructible until the end of the turn it blocks.) T: Add one mana of any color to your mana pool.
0/1
I added 'until the end of the turn it blocks' because having immortal blockers can really bring down a format. It has a memory issue, but I think Warden of the First Tree shows that memory can rely on an effect being big enough (and I see "spending 4 mana" as smaller than "Got mentored and could be +2/+2 bigger, but its immortal instead.") However, I would add a token to the set:
Mentored
Indestructible. (You may use this reminder card over a creature, if a mentor removed a +1/+1 counter from it, until the end of the turn it blocks.)
JuanCu: Hm, that's much more interesting. I would prefer to simplify the wording, though, and to make it even more anti-blocks: "until it blocks". Currently, "until the end of the turn..." makes me think it's just gonna last that turn, and then I see "it blocks" and my brain dies in a grammar-wreck until it reboots and realizes what's going on.
Again, this is interesting, but still feels a little clunky of an idea.
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
On "until the end of the turn it blocks": I think I was too invested on making the indestructible part a viable option. It's hard to compete with +2/+2 (the opportunity cost you lose.) Still, just "indestructible until it blocks" feels like it'd be chosen around 20% of the time. I want to make it a bit better, like an option that gets chosen 30~35% of the time, so --
Mentor (When this creature enters the battlefield, put or remove a +1/+1 counter on target creature. If you removed a counter this way, that creature gains indestructible and vigilance until it blocks.)
Vigilance feels like the right option because it's not only a 'block more' mechanic, but 'attack more' (with vigilance, you sometimes get a block you wouldn't have gotten, and sometimes an attack you wouldn't have done.) So you'll turn that +2/+2 into "more creature", which feels correct (also synergizes with T abilities, a cool side effect so mentor is not purely a combat mechanic.)
On Schemer and DFCs: it's just a struggle with text length. I don't want to make a mechanic that needs to compromise on every other card.
Once upon a time... before the mending, a powerful planeswalker became obsessed with learning the secrets of the spark. He isolated the plane of Ziluna from the multiverse's timestream, built 7 mystic towers on it, and used them to cast a worldspell that turned time back every 100 years. He refined each cycle by adding prospective beings to the population mix, remarkable heroes and villains he deemed possible spark-holders. That planeswalker is long gone, but Ziluna continues resetting every hundred years to the point where he last left it. It is said if the seven towers are unlocked, the plane will be freed from its curse. Will you be able to rally the heroes of Ziluna to finally discover the secrets of the spark?
Goal: This set aims to give home to designs based on movie fantasy. If it's a character in a Disney movie (or similar) it should be have a card inspired by it in Ziluna. Such a mixed ensemble needs a lot of real-state, so here is the makeup of Ziluna:
Etalis, the Sunken City - An ancient city sundered by an ancient cataclysm, protected by magic. Ex-human merfolk live here.
(Atlantica (little mermaid), Atlantis)
Factions: U (denizens), UW (rulers, soldiers), UB (sea monsters, witches)
Lagana, Uteg and Dila, the Savage Lands - Talking animals live in the wilds of Ziluna: A savanna ruled by a powerful pride, a boneyard infested by scavengers, a jungle where ruthless predators stalk their prey.
(Africa and India.)
Factions: WGR (savanna), BR (boneyard), GB (jungle)
The Berezel Kingdoms - These island kingdoms are ruled by ancient royal dinasties. But these monarchs are unable to root out the hordes of pirates that prey on merchants on the open seas.
(Arrendell and other kingdoms, Pirates)
Factions: W (kingdoms, merchants), G (woodlands), UBR (pirates)
Abaghem, the desert jewel - Many caravans are willing to venture the dangers of the desert to get to this prosperous city.
(Baghdad/Thebas)
WB (palace intrigue), R (efreets), U (djinns)
Buzpemul, the Fey Realms - A long leyline spirals into the depths of Ziluna. It is said that mysterious and uncanny fey realms can be reached by following the path, but be wary of straying... else you lose your sanity.
(Neverland, Wonderland, Oz, Halloween town.)
Factions: GURB
Piai, The Walled Country - Under siege by barbarians, this country is home to some famed scholars and warriors. Their pupeeters create life-imbued toys.
(China, Pinocchio, Toy Story)
Factions: W (rulers, soldiers), U (scholars), R (pyrotechnics), UWRB puppeteers, W/artifact (puppets), R (barbarians)
Ezcha - A continent that has been a secret from the dawn of time. Just recently the powers of the world have turned their attention to its treasures. Has dinosaurs.
(America, Oceania)
GR (indigenous civilizations), UWB (explorers, conquerors)
Theros started its design with 'Gods, Heroes and Monsters.' Ziluna has "Questers, Dreamers, Mentors, Villains and Goons."
Questers - Some heroes are suddenly thrown into the spotlight. How will they measure up?
Training Demigod GW
Creature - Human Warrior
Training Demigod has +2/+2 as long as it's in the spotlight (a creature is in the spotlight if it's enchanted, equipped, or has a counter on it.)
2/2
Coy Soldier 1W
Creature - Human Warrior
Coy Soldier has first strike as long as it's in the spotlight (a creature is in the spotlight if it's enchanted, equipped, or has a counter on it.)
"Did they send me daughters when I asked for men?"
2/2
Dreamers - Other heroes are motivated by their dreams.
Abaghem Streetrat 2W
Creature - Human Rogue
When Abaghem Streetrat enters the battlefield, you may display two artifact cards. If you do, put a +1/+1 counter on Abaghem Streetrat (to display a card, choose it among permanents you control or reveal it from your hand.)
2/2
Reckless Scion 1R
Creature - Cat Warrior
When Scion of the Pride enters the battlefield, you may display an enchantment card. If you do, it gains +1/+1 and haste until end of turn.
2/1
Mentor - No hero would get far without a wise guide, preparing him or her to face the dangers of the world.
Undersea Chamberlain 2U
Creature - Crab Advisor
Mentor (When this creature enters the battlefield, you may put or remove a +1/+1 counter on a creature you control. If you remove a counter this way, draw a card.)
0/3
Grove Grandmother 1G
Creature - Treefolk Shaman
Defender
Mentor (When this creature enters the battlefield, you may put or remove a +1/+1 counter on a creature you control. If you remove a counter this way, draw a card.)
T: Add one mana of the color of your choice to your mana pool.
0/2
Schemers - These villains have a secret plan for power. What is their endgame, and what will they do if it's thwarted?
Crackling Familiar 2U
Creature - Bird
Flying
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.)
U, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +1/+1 until end of turn.
2/1
--
Devious Spy
Creature - Bird
Flying, Hexproof
2/1
Scheming Vizier 3B
Creature - Human Advisor
Deathtouch
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.)
1B, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +2/+2 until end of turn.
2/3
--
Sorceror King
Creature - Human Wizard
Lifelink
At the beginning of your upkeep, draw a card and lose a life.
2/3
Jungle Manstalker 2GG
Creature - Cat
Trample
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.)
2G, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +3/+3 until end of turn.
4/4
--
Glutonous Monarch
Creature - Cat
T: Glutonous Monarch figths target tapped creature. Activate this ability only on your turn.
5/5
Trench Witch UB
Creature - Merfolk Octopus Wizard
Schemer (As this creature enters the battlefield, look at the top two cards of your library and exile one of them face down as its scheme.)
UB, Turn this creature's scheme face up: If it's a land card, transform this creature. Otherwise, it gets +2/+2 until end of turn.
1/3
--
Sly Impostor
Creature - Shapeshifter
As this creature becomes transformed, it becomes a copy of target creature and gains "3B, T: Destroy target creature with the same name as this creature."
0/0
Goons - A good henchman will distract the heroes while the villain makes its move... or may even do the dirty work themselves while the villain distracts the heroes.
Eel Familiar 2B
Creature - Fish
Goon - Whenever one or more creatures you control become unblocked, Eel Familiar gets +1/+1 until end of turn.
2/2
Spotter Snapper 2R
Creature - Hyena
Goon - Whenever one or more creatures you control become unblocked, Spotted Snapper deals 1 damage to target creature or player.
2/1
"In the spotlight" - This is interesting, but I don't think this does enough to be keyworded. This should be a pseudo-keyword.
Display - I really, really like this mechanic. Really really really like it. This is very smart and very cool. I like that these two cards reward lesser-used types in Limited, that's great. For other types, you'll probably want your numbers to be bigger. Displaying creatures probably won't be super interesting most of the time, so be careful to use it interestingly, or on simple designs where it's just meant to show off the mechanic.
Mentor - This is interesting. I'm inclined to like it, but at the same time, it feels a little forced... like two okay-effects, stapled together in hope of making an exciting one. A big issue I see is that the Mentor strengthens a creature, and represents 'a lesson learned' - veterancy? retirement? - by also removing a counter to draw. But that draw is all on the player - it doesn't feel like mentoring a creature.
Mentor being something that really 'teaches' creatures things - grants them abilities - would work better. Something like Soulbond or along those lines is what I expected.
Schemer - This is a super interesting mechanic. Lots of good room for bluffing and uncertainty here, but you also have a lot of control, and a subtle degree of manipulating your library, which is a nice and cool bonus for experienced players. I don't think you need this to use DFCs at all - this is a perfectly awesome mechanic without bothering with DFCs.
Goon - This one I've seen before and I'm not a super huge fan. The wording is a little awkward, very difficult for new players to grasp, and the gameplay doesn't seem that interesting at all.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Grove Grandmother 1G
Creature - Treefolk Shaman
Mentor (When Grove Grandmother enters the battlefield, put or remove a +1/+1 counter on target creature. If you removed a counter this way, it has indestructible until the end of the turn it blocks.)
T: Add one mana of any color to your mana pool.
0/1
I added 'until the end of the turn it blocks' because having immortal blockers can really bring down a format. It has a memory issue, but I think Warden of the First Tree shows that memory can rely on an effect being big enough (and I see "spending 4 mana" as smaller than "Got mentored and could be +2/+2 bigger, but its immortal instead.") However, I would add a token to the set:
Mentored
Indestructible.
(You may use this reminder card over a creature, if a mentor removed a +1/+1 counter from it, until the end of the turn it blocks.)
Again, this is interesting, but still feels a little clunky of an idea.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Mentor (When this creature enters the battlefield, put or remove a +1/+1 counter on target creature. If you removed a counter this way, that creature gains indestructible and vigilance until it blocks.)
Vigilance feels like the right option because it's not only a 'block more' mechanic, but 'attack more' (with vigilance, you sometimes get a block you wouldn't have gotten, and sometimes an attack you wouldn't have done.) So you'll turn that +2/+2 into "more creature", which feels correct (also synergizes with T abilities, a cool side effect so mentor is not purely a combat mechanic.)
On Schemer and DFCs: it's just a struggle with text length. I don't want to make a mechanic that needs to compromise on every other card.
- Main Cube
- No Brains, All Feelings Cube
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
Spotlight - Training Hero has +2/+2 as long as it's enchanted, equipped, or has a counter on it.
Anyways, I think I got the perfect Goon mechanic:
Goon - Whenever you attack with exactly two creatures, ...
Eel Familiar 3G
Creature - Fish
Goon - Whenever you attack with exactly two creatures, put a +1/+1 counter on the attacker with greatest power.
2/3
Palace Guard 2W
Creature - Human Soldier
Goon - Whenever you attack with exactly two creatures, each of them gets +1/+1 until end of turn.
2/1