Several years ago I began playing a video game called "Demon Souls". I remember the feeling of helplessness and rage as I died almost every 5 minutes. Last year I picked up and bought both Dark Souls 1 and 2, and oh how those same feelings rushed back to me but with a hint of nostalgia! (Maybe the masochistic side in me!) So now this brings me here. As this is my first post I'm bit nervous of how to post things and hope I do them correctly
Overview and Theme
Dark Souls is a place of extreme darkness and morbid betrayal and extreme loss. (Sounds fun right!) So in the mechanic design I wanted to try and recreate the feeling and if possible a literal feeling of helplessness and overwhelming loss. Now its not all dark and gloom, dark souls also has some of the most noble and helpful character's that care a great deal about helping you, so with that their is also mechanics that can convey help and hope to the players depending on style of play.
Mechanics
Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat.
Undying-when this creature dies if it had no +1/+1 counters on it return it to the battlefield under it's owners control with a 1+/+1 counter on it.
Morbid-When a creature dies----Crazy stuff! or not so crazy stuff!
Thrust-Whenever this creature is blocked, it deals damage divided as you choose among any number of target creatures.
As of now its still in its early phase but I would love any and all feedback and comments are extremely welcomed!
Thanks
Great design goal, great source material. Welcome to the forums.
Deceive is not a great mind game. Players unfamiliar with the set aren't going to know how to guess well and it's a lot of complexity for common. This kind of deception isn't really in line with the dark souls theme either.
Carnage encourages wild aggression, which isn't in line with the cautious and calculating nature of the game. It also has a sense of camaraderie and teamwork, which (while can be found in the games in some places) doesn't fit well with your major themes.
Perish is just a harder-to-trigger and more restrictive morbid, when it was already not always reliable to trigger. It also doesn't have the same element of suspense morbid has, because instants with mrobid could be triggered off-turn.
Irritable encourages taking damage, and discourages dealing damage to your opponent, which runs counter to your goals.
Despite these specific mechanics not fitting well, I believe you brushed against two mechanics that would fit very well. Morph, when done well (which is hard) creates the element of tension and uncertainty of what enemy you're facing and how it works that fits the setting like a glove (eve better than in Khans really). Morbid is an amazing mechanic too, and the original execution in Innistrad fits perfectly here in creating tension and worry about things dying, or incentives to kill things (depending on whether you're the guy with the morbid cards in hand right now or not).
Morbid and morph are both great candidates. Wither fits the theme here well too, few mechanics make the world feel as harsh as wither does. The sense of lingering injury works wonders, and puts added emphasis on the bleak and decaying world if you include very few (if any) ways to remove -1/-1 counters.
Deceive is not suitable to be mechanic. It is way too complex, swingy and powerful to be a standard effect in a set, but the basic effect is good for a few cards maybe.
Carnage should just be Battalion (see Daring Skyjek). There's nothing wrong with returning mechanics, in fact, it should always be done in modern sets to preserve design space.
Perish, likewise, should just be morbid (see Tragic Slip). Two returning mechanics, however, is a little unusual, so you might not want to use both Morbid and Battalion.
Irritable has problems in that you can't effectively control it. Mechanics that rely on the opponent doing things are always problematic to some degree in that they cause meta problems, where certain strategies become stronger or weaker depending on how the relate to that condition. They also have the problem of being unfun for the player using them in the same way, uncontrollable and apparently extraneous inconsistency is irritating for most players. With irritable, you can obviously allow it to be controlled by making efficient self-damage cards, but in that case, life loss is just better for consistency and depth of design space.
Deceive - This could fit on one rare card, but that's about it. It's incredibly complex and requires a lot of knowledge about the set. The ability requires you have another card in hand, and it doesn't give you any definiteness about whether you will actually cast your spell (or worse, have it used against you).
Next 3 mechanics - Each of these requires reaching a specific condition to "switch on". Try some greater variety with your mechanics.
Carnage - Creatures attack after the beginning of combat. You could rewrite the ability, or simply use Battalion (slightly tougher requirement, but makes you work for your money).
Perish - ANy particular reason why you're doing this rather than Morbid with ETB effects? That existing mechanic functions similarly to this, only it made throwing a 1/1 under the bus a harder choice for your opponent. Perish lets them kill stuff but still get an out. It also has far less design space due to timing restrictions.
Irritable - This could very well lead to board cluttering as it disincentivises attacking. You'd best be careful in how you use this.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Yea I figured Deceive would be difficult to understand, and its just something I thought would be neat. I see what you mean by not fitting in the overall theme so I'll scrap that.
Hehe you guys are right again as well with carnage and perish, they suck! Let me see what I can do!
I had totally forgot about morbid! It happens to fit surprisingly well and wither is cool too, although bringing back 2 mechanics can be weird so maybe I'll see about toying with the wither idea a bit more and try to tweak it. Morbid is definitely in.
I have a few other mechanics which I think might fit better. Again your comments are welcome.
Hollowing-When this creature dies from combat, return it to the battlefield face down under your opponents control, as a "2/2 Undead creature", it gains haste. At the beginning of the next upkeep, this creatures controller may pay X or place it into its owners graveyard.
InvadeX-You may cast this creature for its invade cost, if you do it gains haste and must be blocked by 2 or more creatures. Sacrifice it at the end of combat.
'Hollowing' has the one of same problems as 'Deceive', it's not a mechanic. You can't design a dozen cards across multiple rarity to use it, it's just not going to happen. It's too specific and impactful of an effect on it's own to be a mechanic. If a keyword/ability word looks like the text of a higher rarity card on its own, like this or 'Deceive' does, it's too much.
Invade is very similar in what it does to Dash (see Zurgo Bellstriker) from DTK and FRF. It's different mainly in the sacrifice vs return to hand, so if the set's themes can capitalise on that (i.e. probably by making the graveyard matter), then it's different enough that I would be OK with it. It is of course an option to return Dash as well. The bane of custom sets: so many good mechanics that could return.
You'd be better off focusing on how to evoke the feel of the videogames in this medium, rather than how to replicate the specific game mechanics in a different medium.
O.K. DJ i see what you mean. Hollowing probably needs to be re-tweaked (or perhaps its too weird?) and I'm stuck with the want for flavor. (As its a thing in the game) So i guess at I'm at a crossroads with flavor vs practicality, but it seems that practicality often wins out?
As far as invade goes I changed it up.
Invade-At the beginning of combat, you may pay (X life or Mana) if you do return this creature to the battlefield, (with a -1/-1 counter?) it gains haste. Exile it at the end of combat.
Why not just use Persist to represent Hollowing? It gets across the feeling of creatures returning to life as hollow shells of their former selves-- a very common theme in Dark Souls (the Undead, Gwyn, Artorias the Abysswalker/Artorias of the Abyss, the Charred Loyce Knights in Dark Souls 2, etc.)
Darkwraith Ambusher3B
Creature-- Revenant* Warrior [C]
First strike
Persist
2/2
Bloathead1B
Creature-- Zombie Horror [C]
When Bloathead dies, each opponent loses 1 life.
Persist
1/2
Ruin Sentinels2W
Creature-- Revenant Soldier [C]
Persist
When Ruin Sentinels enters the battlefield, you gain 2 life.
1/3
Light of the BonfireW
Instant [C]
Target creature gains persist until end of turn.
(* -- to distinguish the intelligent Undead characters from the not-so-sentient enemies, I divide them into "Revenants" and "Zombies".)
Mix Master I did think about that, however I wanted the hollowing idea to be present in the design, as when someone turns hollow they forget who they are and attack on sight. So the idea of your opponent gaining control for a turn I thought would be neat, or do you all think that's not a wise idea?
Persist is really great though. Dang! So many good decisions!
OK, originally I wanted to break the colors up by regions of the game but thought maybe I could do better and I did! I realized there are 9 covenants in the game, and maybe making them a guild/clan could work, although with 9 its going to be a challenge to get the color pie to work right.
As far as mechanics go I have three for sure.
Wither-This creature deals damage to creatures in the form of -1/-1 counters.
Wilt-When this creature dies, place a -1/-1 counter on target creature.
Morbid-If a creature dies this turn, then Stuff!
Some others that I am thinking about
Honor Bound-Whenever this creature deals damage, you may choose not to untap it during your untap step, if you do gain 4 life.
Guardian(A number)-When this creature enters the battlefield, choose another target creature with toughness less than this creature. That creature gains "Prevent the next (Number) damage that would be dealt to this creature", until this creature leaves the battlefield.
Slash(number)-Whenever this creature attacks and is blocked, you may deal (Number) damage to another target creature.
Thrust-This creature deals damage divided as you choose among (number) target creatures.
What is a good number for mechanics for a set? Is there a number or is it just by what feels right?
Mix Master I did think about that, however I wanted the hollowing idea to be present in the design, as when someone turns hollow they forget who they are and attack on sight. So the idea of your opponent gaining control for a turn I thought would be neat, or do you all think that's not a wise idea?
Persist is really great though. Dang! So many good decisions!
I think, as Stairc said, that it's better to try and aim for replicating the feel of the game rather than translating Dark Souls' mechanics one-for-one. DS plays differently from Magic, after all.
If you want to replicate Hollowing as going berserk and attacking on sight, I think an enchantment that grants an effect like this on creatures with -1/-1 counters would be the best way to go.
Brand of Hollowing3BB (3BR?)
Enchantment [R/M]
When Brand of Hollowing enters the battlefield, put a -1/-1 counter on target creature.
Creatures with -1/-1 counters on them attack and block each turn if able.
Whenever a creature with a -1/-1 counter on it dies, its controller chooses an opponent. Return that creature to the battlefield under that player's control.
OK, originally I wanted to break the colors up by regions of the game but thought maybe I could do better and I did! I realized there are 9 covenants in the game, and maybe making them a guild/clan could work, although with 9 its going to be a challenge to get the color pie to work right.
That is interesting, but if I may suggest a differing approach, I'd go with breaking up the colors by the Four Lords (and Manus).
: Gwyn, Lord of Sunlight/Lord of Cinder. Gwyn seeks to preserve light and order in Lordran (W) and wields fire and lightning as his weapons (R).
: Seath the Scaleless, mad magician and dragon-lich. is the "eff with nature and make it better" color combo, which is a good summary of the motive behind Seath's twisted experiments.
: Gravelord Nito. Associated with death and rot, both very Golgari concepts.
: The Witch of Izalith. She is the most powerful spellcaster in all of Lordran and the codifier of the Pyromancy magics. I think that's a natural fit for .
: Manus, Father of the Abyss/The Furtive Pygmy. Manus seeks to impose its own order on the world (W) by plunging it into darkness and corruption (B).
As far as mechanics go I have three for sure.
Wither-This creature deals damage to creatures in the form of -1/-1 counters.
Wilt-When this creature dies, place a -1/-1 counter on target creature.
Morbid-If a creature dies this turn, then Stuff!
Some others that I am thinking about
Honor Bound-Whenever this creature deals damage, you may choose not to untap it during your untap step, if you do gain 4 life.
Guardian(A number)-When this creature enters the battlefield, choose another target creature with toughness less than this creature. That creature gains "Prevent the next (Number) damage that would be dealt to this creature", until this creature leaves the battlefield.
Slash(number)-Whenever this creature attacks and is blocked, you may deal (Number) damage to another target creature.
Thrust-This creature deals damage divided as you choose among (number) target creatures.
Wither-- If you don't go with Persist, you could go with this.
Morbid-- Alright choice. "Prepare to Die" is, after all, the game's tagline.
Wilt-- Couldn't this just be an un-keyworded effect on one or more cards?
Honorbound and Guardian look a bit complex to be keyworded. Slash and Thrust look pretty nice, though I don't think you can have both in a set.
As for more mechanics: how about something centered around Equipment/Auras? Having good gear is 35% of building a character that can survive in Dark Souls. (The other 65% is just plain gitting gud.)
What is a good number for mechanics for a set? Is there a number or is it just by what feels right?
I would say, from looking at past sets, that around 5-6-- four to five new ones and one returning mechanic-- would be best. Usually the five mechanics part comes when there are 5 factions (like in Alara or Tarkir).
When I read your newer batch of mechanics, what I see are individual card designs. Whilst cool ideas, many would only have design space for a vertical cycle (i.e. one common, one uncommon and one rare / mythic rare), and only within one colour.
One trick you could try is create a mechanic and make 6 cards with in - one com, unc and rar for each of two colours. If you get there and you've doubled up in similar design space, then relegate your "mechanic" to just a few cards.
Another trick is to start with an interesting card idea which you think hits a very resonant, recurrent theme of the game. Try make other cards with the same ability, and if that proves difficult, simplify one element of the "shared mechanic" between those cards. Keep simplifying the parts that are shared as you make more cards, and you'll end up with a funky mechanic which captures the flavour of the game.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Another concept to represent hollowing could be loss of life or milling, as the process is a slow and arduous one that eventually leads to losing ones sanity. Bringing back Madness just sounds too good to pass up as well.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Dahammer I think you might be onto something. Let me make a few iterations of it and see what shakes loose. Really like that idea.
Mix Master! That's super cool, and a heck of a lot easier than 9 different guild/covenant colors. (At least for me, since this is my first true design set.) I think I'm going to make the "Leaders" and then maybe we can go from there.
viridiancircle I think I'm beginning to understand what you all are getting at as far as mechanics go. I need to make them broad enough for several things rather than specific enough for a few things. I'll get to work straight away.
With that in mind lets have a gander!
Hollowing2-When this creature dies from combat, you may return it to the battlefield, if you do put the top 2 cards from your library into your graveyard.
(Athough this could become problematic as creatures will seemingly never die, I wonder if their should be some requirement to return it other than the self mill. As in if there are X card in your graveyard then it cant "go hollow", or maybe any opponent may choose to put the 2 cards from their library to prevent it from returning? I prefer the second one, as if allows your opponent to stop the creature by going "hollow themselves")
Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat.
(This is only for certain creatures from the game. after some play testing this is too strong so I made a few adjustments)
Yearn-Whenever you cast a instant or sorcery you may draw a card. If you do, place a card from your hand on top of your library.
Lifedrain-Whenever you gain life target creature get -X/-X, until end of turn. Where X is the amount of life gained.
(Again this will be for a little more than 10 creatures. As its a "forbidden magic" in the lore, now that I look at it its not the best mechanic)
Divine2-Whenever this creature attacks and is blocked by a creature with toughness greater than itself, it gets +2/+0 until end of turn.
(not sure about this one, but maybe a different perspective will be of some help)
Divinity2-Whenever this creature attacks and is blocked by a creature that is not white, it gains +2/+0, until end of turn.
(Yes I know its almost the same as Divine. I made them both after each and didn't want to waste them. But I think this is better)
Crystallize-When this creature dies, you may put a "colorless crystal artifact" token onto the battlefield with "Sacrifice this artifact, each player draws a card".
(really like the idea of this but not sure about how to use it, and I don't know what ability it should have. I just put some text with the color I had in mind (blue) but i think its possible that this could span all colors with a the effect hitting both players but only really benefiting the color of the artifact.)
Spawn2-Whenever you cast a creature spell, you may reveal and exile the top 2 cards of your library. If you do, put a "X/X Colorless Golem creature" token onto the battlefield, with power and toughness equal to the combined converted mana cost of the cards revealed, divided as you choose.
(I think this is a neat idea and could be fun with the player actually creating the monster. However if not balanced it could definitely get out of control.)
Hostile-whenever a creature attacks you this creature gets...... (not sure but its a similar idea and feel from the game of things that are docile and suddenly attack you if you come to close or mistakenly hit them)
So thats all for now. Again I want to thank everybody who has commented and offered suggestions. I really appreciate them and look forward to hearing what you all have to say.
till next time.
So going with master mix's ideas I decided to make the mythics of the set. I tried to capture what they do in the game with what they feel like in the game as well. (Hopefully it feels close even though it may not be exact. As with the game the idea of summoning someone to help you fight a boss, whether it be NPC or human is something i wanted to incorporate in the design of the big bad guys of the set.)
Gwyn, Lord of Cinder 5(R/W)(R/W)
Legendary Creature-Undead Knight
Haste, Vigilance
Tap-Gwyn, Lord of Cinder deals 4 Damage to target creature or exile Gwyn, Lord of Cinder, then return him to the battlefield. (he deals fire damage so that's why the four damage, and hes blazing fast so that's why the exile ability. Although I'm not to keen on it but its just for now.)
When Gwyn Lord of Cinder enters the battlefield target opponent may search their library for a card name Solaire of Astora and put it onto the battlefield, if they do, they shuffle their library.
6/5
Manus, Father of the Abyss 6(W/B)(W/B)
Legendary Creature-Human Spirit
Whenever Manus, Father of the Abyss enters the battlefield, each opponent loses 3 life and you gain 3 life.
Whenever Manus, Father of the Abyss targets a creature it gets, -3/-3 until end of turn. (W/B)(W/B)Tap- Exile Manus, Father of the Abyss and target creature a opponent controls. Return them to the battlefield at the end of your turn.
6/8
Nito, Gravelord Master2(B/G)(B/G)(B/G)
Legendary Creature-Skeleton Spirit
When Nito, Gravelord Master enters the battlefield or attacks put three 2/1 skeleton tokens onto the battlefield. (Maybe Too strong?)
Tap-Place a -1/-1 counter on target creature.(Still iffy on this. I think its a bit to much.) 1(G/B) Tap-When Nito, Gravelord Master untaps all other creatures get -4/-4, until end of turn.
4/4
Seath, The Scaleless 5(G/U)(G/U)
Legendary Creature-Dragon
Flying, Indestructible
At the beginning of your upkeep you may draw an additional card or put a "1/2 blue butterfly creature token with flying and wither" onto the battlefield.
6/6
The Witch of Izalith 3(U/R)(U/R)
Legendary Creature-Human Pyromancer
Haste
Tap-Add 2 mana of any color to you mana pool. This mana can only be used to cast Instants or Sorceries.
Whenever a instant or sorcery spell you control deals damage to a player, you may draw a card.
4/3
So these are the mechanics that I have settled on.
Mechanics Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat. Undying-when this creature dies if it had no +1/+1 counters on it return it to the battlefield under it's owners control with a 1+/+1 counter on it. Morbid-When a creature dies----Crazy stuff! or not so crazy stuff!
These are some in deep thought. Thrust-Whenever this creature is blocked, it deals damage divided as you choose among any number of target creatures. (like a targeted trample, but i think its still to narrow of a effect. Some help would be great)
Catalyst(?)-Whenever you cast this spell reveal the top {?} cards of your library. Choose a card and add mana equal to that cards mana cost to your mana pool. then place the revealed cards on the bottom of your library in any order. (this is mainly for red and blue. As they are the sorcerers and the pyromancer's, although not sure if its weird or crappy. Although I don't think it goes with the idea of dark souls. again nay help would be great.)
Yearn-Whenever you cast this card, you may draw a card. If you do, place a card from your hand on top of your library. (Really like this and the feeling it provokes. What are your thoughts?)
Divinity-Whenever this creature attacks and is blocked by a creature that is not white, it gains +2/+0, until end of turn. (Any takers?)
Spawn-Whenever you cast this creature spell, you may reveal and exile the top 2 cards of your library. If you do, put a "X/X Colorless Golem creature token" onto the battlefield, with power and toughness equal to the the combined converted mana cost of the cards revealed divided as you choose. (This plays with the idea of Seath creating creatures, but now the player does. As i am typing the mechanic i realize that this isn't a ability for a set but more a top down idea so with that being said any ideas for a ability dealing with creature creation and messing with nature?)
I want to add 2-3 more mechanics just to have a good round number.
Whats a good enough number of mythics per set? I'm sure there is a "Golden rule".
Is there a problem with making one color more abundant than others. I kinda want black to be more dominant in this set. Is that ok? Or is it not wise to have it unbalanced as far as numbers go?
Overview and Theme
Dark Souls is a place of extreme darkness and morbid betrayal and extreme loss. (Sounds fun right!) So in the mechanic design I wanted to try and recreate the feeling and if possible a literal feeling of helplessness and overwhelming loss. Now its not all dark and gloom, dark souls also has some of the most noble and helpful character's that care a great deal about helping you, so with that their is also mechanics that can convey help and hope to the players depending on style of play.
Mechanics
Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat.
Undying-when this creature dies if it had no +1/+1 counters on it return it to the battlefield under it's owners control with a 1+/+1 counter on it.
Morbid-When a creature dies----Crazy stuff! or not so crazy stuff!
Thrust-Whenever this creature is blocked, it deals damage divided as you choose among any number of target creatures.
As of now its still in its early phase but I would love any and all feedback and comments are extremely welcomed!
Thanks
Deceive is not a great mind game. Players unfamiliar with the set aren't going to know how to guess well and it's a lot of complexity for common. This kind of deception isn't really in line with the dark souls theme either.
Carnage encourages wild aggression, which isn't in line with the cautious and calculating nature of the game. It also has a sense of camaraderie and teamwork, which (while can be found in the games in some places) doesn't fit well with your major themes.
Perish is just a harder-to-trigger and more restrictive morbid, when it was already not always reliable to trigger. It also doesn't have the same element of suspense morbid has, because instants with mrobid could be triggered off-turn.
Irritable encourages taking damage, and discourages dealing damage to your opponent, which runs counter to your goals.
Despite these specific mechanics not fitting well, I believe you brushed against two mechanics that would fit very well. Morph, when done well (which is hard) creates the element of tension and uncertainty of what enemy you're facing and how it works that fits the setting like a glove (eve better than in Khans really). Morbid is an amazing mechanic too, and the original execution in Innistrad fits perfectly here in creating tension and worry about things dying, or incentives to kill things (depending on whether you're the guy with the morbid cards in hand right now or not).
Morbid and morph are both great candidates. Wither fits the theme here well too, few mechanics make the world feel as harsh as wither does. The sense of lingering injury works wonders, and puts added emphasis on the bleak and decaying world if you include very few (if any) ways to remove -1/-1 counters.
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Carnage should just be Battalion (see Daring Skyjek). There's nothing wrong with returning mechanics, in fact, it should always be done in modern sets to preserve design space.
Perish, likewise, should just be morbid (see Tragic Slip). Two returning mechanics, however, is a little unusual, so you might not want to use both Morbid and Battalion.
Irritable has problems in that you can't effectively control it. Mechanics that rely on the opponent doing things are always problematic to some degree in that they cause meta problems, where certain strategies become stronger or weaker depending on how the relate to that condition. They also have the problem of being unfun for the player using them in the same way, uncontrollable and apparently extraneous inconsistency is irritating for most players. With irritable, you can obviously allow it to be controlled by making efficient self-damage cards, but in that case, life loss is just better for consistency and depth of design space.
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
Next 3 mechanics - Each of these requires reaching a specific condition to "switch on". Try some greater variety with your mechanics.
Carnage - Creatures attack after the beginning of combat. You could rewrite the ability, or simply use Battalion (slightly tougher requirement, but makes you work for your money).
Perish - ANy particular reason why you're doing this rather than Morbid with ETB effects? That existing mechanic functions similarly to this, only it made throwing a 1/1 under the bus a harder choice for your opponent. Perish lets them kill stuff but still get an out. It also has far less design space due to timing restrictions.
Irritable - This could very well lead to board cluttering as it disincentivises attacking. You'd best be careful in how you use this.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Yea I figured Deceive would be difficult to understand, and its just something I thought would be neat. I see what you mean by not fitting in the overall theme so I'll scrap that.
Hehe you guys are right again as well with carnage and perish, they suck! Let me see what I can do!
I had totally forgot about morbid! It happens to fit surprisingly well and wither is cool too, although bringing back 2 mechanics can be weird so maybe I'll see about toying with the wither idea a bit more and try to tweak it. Morbid is definitely in.
I have a few other mechanics which I think might fit better. Again your comments are welcome.
Hollowing-When this creature dies from combat, return it to the battlefield face down under your opponents control, as a "2/2 Undead creature", it gains haste. At the beginning of the next upkeep, this creatures controller may pay X or place it into its owners graveyard.
InvadeX-You may cast this creature for its invade cost, if you do it gains haste and must be blocked by 2 or more creatures. Sacrifice it at the end of combat.
Invade is very similar in what it does to Dash (see Zurgo Bellstriker) from DTK and FRF. It's different mainly in the sacrifice vs return to hand, so if the set's themes can capitalise on that (i.e. probably by making the graveyard matter), then it's different enough that I would be OK with it. It is of course an option to return Dash as well. The bane of custom sets: so many good mechanics that could return.
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
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As far as invade goes I changed it up.
Invade-At the beginning of combat, you may pay (X life or Mana) if you do return this creature to the battlefield, (with a -1/-1 counter?) it gains haste. Exile it at the end of combat.
Darkwraith Ambusher 3B
Creature-- Revenant* Warrior [C]
First strike
Persist
2/2
Bloathead 1B
Creature-- Zombie Horror [C]
When Bloathead dies, each opponent loses 1 life.
Persist
1/2
Ruin Sentinels 2W
Creature-- Revenant Soldier [C]
Persist
When Ruin Sentinels enters the battlefield, you gain 2 life.
1/3
Light of the Bonfire W
Instant [C]
Target creature gains persist until end of turn.
(* -- to distinguish the intelligent Undead characters from the not-so-sentient enemies, I divide them into "Revenants" and "Zombies".)
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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Persist is really great though. Dang! So many good decisions!
As far as mechanics go I have three for sure.
Wither-This creature deals damage to creatures in the form of -1/-1 counters.
Wilt-When this creature dies, place a -1/-1 counter on target creature.
Morbid-If a creature dies this turn, then Stuff!
Some others that I am thinking about
Honor Bound-Whenever this creature deals damage, you may choose not to untap it during your untap step, if you do gain 4 life.
Guardian(A number)-When this creature enters the battlefield, choose another target creature with toughness less than this creature. That creature gains "Prevent the next (Number) damage that would be dealt to this creature", until this creature leaves the battlefield.
Slash(number)-Whenever this creature attacks and is blocked, you may deal (Number) damage to another target creature.
Thrust-This creature deals damage divided as you choose among (number) target creatures.
What is a good number for mechanics for a set? Is there a number or is it just by what feels right?
If you want to replicate Hollowing as going berserk and attacking on sight, I think an enchantment that grants an effect like this on creatures with -1/-1 counters would be the best way to go.
Brand of Hollowing 3BB (3BR?)
Enchantment [R/M]
When Brand of Hollowing enters the battlefield, put a -1/-1 counter on target creature.
Creatures with -1/-1 counters on them attack and block each turn if able.
Whenever a creature with a -1/-1 counter on it dies, its controller chooses an opponent. Return that creature to the battlefield under that player's control.
That is interesting, but if I may suggest a differing approach, I'd go with breaking up the colors by the Four Lords (and Manus).
: Gwyn, Lord of Sunlight/Lord of Cinder. Gwyn seeks to preserve light and order in Lordran (W) and wields fire and lightning as his weapons (R).
: Seath the Scaleless, mad magician and dragon-lich. is the "eff with nature and make it better" color combo, which is a good summary of the motive behind Seath's twisted experiments.
: Gravelord Nito. Associated with death and rot, both very Golgari concepts.
: The Witch of Izalith. She is the most powerful spellcaster in all of Lordran and the codifier of the Pyromancy magics. I think that's a natural fit for .
: Manus, Father of the Abyss/The Furtive Pygmy. Manus seeks to impose its own order on the world (W) by plunging it into darkness and corruption (B).
Wither-- If you don't go with Persist, you could go with this.
Morbid-- Alright choice. "Prepare to Die" is, after all, the game's tagline.
Wilt-- Couldn't this just be an un-keyworded effect on one or more cards?
Honorbound and Guardian look a bit complex to be keyworded. Slash and Thrust look pretty nice, though I don't think you can have both in a set.
As for more mechanics: how about something centered around Equipment/Auras? Having good gear is 35% of building a character that can survive in Dark Souls. (The other 65% is just plain gitting gud.)
I would say, from looking at past sets, that around 5-6-- four to five new ones and one returning mechanic-- would be best. Usually the five mechanics part comes when there are 5 factions (like in Alara or Tarkir).
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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One trick you could try is create a mechanic and make 6 cards with in - one com, unc and rar for each of two colours. If you get there and you've doubled up in similar design space, then relegate your "mechanic" to just a few cards.
Another trick is to start with an interesting card idea which you think hits a very resonant, recurrent theme of the game. Try make other cards with the same ability, and if that proves difficult, simplify one element of the "shared mechanic" between those cards. Keep simplifying the parts that are shared as you make more cards, and you'll end up with a funky mechanic which captures the flavour of the game.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Mix Master! That's super cool, and a heck of a lot easier than 9 different guild/covenant colors. (At least for me, since this is my first true design set.) I think I'm going to make the "Leaders" and then maybe we can go from there.
viridiancircle I think I'm beginning to understand what you all are getting at as far as mechanics go. I need to make them broad enough for several things rather than specific enough for a few things. I'll get to work straight away.
With that in mind lets have a gander!
Hollowing2-When this creature dies from combat, you may return it to the battlefield, if you do put the top 2 cards from your library into your graveyard.
(Athough this could become problematic as creatures will seemingly never die, I wonder if their should be some requirement to return it other than the self mill. As in if there are X card in your graveyard then it cant "go hollow", or maybe any opponent may choose to put the 2 cards from their library to prevent it from returning? I prefer the second one, as if allows your opponent to stop the creature by going "hollow themselves")
Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat.
(This is only for certain creatures from the game. after some play testing this is too strong so I made a few adjustments)
Yearn-Whenever you cast a instant or sorcery you may draw a card. If you do, place a card from your hand on top of your library.
Lifedrain-Whenever you gain life target creature get -X/-X, until end of turn. Where X is the amount of life gained.
(Again this will be for a little more than 10 creatures. As its a "forbidden magic" in the lore, now that I look at it its not the best mechanic)
Divine2-Whenever this creature attacks and is blocked by a creature with toughness greater than itself, it gets +2/+0 until end of turn.
(not sure about this one, but maybe a different perspective will be of some help)
Divinity2-Whenever this creature attacks and is blocked by a creature that is not white, it gains +2/+0, until end of turn.
(Yes I know its almost the same as Divine. I made them both after each and didn't want to waste them. But I think this is better)
Crystallize-When this creature dies, you may put a "colorless crystal artifact" token onto the battlefield with "Sacrifice this artifact, each player draws a card".
(really like the idea of this but not sure about how to use it, and I don't know what ability it should have. I just put some text with the color I had in mind (blue) but i think its possible that this could span all colors with a the effect hitting both players but only really benefiting the color of the artifact.)
Spawn2-Whenever you cast a creature spell, you may reveal and exile the top 2 cards of your library. If you do, put a "X/X Colorless Golem creature" token onto the battlefield, with power and toughness equal to the combined converted mana cost of the cards revealed, divided as you choose.
(I think this is a neat idea and could be fun with the player actually creating the monster. However if not balanced it could definitely get out of control.)
Hostile-whenever a creature attacks you this creature gets...... (not sure but its a similar idea and feel from the game of things that are docile and suddenly attack you if you come to close or mistakenly hit them)
So thats all for now. Again I want to thank everybody who has commented and offered suggestions. I really appreciate them and look forward to hearing what you all have to say.
till next time.
Gwyn, Lord of Cinder 5(R/W)(R/W)
Legendary Creature-Undead Knight
Haste, Vigilance
Tap-Gwyn, Lord of Cinder deals 4 Damage to target creature or exile Gwyn, Lord of Cinder, then return him to the battlefield. (he deals fire damage so that's why the four damage, and hes blazing fast so that's why the exile ability. Although I'm not to keen on it but its just for now.)
When Gwyn Lord of Cinder enters the battlefield target opponent may search their library for a card name Solaire of Astora and put it onto the battlefield, if they do, they shuffle their library.
6/5
Manus, Father of the Abyss 6(W/B)(W/B)
Legendary Creature-Human Spirit
Whenever Manus, Father of the Abyss enters the battlefield, each opponent loses 3 life and you gain 3 life.
Whenever Manus, Father of the Abyss targets a creature it gets, -3/-3 until end of turn.
(W/B)(W/B)Tap- Exile Manus, Father of the Abyss and target creature a opponent controls. Return them to the battlefield at the end of your turn.
6/8
Nito, Gravelord Master2(B/G)(B/G)(B/G)
Legendary Creature-Skeleton Spirit
When Nito, Gravelord Master enters the battlefield or attacks put three 2/1 skeleton tokens onto the battlefield. (Maybe Too strong?)
Tap-Place a -1/-1 counter on target creature.(Still iffy on this. I think its a bit to much.)
1(G/B) Tap-When Nito, Gravelord Master untaps all other creatures get -4/-4, until end of turn.
4/4
Seath, The Scaleless 5(G/U)(G/U)
Legendary Creature-Dragon
Flying, Indestructible
At the beginning of your upkeep you may draw an additional card or put a "1/2 blue butterfly creature token with flying and wither" onto the battlefield.
6/6
The Witch of Izalith 3(U/R)(U/R)
Legendary Creature-Human Pyromancer
Haste
Tap-Add 2 mana of any color to you mana pool. This mana can only be used to cast Instants or Sorceries.
Whenever a instant or sorcery spell you control deals damage to a player, you may draw a card.
4/3
Some comments would be great!
Mechanics
Invade3-You may pay 3 life to cast this creature, if you do it gains haste. Sacrifice it after combat.
Undying-when this creature dies if it had no +1/+1 counters on it return it to the battlefield under it's owners control with a 1+/+1 counter on it.
Morbid-When a creature dies----Crazy stuff! or not so crazy stuff!
These are some in deep thought.
Thrust-Whenever this creature is blocked, it deals damage divided as you choose among any number of target creatures. (like a targeted trample, but i think its still to narrow of a effect. Some help would be great)
Catalyst(?)-Whenever you cast this spell reveal the top {?} cards of your library. Choose a card and add mana equal to that cards mana cost to your mana pool. then place the revealed cards on the bottom of your library in any order. (this is mainly for red and blue. As they are the sorcerers and the pyromancer's, although not sure if its weird or crappy. Although I don't think it goes with the idea of dark souls. again nay help would be great.)
Yearn-Whenever you cast this card, you may draw a card. If you do, place a card from your hand on top of your library. (Really like this and the feeling it provokes. What are your thoughts?)
Divinity-Whenever this creature attacks and is blocked by a creature that is not white, it gains +2/+0, until end of turn. (Any takers?)
Spawn-Whenever you cast this creature spell, you may reveal and exile the top 2 cards of your library. If you do, put a "X/X Colorless Golem creature token" onto the battlefield, with power and toughness equal to the the combined converted mana cost of the cards revealed divided as you choose. (This plays with the idea of Seath creating creatures, but now the player does. As i am typing the mechanic i realize that this isn't a ability for a set but more a top down idea so with that being said any ideas for a ability dealing with creature creation and messing with nature?)
I want to add 2-3 more mechanics just to have a good round number.
Whats a good enough number of mythics per set? I'm sure there is a "Golden rule".
Is there a problem with making one color more abundant than others. I kinda want black to be more dominant in this set. Is that ok? Or is it not wise to have it unbalanced as far as numbers go?
please any comments are welcome.