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  • posted a message on Vividia
    Vividia is a bottom up set with the focus of "mana-matters". It is a plane where the mana is alive. It is not unlike pre-ROE zendikar in this aspect but where Zendikar focused more on lands vividia is more concerned with the mana itself. I have come up on a few mechanics that reflect this and would love some input on them. I haven't put much thopught into the story of the set further than the mana starting to become more difficult to control and becoming more destructive.

    Mechanics include:
    Overflow: If you have 3 or more [color] mana in your mana pool [effect]
    - I designed this mechanic to introduce some interesting choices. You could save some lands until mid-combat to give your creature a combat trick at the cost of not being able to play a sorcery. Or if you have enough mana to cast one spell with overflow active and another without it, making the player choose which to cast first. It can make cheap spells stronger in the late game when you have more mana available.

    Lightning burst R
    Instant
    Deal 2 damage to target creature or player
    Overflow: Deal 4 damage instead

    Honored apprentice W
    Creature- Knight
    Overflow: If you have 3 or more white mana in your mana pool Honoured apprentice has double strike and indestructible
    2/1


    Dissolve: [cost], Sacrifice "": Add X to your mana pool where X is ""'s mana cost.
    - Dissolve was designed to display that the mana was becoming more and more unstable, ready to tear apart at any second. I feel that it isnt too overpowered but it is sufficiently playable.It was designed with the intent of being able to activate it instant speed to give yourself some mana to cast an instant or even activate overflow. The cost is normally life but it depends on the card, some requiring life, some requiring to tap permanents or let your opponent draw a card.

    Elven Incarnate GG
    Creature- Elf
    Dissolve: Pay 2 life, sacrifice Elven incarnate: Add GG to your mana pool
    2/2

    Wild: As you cast this spell you may pay X life. If you do "" becomes wild. If "" is wild [effect]. When "" would go to a graveyard from anywhere, if it was wild exile it instead and you lose X life.
    - Wild was designed to show that once again the mana was becoming very volatile and dangerous. You can pay life to make it even more powerful but when it resolves or dies you lose that much again. This mechanic should be high risk high reward with paying high amounts of life for a powerful effect and knowing that if it dies you will take that much again. It could be placed on instants and sorceries too but i haven't thought much of the possibilities of doing that.

    Pure: If this spell was cast with only [color] mana [effect]
    - Pure was kind of designed to fill another mechanic slot and i feel as though it is rather boring because of it. It plays nicely as an alternative to converge allowing both multicolor and monocolor to be viable but it is kind of all its there for. It can encourage mono color decks by rewarding the player with stronger cards for sticking to the one colour.

    Multikicker- A returning mechanic is the well received multikicker in here for no reason other than i feel it fits the theme and love the mechanic.

    Converge- The returning mechanic for this set is a recent one, coming from BfZ. I feel that it fits in with the sets theme and there is much more design space for the mechanic.

    Thank you for reading my set idea and feel more than welcome to make any input you want to. Ideas and improvements are greatly appreciated.
    Posted in: Custom Set Creation and Discussion
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