Wearying Obelisk3
Artifact (R) At the beginning of your upkeep, you may choose one - Put a charge counter on Wearying Obelisk; or remove a charge counter from Wearying Obelisk.
Nonland permanents with converted mana cost equal to the number of charge counters on Wearying Obelisk don't untap during their controllers' untap steps.
I bolded my rewording. The second part corrects what was a minor Mango error.
It was a tough choice for me because nearly all the legends were good but nearly all of the life-saver cards were merely two existing cards taped together. So it became a choice of lesser evils. Given the option, I'll pick reasonable originality and/or a card that needs a little polish over a hot glue gun design every time. Personally I would've placed myself at second if I could have. *shrugs*
"Immortality" may have been done before, but I've never seen it. I knew there would be a field of indestructible and flicker cards so I decided to go with something at least relatively unique that might stand out. I should have made Malamancer only work for it's own power. Ah well, it was fun to get into the top eight. Good luck to the semifinalists!
For centuries, the five Kindoms of Galdra have waged war against each other. Peace treaties are slowly made and quickly broken. Mortal enemies forge tenuous alliances to combat a mutual enemy only to have the alliance melt down due to mutual enmity.
W - Human - The sprawling elitist empire known as Skyland due to the numerous floating castles, keeps, towers, and citadels that mark its civilization.
U - Merfolk - The expansive oceanic kingdom known as Netherdeep due to its unfathomable network of subterranean waterways.
B - Orc - The vast subterranean kingdom known as Everdark due to the lightless depths of its underground caverns.
R - Dwarf - The reclusive volcanic kingdom known as Stormforge due to the endless storms that rage at its peaks.
G - Elf - The woodland tribal kingdom known as Wanderwood due to the nomadic nature of its natives.
The major mechanical goal of the set is to encourage a multicolor strategy without forcing it in limited or creating too much tension in draft decisions and deck building. The cards and colors should piece together nicely even for a new player to create a variety of uncomplicated yet intriguing, engaging, and ultimately entertaining game states even for the experienced player.
Alliance is the primary mechanic of the set. It will be in every color and can conceivably be on every card type. It's intended to tease out the flavor of the set of forging alliances during war. It's an ability word in the vein of Metalcraft except instead of checking to see if you control three or more artifacts, it checks to see if you control a permanent of a color that is an ally to the card that has Alliance.
Canopy Glider (Common) 2W
Creature – Griffin
2/2
Flying Alliance – As long as you control a green or blue permanent, Canopy Glider has hexproof.
Food for Thought (Common) 2U
Sorcery
Draw two cards. Alliance – If you control a white or black permanent, you gain 2 life.
Orcish Brute (Common) 4B
Creature – Orc Warrior
3/5 Alliance – As long as you control a red or blue permanent, switch Orcish Brute's power and toughness whenever it attacks.
Feast of Flames (Common) 1R
Instant
Feast of Flames deals 3 damage to target creature or player. Alliance – If you control a black or green permanent, you gain 3 life.
Sylvan Spearmaster (Common) 2G
Creature – Elf Warrior
3/2 Alliance – As long as you control a red or white permanent, Sylvan Spearmaster has first strike.
Landfall - Whenever a land enters the battlefield under your control...
In its premier set, Landfall represented exploration. In Kingdoms of Galdra, it represents conquest and the spoils of war.
Wow, now that Turbo Justice reviewed your set and formatted each card properly, I’m seeing it in an entirely different light!
I like the sound of “Arise” for “Surface”. It’s has more of a cross-color sound than the other suggestion “Resurrect” and what was going to be my suggestion “Zombify”. Very cool ability that works perfectly in the BGW wedge.
If Feedfest caused loss of life instead of life gain, it would probably be okay, but the name would need to change.
Gravetoiler looks like uncommon material right now.
Draconic Blaze has both flying and intimidate which is draconically flavorful but mechanically redundant. Haste is a waste on a 2RR spell. I like Turbo’s revamp of it.
Love/Hate has memory issues. The use of a counter ala Unleash would help with that. While I neither love nor hate the ability itself, I can say that it offers two modes in a three color wedge which doesn’t add up for me… or divide, or whater…
Countergize would make a nice enchantment.
Energize would be great if it checked “for each spell cast before CARDNAME this game.” I literally think it’s doable that way as long as it’s used sparingly like Cascade or Proliferate.
Summonpulse is a perfect mechanic for the RWU wedge. Very cool. The logistics of having a bunch of different counter types wouldn’t pan out in reality. And the flavor is off. I suggest somehow choosing one token type to fit the role of every Summonpulse card. Illusion or Reflection perhaps that copies its progenitor sans the Summonpulse mechanic?
I suggest implementing Turbo’s Cunning ability for GUB. That's what these forums are all about, and the designs will still be yours.
Make your lands artifacts. That simple.
Overall, good stuff. I hope this was all well received. There’s a huge learning curve in designing wedge cards, nevermind a wedge set, so keep at it! You're on the right track.
Frozen in Time (Rare) 2UU
Enchantment – Aura
Enchant creature you don’t control
Enchanted creature can’t attack, block, or activate abilities and has cumulative upkeep 1.
When enchanted creature dies, take an extra turn after this one.
I have the better part of Magic Kingdoms complete and have finally come to the point where I have to decide on set mechanics. In case you're curious, Magic Kingdoms is a core style set of 220 cards (not including basic land) loosely modeled after M10-M13. The main difference, other than the individual designs of course, is that instead of revisiting an existing mechanic on about 10-11 cards, I'll have an original mechanic on about 10% of the set for a total of 22 cards, and there will be expansions.
I have posted what Alliance designs I have so far to find out if I'm on the right track or if they're just a pair of ugly paternal twin babies. What follows is a fixed version of the original post. Special thanks to movexig for telling my original babies were ugly.
Alliance - As long as you control an {ALLY COLOR 1} or an {ALLY COLOR 2} creature, ...
Canopy Glider (Common) 2W
Creature – Griffin
2/2
Flying Alliance – As long as you control a green or blue permanent, Canopy Glider has hexproof.
Food for Thought (Common) 2U
Sorcery
Draw two cards. Alliance – If you control a white or black permanent, you gain 2 life.
Everdark Infiltrator (Common) 1B
Creature – Orc Rogue
2/1 Alliance – As long as you control a blue or red permanent, Everdark Infiltrator is unblockable.
Orcish Brute (Common) 4B
Creature – Orc Warrior
3/5 Alliance – As long as you control a blue or red permanent, switch Orcish Brute's power and toughness whenever it attacks.
CARDNAME (Common) 1R
Creature – Snake
1/1 Alliance – As long as you control a black or green permanent, CARDNAME has deathtouch.
Feast of Flames (Common) 1R
Instant
Feast of Flames deals 3 damage to target creature or player. Alliance – If you control a black or green permanent, you gain 3 life.
Sylvan Spearmaster (Common) 2G
Creature – Elf Warrior
3/2 Alliance – As long as you control a red or white permanent, Sylvan Spearmaster has first strike.
Also, I've come to the conclusion that blue is the underdog of the DCC.
I bolded my rewording. The second part corrects what was a minor Mango error.
XBG
Instant
Target creature gets +X/+0 until end of turn.
Target creature gets -0/-X until end of turn.
I'm looking forward to January CCL now!
"Immortality" may have been done before, but I've never seen it. I knew there would be a field of indestructible and flicker cards so I decided to go with something at least relatively unique that might stand out. I should have made Malamancer only work for it's own power. Ah well, it was fun to get into the top eight. Good luck to the semifinalists!
For centuries, the five Kindoms of Galdra have waged war against each other. Peace treaties are slowly made and quickly broken. Mortal enemies forge tenuous alliances to combat a mutual enemy only to have the alliance melt down due to mutual enmity.
W - Human - The sprawling elitist empire known as Skyland due to the numerous floating castles, keeps, towers, and citadels that mark its civilization.
U - Merfolk - The expansive oceanic kingdom known as Netherdeep due to its unfathomable network of subterranean waterways.
B - Orc - The vast subterranean kingdom known as Everdark due to the lightless depths of its underground caverns.
R - Dwarf - The reclusive volcanic kingdom known as Stormforge due to the endless storms that rage at its peaks.
G - Elf - The woodland tribal kingdom known as Wanderwood due to the nomadic nature of its natives.
The major mechanical goal of the set is to encourage a multicolor strategy without forcing it in limited or creating too much tension in draft decisions and deck building. The cards and colors should piece together nicely even for a new player to create a variety of uncomplicated yet intriguing, engaging, and ultimately entertaining game states even for the experienced player.
Alliance is the primary mechanic of the set. It will be in every color and can conceivably be on every card type. It's intended to tease out the flavor of the set of forging alliances during war. It's an ability word in the vein of Metalcraft except instead of checking to see if you control three or more artifacts, it checks to see if you control a permanent of a color that is an ally to the card that has Alliance.
Canopy Glider (Common)
2W
Creature – Griffin
2/2
Flying
Alliance – As long as you control a green or blue permanent, Canopy Glider has hexproof.
Food for Thought (Common)
2U
Sorcery
Draw two cards.
Alliance – If you control a white or black permanent, you gain 2 life.
Orcish Brute (Common)
4B
Creature – Orc Warrior
3/5
Alliance – As long as you control a red or blue permanent, switch Orcish Brute's power and toughness whenever it attacks.
Feast of Flames (Common)
1R
Instant
Feast of Flames deals 3 damage to target creature or player.
Alliance – If you control a black or green permanent, you gain 3 life.
Sylvan Spearmaster (Common)
2G
Creature – Elf Warrior
3/2
Alliance – As long as you control a red or white permanent, Sylvan Spearmaster has first strike.
Landfall - Whenever a land enters the battlefield under your control...
In its premier set, Landfall represented exploration. In Kingdoms of Galdra, it represents conquest and the spoils of war.
Wow, now that Turbo Justice reviewed your set and formatted each card properly, I’m seeing it in an entirely different light!
I like the sound of “Arise” for “Surface”. It’s has more of a cross-color sound than the other suggestion “Resurrect” and what was going to be my suggestion “Zombify”. Very cool ability that works perfectly in the BGW wedge.
If Feedfest caused loss of life instead of life gain, it would probably be okay, but the name would need to change.
Gravetoiler looks like uncommon material right now.
Draconic Blaze has both flying and intimidate which is draconically flavorful but mechanically redundant. Haste is a waste on a 2RR spell. I like Turbo’s revamp of it.
Love/Hate has memory issues. The use of a counter ala Unleash would help with that. While I neither love nor hate the ability itself, I can say that it offers two modes in a three color wedge which doesn’t add up for me… or divide, or whater…
Countergize would make a nice enchantment.
Energize would be great if it checked “for each spell cast before CARDNAME this game.” I literally think it’s doable that way as long as it’s used sparingly like Cascade or Proliferate.
Summonpulse is a perfect mechanic for the RWU wedge. Very cool. The logistics of having a bunch of different counter types wouldn’t pan out in reality. And the flavor is off. I suggest somehow choosing one token type to fit the role of every Summonpulse card. Illusion or Reflection perhaps that copies its progenitor sans the Summonpulse mechanic?
I suggest implementing Turbo’s Cunning ability for GUB. That's what these forums are all about, and the designs will still be yours.
Make your lands artifacts. That simple.
Overall, good stuff. I hope this was all well received. There’s a huge learning curve in designing wedge cards, nevermind a wedge set, so keep at it! You're on the right track.
That being said, can I vote?
2UU
Enchantment – Aura
Enchant creature you don’t control
Enchanted creature can’t attack, block, or activate abilities and has cumulative upkeep 1.
When enchanted creature dies, take an extra turn after this one.
I have posted what Alliance designs I have so far to find out if I'm on the right track or if they're just a pair of ugly paternal twin babies. What follows is a fixed version of the original post. Special thanks to movexig for telling my original babies were ugly.
Alliance - As long as you control an {ALLY COLOR 1} or an {ALLY COLOR 2} creature, ...
Canopy Glider (Common)
2W
Creature – Griffin
2/2
Flying
Alliance – As long as you control a green or blue permanent, Canopy Glider has hexproof.
Food for Thought (Common)
2U
Sorcery
Draw two cards.
Alliance – If you control a white or black permanent, you gain 2 life.
Everdark Infiltrator (Common)
1B
Creature – Orc Rogue
2/1
Alliance – As long as you control a blue or red permanent, Everdark Infiltrator is unblockable.
Orcish Brute (Common)
4B
Creature – Orc Warrior
3/5
Alliance – As long as you control a blue or red permanent, switch Orcish Brute's power and toughness whenever it attacks.
CARDNAME (Common)
1R
Creature – Snake
1/1
Alliance – As long as you control a black or green permanent, CARDNAME has deathtouch.
Feast of Flames (Common)
1R
Instant
Feast of Flames deals 3 damage to target creature or player.
Alliance – If you control a black or green permanent, you gain 3 life.
Sylvan Spearmaster (Common)
2G
Creature – Elf Warrior
3/2
Alliance – As long as you control a red or white permanent, Sylvan Spearmaster has first strike.