Hello everyone; and thank you to all those who have, and will contribute to my little set here.
What I am doing is creating a Return to Tarkir, under the 2-set paradigm. The sets are codenamed Blood for the large set, and Fire for the small set (yes I know BFZ has the same codename, but I had realized this after and I really like the names). My tentative names for the sets are either "Blood of Tarkir" and "Dragonfire"; or "Tarkir in Flames" and "The Blood of the Khans".
My goal with this block is to create a return that stays true to the new Dragon-filled world that Tarkir is, while also returning the wedge clans to existence. Note that in this timeline the Clans existed until ~1000 years ago, when they were overtaken by the dragon broods. Their history still existed; and there are records of them hidden in an Ojutai monastery which Narset discovered, as well as among what is now Atarka. The hidden shamans of Atarka's Brood have a few records of the Khans and a being known as the Sarkhan or "Sky-Khan/Great Khan/High Khan" who is both man and dragon. The shamans can also see what is called "the Unseen". The Unseen is essentially viewing alternate realities that could have been. The One Who Whispers Twice of Old Tarkir saw a world ruled by dragons, now the shamans see a world without dragons.
The central concept of dragons on Tarkir is what is called the Dragon Tempests, storms from which fully grown dragons spring forth, legends speak that the Sarkhan was a human born from the storms. These Dragon Tempests are directly linked to the Spirit Dragon, Ugin. In Old Tarkir, when he was murdered by Nicol Bolas, the Dragon Tempests ceased and no more dragons were born. This led to the extinction of Dragons by attrition until they were overwhelmed. In the Tarkir of Now, Ugin merely fell into a coma, and instead the Tempests increased in intensity spawning more dragons more frequently. Perhaps it was a defense mechanism to protect the Spirit Dragon. Now over a thousand years later, Ugin has awoken. This means that the Tempests should reduce in frequency to what they were before Ugin's coma. And in those times the Clans and Dragons were in balance, neither one able to gain enough of an advantage. Of course currently the Clans are dominated by Dragons and there are still much more living dragons, but conflict should allow the Clans to perhaps rise up to their former glory.
This block will take place 5-10 years in the future from now, so the story will continue and blocks will occur. This will pick up the story in the act, but for simplicity I will only hint at events that have occured. The real story here is the rebellion of the Clans, and how Sarkhan and Narset respond to this; as well as the rising conflict between them.
Blood will be a large set where the Broods are represented by allied colour pairs, and the rebels by enemy colour pairs. In Fire there will be 5 clans once more in wedges, except this time they will be centered in the enemy colour as opposed to one of the allied colours. The Broods/Clans will be divided in Blood ~60/40, to show that the Broods are still dominant for now. With most of the rebels spells and creatures being in the enemy colour. I intend to contrast these two sides in several ways: the Broods will have Dragons matters cards, while the Clans will have Dragon hate. The Clans will also have some colour matters cards as well. They will also be differentiated by how they use Morph, which leads into my next paragraph.
Morph is returning. Based on Mark Rosewater's recent article ranking the mechanics of Tarkir on the Storm Scale, I will not be using Megamorph as the main mechanic. Megamorph will not be named, but the many of the Brood morphs will still turn face-up with +1/+1 counters. In Fire, there will be 5 mechanics, one for each Clan. But in Blood I don't think I have the space to give each clan their own mechanic completely. Instead I will use some evergreen mechanics as well to fill space.
Morph (cost) (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Morph will make its return here and will work much the same. I have a few ideas of how to use morph in new ways, but I will get into that later. Morph will show up in all colours.
Reinforce N — (cost) (Discard this card: Put N +1/+1 counters on target creature.) This going to be the +1/+1 counter mechanic for Dromoka/Abzan; at least for now until I come up with a better one. I personally like Reinforce but apparantly it wasn't well received. I figured it would be wrong for this clan not to have something with +1/+1 counters. It will show up in W and G in Blood, and will expand to B in Fire.
Sprint N (~ either deals N damage to itself or {deals N damage to you/you lose N life}) This is my speed mechanic to represent Kolaghan pushing the Brood to exaustion. I am considering removing the part where it can deal damage to you/cause you to lose life and/or making it only work once per turn. The idea is that the creature does something whenever you sprint it. This will be in R & B
Dragonslayer —…, if an opponant controls a Dragon, … This is an idea I had to represent Dragon-hate, if I need another keyword I can cut this and just type it out on each card. This will show up in all colours.
Recycle [cost] ([cost], Exile this card from your graveyard: Draw a card. Recycle only as a sorcery) This was contributed by DJK3654 and I like it quite a bit as a Sultai/Silumgar Mechanic. It will show up in B&U in BLood, and in G in Fire as well.
Raid — …, if you attacked with a creature this turn, … I like raid a lot. In this set I will use it to represent conflict. It will show up in all colours this time and will not be tied to a specific Clan/Brood.
WU: Ojutai will focus on a control-prowess build. I am going to have a subtheme of aura-matters with the Graceblades, as this triggers prowess. This proactive control will contrast with Jeskai's reactive aggro. UB: Silumgar will have Recycle. They will have some sacrifice and self-mill to fuel this mechanic. Overall will still be a slow colour. I am hoping to slow the draft environment down from DTK in order to make control more viable. BR: Kolaghan will focus on sprint. This will be the aggro colour pair. Ordinarily BR is control in draft, but I like the unique flavour of Tarkir creating a faster archetype. RG: Atarka will have fight matters. They will retain a couple of un-keyworded ferocious effects, and perhaps a formidable at rare. But I want a slightly higher as-fan. So at least 2 fight spells, a one-way fight, a few creatures with etb fight, a creature or enchantment that can give repeatable fighting, and creatures that care about fighting. GW: Dromoka will have Reinforce and care about +1/+1 counters. Very straightforward. WB: Abzan will have a warrior subtheme. I like this unique flavour, and I also can't think of a better archetype. Perhaps have it be the main Dragonslayer colour or Raid. UR: Jeskai will be more aggresive than the normal Jeskai. There will be several cantrips and reactive spells that favor an aggressive deck. BG: Sultai will retain the toughness matters theme from KTK. I think there is more room here. Overall Sultai will contrast Silumgar's self-destructive control by being a more conventional midrange that adapts into the ultimate predator. RW: Mardu will be the main Dragonslayer colour, as well as being more defensive to show their white community focused aspect. GU: Temur will deal with morph and hidden knowledge. They will have temporary pumps and riders that require you to reveal a card from hand or reveal the top card of your library. They will also have benefits from morphs flipping and perhaps provide a way to turn back face-down. There will also be Scry as this fits with the theme.
I would appreciate feedback on the mechanics and archetypes.
Next Update:
The philosophy of the Dragon Broods, and why the Clan are rebelling. I will also detail what the new wedge Clans' philosophy will be.
The story of Blood and Fire.
The tentative Design Skeleton.
Hello all, this is my first post here in the custom subforum. As this is my first design, I am looking for a few collaberators who can contribute ideas and provide advice. I have a rough outline of what I have in mind.
Tarkir is my favorite plane, I love the flavour and the mechanics. I have a few issues with Dragons, namely not enough dragons, as well as the destruction of some of the world Khans had built up.
This will be a two set block inder the new paradigm; with the codenames "Fire" for the large set, and "Blood" for the small set. Real names will eventually need to be choosen.
Fire will represent the conflict between the Dragon Broods and the remnant of the clans rebelling. Blood will show the aftermath of the conflict with wedge clans returning, there will still be dragons but not as much as Dragons or Fire. These wedges will also be enemy centered as opposed to centered in an ally colour.
Morph will definitely be making a return, I will just be starting with basic morph without megamorph. Maybe another variant, megamorph, or manifest might also return.
All are welcome to contribute, I will be discussing exactly what is happening theme and mechanicwise before I start on indivual cards through.
The clan rebelling storyline is both an obvious choice and a good one, definitely workable.
Switching to enemy colour focus is interesting. I would help to give design space to three colour, being of a different identity to the original clans.
Morph returning is questionable. The design space is not very good. It was a core mechanic to the lore and design of the original block, however, so this does increase the reason to do it again. I recommend returning Manifest as well, from the start. This helps mix things up and allow for some interesting effects.
An alternate returning option to Morph + Manifest is Devour. This fills the role of being the Dragons mechanic.
Nowadays, set storylines always feature something to do with the larger multiversal storyline, centred around the planeswalkers. Something to do with Sarkhan, Narset and/or Ugin should probably be this.
I think Sarkhan, Narset, and Ugin should all definitely be in the block; the real question is in which colours, and who else is there.
I don't know about devour, most of Tarkir's dragons dont eat people as much. It might work for an Atarka mechanic though. But that might be too similar to Jund.
Morph was rather popular and a mechanic I personally enjoy. I feel there is more space. For example flip effects. Or you could use a different colour for the morph cost. Say a green creature that morphs by paying red, and then it pings for 1.
The thing with the conflict is you have to define why the clans are rebelling. I had an idea that the Ojutai have a Great Debate leading to the reform of the clan. We also need to determine what happens to the dragons and Dragonlords. Ojutai could go into seclusion, but at least one of the Dragonlords ahould die i think. An dragons should still be part of most of the clans, maybe one that is non dragons.
As for enemy centered wedges, we need to figure out what changes for the clan when you change the focus. Maybe Abzan focuses on sacrifice for the good of the whole clan. Maybe Mardu cares about taking care of their own only. Temur is all about perfect strength, etc.
I think Sarkhan, Narset, and Ugin should all definitely be in the block; the real question is in which colours, and who else is there.
All three might be a bit much considering all three were in the last set (in might be boring for people).
I don't know about devour, most of Tarkir's dragons dont eat people as much.
True, but the storyline could change that somewhat.
Or you could use a different colour for the morph cost. Say a green creature that morphs by paying red, and then it pings for 1.
This is a good idea. Something for the second set that would be interesting is mono-colour creatures with a two or three colour morph cost.
Another concern about Morph is that it's quite weird for the original world mechanic to return rather than the alternate world one, Megamorph, that took it's place. Perhaps using Megamorph would then be better, or have Morph but flavoured as associated with the rebelling peoples.
The thing with the conflict is you have to define why the clans are rebelling.
Narset's probing into Tarkir's past could awaken a desire for the people to take control again- fuelled partly by the connection to the lost colour of the original clan, which, come to think of it, is also a good explanation for the change in dominant colour. Could create a great conflict between Sarkhan and Narset as well.
I was thinking the same thing about conflict between Narset and Sarkhan. I think they would both be essential to the story. Narset would instigate it through her search for knowledge, and obviously Sarkhan thinks the world is good as is. I cant see a Tarkir without Sarkhan, and Narset is popular so they are both given; but what colours are they? Sarkhan is definitely red, but he is rather colour fluid.
I agree on morph in the new timeline, but would it be too confusing to have all 3 versions of morph? Megamorph could be something just in the first set in a couple cycles, since it is a rather simple variant.
I feel Ugin should be in the set since he is rather central to the dragons. You could offset the three returns with 2 walkers who werent, so no Sorin. Especially if you mess with Sarkhan's colours again.
I dont have time to articulate right now, but I have some ideas of what the new wedges would mean.
Also is there any mechanics other than morph that should return? I thought maybe shifting exploit to Abzan and flavour it as Abzan doing whatever it takes to survive and maybe making a deal with a Rakshasa.
I was thinking the same thing about conflict between Narset and Sarkhan. I think they would both be essential to the story. Narset would instigate it through her search for knowledge, and obviously Sarkhan thinks the world is good as is.
So we're sold on this?
I cant see a Tarkir without Sarkhan, and Narset is popular so they are both given; but what colours are they?
I would say Sarkhan as and Narset as . This leaves a good space for a planeswalker of some form. A Naga or Rakshasa planeswalker would be interesting.
I agree on morph in the new timeline, but would it be too confusing to have all 3 versions of morph? Megamorph could be something just in the first set in a couple cycles, since it is a rather simple variant.
It's too much for only two sets.
I feel Ugin should be in the set since he is rather central to the dragons. You could offset the three returns with 2 walkers who werent, so no Sorin. Especially if you mess with Sarkhan's colours again.
I would put Ugin in the second set, he's less important to the storyline and less involved with the plane. This also spaces out the returns a bit. It might be best to put one of the Origins five/Gatewatch in the block, as they are supposed to be the main characters, for the near future at least. Perhaps Ugin notices the conflict and asks one of them to help resolve it.
Also is there any mechanics other than morph that should return?
Mechanics that convey the different sides of the conflict would be the best option...
I thought maybe shifting exploit to Abzan and flavour it as Abzan doing whatever it takes to survive and maybe making a deal with a Rakshasa.
...not, however, for the clans, as some clans getting a returning and some getting new creates an unevenness that players don't like. I don't think having named clan mechanics is a good idea here, as they take up a lot of space and attention. Instead, using the named mechanics to represent the broader allegiances of the conflict and roleplayer mechanics for gameplay. The clans can still cohere around a theme/strategy without a named mechanic.
How many mechanics are there usually? The Tarkir block had 13 named mechanics over 3 sets. I think you could bypass Ojutai by just using Prowess and pseudo-prowess, along with spell stuff.
But part of clan/shard/guild identity is often with a mechanic as well. I think having some mechanics to differentiate the old from the new might help. Red-Jeskai could have a new mechanic, while Ojutai could use Prowess since it is evergreen. Another clan could share a mechanic if it was used in a new way. But I think having the 5 clans without each having their own keyword would be a mistake.
I think we could fit in 9-11 mechanics depending on what they are. BFZ-block had 10 if you count colourless mana. I think if you have morph, megamorph counts as half a mechanic.
But I do agree we need to represent the conflict. Perhaps one keyword to show it, and modal spells of dragons vs clan might work.
I don't think we need all the clan keywords for Fire, the rest can show up in Blood. After all, Blood will be the set with the return of wedges. Fire should focus more on the conflict.
One more idea I had was of Legendary matters. I love Legendary creatures and the Heroes blade was sweet. Having more legendaries than normal would be something I am interested in.
The average large set has 5 mechanics. Variations are normally 6 or 4 mechanics. Small sets used to have one or two new mechanics plus most or all of the previous, but now with the two-block paradigm the average will probably be around 3 new mechanics with at least one of the previous going away.
But part of clan/shard/guild identity is often with a mechanic as well. I think having some mechanics to differentiate the old from the new might help
Mechanical themes/strategies can be done perfectly fine without a mechanic to highlight it as much.
But I think having the 5 clans without each having their own keyword would be a mistake.
I disagree. Perhaps if Ravnica and Alara block didn't also exist I would disagree less, but given they do, this means that faction sets have done quite a bit. Mixing things up by going away from this is a good way to make the block interesting.
One more idea I had was of Legendary matters. I love Legendary creatures and the Heroes blade was sweet. Having more legendaries than normal would be something I am interested in.
As a minor subtheme, I could see this. I would change it to 'legendary creature or planeswalker' as this is both more broader reaching and captures the fact that planeswalkers are a lot like legendary creatures. This area of design doesn't have enough space to carry any real weight for the set though, so keep in mind it would have to just be on a select portion of higher rarity cards.
Yes the legendary thing would be something at higher rarity, maybe a couple artifacts/lands/enchantments with just a higher as-fan of legendary creatures. I like the idea for legendary creature/planeswalker. I am interested in what design space planeswalkers have as they have very little support since they are relatively new. White appears to have tutor, and Black has direct kill; it would be interesting to see what else could be done. Of course this would be a very small subtheme that is there; the main theme is Dragons vs Clans and wedges in the second set.
I suppose you are right with the keywords, I guess we just have to see what we come up with. If the mechanics have enough space to be contrasted there only needs to be one, leaving more room for other mechanics.
On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
I suppose you are right with the keywords, I guess we just have to see what we come up with. If the mechanics have enough space to be contrasted there only needs to be one, leaving more room for other mechanics.
It's not a certain science, so the possibility of both having clan mechanics and not are feasible. It's just that I personally think the latter is more workable, at least with morph stuff as well.
On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
I would cut the slot for the extra uncommon (Scion of Ugin in DTK). This gives us 1.08 as-fan based on the standard 274 card set.
[quote]On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
I would cut the slot for the extra uncommon (Scion of Ugin in DTK). This gives us 1.08 as-fan based on the standard 274 card set.
Fair enough. We could always bring back the scion in the small set if we want or need. 6 cycles of 5 should be enough.
Out of curiosity, how do you calculate as-fan? I calculate it as: As-fan=((factor/#ofcommons)*10)+((factor/#ofuncommons)*3)+((factor/#ofrares)*0.875)+((factor/#ofmythics)*0.175)
And are we going with the standard: 100 commons, 80 uncommons, 54 rares, 15 mythics, and 25 basic lands?
On another note, I think we should get a basic outline of what each clan/brood means, both philosophically and mechanically. It doesn't need to be finalized, but a rough outline seems important.
I am starting with Atarka/Temur, if you have a preference of with which to discuss first, feel free to say so. Atarka/Temur was very creature based with plenty of ramp. Atarka brood should continue this trend, but what does rebel*Temur do with being blue centered? Does their strategy change? Looking at Temur-watermarked cards in Khans there was a ratio of: G9-R4-U7. Obviously Blue should have the most of the 3 in the new set, but what are these cards?
Fair enough. We could always bring back the scion in the small set if we want or need. 6 cycles of 5 should be enough.
Out of curiosity, how do you calculate as-fan? I calculate it as: As-fan=((factor/#ofcommons)*10)+((factor/#ofuncommons)*3)+((factor/#ofrares)*0.875)+((factor/#ofmythics)*0.175)
And are we going with the standard: 100 commons, 80 uncommons, 54 rares, 15 mythics, and 25 basic lands?
Standard is currently 101 commons, 80 uncommons, 53 rares, 15 mythics. See KTK, DTK, BFZ.
On another note, I think we should get a basic outline of what each clan/brood means, both philosophically and mechanically. It doesn't need to be finalized, but a rough outline seems important.
Alright, initial thoughts:
Philosophically- more self centered and ruthless than the original Abzan. Driving force of spite for the communal control of the dragons
Mechanically- stronger grave/death focus, use graveyard as a common way to power the +1/+1 counter stuff.
Philosophically- more independent and emotional than the original Jeskai. Driving force of desire for freedom, individuality and expressiveness
Mechanically- more aggressive, more focus on using prowess sort-of stuff to beat down rather than maintain board control.
Philosophically- more communal, more disinterested in necromancy than the original Sultai. Driving force of desire for re-connection with nature.
Mechanically- less of the exploit sort-of effects, more delve like ones (these are more ). Perhaps subtheme of using grave for tokens?
Philosophically- more social, well organised and less ruthless than original Mardu. Driving force of desire for coming together.
Mechanically- more focus on the swarm/overrun component of the strategy rather than using individual, larger aggressive creatures.
Philosophically- greater desire for knowledge and civilisation than original Temur. Driving force of use for science and technology
Mechanically- less aggressive, less push for having multiple high power creatures- allow counting of creatures from other places than battlefield to make it easier to get bonuses using fewer creatures.
Philosophically- more self centered and ruthless than the original Abzan. Driving force of spite for the communal control of the dragons
Mechanically- stronger grave/death focus, use graveyard as a common way to power the +1/+1 counter stuff.
Philosophically- more independent and emotional than the original Jeskai. Driving force of desire for freedom, individuality and expressiveness
Mechanically- more aggressive, more focus on using prowess sort-of stuff to beat down rather than maintain board control.
Philosophically- more communal, more disinterested in necromancy than the original Sultai. Driving force of desire for re-connection with nature.
Mechanically- less of the exploit sort-of effects, more delve like ones (these are more ). Perhaps subtheme of using grave for tokens?
Philosophically- more social, well organised and less ruthless than original Mardu. Driving force of desire for coming together.
Mechanically- more focus on the swarm/overrun component of the strategy rather than using individual, larger aggressive creatures.
Philosophically- greater desire for knowledge and civilisation than original Temur. Driving force of use for science and technology
Mechanically- less aggressive, less push for having multiple high power creatures- allow counting of creatures from other places than battlefield to make it easier to get bonuses using fewer creatures.
Nice, here is my thoughts:
Philosophically- Agree on this for the most part, modern Dromoka still have secret kin trees, perhaps a return to black means a return of their necromantic ways. And I think there should be on some sacrifice of others or self for the good of the greater group, a sort of whatever-it-takes attitude.
Mechanically- definitely a grave/focus. +1/+1 counters should still stay a part of the identity, but maybe also use the grave the fuel 1/1 spirit warriors? Perhaps a mix of sacrifice to create +1/+1 counters or spirit warriors; and caring about what is in the graveyard, a form of ancestor worship. I feel using the grave as fuel is still more a Sultai thing.
Philosophically- no disagreements here, instead of focusing on discipline to follow established doctrine, they explore their passions and develop new philosophy. There is still discipline, but it is self-discipline.
Mechanically- so a shift from tempo-control, tempo-aggro? I am very interested in the idea of enchantments triggering prowess. They are sorcery speed, so it forces one to be a bit more aggressive, rather than combat tricks.
Philosophically- Interestingly in the original Sultai, all non-black creatures were Naga except for 1 human and some non-sentients. And their zombies were related to Naga magic. Perhaps a rejection of Silumgar's stagnance and move towards the growth of nature. I would say the Naga led by Sidisi have the most motive to rebel. The new Sultai will use whatever means to survive, a true survival of the fittest. And not just being the fittest, but improving so one is not overtaken like the complacent dragons.
Mechanically- I agree on less exploit. I do like using a delve-like mechanic. Perhaps a focus on having one or two powerhouses fueled by the grave and the deaths of others? I think Sultai should have some of the more powerful creatures on par with Temur.
Philosophically- definitely more group oriented. Perhaps a charismatic leader shows concern for others and abandons following the dragons. Instead staying behind to care for the weak.
Mechanically- Agree here. Instead of the usual overrun with trample, perhaps use mass menace for the alpha strike. Should probably have a token subtheme.
Philosophically- There are still the shamans who see the Unseen, a world without dragons. I could see them using desire for perfection to grow even stronger. Not just raw power, but refined savagery. Atarka's dragons are the strongest dragons in terms of raw power, so Temur needs to use cunning and planning in order to beat them. Using strategy in order to become more powerful than they normally would.
Mechanically- They should still have some efficient beaters, but maybe supported by shamans and such. Using cards from hand and library to support the few beaters they have through utility effects. Perhaps by revealing cards from hand or top of library? You would have several big elementals and beasts with smaller shamans providing all sorts of effects and power boosts.
One thing that would need to be addressed is the fact that Dragons rule supreme because of the Dragon Storm. Either as result or as igniting moment of the story the storms should vanish or at least weaken. I would use it as starting point of the story since it gives an incident that would explain why all clans at once see this as their time to attempt a rebellion - such a vast planar event could also be a entering point for planeswalkers. Since the storms are tied to Ugin, one might also simply not have him in the set and just imply that something is causing his influence o Tarkir to wane - without specifics there is no need to contradict canon too immediately.
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I think if there is a place for meamorph, then it is right from the start in the first set.
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I re-read the PWGs to get feel for the Clans and Dragon Broods. In general I think the best idea to represent the conflict is to concentrate on the aspect the enemy color brings to the mix, when added again to the other two colors - and how the Clans would feel it improves their situation over the Dragon rule.
Abzan vs. Dromoka
The PWG implies that the part Dromoka has driven out of the Abzan people is their ancestor worship. Their kin trees have to stay in secret. The blood-trust is replaced with a guardianship of the scalelords. Distrust to outsiders was an aspect of Abzan and it would fit if this distrust in the intentions of the dragons would be the reason for their resurgence - probably after Dromoka once again thinned out the weak among them "for the greater good". The likely way for the clan to break out of this is by asserting themselves through the power of their ancestors.
Mechanically this would possibly mean Lhurgoyf-style abilities. To differentiate this from e. g. delve the idea should be that the graveyard is not "used up", but retained.
Jeskai vs. Ojutai
Ojutai is all about doctrine and lets little room for dissent. Artisans are not as likely to be found among their people. But its already implied that there are "heretic" teachings probably rediscovering the red-aman associated "bloodfire" tradition. The people of Jeskai would reject the doctrine and derive their power from their ability to tap into "bloodfire" again - the ability to let loose in combat.
Mechanically this would need to be different from prowess sice the mechanic has become evergreen and does not contain the same distinctiveness any more. Well-timed attacks might be a good place to go.
Sultai vs. Silumgar
The story of these has always been about which cast is currently ruling - Naga (KTK), Human (FRF) or Dragon (DTK)? And always the Rakshasa are by the ruler's side. The story also shows that it was Tasigur betraying the other clans that contributed to the Khanfall and his ultimate fate - and Silumgar's paranoia now rules the faction. It would be fitting if the clan side would remedy this sin of the past an e. g. a Naga would reach out to the humans and even the other clans in an effort to stand against the sneaky Rakshasa (embodying the blue-black plotting more than other races).
Mechanically the Sultai would need to grow more green by being more conservative less feeding on itself, but draining strength from others. If one goes back to the well of delve, maybe based on the opponent's graveyard would be better. Or maybe morbid-style cards.
Mardu vs. Kolaghan
The Mardu have lost leadership and need to find a new strong leader and a sense of unity. Since white would be the new focus this would probably someone new and different. The thing Kolaghan lacks is actual recognition and honor. The new leader would return the practice of war names and would stomp the internal fighting and cannibalism. The strength of the people against the dragons would here stem from an ability to work together.
Mechanically I envision something like battle cry, maybe on a smaller scale. Something that still is aggressive and forward and meshes well with raid.
Temur vs. Atarka
The fire dragon fears the elemental powers of the shamans and tries to surpress the Temur way of honoring the accomplishments of their people - which they now have to recognize unseen. Temur blue never was about science and technology in the real-world sense, but about insight and lore-knowledge. Atarka quite obviously does not want anything to do with ice, so it would be fitting to see a decrease of dragon power come from a mastery of this lost aspect of Temur.
Mechanically the clan could be about temporary size and ovecoming the opponent. I envision activated or triggered abilities that have rootwalla-like effects to play into the p/t theme of the colors, but less static, but more dynamic. Temur would not have a permanent fatty, but the threat that any small creature might receive the blessing of the whole clan, exated-style (though not necessarily literally exalted).
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Also if anyone else wishes to contribute, just step in.
I already have too much on my plate as it is, however, if you're interested, I have a morph mechanic to offer. If it's useful, great. If not, that's fine too of course. Good luck with your set.
Metamorph (You may cast this card face down as a 2/2 creature for 3. Turn it face up or face down for its metamorph cost.)
Oasis Guard (Common) GWU
Creature - Human Nomad
2/4
Metamorph GWU(You may cast this card face down as a 2/2 creature for 3. Turn it face up or face down for its metamorph cost.)
Whenever Oasis Guard is turned face up, untap target creature.
Whenever Oasis Guard is turned face down, tap target creature.
I really like what you guys have come up with in terms of story.
Having some sort of "civil war" with Sarkhan representing the Dragons and Narset the old clans is great, and it would be very intresting to see what Sarkhan would do, considering his feelings for Narset (if I remember correctly).
DJK3654's philosophies ideas are pretty much spot on imho, and for the planeswalker, instead of making a new one you guys might be able to use Ob Nixilis instead?
Maybe use hybrid like they did in Fate Reforged, in order to fit the dragons and clans together and giving a mechanical difference. The clans cans use hybrid activation costs and/or caring about the other colors in it's wedge and the dragons can just be two colors. This way we have a difference between the two groups while giving some overlap between them as well.
Maybe have both the groups share mechanics and with the clans and dragons caring about differ themes. Maybe the dragons theme is tribal while the clans play with multicolor themes.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
BTW, "Blood and Fire" is such a great and fitting phrase for the story, I wouldn't mind just using this as the block-title; maybe make the set names based on them something like "Tarkir: Dragonfire" and "Blood of Khans". <.<
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
BTW, "Blood and Fire" is such a great and fitting phrase for the story, I wouldn't mind just using this as the block-title; maybe make the set names based on them something like "Tarkir: Dragonfire" and "Blood of Khans". <.<
Maybe use hybrid like they did in Fate Reforged, in order to fit the dragons and clans together and giving a mechanical difference. The clans cans use hybrid activation costs and/or caring about the other colors in it's wedge and the dragons can just be two colors. This way we have a difference between the two groups while giving some overlap between them as well.
Maybe have both the groups share mechanics and with the clans and dragons caring about differ themes. Maybe the dragons theme is tribal while the clans play with multicolor themes.
I was considering the use of hybrid mana. It definitely makes sense for the Clans to use it. I was thinking mostly enemy colour hybrid, and the caring about other colours is a nice idea as well. And since the second set will be wedge, there might be a cycle of allied colour wedge dragons, since allied colour gold might be out of place.
DJK3654's philosophies ideas are pretty much spot on imho, and for the black mana planeswalker, instead of making a new one you guys might be able to use Ob Nixilis instead?
I was considering Nixilus, he could appear for some reason and I really enjoy him. It depends on what other ideas we have and what fits. I could easily see him trying to seize power by siding with one of the clans, perhaps encouraging the Abzan to be a bit more selfish, but not so selfish as to disobey him. I was originally going to have the leader of new*Abzan make a deal with a Rakshasa to maintain power, but this is even better.
One thing that would need to be addressed is the fact that Dragons rule supreme because of the Dragon Storm. Either as result or as igniting moment of the story the storms should vanish or at least weaken. I would use it as starting point of the story since it gives an incident that would explain why all clans at once see this as their time to attempt a rebellion - such a vast planar event could also be a entering point for planeswalkers. Since the storms are tied to Ugin, one might also simply not have him in the set and just imply that something is causing his influence o Tarkir to wane - without specifics there is no need to contradict canon too immediately.
I agree the clans need to be differentiated by what the enemy colour brings. As for the Dragon Tempests, there is an answer that doesnt even need to contradict cannon. The only reason the dragons defeated the clans was because the dragon storms increased in frequency and intensity after Ugin fell into his coma. Before that, they were in semi-balance. We can just say the storms decreased after Ugin's awakening, and the dragons have suffered attrition since then with non-dragons only noticing recently.
So I hope I'm not just barging in without background here, but I've thought of a "return to Tarkir" scenario in the past, and the best way I can think of it is to pit the ally color broods against the enemy color resurgent clans. The core color for each side of the brood/clan conflict remains the same, but the partner one in the wedge varies. Something like this, where the italics are the new clans' rationales:
WU Ojutai vs. UR Jeskai (emotion trumps stoicism in finding enlightenment) UB Silumgar vs. BG Sultai (death and deceit are essential, but to each thing its opposite) BR Kolaghan vs. RW Mardu (rush headlong for the love of battle, but also for the need to prove oneself) RG Atarka vs. GU Temur (whispers of the past and shamanism of the present communing) GW Dromoka vs. WB Abzan (use the dead to reinforce the bonds of the living)
Furthermore, I'd not want to see a new mechanic for each of the clans/broods. That makes it feel too much like Ravnica 3.0. I think the broods could all have one mechanic and the clans all another - this would make it more feel like two sides in a war versus a bunch of indistinguishable squabbles.
I don't fully understand the idea behind how you suggest hybrid is to be incorporated. Can there be an example?
In the first set, the hybrid will represent the changing values of the clan. There will be some with hybrid enemy as the casting cost ( for Jeskai), and others with pivot colour and hybrid activated ability of the other colours ( with hybrid activated).
In the second, I want a cycle of dragons with hybrid ally colours since allied gold cards force you into one clan ( ).
Overall in the first set, I want the Broods to remain 2-coloured. I am not sure if I want the clans to have gold cards in the first set, or just have hybrid. I am leaning towards having some gold at higher rarity.
I've brainstormed a similar block idea myself. If I might make suggestions using ideas for my own take:
Outcasts of Tarkir
OTK features ten enemy-color legendary creatures who form the core of a movement known as the Outcasts of Tarkir, which is what I would suggest as the name for the set. This set tells the story of the Outcast leaders' origins and concludes with them gathering an army of defectors from the different Broods to rise up and overthrow the Dragonlords. The Outcast legends are divided into two cycles: A rare cycle that retains the central color of the Brood but drops the ally for the enemy (Heretics), and a mythic rare cycle that instead drops the core color of the Brood in favor of the enemy (Defectors). For example, the Ojutai Heretic would be UR, while the Defector would be RW.
I would suggest that each Brood/Outcast pair get a shared keyword, since the Outcasts are defecting from the Broods. The Heretic cycle could feature their faction's signature keyword, while the Defectors need not be quite as attached to their old Brood's mechanical focus.
Clans Reformed
The second set begins with the Brood-Outcast war and ends with the Broods and Outcasts uniting to form new wedge-colored Clans, each lead by a Dragon-Khan who represents the Dragons and humanoids of Tarkir becoming more equal. These Dragon-Khans could be Outcasts who have learned to take dragon form much as Sarkhan does, or they could be a separate cycle of characters, perhaps Dragons sympathetic to the humanoids' cause. In the case of the former, the Heretics would be more fitting as they are less disposed against Dragons than the Defectors.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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Hello everyone; and thank you to all those who have, and will contribute to my little set here.
What I am doing is creating a Return to Tarkir, under the 2-set paradigm. The sets are codenamed Blood for the large set, and Fire for the small set (yes I know BFZ has the same codename, but I had realized this after and I really like the names). My tentative names for the sets are either "Blood of Tarkir" and "Dragonfire"; or "Tarkir in Flames" and "The Blood of the Khans".
My goal with this block is to create a return that stays true to the new Dragon-filled world that Tarkir is, while also returning the wedge clans to existence. Note that in this timeline the Clans existed until ~1000 years ago, when they were overtaken by the dragon broods. Their history still existed; and there are records of them hidden in an Ojutai monastery which Narset discovered, as well as among what is now Atarka. The hidden shamans of Atarka's Brood have a few records of the Khans and a being known as the Sarkhan or "Sky-Khan/Great Khan/High Khan" who is both man and dragon. The shamans can also see what is called "the Unseen". The Unseen is essentially viewing alternate realities that could have been. The One Who Whispers Twice of Old Tarkir saw a world ruled by dragons, now the shamans see a world without dragons.
The central concept of dragons on Tarkir is what is called the Dragon Tempests, storms from which fully grown dragons spring forth, legends speak that the Sarkhan was a human born from the storms. These Dragon Tempests are directly linked to the Spirit Dragon, Ugin. In Old Tarkir, when he was murdered by Nicol Bolas, the Dragon Tempests ceased and no more dragons were born. This led to the extinction of Dragons by attrition until they were overwhelmed. In the Tarkir of Now, Ugin merely fell into a coma, and instead the Tempests increased in intensity spawning more dragons more frequently. Perhaps it was a defense mechanism to protect the Spirit Dragon. Now over a thousand years later, Ugin has awoken. This means that the Tempests should reduce in frequency to what they were before Ugin's coma. And in those times the Clans and Dragons were in balance, neither one able to gain enough of an advantage. Of course currently the Clans are dominated by Dragons and there are still much more living dragons, but conflict should allow the Clans to perhaps rise up to their former glory.
This block will take place 5-10 years in the future from now, so the story will continue and blocks will occur. This will pick up the story in the act, but for simplicity I will only hint at events that have occured. The real story here is the rebellion of the Clans, and how Sarkhan and Narset respond to this; as well as the rising conflict between them.
Blood will be a large set where the Broods are represented by allied colour pairs, and the rebels by enemy colour pairs. In Fire there will be 5 clans once more in wedges, except this time they will be centered in the enemy colour as opposed to one of the allied colours. The Broods/Clans will be divided in Blood ~60/40, to show that the Broods are still dominant for now. With most of the rebels spells and creatures being in the enemy colour. I intend to contrast these two sides in several ways: the Broods will have Dragons matters cards, while the Clans will have Dragon hate. The Clans will also have some colour matters cards as well. They will also be differentiated by how they use Morph, which leads into my next paragraph.
Morph is returning. Based on Mark Rosewater's recent article ranking the mechanics of Tarkir on the Storm Scale, I will not be using Megamorph as the main mechanic. Megamorph will not be named, but the many of the Brood morphs will still turn face-up with +1/+1 counters. In Fire, there will be 5 mechanics, one for each Clan. But in Blood I don't think I have the space to give each clan their own mechanic completely. Instead I will use some evergreen mechanics as well to fill space.
Morph (cost) (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) Morph will make its return here and will work much the same. I have a few ideas of how to use morph in new ways, but I will get into that later. Morph will show up in all colours.
Reinforce N — (cost) (Discard this card: Put N +1/+1 counters on target creature.) This going to be the +1/+1 counter mechanic for Dromoka/Abzan; at least for now until I come up with a better one. I personally like Reinforce but apparantly it wasn't well received. I figured it would be wrong for this clan not to have something with +1/+1 counters. It will show up in W and G in Blood, and will expand to B in Fire.
Sprint N (~ either deals N damage to itself or {deals N damage to you/you lose N life}) This is my speed mechanic to represent Kolaghan pushing the Brood to exaustion. I am considering removing the part where it can deal damage to you/cause you to lose life and/or making it only work once per turn. The idea is that the creature does something whenever you sprint it. This will be in R & B
Dragonslayer —…, if an opponant controls a Dragon, … This is an idea I had to represent Dragon-hate, if I need another keyword I can cut this and just type it out on each card. This will show up in all colours.
Recycle [cost] ([cost], Exile this card from your graveyard: Draw a card. Recycle only as a sorcery) This was contributed by DJK3654 and I like it quite a bit as a Sultai/Silumgar Mechanic. It will show up in B&U in BLood, and in G in Fire as well.
Raid — …, if you attacked with a creature this turn, … I like raid a lot. In this set I will use it to represent conflict. It will show up in all colours this time and will not be tied to a specific Clan/Brood.
WU: Ojutai will focus on a control-prowess build. I am going to have a subtheme of aura-matters with the Graceblades, as this triggers prowess. This proactive control will contrast with Jeskai's reactive aggro.
UB: Silumgar will have Recycle. They will have some sacrifice and self-mill to fuel this mechanic. Overall will still be a slow colour. I am hoping to slow the draft environment down from DTK in order to make control more viable.
BR: Kolaghan will focus on sprint. This will be the aggro colour pair. Ordinarily BR is control in draft, but I like the unique flavour of Tarkir creating a faster archetype.
RG: Atarka will have fight matters. They will retain a couple of un-keyworded ferocious effects, and perhaps a formidable at rare. But I want a slightly higher as-fan. So at least 2 fight spells, a one-way fight, a few creatures with etb fight, a creature or enchantment that can give repeatable fighting, and creatures that care about fighting.
GW: Dromoka will have Reinforce and care about +1/+1 counters. Very straightforward.
WB: Abzan will have a warrior subtheme. I like this unique flavour, and I also can't think of a better archetype. Perhaps have it be the main Dragonslayer colour or Raid.
UR: Jeskai will be more aggresive than the normal Jeskai. There will be several cantrips and reactive spells that favor an aggressive deck.
BG: Sultai will retain the toughness matters theme from KTK. I think there is more room here. Overall Sultai will contrast Silumgar's self-destructive control by being a more conventional midrange that adapts into the ultimate predator.
RW: Mardu will be the main Dragonslayer colour, as well as being more defensive to show their white community focused aspect.
GU: Temur will deal with morph and hidden knowledge. They will have temporary pumps and riders that require you to reveal a card from hand or reveal the top card of your library. They will also have benefits from morphs flipping and perhaps provide a way to turn back face-down. There will also be Scry as this fits with the theme.
I would appreciate feedback on the mechanics and archetypes.
Next Update:
Tarkir is my favorite plane, I love the flavour and the mechanics. I have a few issues with Dragons, namely not enough dragons, as well as the destruction of some of the world Khans had built up.
This will be a two set block inder the new paradigm; with the codenames "Fire" for the large set, and "Blood" for the small set. Real names will eventually need to be choosen.
Fire will represent the conflict between the Dragon Broods and the remnant of the clans rebelling. Blood will show the aftermath of the conflict with wedge clans returning, there will still be dragons but not as much as Dragons or Fire. These wedges will also be enemy centered as opposed to centered in an ally colour.
Morph will definitely be making a return, I will just be starting with basic morph without megamorph. Maybe another variant, megamorph, or manifest might also return.
All are welcome to contribute, I will be discussing exactly what is happening theme and mechanicwise before I start on indivual cards through.
My thoughts:
RUNIN: Norse mythology set (awaiting further playtesting)
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I think Sarkhan, Narset, and Ugin should all definitely be in the block; the real question is in which colours, and who else is there.
I don't know about devour, most of Tarkir's dragons dont eat people as much. It might work for an Atarka mechanic though. But that might be too similar to Jund.
Morph was rather popular and a mechanic I personally enjoy. I feel there is more space. For example flip effects. Or you could use a different colour for the morph cost. Say a green creature that morphs by paying red, and then it pings for 1.
The thing with the conflict is you have to define why the clans are rebelling. I had an idea that the Ojutai have a Great Debate leading to the reform of the clan. We also need to determine what happens to the dragons and Dragonlords. Ojutai could go into seclusion, but at least one of the Dragonlords ahould die i think. An dragons should still be part of most of the clans, maybe one that is non dragons.
As for enemy centered wedges, we need to figure out what changes for the clan when you change the focus. Maybe Abzan focuses on sacrifice for the good of the whole clan. Maybe Mardu cares about taking care of their own only. Temur is all about perfect strength, etc.
All three might be a bit much considering all three were in the last set (in might be boring for people).
True, but the storyline could change that somewhat.
This is a good idea. Something for the second set that would be interesting is mono-colour creatures with a two or three colour morph cost.
Another concern about Morph is that it's quite weird for the original world mechanic to return rather than the alternate world one, Megamorph, that took it's place. Perhaps using Megamorph would then be better, or have Morph but flavoured as associated with the rebelling peoples.
Narset's probing into Tarkir's past could awaken a desire for the people to take control again- fuelled partly by the connection to the lost colour of the original clan, which, come to think of it, is also a good explanation for the change in dominant colour. Could create a great conflict between Sarkhan and Narset 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
I agree on morph in the new timeline, but would it be too confusing to have all 3 versions of morph? Megamorph could be something just in the first set in a couple cycles, since it is a rather simple variant.
I feel Ugin should be in the set since he is rather central to the dragons. You could offset the three returns with 2 walkers who werent, so no Sorin. Especially if you mess with Sarkhan's colours again.
I dont have time to articulate right now, but I have some ideas of what the new wedges would mean.
Also is there any mechanics other than morph that should return? I thought maybe shifting exploit to Abzan and flavour it as Abzan doing whatever it takes to survive and maybe making a deal with a Rakshasa.
So we're sold on this?
I would say Sarkhan as and Narset as . This leaves a good space for a planeswalker of some form. A Naga or Rakshasa planeswalker would be interesting.
It's too much for only two sets.
I would put Ugin in the second set, he's less important to the storyline and less involved with the plane. This also spaces out the returns a bit. It might be best to put one of the Origins five/Gatewatch in the block, as they are supposed to be the main characters, for the near future at least. Perhaps Ugin notices the conflict and asks one of them to help resolve it.
Mechanics that convey the different sides of the conflict would be the best option...
...not, however, for the clans, as some clans getting a returning and some getting new creates an unevenness that players don't like. I don't think having named clan mechanics is a good idea here, as they take up a lot of space and attention. Instead, using the named mechanics to represent the broader allegiances of the conflict and roleplayer mechanics for gameplay. The clans can still cohere around a theme/strategy without a named mechanic.
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
But part of clan/shard/guild identity is often with a mechanic as well. I think having some mechanics to differentiate the old from the new might help. Red-Jeskai could have a new mechanic, while Ojutai could use Prowess since it is evergreen. Another clan could share a mechanic if it was used in a new way. But I think having the 5 clans without each having their own keyword would be a mistake.
I think we could fit in 9-11 mechanics depending on what they are. BFZ-block had 10 if you count colourless mana. I think if you have morph, megamorph counts as half a mechanic.
But I do agree we need to represent the conflict. Perhaps one keyword to show it, and modal spells of dragons vs clan might work.
I don't think we need all the clan keywords for Fire, the rest can show up in Blood. After all, Blood will be the set with the return of wedges. Fire should focus more on the conflict.
One more idea I had was of Legendary matters. I love Legendary creatures and the Heroes blade was sweet. Having more legendaries than normal would be something I am interested in.
The average large set has 5 mechanics. Variations are normally 6 or 4 mechanics. Small sets used to have one or two new mechanics plus most or all of the previous, but now with the two-block paradigm the average will probably be around 3 new mechanics with at least one of the previous going away.
Mechanical themes/strategies can be done perfectly fine without a mechanic to highlight it as much.
I disagree. Perhaps if Ravnica and Alara block didn't also exist I would disagree less, but given they do, this means that faction sets have done quite a bit. Mixing things up by going away from this is a good way to make the block interesting.
As a minor subtheme, I could see this. I would change it to 'legendary creature or planeswalker' as this is both more broader reaching and captures the fact that planeswalkers are a lot like legendary creatures. This area of design doesn't have enough space to carry any real weight for the set though, so keep in mind it would have to just be on a select portion of higher rarity cards.
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 suppose you are right with the keywords, I guess we just have to see what we come up with. If the mechanics have enough space to be contrasted there only needs to be one, leaving more room for other mechanics.
On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
It's not a certain science, so the possibility of both having clan mechanics and not are feasible. It's just that I personally think the latter is more workable, at least with morph stuff as well.
I would cut the slot for the extra uncommon (Scion of Ugin in DTK). This gives us 1.08 as-fan based on the standard 274 card 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
Fair enough. We could always bring back the scion in the small set if we want or need. 6 cycles of 5 should be enough.
Out of curiosity, how do you calculate as-fan? I calculate it as: As-fan=((factor/#ofcommons)*10)+((factor/#ofuncommons)*3)+((factor/#ofrares)*0.875)+((factor/#ofmythics)*0.175)
And are we going with the standard: 100 commons, 80 uncommons, 54 rares, 15 mythics, and 25 basic lands?
On another note, I think we should get a basic outline of what each clan/brood means, both philosophically and mechanically. It doesn't need to be finalized, but a rough outline seems important.
I am starting with Atarka/Temur, if you have a preference of with which to discuss first, feel free to say so. Atarka/Temur was very creature based with plenty of ramp. Atarka brood should continue this trend, but what does rebel*Temur do with being blue centered? Does their strategy change? Looking at Temur-watermarked cards in Khans there was a ratio of: G9-R4-U7. Obviously Blue should have the most of the 3 in the new set, but what are these cards?
http://yeefbear.com/as-fan/
Standard is currently 101 commons, 80 uncommons, 53 rares, 15 mythics. See KTK, DTK, BFZ.
Alright, initial thoughts:
Philosophically- more self centered and ruthless than the original Abzan. Driving force of spite for the communal control of the dragons
Mechanically- stronger grave/death focus, use graveyard as a common way to power the +1/+1 counter stuff.
Philosophically- more independent and emotional than the original Jeskai. Driving force of desire for freedom, individuality and expressiveness
Mechanically- more aggressive, more focus on using prowess sort-of stuff to beat down rather than maintain board control.
Philosophically- more communal, more disinterested in necromancy than the original Sultai. Driving force of desire for re-connection with nature.
Mechanically- less of the exploit sort-of effects, more delve like ones (these are more ). Perhaps subtheme of using grave for tokens?
Philosophically- more social, well organised and less ruthless than original Mardu. Driving force of desire for coming together.
Mechanically- more focus on the swarm/overrun component of the strategy rather than using individual, larger aggressive creatures.
Philosophically- greater desire for knowledge and civilisation than original Temur. Driving force of use for science and technology
Mechanically- less aggressive, less push for having multiple high power creatures- allow counting of creatures from other places than battlefield to make it easier to get bonuses using fewer creatures.
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
Nice, here is my thoughts:
Philosophically- Agree on this for the most part, modern Dromoka still have secret kin trees, perhaps a return to black means a return of their necromantic ways. And I think there should be on some sacrifice of others or self for the good of the greater group, a sort of whatever-it-takes attitude.
Mechanically- definitely a grave/focus. +1/+1 counters should still stay a part of the identity, but maybe also use the grave the fuel 1/1 spirit warriors? Perhaps a mix of sacrifice to create +1/+1 counters or spirit warriors; and caring about what is in the graveyard, a form of ancestor worship. I feel using the grave as fuel is still more a Sultai thing.
Philosophically- no disagreements here, instead of focusing on discipline to follow established doctrine, they explore their passions and develop new philosophy. There is still discipline, but it is self-discipline.
Mechanically- so a shift from tempo-control, tempo-aggro? I am very interested in the idea of enchantments triggering prowess. They are sorcery speed, so it forces one to be a bit more aggressive, rather than combat tricks.
Philosophically- Interestingly in the original Sultai, all non-black creatures were Naga except for 1 human and some non-sentients. And their zombies were related to Naga magic. Perhaps a rejection of Silumgar's stagnance and move towards the growth of nature. I would say the Naga led by Sidisi have the most motive to rebel. The new Sultai will use whatever means to survive, a true survival of the fittest. And not just being the fittest, but improving so one is not overtaken like the complacent dragons.
Mechanically- I agree on less exploit. I do like using a delve-like mechanic. Perhaps a focus on having one or two powerhouses fueled by the grave and the deaths of others? I think Sultai should have some of the more powerful creatures on par with Temur.
Philosophically- definitely more group oriented. Perhaps a charismatic leader shows concern for others and abandons following the dragons. Instead staying behind to care for the weak.
Mechanically- Agree here. Instead of the usual overrun with trample, perhaps use mass menace for the alpha strike. Should probably have a token subtheme.
Philosophically- There are still the shamans who see the Unseen, a world without dragons. I could see them using desire for perfection to grow even stronger. Not just raw power, but refined savagery. Atarka's dragons are the strongest dragons in terms of raw power, so Temur needs to use cunning and planning in order to beat them. Using strategy in order to become more powerful than they normally would.
Mechanically- They should still have some efficient beaters, but maybe supported by shamans and such. Using cards from hand and library to support the few beaters they have through utility effects. Perhaps by revealing cards from hand or top of library? You would have several big elementals and beasts with smaller shamans providing all sorts of effects and power boosts.
One thing that would need to be addressed is the fact that Dragons rule supreme because of the Dragon Storm. Either as result or as igniting moment of the story the storms should vanish or at least weaken. I would use it as starting point of the story since it gives an incident that would explain why all clans at once see this as their time to attempt a rebellion - such a vast planar event could also be a entering point for planeswalkers. Since the storms are tied to Ugin, one might also simply not have him in the set and just imply that something is causing his influence o Tarkir to wane - without specifics there is no need to contradict canon too immediately.
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I think if there is a place for meamorph, then it is right from the start in the first set.
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I re-read the PWGs to get feel for the Clans and Dragon Broods. In general I think the best idea to represent the conflict is to concentrate on the aspect the enemy color brings to the mix, when added again to the other two colors - and how the Clans would feel it improves their situation over the Dragon rule.
Abzan vs. Dromoka
The PWG implies that the part Dromoka has driven out of the Abzan people is their ancestor worship. Their kin trees have to stay in secret. The blood-trust is replaced with a guardianship of the scalelords. Distrust to outsiders was an aspect of Abzan and it would fit if this distrust in the intentions of the dragons would be the reason for their resurgence - probably after Dromoka once again thinned out the weak among them "for the greater good". The likely way for the clan to break out of this is by asserting themselves through the power of their ancestors.
Mechanically this would possibly mean Lhurgoyf-style abilities. To differentiate this from e. g. delve the idea should be that the graveyard is not "used up", but retained.
Jeskai vs. Ojutai
Ojutai is all about doctrine and lets little room for dissent. Artisans are not as likely to be found among their people. But its already implied that there are "heretic" teachings probably rediscovering the red-aman associated "bloodfire" tradition. The people of Jeskai would reject the doctrine and derive their power from their ability to tap into "bloodfire" again - the ability to let loose in combat.
Mechanically this would need to be different from prowess sice the mechanic has become evergreen and does not contain the same distinctiveness any more. Well-timed attacks might be a good place to go.
Sultai vs. Silumgar
The story of these has always been about which cast is currently ruling - Naga (KTK), Human (FRF) or Dragon (DTK)? And always the Rakshasa are by the ruler's side. The story also shows that it was Tasigur betraying the other clans that contributed to the Khanfall and his ultimate fate - and Silumgar's paranoia now rules the faction. It would be fitting if the clan side would remedy this sin of the past an e. g. a Naga would reach out to the humans and even the other clans in an effort to stand against the sneaky Rakshasa (embodying the blue-black plotting more than other races).
Mechanically the Sultai would need to grow more green by being more conservative less feeding on itself, but draining strength from others. If one goes back to the well of delve, maybe based on the opponent's graveyard would be better. Or maybe morbid-style cards.
Mardu vs. Kolaghan
The Mardu have lost leadership and need to find a new strong leader and a sense of unity. Since white would be the new focus this would probably someone new and different. The thing Kolaghan lacks is actual recognition and honor. The new leader would return the practice of war names and would stomp the internal fighting and cannibalism. The strength of the people against the dragons would here stem from an ability to work together.
Mechanically I envision something like battle cry, maybe on a smaller scale. Something that still is aggressive and forward and meshes well with raid.
Temur vs. Atarka
The fire dragon fears the elemental powers of the shamans and tries to surpress the Temur way of honoring the accomplishments of their people - which they now have to recognize unseen. Temur blue never was about science and technology in the real-world sense, but about insight and lore-knowledge. Atarka quite obviously does not want anything to do with ice, so it would be fitting to see a decrease of dragon power come from a mastery of this lost aspect of Temur.
Mechanically the clan could be about temporary size and ovecoming the opponent. I envision activated or triggered abilities that have rootwalla-like effects to play into the p/t theme of the colors, but less static, but more dynamic. Temur would not have a permanent fatty, but the threat that any small creature might receive the blessing of the whole clan, exated-style (though not necessarily literally exalted).
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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I already have too much on my plate as it is, however, if you're interested, I have a morph mechanic to offer. If it's useful, great. If not, that's fine too of course. Good luck with your set.
Metamorph (You may cast this card face down as a 2/2 creature for 3. Turn it face up or face down for its metamorph cost.)
Oasis Guard (Common)
GWU
Creature - Human Nomad
2/4
Metamorph GWU (You may cast this card face down as a 2/2 creature for 3. Turn it face up or face down for its metamorph cost.)
Whenever Oasis Guard is turned face up, untap target creature.
Whenever Oasis Guard is turned face down, tap target creature.
Having some sort of "civil war" with Sarkhan representing the Dragons and Narset the old clans is great, and it would be very intresting to see what Sarkhan would do, considering his feelings for Narset (if I remember correctly).
DJK3654's philosophies ideas are pretty much spot on imho, and for the planeswalker, instead of making a new one you guys might be able to use Ob Nixilis instead?
Maybe use hybrid like they did in Fate Reforged, in order to fit the dragons and clans together and giving a mechanical difference. The clans cans use hybrid activation costs and/or caring about the other colors in it's wedge and the dragons can just be two colors. This way we have a difference between the two groups while giving some overlap between them as well.
Maybe have both the groups share mechanics and with the clans and dragons caring about differ themes. Maybe the dragons theme is tribal while the clans play with multicolor themes.
"You can tell how dumb someone is by how they use Mary Sue"
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Love the name ideas.
I was considering the use of hybrid mana. It definitely makes sense for the Clans to use it. I was thinking mostly enemy colour hybrid, and the caring about other colours is a nice idea as well. And since the second set will be wedge, there might be a cycle of allied colour wedge dragons, since allied colour gold might be out of place.
I was considering Nixilus, he could appear for some reason and I really enjoy him. It depends on what other ideas we have and what fits. I could easily see him trying to seize power by siding with one of the clans, perhaps encouraging the Abzan to be a bit more selfish, but not so selfish as to disobey him. I was originally going to have the leader of new*Abzan make a deal with a Rakshasa to maintain power, but this is even better.
I agree the clans need to be differentiated by what the enemy colour brings. As for the Dragon Tempests, there is an answer that doesnt even need to contradict cannon. The only reason the dragons defeated the clans was because the dragon storms increased in frequency and intensity after Ugin fell into his coma. Before that, they were in semi-balance. We can just say the storms decreased after Ugin's awakening, and the dragons have suffered attrition since then with non-dragons only noticing recently.
WU Ojutai vs. UR Jeskai (emotion trumps stoicism in finding enlightenment)
UB Silumgar vs. BG Sultai (death and deceit are essential, but to each thing its opposite)
BR Kolaghan vs. RW Mardu (rush headlong for the love of battle, but also for the need to prove oneself)
RG Atarka vs. GU Temur (whispers of the past and shamanism of the present communing)
GW Dromoka vs. WB Abzan (use the dead to reinforce the bonds of the living)
Furthermore, I'd not want to see a new mechanic for each of the clans/broods. That makes it feel too much like Ravnica 3.0. I think the broods could all have one mechanic and the clans all another - this would make it more feel like two sides in a war versus a bunch of indistinguishable squabbles.
Thoughts?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
In the first set, the hybrid will represent the changing values of the clan. There will be some with hybrid enemy as the casting cost ( for Jeskai), and others with pivot colour and hybrid activated ability of the other colours ( with hybrid activated).
In the second, I want a cycle of dragons with hybrid ally colours since allied gold cards force you into one clan ( ).
Overall in the first set, I want the Broods to remain 2-coloured. I am not sure if I want the clans to have gold cards in the first set, or just have hybrid. I am leaning towards having some gold at higher rarity.
Outcasts of Tarkir
OTK features ten enemy-color legendary creatures who form the core of a movement known as the Outcasts of Tarkir, which is what I would suggest as the name for the set. This set tells the story of the Outcast leaders' origins and concludes with them gathering an army of defectors from the different Broods to rise up and overthrow the Dragonlords. The Outcast legends are divided into two cycles: A rare cycle that retains the central color of the Brood but drops the ally for the enemy (Heretics), and a mythic rare cycle that instead drops the core color of the Brood in favor of the enemy (Defectors). For example, the Ojutai Heretic would be UR, while the Defector would be RW.
I would suggest that each Brood/Outcast pair get a shared keyword, since the Outcasts are defecting from the Broods. The Heretic cycle could feature their faction's signature keyword, while the Defectors need not be quite as attached to their old Brood's mechanical focus.
Clans Reformed
The second set begins with the Brood-Outcast war and ends with the Broods and Outcasts uniting to form new wedge-colored Clans, each lead by a Dragon-Khan who represents the Dragons and humanoids of Tarkir becoming more equal. These Dragon-Khans could be Outcasts who have learned to take dragon form much as Sarkhan does, or they could be a separate cycle of characters, perhaps Dragons sympathetic to the humanoids' cause. In the case of the former, the Heretics would be more fitting as they are less disposed against Dragons than the Defectors.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.