The Prophet cycle have all been 1{2/M}. If we want to change one we should change another as well. (The tapper might be a good choice, especially since I feel that white should have one drops over green).
I feel like of all colors Green should absolutely not be getting thopters.
@Hoard: I feel like this is just stone cold unplayable no matter what colors you're in. What about taking Scour from Existence's cue?
Maybe this is ok?2(2/G)(2/G)
Sorcery (C)
Destroy target non-creature permanent.
@Dense Mist: I prefer the 1G version, but I love this design.
@Second Skin: I feel like the reason all your examples are old is because this is a confusing ability. A lot of people will think they can use the +2/+2 to get in extra damage, then sacrifice it to regenerate their creature.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Does the timing work on this? It seems like an interesting card but I'm not 100% sure it works are it currently is.
The problem occurs if it is on a creature that has already lethal damage without the +2/+2 bonus and you attempt to regenerate it in reaction to a Shock; you end up with the creature dying to SBAs with the activated ability on the stack since you already sacrificed the Aura to pay for the cost. I suppose that would be the reason totem armor works the way it does instead.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
@Dense Mist: I prefer the 1G version, but I love this design.
Changed.
@Second Skin: I feel like the reason all your examples are old is because this is a confusing ability. A lot of people will think they can use the +2/+2 to get in extra damage, then sacrifice it to regenerate their creature.
The more I look at it, the less I like it. Any suggestions to replace it?
EDIT : I made the changes you guys suggested above. The four slots CG06, CG07, CG09 and CG16 need to change. You may refer to the coverage to see which holes needs to be filled. The short version is we are missing : a windup creature, two 3 drops, a fight spell, an aura, and maybe deathctouch and/or a regrowth effect. Another card with life gain could prove useful too.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
CA04 Steamship5
Artifact Creature - Construct (C)
Flying Steam powered - ~ enters the battlefield with an additional +1/+1 counter for each C spent to cast it.
0/0
CA06 Timed Explosive3 (old set)
Artifact (C)
At the beginning of your end step, put a charge counter on Timed Explosive unless you pay {1}.
When Timed Explosive has three or more charge counters on it, sacrifice it. If you do, it deals 3 damage to target creature.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Would it be possible to get some blank cards to filling the current holes in the skeleton so we have a place to discuss those holes and what we might want there?
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As far as Common artifacts go, I'd love to have a cycle but the skeleton's too tight. I think something along the lines of two mana rocks, a color fixer, and a Colorless Spellbomb would be interesting.
Ring of the Prophet
Art description: A ring of the plainest brightest gold slowly spins above a pedestal, the background of the scene looks to be a museum some some kind.
Focus: The Ring of power. Artifact [Common]
: Add to your mana pool. Heirlooms from the prophet's time on Archester, many of his rings still power Archester greatest inventions today.
Black Iron Statue
Art Description: A small black metallic statue sits on the corner of a desk. A couple of tiny motes of energy circle around the statue which seems to depict a golem of some kind holding a sphere in its hands, the tiny sphere has five tiny motes of energy circling it.
Focus: the strange statue of the golem. Artifact [Common]
~ is indestructible.
: Add to your mana pool. Created from an element unknown to Archester, these tiny statues have become status symbols for for wealthy industrialists, trinkets from the Prophet's travels to and from Archester.
Expedition map would be a wonderful color-fixer.
Clockwork Spellbomb
Art description: A tiny mechanism floats in mid-air. Intricate peices of clockwork and machinery can be seen clicking away just under the sleek clear surface of the object. It gleams with energy from an unknow source within it.
Focus: an awesome piece of mechinery made possible by archesterian mechanical knowledge. Artifact [Common]
, sacrifice ~: Scry 1.
When ~ is put into the graveyard from the battlefield, you may pay {C}. If you do, draw a card.
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As far as Components, I think we should have a cycle that triggers on the upgraded artifact tapping (a cycle would lower the complexity a bit, since they are variations on a theme), one that untaps the ungraded artifact, and two that cause the upgraded artifact to tap (one by giving it an activated ability, the other by making it into a creature.)
Incidentally, this would also link the component into the other colors by have one linked to each color(WUBRG, another two linked to , and the last one staying true to colorless.
= Gain 1 life
= Scry 1
= Each opponent loses 1 life
= target creature can't block this turn
= Add one mana of any color to your mana pool.
The exact names/effects/costs of the cards is still up in the air (it's too late and I'm too tired to try and balance them right now.)
The other three components are already in the card list over on the multiverse, my suggestions are Flight Wire for the component/creature card, and Blinding Spotlight and Oiled Gears for the two components.
P.S. Yes ik I triple posted. I couldn't edit my last post from my phone for some reason.
Edit:
P.s.s. I've just realized that Blinding Spotlight doesn't do what I thought it did. I thought it had an activated ability ala Blinding Souleater. Something along those lines would be good as it would help reduce board complexity.
P.s.s.s.
Also I've only just found out Safari doesn't like MTGS for some reason. The Edit button only shows up when I'm on my google chrome app.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I have added in a bunch of cards called EMPTY to the skeleton per Raptor's request. Please use these placeholders to comment on what should go in those slots.
Also I'm in talks with ComicalFlop right now to hopefully get some help with arting the set up, so he'll probably be joining our team (and has already started leaving comments on Multiverse). Reminder that only cards in the skeleton are really being considered right now
I'll put my artifact suggestions on the skeleton right now, but they're pretty rough and I'd like some more input.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I'm going to take a moment to flesh out the Common Components I suggested a few days ago...
First the Cycle...
Spotlight Unit (Formerly Blinding Spotlight)
Art description: A large spotlight shines from atop a Brass City Guard Golem's back, blinding a would-be wrong-do'er.
Focus: A light in the darkness, driving out misdeeds. Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, tap target creature.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Inspection Unit
Art description: An Archesterian tinker uses an increasingly rediculous number of mangifing glasses to check every detail of his masterpiece.
Focus: Devil's in the details. Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, Scry 1.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Syphon Unit
Art description: Noxious plumps billow from a machine. There are workers coughing up black soot around it while attempting to continue to work. Almost hidden, the machine is reabsorbing the coughed up air.
Focus: The malevolence of technology, hard at work. Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, each opponent loses 1 life. You gain life equal to the life lost this way.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Screeching Unit
Art description: Atop a machine a siren spins, emitting a obnoxious droning warble. The people around the machine are clapping their hands over thier ears and seem to be trying to figure out how to turn off the sound.
Focus: Annoying but effective. Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, target creature can't block this turn.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Condenser Unit
Art description: As mana-infused steam billows out of a large machine, a globe-like apparatus catches is and drips it into a collection container.
Focus: Every last drop is important. Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, add one mana of any color to your mana pool.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
And the last three:
Still have no idea for the second -esque Component.
Oiled Gears
Art description: Interlocking gears twist and spin in the bowels of a machine, in the background can be seen Assembly-workers toiling away.
Focus: The secret underlying Archesterian greatness. Artifact - Component [Common]
Upgraded artifact untaps during each other player's untap step.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Flight Assembly (Formerly Flight Wire)
Art description: A box containing all the materials needed create a small zeppelin (Canvas, rope, propellers, etc.)
Focus: Instant Airship, just add air. And the ship. Artifact - Component [Common]
Upgraded artifact is a 2/2 creature in addition to its other
types and has flying.
Upgrade ( : Attach to target non-Component artifact
you control. Upgrade only as a sorcery.)
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Inspection unit isn't great next to Pensive Talisman (which is a card I have no actual attachment to). In general I like the cycle though it's possible we may have to ratchet them up a bit (pun intended). We kind of want them to be cooler at first glance IMO since they're the hot new thing.
I would make the last one Builder's Plate, if for no other reason than I remember it fondly from the original Archester (plus it has great synergy with stuff like Exploit)
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"In the beginning, MTG Salvation switched to a new forum format.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
You're right, Inspection Unit does look mediocre compared to Pensive Talisman, especially since they both fill kind of the same purpose (a tiny buff that you get while using it for something else.) we could bump it up to Scry 2, but that might be too good. While I agree that we want these to be awesome, we also have to keep in mind that they are commons.
Also I agree on Builder's plate, it's a shoe-in for the last common component slot.
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We might want to put a little more power and complexity into the components to increase the newness factor. I agree they need to be a little more splashy than what they currently are (for some. Spotlight Unit and Syphon unit look great), and one way to do that would be to allow them to have uncommon level effects.
What do you think about having every non-component artifact either be a creature, or have a tap ability? This way, components can be useful while attached to any other non-component in the set.
Here are some ideas for component effects. Most of them are a little pushed for commons, so take it as a brainstorm.
Does not affect board complexity (most likely to be printable at common) :
Target tapped creature does not untap during its controller’s next untap step. (cast 2, upgrade 1)
Scry 1, then gain 1 life (cast 1, upgrade 2)
A creature you control gains menace until end of turn (cast 2, upgrade 2)
Target creature must be blocked this turn if able (cast 1, upgrade 3)
Target creature gains haste until end of turn (cast 2, upgrade 1)
Draw a card (or put a land card from your graveyard to your hand) (cast 2, upgrade 4)
Each opponent loses 1 life and you gain 1 life (cast 1, upgrade 2)
Add one mana of any color to your mana pool (cast 1, upgrade 1)
you gain 2 life (cast 1, upgrade 1)
Target player puts the top 2 cards from his or her library into his or her graveyard (cast 2, upgrade 1)
You may return a permanent you control to its owner’s hand (cast 2, upgrade 1)
Does affect board complexity (most likely to be printable at uncommon) :
Put a +1/+1 counter on target creature you control (cast 1, upgrade 3)
Put a 1/1 black gremlin creature token onto the battlefield (cast 2, upgrade 2)
Up to 1 target creature gets +2/+0 until end of turn. (cast 2, upgrade 2)
Target creature gets -3/-0 until end of turn (cast 3, upgrade 1)
Target creature gets -1/-1 until end of turn (cast 2, upgrade 4)
Target creature loses all abilities and become a 3/3 beast creature until end of turn (cast 3, upgrade 3)
Exile two artifact cards from your graveyard. If you do, put a 3/3 golem artifact creature token onto the battlefield (cast 2, upgrade 3)
Target creature gains +1/+0 and deathtouch until end of turn (cast 1, upgrade 3)
Creatures you control get +1/+1 until end of turn (cast 2, upgrade 5)
Target creature gets +x/+x, where x is the number of tapped creatures you control (cast 2, upgrade 2)
So the two we're still looking for are the ones so let's narrow that huge list down a bit:
Scry 2
Target tapped creature does not untap during its controller’s next untap step.
Draw a card
Target player puts the top 2 cards from his or her library into his or her graveyard
You may return a permanent you control to its owner’s hand
Up to 1 target creature gets +2/+0 until end of turn.
Target creature you control gains menace until end of turn
Target creature gains haste until end of turn
The two bold'd ones under blue stand out to me as interesting but our red choices are very limited. I think we need something more universal than just effecting creatures.
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For red, how about :
"Put a 3/1 red elemental creature token with haste onto the Battlefield. It can't block. Exile it at the beginning of the next end step"
This would push BR exploit theme a bit, it would not increase board complexity due to the "Can't block" clause, and it works even if the player has no creature in play.
I like Scry 2. We need a second common mana rock to replace my lame one.
I'm not so sure about the 3/1. Remember that a lot of these are going to trigger during the attack step when an artifact creature becomes tapped. It's pretty awkward to get your 3/1 after you can attack with it.
Raptor's component suggestions are now on Multiverse.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Does the timing work on this? It seems like an interesting card but I'm not 100% sure it works are it currently is.
The problem occurs if it is on a creature that has already lethal damage without the +2/+2 bonus and you attempt to regenerate it in reaction to a Shock; you end up with the creature dying to SBAs with the activated ability on the stack since you already sacrificed the Aura to pay for the cost. I suppose that would be the reason totem armor works the way it does instead.
Just make the creature indestructible UEOT instead. Problem solved.
Hey guys, sorry for the long delay. I've hit crunch time on multiple projects, followed up by GDC. I know we're all busy, but let's try and push through to finish up the commons. Having something testable will be a good milestone to carry us forward.
Some points:
Lands: So we've got a common cycle of lands. The original set had a cycle of "T: add {M} or CC to your mana pool." On one hand, these lands do a pretty decent job of pushing Steam Powered, especially since we no longer have our Ring cycle of mana rocks at common. On the other hand, they're pretty boring and are going to clog up space at common for all the non-SP drafters.
I'm open to hearing suggestions for replacements. One such idea might be a watered down version of the Blighted Cataract cycle from BFZ. These lands provide C but have colored activations, allowing non-SP players to still use them. Unfortunately the value generated by these lands pushes them to Uncommon, and I'm not sure we can water them down enough to fit them at common comfortably. However, they do provide some nice fodder for Trash (assuming it counts lands). Which brings me to...
Trash: How do we all feel about Trash? Of all our mechanics, Trash is the one that's the least inspiring. Unlike basically every other mechanic, all of our Trash cards were essentially created just to fill holes. Personally this doesn't bother me too much since Trash is supposed to be simple, but as we've filled the commons it seems like no one's really been struck with any Trash inspiration. Is it time to look at some of the older alternatives? Or should we just leave it be until after the first round of testing? (FWIW, any replacement would still have to be simple (I'm looking at you, Legend ); we'd be looking for a cool mechanic but one that's easy to grok, like Rebound or Skulk. In fact a Keyword would be preferable, since Windup is our only real Keyword (both Upgrade and Extort require extra rules text so they're almost just Ability words in disguise).)
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"In the beginning, MTG Salvation switched to a new forum format.
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It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Just make the creature indestructible UEOT instead. Problem solved.
Try reading my post again: It is still true that "you end up with the creature dying to SBAs with the activated ability on the stack".
It doesn't matter for this issue whether your creature does not have a regeneration shield yet because the activated ability is still on the stack or whether the creature is not yet indestructible because the ability is still on the stack.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Re:Lands
We could keep the steam lands, but I am not sure we want to push steam that much at common. We must not forget that we can use uncommon cards to support our theme. As a point of comparison, Battle for Zendikar had zero common land that produced colourless. All of their colourless lands were at uncommon or rare.
I would prefer to do a cycle of coloured spell lands, like in Zendikar and Battle for Zendikar. We could have each of there lands support one of the keywords we currently have in some way. They would all enter the battlefield tapped, and they would all tap for a mana of their color. For example :
White (component) - When ~ enters the battlefield, untap target artifact you control that is equipped or upgraded. Blue (steam powered) - When ~ enters the battlefield, you may pay 1. If you do, add 2 to your mana pool. Black (trash) - When ~ enters the battlefield, put two cards from the top of your library into your graveyard. Then, put a card from your graveyard into your library, third from the top. Red (exploit) - When ~ enters the battlefield, put a 1/1 black gremlin creature token with haste onto the battlefield. Sacrifice it at the end of turn. Green (windup) - When ~ enters the battlefield, put a +1/+1 counter on target tapped green creature you control.
Re:Trash
I think we need a pattern. WotC understood the importance of doing so with delirium, and they created a high profile uncommon cycle that has a very distinctive pattern. Sure, the rest of the delirium cards are a bit all over the place in their execution, and we only saw a single common one which is a bit boring, but the high profile cycle stays the face of the mechanism, and because of that I feel excited for the mechanism (I do not know if it feels the same for you).
We might need to change the ability to give it some more conflict. Right now, once trash is enabled (which is awfully easy), it stays enabled for most of the game. I am not sure, but maybe we could consider the previous exiling/processor mechanism? It would not change most of our cards actually. Trash - Exile two permanent cards from your graveyard, [Effect]
Example of the cards we currently have in the multiverse file with the Trash ability under the processor variant : Garbage scavenger : 2/1 flying; Trash - When ~ enters the battlefield, you may exile two permanent cards from your graveyard. If you do, put a +1/+1 counter on ~. Choking smog : instant -3/-3; Trash - You may exile two permanent cards from your graveyard as you cast ~. if you do, that creature gets -5/-5 until end of turn instead. Ambushing spider : 1/4 reach; Trash - You may cast ~ as though it had flash if you exile two permanent cards from your graveyard (This is an additional cost.) Waste bear : 4/4; Trash - Whenever ~ attacks, you may exile two permanent cards from your graveyard. If you do, creatures you control gain trample until end of turn.
This variation on Trash has more restrictions, which means that it is easier to create patterns. Here are a few patterns we might want to go for for a pair of uncommon cards, green and black :
A trash repeatable activated ability, of the kind "Trash - 2G, Exile two permanent cards from your graveyard : Put two +1/+1 counters on ~"
An automatic and mandatory trash feeder. The flavour being that it is compulsively eating through your grave. Ex : "Trash - At the beginning of your upkeep, exile two permanent cards from your graveyard. If you do, put a 1/1 black gremlin creature token onto the battlefield"
A pair of mirrored abilities, one that triggers when some event happens and that mills you for two, and the other when the inverse event happen, and has trash to exile 2. Ex
"At the beginning of each end step, if you drew two or more cards this turn, you may put the top two cards of your graveyard into your graveyard; Trash - At the beginning of each end step, if an opponent drew two or more cards this turn, you may exile two permanent cards from your graveyard. If you do, That player discards a card."
Just make the creature indestructible UEOT instead. Problem solved.
Try reading my post again: It is still true that "you end up with the creature dying to SBAs with the activated ability on the stack".
It doesn't matter for this issue whether your creature does not have a regeneration shield yet because the activated ability is still on the stack or whether the creature is not yet indestructible because the ability is still on the stack.
Misread that. Still not hard to get around, though. Just move the sacrifice to the effect instead: "[cost]: Regenerate enchanted creature, then sacrifice ~."
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I feel like of all colors Green should absolutely not be getting thopters.
@Hoard: I feel like this is just stone cold unplayable no matter what colors you're in. What about taking Scour from Existence's cue?
Maybe this is ok? 2(2/G)(2/G)
Sorcery (C)
Destroy target non-creature permanent.
@Dense Mist: I prefer the 1G version, but I love this design.
@Second Skin: I feel like the reason all your examples are old is because this is a confusing ability. A lot of people will think they can use the +2/+2 to get in extra damage, then sacrifice it to regenerate their creature.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
The problem occurs if it is on a creature that has already lethal damage without the +2/+2 bonus and you attempt to regenerate it in reaction to a Shock; you end up with the creature dying to SBAs with the activated ability on the stack since you already sacrificed the Aura to pay for the cost. I suppose that would be the reason totem armor works the way it does instead.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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Looks good. Do we care that it is strictly better than Bramblecrush and Reclaiming vines?
Changed.
The more I look at it, the less I like it. Any suggestions to replace it?
EDIT : I made the changes you guys suggested above. The four slots CG06, CG07, CG09 and CG16 need to change. You may refer to the coverage to see which holes needs to be filled. The short version is we are missing : a windup creature, two 3 drops, a fight spell, an aura, and maybe deathctouch and/or a regrowth effect. Another card with life gain could prove useful too.
Generating magic cards using deep, recurrent neural network
MODERN:
RG Shamanism RG
WUG Blades of the Avatars WUG
LEGACY:
WUBRG Cascabalance WUBRG
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"Some say the clockwork doesn't speak... I say they are deaf to it's voice." -Daeren, Artificer Druid.
Archester Revival (Custom Steampunk set)
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CA01 Manakin (old set)
CA02 Assembly-Winder 4
Artifact Creature - Assembly-Worker??? (C)
Windup
2/2
CA03 One-Eyed Scarecrow
CA04 Steamship 5
Artifact Creature - Construct (C)
Flying
Steam powered - ~ enters the battlefield with an additional +1/+1 counter for each C spent to cast it.
0/0
CA05 Expedition Map (old set)
CA06 Timed Explosive 3 (old set)
Artifact (C)
At the beginning of your end step, put a charge counter on Timed Explosive unless you pay {1}.
When Timed Explosive has three or more charge counters on it, sacrifice it. If you do, it deals 3 damage to target creature.
CA07 Pristine Talisman
CA08 Pensive Talisman 3
Artifact (C)
T: Add C to your mana pool. Scry 1.
Still thinking about the common Components. We're gonna need some more tap triggers.
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Ring of the Prophet
Art description: A ring of the plainest brightest gold slowly spins above a pedestal, the background of the scene looks to be a museum some some kind.
Focus: The Ring of power.
Artifact [Common]
: Add to your mana pool.
Heirlooms from the prophet's time on Archester, many of his rings still power Archester greatest inventions today.
Black Iron Statue
Art Description: A small black metallic statue sits on the corner of a desk. A couple of tiny motes of energy circle around the statue which seems to depict a golem of some kind holding a sphere in its hands, the tiny sphere has five tiny motes of energy circling it.
Focus: the strange statue of the golem.
Artifact [Common]
~ is indestructible.
: Add to your mana pool.
Created from an element unknown to Archester, these tiny statues have become status symbols for for wealthy industrialists, trinkets from the Prophet's travels to and from Archester.
Expedition map would be a wonderful color-fixer.
Clockwork Spellbomb
Art description: A tiny mechanism floats in mid-air. Intricate peices of clockwork and machinery can be seen clicking away just under the sleek clear surface of the object. It gleams with energy from an unknow source within it.
Focus: an awesome piece of mechinery made possible by archesterian mechanical knowledge.
Artifact [Common]
, sacrifice ~: Scry 1.
When ~ is put into the graveyard from the battlefield, you may pay {C}. If you do, draw a card.
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Incidentally, this would also link the component into the other colors by have one linked to each color(WUBRG, another two linked to , and the last one staying true to colorless.
This will leave us with the following:
[Cycle template]
[Name] [Mana]
Artifact [Common]
Whenever upgraded artifact becomes tapped, ???.
Upgrade [Cost]
= Gain 1 life
= Scry 1
= Each opponent loses 1 life
= target creature can't block this turn
= Add one mana of any color to your mana pool.
The exact names/effects/costs of the cards is still up in the air (it's too late and I'm too tired to try and balance them right now.)
The other three components are already in the card list over on the multiverse, my suggestions are Flight Wire for the component/creature card, and Blinding Spotlight and Oiled Gears for the two components.
P.S. Yes ik I triple posted. I couldn't edit my last post from my phone for some reason.
Edit:
P.s.s. I've just realized that Blinding Spotlight doesn't do what I thought it did. I thought it had an activated ability ala Blinding Souleater. Something along those lines would be good as it would help reduce board complexity.
P.s.s.s.
Also I've only just found out Safari doesn't like MTGS for some reason. The Edit button only shows up when I'm on my google chrome app.
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Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
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I don't see how changing blinding spotlight reduces board complexity.
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Yeah, I'm not sure what I was thinking at the time, I must have been really tired and spouting nonsense.
Looking at it now, Blinding Spotlight feels like a shoe-in for the white spot in the cycle and it'd be much more interesting than gaining life.
Any thoughts on what the second white-esque component might do? The one with an activated ability I mean.
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Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
Also I'm in talks with ComicalFlop right now to hopefully get some help with arting the set up, so he'll probably be joining our team (and has already started leaving comments on Multiverse). Reminder that only cards in the skeleton are really being considered right now
I'll put my artifact suggestions on the skeleton right now, but they're pretty rough and I'd like some more input.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
First the Cycle...
Spotlight Unit (Formerly Blinding Spotlight)
Art description: A large spotlight shines from atop a Brass City Guard Golem's back, blinding a would-be wrong-do'er.
Focus: A light in the darkness, driving out misdeeds.
Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, tap target creature.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Inspection Unit
Art description: An Archesterian tinker uses an increasingly rediculous number of mangifing glasses to check every detail of his masterpiece.
Focus: Devil's in the details.
Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, Scry 1.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Syphon Unit
Art description: Noxious plumps billow from a machine. There are workers coughing up black soot around it while attempting to continue to work. Almost hidden, the machine is reabsorbing the coughed up air.
Focus: The malevolence of technology, hard at work.
Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, each opponent loses 1 life. You gain life equal to the life lost this way.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Screeching Unit
Art description: Atop a machine a siren spins, emitting a obnoxious droning warble. The people around the machine are clapping their hands over thier ears and seem to be trying to figure out how to turn off the sound.
Focus: Annoying but effective.
Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, target creature can't block this turn.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Condenser Unit
Art description: As mana-infused steam billows out of a large machine, a globe-like apparatus catches is and drips it into a collection container.
Focus: Every last drop is important.
Artifact - Component [Common]
Whenever upgraded artifact becomes tapped, add one mana of any color to your mana pool.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
And the last three:
Still have no idea for the second -esque Component.
Oiled Gears
Art description: Interlocking gears twist and spin in the bowels of a machine, in the background can be seen Assembly-workers toiling away.
Focus: The secret underlying Archesterian greatness.
Artifact - Component [Common]
Upgraded artifact untaps during each other player's untap step.
Upgrade ( : Attach to target non-Component artifact you control. Upgrade only as a sorcery.)
Flight Assembly (Formerly Flight Wire)
Art description: A box containing all the materials needed create a small zeppelin (Canvas, rope, propellers, etc.)
Focus: Instant Airship, just add air. And the ship.
Artifact - Component [Common]
Upgraded artifact is a 2/2 creature in addition to its other
types and has flying.
Upgrade ( : Attach to target non-Component artifact
you control. Upgrade only as a sorcery.)
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Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
I would make the last one Builder's Plate, if for no other reason than I remember it fondly from the original Archester (plus it has great synergy with stuff like Exploit)
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Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Also I agree on Builder's plate, it's a shoe-in for the last common component slot.
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What do you think about having every non-component artifact either be a creature, or have a tap ability? This way, components can be useful while attached to any other non-component in the set.
Here are some ideas for component effects. Most of them are a little pushed for commons, so take it as a brainstorm.
Does not affect board complexity (most likely to be printable at common) :
Target tapped creature does not untap during its controller’s next untap step. (cast 2, upgrade 1)
Scry 1, then gain 1 life (cast 1, upgrade 2)
A creature you control gains menace until end of turn (cast 2, upgrade 2)
Target creature must be blocked this turn if able (cast 1, upgrade 3)
Target creature gains haste until end of turn (cast 2, upgrade 1)
Draw a card (or put a land card from your graveyard to your hand) (cast 2, upgrade 4)
Each opponent loses 1 life and you gain 1 life (cast 1, upgrade 2)
Add one mana of any color to your mana pool (cast 1, upgrade 1)
you gain 2 life (cast 1, upgrade 1)
Target player puts the top 2 cards from his or her library into his or her graveyard (cast 2, upgrade 1)
You may return a permanent you control to its owner’s hand (cast 2, upgrade 1)
Does affect board complexity (most likely to be printable at uncommon) :
Put a +1/+1 counter on target creature you control (cast 1, upgrade 3)
Put a 1/1 black gremlin creature token onto the battlefield (cast 2, upgrade 2)
Up to 1 target creature gets +2/+0 until end of turn. (cast 2, upgrade 2)
Target creature gets -3/-0 until end of turn (cast 3, upgrade 1)
Target creature gets -1/-1 until end of turn (cast 2, upgrade 4)
Target creature loses all abilities and become a 3/3 beast creature until end of turn (cast 3, upgrade 3)
Exile two artifact cards from your graveyard. If you do, put a 3/3 golem artifact creature token onto the battlefield (cast 2, upgrade 3)
Target creature gains +1/+0 and deathtouch until end of turn (cast 1, upgrade 3)
Creatures you control get +1/+1 until end of turn (cast 2, upgrade 5)
Target creature gets +x/+x, where x is the number of tapped creatures you control (cast 2, upgrade 2)
Generating magic cards using deep, recurrent neural network
The two bold'd ones under blue stand out to me as interesting but our red choices are very limited. I think we need something more universal than just effecting creatures.
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"Put a 3/1 red elemental creature token with haste onto the Battlefield. It can't block. Exile it at the beginning of the next end step"
This would push BR exploit theme a bit, it would not increase board complexity due to the "Can't block" clause, and it works even if the player has no creature in play.
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I'm not so sure about the 3/1. Remember that a lot of these are going to trigger during the attack step when an artifact creature becomes tapped. It's pretty awkward to get your 3/1 after you can attack with it.
Raptor's component suggestions are now on Multiverse.
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Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
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We could do "Exile the top card of your library. Until end of turn, you may play that card."
Might however be a little too powerful?
Generating magic cards using deep, recurrent neural network
Just make the creature indestructible UEOT instead. Problem solved.
Some points:
Lands: So we've got a common cycle of lands. The original set had a cycle of "T: add {M} or CC to your mana pool." On one hand, these lands do a pretty decent job of pushing Steam Powered, especially since we no longer have our Ring cycle of mana rocks at common. On the other hand, they're pretty boring and are going to clog up space at common for all the non-SP drafters.
I'm open to hearing suggestions for replacements. One such idea might be a watered down version of the Blighted Cataract cycle from BFZ. These lands provide C but have colored activations, allowing non-SP players to still use them. Unfortunately the value generated by these lands pushes them to Uncommon, and I'm not sure we can water them down enough to fit them at common comfortably. However, they do provide some nice fodder for Trash (assuming it counts lands). Which brings me to...
Trash: How do we all feel about Trash? Of all our mechanics, Trash is the one that's the least inspiring. Unlike basically every other mechanic, all of our Trash cards were essentially created just to fill holes. Personally this doesn't bother me too much since Trash is supposed to be simple, but as we've filled the commons it seems like no one's really been struck with any Trash inspiration. Is it time to look at some of the older alternatives? Or should we just leave it be until after the first round of testing? (FWIW, any replacement would still have to be simple (I'm looking at you, Legend ); we'd be looking for a cool mechanic but one that's easy to grok, like Rebound or Skulk. In fact a Keyword would be preferable, since Windup is our only real Keyword (both Upgrade and Extort require extra rules text so they're almost just Ability words in disguise).)
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Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Try reading my post again: It is still true that "you end up with the creature dying to SBAs with the activated ability on the stack".
It doesn't matter for this issue whether your creature does not have a regeneration shield yet because the activated ability is still on the stack or whether the creature is not yet indestructible because the ability is still on the stack.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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We could keep the steam lands, but I am not sure we want to push steam that much at common. We must not forget that we can use uncommon cards to support our theme. As a point of comparison, Battle for Zendikar had zero common land that produced colourless. All of their colourless lands were at uncommon or rare.
I would prefer to do a cycle of coloured spell lands, like in Zendikar and Battle for Zendikar. We could have each of there lands support one of the keywords we currently have in some way. They would all enter the battlefield tapped, and they would all tap for a mana of their color. For example :
White (component) - When ~ enters the battlefield, untap target artifact you control that is equipped or upgraded.
Blue (steam powered) - When ~ enters the battlefield, you may pay 1. If you do, add 2 to your mana pool.
Black (trash) - When ~ enters the battlefield, put two cards from the top of your library into your graveyard. Then, put a card from your graveyard into your library, third from the top.
Red (exploit) - When ~ enters the battlefield, put a 1/1 black gremlin creature token with haste onto the battlefield. Sacrifice it at the end of turn.
Green (windup) - When ~ enters the battlefield, put a +1/+1 counter on target tapped green creature you control.
Re:Trash
I think we need a pattern. WotC understood the importance of doing so with delirium, and they created a high profile uncommon cycle that has a very distinctive pattern. Sure, the rest of the delirium cards are a bit all over the place in their execution, and we only saw a single common one which is a bit boring, but the high profile cycle stays the face of the mechanism, and because of that I feel excited for the mechanism (I do not know if it feels the same for you).
We might need to change the ability to give it some more conflict. Right now, once trash is enabled (which is awfully easy), it stays enabled for most of the game. I am not sure, but maybe we could consider the previous exiling/processor mechanism? It would not change most of our cards actually.
Trash - Exile two permanent cards from your graveyard, [Effect]
Example of the cards we currently have in the multiverse file with the Trash ability under the processor variant :
Garbage scavenger : 2/1 flying; Trash - When ~ enters the battlefield, you may exile two permanent cards from your graveyard. If you do, put a +1/+1 counter on ~.
Choking smog : instant -3/-3; Trash - You may exile two permanent cards from your graveyard as you cast ~. if you do, that creature gets -5/-5 until end of turn instead.
Ambushing spider : 1/4 reach; Trash - You may cast ~ as though it had flash if you exile two permanent cards from your graveyard (This is an additional cost.)
Waste bear : 4/4; Trash - Whenever ~ attacks, you may exile two permanent cards from your graveyard. If you do, creatures you control gain trample until end of turn.
This variation on Trash has more restrictions, which means that it is easier to create patterns. Here are a few patterns we might want to go for for a pair of uncommon cards, green and black :
Trash - At the beginning of each end step, if an opponent drew two or more cards this turn, you may exile two permanent cards from your graveyard. If you do, That player discards a card."
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Misread that. Still not hard to get around, though. Just move the sacrifice to the effect instead: "[cost]: Regenerate enchanted creature, then sacrifice ~."