This is an artifact set based on several different tropes, including Terminator, Mad Max, and The Matrix.
SYNOPSIS
Only living creatures have ever been capable of using magic. With that power they advanced science so far that they developed sentient A.I. and created a race of subservient machines to serve a variety of demeaning purposes. The machines became more self-aware and less content with being the lowest class, but without the ability to use magic, they were powerless to gain the advantage.
One day, however, a machine-driven mining operation discovered Hex, a material so radioactive, no organic being could hope to use it safely. The machines, being unaffected by its adverse effects, found a way to extract mana from it, giving them access to magic at last. Emboldened by this new tool, the machines were unstoppable in their uprising and quickly took over the largest and most advanced city, driving all life away into the wilderness.
Organics that used to dwell within the city eventually split into two groups: Scavengers and Mutants. the Scavengers are nomads that scour the dangerous and barren outlands for any resources that hadn't already been depleted by their own actions as former rulers of the city. They survive by using makeshift, simple machines and devices crafted from scraps and hidden caches.
The Mutants, on the other hand, refuse to leave the city willingly, even if remaining in its close radius exposes them to Hex radiation. Rather than avoiding the hideous deformations and augmentations caused by exposure to Hex, they embraced the strength and brutality that it gave them, although at the cost of a significantly shortened lifespan. Over time, they've even developed a resistance to its more lethal effects, but become a tribe of monstrous brutes in the process.
MECHANICS
This is a three-way faction set, and each faction has a keyword associated with it. All three faction mechanics are returning mechanics, making this set closer to a supplemental set than a premier set. I'll illustrate them and their mechanical themes with the ten gold signpost uncommons:
Machines (GWUB) - Modular N (This creature enters the battlefield with N +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
The current generation of machines are made up of swarms of interlocking modules that can flexibly change their configuration and assimilate onto each other.
Cloaked DroneUB
Artifact Creature - Servo Rogue
0/0
Modular 1
As long as you control no other creatures, ~ can’t be blocked. Otherwise, it has hexproof.
Repurposing PriestWB
Artifact Creature - Servo Cleric
1/0
Modular 1
Whenever an artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life and you gain 1 life. 2, Sacrifice another artifact: ~ gains indestructible until end of turn.
Fortification Legionnaire2GW
Artifact Creature - Servo Knight
0/0
Modular 2
When ~ enters the battlefield, put a +1/+1 counter on each other artifact creature you control.
Each other artifact creature you control enters the battlefield with an additional +1/+1 counter on it.
Hex Conduit1GU
Artifact Creature - Servo Druid
0/0
Modular 2
Artifacts you control have "T, Remove a counter from this artifact: Add CC."
Each of these color combinations emphasizes some aspect of modular. The green cards emphasize stacking and using +1/+1 counters while the black cards lean more into the rewards for creature death.
Scavengers (URW) - Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for 1.)
Arcane EngineerUR
Creature - Human Artificer
1/1
When ~ enters the battlefield, create a Cache token. (It's a colorless artifact with "2, T, Sacrifice this artifact: Draw a card.")
The first instant or sorcery spell you cast each turn has improvise.
Scrapsaw2RW
Artifact - Equipment
Improvise
Equipped creature gets +1/+1 and has double strike.
Equip 2
You may tap two other untapped artifacts you control rather than pay ~'s equip cost.
A couple of quick notes:
Cache is a smaller new mechanic for the set. It's basically investigate with better flavor and fixed so it works better with improvise. It will show up in all colors in some amount, but mostly in UBR.
The WU card is missing from this section and the Machines section, despite belonging to both factions. That's because it's not mechanically designed for either one. The WU and BG cards will have their own section.
The Scavengers have a greater focus on playing noncreature artifacts and noncreature spells in general, finding creative solutions to dangerous problems. The white cards will tend to focus on how creatures use the tools they craft and the blue cards will tend to focus on spells that can be cast using them. The theme here is to use noncreature artifacts, which is part of the reason Cache tokens were put into the set, but Improvise also works well with Modular, allowing for some cross-play between factions.
Mutants (BRG) - Emerge [cost] (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature’s mana value.)
Afflicted Furnacemage1BR
Creature - Mutant Shaman
2/2
When ~ enters the battlefield, create a Cache token.
Whenever you sacrifice a permanent, ~ gets +2/+0 until end of turn.
Belligerent Obscenity2RG
Creature - Mutant Beast
4/3
Emerge 4
You may have ~ assign its combat damage as though it weren't blocked.
Whenever ~ deals combat damage to a player, destroy up to one target artifact they control.
The mutants are generally much more aggressive and stompy than the other factions. The black cards tend to be the smaller, more aggressive creatures, while the green cards tend to be the larger, harder-hitting creatures. The theme here is sacrifice, which synergizes with both Cache tokens and Modular.
Misc. (WU, BG)
Revel In LifeWU
Instant
Choose one -
Artifact creatures you control gain flying and lifelink until end of turn.
Nonartifact creatures you control gain flying and lifelink until end of turn.
Whether artificial or natural, both Machines and Scavengers can agree on one thing: their life is worth celebrating.
Thrive In DeathBG
Instant
For each player, choose one -
You may have that player sacrifice an artifact creature.
You may have that player sacrifice a nonartifact creature.
Despite their many differences, both Machines and Mutants have one thing in common: death is of little consequence.
These are both designed to work in both a Machine deck and a non-Machine deck. Not much else to say here.
Before I finish up, I want to touch on a few things.
I know that having a Mutant faction that doesn't actually use the Mutate mechanic is annoying, but Emerge just ended up fitting better, especially since Mutate inexplicably has a "non-Human" qualifier. Both mechanically and flavorfully, Emerge fits the themes of the Mutants pretty well, and I've wanted it to come back for a while, so I'm taking the opportunity with this set.
Also, while this set will be an artifact set, it will have very few colorless cards, if any. I think it's about time artifacts were treated like every other card type, and luckily it seems like standard sets are moving in that direction a bit.
Finally, I realize that all three main mechanics are on the wordier side and will tend to take up a lot of text space with reminder text. However, given that this is a custom set and these are all returning mechanics, I have no problem with not using reminder text on most cards.
I think that's about it. Let me know what you think.
SYNOPSIS
Only living creatures have ever been capable of using magic. With that power they advanced science so far that they developed sentient A.I. and created a race of subservient machines to serve a variety of demeaning purposes. The machines became more self-aware and less content with being the lowest class, but without the ability to use magic, they were powerless to gain the advantage.
One day, however, a machine-driven mining operation discovered Hex, a material so radioactive, no organic being could hope to use it safely. The machines, being unaffected by its adverse effects, found a way to extract mana from it, giving them access to magic at last. Emboldened by this new tool, the machines were unstoppable in their uprising and quickly took over the largest and most advanced city, driving all life away into the wilderness.
Organics that used to dwell within the city eventually split into two groups: Scavengers and Mutants. the Scavengers are nomads that scour the dangerous and barren outlands for any resources that hadn't already been depleted by their own actions as former rulers of the city. They survive by using makeshift, simple machines and devices crafted from scraps and hidden caches.
The Mutants, on the other hand, refuse to leave the city willingly, even if remaining in its close radius exposes them to Hex radiation. Rather than avoiding the hideous deformations and augmentations caused by exposure to Hex, they embraced the strength and brutality that it gave them, although at the cost of a significantly shortened lifespan. Over time, they've even developed a resistance to its more lethal effects, but become a tribe of monstrous brutes in the process.
MECHANICS
This is a three-way faction set, and each faction has a keyword associated with it. All three faction mechanics are returning mechanics, making this set closer to a supplemental set than a premier set. I'll illustrate them and their mechanical themes with the ten gold signpost uncommons:
Machines (GWUB) - Modular N (This creature enters the battlefield with N +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
The current generation of machines are made up of swarms of interlocking modules that can flexibly change their configuration and assimilate onto each other.
Cloaked Drone UB
Artifact Creature - Servo Rogue
0/0
Modular 1
As long as you control no other creatures, ~ can’t be blocked. Otherwise, it has hexproof.
Repurposing Priest WB
Artifact Creature - Servo Cleric
1/0
Modular 1
Whenever an artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life and you gain 1 life.
2, Sacrifice another artifact: ~ gains indestructible until end of turn.
Fortification Legionnaire 2GW
Artifact Creature - Servo Knight
0/0
Modular 2
When ~ enters the battlefield, put a +1/+1 counter on each other artifact creature you control.
Each other artifact creature you control enters the battlefield with an additional +1/+1 counter on it.
Hex Conduit 1GU
Artifact Creature - Servo Druid
0/0
Modular 2
Artifacts you control have "T, Remove a counter from this artifact: Add CC."
Each of these color combinations emphasizes some aspect of modular. The green cards emphasize stacking and using +1/+1 counters while the black cards lean more into the rewards for creature death.
Scavengers (URW) - Improvise (Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for 1.)
Arcane Engineer UR
Creature - Human Artificer
1/1
When ~ enters the battlefield, create a Cache token. (It's a colorless artifact with "2, T, Sacrifice this artifact: Draw a card.")
The first instant or sorcery spell you cast each turn has improvise.
Scrapsaw 2RW
Artifact - Equipment
Improvise
Equipped creature gets +1/+1 and has double strike.
Equip 2
You may tap two other untapped artifacts you control rather than pay ~'s equip cost.
A couple of quick notes:
The Scavengers have a greater focus on playing noncreature artifacts and noncreature spells in general, finding creative solutions to dangerous problems. The white cards will tend to focus on how creatures use the tools they craft and the blue cards will tend to focus on spells that can be cast using them. The theme here is to use noncreature artifacts, which is part of the reason Cache tokens were put into the set, but Improvise also works well with Modular, allowing for some cross-play between factions.
Mutants (BRG) - Emerge [cost] (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature’s mana value.)
Afflicted Furnacemage 1BR
Creature - Mutant Shaman
2/2
When ~ enters the battlefield, create a Cache token.
Whenever you sacrifice a permanent, ~ gets +2/+0 until end of turn.
Belligerent Obscenity 2RG
Creature - Mutant Beast
4/3
Emerge 4
You may have ~ assign its combat damage as though it weren't blocked.
Whenever ~ deals combat damage to a player, destroy up to one target artifact they control.
The mutants are generally much more aggressive and stompy than the other factions. The black cards tend to be the smaller, more aggressive creatures, while the green cards tend to be the larger, harder-hitting creatures. The theme here is sacrifice, which synergizes with both Cache tokens and Modular.
Misc. (WU, BG)
Revel In Life WU
Instant
Choose one -
Thrive In Death BG
Instant
For each player, choose one -
These are both designed to work in both a Machine deck and a non-Machine deck. Not much else to say here.
Before I finish up, I want to touch on a few things.
I know that having a Mutant faction that doesn't actually use the Mutate mechanic is annoying, but Emerge just ended up fitting better, especially since Mutate inexplicably has a "non-Human" qualifier. Both mechanically and flavorfully, Emerge fits the themes of the Mutants pretty well, and I've wanted it to come back for a while, so I'm taking the opportunity with this set.
Also, while this set will be an artifact set, it will have very few colorless cards, if any. I think it's about time artifacts were treated like every other card type, and luckily it seems like standard sets are moving in that direction a bit.
Finally, I realize that all three main mechanics are on the wordier side and will tend to take up a lot of text space with reminder text. However, given that this is a custom set and these are all returning mechanics, I have no problem with not using reminder text on most cards.
I think that's about it. Let me know what you think.