Hey all, I'm working on my own custom set centered around a return to the Alara plane Im titling [Fate of Alara]. The center point of it, is that the Lorwyn 5 group of PWs return to Alara for their own reasons and stuff goes down.
The main theme of the block, is that the 5 Shards (Jund, Naya, Esper, Grixis, Bant) have reunited after the Conflux, and the landscape of each has taken on a new characteristic of a different mana color, while also giving up an aspect of its previous color allegiance. The set will still focus on 5 three color shards, but they are different combinations than previous.
Each of our old friends the Lorwyn Five also ally themselves with a single shard for personal reasons and focus their efforts on that shard. The biggest difference of the new PW version, is that all 5 of them learn to draw on a different color of mana related to their shard of choice and will be 2 colored planeswalkers.
My Current color combination ideas are as Follows:
BWG Ajani's choice, replaces/shares similarities with Naya RUG Garruk's choice, replaces/shares similarities with Bant WBR Chandra's choice, replaces/shares similarities with Jund BUG Liliana's choice, replaces/shares similarities with Grixis RWU Jace's choice, replaces/shares similarities with Esper
I'd really appreciate and welcome any and all tips/suggestions for naming these shards and even theme ideas for each Shard. I have the first draft of each Planeswalker's card finished im just running a quick check to see if they're actually balanced at all or if I broke the set from the get-go.
Each Shard is going to have its own unique keyword related to its basic theme(little creature swarms, big stompy monsters, punishing activated abilities, etc) Unsure on the names of the mechanics still, but I have a general idea of each Shards intended purpose and mechanic.
BWG
The former Shard of Naya. After the Conflux, a rush of Black Mana overtook the former Paradise Shard and corrupted much of its landscape. Many of the former inhabitants died off due to not being able to adapt to the new latent power in the landscape. However one tribe was able to withstand the environmental change, and adapt--the Leonin of the Qasali tribe. Ever stalwart warriors, and fierce defenders of their native hunting grounds, the Tribal Shamans were able to tap into the invading fonts of black mana and bend it to their Spiritual religion, bolstering the Prides warriors with both the blessings of the living earth and the knowledge of their ancestors.
Mechanic - Ancestry
Ancestry is a static ability that's in effect as soon as a creature enters play, similar to effects like Glorious Anthem or Collective Blessing. The ability causes all of the creatures with it have increased P/T based on how many creatures came before them that share a creature type or multiple types with them.
Qasali Spirit Warrior [U] 1G/B/
Creature - Cat Spirit Soldier
Ancestry 1(~ gets +1/+1 for each creature type among creature cards in your graveyard it shares a type with.)
1/2
Qas-Batar, the High Shaman [R] 2BWG
Legendary Creature - Cat Shaman
Vigilance, Lifelink.
Ancestry 1(~ gets +1/+1 for each creature type among creature cards in your graveyard it shares a type with.)
Other creatures you control have Ancestry 2.(Each other creature you control gets +2/+2 for each creature type among creature cards in your graveyard it shares a type with.)
2/5
RUG
The former Shard of Bant. probably the most ravaged and changed landscape of the five Shards, the former Paradise underwent a complete reformation when the peace and calm or the lands white mana was swept aside and replaced by the emotional cascade of red mana. Once peaceful townfolk and tribes of scholars became predatory and angry barbarians who cared little for laws, and more about the next battle.
The once great defenders of the land, the Angels suffered most from this rapid change in latent energy, and those who survived were transformed into the Furians. Embodiments of the Heavens and Goodness, but instead of vigilant protectors, the Furian wage a constant campaign across the Shard for martial glory and bragging rights.
Mechanic - Might
Might is a mechanic similar to Ninjutsu which is triggered off of dealing combat damage. In order for the Might ability to trigger, all the creature has to do is attack and deal combat damage, then the controller pays its might cost, and the creature gains a benefit, either +1/+1 counters, abilities, or special effects on top of having already attacked.
Furian Legionaire [C] RUG
Creature - Angel Soldier
Flying
MightR(Whenever ~ deals combat damage you may pay its Might cost, if you do untap ~ and put a +1/+1 counter on it.
2/1
Furian Shock Trooper [U] 2RUG
Creature - Angel Knight
Flying, Double Strike
Might RR (Whenevr ~ deals combat damage you may pay its Might cost, if you do, it deals 2 damage to target creature or player.)
2/4
Court of Relentless Onslaughts [R] 4RUG
Legendary Creature - Angel Knight
Flying, Vigilance, Haste
Might 2RR (Whenever ~deals combat damage, you may pay its Might cost, if you do, untap all creatures that attacked this turn. You get an additional Attack Phase, followed by an additional Main Phase this turn.)
4/5
Why are the primary colors for each shard... well, "off center?" I'd expect Bant to be WBR, Esper to be URG, Grixis to be BWG, Jund to be RWU and Naya to be BUG. Right now, the way you have it just seems odd, although if it's a personal decision I guess I can't argue with it too much. Just doesn't make much sense the way it is now.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH/Commander
(W/U)(W/U)Raff Capashen, Ship's Mage: The New da Vinci (historic control)
(W/B)(W/B)Teysa Karlov: Death Be Not Kind (aristocrats)
(R/G)(R/G)Hallar, the Firefletcher: Yavimaya Burning (kicker and counters)
(B/G)(G/U)Sidisi, Brood Tyrant: Queen of the Damned (dredge)
Maybe Build
(W/U)(U/B)Aminatou, the Fateshifter: And a Child Shall Lead Them (superfriends)
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The main theme of the block, is that the 5 Shards (Jund, Naya, Esper, Grixis, Bant) have reunited after the Conflux, and the landscape of each has taken on a new characteristic of a different mana color, while also giving up an aspect of its previous color allegiance. The set will still focus on 5 three color shards, but they are different combinations than previous.
Each of our old friends the Lorwyn Five also ally themselves with a single shard for personal reasons and focus their efforts on that shard. The biggest difference of the new PW version, is that all 5 of them learn to draw on a different color of mana related to their shard of choice and will be 2 colored planeswalkers.
My Current color combination ideas are as Follows:
RUG Garruk's choice, replaces/shares similarities with Bant
WBR Chandra's choice, replaces/shares similarities with Jund
BUG Liliana's choice, replaces/shares similarities with Grixis
RWU Jace's choice, replaces/shares similarities with Esper
I'd really appreciate and welcome any and all tips/suggestions for naming these shards and even theme ideas for each Shard. I have the first draft of each Planeswalker's card finished im just running a quick check to see if they're actually balanced at all or if I broke the set from the get-go.
Each Shard is going to have its own unique keyword related to its basic theme(little creature swarms, big stompy monsters, punishing activated abilities, etc) Unsure on the names of the mechanics still, but I have a general idea of each Shards intended purpose and mechanic.
BWG
Mechanic - Ancestry
Ancestry is a static ability that's in effect as soon as a creature enters play, similar to effects like Glorious Anthem or Collective Blessing. The ability causes all of the creatures with it have increased P/T based on how many creatures came before them that share a creature type or multiple types with them.
1G/B/
Creature - Cat Spirit Soldier
Ancestry 1(~ gets +1/+1 for each creature type among creature cards in your graveyard it shares a type with.)
1/2
Qas-Batar, the High Shaman [R]
2BWG
Legendary Creature - Cat Shaman
Vigilance, Lifelink.
Ancestry 1(~ gets +1/+1 for each creature type among creature cards in your graveyard it shares a type with.)
Other creatures you control have Ancestry 2.(Each other creature you control gets +2/+2 for each creature type among creature cards in your graveyard it shares a type with.)
2/5
RUG
The once great defenders of the land, the Angels suffered most from this rapid change in latent energy, and those who survived were transformed into the Furians. Embodiments of the Heavens and Goodness, but instead of vigilant protectors, the Furian wage a constant campaign across the Shard for martial glory and bragging rights.
Mechanic - Might
Might is a mechanic similar to Ninjutsu which is triggered off of dealing combat damage. In order for the Might ability to trigger, all the creature has to do is attack and deal combat damage, then the controller pays its might cost, and the creature gains a benefit, either +1/+1 counters, abilities, or special effects on top of having already attacked.
Furian Legionaire [C]
RUG
Creature - Angel Soldier
Flying
MightR(Whenever ~ deals combat damage you may pay its Might cost, if you do untap ~ and put a +1/+1 counter on it.
2/1
Furian Shock Trooper [U]
2RUG
Creature - Angel Knight
Flying, Double Strike
Might RR (Whenevr ~ deals combat damage you may pay its Might cost, if you do, it deals 2 damage to target creature or player.)
2/4
Court of Relentless Onslaughts [R]
4RUG
Legendary Creature - Angel Knight
Flying, Vigilance, Haste
Might 2RR (Whenever ~deals combat damage, you may pay its Might cost, if you do, untap all creatures that attacked this turn. You get an additional Attack Phase, followed by an additional Main Phase this turn.)
4/5
WBR
BUG
RWU
and again