0/? White —
0/? Green —
0/? Black —
0/? Red —
0/? Blue —
Rares — 0 of ?
0/? White —
0/? Green —
0/? Black —
0/? Red —
0/? Blue —
Mythos is a fork in Magic design. It is a project based on WotC's previous 20+ years of design and development work for Magic: The Gathering, but the goal is to create an independent and distinct branch of the game. In other words, it is a schism.
I am not so much nailing my theses to the door of Magic R&D as I am seeking to engender a speciation event. The game, as produced by Wizards R&D is certainly not bad, nor do I believe it is in short- or medium-term danger of dying. But, I am no longer as happy with the status quo as I once was. I believe that mainstream Magic's design soil seems less rich every year, and I do believe that radical adaptation is vital for the game's long-term health. But, this isn't New Magic. This isn't Magic 2.0. It is a proto-cetacean dipping its paws into the water and dreaming of the day it might swim, while its brother continues to walk the land.
Mythos is the first of what I hope to be many custom sets. It is the fork's Alpha Edition. It is an effort to implement a number of design and development ideas that I think are good, but which can't really be implemented in Magic as it otherwise exists as a commercial product in the 21st century. The innovation here is not meant to be a one-and-done event. I hope that future sets beyond Mythos will attempt even more radical departures.
Two of the big ideas being explored in Mythos are Another Color Wheel and Bottom-Tier Magic. What that means for Mythos, specifically, is that the order of colors on the wheel is WGBRU, and that the power-level is low, as compared to mainstream Magic. These two concepts alone are probably enough for this set, but I plan for future sets to explore some even weirder ideas.
With those things in mind, I hope you enjoy perusing this set, and thinking about its concepts.
I address the color wheel change extensively in the ACW thread.
I haven't really addressed the "why?" of Bottom-Tier Magic, but in a nutshell: to create breathing room for some development decisions that couldn't be made in mainstream Magic.
I am not so much nailing my theses to the door of Magic R&D as I am seeking to engender a speciation event. The game, as produced by Wizards R&D is certainly not bad, nor do I believe it is in short- or medium-term danger of dying. But, I am no longer as happy with the status quo as I once was. I believe that mainstream Magic's design soil seems less rich every year, and I do believe that radical adaptation is vital for the game's long-term health. But, this isn't New Magic. This isn't Magic 2.0. It is a proto-cetacean dipping its paws into the water and dreaming of the day it might swim, while its brother continues to walk the land.
Mythos is the first of what I hope to be many custom sets. It is the fork's Alpha Edition. It is an effort to implement a number of design and development ideas that I think are good, but which can't really be implemented in Magic as it otherwise exists as a commercial product in the 21st century. The innovation here is not meant to be a one-and-done event. I hope that future sets beyond Mythos will attempt even more radical departures.
Two of the big ideas being explored in Mythos are Another Color Wheel and Bottom-Tier Magic. What that means for Mythos, specifically, is that the order of colors on the wheel is WGBRU, and that the power-level is low, as compared to mainstream Magic. These two concepts alone are probably enough for this set, but I plan for future sets to explore some even weirder ideas.
With those things in mind, I hope you enjoy perusing this set, and thinking about its concepts.
What does this mean? You only get more and more cryptic as time passes.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Long story short, I'm beginning the process of redesigning my custom sets for ACW, and Mythos is my Alpha set.
So does this mean that all your custom sets are going to be based off not-actual-Magic design principles now? That's a shame.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
As I continue, the differences will probably get more noticeable, but hopefully my reasons will be clear. I address the color wheel change extensively in the ACW thread.
I haven't really addressed the "why?" of Bottom-Tier Magic, but in a nutshell: to create breathing room for some development decisions that couldn't be made in mainstream Magic.