Six common Equipment would allow for a horizontal cycle plus one.
Right, but that'd mean we would need to go up to 11 common artifacts or have 0 non-equipment commons.
I think our two options are 5 common equipment +1 mana fixing thing, or 11 common artifacts (giving us the freedom to have more than 5 equipment). Not having any common colorless mana fixing can often make limited very awkward.
Here's another question that might help us: how many equipment do we want to be opened at a draft table? How many players should suit up support, and should it be strong enough to make it into non dedicated decks?
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
We could have six common Equipment if the mana fixer was also an Equipment. Also, I think the common Equipment should perhaps be kinda bad so it's only attractive to the Suit Up archetype.
We could have six common Equipment if the mana fixer was also an Equipment. Also, I think the common Equipment should perhaps be kinda bad so it's only attractive to the Suit Up archetype.
Is an equipment mana fixing really going to be good enough? Evolving Wilds/Traveler's Amulet/Prophetic Prism are decently playable because they're so cheap. An equipment mana fixer would at least require a creature to do anything.
I think we need a decent mix of power levels for equipment at common. There should definitely be ones good enough that people might take them early and draft suit up, but can also just throw them in their decks. It'll be pretty easy to make sure the Suit Up players get their equipment by making others with high equip costs (Ogre's Cleaver type cards).
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I’d say go with 11 common colorless cards, this gives us room to include how many equipment we might need and I think a Terramorphic Expanse or Traveler's Amulet card would be good to include to help muti-color decks. A good start I think would be five to seven common equipment, one common mana fixer and three to five common artifacts. While five is a good number for equipment we might want to bump them just in case.
I say go with the version with the best gameplay.
I think two suit-up cards in white, two in red and two in blue sounds good. If we think the deck needs more we can always add in artifact/ equipment supports as well. Personally I like artifact supports better then they aren’t so tied to one kind of deck. Prowess is a good tool to use here too.
I say the Prowess bonuses approach would be the best. This way we keep the commons simple and lets make better equipment which will probity show up or be used more then the creatures. This also lets us get some temp going if we combo it with Ogre’s Clever cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
If we end up with 6 suit up creatures, I'd probably give one to blue and one to black actually. At common I think we should either go all-in on Red and White (like Devotion) or have a decent spread with Red and White getting focus (like Heroic). I like Heroic as an example because it was such a huge player in the environment (and a huge part of white's identity in the format) despite being on only 5 commons (2 white cards).
Something to note with Suit Up is that we should be judicious with the abilities we give them. If I build an equipment deck, I can't have every creature I own have suit up. This means that putting keywords that normally work well with equipment (first strike, lifelink, etc.) on non-suit up creatures will allow them to still work well in my deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
My bad I ment 2 suit up creatures in white and red and 1 in blue sounds good.
I'm open to spreading around suit-up, as well as super and mutate since those are the three type of powers we are going with.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Hope you've been enjoying your summers. Time to get things back in action.
Design Task
Every design's gotta start somewhere, so let's get the ball rolling with an easy one. Let's design the Common Mutants. These cards should use our mutant mechanic and have the creature type Mutant.
Mutants are currently slotted to be in Blue, Green, and Red (with Blue and Green getting slightly more). We could potentially have a few in black and/or white, though we could potentially keep them out of white at common to help enforce the theme of white disliking mutants in this set.
Everyone can submit ideas for us to pick from later on in the process.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Sorry in a theatre thing and its been very time consuming lol
Mutant Bear 1G
Creature-Human
Mutate Bear G
2/2
Nerdy Kid 2G
Creature-Human Mutant
Mutate 1G
As long as ~ three or more +1/+1 counter on it ~ has Trample.
1/2
Teleporter 2U
Creature-Human Mutant
Flash
Mutate Fish U
0/2
Mindsighter 2U
Creature- Human Mutant
When ~ enters the battlefield Scheme
Mutate Cyclops? 1U
You may cast the exiled card with out paying its mana cost as long as ~ has three or more +1/+1 counter on it.
/OR/
You may cast the exiled card if you control another mutant creature.
1/2
Big Berta 3RR
Creature- Human Mutant
Mutate Giant RR
4/2
Red Eyed Rager 2R
Creature-Human Mutant
~ attacks each turn if able
Mutate Oxe (or Minotaur) 2R
2/1
And few twists;
Sickened Morlock* 2BB
Creature- Human Beast Mutant
~ enters the battlefield tapped and with four +1/+1 counters on it.
0/0
Gangster Enforcer 3B
Creature-Human Snake Mutant
When ~ enters the battlefield each player loses 1 life unless they control a mutant.
2/3
Plan Omega-30 2WW
Sorcery
Destroy target creature with a power of 4 or greater or destroy target mutant.
Private Mod Note
():
Rollback Post to RevisionRollBack
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
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I think our two options are 5 common equipment +1 mana fixing thing, or 11 common artifacts (giving us the freedom to have more than 5 equipment). Not having any common colorless mana fixing can often make limited very awkward.
Here's another question that might help us: how many equipment do we want to be opened at a draft table? How many players should suit up support, and should it be strong enough to make it into non dedicated decks?
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I think we need a decent mix of power levels for equipment at common. There should definitely be ones good enough that people might take them early and draft suit up, but can also just throw them in their decks. It'll be pretty easy to make sure the Suit Up players get their equipment by making others with high equip costs (Ogre's Cleaver type cards).
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I say go with the version with the best gameplay.
I think two suit-up cards in white, two in red and two in blue sounds good. If we think the deck needs more we can always add in artifact/ equipment supports as well. Personally I like artifact supports better then they aren’t so tied to one kind of deck. Prowess is a good tool to use here too.
I say the Prowess bonuses approach would be the best. This way we keep the commons simple and lets make better equipment which will probity show up or be used more then the creatures. This also lets us get some temp going if we combo it with Ogre’s Clever cards.
"You can tell how dumb someone is by how they use Mary Sue"
Something to note with Suit Up is that we should be judicious with the abilities we give them. If I build an equipment deck, I can't have every creature I own have suit up. This means that putting keywords that normally work well with equipment (first strike, lifelink, etc.) on non-suit up creatures will allow them to still work well in my deck.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I'm open to spreading around suit-up, as well as super and mutate since those are the three type of powers we are going with.
"You can tell how dumb someone is by how they use Mary Sue"
Design Task
Every design's gotta start somewhere, so let's get the ball rolling with an easy one. Let's design the Common Mutants. These cards should use our mutant mechanic and have the creature type Mutant.
Mutants are currently slotted to be in Blue, Green, and Red (with Blue and Green getting slightly more). We could potentially have a few in black and/or white, though we could potentially keep them out of white at common to help enforce the theme of white disliking mutants in this set.
Everyone can submit ideas for us to pick from later on in the process.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Mutant Bear 1G
Creature-Human
Mutate Bear G
2/2
Nerdy Kid 2G
Creature-Human Mutant
Mutate 1G
As long as ~ three or more +1/+1 counter on it ~ has Trample.
1/2
Teleporter 2U
Creature-Human Mutant
Flash
Mutate Fish U
0/2
Mindsighter 2U
Creature- Human Mutant
When ~ enters the battlefield Scheme
Mutate Cyclops? 1U
You may cast the exiled card with out paying its mana cost as long as ~ has three or more +1/+1 counter on it.
/OR/
You may cast the exiled card if you control another mutant creature.
1/2
Big Berta 3RR
Creature- Human Mutant
Mutate Giant RR
4/2
Red Eyed Rager 2R
Creature-Human Mutant
~ attacks each turn if able
Mutate Oxe (or Minotaur) 2R
2/1
And few twists;
Sickened Morlock* 2BB
Creature- Human Beast Mutant
~ enters the battlefield tapped and with four +1/+1 counters on it.
0/0
Gangster Enforcer 3B
Creature-Human Snake Mutant
When ~ enters the battlefield each player loses 1 life unless they control a mutant.
2/3
Plan Omega-30 2WW
Sorcery
Destroy target creature with a power of 4 or greater or destroy target mutant.
"You can tell how dumb someone is by how they use Mary Sue"