Disclaimer I'm primarily designing this set with limited in mind. with T2 as a second thought As such, the majority of the cards in this set are meant to interact with each other and eventually a card will crop up that's niche useful in Planetside Limited and T2 but will be an absolute bomb in Vintage, Legacy, and so on. The design is not on purpose, it's just I'm not designing with Vintage in mind. So when you come here and decide to comment, remember to look at it from a T2 and/or Planetside Block Limited perspective only. Thank you.
Before we begin, I got the name from a favorite MMO of the same name. The block, however, is in no way related to the game in any other way besides the name.
I'd also like to thank my friends Jacob and Bradley for helping me through the process of making keywords less wordy and balancing out some of my card ideas.
Planetside Block
Set 1 - Planetside (310)
—Color Distribution
Blue — 51
Red — 51
Green — 51
Black — 51
White — 51
Artifact — 25
Nonbasic Land - 10
Basic Land - 20
——Rarity Distribution
Common — 130
Uncommon — 95
Rare — 85
Set 2 - Final Wars (In Progress)
Set 3 - Aftershock (TBA)
The Story
The Terra Galaxy has been locked in a cold war for the last 50 years. Each empire within the galaxy have been slow to make a move on the other for fear of invoking an interstellar war. Some empires wish to control the known galaxy, others wish to bring peace to it, and others simply want to destroy everything around them.
The Arclia Federation is the light of salvation in the Terra Galaxy. The Federation is a lawful empire that seeks to bring peace and justice to the other known planets of the Terra Galaxy. Their main goal in this crusade is to eradicate The Cult of Zyra, a sinister empire that has gained majority control over a few planets in the Terra Galaxy.
The Cult of Zyra is a growing body of individuals who seeks to corrupt the entire galaxy. The Cult's leader, Shiya Darkstar, came in contact with a mysterious enzymic substance on planet Horithi. The substance gave her incredible powers, but twisted the one kind being into something dark and sinister. As the leader of the Cult, she seeks to corrupt the entire galaxy and make every last living being bend to her will.
The Templar Sovereignty have presided over a few planets for centuries. The Templar value nature and life above all things, a value that initially stunted their technological growth during their race's development in interstellar travel. Though at first their progress was stunted by lack of technology, their persistence payed of when Templar researchers found a way of creating biological technology. With this new found research in hand, dubbed Gaeachines by the researchers, the Templar were now capable of interstellar travel. It wasn't long before they discovered the technologically superior race of the Cybrin, a race under the rule of Garra Cershen. The Templar's absolute hatred of technology brought them into immediate conflict with the Cybrin Illuminate.
The Cybrin Illuminate is an advanced race of humans living on the planet Aurora. They're exceptionally high intelligence has made them the most technologically advanced race in the entire galaxy. It wasn't long before their technological advancements allowed them to integrate technology into their race. Now, not one person exists that doesn't have some form of technology integrated into their body. While human, those who live on the planet Aurora consider themselves something far greater and have since classified themselves as Cybrin. The Cybrin Illuminate held no initial hostility toward the other empires because their goal of collecting knowledge of everything in existence is a non-hostile goal. It wasn't until the Templar Sovereignty declared war on them, followed by an attack on the Obsidius IV space station by the Cult of Zyra, that they officially got dragged into the conflict.
The Solthin Covenant is a formation of like-minded planets that wanted the might of a unified empire, but wanted to keep global governments for their respective planets. Some within the Covenant want to bring destruction to those around them while others merely wanted to be part of the empire for the security in brings. Til a true goal is reached, the Solthin Covenant has resorted to extorting the current conflict into their favor by offering themselves up as a neutral party. This has allowed them to freely help the other empires in exchange for currency, information, and other such goods. This neutrality has also made them the most valuable empire in the galaxy. While some empires, like the Federation, detest knowing that the covenant are helping their enemies...at the same time they're unwilling to act on it cause they need the covenant's help just the same.
Recently, a rumor has been spreading throughout the galaxy that there exists a planet where an advanced race of sentient beings lived. It was said that these beings sought to catalog all information in the universe and that during their mission, they accidentally stumbled upon the secret to create an unlimited source of energy and power. When this information was brought back to their home planet, it caused an immediate civil war among the race which ultimately led to their destruction. It's said the planet still exists somewhere in the Terra Galaxy and that the information they found still lies on the planet, waiting for any adventurer to find it and claim it as their own.
It's the year 2600 and a Zone Scout by the name of Turan Grewti has found the planet of rumor. Before long, the word gets out about his discovery and now every empire in the galaxy knows of the planet's existence and are now moving to claim the planet for their own.
Locations in the Terra Galaxy
The Cybrin Illuminate ---Planets under the Cybrin Illuminate Aurora - Capitol World Neuron - A frigid world that's completely covered by water, the few land areas
are barren glaciers that serve as food for the Glacier Leviathans.
Cybrin Illuminate Leader
The Solthin Covenant ---Planets under the Solthin Convenant Solthis - Capitol World Ferysia - Another human homeworld, known for its roots in mysticism and magic Beriloth - Homeworld of the Torions
Solthin Covenant Leader
The Arclia Federation ---Planets under the Arclia Federation Arclight - Capitol World Tallon - Human Homeworld
Arclia Federation Leader
The Templar Sovereignty ---Planets under the Templar Sovereignty Karlith - Capitol World Eternia - Templar Homeworld
Templar Sovereignty Leader
The Cult of Zyra ---Planets under the Cult of Zyra Zyra - Capitol World Horithi - Decaying world, source of the Lyntherian Enzyme.
Cult of Zyra Leader
Uncontrolled Worlds
Shalara
Themes
Planets are a new supertype that offer powerful abilities for a price. There is a planet card for each capitol planet of each empire. The Cybrin Illuminate has the Planet Aurora card for example.
In this age, technology is prevalent everywhere in the galaxy. Magic has not completely disappeared from existence however, as there exist a few individuals who can still channel the arcane energies of the world around them. In this set, all Instants and Sorceries will have the subtype of Technology or Arcane.
With the discovery of Subspace, the various empires have found a way to tap into this unused dimension. This means in Planetside block, the removed from game zone will play a major role in card strategy as opposed to the usual mechanics revolving around the graveyard.
Quick Theme Breakdown: Futuristic Setting, a new card type, colored artifacts, new Sorcery and Instant subtype, RFG Zone being a major resource.
Keywords
At this point in the future, technology is everywhere and new discoveries are made all the time. a few new keywords have surfaced to represent these advances.
The Cybrin Illuminate has developed a way to travel back and forth between planes of existence. This allows their forces to phase into a battle from outside the current field. Before being fully implemented into their army, the blue prints for this technology was stolen by a Templar spy that was aligned with the Solthin Covenant and the phaseshift technology is now available throughout the galaxy.
Keyword - Phaseshift (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
The Templar Sovereignty preach their love of nature and life whenever possible. This, however, is far from the truth. Deep within top secret Templar facilities, the Templar Sovereignty have been secretly experimenting on various lifeforms in an attempt to create beings powerful enough to withstand the technological might of the Cybrin Illuminate. At their very whim, these experimental beings are capable of sacrificing themselves to pass on abilities to other lifeforms. Due to a security glitch at one of these facilities, some of these experiments escaped and found their way onto other planets in the Terra Galaxy.
Keyword - Augment (Remove this permanent from the game augmenting target creature.)
The Solthin Covenant exists solely to spread chaos and destruction throughout the galaxy. To aid in this existence, the leaders of the Solthin Covenant ordered their top chaotists to research a way to quicken the means to bring such destruction to those around them. After months of hard labor and many failed experiments, the chaotists developed the Transforce Generator, a device that absorbs the energy left behind from objects phaseshifting into subspace. These energies are then made useable to the devices controller and allows him or her to summon their troops into battle quicker. A cunning Auroran splicer managed to hack into the mainframe where the Transforce Generator blueprints were stored in and now the Transforce Generator is available to more than a few individuals throughout the galaxy.
Keyword - Transforce X (If a card is played from outside the game or removed from the game from play, then you may play this card for its transforce cost.)
After the use of subspace started to become widespread, it was discovered that certain individuals are attuned to the new dimension. These individuals, when they die, will have their bodies fade from existence to become one with the energies of subspace.
Keyword - Voidmerge (If this card would be put into the graveyard from anywhere, remove it from the game instead.)
The Cult of Zyra uses the power of temptation and mind control to corrupt individuals into their group. Using the Lyntherian Enzyme found on Planet Horithi, Shiya has synthesized it into a biological weapon that's useful for corrupting anything and adding it to her ranks.
Corrupt <Creature>(T: Gain control of target creature if the number of corruption counters on it are equal to or greater than its toughness. Use only as a sorcery.)
Corrupt <Land, Enchantment, or Artifact>(T: Gain control of target land, enchantment, or artifact if it has three or more corruption counters on it. Use only as a sorcery.)
Corrupt <Planeswalker(T: Gain control of target planeswalker if it has corruption counters on it equal to or greater than the number of loyalty counters on it. Use only as a sorcery.)
Corrupt <Instant or Sorcery>(T: Gain control of target instant or sorcery spell if it has three or more corruption counters on it. You may choose new targets for the instant or sorcery spell.)
NEW CARD TYPE: PLANETS
Before we begin I'd like to credit ZasZ234 for coming up with the basic idea that the final concept of planets were based off of. Thank you, your contribution has made the concept of planets a unique one that will continue to be used in any set I create that expands upon Planetside's storyline.
Rulings for Planets --Planets are played as though they are lands but they do not count as your land play for the turn.
--All planets are permanents and are effected by spells and abilities that specifically affect permanents.
--You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
--Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
--Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
--You may play permanents only on a planet you control.
--Each planet comes into play with a number of Resource counters on it equal to the Resource count. The Resource count is the number in the bottom right hand corner.
--Whenever you play a creature spell, you may add one resource counter to target planet you control.
--As long as a planet is in play, all nontoken creatures in play have, ": Add or remove one resource counter from target planet."
--When a planet has no resource counters on it, it is destroyed as a state-based effect.
--If a planet leaves play, all permanents that were on it remain in play.
--Each Planet has the following three abilities:
-----Homeworld <Number>—Effect
————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.
-----Strategy -<number>—Effect
————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
————Strategy can be played on the same turn a planet came into play.
————Strategy can only be played once each turn.
————Strategy can only be played as a sorcery unless otherwise stated.
-----Economy <number>—Effect
————If the economy effect is a static effect, it turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.
Right now I'm thinking of working them like pseudo-planeswalkers.
What I have in mind so far is this:
-Planet is a new Supertype
-Planets are played like lands. You can play them anytime you could normally play a land and it counts as your land drop for the turn.
-You can only control one planet at all times. If another planet comes under your control, both planets are destroyed as a state based effect (similiar to the legendary effect). However, if a planet comes under your opponents control, both planets will not be destroyed
-Planets are not lands, as such they are not effected by spells that target or search for lands.
-Planets are permanents and are affected by spells that specifically effect permanets. For example, Planets can be destroyed by Saltblast or Vindicate.
That's all I have so far. Planets (of which there are 6 atm) will denote moderately powerful abilities with the basic limitor being that you can only control one planet at all times. I can't decide at the moment if I should use this to up the relative power of their abilities or leave them as is.
Help is more than appreciated, since right now it's me doing most of the work with my two friends helping to balance out the cards and give general feedback.
Also, I'm about to add the leaders of each empire to the original post, so check back within the next 5 minutes or so to see'em.
I decided that for this update I'd tell you a bit about one of the empires and what its goals are. I came up with each empire with the idea that each one fully represents a certain aspect of the color pie. Now, I know this isn't exactly new to magic but I felt it fit within the story I want to create.
For better imagery, think of the Terra galaxy as the color formation on the back of a magic card. So, starting from the northern point of the Terra galaxy, you have the Arclia Federation. The Federation is bordered by the Cybrin Illuminate on it's right and the Templar Sovereignty on the left. In the southwestern part of the galaxy is the Solthin Covenant with the Cult of Zyra on the southeastern point.
Each empire claims an entire solar system as its own. Rather than give each solar system its own distinctive name, the inhabits of the Terra galaxy simply refer to the controlled solar systems by the name of the empire that controls it. Despite the advances of interstellar travel, there are still portions of the Terra galaxy that are still unexplored. These unexplored areas are referred to as Blackout Zones because any vessel that travel within these zones suffer from a signal blackout effect, which effectively shuts down all forms of communication to and from the vessel.
Rather than attempt to explore these areas, the various empires have decided to leave them uncharted in favor of focusing on what they see as more pressing issues. As such, only few dare enter these zones to see what they hold. Those that have brought back stories of strange creatures and worlds, things that are unlike anything they've ever scene before.
In any case, I came up with a bit of back story for each empire, it's just a few short paragraphs...hope you enjoy them:
The Arclia Federation
The Arclia Federation was one of five empires formed when the 1000 year Civil War finally ended over 200 years ago. The Federation was formed by those who still believed that freedom belongs to everyone and formed a government that would work with its citizens to better the lives of everyone.
Like most of the other known planets in the galaxy, the planets in the Federation controlled solar system are inhabited mostly by humans. However a few other species of sentient life that share the same visions as those of the humans also live within the system. Sentient beings such as the Avens, who's pride for their heritage have led them to refer to their species by the same name as the ones their ancestors used over 7000 years ago.
When Planet Shalara finally revealed itself in the center of the Terra Galaxy, the Federation saw it as an opportunity to bring their ideals to the rest of the galaxy and use its power to vanquish those who swear allegiance to the Cult of Zyra.
Here is a card that will help those who swear allegiance to the Arclia Federation:
The legendary Ships are waaaay cool, but I find it quite hard to imagine a spaceship being a creature... no, I didn't really enjoy Pirate Ship and the likes They're on the verge of brokenness though, I'd cost each one of them at 5CC.
Garra is kinda disappointing, since it's Memnarch + Genesis Chamber. I think Legends should be more unique
Jeriah seems pretty underpowered, it could cost less, or have some way to return it to your hand (say, if your opponent plays a spell or something).
Cylar is cool. Go space elves!
Horithi Dragon might have some memory issues, could be better as:
Horithi Dragon
:5mana::symb::symb:
Creature - Dragon Zombie
Flying
When ~ is put into a graveyard from play, return it into play with X -1/-1 counters on it, where X is the number of -1/-1 counters on ~ before it was put into a graveyard from play plus one. If X is more than five, remove ~ from the game instead.
5/5
Flag of the Federation - I'm not really into colored artifacts, but this one has so much flavor that it's awesome.
The other cards range from alright to way cool. I'd be interested to see how this set turns out
Well I'll be darned, and here I thought I was gonna be the only one to post in this thread til its completion.
In any case, I wanna take this time to say that nothing is truly final til I post the entire card list. My creative mind is a random mess and I have a habit of thinking up improved versions of things after I've shown them to people.
For example, I just recently wrote a revision to the short story in the original post and i plan on putting it up soon. In addition, I plan on deleting some of the cards I've made to stream line the set's design and focus.
All of your suggestions are well appreciated, but I would like to chime in and say I created Garra from my own fandom. Memnarch is one of my favorite cards, I felt the ability to creature, artifice, and control artifacts were the perfect abilities to give to the Overmind, lol.
Anyways, I'll be making the changes sometime in the near future. Most of the cards seen on here aren't going anywhere. The only viewable changes will be in the storyline sections I've posted here. Any card I post in this thread will be its final design unless someone brings up a way to make certain cards less wordy and what not.
I have made a miraculous discovery today. While working on our current form of portal technology, my experiments led to the discovery of a completely new reality. It's unlike anything I've ever seen or read about before. From what I gathered in my research over the past few hours, this new reality is separate from an alternate reality. While it exists parallel to our own, it seems this reality is layered over our own instead of existing alongside us. This reality is devoid of all the objects of our own, dispite existing on top of us. I theorize that if we can construct a way of travelling through this reality, we may very well have a means of quickly traversing through space, nay..reality itself, at a much faster speed.
Ever since the discovery of the sub-reality, I have been heading all research projects into the travel implications of it. I have since called this new reality Subspace, seeing as how the reality acts as a sort of subreality to our own. It seems Subspace is home to its own brand of lifeforms, as I've lost two teams that I sent in to explore the new reality. I believe we can completely eliminate interaction with these subspace lifeforms if we merely use subspace as a means of fast transportation. Although the possibility that these new lifeforms could somehow find their way into our reality still disturbs me.
It's been over a year since I discovered subspace, since then countless hours of research have been poured into finding a way of using the new reality as a means of fast transportation throughout the galaxy. Those countless hours of research payed off today when the first Subspace Warpgate was constructed. In a few hours we will test out the Warpgate, if all our calculations are correct we will finally have a means of quickly traveling through the galaxy. With the Zyrian threat growing ever larger in the southern sector of the galaxy and these Templar zealots declaring war on our nation, this new technology should give us the means of securing any battlefront our forces may find themselves in.
Data Log Entry 39 - Test a Success, Consequences Followed.
Date - 8/20/2551
Author - Ryan Fyras, Cybrin Researcher
The test was a success, we now have the means of traversing anywhere in the galaxy with the use of these warpgates. There were, however, some unforeseen consequences. It seems a Templar spy managed to infiltrate our ranks over a year ago and got into a position on the Subspace research team. After the test was completed, we discovered one of our researchers managed to make off with the protophase blueprints for the Subspace warpgate. Try as we might, by the time we realized what had happened the spy had managed to get out of the research area and off the planet. It seems the edge we thought we'd have in this fight is now lost. In addition to this, a few lifeforms from subspace managed to get into our reality. Thankfully, the project was being overseen by Garra himself and his Aeon Guards made short work of the lifeforms, now dubbed Xenomorphs by myself and a few other researchers.
Dispite all of this, the test was a rousing success. We finally have our means of fast transportation and preparations for warpgate mass production has been put into immediate effect.
Subspace was a very significant discovery who's uses will only become better and better as further research is conducted on it. The Cybrin have already managed to make powerful use of Subspace, here are a few cards that reflect the power this new technology offers:
Each Empire has a few things in common. One of them is the stronghold, a place where the leader of each empire safely resides surrounded by heavy security and nearly invulnerable defenses. The leaders of each empire can draw on their stronghold's power to aid them in battle, aid that gives them a useful effect for a small price:
Arcadia, Network of the Overmind
Tabornith, Castle of the Sovereign
Cloudkeep, Stronghold of Jeriah
Necros, Temple of Shiya
This morning I had a stroke of creativity. This led to a change of the mechanic Aftershock. The change can be viewed in the topic post.
Personally speaking, I like the change I made in regards to its wording. It allows me to use it just like I had it working originally, but now it enables me to get creative by adding effects and such if the aftershock cost is paid instead of its normal cost.
I'm really liking your set. You have some pretty great mechanics here and oddly enough the set still feels like Magic even though it's in the future. Granted there are no flying spaceships in Magic, heh.
I think your lands are very powerful and some of them I think you might need to cost a bit more. The black land especially is fairly back breaking, considering you could make it really unrestricted by bringing back any life gaining spell. Maybe consider pumping up costs a bit?
Also, the Green capital ship I think should be an artifact creature. It feels weird being a living ship. I really like all the descriptive work you've done with the set, I guess it really helps it creating them eh?
In any case, if you want a card, I thought of a few you might like:
Universal Terraformer2
Artifact
Sacrifice a land, 1, t: Search your library for a basic land and put it into play tapped.
Your standard limited mana fixer, heh.
New Space XUU
Sorcery
Remove the top X cards of your library from the game. Each card removed this way gains phaseshift X+3 where X is the card's converted mana cost.
You might just want to make it so it puts em there and doesn't give them this extra cost.
Subspace Lock - Wow... better than Nix? Apples and oranges I guess, but this one is a nice fit for this set, and it looks plausible enough to be printed (Without the Technology subtype, of course).
Path through Subspace - Infiltrate. Devin Low wrote an article yesterday about how it doesn't make sense to cost Arcane spells higher than their non-Arcane counterparts. But then again looking at the context of this set so far, 1U is a fair cost for unblockability.
T-30 Striker - 3/3 for :3mana::symw: is slightly over the curve. Playing it from the sideboard is just gravy. I'd cost this one at :4mana::symw:.
Arcadia - Man, I love overpowered Legendary Lands That really brings out the power and flavor of a sci-fi Magic set. Love this one.
The rest of the cycle feels rather unappealing, they could have been more tied to the flavor of their respective empire - I suppose the blue one fits because it brings the flavor of an 'information network' very well.
I don't know too much of your setting, but here are some suggestions:
Ortania - Whenever you play an Arcane spell, you may pay :symr:. If you do, ~ deals 1 damage to target creature or player.
Tabornith - :symg:, :symtap:: Target Elf gets +1/+1 and has reach until end of turn.
Necros - Maybe something to do with corruption counters? Haven't really seen the true effects of Corrupt, but it can even be "Whenever a permanent comes into play, you may pay :symb::symb:. If you do, put a corrupt counter on it."
Cloudkeep - "Whenever an enchantment comes into play, you gain 2 life."
Subspace Channeler - That's new, unsideboardable creatures. It's doable under Magic CompRules (I think), but DCI might want to have a word with that.
Before the update, I'll take some time to respond to a few posts:
GeminiDreams
The Templar detest the use of technology, they believe those who use it have lost their way and are out of touch with the world around them. During their research into space travel through non-technological means, a Templar scientist discovered a biological way to mimic the effects technology gives the rest of the galaxy.
They dubbed this new form of life Gaeology. The Baloth is the epitome of this achievement has its just as powerful as the other capitol ships even though it's a living organism.
Your ideas are welcomed though and I tweaked them a bit to fit into the set. The changes are as follows:
Templar Terraformer 1G
Creature - Elf 1, T, Sacrifice a land: Search your library for a basic land and put it into play tapped. Terraformers shape and mold the land according to their whim. Their terraforming muse is fickle, changing preferences faster than a Cybrin changes implants. 1/1
Subspace Protocol XUU
Sorcery - Technology
Look at the top X cards of your library and remove one of them from the game. That card gains phaseshift Y+2 where Y is its mana cost. Put the rest of the cards on the bottom of your library in any order.
PlanesJayWalker The lands were pretty much my final vision. It started with the red one, which came to me in a dream, and I eventually turned it into an entire cycle. While some are more powerful than others, I think they fit very well within the set. I will, however, take your suggestions into consideration. As suggested, I upped the cost of Necros and made it cost 4 life.
And now for the update
Update
It's recently dawned on me (mostly because of the comments made in the thread) that I haven't been clearly revealing the theme of this set. While I diligently post new story info and cards relating to it, I've yet to actually show the entire focus of the set. As such, I'ma post some cards that pertain to certain aspects of what I'm doing with this set.
I'm officially making this my first big update, so if you're at all interested in this set then read on.
Planet Horithi and the Lyntherian Enzyme
Planet Horithi is a swamp filled world located in the Zyrian Star System of the Terra Galaxy. It is here that Shiya first discovered the Lyntherian Enzyme, an enzyme that infects individuals much like a virus. The effects of infection slowly amplify the dark traits of the infected individual. Greed, Lust, Power, Aggression, etc. all become amplified in the infected individual. Shiya succumbed to this enzyme, but through some unknown means she managed to control it. She retained her intellect and cunning, but became more powerful. She exhibited a more controlled version of the corruption that took hold of her.
Because of this discovery, the Cult of Zyra rigorously use this enzyme to corrupt others and bring them into the fold of the Cult. Infected individuals pledge their allegiance to Mistress Shiya and fight on behalf of her.
Recruiter of Zyra
Seed of Corruption
Horithi Bog Taint
Rapid Corruption
Zyrian Temple Guard
Xelion Corruptor
The Covenant Star System, Planet Beriloth, and the Art of the Arcane
The Solthin Covenant is a collection of like-minded worlds that wanted the security of a system wide governmental body. Unlike the other empires, the Covenant worlds still retain their individuality within the empire with Planet Solthis acting as their capitol world. As such, the covenant is mixing pot of various sentient beings with very different ideals. Some within the covenant value chaos and destruction, others are just looking for a noble cause, and others just want the security of a system wide empire.
The covenant star system has the notable exception of being the place where the Arcane arts started seeing widespread use. The Art of the Arcane is a technique that saw global use on Planet Bariloth back in the ancient ages. To this day, the elder Torions of Planet Beriloth still hold onto the arcane ways. Recently, use of Arcane magic has begun popping up in several other star systems in the Terra Galaxy but the Torions still remain as the most adept at using this ancient magic.
Flames of Solthis
Phoenix Fires of Beriloth
Ancestral Inferno
Arcane Unraveler
Chaotic Pyromancer
The Templar
The Templar value nature above all else. Their fanatismwith nature has led them to shun technology, but in doing so they discovered a form of life that functions similar to technology without actually being technology. Because the Templar are most at tune with nature, they are more capable of shaping the world around them more efficiently than terraformers from other star systems.
While they lack any form of actual weaponry, they make up for this by dabbling in the arcane arts, being experts in gene splicing, and using genetic augmentation to efficiently make the creatures of their worlds viable for combat in this technology rampant galaxy.
Beyond the Horizon
Genetic Splicer
Paradise Invoker
Memories of Eons Past
Templar Zealot
The Cybrin Illuminate, Quest for Knowledge
The Cybrin Illuminate is a heavily technology oriented empire. They've become so advanced in the use of technology that they have integrated it into their very bodies, becoming what they believe to be more than human. The Cybrin name came out when they decided that they should be judged as a race seperate from humans, dispite the fact that they were originally human before they introduced heavy technology augmentation into their race. Technology is rampant in the Cybrin Star System, as such the Cybrin seldomly use organic means to settle their disputes. While some species in the Cybrin Star System still use organic creatures to fight their battles, such as the Harliacs, the Cybrin themselves prefer to use their technology to acquire knowledge of their enemy then strike without a moment's notice.
Cybrin Codebreaker
Cybrin Augmentor
Expert Technophile
Prototype Mainframe
Cybrin Spy Satellite
The Arclia Federation, Peace and Order
The Federation values peace and order among all things. While they generally try to achieve peace through negotiations, the Federation is not above using force to bring peace to an area they feel needs it. The ranks of the Federation are filled with soldiers from various parts of the Federation Star System, most are human but others are Avens that hail from the planet Tallon.
The Federation is currently locked in conflict with the Cult of Zyra and seek to eradicate the cult from the galaxy. They hope that by capturing the power contained within Planet Shalara they will be able to finally rid the galaxy of the corruptive nature of the Cult of Zyra.
Soldier of Order
Peaceful Ends
Free from Corruption
Arclian Bodyguard
Ritual Ban
*NOTE* Update is done....phew.
*NOTE 2* Cylar is both the Sovereign and Commander of the Templar Sovereignty.
The white one is fairly alright. Good in a white weenie deck as it would make Savannah Lions a free card apparently. The planets themselves kinda produce an infinite stream of one-per-card use white mana, haha. The white one feels like it could really make White Weenie explode.
The blue one feels weak actually. I mean it makes for some fairly powerful, I mean, fairly long stalls with regeneration, and the animating ability is cute, but it doesn't have that much awesome.
The black one is probably the weakest I feel. 2BB to get any creature in your deck to your hand? Well maybe not the weakest, the blue is probably weaker, but it's not overly impressive.
The red one however... Oh my god, I think I let out a little "What the ****" when I saw it. This is a very very very powerful card. Imagine Blue-Red CounterBurn with this? They'd sit back and wait until you played a card and then counter it and probably copy it too. Fork on a stick with a bunch of other awesome abilities seems a little over the top. I'd worry about letting this get to print.
And the green one is kind of ridiculous as well. It's really really powerful, probably second on the list. It's alright though because the most I could see it allowing would be super fast starts. Actually, thinking, I'd stilll be scared of this thing. Turn 1, Green Planet, go. Turn 2, Forest, Any 1 or 2 CMC card, untap, another creature, untap, another creature, untap... Do you see where this goes? And I realize it taps the creatures, but it's fairly powerful.
The last one is kind of weak as well, but it's pretty good still. I like the last one, and actually hadn't read much about that Planet.
Overall I love the designs, but some are just way too good.
What we're doing here is akin to taking the text of Moby Dick, locating specific words therein, rearranging them to create a passage from Fight Club, and concluding from this evidence that Tyler Durden is based on Ahab.
As of now I've completed 206 cards in Planetside. I've even created a website where the first 182 can be viewed, but I'll post that up when the set is complete.
For now I want to show off some of the nonburn removal that will appear in this set.
Orbital Bombardment - The Phaseshift cost is technically cheaper than Burning Wish for a Wrath of God and playing it, but that's not really the point - The threat comes from outside of the game. I guess all of us know the potential card advantage of Wrath of God, but this one you don't have to put it ino your deck, and you don't even need to draw a Burning Wish to find it. And let's not think about the possibilities of locking down the board with Planar Void or something of similar effect.
Void Generator - 8 mana for black to deal with artifacts and red to deal with enchantments, fair enough.
Death Coil - Like Orbital Bombardment, I'd be wary if there were too much removal from outside the game.
Into the Void - Apocalypse reprint? Fits in black as well.
I'm primarily designing this set with limited in mind. with T2 as a second thought As such, the majority of the cards in this set are meant to interact with each other and eventually a card will crop up that's niche useful in Planetside Limited and T2 but will be an absolute bomb in Vintage, Legacy, and so on. The design is not on purpose, it's just I'm not designing with Vintage in mind. So when you come here and decide to comment, remember to look at it from a T2 and/or Planetside Block Limited perspective only. Thank you.
Before we begin, I got the name from a favorite MMO of the same name. The block, however, is in no way related to the game in any other way besides the name.
I'd also like to thank my friends Jacob and Bradley for helping me through the process of making keywords less wordy and balancing out some of my card ideas.
Planetside Block
Set 1 - Planetside (310)
—Color Distribution
Blue — 51
Red — 51
Green — 51
Black — 51
White — 51
Artifact — 25
Nonbasic Land - 10
Basic Land - 20
——Rarity Distribution
Common — 130
Uncommon — 95
Rare — 85
Set 2 - Final Wars (In Progress)
Set 3 - Aftershock (TBA)
The Story
The Terra Galaxy has been locked in a cold war for the last 50 years. Each empire within the galaxy have been slow to make a move on the other for fear of invoking an interstellar war. Some empires wish to control the known galaxy, others wish to bring peace to it, and others simply want to destroy everything around them.
The Arclia Federation is the light of salvation in the Terra Galaxy. The Federation is a lawful empire that seeks to bring peace and justice to the other known planets of the Terra Galaxy. Their main goal in this crusade is to eradicate The Cult of Zyra, a sinister empire that has gained majority control over a few planets in the Terra Galaxy.
The Cult of Zyra is a growing body of individuals who seeks to corrupt the entire galaxy. The Cult's leader, Shiya Darkstar, came in contact with a mysterious enzymic substance on planet Horithi. The substance gave her incredible powers, but twisted the one kind being into something dark and sinister. As the leader of the Cult, she seeks to corrupt the entire galaxy and make every last living being bend to her will.
The Templar Sovereignty have presided over a few planets for centuries. The Templar value nature and life above all things, a value that initially stunted their technological growth during their race's development in interstellar travel. Though at first their progress was stunted by lack of technology, their persistence payed of when Templar researchers found a way of creating biological technology. With this new found research in hand, dubbed Gaeachines by the researchers, the Templar were now capable of interstellar travel. It wasn't long before they discovered the technologically superior race of the Cybrin, a race under the rule of Garra Cershen. The Templar's absolute hatred of technology brought them into immediate conflict with the Cybrin Illuminate.
The Cybrin Illuminate is an advanced race of humans living on the planet Aurora. They're exceptionally high intelligence has made them the most technologically advanced race in the entire galaxy. It wasn't long before their technological advancements allowed them to integrate technology into their race. Now, not one person exists that doesn't have some form of technology integrated into their body. While human, those who live on the planet Aurora consider themselves something far greater and have since classified themselves as Cybrin. The Cybrin Illuminate held no initial hostility toward the other empires because their goal of collecting knowledge of everything in existence is a non-hostile goal. It wasn't until the Templar Sovereignty declared war on them, followed by an attack on the Obsidius IV space station by the Cult of Zyra, that they officially got dragged into the conflict.
The Solthin Covenant is a formation of like-minded planets that wanted the might of a unified empire, but wanted to keep global governments for their respective planets. Some within the Covenant want to bring destruction to those around them while others merely wanted to be part of the empire for the security in brings. Til a true goal is reached, the Solthin Covenant has resorted to extorting the current conflict into their favor by offering themselves up as a neutral party. This has allowed them to freely help the other empires in exchange for currency, information, and other such goods. This neutrality has also made them the most valuable empire in the galaxy. While some empires, like the Federation, detest knowing that the covenant are helping their enemies...at the same time they're unwilling to act on it cause they need the covenant's help just the same.
Recently, a rumor has been spreading throughout the galaxy that there exists a planet where an advanced race of sentient beings lived. It was said that these beings sought to catalog all information in the universe and that during their mission, they accidentally stumbled upon the secret to create an unlimited source of energy and power. When this information was brought back to their home planet, it caused an immediate civil war among the race which ultimately led to their destruction. It's said the planet still exists somewhere in the Terra Galaxy and that the information they found still lies on the planet, waiting for any adventurer to find it and claim it as their own.
It's the year 2600 and a Zone Scout by the name of Turan Grewti has found the planet of rumor. Before long, the word gets out about his discovery and now every empire in the galaxy knows of the planet's existence and are now moving to claim the planet for their own.
Locations in the Terra Galaxy
The Cybrin Illuminate
---Planets under the Cybrin Illuminate
Aurora - Capitol World
Neuron - A frigid world that's completely covered by water, the few land areas
are barren glaciers that serve as food for the Glacier Leviathans.
Cybrin Illuminate Leader
The Solthin Covenant
---Planets under the Solthin Convenant
Solthis - Capitol World
Ferysia - Another human homeworld, known for its roots in mysticism and magic
Beriloth - Homeworld of the Torions
Solthin Covenant Leader
The Arclia Federation
---Planets under the Arclia Federation
Arclight - Capitol World
Tallon - Human Homeworld
Arclia Federation Leader
The Templar Sovereignty
---Planets under the Templar Sovereignty
Karlith - Capitol World
Eternia - Templar Homeworld
Templar Sovereignty Leader
The Cult of Zyra
---Planets under the Cult of Zyra
Zyra - Capitol World
Horithi - Decaying world, source of the Lyntherian Enzyme.
Cult of Zyra Leader
Uncontrolled Worlds
Shalara
Themes
Planets are a new supertype that offer powerful abilities for a price. There is a planet card for each capitol planet of each empire. The Cybrin Illuminate has the Planet Aurora card for example.
In this age, technology is prevalent everywhere in the galaxy. Magic has not completely disappeared from existence however, as there exist a few individuals who can still channel the arcane energies of the world around them. In this set, all Instants and Sorceries will have the subtype of Technology or Arcane.
With the discovery of Subspace, the various empires have found a way to tap into this unused dimension. This means in Planetside block, the removed from game zone will play a major role in card strategy as opposed to the usual mechanics revolving around the graveyard.
Quick Theme Breakdown: Futuristic Setting, a new card type, colored artifacts, new Sorcery and Instant subtype, RFG Zone being a major resource.
Keywords
At this point in the future, technology is everywhere and new discoveries are made all the time. a few new keywords have surfaced to represent these advances.
The Cybrin Illuminate has developed a way to travel back and forth between planes of existence. This allows their forces to phase into a battle from outside the current field. Before being fully implemented into their army, the blue prints for this technology was stolen by a Templar spy that was aligned with the Solthin Covenant and the phaseshift technology is now available throughout the galaxy.
Keyword - Phaseshift (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
The Templar Sovereignty preach their love of nature and life whenever possible. This, however, is far from the truth. Deep within top secret Templar facilities, the Templar Sovereignty have been secretly experimenting on various lifeforms in an attempt to create beings powerful enough to withstand the technological might of the Cybrin Illuminate. At their very whim, these experimental beings are capable of sacrificing themselves to pass on abilities to other lifeforms. Due to a security glitch at one of these facilities, some of these experiments escaped and found their way onto other planets in the Terra Galaxy.
Keyword - Augment (Remove this permanent from the game augmenting target creature.)
The Solthin Covenant exists solely to spread chaos and destruction throughout the galaxy. To aid in this existence, the leaders of the Solthin Covenant ordered their top chaotists to research a way to quicken the means to bring such destruction to those around them. After months of hard labor and many failed experiments, the chaotists developed the Transforce Generator, a device that absorbs the energy left behind from objects phaseshifting into subspace. These energies are then made useable to the devices controller and allows him or her to summon their troops into battle quicker. A cunning Auroran splicer managed to hack into the mainframe where the Transforce Generator blueprints were stored in and now the Transforce Generator is available to more than a few individuals throughout the galaxy.
Keyword - Transforce X (If a card is played from outside the game or removed from the game from play, then you may play this card for its transforce cost.)
After the use of subspace started to become widespread, it was discovered that certain individuals are attuned to the new dimension. These individuals, when they die, will have their bodies fade from existence to become one with the energies of subspace.
Keyword - Voidmerge (If this card would be put into the graveyard from anywhere, remove it from the game instead.)
The Cult of Zyra uses the power of temptation and mind control to corrupt individuals into their group. Using the Lyntherian Enzyme found on Planet Horithi, Shiya has synthesized it into a biological weapon that's useful for corrupting anything and adding it to her ranks.
Corrupt <Creature>(T: Gain control of target creature if the number of corruption counters on it are equal to or greater than its toughness. Use only as a sorcery.)
Corrupt <Land, Enchantment, or Artifact>(T: Gain control of target land, enchantment, or artifact if it has three or more corruption counters on it. Use only as a sorcery.)
Corrupt <Planeswalker(T: Gain control of target planeswalker if it has corruption counters on it equal to or greater than the number of loyalty counters on it. Use only as a sorcery.)
Corrupt <Instant or Sorcery>(T: Gain control of target instant or sorcery spell if it has three or more corruption counters on it. You may choose new targets for the instant or sorcery spell.)
NEW CARD TYPE: PLANETS
Before we begin I'd like to credit ZasZ234 for coming up with the basic idea that the final concept of planets were based off of. Thank you, your contribution has made the concept of planets a unique one that will continue to be used in any set I create that expands upon Planetside's storyline.
Rulings for Planets
--Planets are played as though they are lands but they do not count as your land play for the turn.
--All planets are permanents and are effected by spells and abilities that specifically affect permanents.
--You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
--Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
--Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
--You may play permanents only on a planet you control.
--Each planet comes into play with a number of Resource counters on it equal to the Resource count. The Resource count is the number in the bottom right hand corner.
--Whenever you play a creature spell, you may add one resource counter to target planet you control.
--As long as a planet is in play, all nontoken creatures in play have, ": Add or remove one resource counter from target planet."
--When a planet has no resource counters on it, it is destroyed as a state-based effect.
--If a planet leaves play, all permanents that were on it remain in play.
--Each Planet has the following three abilities:
-----Homeworld <Number>—Effect
————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.
-----Strategy -<number>—Effect
————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
————Strategy can be played on the same turn a planet came into play.
————Strategy can only be played once each turn.
————Strategy can only be played as a sorcery unless otherwise stated.
-----Economy <number>—Effect
————If the economy effect is a static effect, it turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.
Complete Card List
http://www.freewebs.com/shinobiwankenobi/Planetside.html
What's the rules with planets?
What I have in mind so far is this:
-Planet is a new Supertype
-Planets are played like lands. You can play them anytime you could normally play a land and it counts as your land drop for the turn.
-You can only control one planet at all times. If another planet comes under your control, both planets are destroyed as a state based effect (similiar to the legendary effect). However, if a planet comes under your opponents control, both planets will not be destroyed
-Planets are not lands, as such they are not effected by spells that target or search for lands.
-Planets are permanents and are affected by spells that specifically effect permanets. For example, Planets can be destroyed by Saltblast or Vindicate.
That's all I have so far. Planets (of which there are 6 atm) will denote moderately powerful abilities with the basic limitor being that you can only control one planet at all times. I can't decide at the moment if I should use this to up the relative power of their abilities or leave them as is.
I think the better wording is
Raging Slag 0
Creature - Elemental
~ is Red.
Trample
~ can't block
When ~ is dealt damage, it gets +1/+0 for each point of damage dealt.
When ~ is dealt lethal damage, regenerate ~ and untap it. If you do, sacrifice it at the end of turn.
0/1
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis
Also, I'm about to add the leaders of each empire to the original post, so check back within the next 5 minutes or so to see'em.
Feedback on the new keywords would be appreciated.
Baloth, Templar Capitol Ship
Titan, Solthin Capitol Ship
Orion, Cybrin Capitol Ship
Radiance, Arclia Capitol Ship
Tombstalker, Zyrian Capitol Ship
Subspace Intervention
Subvert the Weak
Horithi Dragon
I decided that for this update I'd tell you a bit about one of the empires and what its goals are. I came up with each empire with the idea that each one fully represents a certain aspect of the color pie. Now, I know this isn't exactly new to magic but I felt it fit within the story I want to create.
For better imagery, think of the Terra galaxy as the color formation on the back of a magic card. So, starting from the northern point of the Terra galaxy, you have the Arclia Federation. The Federation is bordered by the Cybrin Illuminate on it's right and the Templar Sovereignty on the left. In the southwestern part of the galaxy is the Solthin Covenant with the Cult of Zyra on the southeastern point.
Each empire claims an entire solar system as its own. Rather than give each solar system its own distinctive name, the inhabits of the Terra galaxy simply refer to the controlled solar systems by the name of the empire that controls it. Despite the advances of interstellar travel, there are still portions of the Terra galaxy that are still unexplored. These unexplored areas are referred to as Blackout Zones because any vessel that travel within these zones suffer from a signal blackout effect, which effectively shuts down all forms of communication to and from the vessel.
Rather than attempt to explore these areas, the various empires have decided to leave them uncharted in favor of focusing on what they see as more pressing issues. As such, only few dare enter these zones to see what they hold. Those that have brought back stories of strange creatures and worlds, things that are unlike anything they've ever scene before.
In any case, I came up with a bit of back story for each empire, it's just a few short paragraphs...hope you enjoy them:
The Arclia Federation
The Arclia Federation was one of five empires formed when the 1000 year Civil War finally ended over 200 years ago. The Federation was formed by those who still believed that freedom belongs to everyone and formed a government that would work with its citizens to better the lives of everyone.
Like most of the other known planets in the galaxy, the planets in the Federation controlled solar system are inhabited mostly by humans. However a few other species of sentient life that share the same visions as those of the humans also live within the system. Sentient beings such as the Avens, who's pride for their heritage have led them to refer to their species by the same name as the ones their ancestors used over 7000 years ago.
When Planet Shalara finally revealed itself in the center of the Terra Galaxy, the Federation saw it as an opportunity to bring their ideals to the rest of the galaxy and use its power to vanquish those who swear allegiance to the Cult of Zyra.
Here is a card that will help those who swear allegiance to the Arclia Federation:
In addition, here are some cards I made over the past few days:
Neuron Glacial Leviathan
Mechanaloid Combusnid
Field Medic
Garra is kinda disappointing, since it's Memnarch + Genesis Chamber. I think Legends should be more unique
Jeriah seems pretty underpowered, it could cost less, or have some way to return it to your hand (say, if your opponent plays a spell or something).
Cylar is cool. Go space elves!
Horithi Dragon might have some memory issues, could be better as:
Horithi Dragon
:5mana::symb::symb:
Creature - Dragon Zombie
Flying
When ~ is put into a graveyard from play, return it into play with X -1/-1 counters on it, where X is the number of -1/-1 counters on ~ before it was put into a graveyard from play plus one. If X is more than five, remove ~ from the game instead.
5/5
Flag of the Federation - I'm not really into colored artifacts, but this one has so much flavor that it's awesome.
The other cards range from alright to way cool. I'd be interested to see how this set turns out
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
In any case, I wanna take this time to say that nothing is truly final til I post the entire card list. My creative mind is a random mess and I have a habit of thinking up improved versions of things after I've shown them to people.
For example, I just recently wrote a revision to the short story in the original post and i plan on putting it up soon. In addition, I plan on deleting some of the cards I've made to stream line the set's design and focus.
All of your suggestions are well appreciated, but I would like to chime in and say I created Garra from my own fandom. Memnarch is one of my favorite cards, I felt the ability to creature, artifice, and control artifacts were the perfect abilities to give to the Overmind, lol.
Anyways, I'll be making the changes sometime in the near future. Most of the cards seen on here aren't going anywhere. The only viewable changes will be in the storyline sections I've posted here. Any card I post in this thread will be its final design unless someone brings up a way to make certain cards less wordy and what not.
Subspace
Data Log Entry 15 - Discovery of Sub-Reality
Date - 6/12/2550
Author - Ryan Fyras, Cybrin Researcher
I have made a miraculous discovery today. While working on our current form of portal technology, my experiments led to the discovery of a completely new reality. It's unlike anything I've ever seen or read about before. From what I gathered in my research over the past few hours, this new reality is separate from an alternate reality. While it exists parallel to our own, it seems this reality is layered over our own instead of existing alongside us. This reality is devoid of all the objects of our own, dispite existing on top of us. I theorize that if we can construct a way of travelling through this reality, we may very well have a means of quickly traversing through space, nay..reality itself, at a much faster speed.
------------------------------------------------------------------------
Data Log Entry 17 - Research into Subspace
Date - 12/4/2550
Author - Ryan Fyras, Cybrin Researcher
Ever since the discovery of the sub-reality, I have been heading all research projects into the travel implications of it. I have since called this new reality Subspace, seeing as how the reality acts as a sort of subreality to our own. It seems Subspace is home to its own brand of lifeforms, as I've lost two teams that I sent in to explore the new reality. I believe we can completely eliminate interaction with these subspace lifeforms if we merely use subspace as a means of fast transportation. Although the possibility that these new lifeforms could somehow find their way into our reality still disturbs me.
-------------------------------------------------------------------------
Data Log Entry 38 - Subspace Warpgate Complete
Date - 8/19/2551
Author - Ryan Fyras, Cybrin Researcher
It's been over a year since I discovered subspace, since then countless hours of research have been poured into finding a way of using the new reality as a means of fast transportation throughout the galaxy. Those countless hours of research payed off today when the first Subspace Warpgate was constructed. In a few hours we will test out the Warpgate, if all our calculations are correct we will finally have a means of quickly traveling through the galaxy. With the Zyrian threat growing ever larger in the southern sector of the galaxy and these Templar zealots declaring war on our nation, this new technology should give us the means of securing any battlefront our forces may find themselves in.
-------------------------------------------------------------------------
Data Log Entry 39 - Test a Success, Consequences Followed.
Date - 8/20/2551
Author - Ryan Fyras, Cybrin Researcher
The test was a success, we now have the means of traversing anywhere in the galaxy with the use of these warpgates. There were, however, some unforeseen consequences. It seems a Templar spy managed to infiltrate our ranks over a year ago and got into a position on the Subspace research team. After the test was completed, we discovered one of our researchers managed to make off with the protophase blueprints for the Subspace warpgate. Try as we might, by the time we realized what had happened the spy had managed to get out of the research area and off the planet. It seems the edge we thought we'd have in this fight is now lost. In addition to this, a few lifeforms from subspace managed to get into our reality. Thankfully, the project was being overseen by Garra himself and his Aeon Guards made short work of the lifeforms, now dubbed Xenomorphs by myself and a few other researchers.
Dispite all of this, the test was a rousing success. We finally have our means of fast transportation and preparations for warpgate mass production has been put into immediate effect.
-------------------------------------------------------------------------
Subspace was a very significant discovery who's uses will only become better and better as further research is conducted on it. The Cybrin have already managed to make powerful use of Subspace, here are a few cards that reflect the power this new technology offers:
Subspace Lock
Path Through Subspace
T-30 Striker
Arcadia, Network of the Overmind
Tabornith, Castle of the Sovereign
Cloudkeep, Stronghold of Jeriah
Necros, Temple of Shiya
Ortania, Fortress of the Covenant
And a bonus card:
Subspace Channeler
This morning I had a stroke of creativity. This led to a change of the mechanic Aftershock. The change can be viewed in the topic post.
Personally speaking, I like the change I made in regards to its wording. It allows me to use it just like I had it working originally, but now it enables me to get creative by adding effects and such if the aftershock cost is paid instead of its normal cost.
I think your lands are very powerful and some of them I think you might need to cost a bit more. The black land especially is fairly back breaking, considering you could make it really unrestricted by bringing back any life gaining spell. Maybe consider pumping up costs a bit?
Also, the Green capital ship I think should be an artifact creature. It feels weird being a living ship. I really like all the descriptive work you've done with the set, I guess it really helps it creating them eh?
In any case, if you want a card, I thought of a few you might like:
Universal Terraformer 2
Artifact
Sacrifice a land, 1, t: Search your library for a basic land and put it into play tapped.
Your standard limited mana fixer, heh.
New Space XUU
Sorcery
Remove the top X cards of your library from the game. Each card removed this way gains phaseshift X+3 where X is the card's converted mana cost.
You might just want to make it so it puts em there and doesn't give them this extra cost.
Nice set, it'll look good when it's done.
Path through Subspace - Infiltrate. Devin Low wrote an article yesterday about how it doesn't make sense to cost Arcane spells higher than their non-Arcane counterparts. But then again looking at the context of this set so far, 1U is a fair cost for unblockability.
T-30 Striker - 3/3 for :3mana::symw: is slightly over the curve. Playing it from the sideboard is just gravy. I'd cost this one at :4mana::symw:.
Arcadia - Man, I love overpowered Legendary Lands That really brings out the power and flavor of a sci-fi Magic set. Love this one.
The rest of the cycle feels rather unappealing, they could have been more tied to the flavor of their respective empire - I suppose the blue one fits because it brings the flavor of an 'information network' very well.
I don't know too much of your setting, but here are some suggestions:
Ortania - Whenever you play an Arcane spell, you may pay :symr:. If you do, ~ deals 1 damage to target creature or player.
Tabornith - :symg:, :symtap:: Target Elf gets +1/+1 and has reach until end of turn.
Necros - Maybe something to do with corruption counters? Haven't really seen the true effects of Corrupt, but it can even be "Whenever a permanent comes into play, you may pay :symb::symb:. If you do, put a corrupt counter on it."
Cloudkeep - "Whenever an enchantment comes into play, you gain 2 life."
Subspace Channeler - That's new, unsideboardable creatures. It's doable under Magic CompRules (I think), but DCI might want to have a word with that.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
GeminiDreams
The Templar detest the use of technology, they believe those who use it have lost their way and are out of touch with the world around them. During their research into space travel through non-technological means, a Templar scientist discovered a biological way to mimic the effects technology gives the rest of the galaxy.
They dubbed this new form of life Gaeology. The Baloth is the epitome of this achievement has its just as powerful as the other capitol ships even though it's a living organism.
Your ideas are welcomed though and I tweaked them a bit to fit into the set. The changes are as follows:
Templar Terraformer 1G
Creature - Elf
1, T, Sacrifice a land: Search your library for a basic land and put it into play tapped.
Terraformers shape and mold the land according to their whim. Their terraforming muse is fickle, changing preferences faster than a Cybrin changes implants.
1/1
Subspace Protocol XUU
Sorcery - Technology
Look at the top X cards of your library and remove one of them from the game. That card gains phaseshift Y+2 where Y is its mana cost. Put the rest of the cards on the bottom of your library in any order.
PlanesJayWalker
The lands were pretty much my final vision. It started with the red one, which came to me in a dream, and I eventually turned it into an entire cycle. While some are more powerful than others, I think they fit very well within the set. I will, however, take your suggestions into consideration. As suggested, I upped the cost of Necros and made it cost 4 life.
And now for the update
Update
It's recently dawned on me (mostly because of the comments made in the thread) that I haven't been clearly revealing the theme of this set. While I diligently post new story info and cards relating to it, I've yet to actually show the entire focus of the set. As such, I'ma post some cards that pertain to certain aspects of what I'm doing with this set.
I'm officially making this my first big update, so if you're at all interested in this set then read on.
Planet Horithi and the Lyntherian Enzyme
Planet Horithi is a swamp filled world located in the Zyrian Star System of the Terra Galaxy. It is here that Shiya first discovered the Lyntherian Enzyme, an enzyme that infects individuals much like a virus. The effects of infection slowly amplify the dark traits of the infected individual. Greed, Lust, Power, Aggression, etc. all become amplified in the infected individual. Shiya succumbed to this enzyme, but through some unknown means she managed to control it. She retained her intellect and cunning, but became more powerful. She exhibited a more controlled version of the corruption that took hold of her.
Because of this discovery, the Cult of Zyra rigorously use this enzyme to corrupt others and bring them into the fold of the Cult. Infected individuals pledge their allegiance to Mistress Shiya and fight on behalf of her.
Recruiter of Zyra
Seed of Corruption
Horithi Bog Taint
Rapid Corruption
Zyrian Temple Guard
Xelion Corruptor
The Covenant Star System, Planet Beriloth, and the Art of the Arcane
The Solthin Covenant is a collection of like-minded worlds that wanted the security of a system wide governmental body. Unlike the other empires, the Covenant worlds still retain their individuality within the empire with Planet Solthis acting as their capitol world. As such, the covenant is mixing pot of various sentient beings with very different ideals. Some within the covenant value chaos and destruction, others are just looking for a noble cause, and others just want the security of a system wide empire.
The covenant star system has the notable exception of being the place where the Arcane arts started seeing widespread use. The Art of the Arcane is a technique that saw global use on Planet Bariloth back in the ancient ages. To this day, the elder Torions of Planet Beriloth still hold onto the arcane ways. Recently, use of Arcane magic has begun popping up in several other star systems in the Terra Galaxy but the Torions still remain as the most adept at using this ancient magic.
Flames of Solthis
Phoenix Fires of Beriloth
Ancestral Inferno
Arcane Unraveler
Chaotic Pyromancer
The Templar
The Templar value nature above all else. Their fanatismwith nature has led them to shun technology, but in doing so they discovered a form of life that functions similar to technology without actually being technology. Because the Templar are most at tune with nature, they are more capable of shaping the world around them more efficiently than terraformers from other star systems.
While they lack any form of actual weaponry, they make up for this by dabbling in the arcane arts, being experts in gene splicing, and using genetic augmentation to efficiently make the creatures of their worlds viable for combat in this technology rampant galaxy.
Beyond the Horizon
Genetic Splicer
Paradise Invoker
Memories of Eons Past
Templar Zealot
The Cybrin Illuminate, Quest for Knowledge
The Cybrin Illuminate is a heavily technology oriented empire. They've become so advanced in the use of technology that they have integrated it into their very bodies, becoming what they believe to be more than human. The Cybrin name came out when they decided that they should be judged as a race seperate from humans, dispite the fact that they were originally human before they introduced heavy technology augmentation into their race. Technology is rampant in the Cybrin Star System, as such the Cybrin seldomly use organic means to settle their disputes. While some species in the Cybrin Star System still use organic creatures to fight their battles, such as the Harliacs, the Cybrin themselves prefer to use their technology to acquire knowledge of their enemy then strike without a moment's notice.
Cybrin Codebreaker
Cybrin Augmentor
Expert Technophile
Prototype Mainframe
Cybrin Spy Satellite
The Arclia Federation, Peace and Order
The Federation values peace and order among all things. While they generally try to achieve peace through negotiations, the Federation is not above using force to bring peace to an area they feel needs it. The ranks of the Federation are filled with soldiers from various parts of the Federation Star System, most are human but others are Avens that hail from the planet Tallon.
The Federation is currently locked in conflict with the Cult of Zyra and seek to eradicate the cult from the galaxy. They hope that by capturing the power contained within Planet Shalara they will be able to finally rid the galaxy of the corruptive nature of the Cult of Zyra.
Soldier of Order
Peaceful Ends
Free from Corruption
Arclian Bodyguard
Ritual Ban
*NOTE* Update is done....phew.
*NOTE 2* Cylar is both the Sovereign and Commander of the Templar Sovereignty.
The white one is fairly alright. Good in a white weenie deck as it would make Savannah Lions a free card apparently. The planets themselves kinda produce an infinite stream of one-per-card use white mana, haha. The white one feels like it could really make White Weenie explode.
The blue one feels weak actually. I mean it makes for some fairly powerful, I mean, fairly long stalls with regeneration, and the animating ability is cute, but it doesn't have that much awesome.
The black one is probably the weakest I feel. 2BB to get any creature in your deck to your hand? Well maybe not the weakest, the blue is probably weaker, but it's not overly impressive.
The red one however... Oh my god, I think I let out a little "What the ****" when I saw it. This is a very very very powerful card. Imagine Blue-Red CounterBurn with this? They'd sit back and wait until you played a card and then counter it and probably copy it too. Fork on a stick with a bunch of other awesome abilities seems a little over the top. I'd worry about letting this get to print.
And the green one is kind of ridiculous as well. It's really really powerful, probably second on the list. It's alright though because the most I could see it allowing would be super fast starts. Actually, thinking, I'd stilll be scared of this thing. Turn 1, Green Planet, go. Turn 2, Forest, Any 1 or 2 CMC card, untap, another creature, untap, another creature, untap... Do you see where this goes? And I realize it taps the creatures, but it's fairly powerful.
The last one is kind of weak as well, but it's pretty good still. I like the last one, and actually hadn't read much about that Planet.
Overall I love the designs, but some are just way too good.
(Also, tanks should have trample. <.<)
Guildmaster Jarad
As of now I've completed 206 cards in Planetside. I've even created a website where the first 182 can be viewed, but I'll post that up when the set is complete.
For now I want to show off some of the nonburn removal that will appear in this set.
Orbital Bombardment
Void Generator
Death Coil
Chain the Soul
And my personal favorite:
Into the Void
Void Generator - 8 mana for black to deal with artifacts and red to deal with enchantments, fair enough.
Death Coil - Like Orbital Bombardment, I'd be wary if there were too much removal from outside the game.
Into the Void - Apocalypse reprint? Fits in black as well.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact