Good day to you all, and welcome to the Hocus project. I'm looking recruit a design team to create a new block in two parts; Those parts being "Hocus", the first set, and "Pocus" the concluding set to the block.
The focus of our Hocus Pocus will be two-fold. First, I believe that past couple sets of magics history, while have been fun and flavorful in the own right, haven't really produced much that is new or shocking. I'm talking about things like DFC or planeswalkers, things that really shook up what we conceive to be possible in magic. I want to design a set whose core mechanic is something akin to that. Strike some fresh territory but doing something potentially controversial. Some related thoughts:
* Planes are something we reference all the time in magic. It's something thats been explored both literally as a multiplayer project, and in a different sense as world enchantments. Is this something that could be brought to the main game? What design space could be given to it to be interesting? Is it worth it or fun? How fresh is that, really?
* Creating a new card type seems a possible answer, like with planes, but is far from the only solution as DFCs exemplify. DFC represented cards that go through a transformation. Is there a similar concept that is not explored/shown in Magic, or could potentially be done much better? This could bridge into something like DFC.
The second object of the Hocus Pocus block will be to explore what it means to be a two set block instead of a three. What possibilities does this lead us to in terms of design and story telling? Surely it's more then just making it easier on ourselves by making less cards! Some thoughts:
* A two set structure inherently gives us a block where the each set could oppose each other in some way, flavorfully and/or mechanically.
* A two set structure is much more distinctive in a before/after scenario.
* A two set structure makes it much easier to justify two large sets in a block.
To summarize our design goals:
Hocus is a set that focuses on innovation and shocking designs while exploring the distinct nature of a two set block structure.
Posti fyou are potentially interested and/or if you want to share thoughts towards the project. Thank you so much for your time either way!
I'm in, but not for "plane" cards. Planechase is already doing that; it's an interesting format, I want more of it from R&D, and I like designing for it.
I'm in, but not for "plane" cards. Planechase is already doing that; it's an interesting format, I want more of it from R&D, and I like designing for it.
Haha, I'm not stuck on plane cards that's for sure. It's just more of an example of what kind of concepts fall outside of the main magic game that might have some potential. Regardless, I see whatever we do as not having the random/multiplayer focus the Planechase does.
That makes three then. My goal is to have about 5 people total (though that doesn't need to be exact) and as we hit those numbers really discuss the two points I addressed in the OP as we do some exploratory design. Some other notes about where I see this going:
* Current standard power level.
* NWO enforced, but there may be a slight grace in hitting 20% redflags. Maro has implied that in a two set block structure there might be room for a bit more complexity, and as our design goals currently include "innovation" and "shock", I could see us hitting more like 25%.
* Reprints possible at ANY rarity as BFZ has shown that's allowed. However, only if thematically appropriate and, more importantly, fun!
* This is leaning more towards a bottom-up design method rather than top down, IMO. That can change though depending on what we determine our solution to an "innovative" and "shocking" block mechanic/theme.
Random ideas for some themes:
-Monoclour factions set, mirroring what sets like Ravnica did with multicolour.
-Bottom-of-the-library theme.
-More of exile matters.
-Very minor planeswalkers matter theme (at uncommon/rare not common), including a little more planeswalkers in block (6 rather than 5?).
-Split card creatures.
-Monoclour factions set, mirroring what sets like Ravnica did with multicolour.
That's more of a general thematic thing. Could we take things in that direction down the line? Sure. But I want the focus right now to be on something that is Innovative and Shocking. I don't think this qualifies as the main selling point we will aim for in Hocus.
-Bottom-of-the-library theme.
This sound more like a gimmick. I'd be interested to see if you have examples that might be compelling.
-More of exile matters.
The fact that you started this sentence with "more" is telling. Innovative and shocking is not more of whats already been done. Additionally, I don't want a set that skirts on making exile a second grave.
-Very minor planeswalkers matter theme (at uncommon/rare not common), including a little more planeswalkers in block (6 rather than 5?).
No mimicking siege of Ravniva's big feature. I don't really consider it Innovative/shocking either.
-Split card creatures.
This is more interesting. It would certainly be shocking. I worry that having a split creature would be very confusing though as it would be hard to tell which side has been played or not. How do you imagine it working?
That's more of a general thematic thing. Could we take things in that direction down the line? Sure. But I want the focus right now to be on something that is Innovative and Shocking. I don't think this qualifies as the main selling point we will aim for in Hocus.
It definitely wouldn't classify on it's own as shocking, yes, but it could be used in combination with other things to make the shocking new element.
This sound more like a gimmick. I'd be interested to see if you have examples that might be compelling.
You could have things like having creatures put themselves on the bottom as a cost for abilities and then have cards that interact with the bottom. It's not really shocking though, I admit.
The fact that you started this sentence with "more" is telling. Innovative and shocking is not more of whats already been done. Additionally, I don't want a set that skirts on making exile a second grave.
You could care about your own exiled cards- not moving them, but checking if/how many you have. That differeniates it from BFZ and avoids the issue of keeping exile's identity.
This is more interesting. It would certainly be shocking. I worry that having a split creature would be very confusing though as it would be hard to tell which side has been played or not. How do you imagine it working?
TBH after thinking about it, we're better of using DFCs where you can cast either side.
More ideas:
-Mulligans matter theme
-Number of creature types matter theme
Revamp idea:
-Instead of 'planewalkers matter', 'legendary creatures and planeswalkers matter'- i.e. 'If you control a legendary creature or planeswalker, (effect)'. Have more legends in set (6 at rare, 6 at uncommon, 5 at mythic?) and an extra planeswalker in the set. This would give a legendary creature/planeswalker as-fan of nearly 0.4, so it would still would be a minor theme at higher rarities.
and
Probably not a good idea:
-Doing things with the stack
Every spell card cantrips! Or at least has the potential to cantrip as a kicker variant. While kicker variants aren't innovative in and of themselves, it would be original and shocking if every single nonland card of a set had the potential to draw a card.
Cantrip 1(You may pay an additional 1 as you cast this spell. If you do, draw a card.)
Every spell card cantrips! Or at least has the potential to cantrip as a kicker variant. While kicker variants aren't innovative in and of themselves, it would be original and shocking if every single nonland card of a set had the potential to draw a card.
Cantrip 1You may pay an additional 1 as you cast this spell. If you do, draw a card.
Every spell card cantrips! Or at least has the potential to cantrip as a kicker variant. While kicker variants aren't innovative in and of themselves, it would be original and shocking if every single nonland card of a set had the potential to draw a card.
Cantrip 1You may pay an additional 1 as you cast this spell. If you do, draw a card.
you're insane.
haha well the costs could vary of course or perhaps be locked in at 2 like Cycling. But variable costs would be easier to balance.
Or how about a set in which every card has a two-brid mana cost making every card available to every color?
No. That is extremely mechanical and often irrelevant to casual players.
-Number of creature types matter theme
Nah, not as a main theme anyway. It's not shocking in the least.
Revamp idea:
-Instead of 'planewalkers matter', 'legendary creatures and planeswalkers matter'- i.e. 'If you control a legendary creature or planeswalker, (effect)'. Have more legends in set (6 at rare, 6 at uncommon, 5 at mythic?) and an extra planeswalker in the set. This would give a legendary creature/planeswalker as-fan of nearly 0.4, so it would still would be a minor theme at higher rarities.
Still not fresh/shocking.
and
Probably not a good idea:
-Doing things with the stack
Every spell card cantrips! Or at least has the potential to cantrip as a kicker variant. While kicker variants aren't innovative in and of themselves, it would be original and shocking if every single nonland card of a set had the potential to draw a card.
Shocking to designers/developers making the set? Perhaps. Shocking to the majority of player types? No. So many logistical issues for something that wouldn't be new. It's just create an overpowered environment or one where things had to be nerfed to hell to work, since everything would chain into each other.
No to both. I'm not looking to make color irrelevant, and making every card have the same concept/restriction is not innovative or shocking when the concept has already been used. Applying it en mass doesn't suddenly make it fresh. Also, both of these ideas are very mechanical and while may be intriguing to designers, don't generate much appeal to the typical magic player. When designing a set, we need to make it fun for Players, not designers.
So far, the idea that has been most on point with this has been split creature cards. If they were done, they would probably have to be DFC cards instead where you choose a side. That said, another way to do it would be to do a split card where one side is and Instant/Sorcery and the other is a permanent type. That way, it would be obvious which half was cast based on whether or not its sticking around on the battlefield.
I don't think many designers on this board like devoid (myself included in the firm dislike camp) BUT devoid doesn't negate you from paying colored mana, as your suggestion does. I refuse to design a set where you can run every card in every deck.
DFC's that allow you to "choose a path" would be interesting. As far as making DFC's in which one side is an instant, I've made a few cards like this in the past. Here's an example...
Living Missile
Instant (U)
Kicker - Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.)
Living Missile deals 3 damage to target creature or player. If Living Missile was kicked, put it onto the battlefield transformed as it resolves.
//
Helmeted Goblin
• Creature - Goblin (U)
Haste The first time Helmutt showed up for canon detail wearing a shield on his head, all the other Goblins laughed at him. The second time Helmutt showed up for canon detail wearing a shield on his head was the first time anyone had ever showed up for canon detail a second time.
2/2
Another idea I had a while back involved a new card type called Event. A player could only run one of each event in a deck. I was thinking you could have instant and sorcery events that have a lingering effect as long as the card is in the graveyard. Only one event could be in a graveyard at a time, so if you, or your opponent had another Event enter your graveyard, each other event in each graveyard would be exiled. I never really totally fleshed out the idea, so it is open for suggested changes. Here's my first quick attempt to actually make an Event card.
Lingering Waste
Sorcery - Event (R) (A deck may have no more than one card with this name in it.)
(Whenever a player casts an Event, if this card is in your graveyard, exile this card.)
All creatures get -4/-4 until end of turn.
As long as Lingering Waste is in your graveyard, all creatures get -1/-1.
Anyway, I hope you don't mind me chiming in. Feel free to totally disregard these ideas. I'm curious to see what you guys come up with.
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Instant or sorcery into permanent DFCs - Not sure how well this works mechanically or if it's at all worth the effort.
Events - That's... a pure drawback keyword. We already have epic as an attempt to make legendary instants or sorceries and it didn't go awful well. Event appears to be very very Spikey in terms of appeal.
Yup! Still bouncing around ideas about a set direction the consititues "Innovative" and "Shocking" while also exploring what could make a two set block structure unique.
DFC's that allow you to "choose a path" would be interesting. As far as making DFC's in which one side is an instant, I've made a few cards like this in the past. Here's an example...
Living Missile
Instant (U)
Kicker - Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.)
Living Missile deals 3 damage to target creature or player. If Living Missile was kicked, put it onto the battlefield transformed as it resolves.
//
Helmeted Goblin
• Creature - Goblin (U)
Haste The first time Helmutt showed up for canon detail wearing a shield on his head, all the other Goblins laughed at him. The second time Helmutt showed up for canon detail wearing a shield on his head was the first time anyone had ever showed up for canon detail a second time.
2/2
I remember this card from the DCC. My gripe with this is that currently it looks like it doesn't need to be a DFC, it could just be one sided. I think it's important that the two sides of a card, whether DFCs or splits, are related but fill more distinct roles. For example:
Shocking Lunge1R
Instant (C)
Target creature gets +2/+0 and gains first strike until end of turn.
/////
Lightning Jouster2R
Creature - Human Knight (C)
First Strike
2/2
Another idea I had a while back involved a new card type called Event. A player could only run one of each event in a deck. I was thinking you could have instant and sorcery events that have a lingering effect as long as the card is in the graveyard. Only one event could be in a graveyard at a time, so if you, or your opponent had another Event enter your graveyard, each other event in each graveyard would be exiled. I never really totally fleshed out the idea, so it is open for suggested changes. Here's my first quick attempt to actually make an Event card.
Lingering Waste
Sorcery - Event (R) (A deck may have no more than one card with this name in it.)
(Whenever a player casts an Event, if this card is in your graveyard, exile this card.)
All creatures get -4/-4 until end of turn.
As long as Lingering Waste is in your graveyard, all creatures get -1/-1.
I do like the idea of spells that have a lingering impact, but the whole "one of" limit seems like a really hard development problem that I'm not sure is worth it. What does the type "event" add to the game that couldn't be done within its current types? Just new restrictions? Otherwise, this card could be and enchantment.
When they added planeswalkers, they played very differently from other card types. I feel like if we are going to do the same, there should be a greater distinction.
Anyway, I hope you don't mind me chiming in. Feel free to totally disregard these ideas. I'm curious to see what you guys come up with.
Not at all! I'm more than welcome to hearing ideas and thoughts, even if I may sometimes be harsh in rebutting them.
I'm currently putting together a list of ideas and potential leap off points. I'll share it soon, by tomorrow morning if not tonight.
DFCs where you can cast either side would certainly be shocking, but would cause serious issues. Players would have to play with sleeves which cause serious memory issues. Or you use checklist cards, and the print on the Innistrad checklist card already had fairly small print as it is.
Split cards with non-permanent and permanent halves would be interesting, but both sides would have to be fairly bland in what they are if you want any legibility, think of the flip cards.
We do have some cards that have an effect on the board state while in the graveyard, Wonder for example. So expansion in that is a possibility.
I didn't play during Threshold, and I know there are some issues with it, but we could try fixing it in some fashion as it seems to have some room.
Contraptions.
A "kicker" cost of exiling cards from your graveyard, instead of mana, or delve. This would have the potential of making small spells bigger in the later game without increasing the spell's actual cost. There are multiple avenues to go this way.
Uncommon legends wouldn't feel legendary or unique, not even mentioning the limited environment issues this could create.
Pervasive counters on creatures that do something other than +1/+1 or -1/-1.
Player counters that aren't poison.
Real exploration of snow as a "sixth color" (Guesswork is already doing something like this for Dominaria block, but who knows when that project will go off hiatus).
Voltron/Power Rangers esque Team Up creature teams? "By your powers combined!"
A direct analogy would be Exodia.
A plane of "Super Hero" Teams could be the locale.
Sub-Games within games. Not as complicated as shahrazad, but along that line.
Personal Incarnation on the literal level. Each time a player casts it, it's something unique. Not sure how that mechanically plays out right now.
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The focus of our Hocus Pocus will be two-fold. First, I believe that past couple sets of magics history, while have been fun and flavorful in the own right, haven't really produced much that is new or shocking. I'm talking about things like DFC or planeswalkers, things that really shook up what we conceive to be possible in magic. I want to design a set whose core mechanic is something akin to that. Strike some fresh territory but doing something potentially controversial. Some related thoughts:
* Planes are something we reference all the time in magic. It's something thats been explored both literally as a multiplayer project, and in a different sense as world enchantments. Is this something that could be brought to the main game? What design space could be given to it to be interesting? Is it worth it or fun? How fresh is that, really?
* Creating a new card type seems a possible answer, like with planes, but is far from the only solution as DFCs exemplify. DFC represented cards that go through a transformation. Is there a similar concept that is not explored/shown in Magic, or could potentially be done much better? This could bridge into something like DFC.
The second object of the Hocus Pocus block will be to explore what it means to be a two set block instead of a three. What possibilities does this lead us to in terms of design and story telling? Surely it's more then just making it easier on ourselves by making less cards! Some thoughts:
* A two set structure inherently gives us a block where the each set could oppose each other in some way, flavorfully and/or mechanically.
* A two set structure is much more distinctive in a before/after scenario.
* A two set structure makes it much easier to justify two large sets in a block.
To summarize our design goals:
Hocus is a set that focuses on innovation and shocking designs while exploring the distinct nature of a two set block structure.
Posti fyou are potentially interested and/or if you want to share thoughts towards the project. Thank you so much for your time either way!
Design Lead:
IcariiFA
Design Team:
TBD
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Haha, I'm not stuck on plane cards that's for sure. It's just more of an example of what kind of concepts fall outside of the main magic game that might have some potential. Regardless, I see whatever we do as not having the random/multiplayer focus the Planechase does.
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
* Current standard power level.
* NWO enforced, but there may be a slight grace in hitting 20% redflags. Maro has implied that in a two set block structure there might be room for a bit more complexity, and as our design goals currently include "innovation" and "shock", I could see us hitting more like 25%.
* Reprints possible at ANY rarity as BFZ has shown that's allowed. However, only if thematically appropriate and, more importantly, fun!
* This is leaning more towards a bottom-up design method rather than top down, IMO. That can change though depending on what we determine our solution to an "innovative" and "shocking" block mechanic/theme.
-Monoclour factions set, mirroring what sets like Ravnica did with multicolour.
-Bottom-of-the-library theme.
-More of exile matters.
-Very minor planeswalkers matter theme (at uncommon/rare not common), including a little more planeswalkers in block (6 rather than 5?).
-Split card creatures.
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
That's more of a general thematic thing. Could we take things in that direction down the line? Sure. But I want the focus right now to be on something that is Innovative and Shocking. I don't think this qualifies as the main selling point we will aim for in Hocus.
This sound more like a gimmick. I'd be interested to see if you have examples that might be compelling.
The fact that you started this sentence with "more" is telling. Innovative and shocking is not more of whats already been done. Additionally, I don't want a set that skirts on making exile a second grave.
No mimicking siege of Ravniva's big feature. I don't really consider it Innovative/shocking either.
This is more interesting. It would certainly be shocking. I worry that having a split creature would be very confusing though as it would be hard to tell which side has been played or not. How do you imagine it working?
It definitely wouldn't classify on it's own as shocking, yes, but it could be used in combination with other things to make the shocking new element.
You could have things like having creatures put themselves on the bottom as a cost for abilities and then have cards that interact with the bottom. It's not really shocking though, I admit.
You could care about your own exiled cards- not moving them, but checking if/how many you have. That differeniates it from BFZ and avoids the issue of keeping exile's identity.
TBH after thinking about it, we're better of using DFCs where you can cast either side.
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
-Mulligans matter theme
-Number of creature types matter theme
Revamp idea:
-Instead of 'planewalkers matter', 'legendary creatures and planeswalkers matter'- i.e. 'If you control a legendary creature or planeswalker, (effect)'. Have more legends in set (6 at rare, 6 at uncommon, 5 at mythic?) and an extra planeswalker in the set. This would give a legendary creature/planeswalker as-fan of nearly 0.4, so it would still would be a minor theme at higher rarities.
and
Probably not a good idea:
-Doing things with the stack
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
Cantrip 1 (You may pay an additional 1 as you cast this spell. If you do, draw a card.)
you're insane.
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
haha well the costs could vary of course or perhaps be locked in at 2 like Cycling. But variable costs would be easier to balance.
Or how about a set in which every card has a two-brid mana cost making every card available to every color?
Countercast (Common)
(2/U)(2/U)(2/U)
Instant
Counter target spell.
Static Shock (Common)
(2/R)(2/R)
Instant
Static Shock deals 2 damage to target creature or player.
Hellhound (Common)
(2/B)(2/R)
Creature - Devil Hound
2/2
Haste
etc.
Or every noncreature spell is modal?
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
No. That is extremely mechanical and often irrelevant to casual players.
Nah, not as a main theme anyway. It's not shocking in the least.
Still not fresh/shocking.
and
Not a good idea indeed.
Shocking to designers/developers making the set? Perhaps. Shocking to the majority of player types? No. So many logistical issues for something that wouldn't be new. It's just create an overpowered environment or one where things had to be nerfed to hell to work, since everything would chain into each other.
No to both. I'm not looking to make color irrelevant, and making every card have the same concept/restriction is not innovative or shocking when the concept has already been used. Applying it en mass doesn't suddenly make it fresh. Also, both of these ideas are very mechanical and while may be intriguing to designers, don't generate much appeal to the typical magic player. When designing a set, we need to make it fun for Players, not designers.
So far, the idea that has been most on point with this has been split creature cards. If they were done, they would probably have to be DFC cards instead where you choose a side. That said, another way to do it would be to do a split card where one side is and Instant/Sorcery and the other is a permanent type. That way, it would be obvious which half was cast based on whether or not its sticking around on the battlefield.
Why not? WotC is
Instant (U)
Kicker - Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.)
Living Missile deals 3 damage to target creature or player. If Living Missile was kicked, put it onto the battlefield transformed as it resolves.
//
Helmeted Goblin
• Creature - Goblin (U)
Haste
The first time Helmutt showed up for canon detail wearing a shield on his head, all the other Goblins laughed at him. The second time Helmutt showed up for canon detail wearing a shield on his head was the first time anyone had ever showed up for canon detail a second time.
2/2
Another idea I had a while back involved a new card type called Event. A player could only run one of each event in a deck. I was thinking you could have instant and sorcery events that have a lingering effect as long as the card is in the graveyard. Only one event could be in a graveyard at a time, so if you, or your opponent had another Event enter your graveyard, each other event in each graveyard would be exiled. I never really totally fleshed out the idea, so it is open for suggested changes. Here's my first quick attempt to actually make an Event card.
Sorcery - Event (R)
(A deck may have no more than one card with this name in it.)
(Whenever a player casts an Event, if this card is in your graveyard, exile this card.)
All creatures get -4/-4 until end of turn.
As long as Lingering Waste is in your graveyard, all creatures get -1/-1.
Anyway, I hope you don't mind me chiming in. Feel free to totally disregard these ideas. I'm curious to see what you guys come up with.
Events - That's... a pure drawback keyword. We already have epic as an attempt to make legendary instants or sorceries and it didn't go awful well. Event appears to be very very Spikey in terms of appeal.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Yup! Still bouncing around ideas about a set direction the consititues "Innovative" and "Shocking" while also exploring what could make a two set block structure unique.
I remember this card from the DCC. My gripe with this is that currently it looks like it doesn't need to be a DFC, it could just be one sided. I think it's important that the two sides of a card, whether DFCs or splits, are related but fill more distinct roles. For example:
Shocking Lunge 1R
Instant (C)
Target creature gets +2/+0 and gains first strike until end of turn.
/////
Lightning Jouster 2R
Creature - Human Knight (C)
First Strike
2/2
I do like the idea of spells that have a lingering impact, but the whole "one of" limit seems like a really hard development problem that I'm not sure is worth it. What does the type "event" add to the game that couldn't be done within its current types? Just new restrictions? Otherwise, this card could be and enchantment.
When they added planeswalkers, they played very differently from other card types. I feel like if we are going to do the same, there should be a greater distinction.
Not at all! I'm more than welcome to hearing ideas and thoughts, even if I may sometimes be harsh in rebutting them.
I'm currently putting together a list of ideas and potential leap off points. I'll share it soon, by tomorrow morning if not tonight.
Split cards with non-permanent and permanent halves would be interesting, but both sides would have to be fairly bland in what they are if you want any legibility, think of the flip cards.
We do have some cards that have an effect on the board state while in the graveyard, Wonder for example. So expansion in that is a possibility.
I didn't play during Threshold, and I know there are some issues with it, but we could try fixing it in some fashion as it seems to have some room.
Contraptions.
A "kicker" cost of exiling cards from your graveyard, instead of mana, or delve. This would have the potential of making small spells bigger in the later game without increasing the spell's actual cost. There are multiple avenues to go this way.
Uncommon legends wouldn't feel legendary or unique, not even mentioning the limited environment issues this could create.
Player counters that aren't poison.
Real exploration of snow as a "sixth color" (Guesswork is already doing something like this for Dominaria block, but who knows when that project will go off hiatus).
No creature cards.
All permanents are enchantments.
All permanents are artifacts.
Segovia block, with no large creatures.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
........................
A direct analogy would be Exodia.
A plane of "Super Hero" Teams could be the locale.
Sub-Games within games. Not as complicated as shahrazad, but along that line.
Personal Incarnation on the literal level. Each time a player casts it, it's something unique. Not sure how that mechanically plays out right now.