The following are the sets/themes that were suggested. After discussion occurs for two days I'll put up a poll. If the tide of discussion goes towards a set and theme that arn't suggested by the same person I'll seperate them. If not...then I still might seperate them.
A few general guidelines: Don't be afraid to give your opinions, I doubt flaming will be much of an issue in this group but timidity might be. If you like something from column A and B then we CAN do that! We can have main themes and subthemes. (Sub settings would be more challenging though).
Lorgalis:
Setting: A shadowy and misty plane, where death is almost unknown. Hidden secrets and forces from the past melt into the present, affecting it from the beyond. The beings and spells from the present, in turn, try to affect the past...
Theme: Bottom card(s) of library matter(s)
menma:
Setting: An underground world. Several races live underneath the earth's surface for centuries. Neither does one remember the reason why anymore, nor know the look of the world outside. Different groups struggle for the power.
The church understands this as god's punishment for mistakes in the past, people are supposed to life here and pay the debt.
Revolutionaries (Humans, Goblins and Minotaurs) try to reach the surface against any opposition.
Mafia-like companies want to increase their influence and profit at any cost.
Elves once invented and now breed underground plants, the fundament for survival.
The elite government, composed of Wizards, follows its own agenda. They seem to know far more that they let everyone else know.
In addition to the conflict itself, danger is all around. On one side monsters like Dragons and Ghosts lurking, on the other natural disasters like earthquakes and potential floodings.
Theme: Resource management matters. Cards care about hands, life, permanents and lands/mana
WUPBRG:
Setting: Magic runs rampant, all creatures have some sort of ability, a small controlled power. Since everyone has these powers they aren't special anymore. Traditional spells are old hat. Into this tedium enters a group who are different, they allow the whole mana to flood through them without attempting to harness it. They act as conduits for the mana to affect the rest of the denizens.
Theme: Most if not all creatures have an activated ability. Most spells and abilities are targeted. Only, the mana conduit creatures and spells related to them have global effects.
Penguinwriter:
Setting: A dystopian city ruled by a supreme being with eyes everywhere. It is a world of paranoia and secrecy, where you never know who you can trust and who might report you to a higher authority. However, people have begun to doubt whether there really is a leader anymore. Laws are loosely enforced, and seem to be whatever those who police the people want them to be at the time.
Theme: Revealed/Revealing cards matters.
seratonin:
Setting-Mishra, in an alternative reality as depicted in Primal Plasma raised as an elementist learn the arts of Alchemy and soon discoveres the multiple timelines. With the kidnapping of Karn, he crafts an Artifical Plane and becomes the Broker of Thought due to his unique ability to use emotion as his buildinb blocks..
Set Name: Broker of Thought
Theme-The Concept of Changing beyond mana into spells and permanents. (Pitch cards, transmute varients, etc.) More thematic, then mechanic.
Mechanics-Shadow would expected to make a return, as long with transmute. It'll be both open to hybrid and multicolor, but the keystone is the idea of the 10 Alchemtic Houses, 1 for each tri color combination.
L0ng5h0t:
Setting: An unstable world of earthquakes, volcanoes and meteor showers where only the very tough and/or very lucky survive.
Theme: Lands matter
snoopYah:
Setting: A world without magic*. A peaceful world. A quiet world.
The Stillness is interrupted. Five Planeswalkers arrive. They bring their mages with them.
There will be war.
Theme you say? I liked the hero/villian duel thing, so I say lets do something like that, only this time we have races like Elves vs Gobos, or Elementals vs Undead. Sounds like a good time to me.
AutumnWillow:
Setting: Space, the final frontier
Theme: Hand manipulation
Krey:
Setting: An underwater world. a place where many of magic sea creatures could shine. It would be nice to create new basic land types (hard to imagine an underwater swamp). A nce name could be "Oceanica"
Theme: Creature type matters
Twilight Kiwi:
Setting: A savage, uncivilized world populated by beast-like half-breeds and humanoids (centaurs, minotaurs, harpies, leonin/catfolk, loxodons, satyrs, naga, kobolds, werewolves, merfolk, sphinxes, lamia, etc). Magic here is raw and unchained too; no simple cantrips, complex mind tricks, or minor incantations and charms, it's a dangerous and wild force that can only be summoned or channeled, not manipulated.
Themes: "Creatures matter" mechanics and cards (not "creature types matter," though there will probably be a few tribal-style cards), with a greater ratio of creatures to other card types than usual; "big" spells.
Alabran:
Setting: Rí-Rá - Formed from the mind of the very powerful mind of a planeswalker of the same name, Rí-Rá was originally a very static world of sharp lines and equations, mirroring the similarly organized mind of it's creator. However, the wandering planeswalker Imreas entered Rí-Rá's life and slowly began to shift it away from the straight and narrow into the world of passion. This was recorded as a golden age within the plane as every aspect of it, while still orderly, was bestowed with brilliant colors and vibrancy. Civilization entered an era of renascence as new regions in culture, science, and thought were breached. It was then that Imreas suddenly vanished, unexpectedly, and without explanation. For years Rí-Rá searched the planes in an attempt to rediscover her but with no avail and as his search continued, his mind suffered. Present day, the plane of Rí-Rá is a torn and twisted world, ever linked to the mind of it's creator. All aspects of it, though still ordered, is drastically shifted, as though the world lay on a grid that was then twisted and curled beyond recognition. Gravity follows the curvature of Rí-Rá which can be disorienting to some, though most of the locals have adapted to it. Those who were not willed enough to adapt their minds to the new environment, went mad. Determined to force time to bend to their will, these Linears in their insanity discovered a method to exist outside the bounds of the plane, essentially bridging through the curves of the plane and saving themselves potentially days of foot travel. Fully prepared to seize this advantage, the Linears have begun to conquer the world, so they might reverse this shift and return it to it's lost renaissance. Unable to compete against this ability, the native Ririans try to hold their own as best they can until Rí-Rá is able to return and restore right to the world.
Primary Theme: Outside the Game and Sideboard
Secondary Themes: Combat, especially evasion; Hand.
iowercase:
Setting: Planeswalkers travel through and between planes; the most powerful can even make their own. This power to create doesn't come from anywhere: every person has that latent creative ability, and every person exercises it whether they know it or not. At night, in sleep, their creative energies funnel out into the gauzy ethereal realm between planes, and deep in this place new worlds are born every night from their dreams, each as fragile as a bubble in the open air. These worlds rarely last past the night, but sometimes by artifice or accident one will endure. The people in it and the world itself must fight for stability in an environment where continued existence is always uncertain, where physical laws and landscapes shift as often as the breeze does.
Ideally there might be a strictly monocolored society/clan for each color. Each color/clan comes from a different dreamscape, and strict cohesion is the only thing standing between staying alive and dissolving into the chaotic muck between worlds. In between these colors are multicolor "rogue" creatures and spells that have gotten themselves tangled up in different realities. They are more powerful, but their time is limited before they dissolve away into dreamstuff again.
Primary themes: Ephemerality and instability; fading, vanishing, phasing, blink, bounce, trade, coin-flips, transmutations, depletable lands (depletable basic lands?), possibly a new 'ethereal' (or something else) subtype to reflect this. Unstable game states. Monocolor = more stable; Multicolor = less stable but more powerful.
Magicprofessor28:
Setting: A plane where mana is controlled by 5 elite leaders who must unite to stop an evil planeswalker.
Mechanics: Standard magic settings with cards that would get benifits for working with other colors
1T4:
Setting : A twisted world in wich all is the opposite. Blacks are the good guys while whites are the bad ones, reds are the wise guys while blues are the instinctive ones, greens abuse the nature while artifacts try to preserve it.
Theme : All based on flavour. In fact the reality twist in this plane affects only the perception of how a color is (good, bad, aggressive, meditating...) but not its set of abilities. So, for example, white always grant life gain and protection, but in a "evil way" like:
Wheat Tax :1mana::symw::symw:
Instant
Gain 1 life for each tapped land.
Lands opponents control don't untap during their next untap step. "They even steal the food from our childs mouth!"
Burning Ninja:
Earth: A dying plane. Once, this plane had a reasonable connection to the Æther, and was home to many powerful archmages, such as Merlin. Now, the sources of mana on Earth are, for the most part gone. Poverty, corruption, and chaos abound as the planes lifelink to the Æther fades. Although the majority of Earth's inhabitants think of magic to be a myth, or at best something that ended centuries ago, a scarce few can see the mana left on Earth. Those that can have tried to call for help from stronger wizards from more bountiful planes, in an attempt to preserve Earth's link the the Æther. But what sort of "help" will arrive, if any? How can these wizards affect a world that shuns magic? Even if the plane is saved, will the rampant corruption of its government destroy Earth?
In this set, players can command armies of adept wizards, brutal cyborgs, and devious diplomats. Diplomacy and manipulation are key. With the new Bribe mechanic, change the stack to meet your needs. Gain a variety of new tools for multiplayer games. Colored mana is scarce, so learn to balance your colorful spells with useful colorless mana
Tevin:
Setting: Something Nordic mythology-ish. Ragnarok is on the verge of exploding into full fervor, and the Gods and humans are all buckling down to weather through it. Some gods have taken to protecting a particular group or race, which has led to some divisions amongst the divine ranks. People are dying left and right, coming back as einherjar only to die the final death, as Jormungandr leads the armies of the dark forests while Loki stands at the head of the giants' forces. Hel cannot take the influx of souls and has begun sending them back into the world to do her bidding, while Odin and Freya lead the valkyries into battle. All that we love about the Vikings in Magic form =)
Theme: Heavy creature revival/graveyard play; tribal bonuses amongst same type and against opposing types.
blacker_lotus:
Setting: a very, very small plane inhabitated by amorphal beeings that can only see civilizations from their own, because their eyes can't filter the sun's reflection in the creatures. They would all be nomadic creatures, like a pre-historical way of life. All of a sudden, in a starstorm (not the Onslaught's one), mana rifts were opened in the whole plane, due to the stars' power to keep mana. as stars shine, each race could see different colors now, revealing to each other race, making them realize they were not alone in the plane (they didn't have bodies, so they couldn't touch each other. maybe with the starstorm each race could touch each other now, or develop ways to touch each other). So they start to fight for control, survival, but, on top of that, because they fear the "new" races.
Theme: a monocolor theme, or maybe a converted mana cost theme.
Ideas of races:
Illusions
Horrors or Nightmares
Spirits
Elementals (like flame-kin are to red, but a different concept, like steam or lightning people)
Essences or Reflections
:symu::symb::symg::symr::symw: Elementals (different from red. These would be created by the inhabitants of the plane's feelings)
DarkNightCavalier:
Setting:
5 cities, 5 relics, one of them steals one and upsets the balance of power. How will things work out?
theme:
Color interaction, enemy and allied based mix.
Solestico:
Setting: 5 races each a combintion of 3 colors: WUB, UBR, BRG, RGW, GWU. Each of them has a superior guy (not a dragon :p). However, some 'people' (not necesary be humans) do a duple job. For example, WU guys are representing WUB race but, at the same time, pretending they are GWU, like spies.
Theme: flip cards, split cards, creatures that can work in two races, humble spells (convertion to one race)...
Cagnazzura:
Setting: Metallic plane ruled by robots and constructs. Similar to Mirrodin, but more space-agey. The majority of cards are artifacts, artifacts with colored activation costs, or colorful artifacts.
Theme: Super powerful robots doing battle. This place is all about the game changers. Example:
Dome of the Ridirox :5mana::sym2w::sym2u::sym2b::sym2r::sym2g:
Legendary Artifact
As Dome of the Ridirox comes into play, choose one: You start the game with a life total of 40, or you may play up to two additional lands on each of your turns.
Perpetual (If a game would end and this card is in play, begin the next game of your match with this card in play under your control.)
This works so that if you play it first game and choose to have 40 life, then if you win (or lose) you start the next game with 40 life. If you play this in the first game before you start the game (which is always, unless you're some crazy combo player), the 40 life-starting effect will have no effect at all. It'll just be there for the next game.
Anyhow, that's just an example of the fun stuff that comes along on this plane.
MindWrencher:
Set: The Eternals
Is about a world with a kind of beings that cannot die, instead they're disspersed, they're not planeswalkers, but they're also very powerful, They,re not indesctructibles, they can be destroyed, but their essence remains, and after a time they can get back
The role game
They have an ability named Disspersion that put disspersion counters on them
If they would leave play, instead they get Disspersion counters, those counters mean how much they were disspersed
They have some abilities and all of them can be used if they don't have Disspersion Counters on them, if they have any, you must look at the number in that ability... that number tells you that you can't use that ability unless that eternal have equal or less than that number of disspersion counters, the more powerful ability could be used only if the creature don't have disspersion counters
Theme: Creatures that can't leave play (at least not forever)
Secondary Theme: Animated non creature permanents (lands, artifacts, enchantments, maybe even planeswalkers)
Keywords (some of them)
Ethereal: It means, When this creature is blocked, it becomes unblocked and gets -X/-X where X is half its power rounded down, and all auras and artifacts attached to them become unatached
Disspersion X: If this creature would leave play, instead put X disspersion counters on it. At the beggining of your upkeep remove a disspersion counter from this creature. If this creature have one or more disspersion counters on it can't attack or block
Dragoon26:
Setting: Remember that episode of Star Trek with the dark mirror universe where all the good guys were evil and all the bad guys were good? Me either. I've just heard about it.
Years have passed since Teferi mended the tears in Dominaria. Even more years have passed since the Phyrexian war. Reyna, a young fledgling planeswalker just discovering her spark, grew up hearing these stories. But when she accidentally falls into a dimentional rift, she finds herself on a plane called Ruminaria, Dominaria's dark shadow. Here, her childhood heroes reign over the plane in tyranny while the villains she thought she knew now protect the innocent at all costs. The real crew of the Weatherlight now reunite and enter the rift to help save one of their own: Gerrard's daughter.
*Note: I haven't really read up on recent stories, so I'm not entirely sure who of the Weatherlight crew is dead and who is alive, or who left to go do other stuff... (I am aware Karn ascended and then created the plane of Mirrodin... but I digress...)
Grevin en-Vec vs. Gerrard the Vile Gix, Champion of Yawgmoth vs. Karn, Obsidian Emperor Yawgmoth, Eternal Redeemer vs. Teferi, Destroyer of Zhalfir
Get ready to root for the bad guy.
This really isn't meant to be like Planar Chaos with a heavy focus on color shifts. It should feel like another chapter in the Weatherlight Saga with a focus on the alternate personalities of beloved characters
**BurningNinja's formatting will not work....I've tried.
If I may, I don't like IT4's pitch, because it purposely, well essentially, alligns white as good, black as evil, blue as thinkers, red as implusive, green as naturalists, and artifacts as artificial. Yes, some of these are ladden into the philosphy, but each color has different facets. Kami shows that White can be evil, and Black can be good, despite the two have heavy desposistion to the opposite. Blue can think on instinct and red can think things out. Green is naturalist, but it's also a color that erradicate other enviroments in order to perserve its own. And artifacts aren't just artifically constructs, and have no actual allighment to 'artifical' (the would be blue). Just my two cents.
Thank you Trix. My arguement against IT4's still stands.
I found all the pitches interesting, but my favorite is Dragoon's. While the naming convention leaves much to be desired, the flavor behind the set is interesting that allows for some open doors.
Others of Note
Cagna's Metallic Plane: A chance to fix Mirrodin.
LongShot's: Reprints are man lands and Seismic Assault, plus a chance to explore one of the most unique card types: Land.
If I may, I don't like IT4's pitch, because it purposely, well essentially, alligns white as good, black as evil, blue as thinkers, red as implusive, green as naturalists, and artifacts as artificial. Yes, some of these are ladden into the philosphy, but each color has different facets. Kami shows that White can be evil, and Black can be good, despite the two have heavy desposistion to the opposite. Blue can think on instinct and red can think things out. Green is naturalist, but it's also a color that erradicate other enviroments in order to perserve its own. And artifacts aren't just artifically constructs, and have no actual allighment to 'artifical' (the would be blue). Just my two cents.
That very well may be, but it's quite a bit to unravel in just a couple of sentences. The concept is still valid because it is challenging the perceptions of each color's natural tendancies. How would blue mages react if they lacked the discipline of study. Conversely, how would the red mage use the awesome power of earth and fire with that same discipline. It would create space for some very interesting challenges.
That said, I also have to give a nod to Dragoons setting as well. A mirror universe setting is veeeery interesting.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from "SALAd aka Jack Power" »
|_0|\|65407 (There; now you're fully l33t)
CCL Winner- July '08, Aug '08 Sept '08, Oct '08 Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I don't always play Jank, but when I do, I play Saffronolive.
I think before discussion can really get started on 1T4's design he should specify exactly how he wants to twist the colors, (i.e. disciplined red mages) because that actually affects how the cards are made.
I agree with Lorgalis; a setting based on twisting established Magic canon would put those not familiar with the Weatherlight Saga (and Dominarian history in general) at a disadvantage, as cool as I personally think it would be to do a set based on it.
I like Burning Ninja's setting, though I'm not too keen on his mechanical themes. I think it'd be interesting to see how a quasi-modern world would fit into Magic's color paradigms. iowercase's ideas are also interesting.
(And obviously, I'm partial to my own proposition, as well... ;P )
Private Mod Note
():
Rollback Post to RevisionRollBack
"Suffer the little creatures, for they may yet rise up and beat you senseless."
Like TK said, I'd love to just sit here and harp on about my own setting all day but I'm reckoning that might be unproductive.
So really I'm kind of digging AutumnWillow and Alabran's suggestions mostly because I think they occupy a little bit of the same space. Either in a dreamscape or in actual space or on an epic psychological battleground, I'd love to see a set that dares to dabble in slightly more esoteric content and card concepts than usual fare. I may be being a little esoteric myself in expressing what it is exactly I'd like out of the set, though.
Space could easily be tackled without resorting to tech-y themes (or we could go down that road too). Seeing how each color expresses itself in a vacuum (especially the elements, URG, being divorced from a standard-issue land-sea-sky environment) would be plenty interesting in itself.
I like Alabran's setting because it puts the entire world into a fundamental dichotomy that is finally more interesting than "good vs. evil" or "snow vs. nonsnow" or whatever else. I like that this epic struggle going on is really at its heart a psychological drama. And again, I'd like to see how the colors are interpreted to fit inside of a world that, assumedly, is fundamentally not a mundane "land, earth, sky, water" plane.
Favorite Settings:
Penguinwriter's- I really like dystopias. The idea that Big Brother is watching is even scarier with magic and reminds a lot of the Dimir, very cool.
Seratonin's- Not sure if this is too canon with the books? But an elementalist Mishra instead of an artificer, awesome.
Krey's- Fascinating idea, underwater world hasn't been done and I would love to see how the colors are represented in a usually blue setting.
blacker_Lotus's- Ooh, amorphous creatures, spirits and horrors and Illusions oh my. Like the color filtration idea.
Favorite Themes:
Lorgalis-Deals with an interesting aspect of the game that isn't touched much, makes Tel-Jilad Stylus better
seratonin-Loves me some pitch spells, alternate ways of playing things is very cool
Krey-Although we just had a tribal block, when combined with your underwater setting it is something very new
Solestico- Flip cards, yay. Split and flip cards both are very cool ideas that haven't seen a whole lot of play, a set around them would be new and awesome.
iowercase- Interesting ideas especially depletable lands and phasing, very cool
To him,
Nothing has worth
Unless it belongs
To someone else.
It is not the lust for wealth
That drives him
Simply the hunter's thrill,
And the moment
Of acquisition.
Nothing is truly your own.
It is his –
Whether you know it or not.
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article
I'm barely familiar with the Weatherlight Saga myself. I've never read any of the books. All I know about the story is what I've garnered from the cards and a few minor bits that have been told to me. That said, I see no reason why we shouldn't be able to come up with our own "fan fiction" for a set, even though we may not know the ends-and-outs of the real story. Not necessarily voting for my own here, just saying I disagree a bit with the arguments put against it this far.
As for space, I'm not a huge fan of that idea. I like the fact that Magic is fantasy based and even though the setting changes from block to block, it still remains fantasy. I highly doubt space would translate well into Magic.
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
As far as knowing the ins an out of magic story lines goes, Dragoons setting actually requires very little knowledge of magic lore beyond what we can glean from the wiki here. Events in a mirror plane would parallel the prime plane only so far. What if the brothers war had a different outcome? The entire timeline would be divergent from that point on. (That could even be the origin of the mirror plane) I don't even know what happend during the Brother's War, but we have the Wiki here to help.
I have to vote for Dragoon's setting first, then 1T4's. They're both spins off of the same concept, but Dragoon's has a Time Spirally coolness factor that really intrigues.
@Dragoon & GiftsTrix - I'm going to PM you guys later re: the future of the CCL. Don't worry, it's something cool but I'll need your help.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from "SALAd aka Jack Power" »
|_0|\|65407 (There; now you're fully l33t)
CCL Winner- July '08, Aug '08 Sept '08, Oct '08 Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
I don't always play Jank, but when I do, I play Saffronolive.
I love iowercase's spoiler, and i liked a lot blacker_lotus' and Penguinwriter's
I like the ideas of blacker lotus about uncorporeal beings (could fit with my Disspersion and Ethereal mechanics)
I like stability/inestability ideas from iowercase, and also fit with my mechanics
I like Penguinwritter idea og bigbrother like workd and i love the theme of revealing card matter
About Themes
I like seratonin idea for transmute and shadow, that fits inestability in iowercase world
L0ng5h0t idea for unstable world of earthquakes, volcanoes and meteor showers where only the very tough and/or very lucky survive could also fit in iowercase world
Soelsticio idea for flip cards, split cards and so on work in iowercase world
Making a twist in color, rolings or legendary creatures just happened in TS block so i wouldn't like to see that again 1 year after (just like i didnt like to see a second Ravnica version in SHM-EVE just 2 years after)...
I think that space theme just don't fit in Magic Universe... yet... maybe never
The problem with Mirrodin was that while the cards were excellent, and the idea amazing, it was a degenerate format. Cag's allows for a different universe that has similar properties, but still isn't as crazy fast.
Either way, I really like Dragoon's theme and considering my background with the novels, I like to take a second look at the Brother's War and have that start Dragoon's alternate universe.
Well I've tried and tried and i can't for the life of me figure out how to put a poll in a thread so If you would simply vote here by stating which themes/settings you like (vote for as many as you want) and bold your votes. Voting is open 48 hours which means round 1 starts sept. 2nd
Setting: Dragoon26's and Cag's. (My own too, but I feel like that would flow well into Dragoon's.)
Theme: Longshot, Penguin, and Dragoon (And mine, because again they all fit into my personal favorite, Dragoon's. A small in naming convention, and I think we'll have a cool set on our hands.)
Asking out a girl is like trying to cast a first turn Necropotence. Sometimes the other player will have the Force of Will to say no. You shouldn't let that stop you from trying it.
My theme got one vote. Now I can rest in pieces peace.
+1 on the official misspell count for this thread.
*menma points at his username (again)
Theme + setting: Tevin
*can rest in peace as well* =D
Setting and theme, gotta root for mine(can't always be altruistic ) and Dragoon26's ('cause I think an Evil Gerrard vs Good Gerrard would make an *awesome* finisher :D)
Private Mod Note
():
Rollback Post to RevisionRollBack
T2- -:symu::symr: Suspension- "Time Lord" -Merfolk Mill- "Millf**k" Extended: -:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin" -:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute" Vintage:
-:symb: Discard- "A Hymn to Empty Hands" Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Those who feel Kamigawa is weak cannot play Kamigawa properly. 永遠神川!
To him,
Nothing has worth
Unless it belongs
To someone else.
It is not the lust for wealth
That drives him
Simply the hunter's thrill,
And the moment
Of acquisition.
Nothing is truly your own.
It is his –
Whether you know it or not.
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article
To post a comment, please login or register a new account.
A few general guidelines: Don't be afraid to give your opinions, I doubt flaming will be much of an issue in this group but timidity might be. If you like something from column A and B then we CAN do that! We can have main themes and subthemes. (Sub settings would be more challenging though).
Lorgalis:
Theme: Bottom card(s) of library matter(s)
menma:
The church understands this as god's punishment for mistakes in the past, people are supposed to life here and pay the debt.
Revolutionaries (Humans, Goblins and Minotaurs) try to reach the surface against any opposition.
Mafia-like companies want to increase their influence and profit at any cost.
Elves once invented and now breed underground plants, the fundament for survival.
The elite government, composed of Wizards, follows its own agenda. They seem to know far more that they let everyone else know.
In addition to the conflict itself, danger is all around. On one side monsters like Dragons and Ghosts lurking, on the other natural disasters like earthquakes and potential floodings.
Theme: Resource management matters. Cards care about hands, life, permanents and lands/mana
WUPBRG:
Theme: Most if not all creatures have an activated ability. Most spells and abilities are targeted. Only, the mana conduit creatures and spells related to them have global effects.
Penguinwriter:
Theme: Revealed/Revealing cards matters.
seratonin:
Set Name: Broker of Thought
Theme-The Concept of Changing beyond mana into spells and permanents. (Pitch cards, transmute varients, etc.) More thematic, then mechanic.
Mechanics-Shadow would expected to make a return, as long with transmute. It'll be both open to hybrid and multicolor, but the keystone is the idea of the 10 Alchemtic Houses, 1 for each tri color combination.
L0ng5h0t:
Theme: Lands matter
snoopYah:
The Stillness is interrupted. Five Planeswalkers arrive. They bring their mages with them.
There will be war.
Theme: Pro-magic (Instants & Sorceries) vs. Anti-magic (Many Creatures, Instants & Sorcerie Hate)
*meaning spells cast by mages - not M:tG
MeatballWarrior:
AutumnWillow:
Theme: Hand manipulation
Krey:
Theme: Creature type matters
Twilight Kiwi:
Themes: "Creatures matter" mechanics and cards (not "creature types matter," though there will probably be a few tribal-style cards), with a greater ratio of creatures to other card types than usual; "big" spells.
Alabran:
Primary Theme: Outside the Game and Sideboard
Secondary Themes: Combat, especially evasion; Hand.
iowercase:
Ideally there might be a strictly monocolored society/clan for each color. Each color/clan comes from a different dreamscape, and strict cohesion is the only thing standing between staying alive and dissolving into the chaotic muck between worlds. In between these colors are multicolor "rogue" creatures and spells that have gotten themselves tangled up in different realities. They are more powerful, but their time is limited before they dissolve away into dreamstuff again.
Primary themes: Ephemerality and instability; fading, vanishing, phasing, blink, bounce, trade, coin-flips, transmutations, depletable lands (depletable basic lands?), possibly a new 'ethereal' (or something else) subtype to reflect this. Unstable game states. Monocolor = more stable; Multicolor = less stable but more powerful.
Magicprofessor28:
Mechanics: Standard magic settings with cards that would get benifits for working with other colors
1T4:
Theme : All based on flavour. In fact the reality twist in this plane affects only the perception of how a color is (good, bad, aggressive, meditating...) but not its set of abilities. So, for example, white always grant life gain and protection, but in a "evil way" like:
Wheat Tax :1mana::symw::symw:
Instant
Gain 1 life for each tapped land.
Lands opponents control don't untap during their next untap step.
"They even steal the food from our childs mouth!"
Burning Ninja:
In this set, players can command armies of adept wizards, brutal cyborgs, and devious diplomats. Diplomacy and manipulation are key. With the new Bribe mechanic, change the stack to meet your needs. Gain a variety of new tools for multiplayer games. Colored mana is scarce, so learn to balance your colorful spells with useful colorless mana
Tevin:
Theme: Heavy creature revival/graveyard play; tribal bonuses amongst same type and against opposing types.
blacker_lotus:
Theme: a monocolor theme, or maybe a converted mana cost theme.
Ideas of races:
Illusions
Horrors or Nightmares
Spirits
Elementals (like flame-kin are to red, but a different concept, like steam or lightning people)
Essences or Reflections
:symu::symb::symg::symr::symw: Elementals (different from red. These would be created by the inhabitants of the plane's feelings)
DarkNightCavalier:
5 cities, 5 relics, one of them steals one and upsets the balance of power. How will things work out?
theme:
Color interaction, enemy and allied based mix.
Solestico:
Theme: flip cards, split cards, creatures that can work in two races, humble spells (convertion to one race)...
Cagnazzura:
Theme: Super powerful robots doing battle. This place is all about the game changers. Example:
Dome of the Ridirox :5mana::sym2w::sym2u::sym2b::sym2r::sym2g:
Legendary Artifact
As Dome of the Ridirox comes into play, choose one: You start the game with a life total of 40, or you may play up to two additional lands on each of your turns.
Perpetual (If a game would end and this card is in play, begin the next game of your match with this card in play under your control.)
This works so that if you play it first game and choose to have 40 life, then if you win (or lose) you start the next game with 40 life. If you play this in the first game before you start the game (which is always, unless you're some crazy combo player), the 40 life-starting effect will have no effect at all. It'll just be there for the next game.
Anyhow, that's just an example of the fun stuff that comes along on this plane.
MindWrencher:
Is about a world with a kind of beings that cannot die, instead they're disspersed, they're not planeswalkers, but they're also very powerful, They,re not indesctructibles, they can be destroyed, but their essence remains, and after a time they can get back
The role game
They have an ability named Disspersion that put disspersion counters on them
If they would leave play, instead they get Disspersion counters, those counters mean how much they were disspersed
They have some abilities and all of them can be used if they don't have Disspersion Counters on them, if they have any, you must look at the number in that ability... that number tells you that you can't use that ability unless that eternal have equal or less than that number of disspersion counters, the more powerful ability could be used only if the creature don't have disspersion counters
Theme: Creatures that can't leave play (at least not forever)
Secondary Theme: Animated non creature permanents (lands, artifacts, enchantments, maybe even planeswalkers)
Keywords (some of them)
Ethereal: It means, When this creature is blocked, it becomes unblocked and gets -X/-X where X is half its power rounded down, and all auras and artifacts attached to them become unatached
Disspersion X: If this creature would leave play, instead put X disspersion counters on it. At the beggining of your upkeep remove a disspersion counter from this creature. If this creature have one or more disspersion counters on it can't attack or block
Dragoon26:
Years have passed since Teferi mended the tears in Dominaria. Even more years have passed since the Phyrexian war. Reyna, a young fledgling planeswalker just discovering her spark, grew up hearing these stories. But when she accidentally falls into a dimentional rift, she finds herself on a plane called Ruminaria, Dominaria's dark shadow. Here, her childhood heroes reign over the plane in tyranny while the villains she thought she knew now protect the innocent at all costs. The real crew of the Weatherlight now reunite and enter the rift to help save one of their own: Gerrard's daughter.
*Note: I haven't really read up on recent stories, so I'm not entirely sure who of the Weatherlight crew is dead and who is alive, or who left to go do other stuff... (I am aware Karn ascended and then created the plane of Mirrodin... but I digress...)
Grevin en-Vec vs. Gerrard the Vile
Gix, Champion of Yawgmoth vs. Karn, Obsidian Emperor
Yawgmoth, Eternal Redeemer vs. Teferi, Destroyer of Zhalfir
Get ready to root for the bad guy.
This really isn't meant to be like Planar Chaos with a heavy focus on color shifts. It should feel like another chapter in the Weatherlight Saga with a focus on the alternate personalities of beloved characters
**BurningNinja's formatting will not work....I've tried.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
I found all the pitches interesting, but my favorite is Dragoon's. While the naming convention leaves much to be desired, the flavor behind the set is interesting that allows for some open doors.
Others of Note
Cagna's Metallic Plane: A chance to fix Mirrodin.
LongShot's: Reprints are man lands and Seismic Assault, plus a chance to explore one of the most unique card types: Land.
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
That very well may be, but it's quite a bit to unravel in just a couple of sentences. The concept is still valid because it is challenging the perceptions of each color's natural tendancies. How would blue mages react if they lacked the discipline of study. Conversely, how would the red mage use the awesome power of earth and fire with that same discipline. It would create space for some very interesting challenges.
That said, I also have to give a nod to Dragoons setting as well. A mirror universe setting is veeeery interesting.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
I like Burning Ninja's setting, though I'm not too keen on his mechanical themes. I think it'd be interesting to see how a quasi-modern world would fit into Magic's color paradigms. iowercase's ideas are also interesting.
(And obviously, I'm partial to my own proposition, as well... ;P )
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
So really I'm kind of digging AutumnWillow and Alabran's suggestions mostly because I think they occupy a little bit of the same space. Either in a dreamscape or in actual space or on an epic psychological battleground, I'd love to see a set that dares to dabble in slightly more esoteric content and card concepts than usual fare. I may be being a little esoteric myself in expressing what it is exactly I'd like out of the set, though.
Space could easily be tackled without resorting to tech-y themes (or we could go down that road too). Seeing how each color expresses itself in a vacuum (especially the elements, URG, being divorced from a standard-issue land-sea-sky environment) would be plenty interesting in itself.
I like Alabran's setting because it puts the entire world into a fundamental dichotomy that is finally more interesting than "good vs. evil" or "snow vs. nonsnow" or whatever else. I like that this epic struggle going on is really at its heart a psychological drama. And again, I'd like to see how the colors are interpreted to fit inside of a world that, assumedly, is fundamentally not a mundane "land, earth, sky, water" plane.
Penguinwriter's- I really like dystopias. The idea that Big Brother is watching is even scarier with magic and reminds a lot of the Dimir, very cool.
Seratonin's- Not sure if this is too canon with the books? But an elementalist Mishra instead of an artificer, awesome.
Krey's- Fascinating idea, underwater world hasn't been done and I would love to see how the colors are represented in a usually blue setting.
blacker_Lotus's- Ooh, amorphous creatures, spirits and horrors and Illusions oh my. Like the color filtration idea.
Favorite Themes:
Lorgalis-Deals with an interesting aspect of the game that isn't touched much, makes Tel-Jilad Stylus better
seratonin-Loves me some pitch spells, alternate ways of playing things is very cool
Krey-Although we just had a tribal block, when combined with your underwater setting it is something very new
Solestico- Flip cards, yay. Split and flip cards both are very cool ideas that haven't seen a whole lot of play, a set around them would be new and awesome.
iowercase- Interesting ideas especially depletable lands and phasing, very cool
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article
SETTINGS:
Penguinwriter
seratonin
iowercase (my favorite)
MECHANICS:
Lorgalis
iowercase
As for space, I'm not a huge fan of that idea. I like the fact that Magic is fantasy based and even though the setting changes from block to block, it still remains fantasy. I highly doubt space would translate well into Magic.
Level 1 DCI Judge
Check out my Commons Cube.
I have to vote for Dragoon's setting first, then 1T4's. They're both spins off of the same concept, but Dragoon's has a Time Spirally coolness factor that really intrigues.
@Dragoon & GiftsTrix - I'm going to PM you guys later re: the future of the CCL. Don't worry, it's something cool but I'll need your help.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
Like the sig? Check out Damnation Studios!
I like the ideas of blacker lotus about uncorporeal beings (could fit with my Disspersion and Ethereal mechanics)
I like stability/inestability ideas from iowercase, and also fit with my mechanics
I like Penguinwritter idea og bigbrother like workd and i love the theme of revealing card matter
About Themes
I like seratonin idea for transmute and shadow, that fits inestability in iowercase world
L0ng5h0t idea for unstable world of earthquakes, volcanoes and meteor showers where only the very tough and/or very lucky survive could also fit in iowercase world
Soelsticio idea for flip cards, split cards and so on work in iowercase world
Making a twist in color, rolings or legendary creatures just happened in TS block so i wouldn't like to see that again 1 year after (just like i didnt like to see a second Ravnica version in SHM-EVE just 2 years after)...
I think that space theme just don't fit in Magic Universe... yet... maybe never
And why does Mirrodin has to be fixed... is near to perfection... the best block in too much time
Underwater idea of Krey also is kinda intersting
Yay!!! Mirrodin is back!!! it will be a great year
I apologize about how I write (I mean my grammar and orthography)
Thanks to PurpleD for the awesome banner!
(Semi-retired)
Either way, I really like Dragoon's theme and considering my background with the novels, I like to take a second look at the Brother's War and have that start Dragoon's alternate universe.
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Voteholder. Wait, how many votes do we get?
Thanks to PurpleD for the awesome banner!
(Semi-retired)
My votes for themes: Memna, iowercase, and mine of course!!! (also I liked the mentions to transmute/transfigure too)
Setting: L0ngsh0t, 1T4, DarkNightCavalier. (not mine this time :()
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Theme: Longshot, Penguin, and Dragoon (And mine, because again they all fit into my personal favorite, Dragoon's. A small in naming convention, and I think we'll have a cool set on our hands.)
Winner of the First and Fourth Double Dare Single Elimination Contests
2009 July CCL: COMING THIS JULY
2008 December CCL: The Mechinations of Fate
Double Dare to Design: The 5th Single Elimination Contest
Double Dare That Designer: The 2nd Single Elimination Contest
Setting: Dragoon26/Cagnazzura
Level 1 DCI Judge
Check out my Commons Cube.
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
*can rest in peace as well* =D
Setting and theme, gotta root for mine(can't always be altruistic ) and Dragoon26's ('cause I think an Evil Gerrard vs Good Gerrard would make an *awesome* finisher :D)
-:symu::symr: Suspension- "Time Lord"
- Merfolk Mill- "Millf**k"
Extended:
-:symw: Defense/Lifegain- "Yeah, Try to Hurt Me"
-:symw: Knights 'n Clerics- "The Holy Order of Kithkin"
-:symu::symr: Gelectrode/Wee Dragonaut- "Spellweaver's Resolute Volute"
Vintage:
-:symb: Discard- "A Hymn to Empty Hands"
Block:
-:symw::symb: Kamigawa Spirits- "Revenge of the Spirits"
Setting
Penguin, seratonin, Krey, mine
Theme
seratonin, Krey, Solestico
For the rest of the Seer's Parables click here
The "P" in my name comes from a magicthegathering.com article in which they were contemplating adding a sixth color to Magic for Planar Chaos. here is a link to that article