Welcome to the newest and one of the more experimental contests to hit MTG Salvation: The Magic Wars. In this contest, you will come up with an entirely new, magic-specific race/species, then you'll be put on one of four teams. Each round, you will have a variety of tasks, all involving creating cards that shows what your race stands for. Most rounds will involve you fighting an individual on one of the teams in a card creating contest with special requirements. Some rounds, however, will involve you being paired up with 2 or 3 people on your team, or that round is an entire team effort.
Everyone starts with 25 Universal Points (UP). When your UP becomes Zero, you are Vanquished, or out of this contest, so you always want to have a high, positive UP count to be in the safe zone.
Each round, you will be paired up with a race from one of the three other enemy teams.
I'm gonna go the CCL route (since I'm unoriginal) and one team, not facing your team that round, will be judging your team. (God, that was a confusing sentence). Your Total Round Score will be an average, rounded up, and that will decide your UP change. Depending on whether you win or lose, your UP changes based on the difference of the average score in the end.
For example, lets say Bugs Bunny and Daffy Duck are fighting in one round. Bugs has 3 UP and Daffy Duck has 8 UP. For that round, Bugs got 18 out of 25, and Daffy got 10 out of 25. The difference in scores is 8. Since Bugs won that round, his UP rises to 11, and since Daffy lost that round, his UP drops by 8 to 0, making him Vanquished. I hope it's not that confusing.
1.1: If you have complications with a certain round because your race just doesn't have anything that would work with that round, please send me a private message. For example, if the round is to design a soldier, and you are a religious race with no war, or an animal, this might be a problem. Most rounds are open-ended and have a lot of different possibilities, so I'm sure most of you will never get this problem.
1.2: You can change your mechanics anytime you want. Either to make it balanced, or to reword it, but please message me if you do so.
Race Designing Rules
2.1: You are only allowed FIVE mechanics and/or themes. Themes can be things like "equipment-matters", "direct damage", or "tokens".
2.2: Evergreen keywords do not take up a mechanic/theme slot. You can put them there if you want, but please specify it's evergreen.
2.3: Scry N and Fateseal N count as one mechanic. You don't have to use both, but if you do, just put it in the same slot.
2.4: Not really a rule, but advice: This isn't about making some overpowered race of one drop eldrazis, this is about card designing. Which includes balance, flavor, printability, originality, and challenge requirements.
Review Round Rules
3.1: As stated in rule 2.4, please look for balance, flavor, printability, originality, and challenge requirements when reviewing the cards.
3.2: Rate each card 1 to 25. This way, I'll be able to add up an average and assign it to that person for that round.
3.3: If you don't review that round, you'll lose 10 points and your enemy that round will gain 10 points. Remember that when a quarter of the players are left, they will all split into six different teams, so don't feed points to a player.
ANNOUNCEMENTS
Sunday, October 16, 2011
Today is the day Magic Wars begins. As our first Team Assignment, you are to design the Lore and Watermark of your team. You will discuss which one gets chosen among your team. In addition, you are also to decide what your team name will be.
Also, Archenemies are posted. Everyone gets their own. Now, it was VERY difficult trying to make it perfect. In fact, it's still isn't. Not every race will have a polar opposite.
Saturday, October 22, 2011
Hello, everyone. Today, we will be designing our race's commanders (or leaders). You will describe their place in the lore and how they interact with other races and teams. Please post it in your team threads so they can help you shape it and help you with the lore.
There is no "archenemy side". Each side believes in their own virtues and has a different set of laws. That will all come into play once the players all have their own race.
When they do, each race will be put on a side and then you will choose an archenemy based upon your race's morals and virtues.
I'm going to choose your archenemy I think, just to make sure not one race is archenemy with everyone or that the archenemies make sense. For example, if one race is a core-green "nature means everything" race, then I'm going to have them fight a blue artifact race probably.
It's a comparing card-type competition with some special requirements.
I'm not clear on the nature of the teams and how they're decided. How many teams will there be? I'd prefer to be on a team, but would it be easier for each player to been in charge of their own race and have no teams?
Also, mightn't it be better if who fights who were decided randomly?
Each player will come up with a race and stick with that race (obviously). Then, I'd assign each player to a certain team, based on their flavor and themes.
My first thought was to have it as two teams, but four teams seem better. Although, I don't really want this to become CCL2.
Who fights who is random, except you'll never face off of the same person first.
Flavor is a pretty big factor. It decides your team and your archenemy. Plus, it also depends on you, since you have to make mechanics and flavor text that goes along with it.
You can always prepare beforehand since there aren't really any limitations on the races, except for this:
The race can't be from any type of media (TV show, movie, book, ect.), except your race can be inspired from it.
The race can't be easily replaced with an existing race. For example, if you do like Hypnotoad from Futurama, that is easily replaced by Frog Wizard, two existing races. If you do Decapodian, however, that is fine for the most part. (A decapodian is basically a lobster-like alien). If you do a cat-person or a bird-person, that's not acceptable since Magic already has that.
Your race can't be extraterristrial. It has to be from the planet the war takes place on and it can't be from another realm or something, like Eldrazi. Also, the race can't be a dream race or a ghost race.
Understand?
When making the race, remember to have these things apart of it:
Primary colors (1 at least, 3 at max; artifact count as 1)
A good description of what the race looks like. If you find it hard to make up good descriptions, you can draw a picture or find one on the internet. I would prefer you to put a description though.
Beliefs and virtues. How does your race feel about nature, war, technology, growth, emotions, community, ect?
Mechanics and themes. Your mechanics can be new or old. The judges will have to decide if this is an acceptable mechanic though.
Depending on how many players show up, there will either be 2 or 4 teams. The teams have a core set of beliefs. Players will be put on a team depending on what their race is like.
For example, let's say Team 1 is a strong, prideful nation that cares about politics and expansion. If your race are war-driven ogres, you'd probably be put on that team.
If Team 2 believes that nature is supreme law, you may go on this team if your race are treefolks.
i'd try to join, but perhaps each teams should try and make a race to build cards around, instead of everyone making their own races and then making teams based off of the races' values. still, seems like a good competition either way
Maybe we could form nations/alliances of races to base our teams off of? Then most teams would share values and colors, and would be more likely to work with each others mechanics.
I feel like that can take away some of the creativity of the making the race, plus at a certain time in the competition, around the time where 1/2 or 3/4 of the players are left, each player will become their own team.
Describing the Daesseclus is like trying to describe a color. The Daesseclus are a thousand different things but no one of those things are the Daesseclus. Instead, to understand the Daesseclus, one must look at each of those things, from their commonalities, discern the true form of these creatures. The similarities between one thing that is Daesseclus and another are, on the bright side, often very, very noticible. First among the distinguishing characteristics are chitonous limbs that clatter disturbingly together and possess a murderously sharp edge. These limbs range in color from dull mottled phthalo green to pure glossy black.
The Daesseclus are parasites with no real bodies of their own. They can only exist inside of a host so no one has ever seen a Daesseclus in its natural shape, if they have one. Their shapes are, to some extent, dependant upon the host of the individual Daesseclus. There are three types of Daesseclus and each effects their host's for differently.
The Three Types of Daesseclus:
Gran Coga
The gran coga affect the host's body the least. Gran Coga Daesseclus almost immediately replace the host's brain in its entirety with their own mass. They attatch to the spinal column and use the host's own systems to sustain themselves, keeping heart, lungs and other vital structures almost untouched. The gran coga class's only outward signs of infection are small appendages that sprout from areas around the head and spine. These protrusions are usually black in color but can range into darker shades of blue. Gran Coga are the most intelligent of the Daesseclus and position themselves in places of power within society. Gran Coga Daesseclus are usually implanted into hosts with large cranial cavities to body ratios. In a body with a cranial cavity too small for the Daesseclus they usually must sacrifice the integrity of the skull to achieve the requestite complexity for the advanced intellectuality required of the gran coga class. As such mostly sentient beings, captured or bred, are the hosts for the gran coga.
Mors Minorem
The mors minorem are the everyday workers and laborers of the Daesseclus, effectively the middle and lower class. They change their hosts more than the gran coga but significantly less than the fractus meti. A mors minorem will typically have Daesseclus protrusion in stragetic profusion for their specific job. Mors minorem typically replace only portions of their host's brain giving them access to many of the host's memory's and skills while they replace the organs and muscles with more efficient structures. A mors minorem will typically be stronger, faster and tire less easily than the original host as well as sport a profusion of razor sharp limbs that can grow up to seven or eight feet long. Mors minorem have the last pick of hosts when a large selection is provided. The gan coga pick first as they are the rulers in Daesseclus society then the gran coga pick the bodies to be used for the fractus meti and finally whatever is left is taken by the mors minorem.
Fractus Meti
The fractus meti are the most horrible of the Daesseclus by any standard. In a host infected by a fractus meti the upper reach of the brain are mostly untouch while the motion centers and all bodily tissues are slowly but totally subsumed by the Daesseclus. Effectively, the host is consious while the Daesseclus takes uses their body to main and slaughter. And main and slaughter they do. The fractus meti are the warrior of the Daesseclus. A fractus meti slowly changes its host's body into a massive amalgum of deadly blades and claws backed up by supernaturally powerful muscles and a compassionless, tireless craving for violence. The fractus meti are little more than animals and are deployed into combat using two methods. First, simply teleported or introduced to an opposing for and left to rampage until one side is destroyed. Second they are controlled either telepathically or through infection by a gran coga or, less frequently, by a mors minorem and released later. Within the fractus meti the individual Daesseclus are ranked by their intelligence which is often basic but most do have at least a fundamental grasp of speech. Fractus meti never stop growing. Once they have subsumed the host's original form they continue to get larger and larger. The oldest fractus meti weighs approximately 350 tons and is larger than a dragon.
Note
All Daesseclus are indivduals above all else. Even though one Daesseclus may be of a certain class they may break all boundries by some fluke of evolution. There have been fractus meti smarter than gran coga and gran coga stronger than fractus meti. It is not frequent but it occurs. There are even some Daesseclus created that do not fit into any class, no matter which one they were "born" of. Such Daesseclus are often feared for their power, even by their own kind.
Society
The gran coga are at the top and everyone is below. The mors minorem occupy roughly the same space of importance as the fractus meti as both are expected to serve the gran coga in dissimilar but theoretically equal ways. In truth the gran coga keep the fractus meti far better than the mors minorem. Most of the gran coga have their own personal broods of fractus meti and treat them like exquisite race horses. Competition between the gran coga and their broods is fierce and often ends in bloodshed. The mors minorem are expected to take care of themselves. Mors minorem do a great variety of jobs in Daesseclus society from the breeding and maintaining of hosts populations to the building of cities and war machines. Gran coga are more intellectually minded. They plan the cities and make decisions about which crop of hosts is given to what class for reproduction. The fractus meti are simply bred to fight then, if they turn out intelligent enough, are trained to do it better. The Daesseclus value ruthlessness, cunning and brutality in an individual and those that most exemplify those characteristics given (or more often take) the highest places in their class's structure. Survival of the fittest defines the Daesseclus though their definition of fitness is not limited to strength of limbs but includes strength of mind and conviction. Every Daesseclus wants to be more and more powerful in every way they can. By their parasitic nature the Daesseclus are convinced that nothing can be gained without taking from another, a fact that they are perfectly at terms with. War and expansion are the natural state of the Daesseclus. Every class can fight and most of them do, the gran coga with magic or finesse, the mors minorem with numbers and the fractus meti with size and power. Because war, old age and the ability to do so constantly demands new hosts the Daesseclus must perpetuate their cycle of conquest. Daesseclus are not able to reproduce sexually, they must keep stables of hosts, both sentient and beastly, at hand for whenever they need more Daesseclus. New members of the race are created by specialized breeders which are chosen from the upper echelons of their class's society and therefore will get to pass on their structures to future Daesseclus. Variation between the species of the breeder's hosts and the species of those they infect are incouraged as it often yields better results than keeping lines homogenous. Since usually stables are only a few species of hosts a great deal of the gran coga's (who own most of the stables) time is spent trading their hosts to others.
Religion
The religious text of the Daesseclus is the Tome of Risen and Fallen Stars. The Tome is an esoteric text which seem to be entirely the schizophrenic ramblings of a lunatic. The Daesseclus, however, see almost impossibly complex layers of meaning within the random, disjointed passages contained within. It is said that non-Daesseclus attempting to understand the Tome are driven mad before they can even began to understand the fiftieth Implication, the lowest level that any Daesseclus reaches with regards to "understanding" the Tome. All that is easy to say about interpreting the Tome is that it absolutely justifies all actions that a Daessaclus decides to visit upon members of other races and only hints at rules of conduct within Daesseclus relations to other Daesseclus.
Mechanics and Themes:
Evolution, decay and control. Daesseclus use adaptive tactics to take apart their enemies piece by piece, focusing on stripping away all defenses before going in for a spectacular kill.
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A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Wow that was awesome! I really enjoyed reading.
I will soon be making my own assuming it's time now.
I think the only thing you forgot was to name the magic colors of your race.
Also a question: In the mechanics should we name specific mechanics now, or did what TransmutionOrchestra did good enough?
NotoriousLynx - I only have one general suggestion: It seems a lot of people are interested in making some interactions between the members of the same team. How about making once in a while challenges for the whole team? When two teams fight against each other? These challenges could be even story aligned telling a specific story where all of those races in the same team, or some of them, interacted in a way.
This seems really interesting and new Notorious, well done!
I already have the beginnings of a race in mind..something maybe similar in appearance to the Kor...
Lets give this a shot:
RGRThe Nhe'MaGRG
The Nhe'Ma look, for the most part, Human. Certain physical characteristics set them apart however, such as slightly elongated canine teeth, larger body proportions (Average height of a male Nhe'Ma is roughly 6'5, and the average weight is approx. 240lbs, the vast majority of it from pure muscle.), slightly flattened brows, their nails are much thicker, almost claws, and the plentiful amounts of hair that cover large portions of their bodies, such as their arms, legs, hands and feet, backs, the backs of their necks, their chests, and their faces (think Wolverine). These are not the only physical characteristics that set them apart from the average human, however.
Their skin is much tougher and thicker than that of a man's, almost like a hide. Their bones as well are much tougher and less porous. Their senses in general are much keener, more attuned to nature's elements.
The Nhe'Ma are a hunting people. As such, their clothing typically is made of furs and hides, stitched together to make up clothing pieces. By design, their clothing is logical and practical, displaying colors that would help them remain unseen by their prey, and contain odors that would disguise their own scents from would-be predators. Only during the winters however do they wear their clothing for warmth. Otherwise, they wear it as a sign of rank. All hunters of the tribe wear a type of loincloth called a "Gao'lo". It displays on it the tribe's "Kran", or representative symbol. They act as a sort of flag and identifier, if you will. The chief of the tribe, when not on a hunt (all hunters remove most pieces of clothing so as not to be hindered by their weight and by loose peices), wears a much larger Gao'lo, reaching almost to their feet, and they also wear a large hide belt that wraps across their waist (in width, it reaches from about their navel to beneath their pectorals) that also displays the tribe's Kran. They simply refer to the belt as "Kran" as well. They believe their leader to be the ultimate representation of the prowess and esteem of the tribe as a whole, and so he alone is allowed to display the Kran.
The Nhe'Ma are a strong and agile people, often hunting most prey with nothing but their bodies, and easily able to scale tall trees hundreds of feet high in a matter of minutes. Though they are more than able to survive without weapons, they are well versed in the art of war, when it comes to it.
The name "Nhe'Ma" in their own tongue roughly translates to "people of the 'green world'", 'green world' referring to the environment in which they live in (there are others, cousins if you will, who live far away and make their homes within the mountains and under the rock and stone.).
They draw strength from their surroundings, from the planet, from other living beings, from each other. But they dont merely take it for themselves. It is more of a "borrowing" of power, power that will be returned to the earth in the form of food (i.e. decomposing bodies of the enemies of the earth). As a people, they share such a strong bond, that it goes beyond that of mere psychological feelings. All Nhe'Ma have a sort of "general spirit" residing within them, connecting them. They are not individual spirits, but rather all pieces of a greater spirit. They refer to this connection simply as "O'oma".
workin on it...
More will be written over time...How are you guys liking it so far? (Making it up as I go.)
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Your scoring example doesn't really work, unless I'm reading it wrong. You say that if the difference in "scores" is between 4 and 8, you get 4 points added/removed. In your example, the score was 20-13 making a difference of 7. As such, the Bugs Bunny should have only lost 4, not 7, correct?
Can I get a more in depth explanation of the War process and how the scores will be calculated? I'm slightly confused as to how a race gets a score (13 or 20 in your example). Thanks. Sounds interesting - I'd like to see how it pans out.
NotoriousLynx - I only have one general suggestion: It seems a lot of people are interested in making some interactions between the members of the same team. How about making once in a while challenges for the whole team? When two teams fight against each other? These challenges could be even story aligned telling a specific story where all of those races in the same team, or some of them, interacted in a way.
Yea, I have a lot of ideas of how certain rounds can play out.
Most of the times, you'll have the rounds where its each individual of the team facing off the an individual on the other team, but sometimes you'll have whole-team fights, and even group fights, where I break down the team into different groups (usually two or three people assigned to a group) and have them face off against other groups.
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Signup Round
Welcome to the newest and one of the more experimental contests to hit MTG Salvation: The Magic Wars. In this contest, you will come up with an entirely new, magic-specific race/species, then you'll be put on one of four teams. Each round, you will have a variety of tasks, all involving creating cards that shows what your race stands for. Most rounds will involve you fighting an individual on one of the teams in a card creating contest with special requirements. Some rounds, however, will involve you being paired up with 2 or 3 people on your team, or that round is an entire team effort.
*T*E*A*M*S*
Team Evolution
Greymarx - Mundus
Kelthian - Rimeshade
Lrin - Lordshuft
Lucidii - Bpy6
Rosar - Froxbite
Teebeedee - PachoPonceN
http://forums.mtgsalvation.com/showthread.php?t=365112
Team Lividus
Caverna - Marr965
Daesseclus - TransmutionOrchestra
Espion - Stapler
Laminar - NotoriousLynx
Lisandarian - Ninja Caterpie
Xironaxi - PsiJet
http://forums.mtgsalvation.com/showthread.php?t=365094
Team Legion
Altraitors - Lanxal
Corvite - Zelderex
Illika - Doom Lich
Reste and Lanmila - Megiddo
Scallomourn - void_nothing
Verbine - FuriouslySleepingIdea
http://forums.mtgsalvation.com/showthread.php?t=365099
Team Primal
Niari - RubyClaw
Org - Brofaux
Rendren - Gargroyal
Taravin - brasil_dude101
Vitrion - Takaline
Xenarthran - Gallus
http://forums.mtgsalvation.com/showthread.php?t=365100
How Scoring Will be Done
Everyone starts with 25 Universal Points (UP). When your UP becomes Zero, you are Vanquished, or out of this contest, so you always want to have a high, positive UP count to be in the safe zone.
Each round, you will be paired up with a race from one of the three other enemy teams.
I'm gonna go the CCL route (since I'm unoriginal) and one team, not facing your team that round, will be judging your team. (God, that was a confusing sentence). Your Total Round Score will be an average, rounded up, and that will decide your UP change. Depending on whether you win or lose, your UP changes based on the difference of the average score in the end.
For example, lets say Bugs Bunny and Daffy Duck are fighting in one round. Bugs has 3 UP and Daffy Duck has 8 UP. For that round, Bugs got 18 out of 25, and Daffy got 10 out of 25. The difference in scores is 8. Since Bugs won that round, his UP rises to 11, and since Daffy lost that round, his UP drops by 8 to 0, making him Vanquished. I hope it's not that confusing.
*R*A*C*E*S*
Altraitor - U(U/R)R - Lanxal
Caverna - WUB - Marr965
Corvite - B(B/R)R - Zelderex
Daesseclus - UBG - TrasmutionOrchestra
Espion - U(U/B)B - Stapler
Greymarx - WWW - Mundus
Illika - B(B/G)G - Doom Lich
Kelthian - URW - Rimeshade
Laminar - UBG - NotoriousLynx
Lisandarian - UBG - Ninja Caterpie
Lrin - WXB - Lordshuft
Lucidii - URG - Bpy6
Niari - G(U/G)U -RubyClaw
Org - UBG - Brofaux
Rendren - URG - Gargroyal
Reste and Lanmila - R(R/W)W - Megiddo
Rosar - UUU - Froxbite
Scallomourn - WBR - void_nothing
Taravin - GWB - brasil_dude101
Teebeedee - R(R/W)W - PachoPonceN
Verbine - URW - FuriouslySleepingIdea
Vitrion - RGW - Takaline
Xenarthran - RGW - Gallus
Xironaxi - U(U/B)B - PsiJet
*R*U*L*E*S*
Card Designing Round Rules
1.1: If you have complications with a certain round because your race just doesn't have anything that would work with that round, please send me a private message. For example, if the round is to design a soldier, and you are a religious race with no war, or an animal, this might be a problem. Most rounds are open-ended and have a lot of different possibilities, so I'm sure most of you will never get this problem.
1.2: You can change your mechanics anytime you want. Either to make it balanced, or to reword it, but please message me if you do so.
Race Designing Rules
2.1: You are only allowed FIVE mechanics and/or themes. Themes can be things like "equipment-matters", "direct damage", or "tokens".
2.2: Evergreen keywords do not take up a mechanic/theme slot. You can put them there if you want, but please specify it's evergreen.
2.3: Scry N and Fateseal N count as one mechanic. You don't have to use both, but if you do, just put it in the same slot.
2.4: Not really a rule, but advice: This isn't about making some overpowered race of one drop eldrazis, this is about card designing. Which includes balance, flavor, printability, originality, and challenge requirements.
Review Round Rules
3.1: As stated in rule 2.4, please look for balance, flavor, printability, originality, and challenge requirements when reviewing the cards.
3.2: Rate each card 1 to 25. This way, I'll be able to add up an average and assign it to that person for that round.
3.3: If you don't review that round, you'll lose 10 points and your enemy that round will gain 10 points. Remember that when a quarter of the players are left, they will all split into six different teams, so don't feed points to a player.
ANNOUNCEMENTS
Sunday, October 16, 2011
Today is the day Magic Wars begins. As our first Team Assignment, you are to design the Lore and Watermark of your team. You will discuss which one gets chosen among your team. In addition, you are also to decide what your team name will be.
Also, Archenemies are posted. Everyone gets their own. Now, it was VERY difficult trying to make it perfect. In fact, it's still isn't. Not every race will have a polar opposite.
Saturday, October 22, 2011
Hello, everyone. Today, we will be designing our race's commanders (or leaders). You will describe their place in the lore and how they interact with other races and teams. Please post it in your team threads so they can help you shape it and help you with the lore.
Legendary Creature - Laminar Berserker (R)
Write stuff here
*/*
*A*R*C*H*E*N*E*M*I*E*S*
Altiars: Vitrions
Caverna: Xenarthrans
Corvites: Lisandarians
Daesseclus: Scallomourn
Espion: Reste and Lanmila
Greymarx: Org
Illika: Rendrens
Kelthians: Laminars
Laminars: Kelthians
Lisandarians: Corvites
Lrin: Verbine
Lucidii: Taravins
Niari: Rosars
Org: Greymarx
Rendren: Illika
Reste and Lanmila: Espions
Rosars: Niari
Scallomourn: Daesseclus
Taravins: Lucidii
Teebeedees: Xironaxi
Verbine: Lrin
Vitrions: Altraitors
Xenarthrans: Caverna
Xironaxi: Teebeedees
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Multicolored millcards in something other than dimir.
When they do, each race will be put on a side and then you will choose an archenemy based upon your race's morals and virtues.
I'm going to choose your archenemy I think, just to make sure not one race is archenemy with everyone or that the archenemies make sense. For example, if one race is a core-green "nature means everything" race, then I'm going to have them fight a blue artifact race probably.
It's a comparing card-type competition with some special requirements.
@Brofaux: What don't you like about it?
Also, mightn't it be better if who fights who were decided randomly?
How big a role is flavor going to play?
My first thought was to have it as two teams, but four teams seem better. Although, I don't really want this to become CCL2.
Who fights who is random, except you'll never face off of the same person first.
Flavor is a pretty big factor. It decides your team and your archenemy. Plus, it also depends on you, since you have to make mechanics and flavor text that goes along with it.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
The race can't be from any type of media (TV show, movie, book, ect.), except your race can be inspired from it.
The race can't be easily replaced with an existing race. For example, if you do like Hypnotoad from Futurama, that is easily replaced by Frog Wizard, two existing races. If you do Decapodian, however, that is fine for the most part. (A decapodian is basically a lobster-like alien). If you do a cat-person or a bird-person, that's not acceptable since Magic already has that.
Your race can't be extraterristrial. It has to be from the planet the war takes place on and it can't be from another realm or something, like Eldrazi. Also, the race can't be a dream race or a ghost race.
Understand?
When making the race, remember to have these things apart of it:
Primary colors (1 at least, 3 at max; artifact count as 1)
A good description of what the race looks like. If you find it hard to make up good descriptions, you can draw a picture or find one on the internet. I would prefer you to put a description though.
Beliefs and virtues. How does your race feel about nature, war, technology, growth, emotions, community, ect?
Mechanics and themes. Your mechanics can be new or old. The judges will have to decide if this is an acceptable mechanic though.
This seems fun.
However: How do teams work?
------------------------------------------------
Note: I've begun designing my race. They'll be drawn.
Multicolored millcards in something other than dimir.
For example, let's say Team 1 is a strong, prideful nation that cares about politics and expansion. If your race are war-driven ogres, you'd probably be put on that team.
If Team 2 believes that nature is supreme law, you may go on this team if your race are treefolks.
UGB
The Daesseclus are parasites with no real bodies of their own. They can only exist inside of a host so no one has ever seen a Daesseclus in its natural shape, if they have one. Their shapes are, to some extent, dependant upon the host of the individual Daesseclus. There are three types of Daesseclus and each effects their host's for differently.
Gran Coga
Mechanics and Themes:
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
I will soon be making my own assuming it's time now.
I think the only thing you forgot was to name the magic colors of your race.
Also a question: In the mechanics should we name specific mechanics now, or did what TransmutionOrchestra did good enough?
NotoriousLynx - I only have one general suggestion: It seems a lot of people are interested in making some interactions between the members of the same team. How about making once in a while challenges for the whole team? When two teams fight against each other? These challenges could be even story aligned telling a specific story where all of those races in the same team, or some of them, interacted in a way.
I already have the beginnings of a race in mind..something maybe similar in appearance to the Kor...
Lets give this a shot:
RGR The Nhe'Ma GRG
Their skin is much tougher and thicker than that of a man's, almost like a hide. Their bones as well are much tougher and less porous. Their senses in general are much keener, more attuned to nature's elements.
The Nhe'Ma are a hunting people. As such, their clothing typically is made of furs and hides, stitched together to make up clothing pieces. By design, their clothing is logical and practical, displaying colors that would help them remain unseen by their prey, and contain odors that would disguise their own scents from would-be predators. Only during the winters however do they wear their clothing for warmth. Otherwise, they wear it as a sign of rank. All hunters of the tribe wear a type of loincloth called a "Gao'lo". It displays on it the tribe's "Kran", or representative symbol. They act as a sort of flag and identifier, if you will. The chief of the tribe, when not on a hunt (all hunters remove most pieces of clothing so as not to be hindered by their weight and by loose peices), wears a much larger Gao'lo, reaching almost to their feet, and they also wear a large hide belt that wraps across their waist (in width, it reaches from about their navel to beneath their pectorals) that also displays the tribe's Kran. They simply refer to the belt as "Kran" as well. They believe their leader to be the ultimate representation of the prowess and esteem of the tribe as a whole, and so he alone is allowed to display the Kran.
The Nhe'Ma are a strong and agile people, often hunting most prey with nothing but their bodies, and easily able to scale tall trees hundreds of feet high in a matter of minutes. Though they are more than able to survive without weapons, they are well versed in the art of war, when it comes to it.
They draw strength from their surroundings, from the planet, from other living beings, from each other. But they dont merely take it for themselves. It is more of a "borrowing" of power, power that will be returned to the earth in the form of food (i.e. decomposing bodies of the enemies of the earth). As a people, they share such a strong bond, that it goes beyond that of mere psychological feelings. All Nhe'Ma have a sort of "general spirit" residing within them, connecting them. They are not individual spirits, but rather all pieces of a greater spirit. They refer to this connection simply as "O'oma".
More will be written over time...How are you guys liking it so far? (Making it up as I go.)
Amazing banners made by Brofaux.
Can I get a more in depth explanation of the War process and how the scores will be calculated? I'm slightly confused as to how a race gets a score (13 or 20 in your example). Thanks. Sounds interesting - I'd like to see how it pans out.
This is for me more than it is for anyone else. I sucks at colors.
Basically,
In the beginning, everyone starts off at 25 Universal Points.
There is also the Score points for each round, which is not the same as the Universal Points.
You're Universal Points change on the difference of your score for a round and your competitor's score for a round.
When your Universal Points become 0, you are Vanquished, or out of the competition.
Bugs Bunny gets a score of 17.
Daffy Duck gets a score of 25.
The difference between the score is 8 and since Bugs did worst, he lost, and loses 8 points, while Daffy gains 8 points.
Bugs Bunny was at 20 points and Daffy was at 10 points.
But now, Bugs Bunny is at 12 points and Daffy is at 18 points. Understand?
EDIT: I don't know why I put that type of scoring. That was confusing, lol. I changed it to this format.
Also, is this the entry thread, or would you make a new thread for entries?
This is for me more than it is for anyone else. I sucks at colors.
Yea, I have a lot of ideas of how certain rounds can play out.
Most of the times, you'll have the rounds where its each individual of the team facing off the an individual on the other team, but sometimes you'll have whole-team fights, and even group fights, where I break down the team into different groups (usually two or three people assigned to a group) and have them face off against other groups.