Notes:
1. This is a core set with Clash as the feature mechanic.
2. This set utilizes templates from Pichoro's Magic - Printed M15 Styles Pack.
3. This set succeeds Dragons of Tarkir, replacing Magic Origins, in my custom set continuum.
4. There are 15 additional reprints with special rarity symbols. These cards do not appear in Magic: The Gathering -Multiverse- booster packs but are legal for tournament play in any format that includes this core set.
So I'm no expert in card design, but just from a cursory scroll-through, there are numerous cards here that need a power evaluation. Everglade Domain, for example. This is Bitterblossom without the lifeloss, and makes 2/1 tramplers in a better tribe instead of 1/1 flyers. And it's an uncommon. I'm also not at all a fan of the untap symbol rearing its head again: it made Shadowmoor board states a pain in the ass to evaluate, and it's super easy to abuse. I'd post more of my concerns, but it's late here. Those are just two that jump out at me immediately.
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EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
Glad to hear you're appreciating my feedback. Some comments I have on the set in general:
I don’t know if you designed this before Origins was announced, but landwalk and intimidate are no longer evergreen. Cards with those should either be removed or reworked. In addition, protection’s going to show up very rarely, so I’d suggest taking it off of anything that’s not a rare or mythic. Mother of Runes at rare is fine: Hallowed Warcry at common isn’t.
Keep New World Order (NWO) in mind. A lot of your commons are massively complex (Boon of the Dross, Pawn Trade, Mandayelan Soothsage) and should either be purged of that additional complexity or be moved to uncommon/rare. Read Doombringer’s primer on NWO and redflagging: it’s been massively helpful for me.
And a comment on your flagship card: Æthon, Promulgator of All: Is this guy “Eldrazi: the Planeswalkening?” Because that’s what he feels like. +3 ability is fine. -1 needs some rewording, as cards are only permanents on the battlefield. Something like, “Put a token onto the battlefield that’s a copy of any other nonland permanent card on the battlefield or in a player’s graveyard.” -2 isn’t something I’m a fan of (TNN is already enough of a PITA), but at this cost it should be okay. -13, though… Just no. You should be able to come up with a more creative ultimate than just “win the game!!!1!!” particularly because Aethon can ultimate with Doubling Season etc. out.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
I started working on this set last year. I thought about these keyword changes and ended up with what I've uploaded. I'll implement the new roster of Evergreen Keywords in my next project.
I agree. I need to study the NWO and rework the commons.
I'm a big fan of presentation, and you've got that covered in droves. While I'm not sold on the untap symbol, and I don't like the idea of a bunch of non-artifact colorless permanents in a core set (as an aside, why not use the colorless frame?), I've got to give you props for the presentation here. You've got nice looking, appropriate art that's credited properly. You've got flavor text. Your templating looks correct. Like I said, I'm a big fan of presentation, and you've nailed it.
If you read much of Mark Rosewater's stuff, you know that there are a few different phases to a set's creation, and you're basically through with the design phase. You know what you want your set to do, and you've got a rough idea of where everything is going to fit and what each card slot is going to accomplish. Now you're on to development - tweaking the cards for balance, making sure your thoughts are cohesive, making sure everything works.
I'm bookmarking this page, and as I have time later I'll give more specific feedback on individual cards, but I just wanted to say for now, well done up to this point.
Why is clash the feature mechanic? I don't know about you, but most people hate that mechanic. It's blatantly 'random' and does little but add variation which can be done in more interesting and subtle ways. Variance is good for the game in that it adds strategy and more prominently, it adds replayability. But, the problem with clash is that it compares you to your opponent. If it was just about you, it would be leas frustrating and more interesting because you can more reliably control what the cards on top of your library are than control both you and your opponent's.
If you like what Clash is doing, then I would recommend doing a variation on the same core idea that you can see around these forums. Mechanic X- Reveal the top card of your library, if it's a [some card type], (effect).
In this mechanic, it becomes less of a variance adder and more of a build-around, while still adding some variance. This version is actually very strategic as it becomes a question in deck-building of how much you invest in the bonus effect and hence how much support you need to make that worth it, and in-game there is the question of how often you play cards with the mechanic when you don't know what you're going to get rather than waiting until after using a filtering effect.
If you are looking to reprint a mechanic though, I would recommend any of:
Flashback due to it's elegance and versatility (it works well in any deck, but also works even better when built around)
Kicker for the same reasons as Flashback (works to encourage ramp decks)
Cycling because it helps card flow (e.g. reduces mana screw) (although this is less relevant now that scry is evergreen)
Scavenge because it would be an interesting mechanic to highlight
Totem Armor because it helps make auras relevant and supportable
I don't know how accurate your image gallery is compared to your file, but your Wild Guess reprint is apparently a Sorcery that asks me to discard a card...then does nothing else.
Seeing reprints get their old art but the new Origins art used on different cards is...jarring, to say the least. That's the criticism I can give at a glance. The art on Pawn Trade is also used on another, older card.
Good eye. I'll fix it for the upload of the next iteration of the set.
Well, since Magic Origins and all sets to be released after it are nonexistent in my custom set continuum, I've decided to use new artworks from these sets in my own. As for the art on Pawn Trade, it's concept art for Guild Wars 2.
Thanks for the feedback.
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1. This is a core set with Clash as the feature mechanic.
2. This set utilizes templates from Pichoro's Magic - Printed M15 Styles Pack.
3. This set succeeds Dragons of Tarkir, replacing Magic Origins, in my custom set continuum.
4. There are 15 additional reprints with special rarity symbols. These cards do not appear in Magic: The Gathering -Multiverse- booster packs but are legal for tournament play in any format that includes this core set.
I'll rework Everglade Domain.
I will remove the untap mechanic.
Thanks for the input.
Æthon, Promulgator of All: Is this guy “Eldrazi: the Planeswalkening?” Because that’s what he feels like. +3 ability is fine. -1 needs some rewording, as cards are only permanents on the battlefield. Something like, “Put a token onto the battlefield that’s a copy of any other nonland permanent card on the battlefield or in a player’s graveyard.” -2 isn’t something I’m a fan of (TNN is already enough of a PITA), but at this cost it should be okay. -13, though… Just no. You should be able to come up with a more creative ultimate than just “win the game!!!1!!” particularly because Aethon can ultimate with Doubling Season etc. out.
I agree. I need to study the NWO and rework the commons.
Noted. I'll work on Æthon again.
If you read much of Mark Rosewater's stuff, you know that there are a few different phases to a set's creation, and you're basically through with the design phase. You know what you want your set to do, and you've got a rough idea of where everything is going to fit and what each card slot is going to accomplish. Now you're on to development - tweaking the cards for balance, making sure your thoughts are cohesive, making sure everything works.
I'm bookmarking this page, and as I have time later I'll give more specific feedback on individual cards, but I just wanted to say for now, well done up to this point.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
The untap mechanic is on its way out.
The artwork I've found for the colorless cards fit better in that frame.
Right. This set needs a ton of development.
Thanks again. I look forward to it.
If you like what Clash is doing, then I would recommend doing a variation on the same core idea that you can see around these forums.
Mechanic X- Reveal the top card of your library, if it's a [some card type], (effect).
In this mechanic, it becomes less of a variance adder and more of a build-around, while still adding some variance. This version is actually very strategic as it becomes a question in deck-building of how much you invest in the bonus effect and hence how much support you need to make that worth it, and in-game there is the question of how often you play cards with the mechanic when you don't know what you're going to get rather than waiting until after using a filtering effect.
If you are looking to reprint a mechanic though, I would recommend any of:
Flashback due to it's elegance and versatility (it works well in any deck, but also works even better when built around)
Kicker for the same reasons as Flashback (works to encourage ramp decks)
Cycling because it helps card flow (e.g. reduces mana screw) (although this is less relevant now that scry is evergreen)
Scavenge because it would be an interesting mechanic to highlight
Totem Armor because it helps make auras relevant and supportable
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Seeing reprints get their old art but the new Origins art used on different cards is...jarring, to say the least. That's the criticism I can give at a glance. The art on Pawn Trade is also used on another, older card.
Well, since Magic Origins and all sets to be released after it are nonexistent in my custom set continuum, I've decided to use new artworks from these sets in my own. As for the art on Pawn Trade, it's concept art for Guild Wars 2.
Thanks for the feedback.