The world of Varsod is a romantic vision of a dying Mars, based off of the wonderful works of Edgar Rice Burroughs. On Varsod, there are eleven major sentient races that have dominated the plane. Today, I just wanted to talk about five of them, and get into how far I can bend these creature types to make them something special in a very unique world. What does everyone think about these creature types? I'm trying to use some strange, unique one to give my custom set a very "Alien" feel to it. I'm open to all comments and suggestions! Thanks!
VedalkenWU - The Vedalken are not an unsual creature type in the multiverse, and can be found in many planes. On Varsod, the Vedalken look very similar to Vedalken of other planes, having blue skin of various shades, lacking hair and possessing four arms. Vedalken are excellent when it comes to discovering knowledge and investigating their world. They are studious as well as determined. The Vedalken of Varsod have also become excellent soldiers as well as knights and tacticians; forced by Varsod's treacherous wilds and the other sentient races to become masters of tactical combat. The Vedalken have a high hold in the Grand Megalopolis; where all sentient races are welcome, often talking a leadership or advising role. They also claim numerous other cities that have survived for ages in the wastes.
CephalidUB - Cephalids are one of the smartest and evolved races in all of Varsod. They have evolved over many years to have highly advanced musculature, skin, and nervous system that has allowed them to survive even in dry climates. Despite this, the Cephalid people remain primarily in their aquatic regions, fiercely guarding it from intruders. Water is becoming a scarcity on the plane of Varsod, and the Cephalid race believes they are the ultimate protectors of the watery realms. Some see them as a heroic race whom distribute water to the people, using their magics to better understand the process of its creation and depletion and always working to gain knowledge on its restoration. Others see the Cephalids as cruel, withholding water for themselves and being unfair in its distribution, giving those too weak or poor the Swamp water of Varsod.
SlithBR - The Slith are a feared people, consisting of predatory raiders, savage warriors, assassins, and shamans. They are feared by most races and are considered to be mostly evil as well as deranged from living in the wastes and away from civilization for far too long. The Slith, originally native only to Mirrodin, have been native to Varsod for quite some time. They are something between reptilian and mammalian humanoids, possessing greyish-black skin and long, powerful arms, built almost like the chimpanzees of earth. They have sharp talons and teeth, and are omnivorous despite having a ravenous appetite for flesh. Although many Slith are dangerous, there have been a few known Slith who have been easier to deal with, as well as a few who brought important inventions and culture to the Megalopolis. Despite this, many Slith give even the best a bad name.
KavuRG - Considered the fiercest warriors and brutes of Varsod, the Kavu are powerful reptilians boasting four arms and stand usually a head - or a few heads - taller than most other races. Thought to only be native to Dominaria, the Kavu have become more than just primitive beasts in the dunes of Varsod, although their old ways have carried tradition in their race. The Kavu make excellent fighters, shamans, and druids alike, possessing both a natural aptitude for combat and magic that caters to the natural world around them. Kavu can be reasoned with, as well as befriended, but they have an affinity for battle and often enjoy their intimidating presence in the face of their enemies.
KorGW - Originally found only using white magic across the multiverse, the Kor of Varsod have become well atuned to green magic as well. The Kor have not abandoned their nomadic ways, however, and have always been seen as the "Race of Endurance" when it comes to surviving on Varsod. The Kor are well attuned to traveling, and in doing so have created many villages, refuges, and even cities where they can remain fairly safe in the wastes. They are a friendly people, often taking in refugees or those lost in the wastes seeking help. However, the Kor are also excellent fighters, as surviving in Varsod has honed their skills as archers, soldiers, and healers. The Kor are excellent friends to have in the wastes.
I'm intrigued by these. Especially glad to see Cephalid, Slith, and Kavu among the races. Good luck finding images for Cepphalid and Vedalken if you're making these cards up with Magic Set Editor.
What sorts of keywords or ability words are you brewing for this set?
Thanks! The art will be an issue, but that's okay. I think just the cards themselves should be interesting enough; but maybe I can find some good artwork just to describe the overall feel of the place. It definitely has a strange science fiction/fantasy feel to it. I imagined it to be a Mad Max/Barsoom/Dune world, so I might be be able to find something.
I'm actually still working on the abilities, but this is what I have so far.
BRBloodshed - If damage was dealt this turn, [EFFECT]; or [EFFECT] as long as damage was dealt this turn.
UBDominion - As long as you have more cards in hand than each opponent, [EFFECT].
WU Steadfast (Untap this permanent at the beginning of each other player's untap step.)
GW Endure (At the beginning of your upkeep, put an Age counter on this permanent.)
RGMighty - [Effect] as long as you control the creature with the highest power or tied with it.
I also am working on a mechanic for all five colors in general. There will also colored artifacts, and Wastes as well as Colorless mana will play a big role in the set. I was considering a lot of -1/-1 counter mechanics as well, but I wasn't sure if games would play out how I wanted them to. I'm also going to use an ability called Salvage, which is mechanically tied to C and Wastes, but is found on all colors and cards. Salvage represents the ability to scavenge the Wastes and find loot. The idea is that cards can be salvaged in order to shape anew. Here is an example of each card.
Slith Bloodborn1B
Creature - Slith Zombie (Uncommon) Bloodshed - At the beginning of each end step, if damage was dealt this turn, you may pay B. If you do, return Slith Bloodborn from your graveyard to the battlefield tapped.
2/1
Cephalid Infiltrator2U
Creature - Cephalid Wizard (Uncommon)
Skulk Dominion - As long as you have more cards in hand than each opponent, Cephalid Infiltrator has Hexproof.
2/2
Swiftspear Adept1W
Creature - Vendalken Knight (Uncommon)
First Strike
Steadfast (Untap this permanent at the beginning of each other player's untap step.)
2/2
Visionary WandererG
Creature - Kor Nomad (Uncommon)
Endure (Untap this permanent at the beginning of each other player's untap step.)
As long as Visionary Wanderer has three or more Age counters on it, you may play an additional land during each of your turns.
1/2
Savage Kavu1R
Creature - Kavu Berserker (Uncommon) Mighty - Savage Kavu attacks each turn if able unless you control the creature with the greatest power or tied for it.
3/3
Galvanized Sentinel3C
Artifact Creature - Construct (Uncommon)
Salvage (You may cast this card from your graveyard by sacrificing a land in addition to paying its other costs.)
3/3
Vedalken WU - The Vedalken are not an unsual creature type in the multiverse, and can be found in many planes. On Varsod, the Vedalken look very similar to Vedalken of other planes, having blue skin of various shades, lacking hair and possessing four arms. Vedalken are excellent when it comes to discovering knowledge and investigating their world. They are studious as well as determined. The Vedalken of Varsod have also become excellent soldiers as well as knights and tacticians; forced by Varsod's treacherous wilds and the other sentient races to become masters of tactical combat. The Vedalken have a high hold in the Grand Megalopolis; where all sentient races are welcome, often talking a leadership or advising role. They also claim numerous other cities that have survived for ages in the wastes.
Cephalid UB - Cephalids are one of the smartest and evolved races in all of Varsod. They have evolved over many years to have highly advanced musculature, skin, and nervous system that has allowed them to survive even in dry climates. Despite this, the Cephalid people remain primarily in their aquatic regions, fiercely guarding it from intruders. Water is becoming a scarcity on the plane of Varsod, and the Cephalid race believes they are the ultimate protectors of the watery realms. Some see them as a heroic race whom distribute water to the people, using their magics to better understand the process of its creation and depletion and always working to gain knowledge on its restoration. Others see the Cephalids as cruel, withholding water for themselves and being unfair in its distribution, giving those too weak or poor the Swamp water of Varsod.
Slith BR - The Slith are a feared people, consisting of predatory raiders, savage warriors, assassins, and shamans. They are feared by most races and are considered to be mostly evil as well as deranged from living in the wastes and away from civilization for far too long. The Slith, originally native only to Mirrodin, have been native to Varsod for quite some time. They are something between reptilian and mammalian humanoids, possessing greyish-black skin and long, powerful arms, built almost like the chimpanzees of earth. They have sharp talons and teeth, and are omnivorous despite having a ravenous appetite for flesh. Although many Slith are dangerous, there have been a few known Slith who have been easier to deal with, as well as a few who brought important inventions and culture to the Megalopolis. Despite this, many Slith give even the best a bad name.
Kavu RG - Considered the fiercest warriors and brutes of Varsod, the Kavu are powerful reptilians boasting four arms and stand usually a head - or a few heads - taller than most other races. Thought to only be native to Dominaria, the Kavu have become more than just primitive beasts in the dunes of Varsod, although their old ways have carried tradition in their race. The Kavu make excellent fighters, shamans, and druids alike, possessing both a natural aptitude for combat and magic that caters to the natural world around them. Kavu can be reasoned with, as well as befriended, but they have an affinity for battle and often enjoy their intimidating presence in the face of their enemies.
Kor GW - Originally found only using white magic across the multiverse, the Kor of Varsod have become well atuned to green magic as well. The Kor have not abandoned their nomadic ways, however, and have always been seen as the "Race of Endurance" when it comes to surviving on Varsod. The Kor are well attuned to traveling, and in doing so have created many villages, refuges, and even cities where they can remain fairly safe in the wastes. They are a friendly people, often taking in refugees or those lost in the wastes seeking help. However, the Kor are also excellent fighters, as surviving in Varsod has honed their skills as archers, soldiers, and healers. The Kor are excellent friends to have in the wastes.
What sorts of keywords or ability words are you brewing for this set?
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
I'm actually still working on the abilities, but this is what I have so far.
BR Bloodshed - If damage was dealt this turn, [EFFECT]; or [EFFECT] as long as damage was dealt this turn.
UB Dominion - As long as you have more cards in hand than each opponent, [EFFECT].
WU Steadfast (Untap this permanent at the beginning of each other player's untap step.)
GW Endure (At the beginning of your upkeep, put an Age counter on this permanent.)
RG Mighty - [Effect] as long as you control the creature with the highest power or tied with it.
I also am working on a mechanic for all five colors in general. There will also colored artifacts, and Wastes as well as Colorless mana will play a big role in the set. I was considering a lot of -1/-1 counter mechanics as well, but I wasn't sure if games would play out how I wanted them to. I'm also going to use an ability called Salvage, which is mechanically tied to C and Wastes, but is found on all colors and cards. Salvage represents the ability to scavenge the Wastes and find loot. The idea is that cards can be salvaged in order to shape anew. Here is an example of each card.
Slith Bloodborn 1B
Creature - Slith Zombie (Uncommon)
Bloodshed - At the beginning of each end step, if damage was dealt this turn, you may pay B. If you do, return Slith Bloodborn from your graveyard to the battlefield tapped.
2/1
Cephalid Infiltrator 2U
Creature - Cephalid Wizard (Uncommon)
Skulk
Dominion - As long as you have more cards in hand than each opponent, Cephalid Infiltrator has Hexproof.
2/2
Swiftspear Adept 1W
Creature - Vendalken Knight (Uncommon)
First Strike
Steadfast (Untap this permanent at the beginning of each other player's untap step.)
2/2
Visionary Wanderer G
Creature - Kor Nomad (Uncommon)
Endure (Untap this permanent at the beginning of each other player's untap step.)
As long as Visionary Wanderer has three or more Age counters on it, you may play an additional land during each of your turns.
1/2
Savage Kavu 1R
Creature - Kavu Berserker (Uncommon)
Mighty - Savage Kavu attacks each turn if able unless you control the creature with the greatest power or tied for it.
3/3
Galvanized Sentinel 3C
Artifact Creature - Construct (Uncommon)
Salvage (You may cast this card from your graveyard by sacrificing a land in addition to paying its other costs.)
3/3