The entire point of this set it is to try and make shards and wedges work a little more synergistic with awkward tribes, and less loved tribes
The ten tribes and there respective 3 colour pairings, and there reasonings
Bant: Wurms ( great creatures, no support)
Esper: Vedalken ( heaps of them but absolutely no lord or anything close)
Grixis: Drakes ( same as above)
Jund: Oozes ( the reason this isn't lizards is because that's a more naya style)
Naya: Lizards
Abzan: Scorpions
Jeskai: Sphinxes ( easy fit, there are intelligent enigmatic and in the cases of some short tempered
Sultai: Crocodiles
Mardu: Ogres
Temur: spiders ( I had to fit them some where didn't I?)
That's the idea and I'll do some cards to represent the feel of each deck, with some keywords in some 4GW creature - wurm
Lurking(you may choose not to untapped this creature in your in tap step. If you do, at the beginning of combat on your turn, destoy target creature with toughness less than this creatures power)
Trample
3/3
UWB Artifact creature- vedalken artificer
T: target nonland permanent an opponent controls becomes an artifact in addition to its other types 3: all artifacts lose shroud hexproof and indestructible
1/3
3UBR Creature-Zombie Drake
Flying Swarm-Tap 2 untapped Drakes you control: Tap target creature. You gain life equal to the combined toughness of the 2 drakes you tapped.
2/5
1BG Creature- Ooze
Engulf 1 (whenever this creature is dealt damage, prevent that damage and put a +1/+1 counter on it)
Trample
0/4
3G Creature- Lizard Guile: Flying(If you control the creature with the smallest power, Lizards you control have flying)
Haste
1/3
WBBG Creature- Scorpion
Deathtouch Broodmother- Protection from Red(scorpion creature tokens you control get Protection from Red)
1/5
3WUR Creature- Sphinx wizard
Flying Enlightened-( whenever you draw a card, you may discar a card. If you do, search your library for a card, then reveal it and lose life equal its converted mana cost )
4/5
1UBG Creature- Crocodile Shaman
Sacrifice a creature: put x +1/+1 counters on up to x target Crocodiles, where x is that creatures toughness
Islandwalk, Swampwalk
2/2
WBR Creature- Ogre Beserker
Haste Infuriate- When ~ enters the battlefield, if you haven't attacked this turn, Ogres you control gain Double Strike until end of turn.
3/2
5URG Creature- Spider
Reach
Whenever a Spider you control becomes the target of a spell or ability and opponent controls, counter that spell or ability unless that player gives control of that spell to you (You may select new targets for the spell or ability)
5/9
You're trying far too hard. You have 10 tribes to support. How are you going to do that and still allow tribal decks in limited when each color pair matches 4 different tribes? (UB is Vedalken, drakes, crocodiles AND spiders!)
ETA: you almost certainly don't need to use 3-colors, since you can still get 10 groupings with only 2 colors.
Plane name: Schism
Places of note: Kol, the Wurm infested forest towards to the north
Tel'kah, the Vedalken settlements, all of which have a fused metal-rock material used predominantly
The Swarmlands, the barren desert home of the Drake Swarmqueens and there broods
The Sludgepools, a death trap, unless you dont need to breathe, and don't digest... Ever
Sentience, the Lizards sacred ground, a large series of canyons and tunnels
Enigmar, the western cliff chain, facing the major water body, The World's Bowl, and the retreat of the Sphinxes
Slicerskull, a toxic marsh filled with treasures, and Scorpions
Krork, the isolated island to the west, made up of marshes and vibrant rainforests. And lots of Crocodiles
Firemarrow, the furiously territorial Orks birthright. A bad idea to go there, without both permission and a large amount of shiny materials
Myglo, the eastern wall, and Spider territory. They're the only ones with any knowledge of what's behind it, and don't share it.
The Great Schism, a one way trip to the blind eternities, right in the shape of a bite mark. right behind Myglo. The exact reasons for this happening is unknown,but well blame Nicol Bolas here anyway. Not really though, how there'll did it get there?!
Planar Festivals and Happenings: every time some one is killed, or maimed, a conference is called, and each species sends its representatives, and any back up deemed necessary. The matter is sorted out "Peacfully" most of the time. Anyone suspected and found guilty of withholding and form of important information is punished severely. The spiders have been nearly caught with this many times over, but nobody goes over to do a thorough investigation, so the accusations don't stick... So far.
The conferences are to maintain peace, and first developed by a lot of fed up members of many species. It still working after several Millenia.
The ten tribes and there respective 3 colour pairings, and there reasonings
Bant: Wurms ( great creatures, no support)
Esper: Vedalken ( heaps of them but absolutely no lord or anything close)
Grixis: Drakes ( same as above)
Jund: Oozes ( the reason this isn't lizards is because that's a more naya style)
Naya: Lizards
Abzan: Scorpions
Jeskai: Sphinxes ( easy fit, there are intelligent enigmatic and in the cases of some short tempered
Sultai: Crocodiles
Mardu: Ogres
Temur: spiders ( I had to fit them some where didn't I?)
That's the idea and I'll do some cards to represent the feel of each deck, with some keywords in some
4GW creature - wurm
Lurking(you may choose not to untapped this creature in your in tap step. If you do, at the beginning of combat on your turn, destoy target creature with toughness less than this creatures power)
Trample
3/3
UWB Artifact creature- vedalken artificer
T: target nonland permanent an opponent controls becomes an artifact in addition to its other types
3: all artifacts lose shroud hexproof and indestructible
1/3
Flying
Swarm-Tap 2 untapped Drakes you control: Tap target creature. You gain life equal to the combined toughness of the 2 drakes you tapped.
2/5
1BG Creature- Ooze
Engulf 1 (whenever this creature is dealt damage, prevent that damage and put a +1/+1 counter on it)
Trample
0/4
3G Creature- Lizard
Guile: Flying(If you control the creature with the smallest power, Lizards you control have flying)
Haste
1/3
WBBG Creature- Scorpion
Deathtouch
Broodmother- Protection from Red(scorpion creature tokens you control get Protection from Red)
1/5
Flying
Enlightened-( whenever you draw a card, you may discar a card. If you do, search your library for a card, then reveal it and lose life equal its converted mana cost )
4/5
1UBG Creature- Crocodile Shaman
Sacrifice a creature: put x +1/+1 counters on up to x target Crocodiles, where x is that creatures toughness
Islandwalk, Swampwalk
2/2
WBR Creature- Ogre Beserker
Haste
Infuriate- When ~ enters the battlefield, if you haven't attacked this turn, Ogres you control gain Double Strike until end of turn.
3/2
Reach
Whenever a Spider you control becomes the target of a spell or ability and opponent controls, counter that spell or ability unless that player gives control of that spell to you (You may select new targets for the spell or ability)
5/9
ETA: you almost certainly don't need to use 3-colors, since you can still get 10 groupings with only 2 colors.
I'm all for tribal support of "critters." That sounds great. But where are Turtles? Surely an oversight.
Spiders should be in a color combination that includes BG.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
toil to renown
arachnogenesis
darksteel forge
Places of note: Kol, the Wurm infested forest towards to the north
Tel'kah, the Vedalken settlements, all of which have a fused metal-rock material used predominantly
The Swarmlands, the barren desert home of the Drake Swarmqueens and there broods
The Sludgepools, a death trap, unless you dont need to breathe, and don't digest... Ever
Sentience, the Lizards sacred ground, a large series of canyons and tunnels
Enigmar, the western cliff chain, facing the major water body, The World's Bowl, and the retreat of the Sphinxes
Slicerskull, a toxic marsh filled with treasures, and Scorpions
Krork, the isolated island to the west, made up of marshes and vibrant rainforests. And lots of Crocodiles
Firemarrow, the furiously territorial Orks birthright. A bad idea to go there, without both permission and a large amount of shiny materials
Myglo, the eastern wall, and Spider territory. They're the only ones with any knowledge of what's behind it, and don't share it.
The Great Schism, a one way trip to the blind eternities, right in the shape of a bite mark. right behind Myglo. The exact reasons for this happening is unknown,but well blame Nicol Bolas here anyway. Not really though, how there'll did it get there?!
Planar Festivals and Happenings: every time some one is killed, or maimed, a conference is called, and each species sends its representatives, and any back up deemed necessary. The matter is sorted out "Peacfully" most of the time. Anyone suspected and found guilty of withholding and form of important information is punished severely. The spiders have been nearly caught with this many times over, but nobody goes over to do a thorough investigation, so the accusations don't stick... So far.
The conferences are to maintain peace, and first developed by a lot of fed up members of many species. It still working after several Millenia.