Once upon a time, on a plane called Grimm there are seven kingdoms each plucked from the stories of the Brothers Grimm;
The Sword Kingdom- A kingdom aligned mostly with White and Red mana, home of the Powerful Knight Army, who with magic boosts their many knights to victory. Ruled by the Knight King Thure.
The Kingdom of Sun Light- A kingdom aligned with white mana and mostly using light and healing magic. Once ruled by the Healer Princess Zelda, three years ago she was kidnapped. Now a counsel of elder keep her disappearance a secret and rule in her place.
The Glass Kingdom- A Kingdom aligned mostly with Blue mana with a touch of white mana. Very peace kingdom with power resting in the art of enchantments. Ruled my the Charm Prince Christopher who is currently looking for a bride.
The Under-Sea Kingdom- The kingdom of the merfolk who until recently was a group of waring tribes. Their leader is Eppy a merfolk princes.
Thorn- Once known as Rose, this kingdom was once a beacon of peace and power able to use all five colors of mana. However the Princess, Thorn, had been cursed on her 16th birthday becoming a vampire and causing Rose to fall and aligning with black mana.
Bloom- Aligned with red mana this kingdom caught in a civil war. Vera Highbirth a noble woman was able to kill and take the throne from the former king. Now she is at war with the king last living child Lily White-Snow, who has made an army with the help of the many dwarfs who live in Bloom.
The Black Forest- Although not really a kingdom, this green aligned forest is filled with all manner of Beasts. The "alpha" of all these creature is Isabella a cursed beauty.
Themes:
Three (Since most fairy tales have a rule of three, some cards have added effects if you have three or more of something.)
Transform (Returning from Innistrad)
Spellcraft - Whenever you cast a non-creature spell ~.
Heart Bound- Works the same way as Soul bound only the creature with out Heart Bound gets any new abilities.
Magic Weapon: Put on equipment that will turn them into Auras.
Tribal:
Nobles- W/B: Nobles appear in all colors and will interact with +1/+1 counters.
Faeries U/G: Found in all colors fairies like playing with enchantments.
Wizards U/R: Most have the ability spell craft.
Knights W/R: They like being enchanted
Shamans B/G: Likes other things being enchanted.
White
The Girl with no Hands WW
Creature- Human C
Protection from Black and Red
2/2 No evil creature dares touch her, for they know an even eviler creature owned her soul.
Unicorn Sword Knight 2W
Creature- Human Knight C
Lifelink
2/2
Graceful Lady W
Creature- Human Noble C
~ enters the battlefield with a +1/+1 counter on it.
0/1
Sun Smith Knight WW
Creature- Human Knight C
Enchantments- auras cost 1 less for you to cast.
1/1
Fairies Balm W
Sorcery C
You gain 2 life for each enchantment you control.
Guards Grace W
Sorcery C
Target creature gain vigilance until the end of the end.
Holy Duke 1WW
Creature- Human Cleric Noble C
When ~ enters the battlefield you may put two +1/+1 divided on up to any three creatures .
1/2
Lily Fairy 1W
Creature- Faerie C
Flying
1/1
Sun Rays Sword 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has First Strike and gets +2/+0
Sun Rays Shield 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has Vigilance and gets +0/+2
Noble Marriage W
Enchantment- Aura C
Enchant creature
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
Enchanted creature is a Noble in addition to its other types.
Call of Need W
Enchantment C
T: Put a 2/2 White Knight creature token onto the battlefield. Activate this only if you control no creatures.
White Paladin 1W
Creature- Human Knight C
Protection from Black
As long as ~ is enchanted it gets +2/+2
1/1
Dazzling Armor 1W
Enchantment- Aura C
Enchant Creature
Whenever enchanted creature attacks tap target creature.
Noble Birth Knight W
Creature- Human Noble Knight
Creatures with +1/+1 counters on them have Lifelink
1/2
Mana Sheild WW
Enchantment C
W: Prevent the next 1 damage that would be dealt to you.
Truth Reveled 3W
Enchantment U
When ~ enters the battlefield destroy all other enchantments.
Opponents play with their hands revealed.
"If your mother only knew, her heart would surely break in two."
Silver Sword Count 2W
Creature- Human Noble U
~ has Lifelink and First Strike as long as it has a +1/+1 counter.
2/2
King of the Grass Fields 1WW
Creature- Cat Noble U
Other Nobel creatures you control get +1/+1.
Whenever a Noble creature enters the battlefield put a +1/+1 counter on a Noble you control.
2/2
Horn-Knight Commander 2W
Creature- Human Knight U WWT: Put a 2/2 White Knight creature token onto the battlefield. Activate this only if ~ is enchanted.
1/1
Knight of the Noble Steed 3W
Creature- Human Knight U
Viglince
As long as ~ is enchanted creatures you control get +1/+0.
3/3
Blessing of the Planes 2W
Enchantment- Aura U
Enchant creature
Enchanted creature has Vigilance and Lifelink.
Lily Garden 2W
Enchantment U
At the begging of your upkeep put a 1/1 Faerie white creature token with Flying onto the battlefield.
Knights Calling 1WW
Sorcery U
Put a 2/2 White Knight creature token onto the battlefield.
Duke of the Gold-Plains 2W
Creature- Human Noble U
When ~ enters the battlefield put a 2/2 white Knight creature token onto the battlefield.
1/1 Guards sieze him!
Blessing of the Unicorn 1W
Instant U
Target creature gains lifelink and +3/+0 until the end of the turn.
Fairy Bow 1W
Enchantment- Aura U
Enchant Creature
Enchanted creature has "T: This creature deals X damage to target creature where X is the number of enchantments you control."
Twin Sun Ray Swords 2WW
Enchantment- Aura U
Enchanted creature had Double Strike and +0/+1.
Bottled Fairy Dust 2W
Enchantment U
Whenever you cast a spell you may gain 1 life.
Gift of Gold and Snakes3WW
Enchantment R
Whenever you cast a spell you may gain 2 life.
Whenever an opponent casts a spell you may put into play a 1/1 green snake creature token.
Knight of the Puss Order 2WW
Creature- Cat Knight R
As long as ~ is enchanted, creatures you control have Double Strike. WT: Destroy target creature with converted mana cost of zero.
3/3
Paladin of Fairy Light 3W
Creature- Human Knight R
Other Knight creatures you control get +1/+1.
As long as ~ is enchanted it has Flying
At the beginning of each upkeep Knight creatures you control get a +1/+1 counter for each card attached to them.
3/3
Gold Horn Unicorn 3WW
Creature- Unicorn Noble R
Lifelink Double Strike Vigilance
1WWT: Put a +1/+1 counter on target creature.
2/2
Answered Prayer 3WW
Enchantment- Aura R
Enchanted creature is Indestructible and has "Whenever this creature attacks but a 4/4 white angel token into play."
Calling of Court 3W
Sorcery R
Put three noble 1/1 white noble token creatures onto the battlefield.
If you control three or more noble put three +1/+1 counters on all creatures you control.
Knights Anthem 2WW
Instant R
Creatures you control gain Life Link, First Strike, Vigilance and +3/+3 until the end of the turn.
Lord of White Woods 1WW
Creature- Cat Noble R
Protection from Non-Nobles
Whenever ~ attacks put a +1/+1 counter on ~ for each other noble you control.
Lifelink
1/1
Titanas Squire 1WW
Creature- Faerie Knight R
Flying Indestructible
Attacking creatures get +1/+1 until the end of the combat.
2/2
Spear, Knight of the Lance 5WW
Legendary Creature- Human Noble Knight M
Reach Vigilance First Strike
As long as ~ is enchanted, creature you control get +1/+1 for each equipment and enchantment you control.
5/5
Zelda the Trapped 3WW
Legendary Creature- Human Noble M
Double Strike, Defender, Lifelink, Reach
Whenever you gain life put a +1/+1 counter on target creature.
1/8 Hour by hour she stays in her tower braiding her hair.
Angels Light 4WW
Enchantment- Aura M
Enchant creature
Enchanted creature has First Strike Vigilance and Flying.
Whenever enchanted creature attacks put an enchantment from your head onto the battlefield.
Titana Champion of Grimm 3WW
Planeswalker- Titana M
+1: Put a 1/1 white faerie creature token with flying onto the battlefield.
-3: Destroy target creature that attacked last turn.
-7: Destroy all creatures, then put 1/1 white faerie creature token with flying onto the battlefield for each creature destroyed by ~.
3
Thumb Maiden W
Creature- Human C 0: Transform ~.Activate this only if you control three or more enchantments.
0/1
//
Fairy Princess WCreature- Faerie Noble
Flying Lifelink
2/2
Fleeing Unicorn 2WW
Creature- Unicorn C
Whenever ~ is targeted by a spell or ability transform ~
2/2
//
Graceful Maiden W creature- Human Unicorn
Hexproof
3/3
Worn Beggar 1WW
Creature- Human R
At each opponents upkeep they may pay 3. If they don't transform ~.
1/1
//
Fair Enchantress W Creature- Faerie Wizard
Flying
W: Put a 1/1 Faerie white creature token with Flying the battlefield.
2/2
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
I would suggest starting with a card skeleton. This will help you organize your cards and figure out what your set needs. It would also be convenient if your cards were organized by rarity.
A lot of these cards appeared in your previous thread, so I won't go into very much detail, but one card I noticed was Three Fairies. Midnight Haunting is an uncommon, so this should probably be one as well.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I would suggest starting with a card skeleton. This will help you organize your cards and figure out what your set needs. It would also be convenient if your cards were organized by rarity.
A lot of these cards appeared in your previous thread, so I won't go into very much detail, but one card I noticed was Three Fairies. Midnight Haunting is an uncommon, so this should probably be one as well.
I think you have a good flavor potential. However, I'm not entirely sold on some of your themes:
-Magical sounds bad, because it doesn't do anything in a set that doesn't care about enchanted creatures. i.e., ooutside of this block, Ravnica and Urza, it interacts with close to zero cards. That's a bit like arcane and Splice onto Arcane, and we know how well that went. If it's not a major theme of your set, I have a suggestion to replace it (it could only work for uncommon and higher though):
Make equipment that can also be played as a more powerful aura. Once the bearer goes away, so does the magic, and it's just a piece of metal again. For the keyword, "Magical" is a bit too general so I suggest "Magical Weapon" instead.
Cursed Helm Artifact - Equipment (uncommon)
Magical Weapon :symb::symb: (If :symb::symb: was paid to cast ~, when it enters the battlefield you may attach it to target creature you control. If you do, it becomes an Aura enchantment in addition to its other types as long as equipped creature is on the battlefield)
Equipped creature has intimidate and attacks each turn if able.
As long as ~ is an aura, enchanted creature gains +2/-1.
Equip
Divine Sword Artifact - Equipment (rare)
Magical Weapon WWW(If WWW was paid to cast ~, when it enters the battlefield you may attach it to target creature you control. If you do, it becomes an Aura enchantment in addition to its other types as long as equipped creature is on the battlefield)
Equipped creature gets +3/+0
As long as ~ is an aura, enchanted creature has first strike, lifelink and vigilance.
Equip
What do you think? Note that while the bearer is alive, you can move the equipment around without losing the bonus.
-Second thing is, I like dwarves as much as the next man, but land-centered abilities sound boring. It's what dwarves have been doing all the time: blowing up land. I'd like to see other types of dwarves. Craftsmen have been suggested several time and would fit red "creative" aspect.
Other than that, I agree with Moon-E that a card skeleton would give you an idea of where you're going. Good luck with your set.
I like this. The point of magical was that I was trying to make aura that could be like equipment and not "die" with the creature.
Hows this:
Magical Weapon X- You may pay X instead of ~ equipped cost to attach to a creature. If you do it become and enchantment aura in addition to its other types as long as its equipped.
Also I hate land destruction so although a few dwarfs will have that, not many. Instead they will....well you'll see when I get to red.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
It would be helpful if you could post the skeleton, and also just reorganize the cards. Reading through a full set's worth of cards is hard enough, so making it a little easier would help a lot.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
TBH i don't like the whole magical weapon idea in the first place. We've got a ton of "magical weapons" that don't need to be enchantments to get the flavor across, and your set will have enough auras that you don't need more of them. If you're really set on it, I would just have it become an enchantment aura as long as it's attached to a creature; no special cost. When it becomes unattached, it stops being an aura, so it won't die.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I'm with Moon-E. This seems to unnecessarily fudge the distinction between auras and equipment for the sake of a weird mechanic that feels rather parasitic: only three white creature (the enchantment-loving color) actually care about being enchanted.
I'd just go with Subbak's idea (enchantment like sit when it's paid in a certain way) without any "becomes an enchantment aura" extra stapled onto it.
Sorry been busy the last few days. Blue cards up, please be nice I had a hard time with blue.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Coal Horn Unicorn: Most colors are lucky if they can get a 2/2 for 2 mana at common, with the addition of lifelink this thing is pretty above the curve.
Villige Waif: Why is the rarity the chaos symbol??
Mana Sheild: Vigilance only costs W, and my guess is that first strike should probably cost that too. IMO these two should at least give +1/+1 if they want to be useful at two mana, but if you really want white enchantments to be good (which it seems you do) they could easily give +2/+2.
Noble Marriage: This is cute, but i think it should at least can trip. Also, note that all of these cards should have "enchant creature"
Fairy Wings: Flying aint that special. If you want an enchantment theme, you have to push enchantments. Auras are already card disadvantage waiting to happen, so you need to make them incredibly appealing for me to start filling my deck with them.
Call of Need: A very strange card. Why does this make a red knight? Also, enchantments don't tap, so i would suggest simply making this an upkeep or endstep trigger.
Truth Reveled: Seems really bad when white wants to be the enchantment deck.
Sun Ray Sword: Same as above, needs to be way stronger. Also, if you want to make enchantments a theme, it would help if you made them more varied.
Knight of the Puss Order: I like the first ability, what's up with the second ability?
Paladin of Fairy Light: "Equipment you control are also enchantments". Same effect, easier to understand. This comes off as incredibly pointless though since the second ability looks at any permanent rather than just enchantments, yes it works with other abilities blah blah but the point remains.
Gold Horn Unicorn: Doesn't really feel rare.
Sun Light: Is a bad Honor of the Pure. The flavor is ambiguous enough you're better off with a reprint here.
White: The main problem I see is that there's very little incentive to play with enchantments. Make the enchantments better and make the benefits i get from having things be enchanted better.
Deal of the Sea Witch: This is waaaaaaaaaay overpowered for a common. This is a rare at best, and would still probably need to be nerfed a bit.
Pixie Glamour: Copying creatures is something usually restricted to rare.
Moment to think: could cost U
Sprouting Wings: Again with the overcosted enchantments. Even with flash this is not three colored mana.
Dazzing Gleam: Having enchantments that do nothing is not a great idea, and this is not a blue effect.
Treasure Map: At the beginning of your draw step, draw a card.
Pixie Dragon: This is not a blue ability.
Azule Fairy: This should probably be until eot.
Wisdom Sage: Super OP even as a rare. Archivist costs 4.
Turn of the Tides: This can get real oppressive real fast.
Oceans Wrath: This is not mythic and not blue.
Blue: Blue suffers from the same power level problems as white does, but has very little going for it in the themes department. There's a lot of faerie stuff but no follow up (a tooooon of tokens but nothing that works with them). It kinda seems the only thing in the set is enchantment-matters cards. I think you should find a few more mechanic ideas to flesh the set out. ATM you have 0 keywords in white and blue, which is a bit of a problem.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Fixed some cards. Will add black on Monday, sorry super busy and this takes a lot more time then I thought.
Knight of the Puss Order: I like the first ability, what's up with the second ability?
It's for flavor. Based on Puss in Boots who is able to defeat a ogre once it transformed, thus this card is whites answer to help deal with transforming cards.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
I suspected as much, though i'm not super familiar with the shrek/puss lore.
Does white have something against transform cards? That might be something cool to explore (white has a tendency to be xenophobic, and transforming creatures are definitely not something it's comfortable with) but it doesn't show up other than on this one card.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
If you want to know the origanal story: http://www.surlalunefairytales.com/pussboots/index.html
Also its not white who hates transforming just trying to add a little anti-transform in the set and this was one way to do that.
Blacks is harder to plan then I thought so it will be a little longer. Add the two planewalkers in this set.
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“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
I know it's a pain, but enchantments must have "enchant whatever" on them. Sometimes it matters.
Fay of Fear + Venom Fay: Having two 1/1 double black fliers at common isn't that great of an idea. Also, isn't it Fae?
Moonlight: 5 mana for +1/+1?
Black Rose Thorns: This card isn't too bad, but black doesn't normally get untap stuff
Conjure Witch: Definitely not a common. This is repeatable removal. Even if it's only ever -1/-1 it would still be very annoying, but the potential for it to be more pushes it up in rarity.
Tune of the Piper: This is basically the same as Death Coon Fay.
Grim Knowledge: a rare maybe? Not sure, this seems like a pretty powerful effect, but you do need 7 mana for it to work, so maybe it's fine. Also this needs to be reworded to actually make sense. Do I cast both cards? do I choose? when can i cast the cards?
Triple black: You really shouldn't use triple colors a ton, especially on 3 rares and especially when 2 have very similar effects.
Curse of Thorns: not really black
God Father Death: The fact this only hits your creatures is a big turn off. Most people pay that much mana to give this effect to others, giving it to yourself for a very minimal effect doesn't seem like a good idea.
Dragon of the Princess Tower: While I like the flavor this doesn't seem in-color. Dragons are rarely black and black only gets creature steal in rare circumstances, though I suppose this might be one of those circumstances.
Thorn the Cursed: This is super powerful. This is super powerful repeatable removal on a beater.
Conclusion: I don't like the black cards as much as the other two. The power level seems all over the place, and there are a lot of super black cards without a ton of mono-black support as far as I can tell. There's a lot of good flavor, you just need to hone the cards a bit more.
I think it would help figuring out a theme for black. White cares about enchantments but also has the "enchanted or equipped" sub theme, I feel like black needs one of these.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I think Moon Light is because Black does not usually get no-downside +N/+N auras much in the modern pie, and yet this is a much, MUCH worse card than either Skeletal Grimace or Unholy Strength...
blue is the least creature color, yet in a recent expansion it got +2/+2 with flying for just 1U. as I said with the other colors, in a set about enchantments, the enchantments have to be powerful enough for me to play them, even if it's just for limited.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Black Rose Thorns: This card isn't too bad, but black doesn't normally get untap stuff
Its meant to play with Thorn.
Fay of Fear + Venom Fay: Having two 1/1 double black fliers at common isn't that great of an idea. Also, isn't it Fae?
Changed one to 1B
Conjure Witch: Definitely not a common. This is repeatable removal. Even if it's only ever -1/-1 it would still be very annoying, but the potential for it to be more pushes it up in rarity.
Changed it to etb better?
Dragon of the Princess Tower: While I like the flavor this doesn't seem in-color. Dragons are rarely black and black only gets creature steal in rare circumstances, though I suppose this might be one of those circumstances.
In traditional fairy tales dragons are selfish creatures who live alone and horde treasure. This seems very black to me. Don't worry theres a few more dragons in red.
Like i said Black was very hard for me to figure out (I just realized also I don't play much black) so these are comments are helpful.
Fixed a few cards also gave a few creature more powerful as long as a player is cursed.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Dwarf Substitute: This card is just awkward. Is there a reason this can't just fetch a mountain or something?
Spark of Mana: i know this is an enchantment set and all, but i still seems odd for red to get this sort of thing.
Fire Aura: See fighter's focus
Lightning speed: "Whenever a creature enters the battlefield under you control, it gains haste and "at the beginning of the next end step, return this creature to it's owner's hand" until end of turn."
This should not be a common.
Thunder clap: might be a bit strong even with the three enchantment restriction. Either way, this is probably not an uncommon.
Blaze Aura: You should really try to avoid repeating effects. You have two enchantments that do very similar things, +2/+1 and first strike, and +2/-1 and first strike. Pick one to keep then redesign the other.
Rose Fay: "When ~ enters the battlefield, it deals damage to target player equal to the number of enchantments you control and deals damage to target creature equal to the number of faeries you control."
Forge Knight: This is Dark ritual with a 1/1 attached...
Rose Seed-Panter: This is probably the 5th or 6th card that grants haste.
Inferno Aura: Ahh, so it was a vertical cycle? The frist two still seem too similar.
Knight of Justice's Wrath: "As long as ~ is enchanted it has double strike and damage that would be dealt by sources you control can't be prevented."
Angel of Lovers: red does not give hexproof and indestructibility, even for flavor
RED: Seems like you were grasping for inspiration on this one. Lost of repeated effects, a lot of stuff that isn't really red. The main thing here is that red's out of it's element. Red doesn't like enchantments, so it feels very awkward to have all of these red cards that care about them. Maybe try to find red something else to do. For instance, red in fairy tales is often overwhelming (and usually misguided) passion, so maybe you have lots of effects that force attacks. Plus, dragons don't show up nearly enough. Dragons are red through and through, even when they're doing things that red normally doesn't do (Slumbering Dragon is a defensive card, Hoarding Dragon tutors for artifacts, etc.) IMO dragons should stay in red no matter how black they feel flavorfully. Dragons in fairy tales don't really plot and scheme, they take things because they want to, there's no other reason. That to me feels more red since it's all about impulse and individual desire. Anyway, pushing dragons heavily in red could help give it more identity.
Life Maker: This seems really strong
Alphones Alpha: I don't think an anthem on wheels should cost 2.
Bear of the Woods: Green doesn't really get first strike. Also, this makes infinite 2/2s for G, which i think it a bit too strong.
GREEN: I didn't feel like there was a lot going on here. It seemed like a lot of just general green cards with some enchantment matters stuff thrown into the mix. It doesn't seem like each color has it's own identity, it just has general cards and enchantment matters cards. I think it would make the set a lot stronger if each color (or color combination) had more identity to it.
EDIT: As I was brainstorming a bit, I came up with something interesting. Right now you've got two groups I think are solid from a flavor perspective; RW Knights and BG Shaman (Witches). One idea I kept coming back to was "the evil queen," I felt like nobles could easily fit into black. Nobility is often about collecting and abusing power, and the flavor fits well. At the same time, there are also lots of "good" nobles, which sounds a lot like WB. From there a pattern of enemy colored groups was starting to emerge. GU could be focused on Faeries, since they're clever and mischievous (blue) but are also often connected to nature (green). For UR, you could go with wizards. Now you have 5 groups you can work with.
Now, I'm not saying you should make this a tribal set, but you can use these groups as guidelines. For instance, in Innistrad, spirits showed up most often in blue and white and humans appeared most in green and white, but both appeared in all colors. Flashback was in all colors but was focused more into blue and red. I think doing this sort of thing could help your set a lot. Maybe you can come up with a different iconic mechanic for each group.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
EDIT: As I was brainstorming a bit, I came up with something interesting. Right now you've got two groups I think are solid from a flavor perspective; Knights and Shaman (Witches). One idea I kept coming back to was "the evil queen," I felt like nobles could easily fit into black. Nobility is often about collecting and abusing power, and the flavor fits well. At the same time, there are also lots of "good" nobles, which sounds a lot like . From there a pattern of enemy colored groups was starting to emerge. could be focused on Faeries, since they're clever and mischievous (blue) but are also often connected to nature (green). For , you could go with wizards. Now you have 5 groups you can work with.
Haha its funny that you bring this up I was looking to make a small tribal theme in this set of enemy colors so you just gave me a something I was looking for. As for the evil queen thats Vana The Vain.
Dwarf Substitute: This card is just awkward. Is there a reason this can't just fetch a mountain or something?
Because its suppost to be a Substitute for the dwarf abliltiys that make you sac or bounce a land.
Thunder clap: might be a bit strong even with the three enchantment restriction. Either way, this is probably not an uncommon.
Forgot it taps also.
Plus, dragons don't show up nearly enough.
Haha and here I thought dragons showed up too much.
Life Maker: This seems really strong
Also a typo its only creature spells they cast.
After looking at the set as i whole im thinking of redoing it.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Haha its funny that you bring this up I was looking to make a small tribal theme in this set of enemy colors so you just gave me a something I was looking for. As for the evil queen thats Vana The Vain.
Given the nature of the set there should probably be a whole host of "evil queens".
Because its suppost to be a Substitute for the dwarf abliltiys that make you sac or bounce a land.
But why make a substitute when you could just make an actual land?
After looking at the set as i whole im thinking of redoing it.
Doing the set over and over is a great way to polish and hone your ideas. You notice things you didn't notice the first time when you go back and re-do your work.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
The Sword Kingdom- A kingdom aligned mostly with White and Red mana, home of the Powerful Knight Army, who with magic boosts their many knights to victory. Ruled by the Knight King Thure.
The Kingdom of Sun Light- A kingdom aligned with white mana and mostly using light and healing magic. Once ruled by the Healer Princess Zelda, three years ago she was kidnapped. Now a counsel of elder keep her disappearance a secret and rule in her place.
The Glass Kingdom- A Kingdom aligned mostly with Blue mana with a touch of white mana. Very peace kingdom with power resting in the art of enchantments. Ruled my the Charm Prince Christopher who is currently looking for a bride.
The Under-Sea Kingdom- The kingdom of the merfolk who until recently was a group of waring tribes. Their leader is Eppy a merfolk princes.
Thorn- Once known as Rose, this kingdom was once a beacon of peace and power able to use all five colors of mana. However the Princess, Thorn, had been cursed on her 16th birthday becoming a vampire and causing Rose to fall and aligning with black mana.
Bloom- Aligned with red mana this kingdom caught in a civil war. Vera Highbirth a noble woman was able to kill and take the throne from the former king. Now she is at war with the king last living child Lily White-Snow, who has made an army with the help of the many dwarfs who live in Bloom.
The Black Forest- Although not really a kingdom, this green aligned forest is filled with all manner of Beasts. The "alpha" of all these creature is Isabella a cursed beauty.
Themes:
Three (Since most fairy tales have a rule of three, some cards have added effects if you have three or more of something.)
Transform (Returning from Innistrad)
Spellcraft - Whenever you cast a non-creature spell ~.
Heart Bound- Works the same way as Soul bound only the creature with out Heart Bound gets any new abilities.
Magic Weapon: Put on equipment that will turn them into Auras.
Tribal:
Nobles- W/B: Nobles appear in all colors and will interact with +1/+1 counters.
Faeries U/G: Found in all colors fairies like playing with enchantments.
Wizards U/R: Most have the ability spell craft.
Knights W/R: They like being enchanted
Shamans B/G: Likes other things being enchanted.
White
Creature- Human C
Protection from Black and Red
2/2
No evil creature dares touch her, for they know an even eviler creature owned her soul.
Unicorn Sword Knight 2W
Creature- Human Knight C
Lifelink
2/2
Graceful Lady W
Creature- Human Noble C
~ enters the battlefield with a +1/+1 counter on it.
0/1
Sun Smith Knight WW
Creature- Human Knight C
Enchantments- auras cost 1 less for you to cast.
1/1
Fairies Balm W
Sorcery C
You gain 2 life for each enchantment you control.
Guards Grace W
Sorcery C
Target creature gain vigilance until the end of the end.
Holy Duke 1WW
Creature- Human Cleric Noble C
When ~ enters the battlefield you may put two +1/+1 divided on up to any three creatures .
1/2
Lily Fairy 1W
Creature- Faerie C
Flying
1/1
Sun Rays Sword 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has First Strike and gets +2/+0
Sun Rays Shield 1W
Enchantment- Aura C
Enchant creature
Enchanted creature has Vigilance and gets +0/+2
Noble Marriage W
Enchantment- Aura C
Enchant creature
When ~ enters the battlefield you may put a +1/+1 counter on a creature you control.
Enchanted creature is a Noble in addition to its other types.
Call of Need W
Enchantment C
T: Put a 2/2 White Knight creature token onto the battlefield. Activate this only if you control no creatures.
White Paladin 1W
Creature- Human Knight C
Protection from Black
As long as ~ is enchanted it gets +2/+2
1/1
Dazzling Armor 1W
Enchantment- Aura C
Enchant Creature
Whenever enchanted creature attacks tap target creature.
Noble Birth Knight W
Creature- Human Noble Knight
Creatures with +1/+1 counters on them have Lifelink
1/2
Mana Sheild WW
Enchantment C
W: Prevent the next 1 damage that would be dealt to you.
Truth Reveled 3W
Enchantment U
When ~ enters the battlefield destroy all other enchantments.
Opponents play with their hands revealed.
"If your mother only knew, her heart would surely break in two."
Silver Sword Count 2W
Creature- Human Noble U
~ has Lifelink and First Strike as long as it has a +1/+1 counter.
2/2
King of the Grass Fields 1WW
Creature- Cat Noble U
Other Nobel creatures you control get +1/+1.
Whenever a Noble creature enters the battlefield put a +1/+1 counter on a Noble you control.
2/2
Horn-Knight Commander 2W
Creature- Human Knight U
WWT: Put a 2/2 White Knight creature token onto the battlefield. Activate this only if ~ is enchanted.
1/1
Knight of the Noble Steed 3W
Creature- Human Knight U
Viglince
As long as ~ is enchanted creatures you control get +1/+0.
3/3
Blessing of the Planes 2W
Enchantment- Aura U
Enchant creature
Enchanted creature has Vigilance and Lifelink.
Lily Garden 2W
Enchantment U
At the begging of your upkeep put a 1/1 Faerie white creature token with Flying onto the battlefield.
Knights Calling 1WW
Sorcery U
Put a 2/2 White Knight creature token onto the battlefield.
Duke of the Gold-Plains 2W
Creature- Human Noble U
When ~ enters the battlefield put a 2/2 white Knight creature token onto the battlefield.
1/1
Guards sieze him!
Blessing of the Unicorn 1W
Instant U
Target creature gains lifelink and +3/+0 until the end of the turn.
Fairy Bow 1W
Enchantment- Aura U
Enchant Creature
Enchanted creature has "T: This creature deals X damage to target creature where X is the number of enchantments you control."
Twin Sun Ray Swords 2WW
Enchantment- Aura U
Enchanted creature had Double Strike and +0/+1.
Bottled Fairy Dust 2W
Enchantment U
Whenever you cast a spell you may gain 1 life.
Gift of Gold and Snakes3WW
Enchantment R
Whenever you cast a spell you may gain 2 life.
Whenever an opponent casts a spell you may put into play a 1/1 green snake creature token.
Knight of the Puss Order 2WW
Creature- Cat Knight R
As long as ~ is enchanted, creatures you control have Double Strike.
WT: Destroy target creature with converted mana cost of zero.
3/3
Paladin of Fairy Light 3W
Creature- Human Knight R
Other Knight creatures you control get +1/+1.
As long as ~ is enchanted it has Flying
At the beginning of each upkeep Knight creatures you control get a +1/+1 counter for each card attached to them.
3/3
Gold Horn Unicorn 3WW
Creature- Unicorn Noble R
Lifelink Double Strike Vigilance
1WWT: Put a +1/+1 counter on target creature.
2/2
Answered Prayer 3WW
Enchantment- Aura R
Enchanted creature is Indestructible and has "Whenever this creature attacks but a 4/4 white angel token into play."
Calling of Court 3W
Sorcery R
Put three noble 1/1 white noble token creatures onto the battlefield.
If you control three or more noble put three +1/+1 counters on all creatures you control.
Knights Anthem 2WW
Instant R
Creatures you control gain Life Link, First Strike, Vigilance and +3/+3 until the end of the turn.
Lord of White Woods 1WW
Creature- Cat Noble R
Protection from Non-Nobles
Whenever ~ attacks put a +1/+1 counter on ~ for each other noble you control.
Lifelink
1/1
Titanas Squire 1WW
Creature- Faerie Knight R
Flying Indestructible
Attacking creatures get +1/+1 until the end of the combat.
2/2
Spear, Knight of the Lance 5WW
Legendary Creature- Human Noble Knight M
Reach Vigilance First Strike
As long as ~ is enchanted, creature you control get +1/+1 for each equipment and enchantment you control.
5/5
Zelda the Trapped 3WW
Legendary Creature- Human Noble M
Double Strike, Defender, Lifelink, Reach
Whenever you gain life put a +1/+1 counter on target creature.
1/8
Hour by hour she stays in her tower braiding her hair.
Angels Light 4WW
Enchantment- Aura M
Enchant creature
Enchanted creature has First Strike Vigilance and Flying.
Whenever enchanted creature attacks put an enchantment from your head onto the battlefield.
Titana Champion of Grimm 3WW
Planeswalker- Titana M
+1: Put a 1/1 white faerie creature token with flying onto the battlefield.
-3: Destroy target creature that attacked last turn.
-7: Destroy all creatures, then put 1/1 white faerie creature token with flying onto the battlefield for each creature destroyed by ~.
3
Thumb Maiden W
Creature- Human C
0: Transform ~.Activate this only if you control three or more enchantments.
0/1
//
Fairy Princess
WCreature- Faerie Noble
Flying Lifelink
2/2
Fleeing Unicorn 2WW
Creature- Unicorn C
Whenever ~ is targeted by a spell or ability transform ~
2/2
//
Graceful Maiden
W creature- Human Unicorn
Hexproof
3/3
Worn Beggar 1WW
Creature- Human R
At each opponents upkeep they may pay 3. If they don't transform ~.
1/1
//
Fair Enchantress
W Creature- Faerie Wizard
Flying
W: Put a 1/1 Faerie white creature token with Flying the battlefield.
2/2
Black
Red
Green
Muti-Colored
Colorless
Lands
"You can tell how dumb someone is by how they use Mary Sue"
A lot of these cards appeared in your previous thread, so I won't go into very much detail, but one card I noticed was Three Fairies. Midnight Haunting is an uncommon, so this should probably be one as well.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I do have one its on paper though.
I like this. The point of magical was that I was trying to make aura that could be like equipment and not "die" with the creature.
Hows this:
Magical Weapon X- You may pay X instead of ~ equipped cost to attach to a creature. If you do it become and enchantment aura in addition to its other types as long as its equipped.
Also I hate land destruction so although a few dwarfs will have that, not many. Instead they will....well you'll see when I get to red.
"You can tell how dumb someone is by how they use Mary Sue"
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I'd just go with Subbak's idea (enchantment like sit when it's paid in a certain way) without any "becomes an enchantment aura" extra stapled onto it.
"You can tell how dumb someone is by how they use Mary Sue"
Villige Waif: Why is the rarity the chaos symbol??
Lily Fairy: Doesn't need to be WW. Stormfront Pegasus
Mana Sheild: Vigilance only costs W, and my guess is that first strike should probably cost that too. IMO these two should at least give +1/+1 if they want to be useful at two mana, but if you really want white enchantments to be good (which it seems you do) they could easily give +2/+2.
Noble Marriage: This is cute, but i think it should at least can trip. Also, note that all of these cards should have "enchant creature"
Fairy Wings: Flying aint that special. If you want an enchantment theme, you have to push enchantments. Auras are already card disadvantage waiting to happen, so you need to make them incredibly appealing for me to start filling my deck with them.
Call of Need: A very strange card. Why does this make a red knight? Also, enchantments don't tap, so i would suggest simply making this an upkeep or endstep trigger.
Truth Reveled: Seems really bad when white wants to be the enchantment deck.
Sun Ray Sword: Same as above, needs to be way stronger. Also, if you want to make enchantments a theme, it would help if you made them more varied.
Knight of the Puss Order: I like the first ability, what's up with the second ability?
Paladin of Fairy Light: "Equipment you control are also enchantments". Same effect, easier to understand. This comes off as incredibly pointless though since the second ability looks at any permanent rather than just enchantments, yes it works with other abilities blah blah but the point remains.
Gold Horn Unicorn: Doesn't really feel rare.
Sun Light: Is a bad Honor of the Pure. The flavor is ambiguous enough you're better off with a reprint here.
White: The main problem I see is that there's very little incentive to play with enchantments. Make the enchantments better and make the benefits i get from having things be enchanted better.
Deal of the Sea Witch: This is waaaaaaaaaay overpowered for a common. This is a rare at best, and would still probably need to be nerfed a bit.
Pixie Glamour: Copying creatures is something usually restricted to rare.
Moment to think: could cost U
Sprouting Wings: Again with the overcosted enchantments. Even with flash this is not three colored mana.
Dazzing Gleam: Having enchantments that do nothing is not a great idea, and this is not a blue effect.
Treasure Map: At the beginning of your draw step, draw a card.
Pixie Dragon: This is not a blue ability.
Azule Fairy: This should probably be until eot.
Wisdom Sage: Super OP even as a rare. Archivist costs 4.
Turn of the Tides: This can get real oppressive real fast.
Oceans Wrath: This is not mythic and not blue.
Blue: Blue suffers from the same power level problems as white does, but has very little going for it in the themes department. There's a lot of faerie stuff but no follow up (a tooooon of tokens but nothing that works with them). It kinda seems the only thing in the set is enchantment-matters cards. I think you should find a few more mechanic ideas to flesh the set out. ATM you have 0 keywords in white and blue, which is a bit of a problem.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
It's for flavor. Based on Puss in Boots who is able to defeat a ogre once it transformed, thus this card is whites answer to help deal with transforming cards.
"You can tell how dumb someone is by how they use Mary Sue"
Does white have something against transform cards? That might be something cool to explore (white has a tendency to be xenophobic, and transforming creatures are definitely not something it's comfortable with) but it doesn't show up other than on this one card.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Also its not white who hates transforming just trying to add a little anti-transform in the set and this was one way to do that.
Blacks is harder to plan then I thought so it will be a little longer. Add the two planewalkers in this set.
"You can tell how dumb someone is by how they use Mary Sue"
"You can tell how dumb someone is by how they use Mary Sue"
Fay of Fear + Venom Fay: Having two 1/1 double black fliers at common isn't that great of an idea. Also, isn't it Fae?
Moonlight: 5 mana for +1/+1?
Black Rose Thorns: This card isn't too bad, but black doesn't normally get untap stuff
Conjure Witch: Definitely not a common. This is repeatable removal. Even if it's only ever -1/-1 it would still be very annoying, but the potential for it to be more pushes it up in rarity.
Tune of the Piper: This is basically the same as Death Coon Fay.
Grim Knowledge: a rare maybe? Not sure, this seems like a pretty powerful effect, but you do need 7 mana for it to work, so maybe it's fine. Also this needs to be reworded to actually make sense. Do I cast both cards? do I choose? when can i cast the cards?
Triple black: You really shouldn't use triple colors a ton, especially on 3 rares and especially when 2 have very similar effects.
Curse of Thorns: not really black
God Father Death: The fact this only hits your creatures is a big turn off. Most people pay that much mana to give this effect to others, giving it to yourself for a very minimal effect doesn't seem like a good idea.
Dragon of the Princess Tower: While I like the flavor this doesn't seem in-color. Dragons are rarely black and black only gets creature steal in rare circumstances, though I suppose this might be one of those circumstances.
Thorn the Cursed: This is super powerful. This is super powerful repeatable removal on a beater.
Conclusion: I don't like the black cards as much as the other two. The power level seems all over the place, and there are a lot of super black cards without a ton of mono-black support as far as I can tell. There's a lot of good flavor, you just need to hone the cards a bit more.
I think it would help figuring out a theme for black. White cares about enchantments but also has the "enchanted or equipped" sub theme, I feel like black needs one of these.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Its meant to play with Thorn.
Changed one to 1B
Changed it to etb better?
In traditional fairy tales dragons are selfish creatures who live alone and horde treasure. This seems very black to me. Don't worry theres a few more dragons in red.
Like i said Black was very hard for me to figure out (I just realized also I don't play much black) so these are comments are helpful.
Fixed a few cards also gave a few creature more powerful as long as a player is cursed.
"You can tell how dumb someone is by how they use Mary Sue"
ETB on the witch is much better.
I guess i'm just used to demons being black's big fliers.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
"You can tell how dumb someone is by how they use Mary Sue"
"You can tell how dumb someone is by how they use Mary Sue"
"You can tell how dumb someone is by how they use Mary Sue"
Advice would be welcome.
"You can tell how dumb someone is by how they use Mary Sue"
Dwarf Substitute: This card is just awkward. Is there a reason this can't just fetch a mountain or something?
Spark of Mana: i know this is an enchantment set and all, but i still seems odd for red to get this sort of thing.
Fire Aura: See fighter's focus
Lightning speed: "Whenever a creature enters the battlefield under you control, it gains haste and "at the beginning of the next end step, return this creature to it's owner's hand" until end of turn."
This should not be a common.
Thunder clap: might be a bit strong even with the three enchantment restriction. Either way, this is probably not an uncommon.
Blaze Aura: You should really try to avoid repeating effects. You have two enchantments that do very similar things, +2/+1 and first strike, and +2/-1 and first strike. Pick one to keep then redesign the other.
Rose Fay: "When ~ enters the battlefield, it deals damage to target player equal to the number of enchantments you control and deals damage to target creature equal to the number of faeries you control."
Forge Knight: This is Dark ritual with a 1/1 attached...
Rose Seed-Panter: This is probably the 5th or 6th card that grants haste.
Inferno Aura: Ahh, so it was a vertical cycle? The frist two still seem too similar.
Knight of Justice's Wrath: "As long as ~ is enchanted it has double strike and damage that would be dealt by sources you control can't be prevented."
Angel of Lovers: red does not give hexproof and indestructibility, even for flavor
RED: Seems like you were grasping for inspiration on this one. Lost of repeated effects, a lot of stuff that isn't really red. The main thing here is that red's out of it's element. Red doesn't like enchantments, so it feels very awkward to have all of these red cards that care about them. Maybe try to find red something else to do. For instance, red in fairy tales is often overwhelming (and usually misguided) passion, so maybe you have lots of effects that force attacks. Plus, dragons don't show up nearly enough. Dragons are red through and through, even when they're doing things that red normally doesn't do (Slumbering Dragon is a defensive card, Hoarding Dragon tutors for artifacts, etc.) IMO dragons should stay in red no matter how black they feel flavorfully. Dragons in fairy tales don't really plot and scheme, they take things because they want to, there's no other reason. That to me feels more red since it's all about impulse and individual desire. Anyway, pushing dragons heavily in red could help give it more identity.
Life Maker: This seems really strong
Alphones Alpha: I don't think an anthem on wheels should cost 2.
Bear of the Woods: Green doesn't really get first strike. Also, this makes infinite 2/2s for G, which i think it a bit too strong.
GREEN: I didn't feel like there was a lot going on here. It seemed like a lot of just general green cards with some enchantment matters stuff thrown into the mix. It doesn't seem like each color has it's own identity, it just has general cards and enchantment matters cards. I think it would make the set a lot stronger if each color (or color combination) had more identity to it.
EDIT: As I was brainstorming a bit, I came up with something interesting. Right now you've got two groups I think are solid from a flavor perspective; RW Knights and BG Shaman (Witches). One idea I kept coming back to was "the evil queen," I felt like nobles could easily fit into black. Nobility is often about collecting and abusing power, and the flavor fits well. At the same time, there are also lots of "good" nobles, which sounds a lot like WB. From there a pattern of enemy colored groups was starting to emerge. GU could be focused on Faeries, since they're clever and mischievous (blue) but are also often connected to nature (green). For UR, you could go with wizards. Now you have 5 groups you can work with.
Now, I'm not saying you should make this a tribal set, but you can use these groups as guidelines. For instance, in Innistrad, spirits showed up most often in blue and white and humans appeared most in green and white, but both appeared in all colors. Flashback was in all colors but was focused more into blue and red. I think doing this sort of thing could help your set a lot. Maybe you can come up with a different iconic mechanic for each group.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Haha its funny that you bring this up I was looking to make a small tribal theme in this set of enemy colors so you just gave me a something I was looking for. As for the evil queen thats Vana The Vain.
Because its suppost to be a Substitute for the dwarf abliltiys that make you sac or bounce a land.
Forgot it taps also.
Haha and here I thought dragons showed up too much.
Also a typo its only creature spells they cast.
After looking at the set as i whole im thinking of redoing it.
"You can tell how dumb someone is by how they use Mary Sue"
Given the nature of the set there should probably be a whole host of "evil queens".
But why make a substitute when you could just make an actual land?
Doing the set over and over is a great way to polish and hone your ideas. You notice things you didn't notice the first time when you go back and re-do your work.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing