So, I've been reading through all the official Magic story lines for a good few days now, and I started to consider creating my own multiverse. So, here I am. I'll be doing it in the new style of Wizard's set creation, (2 set blocks, no core sets.) Except, possibly, beginning with a core set. I just wanted to know if people would like to join in? I'll be using Magic Set Editor to make the cards, and I will be creating a plugin for LackeyCCG so that this whole multiverse will be playable like the real card game.
Just want some feedback!
Edit: It's been about two weeks now, so I'm going to close the poll in which... two people voted. So, since it's a tie, I'll break the tie by saying this: There will be a starting core set. This core set's purpose is to lay a framework for the plugin, and introduce the story-line planeswalkers. As the only core set of this plugin, I will make it a small set of 160 cards.
Off I go to work on it!
Edit the Third: The Planeswalkers that had been planned received some reviews that made me retract them. They are to be revised, and then they will return, but until then, here are some of the mythic rares in the set:
Soulflow Archangel 2WW
Creature - Angel Mythic Rare
Flying, lifelink, vigilance.
Whenever a creature you control with lifelink deals combat damage, put a +1/+1 counter on that creature.
At the beginning of each combat, target creature you control gains lifelink until the end of the turn.
4/4
Belela Floodmaster 3UUU
Creature - Leviathan Mythic Rare
Islandwalk, hexproof
At the beginning of your upkeep, put a flood counter on target land.
Lands with flood counters on them are Islands.
6/6
Hodgemarsh Overlord 3BB
Creature - Demon Mythic Rare
Flying, trample
Whenever a player sacrifices a permanent, put a +1/+1 counter on a creature you control.
Whenever Hodgemarsh Overlord deals damage to a player, that player sacrifices a creature.
Sacrifice a creature: Regenerate Hodgemarsh Overlord.
4/4
Promox Lavadragon 2RR
Creature - Dragon Mythic Rare
Haste, flying, protection from colored spells.
Pay 4 life: Tap Promox Lavadragon. Any player may activate this ability.
5/5
Locus Hydra GGGGG
Creature - Hydra Mythic Rare
Trample
Locus Hydra enters the battlefield with 5 +1/+1 counters. Whenever you add green mana to your mana pool, put X +1/+1 counters on Locus Hydra, where X is the amount of green mana added to your mana pool.
When Locus Hydra dies, add X green mana to your mana pool, where X is the number of +1/+1 counters on it. Your mana pool does not empty until the beginning of your next end step.
0/0
Certainly! Sorry about the delay, huge school assignment devoured my time for the meanwhile, but I'm getting back to work on this now. Mainly, I'd like some debate about what a starting core set could do to either help or harm the meta of this mini-magic.
I believe I'm going to call this; "Magic: The Scattering" for the name of the plugin and all.
I voted no on the core set because if you have one, then it and the first set of your story line block will rotate out together, leaving the second set to rotate out with either the first set of another block, or another coreset.
Also, I wouldn't mind helping with building the sets, I've been wanting to start doing card creation but wasn't quite sure where to start.
Here's the plan with set rotation: The original core set will rotate out as the current wheel lies. Basically, as follows:
To start with, the only set in existence, the core set, will, of course, be the only set in Standard. (or Modern/Legacy/Vintage/etc)
First Block begins, and the core set is still in standard.
Second Block happens, the core set and the first block are still in standard.
Third Block happens, and this is the point where the Core Set and First Block rotate out.
So yeah, the first block and the core set would rotate out together. I just fail to see how this is a bad thing. What do you mean, Xenannigans?
The Walkers just got added everyone, so please, some feedback on them would be appreciated. What do you all think? Too powerful? Unbalanced? Underpowered? Bad synergy? All constructive feedback you can give, please!
actually rotation begins with the Fourth block. There are always 3 blocks in (the new) Standard.
OTOH having the core set rotate by itself when Third block enters is doable. basically core set jump-starts standard with half a block. the first true standard begins with Second block (and Core set and First block.) When Third block enters, Core set can rotate out alone.
Before making any Walkers, don't you want to flesh out a bit more concept? Since this is a Core Set, Story isn't really that relevant, which means you can focus more on colour idendity and mechanics. Do you want to make new mechanics or rather recycle old ones? What's the focus, which colour combinations are feasible? I think that is much more important than churning out some Walkers right away. The ones you posted are nice, but really generic. Even if it is a Core Set, something new should be brought to the table. Non-mundane Walkers could be a way to make this Set interessting, especially if they synchronize with some cards in the Set.
So honestly, I think it would be better to create mechanics and some possible Meta, like UW is playable or GB etc; then make Walkers.
For now, I'll assume you want a current standard level of balance. On that note, the walkers:
White:
The +1 is Elspeth Tirel's +1 (or +2), and the -1 is easily comparable to her -2 as well. This guy should cost 3WW as is, but I feel this isn't a good identity.
Blue:
Way too strong. The +1 is Tamiyo, the Moon Sage's +1, except doubled. The -2 is equal to Jace, the Living Guildpact's -3, and way more repeatable. The ult also feels out of color - with the emblem gone, it'd look more black than blue.
Black:
If anything, the +1 is a bit weak compared to Ajani Steadfast - I think it could grant +1/+1 just fine. The -2 is not appropriate at all, but not for balance reasons: -1/-1 counters should never be used in the same block as +1/+1 counters, and you use +1/+1 counters later on in this very list.
Red:
That +1 is unacceptable compared to any red walker. It'd be strong if it only damaged one creature, especially with the -2. I really do like the -2 and +4 though - it definitely made me read the card again in a new way.
Green:
I'm pretty sure this is fine, although there are two things I dislike about the design - first, it is only useful in mono green. Not a good start for a core walker. And second, its all tied to a single concept, that being mana. Planeswalkers should be broader than that - they should be able to fill more than the role of just being a mana dork.
Thats it in balance. But on core identities for walkers to carry this project:
Red is definitely the most fleshed out imo. He(?) claims the Magma Spray and Dangerous Wager abilities, and has the niche of caring about exile, which seems unique for a red card.
Next would be Green. Not the best design imo, but at least I know what he cares about and what his powers are, and with some change he could hold up just fine.
But the others... I'm not sure which to put next.
White has a core concept, but its a concept thats already well known within normal magic as Elspeth. He doesn't feel new to the game at all, and stands out as a recycled concept among the rest.
Blue is all over the place. Firstly, why straight up discard in blue? Mindculling and Gitaxias are the only precedents I know of, and they don't count as they are heavy bleeds from black. The +1 and ultimate point towards control, but the -2 is a lot more tempo based. It also seems rather generic: The three abilities of the blue walker are tap, bounce, and draw. I know these are meant to be core walkers, but this could be a lot less generic.
And black - the +1 cares about aggressive attackers, the -2 about weakening your opponent, and the ult about... ramping? This one could do with a bit of an overhaul - there's no real flavor or solid mechanics here, but with a different -2 and maybe a tweaked +1 it could feel a lot better.
Hope this helps, but I would listen to Gusto's suggestions on priorities for making this work.
What I meant was that if you started with a core set, with 2 set blocks, technically it should rotate out with the first set of the first actual block, due to those technically, with the new rotation, a block. But you could also just go with Lord of Atlantis' idea and have the core set rotate out by itself.
Edit: another option would be to make the core set non rotating, and have mediocre cards in it with a few powerhouses, that way you wouldn't have to worry about reprinting certain cards or creating replacements for cards that are going to rotate. And by mediocre I mean stuff like Cancel
...Alright, after listening to everyone, here is what I've decided.
As far as Planeswalkers go, I'll clear the slate, minus the red one. I want to fix him up so that he's good and fun.(Main priority of this whole project,) and I'll work out something for the rest.
@Gustostueckerl, you're right that Walkers should come later. I'll shelve that for now. I'll post up some of the other cards that have been fleshed out a bit instead.
@BaronVonGrixis, you can probably tell that I've read your Planeswalker post. I'm glad you like the red Walker, and it's too bad that my green one comes across as one-dimensional. I really enjoyed making him. Maybe in a block. Anywho, yeah, I'll try to make the Walkers more unique/interesting.
Yeah, I'll repost the first post with some other cards now. Thanks for feedback, all!
The archangel card seems to pushed too me. Flying life link vigilance on a 4 mana 4\4 is already damn good. Don't think it needs two other abilities. Maybe remove vigilance?
Private Mod Note
():
Rollback Post to RevisionRollBack
If you're not having fun and challenging yourself, what's the point of making a game?
Current projects: [url=http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/585616-secrets-of-innistrad-51-249][/url
Nothing else published here, but I have other things coming, I promise.
My question is, what are you really doing different with this? If you are going to be redesigning things, why not include some more fundamental changes that can't be done in modern day due to history? Like enchantment creatures from the start, better use of keywording (e.g. milling becomes discard cards from the library), modern development to allow more free card design.
Just want some feedback!
Edit: It's been about two weeks now, so I'm going to close the poll in which... two people voted. So, since it's a tie, I'll break the tie by saying this: There will be a starting core set. This core set's purpose is to lay a framework for the plugin, and introduce the story-line planeswalkers. As the only core set of this plugin, I will make it a small set of 160 cards.
Off I go to work on it!
Edit the Third: The Planeswalkers that had been planned received some reviews that made me retract them. They are to be revised, and then they will return, but until then, here are some of the mythic rares in the set:
Soulflow Archangel 2WW
Creature - Angel Mythic Rare
Flying, lifelink, vigilance.
Whenever a creature you control with lifelink deals combat damage, put a +1/+1 counter on that creature.
At the beginning of each combat, target creature you control gains lifelink until the end of the turn.
4/4
Belela Floodmaster 3UUU
Creature - Leviathan Mythic Rare
Islandwalk, hexproof
At the beginning of your upkeep, put a flood counter on target land.
Lands with flood counters on them are Islands.
6/6
Hodgemarsh Overlord 3BB
Creature - Demon Mythic Rare
Flying, trample
Whenever a player sacrifices a permanent, put a +1/+1 counter on a creature you control.
Whenever Hodgemarsh Overlord deals damage to a player, that player sacrifices a creature.
Sacrifice a creature: Regenerate Hodgemarsh Overlord.
4/4
Promox Lavadragon 2RR
Creature - Dragon Mythic Rare
Haste, flying, protection from colored spells.
Pay 4 life: Tap Promox Lavadragon. Any player may activate this ability.
5/5
Locus Hydra GGGGG
Creature - Hydra Mythic Rare
Trample
Locus Hydra enters the battlefield with 5 +1/+1 counters. Whenever you add green mana to your mana pool, put X +1/+1 counters on Locus Hydra, where X is the amount of green mana added to your mana pool.
When Locus Hydra dies, add X green mana to your mana pool, where X is the number of +1/+1 counters on it. Your mana pool does not empty until the beginning of your next end step.
0/0
Standard:
GMono-Green CountersG
Modern:
URStormUR
XMyr OverflowX
BWBlack-White TokensBW
EDH:
WUGrand Arbiter Augustine's Spell DenialWU
WGRhys's TokensWG
RKrenko's CommandR
I believe I'm going to call this; "Magic: The Scattering" for the name of the plugin and all.
Standard:
GMono-Green CountersG
Modern:
URStormUR
XMyr OverflowX
BWBlack-White TokensBW
EDH:
WUGrand Arbiter Augustine's Spell DenialWU
WGRhys's TokensWG
RKrenko's CommandR
Also, I wouldn't mind helping with building the sets, I've been wanting to start doing card creation but wasn't quite sure where to start.
Major thanks to Traprootkami for the signature.
To start with, the only set in existence, the core set, will, of course, be the only set in Standard. (or Modern/Legacy/Vintage/etc)
First Block begins, and the core set is still in standard.
Second Block happens, the core set and the first block are still in standard.
Third Block happens, and this is the point where the Core Set and First Block rotate out.
So yeah, the first block and the core set would rotate out together. I just fail to see how this is a bad thing. What do you mean, Xenannigans?
The Walkers just got added everyone, so please, some feedback on them would be appreciated. What do you all think? Too powerful? Unbalanced? Underpowered? Bad synergy? All constructive feedback you can give, please!
Standard:
GMono-Green CountersG
Modern:
URStormUR
XMyr OverflowX
BWBlack-White TokensBW
EDH:
WUGrand Arbiter Augustine's Spell DenialWU
WGRhys's TokensWG
RKrenko's CommandR
OTOH having the core set rotate by itself when Third block enters is doable. basically core set jump-starts standard with half a block. the first true standard begins with Second block (and Core set and First block.) When Third block enters, Core set can rotate out alone.
........................
So honestly, I think it would be better to create mechanics and some possible Meta, like UW is playable or GB etc; then make Walkers.
White:
The +1 is Elspeth Tirel's +1 (or +2), and the -1 is easily comparable to her -2 as well. This guy should cost 3WW as is, but I feel this isn't a good identity.
Blue:
Way too strong. The +1 is Tamiyo, the Moon Sage's +1, except doubled. The -2 is equal to Jace, the Living Guildpact's -3, and way more repeatable. The ult also feels out of color - with the emblem gone, it'd look more black than blue.
Black:
If anything, the +1 is a bit weak compared to Ajani Steadfast - I think it could grant +1/+1 just fine. The -2 is not appropriate at all, but not for balance reasons: -1/-1 counters should never be used in the same block as +1/+1 counters, and you use +1/+1 counters later on in this very list.
Red:
That +1 is unacceptable compared to any red walker. It'd be strong if it only damaged one creature, especially with the -2. I really do like the -2 and +4 though - it definitely made me read the card again in a new way.
Green:
I'm pretty sure this is fine, although there are two things I dislike about the design - first, it is only useful in mono green. Not a good start for a core walker. And second, its all tied to a single concept, that being mana. Planeswalkers should be broader than that - they should be able to fill more than the role of just being a mana dork.
Thats it in balance. But on core identities for walkers to carry this project:
Red is definitely the most fleshed out imo. He(?) claims the Magma Spray and Dangerous Wager abilities, and has the niche of caring about exile, which seems unique for a red card.
Next would be Green. Not the best design imo, but at least I know what he cares about and what his powers are, and with some change he could hold up just fine.
But the others... I'm not sure which to put next.
White has a core concept, but its a concept thats already well known within normal magic as Elspeth. He doesn't feel new to the game at all, and stands out as a recycled concept among the rest.
Blue is all over the place. Firstly, why straight up discard in blue? Mindculling and Gitaxias are the only precedents I know of, and they don't count as they are heavy bleeds from black. The +1 and ultimate point towards control, but the -2 is a lot more tempo based. It also seems rather generic: The three abilities of the blue walker are tap, bounce, and draw. I know these are meant to be core walkers, but this could be a lot less generic.
And black - the +1 cares about aggressive attackers, the -2 about weakening your opponent, and the ult about... ramping? This one could do with a bit of an overhaul - there's no real flavor or solid mechanics here, but with a different -2 and maybe a tweaked +1 it could feel a lot better.
Hope this helps, but I would listen to Gusto's suggestions on priorities for making this work.
Avant Block: Avant -- Stormfront
Edit: another option would be to make the core set non rotating, and have mediocre cards in it with a few powerhouses, that way you wouldn't have to worry about reprinting certain cards or creating replacements for cards that are going to rotate. And by mediocre I mean stuff like Cancel
Major thanks to Traprootkami for the signature.
As far as Planeswalkers go, I'll clear the slate, minus the red one. I want to fix him up so that he's good and fun.(Main priority of this whole project,) and I'll work out something for the rest.
@Gustostueckerl, you're right that Walkers should come later. I'll shelve that for now. I'll post up some of the other cards that have been fleshed out a bit instead.
@BaronVonGrixis, you can probably tell that I've read your Planeswalker post. I'm glad you like the red Walker, and it's too bad that my green one comes across as one-dimensional. I really enjoyed making him. Maybe in a block. Anywho, yeah, I'll try to make the Walkers more unique/interesting.
Yeah, I'll repost the first post with some other cards now. Thanks for feedback, all!
Standard:
GMono-Green CountersG
Modern:
URStormUR
XMyr OverflowX
BWBlack-White TokensBW
EDH:
WUGrand Arbiter Augustine's Spell DenialWU
WGRhys's TokensWG
RKrenko's CommandR
Current projects: [url=http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/585616-secrets-of-innistrad-51-249][/url
Nothing else published here, but I have other things coming, I promise.
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