I've long had an idea for an Outer Space setting that would fit with traditional MtG flavor. One of the key concepts of its lore was that Humans were a predecessor species of unparalleled power who have completely dissapeared by the current time period, ruled by a tyrant known only as the Falling-star God. Well, almost completely disappeared.
Amelie Asteria, the Last Human1
Legendary Creature - Human
Amelie Asteria is all colors.
1/1
Found in a basket at the doorstep of an ancient synth (Robot, construct, and golem creatures are synths) named Old Cogs she was raised to one day seek out her birthright in the wide Chasmos.
The Faraway Home4
Legendary Artifact - Vehicle
Flying, double strike
At the beginning of your upkeep, The Faraway Home explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
1/2
She doesn't have all the pieces, just a map leading her to the homeworlds of five artifacts of strange and ancient power known as:
The Armor of Ta3W
Legendary Artifact - Equipment
Equipped creature gets +1/+2 and has indestructible. 3: Put a shield counter on target permanent. Activate this ability only if The Armor of Ta is equipped to a legendary creature.
Equip 1W
The Chronicle of Ne1U
Legendary Artifact - Equipment
Equipped creature has prowess and "You have no maximum hand size."
At the beginning of your end step, if The Chronicle of Ne is equipped to a legendary creature, draw a card, then discard a card.
Equip U
The Blade of Li2B
Legendary Artifact - Equipment
Equipped creature gets +2/+1 and has deathtouch.
During each combat, you may cast an instant card from your graveyard if The Blade of Li is equipped to a legendary creature.
Equip 1B
The Banner of Bo 2R
Legendary Artifact - Equipment
Equipped creature has haste and "Instant and sorcery spells you cast cost 1 less to cast."
Tapped creatures you control can block as though they were untapped if The Banner of Bo is equipped to a legendary creature.
Equip 1R
The Amulet of Su 2G
Legendary Artifact - Equipment
Equipped has ward 2 and "All creatures able to block this most do so."
At the beginning of your upkeep, you may manifest the top card of your library if The Mirror of Su is equipped to a legendary creature.
Equip 1G
Each one is hidden on the homeworld of one of the five Aftercome races, and hunted by the lieutenants of the Falling-star God, can Amelie and her growing band of allies recover them all and free the Chasmos?
A neat set of cards. First complaint at a glance. Your protag is all colors for no reason. With them being all colors it really makes it seem like this is important but all of their artifacts only care about being legendary.
On the individual designs:
A one mana all color legendary might actually cause problems in very specific scenarios. I'd still print it but would be prepared for a very silly looking ban. Thought I think a better design exists if I knew the whole story.
Faraway Home, this is great. Double strike is very powerful but on a card with base 1 power its almost sad. Until it sits on the field a few turns either drawing cards or powering up. Overall vehicles are hard to gauge their powerlevel but this one looks like its in a good spot.
White equipment, Holy Strength with indestructible is probably fine at this cost but feels weird to get a larger toughness boost when you are indestructible. Not pointless but weird.
Blue equipment, the weakest of the bunch. The equip abilities are lackluster and the bonus effect is weak. I would suggest a saboteur effect, preferably draw as the bonus. And ward on the equip instead of prowess.
Black equipment, unholy strength and deathtouch is another combo that feels weird but has value. The bonus here is a significant bend. Black is the graveyard color but it brings back creatures, artifacts, and planeswalkers. This isn't a break but I'd still consider putting this somewhere else if it fits.
Red equipment, My gut says too expensive on cast or equip but I'm not certain. The equip ability is fine but that bonus ability is a huge break for red. Red isn't a defensive color and this is a very defensive ability. I would take black's bonus and come up with a new one for black.
Green equipment, I don't like lure abilities. It's an expensive ability that I don't feel is worth it. That said, as I mentioned it's an expensive ability and this crosses right over the line of where it should be. Nemesis Mask is already a card showing how costly this ability is. I really like the bonus effect here but this needs to cost more if you want Lure plus other abilities. Also, pairing Lure with abilities where you want the creature to stick around is counterproductive as usually, the lured creature is a scapegoat to give all of your creatures unblockable.
Maybe Amelie Asteria should have some colored abilities like Kenrith, the Returned King?
It might need to be costed a little higher.
UDraw a card, then discard a card W CARDNAME gains lifelink until end of turn 1GCARDNAME gains +2/+2 until end of turn 2BReturn CARDNAME from your graveyard to your hand 2RCARDNAME deals 3 damage to target planeswalker
Private Mod Note
():
Rollback Post to RevisionRollBack
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
A neat set of cards. First complaint at a glance. Your protag is all colors for no reason. With them being all colors it really makes it seem like this is important but all of their artifacts only care about being legendary.
On the individual designs:
A one mana all color legendary might actually cause problems in very specific scenarios. I'd still print it but would be prepared for a very silly looking ban. Thought I think a better design exists if I knew the whole story.
Faraway Home, this is great. Double strike is very powerful but on a card with base 1 power its almost sad. Until it sits on the field a few turns either drawing cards or powering up. Overall vehicles are hard to gauge their powerlevel but this one looks like its in a good spot.
White equipment, Holy Strength with indestructible is probably fine at this cost but feels weird to get a larger toughness boost when you are indestructible. Not pointless but weird.
Blue equipment, the weakest of the bunch. The equip abilities are lackluster and the bonus effect is weak. I would suggest a saboteur effect, preferably draw as the bonus. And ward on the equip instead of prowess.
Black equipment, unholy strength and deathtouch is another combo that feels weird but has value. The bonus here is a significant bend. Black is the graveyard color but it brings back creatures, artifacts, and planeswalkers. This isn't a break but I'd still consider putting this somewhere else if it fits.
Red equipment, My gut says too expensive on cast or equip but I'm not certain. The equip ability is fine but that bonus ability is a huge break for red. Red isn't a defensive color and this is a very defensive ability. I would take black's bonus and come up with a new one for black.
Green equipment, I don't like lure abilities. It's an expensive ability that I don't feel is worth it. That said, as I mentioned it's an expensive ability and this crosses right over the line of where it should be. Nemesis Mask is already a card showing how costly this ability is. I really like the bonus effect here but this needs to cost more if you want Lure plus other abilities. Also, pairing Lure with abilities where you want the creature to stick around is counterproductive as usually, the lured creature is a scapegoat to give all of your creatures unblockable.
This is all excellent feedback. Give me a day for two and I'll put together a more comprehensive outline of the setting and story to help with brainstorming.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Amelie Asteria, the Last Human 1
Legendary Creature - Human
Amelie Asteria is all colors.
1/1
Found in a basket at the doorstep of an ancient synth (Robot, construct, and golem creatures are synths) named Old Cogs she was raised to one day seek out her birthright in the wide Chasmos.
The Faraway Home 4
Legendary Artifact - Vehicle
Flying, double strike
At the beginning of your upkeep, The Faraway Home explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
1/2
She doesn't have all the pieces, just a map leading her to the homeworlds of five artifacts of strange and ancient power known as:
The Armor of Ta 3W
Legendary Artifact - Equipment
Equipped creature gets +1/+2 and has indestructible.
3: Put a shield counter on target permanent. Activate this ability only if The Armor of Ta is equipped to a legendary creature.
Equip 1W
The Chronicle of Ne 1U
Legendary Artifact - Equipment
Equipped creature has prowess and "You have no maximum hand size."
At the beginning of your end step, if The Chronicle of Ne is equipped to a legendary creature, draw a card, then discard a card.
Equip U
The Blade of Li 2B
Legendary Artifact - Equipment
Equipped creature gets +2/+1 and has deathtouch.
During each combat, you may cast an instant card from your graveyard if The Blade of Li is equipped to a legendary creature.
Equip 1B
The Banner of Bo 2R
Legendary Artifact - Equipment
Equipped creature has haste and "Instant and sorcery spells you cast cost 1 less to cast."
Tapped creatures you control can block as though they were untapped if The Banner of Bo is equipped to a legendary creature.
Equip 1R
The Amulet of Su 2G
Legendary Artifact - Equipment
Equipped has ward 2 and "All creatures able to block this most do so."
At the beginning of your upkeep, you may manifest the top card of your library if The Mirror of Su is equipped to a legendary creature.
Equip 1G
Each one is hidden on the homeworld of one of the five Aftercome races, and hunted by the lieutenants of the Falling-star God, can Amelie and her growing band of allies recover them all and free the Chasmos?
On the individual designs:
A one mana all color legendary might actually cause problems in very specific scenarios. I'd still print it but would be prepared for a very silly looking ban. Thought I think a better design exists if I knew the whole story.
Faraway Home, this is great. Double strike is very powerful but on a card with base 1 power its almost sad. Until it sits on the field a few turns either drawing cards or powering up. Overall vehicles are hard to gauge their powerlevel but this one looks like its in a good spot.
White equipment, Holy Strength with indestructible is probably fine at this cost but feels weird to get a larger toughness boost when you are indestructible. Not pointless but weird.
Blue equipment, the weakest of the bunch. The equip abilities are lackluster and the bonus effect is weak. I would suggest a saboteur effect, preferably draw as the bonus. And ward on the equip instead of prowess.
Black equipment, unholy strength and deathtouch is another combo that feels weird but has value. The bonus here is a significant bend. Black is the graveyard color but it brings back creatures, artifacts, and planeswalkers. This isn't a break but I'd still consider putting this somewhere else if it fits.
Red equipment, My gut says too expensive on cast or equip but I'm not certain. The equip ability is fine but that bonus ability is a huge break for red. Red isn't a defensive color and this is a very defensive ability. I would take black's bonus and come up with a new one for black.
Green equipment, I don't like lure abilities. It's an expensive ability that I don't feel is worth it. That said, as I mentioned it's an expensive ability and this crosses right over the line of where it should be. Nemesis Mask is already a card showing how costly this ability is. I really like the bonus effect here but this needs to cost more if you want Lure plus other abilities. Also, pairing Lure with abilities where you want the creature to stick around is counterproductive as usually, the lured creature is a scapegoat to give all of your creatures unblockable.
It might need to be costed a little higher.
UDraw a card, then discard a card
W CARDNAME gains lifelink until end of turn
1GCARDNAME gains +2/+2 until end of turn
2BReturn CARDNAME from your graveyard to your hand
2RCARDNAME deals 3 damage to target planeswalker
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
This is all excellent feedback. Give me a day for two and I'll put together a more comprehensive outline of the setting and story to help with brainstorming.