Im trying to make a new set that uses infect and poison, any help is wanted. Here's the story:
Thorc was king of a plane called Abolon. It was a horrible place and many blamed him for it. A little known planeswalker named Zodiac came and took over, banishing Thorc to the swamplands. Zodiac used his magic to make Abolon into a utopia but he eventually grew lazy. Unknown to Zodiac, Thorc spent all his time learning black magic and mutating himself to become a monster. One day, he went to Zodiac's castle disguised by a cloak and challenged Zodiac to a battle and asking for Zodiac's spark and the title of king if Zodiac lost. Zodiac accepted and when they fought and he lost, he gave up his spark. Then Thorc revealed himself, cut out Zodiac's eye, and banished him to the tunnels under the world. Thorc then forced all the creatures that had sided with Zodiac to the tunnels. He turned the upper world into a place full of mutated beings. He caused natural disasters and gave them powers beyond their wildest imaginations. Now, Zodiac and his followers are trying to fight back.
This set is all about Zodiac's group(The Dolgur OutcastsRUWG) trying to make machines to turn Abolon back into a utopia and reverse the mutations on it's creautures. Thorc's group(the Vatkig ConquerorsBG) are trying to mutate themselves so they hold the powers of the gods and are all plansewalkers. They plan on killing the Dolgur and then traveling the planes mutating them as they go.
Private Mod Note
():
Rollback Post to RevisionRollBack
"One death is a tragedy; one million is a statistic."
Infect
Proliferate
Mutate(If this creature has a -1/-1 counter on it...)
Rejuvenate[cost]: When a creature card enters the battlefield you may pay[cost], if you do put a +1/+1 counter on this creature
I understand that infect and poison will be a big part of your block. However, having mechanics that rely on other mechanics to even function properly is generally avoided, as the presence of that other mechanic is not always guaranteed, leading to cards being dead draws or subpar a lot of the time. This is especially the case if the strength of that other mechanic relies on there to be a large presence of that mechanic, or parasitic.
As you know, infect relies on poison and -1/-1 counters. To tie in with infect's themes, you could make mechanics that involve -1/-1 counters, such as putting them on creatures, granting bonuses to creatures that have them, or removing them.
Private Mod Note
():
Rollback Post to RevisionRollBack
How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Perhaps something as simple as Mutated-If this creature has a -1/-1 counter on it [effect] or the 'poisoned' mechanic from Scars (if an opponent has a poison counter, effect). The Dolgur could use +1/+1 counters (they remove -1/-1 counters). Two types of creature counters is not typically done but could be used to emphasis the difference between the two. Perhaps something like rejuvenate [cost](whenever you cast a creature spell you may pay [cost], if you do put a +1/+1 counter on target creature). Proliferate would go well with all the counters and could be a neutral mechanic, showing up on both sides.
1) The +1 that gives all your creatures infect is pretty bad, because it doesn't matter if your deck is already trying to play infect creatures... So ironically the infect-focused planeswalker has a pretty worthless ability in an infect-focused deck. You'll want it to complement the strategy, not supplant it.
2) Wizards tries very hard t keep +1/+1 and -1/-1 counters out of the same set - because they like to be able to have players look at a creature with counters and immediately know which type of counters those are. +1/+1 and -1/-1 counters are really cool and play against eachother really well thanks to the implosion rule, but the pros try to leave this interaction out of the same block.
Thorc was king of a plane called Abolon. It was a horrible place and many blamed him for it. A little known planeswalker named Zodiac came and took over, banishing Thorc to the swamplands. Zodiac used his magic to make Abolon into a utopia but he eventually grew lazy. Unknown to Zodiac, Thorc spent all his time learning black magic and mutating himself to become a monster. One day, he went to Zodiac's castle disguised by a cloak and challenged Zodiac to a battle and asking for Zodiac's spark and the title of king if Zodiac lost. Zodiac accepted and when they fought and he lost, he gave up his spark. Then Thorc revealed himself, cut out Zodiac's eye, and banished him to the tunnels under the world. Thorc then forced all the creatures that had sided with Zodiac to the tunnels. He turned the upper world into a place full of mutated beings. He caused natural disasters and gave them powers beyond their wildest imaginations. Now, Zodiac and his followers are trying to fight back.
This set is all about Zodiac's group(The Dolgur OutcastsRUWG) trying to make machines to turn Abolon back into a utopia and reverse the mutations on it's creautures. Thorc's group(the Vatkig ConquerorsBG) are trying to mutate themselves so they hold the powers of the gods and are all plansewalkers. They plan on killing the Dolgur and then traveling the planes mutating them as they go.
Infect
Proliferate
Mutate(If this creature has a -1/-1 counter on it...)
Rejuvenate[cost]: When a creature card enters the battlefield you may pay[cost], if you do put a +1/+1 counter on this creature
The main planeswalkers are:
Thorc Utopia Slayer
http://dark.pozadia.org/images/wallpapers/74759106/Dark/Evil Guy with Turban.jpg
AND
Zodiac, Utopia Builder
art: http://fc02.deviantart.net/fs71/i/2009/341/6/8/The_Good_King_by_jeffsimpsonkh.jpg
As you can see they combat each other VERY well
As you know, infect relies on poison and -1/-1 counters. To tie in with infect's themes, you could make mechanics that involve -1/-1 counters, such as putting them on creatures, granting bonuses to creatures that have them, or removing them.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
1) The +1 that gives all your creatures infect is pretty bad, because it doesn't matter if your deck is already trying to play infect creatures... So ironically the infect-focused planeswalker has a pretty worthless ability in an infect-focused deck. You'll want it to complement the strategy, not supplant it.
2) Wizards tries very hard t keep +1/+1 and -1/-1 counters out of the same set - because they like to be able to have players look at a creature with counters and immediately know which type of counters those are. +1/+1 and -1/-1 counters are really cool and play against eachother really well thanks to the implosion rule, but the pros try to leave this interaction out of the same block.
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