About a year or two ago I finished work on my custom set called Planetside. At the time I planned on expanding on it with two more custom sets to form a complete block. Over the past few months though, I look a good look at the set and realized it had very little consistency in regards to some of the cards I made. Even the storyline was a bit off in regards to how I wanted it to be.
At this point I decided to revisit my old set and change it around into something better than what I had. As of right now, this set will be called Planetside but will have little relation to the set I made a year or two ago.
My plan at the moment is to bring in two keywords introduced in Futuresight and expand on them with keywords of my own creation.
Update-09/18/2009
Keywords Recall <cost> (If you own this card and it is outside the game, you may cast it during your upkeep for its recall cost.) Delve - (You may exile any number of cards in your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.) Fateseal <number> (Look at the top card of an opponent’s library, then you may put it on the bottom of that player’s library.) Scry <number> (To scry, look at the top card(s) of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Update - These keywords are no longer the keywords that are being used in Planetside
Update 1 - 09/22/2009
So yeah, I can't keep my thoughts focused. I decided that the current story I was going to use for this Planetside is a little flat. Instead I'm just gonna rework what I originally used for Planetside. I like the new idea alot better and think it'll mesh well while still keeping the spirit of what I originally intended with this set the first time around.
Update 2 - 09/22/2009 - Auron Story Rough Draft
To those with the gift, the plane is known as Auron and it is the oldest plane in the multiverse. To those living within it, however, the plane is merely referred to as a universe. In a small galaxy within this universe nestles the Huxley Star System; a collection of planets that mostly fly under the banner of the Confederacy of Man. A few out-lying planets are content with rebelling with what they see as a corrupted empire who's crimes need to be brought to light and tried for.
The planet Dissidia serves as a hub for the Confederacy; a shining beacon to the absolute power the Confederacy wields and is home to the ruling council of nine. The high-class denizens of Dissidia live posh lifestyles free of concern with the world around them. Others work out meek existences that go unnoticed to the universe at large; lives that birth forth and die like the thousands of stars that twinkle in the night sky.
In the Huxley Star System, everyone is mostly convinced they are alone in the universe. Only a few people know the truth, but they are branded as insane with their voices going unheard simply because they come from the fringe worlds. Those that know the truth are not crazy though; they are descended from those who knew Dissidia before it became dominated by the use of technology, back when magic was rampant and mana flowed from everyone and everything.
Those with the gift have long sought to walk to Auron. Ever since the plane advanced their technology over their magic, the mana on Dissidia has gone largely unused. Those with the gift seek this world because the untapped mana could further their power beyond anything remotely imaginable. By a stroke of luck, or fate, one such gifted individual has found his way to Dissidia; Tezzeret the Seeker. As he walks between worlds, he feels himself coming closer to the plane of Auron. But as he nears his destination, he feels that all is not quite as content as it would appear for Dissidia and the Huxley Star System.
Update - 9/24/2009 - Keyword Update Phaseshift <cost>(If you own this card and it is exiled, you may play it for its phaseshift cost.) Voidmerge(If this card is put into a graveyard from anywhere, exile it instead.)
Note: There will be an additional 2 or 3 keywords in the set, just thinking of what I want them to be at the moment. Any suggestions are welcomed.
Update - 10/2/2009 - Faction update
The number of factions present in the Auron set will be cut down to three main factions. I felt that the factions in my initial creation of Auron didn't have any flavor and lacked any reason for even being created.
This time around, the factions of Auron will be flavorful to whatever extent I can think of and will branch out into more than one color.
Another note is that factions will be broken up into 3 main factions but there will also be several very small factions within the Planetside universe. These factions are as follows:
Update - 1/25/2010 - Planeswalker Change
Because wizards has decided to hump Jace's leg by releasing yet ANOTHER Jace card, I have decided to remove Jace as the planeswalker that travels to the plane of Auron. He will be replaced with Tezzeret, for the most notable reason being that he would fit into the storyline better than Jace would.
Update - 2/06/2010 - Revisions, Revisions, Revisions
Simply put, I'm not exactly fond of what I created here. As of this point, the follows that were made prior to this date are being retconned. I chose this route because I didn't want to clutter this forum up with yet another design topic. Story bits I created and liked will be carried over to the retconned while those I don't like will be discarded. Keep an eye out for further updates.
Decided to change the set name. All instances of the word Planetside in regards to set name should now have Auron in there place.
Main Factions The Huxley Confederacy - W The Cult of Zyra - B
Hey man, I really thought you had some interesting ideas in the first go around of this set and I'm excited to see what sort of refined shape it takes now. If you need any help in designing, developing, or just simple card critique, I'd love to help.
You still playing around with the idea of Planets? I thought it was a cool concept.
Let me know. I'll be sure to check back in and see the progress regardless.
Photic_Scion: Heh, I actually didn't notice the typo until you pointed it out
Thanks, I'll just correct that now...
Pastamaster: At first I was thinking about using them, but with the introduction of Planes cards with the release of Planechase, I might end up using planes cards instead. I still might use Planet cards (though modified to some form) to mock them being T2 legal.
Edit - 9/22/2009 - [Story Pending for Core Lotus]
Edit - 10/2/2009 - [Removed Core Lotus cause it is no longer relevant. Update following with a replacement card.]
With exile becoming integrated into the game with 2010, I wonder if you could change the Phaseshift ability to be a little cleaner. Perhaps something like:
Phaseshift [cost] (If you own this card and it is exiled, you may cast in during your ukeep for its phaseshift cost.)
This way there would be no confusion between your sideboard and exiled cards. It would also eliminate the need for additional text, like on Core Lotus. Of course, if you want phaseshift to be able to function with cards from your sideboard, I guess this may be a moot point. I'd be wary of allowing phaseshift to work in that manner, although we'd have to see how prevalent it would be in the set.
All in all, I like Core Lotus very much, and think the idea for this type of set (as well as your first iteration) is pretty cool.
Yeah, I'm on the fence about letting Phaseshift allowing you to play the stuff from your sideboard. It was how the ability was meant to function the first time around, allowing you to build an effective deck and sacrificing sideboard material in exchange for always available answers.
Once I looked at Delve, though, I noticed Delve can have some good synergy with Phaseshift. With Delve, Phaseshift would still be effective just not possibly broken like it was before.
In any case, I'm still thinking on it. I'll probably end up changing Phaseshift to see how I can play it out without having to worry about breaking phaseshift cards.
On Dissidia, sometimes battles are not just fought on the ground and in the air, but in space. However, on such occasions where allies are faced with overwhelming ground forces or when the confederacy wants to cover up another revolt, then that is when Dreadnaught-class Warships are called in to lay waste to the entire area.
If one flies around Dissidia often enough, then he or she is likely to see patches of shimmering glass in various locations on the planet. These patches serve as a reminder to the devastation that has been brought down on the planet's surface over the ages.
To represent the vast power of a Dreadnaught-class weapons system, I bring to you this card:
For years now the Confederacy has been dealing with various attacks from the fringe worlds. Even though these worlds still retain some Confederate presence, they lack the numbers that the worlds closer to Dissidia have. In these outer worlds, the denizens have come to see the Confederacy of Man has a corrupt government that needs to be replace by one willing acknowledge the workings of everyone in the entire star system.
Some within the Confederacy consider these rebels to be fools. Confederate soldiers who were born and raised in the fringe world often find themselves at odds. They don't like the idea of hurting those they grew up with, those they called friend. But as the war brings people on the opposite edge of the spectrum, certain people find themselves making decisions that will weigh heavily on them for the rest of their lives.
Despite all their technology, the humans that lived within the Huxley Star System lived under the belief that they were alone in the universe. It wasn't until the first sighting that a few people started believing otherwise.
It started simple enough: A person here and there went missing, livestock found horribly mutilated and sightings of odd looking creatures moving around in the night. Then the attacks actually started. Before anyone on Kelinthor knew it, they were overrun with an alien species never documented in the Confederate Archives. They acted with almost a hive mind mentality yet still seemed to possess sentience of their own.
As the fight against the creatures went on, soldiers began to notice that whenever a knew lifeform entered the battle the others would become stronger. With no knowledge of this new threat they were facing, nobody at the Orion Outpost ever stood a chance.
The Cult of Zyra has existed for a few cycles. Despite being relatively new, they have remained a constant threat to the Huxley Confederacy's control over the system. Despite the general disdain for the Confederacy that is shared by Huxley inhabitants, the majority are in agreement that being ruled by the Confederacy is better than being consumed and reanimated by The Cult.
The Cult of Zyra worships an old-world deity who's name is only known to the highest ranking priests within the cult. They're one of the few remaining societies that still know about old world magic but instead of using this knowledge for the better of mankind, they use it to enslave people to fill out their ranks and reanimate the dead to serve in combat.
It's widely known that the Cult lacks the outright firepower necessary to confront the Confederacy, instead the Cult works in secret with constant attempts on the lives of high ranking Confederate officials.
Despite the general knowledge of the Cult among Huxley citizens, the Confederacy still insists the Cult doesn't exist and treats all open talk of the Cult as treasonous activity against the Confederacy.
Preview: Only the most fortunate corpses get reanimated to serve in the ranks of the Cult. Among those that are not chosen to serve in the ranks of the Cult, some are fitted to be combatants in the growing undead army of the Cult. Others, however, serve as pets for the various Enslavers that perpetuate the lower ranks of the Cult.
Sorvas Trisken
Sorvas Trisken was a gifted scientist on the planet Dissidia that pioneered biological advancements such as genetic augmentation and brought a near end to the majority of the capitol world's diseases. Despite all of this, however, Sorvas always felt like his time was running short and that he would not be able to truly put his great mind to use.
As fate would have it, Sorvas became gifted with the planeswalker spark. It didn't take him long to utilize his new found abilities to travel the multiverse seeking scientific and biological marvels that would allow him to expand his knowledge and test the extent of his mental prowess. Sorvas found himself on many different planes, but only for a brief period of time. His radical attire of Vorton-Tech combat armor always made him stand out on the planes that revolved around magic or spirits.
Despite being noticeable among the denizens of the planes he visited to, Sorvas always managed to hold his own against the wizards that existed on the planes he visited.
As he traveled the multiverse, Sorvas happened upon a plane that was in complete disarray. Little did he know, Sorvas had planeswalked to Dominaria while it was in the middle of its time stream crisis. While he didn't know what plane he was one, he knew it was the plane that was causing the planes' disturbance he'd been sensing for some time.
As he traveled the time fractured plane, he happened upon the hive minded species known as the Slivers. Despite the devastation being caused by the great time rifts and time storms, these creatures were prospering. The one aspect that caught his eye, thought, was their ability to share attributes with each other by merely being in proximity with one another.
Overcome with biological and scientific curiosity, Sorvas captured a few specimens and proceeded to bring them back to his lab on Dissidia. It is here that he bred the Slivers in an attempt to understand how they work. He was fortunate that his plane had very advanced technology, cause not only did Sorvas figure out how the slivers worked but he also figured out how to control them.
It wasn't long before Sorvas had established himself as the new overlord of the Slivers, taking the place of their long gone Queen.
While Sorvas has no evil or good agenda outside of his constant quest to expand his scientific mind, Sorvas has found himself to be quite a power entity in the multiverse because he has found a way to control one of the most destructive races to ever exist.
Note: This preview card is gonna be a slow spoiler. It's not really by choice however, it's because I'm trying to think of what his last two abilities should be. Trust me when I say I want him to be more than just a worse Sliver Queen.
When I decided to make Sorvas Trisken five colors I realized that his abilities would have to reflect the relative difficulty that is tacked onto playing a five color creature.
To give me a rough idea of what I should shoot for, I looked at the Nicol Bolas planeswalker card. Being only 3 colors, ol' Nicol packed quite a bit of power for a simple planeswalker. Seeing as how Sorvas is five colors though, I decided his abilities should be just as powerful, if not a bit more so.
For this reveal I will be showing you his first ability; which I personal thinks showcases the kind of power Sorvas is gonna have:
Interesting flavor so far. I like the Mindless Corpse. Very nice way of making a 2/2 for B that could actually be printed. Definitely better than Mindless Null. I look forward to your apparently post-apocalyptical world. At +3, the first ability is waaaaaay overpowered. Even just making a sliver token or just destroying a creature would be +1 at best. Both of them should be at -1, if not -2.
Too many distractions in my life right now. In any case, I'm still officially open to suggestions. A few people in this topic have offered assistance, so at this point if anyone wishes to help me on this set than I'm all for it. Just send me a PM and I'll try to get back to you as soon as I can.
Til then, I'll try to refine my ideas a little better in the hopes of making a more coherent set.
I'm also gonna use this time to discuss something about this set and why some things are as they are.
For starters, the choice of set symbol. When I set out to create a set symbol I wanted to create a symbol that wasn't overly creative yet wasn't absurdly simple. What I ended up coming out with was a variation of the symbol for the planet Earth. I took the classic symbol and came out with a variant that reflects the current situation on planet Auron. The symbol features the cross used to represent Earth but instead of the circle outline the symbol has the Confederacy symbol in the background.
The lands are another topic of discussion. The advanced technology present on Auron allows for truly magnificent landscapes and cities to be created. A large variety of areas on Auron are inhabited by a variety of sentient lifeforms. The basic lands reflect this by having art depicting underwater cities and volcanic factories.
Here is a small preview of some of the basic lands that will be featured in the Auron set:
Plains
Island
Swamp
Mountain
Forest
Private Mod Note
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At this point I decided to revisit my old set and change it around into something better than what I had. As of right now, this set will be called Planetside but will have little relation to the set I made a year or two ago.
My plan at the moment is to bring in two keywords introduced in Futuresight and expand on them with keywords of my own creation.
Update-09/18/2009
Keywords
Recall <cost> (If you own this card and it is outside the game, you may cast it during your upkeep for its recall cost.)
Delve - (You may exile any number of cards in your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
Fateseal <number> (Look at the top card of an opponent’s library, then you may put it on the bottom of that player’s library.)
Scry <number> (To scry, look at the top card(s) of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Update - These keywords are no longer the keywords that are being used in Planetside
Update 1 - 09/22/2009
So yeah, I can't keep my thoughts focused. I decided that the current story I was going to use for this Planetside is a little flat. Instead I'm just gonna rework what I originally used for Planetside. I like the new idea alot better and think it'll mesh well while still keeping the spirit of what I originally intended with this set the first time around.
Update 2 - 09/22/2009 - Auron Story Rough Draft
To those with the gift, the plane is known as Auron and it is the oldest plane in the multiverse. To those living within it, however, the plane is merely referred to as a universe. In a small galaxy within this universe nestles the Huxley Star System; a collection of planets that mostly fly under the banner of the Confederacy of Man. A few out-lying planets are content with rebelling with what they see as a corrupted empire who's crimes need to be brought to light and tried for.
The planet Dissidia serves as a hub for the Confederacy; a shining beacon to the absolute power the Confederacy wields and is home to the ruling council of nine. The high-class denizens of Dissidia live posh lifestyles free of concern with the world around them. Others work out meek existences that go unnoticed to the universe at large; lives that birth forth and die like the thousands of stars that twinkle in the night sky.
In the Huxley Star System, everyone is mostly convinced they are alone in the universe. Only a few people know the truth, but they are branded as insane with their voices going unheard simply because they come from the fringe worlds. Those that know the truth are not crazy though; they are descended from those who knew Dissidia before it became dominated by the use of technology, back when magic was rampant and mana flowed from everyone and everything.
Those with the gift have long sought to walk to Auron. Ever since the plane advanced their technology over their magic, the mana on Dissidia has gone largely unused. Those with the gift seek this world because the untapped mana could further their power beyond anything remotely imaginable. By a stroke of luck, or fate, one such gifted individual has found his way to Dissidia; Tezzeret the Seeker. As he walks between worlds, he feels himself coming closer to the plane of Auron. But as he nears his destination, he feels that all is not quite as content as it would appear for Dissidia and the Huxley Star System.
Update - 9/24/2009 - Keyword Update
Phaseshift <cost> (If you own this card and it is exiled, you may play it for its phaseshift cost.)
Voidmerge (If this card is put into a graveyard from anywhere, exile it instead.)
Note: There will be an additional 2 or 3 keywords in the set, just thinking of what I want them to be at the moment. Any suggestions are welcomed.
Update - 10/2/2009 - Faction update
The number of factions present in the Auron set will be cut down to three main factions. I felt that the factions in my initial creation of Auron didn't have any flavor and lacked any reason for even being created.
This time around, the factions of Auron will be flavorful to whatever extent I can think of and will branch out into more than one color.
Another note is that factions will be broken up into 3 main factions but there will also be several very small factions within the Planetside universe. These factions are as follows:
Update - 1/25/2010 - Planeswalker Change
Because wizards has decided to hump Jace's leg by releasing yet ANOTHER Jace card, I have decided to remove Jace as the planeswalker that travels to the plane of Auron. He will be replaced with Tezzeret, for the most notable reason being that he would fit into the storyline better than Jace would.
Update - 2/06/2010 - Revisions, Revisions, Revisions
Simply put, I'm not exactly fond of what I created here. As of this point, the follows that were made prior to this date are being retconned. I chose this route because I didn't want to clutter this forum up with yet another design topic. Story bits I created and liked will be carried over to the retconned while those I don't like will be discarded. Keep an eye out for further updates.
Decided to change the set name. All instances of the word Planetside in regards to set name should now have Auron in there place.
Main Factions
The Huxley Confederacy - W
The Cult of Zyra - B
Minor Factions
Rebels - W
Templar - G
You still playing around with the idea of Planets? I thought it was a cool concept.
Let me know. I'll be sure to check back in and see the progress regardless.
Thanks, I'll just correct that now...
Pastamaster: At first I was thinking about using them, but with the introduction of Planes cards with the release of Planechase, I might end up using planes cards instead. I still might use Planet cards (though modified to some form) to mock them being T2 legal.
Edit - 10/2/2009 - [Removed Core Lotus cause it is no longer relevant. Update following with a replacement card.]
Phaseshift [cost] (If you own this card and it is exiled, you may cast in during your ukeep for its phaseshift cost.)
This way there would be no confusion between your sideboard and exiled cards. It would also eliminate the need for additional text, like on Core Lotus. Of course, if you want phaseshift to be able to function with cards from your sideboard, I guess this may be a moot point. I'd be wary of allowing phaseshift to work in that manner, although we'd have to see how prevalent it would be in the set.
All in all, I like Core Lotus very much, and think the idea for this type of set (as well as your first iteration) is pretty cool.
Once I looked at Delve, though, I noticed Delve can have some good synergy with Phaseshift. With Delve, Phaseshift would still be effective just not possibly broken like it was before.
In any case, I'm still thinking on it. I'll probably end up changing Phaseshift to see how I can play it out without having to worry about breaking phaseshift cards.
If one flies around Dissidia often enough, then he or she is likely to see patches of shimmering glass in various locations on the planet. These patches serve as a reminder to the devastation that has been brought down on the planet's surface over the ages.
To represent the vast power of a Dreadnaught-class weapons system, I bring to you this card:
Preview Card - Orbital Bombardment
Some within the Confederacy consider these rebels to be fools. Confederate soldiers who were born and raised in the fringe world often find themselves at odds. They don't like the idea of hurting those they grew up with, those they called friend. But as the war brings people on the opposite edge of the spectrum, certain people find themselves making decisions that will weigh heavily on them for the rest of their lives.
Preview Card - Last Resort
It started simple enough: A person here and there went missing, livestock found horribly mutilated and sightings of odd looking creatures moving around in the night. Then the attacks actually started. Before anyone on Kelinthor knew it, they were overrun with an alien species never documented in the Confederate Archives. They acted with almost a hive mind mentality yet still seemed to possess sentience of their own.
As the fight against the creatures went on, soldiers began to notice that whenever a knew lifeform entered the battle the others would become stronger. With no knowledge of this new threat they were facing, nobody at the Orion Outpost ever stood a chance.
Preview Card - Sliver Sentry
The Cult of Zyra has existed for a few cycles. Despite being relatively new, they have remained a constant threat to the Huxley Confederacy's control over the system. Despite the general disdain for the Confederacy that is shared by Huxley inhabitants, the majority are in agreement that being ruled by the Confederacy is better than being consumed and reanimated by The Cult.
The Cult of Zyra worships an old-world deity who's name is only known to the highest ranking priests within the cult. They're one of the few remaining societies that still know about old world magic but instead of using this knowledge for the better of mankind, they use it to enslave people to fill out their ranks and reanimate the dead to serve in combat.
It's widely known that the Cult lacks the outright firepower necessary to confront the Confederacy, instead the Cult works in secret with constant attempts on the lives of high ranking Confederate officials.
Despite the general knowledge of the Cult among Huxley citizens, the Confederacy still insists the Cult doesn't exist and treats all open talk of the Cult as treasonous activity against the Confederacy.
Preview: Only the most fortunate corpses get reanimated to serve in the ranks of the Cult. Among those that are not chosen to serve in the ranks of the Cult, some are fitted to be combatants in the growing undead army of the Cult. Others, however, serve as pets for the various Enslavers that perpetuate the lower ranks of the Cult.
Mindless Corpse
Sorvas Trisken was a gifted scientist on the planet Dissidia that pioneered biological advancements such as genetic augmentation and brought a near end to the majority of the capitol world's diseases. Despite all of this, however, Sorvas always felt like his time was running short and that he would not be able to truly put his great mind to use.
As fate would have it, Sorvas became gifted with the planeswalker spark. It didn't take him long to utilize his new found abilities to travel the multiverse seeking scientific and biological marvels that would allow him to expand his knowledge and test the extent of his mental prowess. Sorvas found himself on many different planes, but only for a brief period of time. His radical attire of Vorton-Tech combat armor always made him stand out on the planes that revolved around magic or spirits.
Despite being noticeable among the denizens of the planes he visited to, Sorvas always managed to hold his own against the wizards that existed on the planes he visited.
As he traveled the multiverse, Sorvas happened upon a plane that was in complete disarray. Little did he know, Sorvas had planeswalked to Dominaria while it was in the middle of its time stream crisis. While he didn't know what plane he was one, he knew it was the plane that was causing the planes' disturbance he'd been sensing for some time.
As he traveled the time fractured plane, he happened upon the hive minded species known as the Slivers. Despite the devastation being caused by the great time rifts and time storms, these creatures were prospering. The one aspect that caught his eye, thought, was their ability to share attributes with each other by merely being in proximity with one another.
Overcome with biological and scientific curiosity, Sorvas captured a few specimens and proceeded to bring them back to his lab on Dissidia. It is here that he bred the Slivers in an attempt to understand how they work. He was fortunate that his plane had very advanced technology, cause not only did Sorvas figure out how the slivers worked but he also figured out how to control them.
It wasn't long before Sorvas had established himself as the new overlord of the Slivers, taking the place of their long gone Queen.
While Sorvas has no evil or good agenda outside of his constant quest to expand his scientific mind, Sorvas has found himself to be quite a power entity in the multiverse because he has found a way to control one of the most destructive races to ever exist.
Note: This preview card is gonna be a slow spoiler. It's not really by choice however, it's because I'm trying to think of what his last two abilities should be. Trust me when I say I want him to be more than just a worse Sliver Queen.
Card - Sorvas Trisken
To give me a rough idea of what I should shoot for, I looked at the Nicol Bolas planeswalker card. Being only 3 colors, ol' Nicol packed quite a bit of power for a simple planeswalker. Seeing as how Sorvas is five colors though, I decided his abilities should be just as powerful, if not a bit more so.
For this reveal I will be showing you his first ability; which I personal thinks showcases the kind of power Sorvas is gonna have:
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Too many distractions in my life right now. In any case, I'm still officially open to suggestions. A few people in this topic have offered assistance, so at this point if anyone wishes to help me on this set than I'm all for it. Just send me a PM and I'll try to get back to you as soon as I can.
Til then, I'll try to refine my ideas a little better in the hopes of making a more coherent set.
I'm also gonna use this time to discuss something about this set and why some things are as they are.
For starters, the choice of set symbol. When I set out to create a set symbol I wanted to create a symbol that wasn't overly creative yet wasn't absurdly simple. What I ended up coming out with was a variation of the symbol for the planet Earth. I took the classic symbol and came out with a variant that reflects the current situation on planet Auron. The symbol features the cross used to represent Earth but instead of the circle outline the symbol has the Confederacy symbol in the background.
The lands are another topic of discussion. The advanced technology present on Auron allows for truly magnificent landscapes and cities to be created. A large variety of areas on Auron are inhabited by a variety of sentient lifeforms. The basic lands reflect this by having art depicting underwater cities and volcanic factories.
Here is a small preview of some of the basic lands that will be featured in the Auron set:
Plains
Island
Swamp
Mountain
Forest