-Creature number increased, Clear Through replaced.
-Added a 3 drop, Deepwood Drummer
-Decided Wilder Wurm with high reinforce number was too fiddly and resorted to a french vanilla
-Collosal Weaver is done because it simply can, development is not a part of this set yet, so this kind of thing is not determinable.
-Verdant Future uses 'colour' because I am Australian and I use that spelling normally. I know, yes, it's normally American English but whatever.
Thanks for your input!
-
On a separate note, I am hoping to finally do the all commons playtest this weekend, so I will be doing a second pass of commons beforehand. I have been tweaking the cardlist a little in the higher rarities as well.
I know it's kinda too late for that now, but I can't help feeling that Runin doesn't really have a Design Goal for Gameplay. Not that you really need one, right now it just feels like a purely thematic set.
experience goals (thematic gameplay/cinematic design)
-sense of ominousness
-back-and-forth gameplay
-emphasis on creatures through combat
-moderate/slow format speed
-sense of epicness
Hello again, Jetvans.
For a lot of these cards, changes won't occur because it would require reshuffling that isn't worth it for more development reasons when the set is still midway through design.
Card comment responses:
Ashen-Path Keeper: May change, I'm thinking about it.
Immersturm Bolt: The power level of removal in this set has fluctuated to be higher than the current level, just as the current level fluctuated from a higher one. This is just a rough plan, done because development has talked about fluctuating development and I wanted to incorporate the concept. This card could well prove to be unnecessarily powerful, but I don't think it is broken compared to Flame Slash and Lightning Strike.
Jotnar Herald: Overwhelm seems to pretty polarising, most people seem to either dislike or like it considerably. It has overall, though, performed sub-optimally in initial player responses. Like Exalted, this could just be a very minor issue, but it could be a sign that the mechanic is bad as well.
Strong common two drops in red is something that could be an issue. I didn't want to push this card for playtests, partly because I have pushed others (Immersturm Bolt in particular).
Fire of Oroborg and Fireborn Herald: Noted
Restless Seeking: The 'discard a card' IS the cost, at least that's how it's supposed to work. See Dread Return. The reminder text makes this clearer: (As you draw this card, you may reveal it and discard a card.)
Flames of the Forge: A lot of the Mantle equipment in this set have conditions take time to set up, this actually works well with that, as you can use this to play them then trigger them and equip them without paying anything for them. It might not work this sort of way, but that's the idea. I don't want to use re-equipping effects as I already have a few, and while the synergy with Mantle is cool it would be problematic in larger numbers as it would mean you don't have to work toward the 'Mantle' very often. This way, you can occasionally get the synergy but without disrupting the flavour and design concept behind the mechanic.
Weapons Specialist: IDK about the wording. The one-off quality of Mantle was definitely important in my decision to make this common.
Thunerheart: A lot of my fated cards have text-space issues due to the nature of the wording, so I want to make sure some are nice and simple to allow room for some of the wordier ones that are worth it.
Destructive Excavation: I did want this to be playable LD, as a lot of LD is just junk.
Molten Touch: Just as with short-cut equip effects and mantle, artifact destruction is good at a certain amount but bad in others. The equipment theme in this set definitely works well with slightly stronger/more common removal for it as a counter-strategy, but more than that would prove to make the equipment decks weak.
Charge Forward: this card was actually designed out of wanting more creatures and an anthemn effect to round out red commons. I thought I could put them together.
But the discard IS an additional cost for the ability. Becoming fated means using its ability and its ability has two costs, the reveal and the discard. I'm not sure this works exactly, but I am pretty sure.
I see. Well, red getting CA through having no hand is probably fine, it's not very different in that case than without CA whereas being able to do it with a hand of cards is more of a concern. I remember now that I was aware that without the additional cost text that would stop CD when it's countered and allow CA with an empty hand, but those are both red things, an empty hand and countering, and it's situational. I don't think it's breaking, but you might consider it a bend.
Two things:
One, I have concluded against using non-God enchantment creatures definitively, mostly because I simply have decided that I do not think they are necessary. I'm not sure about Gods though, they are still proving to be very unclear in which version is best. I'm giving strong consideration to non-enchantment versions that are just big mythics like the Praetors.
Two, I have done further superficial playtesting, still not to the standard I want, but enough that I have made a few tweaks and am considering further. I am moving towards equipment because I needed more things for to do. is being moved slightly toward an evasive creature strategy where was and I am thinking of making that the primary theme over fated-fuelled control.
-
It's been quite a while since updates, and that's because I was trying to do more playtesting, but I have yet to complete any major runs due to time concerns. TBH it's not that I don't have the time at all, it's just that I don't want playtesting the set to be work, I want it to be something I can do freely and not under strain. I WILL eventually do some proper playtesting, but for now expect things to continue slowly.
Ok, Jace's Ultimate is WAAAAAAAAAAY to overpowered (in my opinion). Hell, Beacon of Tomorrows has a 7 CMC and that's hard to pull off, with Jace on the field, you only have to wait THREE turns to get his Ultimate. Assuming you don't play the cards from his +1 loyalty, you'll have THREE extra turns just for waiting three. Magic be damned for how overpowered this would make blue.
Just the crits here and just the uncommons/rares. I'll crit the commons soon. If I didn't mention a particular card, it's because imo, it's fine for playtesting. Good stuff overall
Jace – Love the Spellbook rider. The rest seems trite.
Gyamus – very flavorful. seems solid enough.
Haldrim – a mythic like this deserves good old lifelink. right now it’s just a bad rare.
Arathus – I’ll assume you’re going with the toughness 4 or more version of overwhelm. otherwise it’s irrelevant 99% of the time.
Miasar – Curse of Death's Hold isn’t so good that it needs to get nerfed for a legendary mythic 6/6 with trinket text
Oroborg – basically Thundermaw Hellkite on legs. seems okay but not much of a legend.
Daramr – I highly recommend Cathedral Membrane wording. If someone is janky enough to exploit the death during combat triggers, then they deserve the payoff.
Honored — When Daramar, the Warrior King dies during combat, put three 1/1 white spirit creature tokens with flying onto the battlefield.
Skybreaker's Passing – Nice flavor. I don’t know why, but it hurts my eyes to see double white spot removal, especially at rare.
Grand Mistreader – “Fated” works better as an ability word imo.You may recall foreshadow:
Foreshadow – When you draw Card Name, you may reveal it and pay <COST>. If you do, EFFECT.
Blizzard Sculptor – This isn’t going to be fun for anyone. The player has to telegraph the otherwise surprise etb ability and opponents have to manage the mental baggage of knowing its in your hand.
Dagger of Cold – This is a godaweful rare in light of Aetherize and badly named to boot.
Darakr - black prowess. care to explain?
Dragonfire Warrior – looks more like a common.
Magmaskin – seems too similar to Oroborg
Attigar's Clan-Leader – “with two additional” not “and additional two”
Invoke the Deepwood – Suggest name: Deepwood Invocation
Forgotten Hero – exile would be more in flavor and color imo
Deepwood Hunter – obscenely good.
Call to the Vordr – this isn’t rare caliber but would be a great uncommon.
Watchkeep Captain – seems more suitable as common
Battlefield Saviour – why not good ole protection from color or prevent all damage?
Arm With Faith – imo Doesn’t belong in a set with Reinforce.
Gust Rider – a 2/4 for 3cmc is stepping on green’s toes especially considering it has so much odd mechanical stuff going on.
Stormsea Gale – power creep years ahead of its time. this is a HUGE reinforce in blue for only 3cmc on a pretty robust body.
Marus's Veil – looks like a common
Felamas Stalker – looks like a rare and increase the cmc. if your opponent doesn’t have an answer and quick, it’s game over.
Thought Stealer – is a Cleric?
Darakr Betrayer – such a punisher seems rare these days.
Ride into Battle – from a top down perspective, this doesn’t add up. sounds more like “target attacking creature you control fights target creature defending player controls”.
Halumir's Traveler – unprintably bad. either bump up the reinforce cost siginificantly and downgrade it to common; or bump up the casting cost and make it untap up to two target lands.
Lorekeeper Valkyrie – what’s blue about this?
Skallan Deathless – the effect should vitalize.
Thunder Speaker – I guess it’s okay, but it feels like the abilities step on each other’s toes.
Risen Infiltrator – suspiciously good. I’m sure you’re aware that it can act like an enchantment. I’ll be surprised if it doesn’t wind up rare.
Fury of the Primeval – from what I’m seeing,so far this is an absolute bomb in your limited format.
Thorn of Alesis – “becomes untapped”. I think most of these mantle effects are going to have to be majorly adjusted. If the cards can fit the text, you may want to include a high equip cost of 4+
Stone Circle – no bones about it, this is uncommon.
Dwarven Golem – this is blatant colorless power creep. fortunately, it’s a perfect spot for a 1/1 for 1.
UPDATE
Looking back at this set again in terms of playtesting. Would be deeper into it if Alliances wasn't also so deserving of time to make a thing. Currently trying to work out how to schedule testing for both.
@Legend
Oh, wow. Never responded to this. I presume I read it and didn't get around to a response.
Jace – Love the Spellbook rider. The rest seems trite.
In what way?
Haldrim – a mythic like this deserves good old lifelink. right now it’s just a bad rare.
The Giants do need a go over eventually. The lower rarities have been my focus for a while, for testing reasons.
Arathus – I’ll assume you’re going with the toughness 4 or more version of overwhelm. otherwise it’s irrelevant 99% of the time.
Yup.
Daramr – I highly recommend Cathedral Membrane wording. If someone is janky enough to exploit the death during combat triggers, then they deserve the payoff.
Honored — When Daramar, the Warrior King dies during combat, put three 1/1 white spirit creature tokens with flying onto the battlefield.
I don't like the flavour of attacking or blocking then being killed just after and that not counting, I also want to enforce a major point of the mechanic, it encourages aggressive creature trading.
Grand Mistreader – “Fated” works better as an ability word imo.You may recall foreshadow:
Foreshadow – When you draw Card Name, you may reveal it and pay <COST>. If you do, EFFECT
I want to be able to reference Fated on other cards. I can't do that anywhere near as elegantly with an ability word.
Blizzard Sculptor – This isn’t going to be fun for anyone. The player has to telegraph the otherwise surprise etb ability and opponents have to manage the mental baggage of knowing its in your hand.
Perhaps.
The card is setup such that you're probably playing it ASAP.
Dagger of Cold – This is a godaweful rare in light of ADarakr - black prowess. care to explain?etherize and badly named to boot.
In light of Aetherize, which it's generally better than? The only drawaback is a measly +1 U in the cost, for the options of hitting blockers and being able to leave creatures on board that you want to stay on board, either because you can kill them efficiently now or because the opponent would benefit too much with ETB effects from replaying them. And Aetherize isn't very bad.
What's wrong with the name?
Darakr - black prowess. care to explain?
+1/+1 boosts are solidly in black's colour pie and caring noncreature spells is about black as is it white, so in my custom sets, black is allowed to get prowess sometimes.
Dragonfire Warrior – looks more like a common.
It's a Shock on legs. It's potential CA. It's sizable board complexity (adds extra combat math). Why common? Uncommon, maybe, but common? I don't see it.
Attigar's Clan-Leader – “with two additional” not “and additional two”
Source?
Invoke the Deepwood – Suggest name: Deepwood Invocation
I'm considering it.
Forgotten Hero – exile would be more in flavor and color imo
The flavour is lashing out and destroying everything out of spite, so exile doesn't really work for that. Both white and black normally don't do sweeping exile, so I don't see what that would be more in colour.
Deepwood Hunter – obscenely good.
It's definitely pushed.
Call to the Vordr – this isn’t rare caliber but would be a great uncommon.
I have considered making this one stronger. Probably will eventually.
Watchkeep Captain – seems more suitable as common
Potentially instant speed on-board combat tricks is not something that's normally wanted at common.
Battlefield Saviour – why not good ole protection from color or prevent all damage?
I'll give you a clue. It starts with 'H' and ends with 'onoured'.
Arm With Faith – imo Doesn’t belong in a set with Reinforce.
I have considered removing this for that reason.
Gust Rider – a 2/4 for 3cmc is stepping on green’s toes especially considering it has so much odd mechanical stuff going on
Is this really a problem at uncommon?
Stormsea Gale – power creep years ahead of its time. this is a HUGE reinforce in blue for only 3cmc on a pretty robust body.
The Reinforce cost is 4cmc.
Marus's Veil – looks like a common
Yeah, might change that one.
Felamas Stalker – looks like a rare and increase the cmc. if your opponent doesn’t have an answer and quick, it’s game over.
I agree, probably needs to change.
Thought Stealer – is a Cleric?
It would seem so.
Darakr Betrayer – such a punisher seems rare these days.
Might be over the line, yes.
Ride into Battle – from a top down perspective, this doesn’t add up. sounds more like “target attacking creature you control fights target creature defending player controls”.
You're riding, so you've got speed and agility. You can come charging in, don't need to wait and form rank. Makes sense to me.
Halumir's Traveler – unprintably bad. either bump up the reinforce cost siginificantly and downgrade it to common; or bump up the casting cost and make it untap up to two target lands.
Strictly better Voyaging Satyr doesn't strike me as 'unprintable'.
Lorekeeper Valkyrie – what’s blue about this?
Flying is prominent in blue. Tap effects are prominent in blue. High toughness is prominent in blue. Life gain is the only non-mono-blue-doable part of this.
Yes, it could be mono-white and not mono-blue, but perfect balance isn't required for these sorts of cards.
Skallan Deathless – the effect should vitalize.
I think I'll probably just make it a 4/5.
Thunder Speaker – I guess it’s okay, but it feels like the abilities step on each other’s toes.
It's supposed to be 'prowess except also counts fated triggers'. Supports the spells archetype.
Risen Infiltrator – suspiciously good. I’m sure you’re aware that it can act like an enchantment. I’ll be surprised if it doesn’t wind up rare.
We'll see then
Fury of the Primeval – from what I’m seeing,so far this is an absolute bomb in your limited format.
It's pushed.
Thorn of Alesis – “becomes untapped”.
Yeah, alright
I think most of these mantle effects are going to have to be majorly adjusted. If the cards can fit the text, you may want to include a high equip cost of 4+
I very intentionally don't have any mantle cards with equip costs, and that's because the whole point of the ability is to convey the flavour that the weapon is earned, and not simply acquired.
Stone Circle – no bones about it, this is uncommon.
Perhaps.
Dwarven Golem – this is blatant colorless power creep.
Is it really that strong?
fortunately, it’s a perfect spot for a 1/1 for 1.
It's got 4 power to help enable 4 power matters in any colour that wants to pick it up, and most importantly, so it can use Attigar's Warclub. I don't want to stop the 'put equipment on me' creature from having equipment put on it :p.
Attigar's Clan-Leader: You asked for a source:
“with two additional” = Necromantic Summons (the only card with my suggested wording)
"an additional two" = Double Take (the only card with your current wording)
Thought Stealer: haha okay. mind explaining why a thought stealer is a cleric?
Halumir's Traveler: At least include a couple of lands in the set that are worth untapping. I mean, have you played with Reinforce 1 ? It really isn't that great.
Lorekeeper Valkyrie: Consider making this 2W and make Gust Rider the 1WU card.
Fury of the Primeval: "Bomb" wasn't the right word there. "Pushed" as you say.
Dwarven Golem - I think I somehow misread that the creature itself had indestructible.
Attigar's Clan-Leader: You asked for a source:
“with two additional” = Necromantic Summons (the only card with my suggested wording)
"an additional two" = Double Take (the only card with your current wording)
Alright, seems like 'with two additonal' is the right wording then. Will fix.
Thought Stealer: haha okay. mind explaining why a thought stealer is a cleric?
It's a follower of a rogue cult.
Halumir's Traveler: At least include a couple of lands in the set that are worth untapping. I mean, have you played with Reinforce 1 ? It really isn't that great.
I'll probably try it with Reinforce 1- at some point.
Lorekeeper Valkyrie: Consider making this 2W and make Gust Rider the 1WU card.
That's probably a good idea.
Dwarven Golem - I think I somehow misread that the creature itself had indestructible.
Understandable.
I really like this design, whatever happens, I want to keep the effect somewhere in set.
Jace, the Traveler: Actually, just the draw effect is meh. I mean, it’s straight off original Jace.
Thought Stealer: Rogue Cleric?
Dagger of Cold: Actually, the name is fine, just not for this card. How does bouncing creatures = “Dagger” of “Cold”? It doesn’t. This card is simply not rare material. Again, Aetherize for comparison. Consider:
Dagger of Cold (Common) U
Instant
Tap target creature. That creature doesn’t untap during its controller’s next untap step.
Icewind Gale (Uncommon) 4UU
Instant
Return any number of attacking or blocking creatures your opponents control to their owner's hands.
Darakr Cursemaker: Makes sense, the “Shade” ability and what not. I can easily see Prowess as tertiary in black.
Dragonfire Warrior: On second thought, it’s probably uncommon. I mean, could you imagine opening this as a rare in a pack? meh.
Jace, the Traveler: Actually, just the draw effect is meh. I mean, it’s straight off original Jace.
It fits well here, and Jace is Jace, so there's actually a nice aesthetic to the commonality of the effect. Jace is the kind of card that's likely to change, so we will see.
Thought Stealer: Rogue Cleric?
Doesn't seem necessary
Actually, the name is fine, just not for this card. How does bouncing creatures = “Dagger” of “Cold”?
It's a sweeping offence against enemies = dagger
ice magic = cold
This card is simply not rare material. Again, Aetherize for comparison.
Honored - Favorite mechanic. Both good and flavorful. A+.
If you're looking for Mythic suggestions, maybe a white enchantment that's Valhalla-esque, and have it give each creature you control an Honored ability. Life gain or something, maybe? Spirit tokens? (specify that nontoken creatures you control have the Honored ability if you have it make spirit tokens, so it doesn't become a one card combo)
Mantle - 2nd favorite. It'll be fun to achieve the Mantle qualification and say "my 1/1 Bird mantles the Hammer of the Gods" or something.
Fated - Is this different from the Avacyn Restored Miracle ability? If so, how?
Reinforce - Staaay. IMO, Reinforce didn't see enough love, and it's good to see it again.
Overwhelm - Feels like a more brute and less deceptive Ninjutsu. Least favorite, but I still like it, and it earns its place.
If you didn't know, there's a program called MSE2 - Magic Set Editor 2. Free download. Lets you make Magic Cards as they're meant to appear.
When this is done, I'm printing it out and playing it with some of my Asatru friends.
Honored - Favorite mechanic. Both good and flavorful. A+.
Thanks
If you're looking for Mythic suggestions, maybe a white enchantment that's Valhalla-esque, and have it give each creature you control an Honored ability. Life gain or something, maybe? Spirit tokens? (specify that nontoken creatures you control have the Honored ability if you have it make spirit tokens, so it doesn't become a one card combo)
Maybe.
Mantle - 2nd favorite. It'll be fun to achieve the Mantle qualification and say "my 1/1 Bird mantles the Hammer of the Gods" or something.
Fated - Is this different from the Avacyn Restored Miracle ability? If so, how?
Miracle allows alternate cost when you draw it, this gives a paid ability when you draw it. This gives two main differences- Fated doesn't use up the card, and Fated's effect can be different from the actual card effect.
Reinforce - Staaay. IMO, Reinforce didn't see enough love, and it's good to see it again.
A lot of people seem to agree.
Overwhelm - Feels like a more brute and less deceptive Ninjutsu. Least favorite, but I still like it, and it earns its place.
What exactly don't you like about it?
If you didn't know, there's a program called MSE2 - Magic Set Editor 2. Free download. Lets you make Magic Cards as they're meant to appear.
Individual card changes:
-Gyamus, the Huntmaster- dropped to 4 for 3 loyalty
-Halumir, the Skybreaker- redesign
-Arathus, the Northwind- changed saboteur draw ability to ETB bounce
-Attigar, the Earthwaker- redesign
-Oroborg, the Burning- upped to 6 for 6/6
-Darakr Cursemaker- lost menace, gained 1 toughness
-Armament Master- now procs when you put counters on any creature rather than just itself
-Attigar's Clan Leader- renamed as 'Attigar's Chosen' now a 6/5 and ability only gives 1 counter
-High Thane Utaric- now grants ping ability instead of menance and free equip on ETB
-Immersturm Rider- replaced with new design 'Flame's Venegeance'
-Jotnar Warcaller- up to 5 for 5/6
-Mianir Warleader- down to 4 for 3/5
-Call to the Vordr- added 'you gain 2 life'.
-Deepwood Hunter- renamed as 'Deepwood Revenant', now a Treefolk Spirit, and lost 1 toughness
-Felamas Stalker- increased colored requirement in cost, gave control of bounce to opponent
-Marus's Veil- dropped to 1 cost, now only hits enemies for both parts
-World Raiser- overwhelm cost dropped to .
-Skallen Deathless- 3/5->4/4, ability cost lowered to
-Bone Thrasher- changed third ability to power buff because previous ability was redundant with Overwhelm
-Horizon Gaze- renamed as 'Profound Journey'
-Cunning Manoeuvre- renamed as 'Toward Destiny'
Preliminary God designs added.
EDIT: not enough exclamation points here
Preliminary God designs added!!!
better
-Creature number increased, Clear Through replaced.
-Added a 3 drop, Deepwood Drummer
-Decided Wilder Wurm with high reinforce number was too fiddly and resorted to a french vanilla
-Collosal Weaver is done because it simply can, development is not a part of this set yet, so this kind of thing is not determinable.
-Verdant Future uses 'colour' because I am Australian and I use that spelling normally. I know, yes, it's normally American English but whatever.
Thanks for your input!
-
On a separate note, I am hoping to finally do the all commons playtest this weekend, so I will be doing a second pass of commons beforehand. I have been tweaking the cardlist a little in the higher rarities as well.
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
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
mechanical themes
-combat
-equipment
-+1/+1 counters
-power matters
-library
experience goals (thematic gameplay/cinematic design)
-sense of ominousness
-back-and-forth gameplay
-emphasis on creatures through combat
-moderate/slow format speed
-sense of epicness
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
For a lot of these cards, changes won't occur because it would require reshuffling that isn't worth it for more development reasons when the set is still midway through design.
Card comment responses:
Ashen-Path Keeper: May change, I'm thinking about it.
Immersturm Bolt: The power level of removal in this set has fluctuated to be higher than the current level, just as the current level fluctuated from a higher one. This is just a rough plan, done because development has talked about fluctuating development and I wanted to incorporate the concept. This card could well prove to be unnecessarily powerful, but I don't think it is broken compared to Flame Slash and Lightning Strike.
Jotnar Herald: Overwhelm seems to pretty polarising, most people seem to either dislike or like it considerably. It has overall, though, performed sub-optimally in initial player responses. Like Exalted, this could just be a very minor issue, but it could be a sign that the mechanic is bad as well.
Strong common two drops in red is something that could be an issue. I didn't want to push this card for playtests, partly because I have pushed others (Immersturm Bolt in particular).
Fire of Oroborg and Fireborn Herald: Noted
Restless Seeking: The 'discard a card' IS the cost, at least that's how it's supposed to work. See Dread Return. The reminder text makes this clearer: (As you draw this card, you may reveal it and discard a card.)
Flames of the Forge: A lot of the Mantle equipment in this set have conditions take time to set up, this actually works well with that, as you can use this to play them then trigger them and equip them without paying anything for them. It might not work this sort of way, but that's the idea. I don't want to use re-equipping effects as I already have a few, and while the synergy with Mantle is cool it would be problematic in larger numbers as it would mean you don't have to work toward the 'Mantle' very often. This way, you can occasionally get the synergy but without disrupting the flavour and design concept behind the mechanic.
Weapons Specialist: IDK about the wording. The one-off quality of Mantle was definitely important in my decision to make this common.
Thunerheart: A lot of my fated cards have text-space issues due to the nature of the wording, so I want to make sure some are nice and simple to allow room for some of the wordier ones that are worth it.
Destructive Excavation: I did want this to be playable LD, as a lot of LD is just junk.
Molten Touch: Just as with short-cut equip effects and mantle, artifact destruction is good at a certain amount but bad in others. The equipment theme in this set definitely works well with slightly stronger/more common removal for it as a counter-strategy, but more than that would prove to make the equipment decks weak.
Charge Forward: this card was actually designed out of wanting more creatures and an anthemn effect to round out red commons. I thought I could put them together.
Thanks for the continued feedback!
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
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 see. Well, red getting CA through having no hand is probably fine, it's not very different in that case than without CA whereas being able to do it with a hand of cards is more of a concern. I remember now that I was aware that without the additional cost text that would stop CD when it's countered and allow CA with an empty hand, but those are both red things, an empty hand and countering, and it's situational. I don't think it's breaking, but you might consider it a bend.
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
Two things:
One, I have concluded against using non-God enchantment creatures definitively, mostly because I simply have decided that I do not think they are necessary. I'm not sure about Gods though, they are still proving to be very unclear in which version is best. I'm giving strong consideration to non-enchantment versions that are just big mythics like the Praetors.
Two, I have done further superficial playtesting, still not to the standard I want, but enough that I have made a few tweaks and am considering further. I am moving towards equipment because I needed more things for to do. is being moved slightly toward an evasive creature strategy where was and I am thinking of making that the primary theme over fated-fuelled control.
-
It's been quite a while since updates, and that's because I was trying to do more playtesting, but I have yet to complete any major runs due to time concerns. TBH it's not that I don't have the time at all, it's just that I don't want playtesting the set to be work, I want it to be something I can do freely and not under strain. I WILL eventually do some proper playtesting, but for now expect things to continue slowly.
Thank you for reading.
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
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
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
Set is changing due to Magic Origins evergreen mechanics changes:
I have done some initial changes to the set based on this, but this is going to stir up quite a bit of updates. So, yay?
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
Going on hiatus (will be locked) until I find time for playtesting. I will be working on Fate of Alara in the meantime.
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
Going into some proper physical playtests.
Updating card file with changes for the first round. Info to follow.
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
Jace – Love the Spellbook rider. The rest seems trite.
Gyamus – very flavorful. seems solid enough.
Haldrim – a mythic like this deserves good old lifelink. right now it’s just a bad rare.
Arathus – I’ll assume you’re going with the toughness 4 or more version of overwhelm. otherwise it’s irrelevant 99% of the time.
Miasar – Curse of Death's Hold isn’t so good that it needs to get nerfed for a legendary mythic 6/6 with trinket text
Oroborg – basically Thundermaw Hellkite on legs. seems okay but not much of a legend.
Daramr – I highly recommend Cathedral Membrane wording. If someone is janky enough to exploit the death during combat triggers, then they deserve the payoff.
Honored — When Daramar, the Warrior King dies during combat, put three 1/1 white spirit creature tokens with flying onto the battlefield.
Skybreaker's Passing – Nice flavor. I don’t know why, but it hurts my eyes to see double white spot removal, especially at rare.
Grand Mistreader – “Fated” works better as an ability word imo.You may recall foreshadow:
Foreshadow – When you draw Card Name, you may reveal it and pay <COST>. If you do, EFFECT.
Blizzard Sculptor – This isn’t going to be fun for anyone. The player has to telegraph the otherwise surprise etb ability and opponents have to manage the mental baggage of knowing its in your hand.
Dagger of Cold – This is a godaweful rare in light of Aetherize and badly named to boot.
Darakr - black prowess. care to explain?
Dragonfire Warrior – looks more like a common.
Magmaskin – seems too similar to Oroborg
Attigar's Clan-Leader – “with two additional” not “and additional two”
Invoke the Deepwood – Suggest name: Deepwood Invocation
Forgotten Hero – exile would be more in flavor and color imo
Deepwood Hunter – obscenely good.
Call to the Vordr – this isn’t rare caliber but would be a great uncommon.
Watchkeep Captain – seems more suitable as common
Battlefield Saviour – why not good ole protection from color or prevent all damage?
Arm With Faith – imo Doesn’t belong in a set with Reinforce.
Gust Rider – a 2/4 for 3cmc is stepping on green’s toes especially considering it has so much odd mechanical stuff going on.
Stormsea Gale – power creep years ahead of its time. this is a HUGE reinforce in blue for only 3cmc on a pretty robust body.
Marus's Veil – looks like a common
Felamas Stalker – looks like a rare and increase the cmc. if your opponent doesn’t have an answer and quick, it’s game over.
Thought Stealer – is a Cleric?
Darakr Betrayer – such a punisher seems rare these days.
Ride into Battle – from a top down perspective, this doesn’t add up. sounds more like “target attacking creature you control fights target creature defending player controls”.
Halumir's Traveler – unprintably bad. either bump up the reinforce cost siginificantly and downgrade it to common; or bump up the casting cost and make it untap up to two target lands.
Lorekeeper Valkyrie – what’s blue about this?
Skallan Deathless – the effect should vitalize.
Thunder Speaker – I guess it’s okay, but it feels like the abilities step on each other’s toes.
Risen Infiltrator – suspiciously good. I’m sure you’re aware that it can act like an enchantment. I’ll be surprised if it doesn’t wind up rare.
Fury of the Primeval – from what I’m seeing,so far this is an absolute bomb in your limited format.
Thorn of Alesis – “becomes untapped”. I think most of these mantle effects are going to have to be majorly adjusted. If the cards can fit the text, you may want to include a high equip cost of 4+
Stone Circle – no bones about it, this is uncommon.
Dwarven Golem – this is blatant colorless power creep. fortunately, it’s a perfect spot for a 1/1 for 1.
Looking back at this set again in terms of playtesting. Would be deeper into it if Alliances wasn't also so deserving of time to make a thing. Currently trying to work out how to schedule testing for both.
@Legend
Oh, wow. Never responded to this. I presume I read it and didn't get around to a response.
In what way?
The Giants do need a go over eventually. The lower rarities have been my focus for a while, for testing reasons.
Yup.
I don't like the flavour of attacking or blocking then being killed just after and that not counting, I also want to enforce a major point of the mechanic, it encourages aggressive creature trading.
I want to be able to reference Fated on other cards. I can't do that anywhere near as elegantly with an ability word.
Perhaps.
The card is setup such that you're probably playing it ASAP.
In light of Aetherize, which it's generally better than? The only drawaback is a measly +1 U in the cost, for the options of hitting blockers and being able to leave creatures on board that you want to stay on board, either because you can kill them efficiently now or because the opponent would benefit too much with ETB effects from replaying them. And Aetherize isn't very bad.
What's wrong with the name?
+1/+1 boosts are solidly in black's colour pie and caring noncreature spells is about black as is it white, so in my custom sets, black is allowed to get prowess sometimes.
It's a Shock on legs. It's potential CA. It's sizable board complexity (adds extra combat math). Why common? Uncommon, maybe, but common? I don't see it.
Source?
I'm considering it.
The flavour is lashing out and destroying everything out of spite, so exile doesn't really work for that. Both white and black normally don't do sweeping exile, so I don't see what that would be more in colour.
It's definitely pushed.
I have considered making this one stronger. Probably will eventually.
Potentially instant speed on-board combat tricks is not something that's normally wanted at common.
I'll give you a clue. It starts with 'H' and ends with 'onoured'.
I have considered removing this for that reason.
Is this really a problem at uncommon?
The Reinforce cost is 4cmc.
Yeah, might change that one.
I agree, probably needs to change.
It would seem so.
Might be over the line, yes.
You're riding, so you've got speed and agility. You can come charging in, don't need to wait and form rank. Makes sense to me.
Strictly better Voyaging Satyr doesn't strike me as 'unprintable'.
Flying is prominent in blue. Tap effects are prominent in blue. High toughness is prominent in blue. Life gain is the only non-mono-blue-doable part of this.
Yes, it could be mono-white and not mono-blue, but perfect balance isn't required for these sorts of cards.
I think I'll probably just make it a 4/5.
It's supposed to be 'prowess except also counts fated triggers'. Supports the spells archetype.
We'll see then
It's pushed.
Yeah, alright
I very intentionally don't have any mantle cards with equip costs, and that's because the whole point of the ability is to convey the flavour that the weapon is earned, and not simply acquired.
Perhaps.
Is it really that strong?
It's got 4 power to help enable 4 power matters in any colour that wants to pick it up, and most importantly, so it can use Attigar's Warclub. I don't want to stop the 'put equipment on me' creature from having equipment put on it :p.
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
“with two additional” = Necromantic Summons (the only card with my suggested wording)
"an additional two" = Double Take (the only card with your current wording)
Thought Stealer: haha okay. mind explaining why a thought stealer is a cleric?
Halumir's Traveler: At least include a couple of lands in the set that are worth untapping. I mean, have you played with Reinforce 1 ? It really isn't that great.
Lorekeeper Valkyrie: Consider making this 2W and make Gust Rider the 1WU card.
Fury of the Primeval: "Bomb" wasn't the right word there. "Pushed" as you say.
Dwarven Golem - I think I somehow misread that the creature itself had indestructible.
Alright, seems like 'with two additonal' is the right wording then. Will fix.
It's a follower of a rogue cult.
I'll probably try it with Reinforce 1- at some point.
That's probably a good idea.
Understandable.
I really like this design, whatever happens, I want to keep the effect somewhere in set.
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
Thought Stealer: Rogue Cleric?
Dagger of Cold: Actually, the name is fine, just not for this card. How does bouncing creatures = “Dagger” of “Cold”? It doesn’t. This card is simply not rare material. Again, Aetherize for comparison. Consider:
Dagger of Cold (Common)
U
Instant
Tap target creature. That creature doesn’t untap during its controller’s next untap step.
Icewind Gale (Uncommon)
4UU
Instant
Return any number of attacking or blocking creatures your opponents control to their owner's hands.
Darakr Cursemaker: Makes sense, the “Shade” ability and what not. I can easily see Prowess as tertiary in black.
Dragonfire Warrior: On second thought, it’s probably uncommon. I mean, could you imagine opening this as a rare in a pack? meh.
It fits well here, and Jace is Jace, so there's actually a nice aesthetic to the commonality of the effect. Jace is the kind of card that's likely to change, so we will see.
Doesn't seem necessary
It's a sweeping offence against enemies = dagger
ice magic = cold
And this is not Aetherize.
Evacuate, Inundate, Whelming Wave for comparison.
It's a one drop that trades with 3 toughness creatures or a 2 toughness and a 1 toughness. That's pretty good.
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
If you're looking for Mythic suggestions, maybe a white enchantment that's Valhalla-esque, and have it give each creature you control an Honored ability. Life gain or something, maybe? Spirit tokens? (specify that nontoken creatures you control have the Honored ability if you have it make spirit tokens, so it doesn't become a one card combo)
Mantle - 2nd favorite. It'll be fun to achieve the Mantle qualification and say "my 1/1 Bird mantles the Hammer of the Gods" or something.
Fated - Is this different from the Avacyn Restored Miracle ability? If so, how?
Reinforce - Staaay. IMO, Reinforce didn't see enough love, and it's good to see it again.
Overwhelm - Feels like a more brute and less deceptive Ninjutsu. Least favorite, but I still like it, and it earns its place.
If you didn't know, there's a program called MSE2 - Magic Set Editor 2. Free download. Lets you make Magic Cards as they're meant to appear.
When this is done, I'm printing it out and playing it with some of my Asatru friends.
Thanks
Maybe.
Miracle allows alternate cost when you draw it, this gives a paid ability when you draw it. This gives two main differences- Fated doesn't use up the card, and Fated's effect can be different from the actual card effect.
A lot of people seem to agree.
What exactly don't you like about it?
Oh, I know.
see attachments
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
UPDATES
Individual card changes:
-Gyamus, the Huntmaster- dropped to 4 for 3 loyalty
-Halumir, the Skybreaker- redesign
-Arathus, the Northwind- changed saboteur draw ability to ETB bounce
-Attigar, the Earthwaker- redesign
-Oroborg, the Burning- upped to 6 for 6/6
-Darakr Cursemaker- lost menace, gained 1 toughness
-Armament Master- now procs when you put counters on any creature rather than just itself
-Attigar's Clan Leader- renamed as 'Attigar's Chosen' now a 6/5 and ability only gives 1 counter
-High Thane Utaric- now grants ping ability instead of menance and free equip on ETB
-Immersturm Rider- replaced with new design 'Flame's Venegeance'
-Jotnar Warcaller- up to 5 for 5/6
-Mianir Warleader- down to 4 for 3/5
-Call to the Vordr- added 'you gain 2 life'.
-Deepwood Hunter- renamed as 'Deepwood Revenant', now a Treefolk Spirit, and lost 1 toughness
-Felamas Stalker- increased colored requirement in cost, gave control of bounce to opponent
-Marus's Veil- dropped to 1 cost, now only hits enemies for both parts
-World Raiser- overwhelm cost dropped to .
-Skallen Deathless- 3/5->4/4, ability cost lowered to
-Bone Thrasher- changed third ability to power buff because previous ability was redundant with Overwhelm
-Horizon Gaze- renamed as 'Profound Journey'
-Cunning Manoeuvre- renamed as 'Toward Destiny'
Preliminary God designs added.
EDIT: not enough exclamation points here
Preliminary God designs added!!!
better
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