“As we advanced, I passed the body of a paladin. The silly fool had tried to charge our lines and got himself tangled in razor wire. So many dead and they still don’t get it. No amount of magic gets you through No Man’s Land.”
Warfare has changed. Machine guns, artillery and barbed wire now dominate the battlefield. Mages find themselves easy targets for enemy rifles; courageous knights die en masse to artillery and poison gas; and hordes of primitive aircraft have swept aside the dragons and griffins who once ruled the skies.
As casualties continue to rise and victory seems nowhere in sight, once patriotic troops begin to break and morale collapses. Rulers struggles to maintain power on the homefront as the old ways are replaced by new ideas. Will one side achieve total victory? Or will each nation be consumed by revolution?
My attempt at a top-down set based on the First World War.
A relatively new nation, the Uscal (
An industrial powerhouse, Uscal is home to legions of dedicated engineers, scientists, chemists and tacticians. It is capable of fielding large armies of well-equipped, highly-disciplined conscripts at a moment’s notice.
Uscal is home to humans, aven and ainok. It’s early attempts at imperialism have also brought some of the leonin prides under its control.
) have quickly established themselves as a military power to be feared. Keen to expand their influence, Uscal sought to expand their empire by acquiring colonies. It soon found itself at odds with the other kingdoms of Mortthal. An industrial powerhouse, Uscal is home to legions of dedicated engineers, scientists, chemists and tacticians. It is capable of fielding large armies of well-equipped, highly-disciplined conscripts at a moment’s notice.
Uscal is home to humans, aven and ainok. It’s early attempts at imperialism have also brought some of the leonin prides under its control.
Once the richest and mightiest empire in Mortthal, the influence of the Estean Empire (
The rise of Uscal has seriously challenged Estean dominance and the nation now finds itself in a war seemingly impossible to win. Despite their skills in subterfuge and a surprisingly effective air force, Estea have had little success breaking the stalemate on the western front. Instead, they have begun to use their air and sea power to probe for weaknesses in other regions.
The island of Estea is home to humans and a race of Merfolk, the Meroc, who have adapted to life on land. Subjects of the empire, willing or otherwise, include a wide variety of races such as the ainok, aven, nantuko, leonin and tigri.
) reaches across the plane. Prizing invention and exploration, Estea was one of the first nations to industrialise and uses raw materials from across the empire to fuel its factories and laboratories. The rise of Uscal has seriously challenged Estean dominance and the nation now finds itself in a war seemingly impossible to win. Despite their skills in subterfuge and a surprisingly effective air force, Estea have had little success breaking the stalemate on the western front. Instead, they have begun to use their air and sea power to probe for weaknesses in other regions.
The island of Estea is home to humans and a race of Merfolk, the Meroc, who have adapted to life on land. Subjects of the empire, willing or otherwise, include a wide variety of races such as the ainok, aven, nantuko, leonin and tigri.
Once one of the strongest military powers in Mortthal, The Oclan Empire's (
Although lagging behind in industry, the Oclad is capable of fielding devastating heavy artillery and makes use of many strange and unusal weapons. Unlike other nations, all ranks within the army are encouraged to practice simple magic and unorthodox tactics. As a result, the Oclan army includes specialists with a wide variety of skills, both honourable and otherwise.
The ruling elite of the Oclan Empire is primarily human but it rules over a great many cultures and races. These include ainok, aven, leonin, merfolk and some minotaurs.
) generals and aristocrats seized the opportunity for war as soon as possible. They see the ongoing carnage as a chance to restore their nation's former glory, no matter the cost. Although lagging behind in industry, the Oclad is capable of fielding devastating heavy artillery and makes use of many strange and unusal weapons. Unlike other nations, all ranks within the army are encouraged to practice simple magic and unorthodox tactics. As a result, the Oclan army includes specialists with a wide variety of skills, both honourable and otherwise.
The ruling elite of the Oclan Empire is primarily human but it rules over a great many cultures and races. These include ainok, aven, leonin, merfolk and some minotaurs.
In the not-too-distant past, the Crocians (
Furious at the invading Uscal army, the Crocian army seeks to push the enemy out of their homeland once and for all. It favours mobility coupled with quick, aggressive strikes on enemy positions. There are few sights as terrifying as a Crocian bayonet charge.
Crocia is primarily home to humans, although some ainok, leonin and minotaurs are counted among its citizens.
) put their royalty to the sword. Now citizens of a republic, Crocians place little trust in the magic once used to suppress them and have instead embraced the possibilities of industry with open arms. As a nation of artists and artificers, they are particularly adept at finding non-magical means to achieve magical ends. Furious at the invading Uscal army, the Crocian army seeks to push the enemy out of their homeland once and for all. It favours mobility coupled with quick, aggressive strikes on enemy positions. There are few sights as terrifying as a Crocian bayonet charge.
Crocia is primarily home to humans, although some ainok, leonin and minotaurs are counted among its citizens.
Ruling from wooden palaces crafted by magic, the Noskan (
But the war is not going well. Stories of heavy casualties and lost battles are making their way back to the homefront and it is rumoured cruel and unusual magic is being used to replace the fallen. King Niskar is becoming increasing insular and nobody trusts his new advisor, the wizard Ragimir.
Noska is primarily home to humans but there are a wide variety of beasts such mammoths, bears and sabre-toothed cats.
) aristocracy is deeply suspicious of new technology. Peasants still work the land as their ancestors did. Court propaganda warns against the unnatural horrors of industry. When the call to war came, the army that marched into battle was a familiar one. Legions of infantry supported by court mages, giant spiders and titanic beasts of war. But the war is not going well. Stories of heavy casualties and lost battles are making their way back to the homefront and it is rumoured cruel and unusual magic is being used to replace the fallen. King Niskar is becoming increasing insular and nobody trusts his new advisor, the wizard Ragimir.
Noska is primarily home to humans but there are a wide variety of beasts such mammoths, bears and sabre-toothed cats.
Mechanics & Themes
Cheap & Nasty Artifacts
Unlike the mechanical marvels seen on Kaladesh, a desperate need to equip large armies has led to a greater reliance on crude mass production. Coloured equipment and vehicles will make an appearance and it will be possible to "mass produce" certain artifacts.
Mass Produce - When this artifact enters the battlefield, you may pay its mass produce cost X times. Put X tokens that are copies of this permanent onto the battlefield.
Defender Matters
On many fronts, a bitter stalemate has emerged as grand offensives have become too costly to justify militarily. Heavily fortified positions guarded by machine guns, artillery and barbed wire are now a staple of warfare. Included in the set will be creatures with conditional defender and spells that reward you for controlling creatures with defender.
Stalemate
As the war continues, each side attempts to bolster their army with additional defences, weaponry and manpower. Allow your opponent any respite and they will use the time to strengthen their force. Cards with stalemate receive a small bonus if you were not attacked by an opponent last turn. It will mostly appear on creatures and sorceries.
Reserves X - When this creature dies, create X colourless 1/1 soldier artifact creature tokens.
Tin Men
“His aim’s a little off and he’s not much cop at cards. Still, it’s good to have Arec fighting with us again.”
Desperate to replenish their dwindling numbers, nations looked for ways to return their wounded to the front. A year into the war, soldiers were surprised to see many of their comrades returning to battle repaired and ready to fight once more. Crude artificial body parts, powered by a combination of magic and technology, are used to replace those damaged in battle.
“His aim’s a little off and he’s not much cop at cards. Still, it’s good to have Arec fighting with us again.”
Desperate to replenish their dwindling numbers, nations looked for ways to return their wounded to the front. A year into the war, soldiers were surprised to see many of their comrades returning to battle repaired and ready to fight once more. Crude artificial body parts, powered by a combination of magic and technology, are used to replace those damaged in battle.
1
A lot of these cards are really cool. Nature/Nurture is a really nice card that can help in a lot of bad situations. Truth/Dare and Finders/Keepers are really interesting.
A couple of these are really OP:
-Live Long/Prosper is insane. Zombify and Explosive Vegetation are fine cards on their own, and Prosper just searches for any land card, so you can get 2 cloudposts, or wolf run/inkmoth or something.
-Copy/Paste - I think even if Copy was a card without the other side, it would probably be banned in a lot of standard formats. Gearhulks, Sundering Titan, Reveillark etc. really break it.
-Fame/Fortune - this might be OK, but since you will only ever use Fame as a hard removal card and otherwise you still have Fortune which is actually pretty disruptive and can easily help with graveyard synergies, one or both sides are undercosted. One on it's own is totally fine, but that's mainly because Fame is too niche to play without another option. I think Fortune is likely enough to be good in the right deck that the opportunism of just hosing a duplicate permanent is insane (esp. in a color that normally can't do that) will be really strong when it comes up.
-I'm not a huge fan of Cruel/Unusual because I think Infest is good enough on it's own. You made the red side of it really narrow (and usually bad) to compensate, which I don't think is good practice.
1
It's essentially taking Broodmate Dragon and adding flexibility (in the form of easier color combos and many options based on matchup) and power in exchange for 1 more CMC.
1
About lands that don't tap for mana:
You are allowed to occasionally break your rules. I actually thought about this when I was first trying to flesh out the mechanic and didn't think it was the right time to break this rule:
-If any lands can tap for mana, you still have to balance them as though a player will only use expanse for the mana. Therefore you still need the 1 ability per 2 turns effect.
-If a player wants to make an expanse deck where they have some mana producers and some expanse lands that do something different, they could get the exact same effects by just playing a regular land and a spell that does the non-mana effect they wanted anyway, and not have to deal with drawing the right cards and having their land only activate half of their turns. Mana manipulation and possibly combo cards like Seedborn Muse to get a degenerate mana engine I think is the main payoff to filling your deck with these strange lands.
-This effect is already stretching the definition of lands. I don't think the right time to break a rock solid mtg rule is to fix a mechanic that already bends the rules. If that's the only way to make it work (which I don't think it is) the mechanic just shouldn't be used either way.
I have been thinking a lot about sticking Trek on a creature, whether or not there are manaless expanses. I think I like it, and it's actually interesting if the creature still has the drawback that it skips an untap step when it attacks. I think you could really get some wackiness with creatures that accelerate your mana and area also statted fairly well. One issue is that the lands have to trigger on being played, so that means that the Trek ability on a creature is uncounterable. Another fairly minor issue is that if a creature has Trek, the best way to play it is as a blocker, which is the opposite of trekking.
A simple idea for a trek creature:
Aven Explorer 2U
Creature - Bird Wizard (U)
Trek (When you play this permanent, you may put an Expanse land card from your hand onto the battlefield. Whenever this permanentbecomes tapped, it doesn't untap during it's controller's next untap step.)
Flying
3/3
You could also avoid all the weirdness by unkeywording the creature effect:
Aven Journeyman 2U
Creature - Bird Wizard (U)
When ~ enters the battlefield, you may put an Expanse land card from your hand onto the battlefield.
Flying
2/1
1
1
1
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and [DO SOMETHING].
The idea is that as long as every creature that gets played is in on the oath, everything's cool, but as soon as one shows up that doesn't go along with the oath, all the creatures with oath give themselves up to punish that creature. Originally, I was going to make all the oath effects negative effects on whatever the opponent plays, but then I couldn't think of that many negative white effects, so I gave some of the white cards give effects that are always good for you. I think this also adds to the variety since you can intentionally break your own oath to get the effect off of it (though it creates some weird flavor elements).
Orzhov Enforcer 2BB
Creature - Human Soldier (U)
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller discards 3 cards.
4/4
Creature - Human Soldier
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller sacrifices 2 creatures.
4/4
Council Messenger B
Creature - Gargoyle (C)
Flying
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller sacrifices a creature.
3/1
Creature - Gargoyle
Flying
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller discards a card.
3/1
Orzhov Demon 4BB
Creature - Demon (R)
Flying
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and put 2 -1/-1 counters on each creature that player controls.
6/4
Acolyte of Obzedat 2W
Creature - Human Cleric (U)
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and put 3 1/1 white spirit creature tokens with flying on to the battlefield under your control.
1/3
Orzhov Guardian 1W
Creature - Human Soldier (C)
Flash
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and gain 5 life.
1/4
Creature - Human Soldier
Defender
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and gain 5 life.
1/3
Orzhov Angel 2W
Creature - Angel (R)
Flying
Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and exile that creature.
4/6
EDIT: Added rarities and changed some creatures.