Ok I am working on a set with a few of my friends. We talked it over a bit and decided to do a ravnican type set but instead or 2 colored guilds we decided to go for 3 color guilds. We may not be the best designers in the world... but we want to make a set that we can fool around with and use in our decks and stuff.
So I would like a few things if people wanna give opinions.
1: Do you like the cards. I know that a lot of them are gonna be like ravnica ones, but thats because we are basing it off of ravnica, so don't say that its to much like a card from ravnica. If it's to much like a card from another block I would like to know though.
2: Is the card to powerful. We are using extended sets with this. We decided standard is to weird with ravnica already in it so extended mixes it up a little more.
And 3: Wording for the cards. I don't know the exact wording for everything. And if you could think of names for the cards that would help also. As I said, we don't know everything, so wording might be off a little, but we will try our bests to get it right. And names we don't care about yet. But if we see a good one, we will give credit
Other then that here are the 10 guilds and a little about them. Tell me if these are flavorful. I tried to use the guilds in Ravnica as a starting point and just go based off what the colors already did. So don't be cruel...
WBU- Tainted law makers. They are greedy and make laws that benefit them most. Will do anything to make others follow their laws, but prefer not to tangle up with other to much. Easily bribed, but the bribe has to be big enough. In general don't make evil laws, because they don't want rebellions to start, but they don't make laws that are for the good of the people.
WRU- Law Mages. Mages you uphold the law. Don't agree with them all, but try to follow them anyway. Not many laws are against them because they work with the law makers. Tend to do things there way, but make sure they get it done.
WGU- Druids. Peacekeepers and Oathkeepers. Tend to stick to nature, so are seen as loners often. Animals and plants are there friends, but are seen as healers and doctors also.
WGR- Outlanders. Protects the city from other outsiders. Don't like the confines of society or its law. Tend to be farmers or demolishers/constructors. Peaceful, but vengeful if made angry.
WBG- Religion. Help people pave a way to a better afterlife.... for a price of course. Nothing in life is free, not even death.
WBR- Rich people of society. Own important buisnesses, and have a lot of influence. Tend to create a lot of chaos, but use other people and their money to do so. Tend to be the most ambitious, end goals are usually total domination. Love to see the chaos they create.
GRU- One of the 2 mages guilds. Desires power over all else, but don't use it for control. It's more of a competition to them, whoever has the most power wins. Like explosions and destruction, but usually not wild destruction. Has some order to their chaos, they understand when things are going to far. Tend to use plants and herbs for experiments/components, so they don't underestimate the power of nature.
BRU- Secret society of mages. Not to open, but tend to flaunt their power. Love destruction, but don't use others to cause it, just further it. They do a lit of their own dirty work, but then don't do anything to watch the chaos unfold. Tend to do many small things that end up to a one huge thing.
BGU- Plant mages. Manufacture/Invent goods, but make sure they make money for it. Like to experiment on new things to see if they can make a good profit. Don't care about power as much, just the ability to make more money.
BRG- Chaos guild. Love chaos, so they don't live in the somewhat strict city. Tend to live off the land. Usually hunters. Chaos tends to cause a lot of problems. But is managed by the other guilds. Often hired as mercanaries, as long as their is enough combat they won't mess with the people who hired them.
Bounce lands- bassed off of ravnica karoos.
Shadow Alley Way
When ~ comes into play, return an untapped land to your hand.
~ comes into play tapped.
T: Choose either UR, UB, or RB. Add the chose colors to your mana pool.
Wording is off I know.
Same for the other 3, here are their names.
WUB- Lavish Council Room
URG- Inventing Halls
WGR- Lush Farmlands
I will edit my next post and try to get a lot of the cards in there. If anyone has any pictures I could use for the some of the cards that would be great. I will find a few myself though.
Edit*- Thanks for the help everyone, especially ZasZ234 and SoldierBoy.
I was gonna do oppositions, I was in charge of making the guilds as you can tell, but I didn't like how some of them were turning out in my mind. I found this easier... I like the flavor they all have, and to me it seems like it has mostly what a society needs, lawmakers, law enforcers, inventors, farmers, hunters, construction, dealing with dead, buisness, and others. I wanted it to be a workable society rather then just what the colors do.
Ok well here is some more info on the guilds and stuff. There are obviously a couple themes but here are some big ones. Obviously lands, common, uncommon, and rare. There will be a guild leader legend, a second in comand kind of thing, legend obviously, and a hero legend, which is a person that the guild can call apon when the guild is in trouble. And here is a guildhall. I know its not powered correctly, so any help to correct its power or its flavor would be great.
URB Hall (Sorry no name yet)
T: Add 1 to your mana pool. URB:T: Deal 1 damage to target creature, it can't be regenrated this turn. If it is put into the graveyard this turn, draw a card.
I will add the other 3 soon. I do have them mostly done, just wanna tweak them a little, thanks for any help.
Ok, I changed it. Anyone comment on the flavor of any of the cards or guilds though?? I would like to know. But here is the next guildhall.
URG Hall (No name)
T: Add to your mana pool.
:symu::symr::symg: T: Destroy target artifact with converted mana cost 2 or less, then choose one. Tap target creature with converted mana cost 2 or less.
I like it, and I had a tough time trying to find a good power level for it. I think this works but maybe it needs to be tweaked a bit, once again maybe change it to converted mana cost 1 or less. But it's weird tring to find a balance for 4 mana but is repeatable, even with a weird casting cost.
Ok, so here are the other 2 guildlands, and also I got one of the legendary artifacts. I am still thinking of how to do the rare lands so that will take a little bit, also here is a card idea that one of my friends gave me.
T: Add 1 to your mana pool WUB T: Target player discards a card. If he or she discards a land card this way, you gain 2 life. Play this ability only any time you could play a sorcery.
T: Add 1 to your mana pool WGR T: Put a 1/1 W farmer token into play with haste into play.
Book of Law 3
Legendary artifact 2U - Untap target creature or artifact. 2B - Target player discards a card. Play this ability any time you could play a sorcery. 2W - Tap target creature.
Farmers Harvest 1WG
Tap an untapped Plain: Plains tapped this way don't untap on their next untap step. At the beggining of your upkeep gain 2 life.
Ok, so thats what I have so far. Any help on flavor or power would be appreciated. Thanks.
Ok, here are a few things about what you said. For the RUG I didn't know if there was enough green flavor in there, but what you says works also.
For the WUB, is there any U flavor in that?? But yeah, I thought it was a little clunky... But yeah, forgot about the sorcery part, was gonna put it in there.
Ok, book of law I agree on a lot. But the untapping is a little weird, but I can buy it. I would prefer that the artifact not tap... but if it is to powerful I will have to make it tap, I might have to playtest it.
The WGR, I like, but would it make it a lot more powerful if they didn't die if they attack?? or is that a little to good??
Also how do you do the tap symbol... I can't figure it out...
As for Farmers Harvest... They didn't know if it should be green or white. Here is what they are trying to get at. Farmers only plant on fields, that being... only plains can tap. They don't untap next turn because the crops are growing. The crops grow at the beggining of your upkeep, so saprolings... unless there is something else I could use... and at the end of your next turn is when the food is harvested so gain life. I know its kinda strong... but how would I make it more balanced.
And whats templating exactly... We are trying to make cards that are new and interesting... but they seem to be getting overly complex... oh well, thanks for your help I wish someone else would respond though.
I agree with your concerns on the WUB land, as it seems to have lost the blue. However, I cannot think of a way to make it blue without overpowering it. it was a little wordy to begin with.
Farmer's Harvest has excellent flavor, but sometimes rules and flavor aren't a match made in Heaven.(For an example, check my thread earlier in the forum, as regards giant spitting cobras.) Zaz's wording is very clear.
I think Zaz's thoughts on the book are valid, though I would suggest the 2C no tap theory, and/or adding "or artifact" to the blue effect.
I'll help you out with the set. However, you'll need MSE and Custom Templates (12th post down) to view the cards I make as I use the aforementioned templates. For them to work, extract the files into your MSE data folder
Ok well for RWU um... in Ravnica, the upholders of law were RW... so I don't see much problem with that.
GUB well they experiment on plants, they turn them into mutants basically... they just don't do it to themselves... I didn't want all the blacks to seem completely evil...
RWG, they use nature a lot, but they just aren't really mages, more farmers or like a tribe, not recklss but not ordered.
WBR, they are law abiding themselves usually, they have other people break the laws. They don't have to do the work because they have the money and the power to make other people do it. I know it's not purely white or black, but its one of the best combinations I could come up with with those colors.
GWU is probably the one I had one of the hardest times, I like the idea of a more tainted law system. I used green as a bases here not white and blue, and decided it should do something with nature, seeing as the other 2 colors are its allies. Then I decided white as order and blue as knowledge, so it was a more orderly group, who liked to be knowledgable. I decided on druids because I thought it fit, I did WBU first, and I like I said I used a lot of Ravnicas ideas for the guilds, so BU was probably gonna get the lawmakers, I thought of all the colors and came down to this or B, and I wanted it to be different from Ravnica a bit also, so I decided that B should get it because it is different, greedy lawmakers makes for a lot of fun cards I think.
For BRG... well first I wanted to try to have 3 evil groups... one would be powerful, one would be virtually unkown, and the last would be... well chaotic. BRW fit for powerul in my eye... and I still think it fits. BRU fit for virtually unkown because the BU in Rav was the unkown one and it seemed to fit in my scheme. BRG fits chaos in a lot of different ways, first the fact that ravnica had 2 of the most chaotic guilds as RG and BR... and combining those makes this. The other is there is not many better combinations at pure chaos... as for Necros, I wanted a guild to deal with dead, and the 2 guilds in ravnica that had a lot of undead was... BW and BG... so I decided on BWG to be necromancers who respect life. They don't go out of their way to make more bodies to revive, they would happily bring the person back to life if they could... but they can't so this is what they do.
I hope that explains a little of the colors I choose and why. My friends agree on it, so I would prefer to leave it at that unless there is a very very important flavor reason to not have it like this. Thanks for offering to help though, can;t wait to see more input.
Ok here is one more for tonight. Its URB legendary artifact.
Dagger of Shalzer
:3mana::symu:: Return target creature to players hand with converted mana cost 2 or less.
:3mana::symr:: Deal 1 damage to target creature.
:3mana::symb:: Target player looses 1 life.
Sorry if thats not blacks ability but I think it is. I tried to make this more balanced. I was gonna let reds do it to a player also, but didn't know if that was to strong. Thanks again for the help.
WRU- I see them as you said a bit. But some don't fight while some do. It will be protective, with reflective spells. They are their to protect other people, but also to bring the people who break the law to justice. So they are a little of both.
WGR- They are kinda the commeners, but with a little more organization. They are kinda split about their ideals, but they all tend to prefer to not be confined to the citys rules. It's not that all like to build and destroy, just that they have an urge to destroy, but most control it, and some who can't control it as well tend to be the demolishers. This guild has some of the most clashing ideals, but they are in general to care free to care about them as much as other guilds would.
WBG- I kinda agree with that now... I really wanted to make a good necromancers guild... but its not very flavorful. I will have the deathcult, basically a religion that not evil, but greedy and will "help" get you a better after life... as long as you pay well.
WBR- It is organized chaos in the fact that they don't cause the chaos themselves. They spread it through other people and laugh as it spreads, knowing that they caused it with maybe some as small as giving some buisness advice to a small company to make it a rival to one of their rivals. Maybe not the best example, but its basically spitting in the other guys face. They will do whatever it takes to get there way, but tend not to get their hands dirty. Kinda like mafia bosses, where they have henchmen doing all the work as you said.
BUR- Well they have a lot going for them. Their goals are always first priority, but causing chaos tends to go along with their goals. Assinations, at least of important people, causes chaos, even if its not a lot. They tend to go after the big fish. Unlike the WBR, they do the work themselves, and don't have as many enemies in general, the whole guild is out to get one another though because its all, who is the best. Kinda like I kill the person above me, I move up. And unlike BRG they don't desire chaos above all things, they are more secretive, planning things out, taking their time. So they don't wanna cause chaos exactly, they just do because of their actions. Their goal is more control rather then chaos.
BRU- I was trying to make a few of the black guilds not completely self centered but it seems a lot of people think they are at least greedy. But ok, so they will be more, we make this for you, but you give us lots and lots of money for it. They make stuff not for the poor, more for the people that can afford it. They aren't like GRU where do it because we can. They wanna make a profit out of everything they do.
And to your comments on the artifact. I kinda liked the creature focus... seeing as its a dagger... but like you said, it might not be very useful. I will test it first, check to see if it is useful, I think it depends on the creatures the set has honestly. But if it doesn't work out right, I will let it do a nonland.
So yeah, only 2 of the guilds changed... I will update the first post with these changes. Thanks for the input guys, it seems like this might actually work out. Hope to see more people comenting to always good to see diferent opinions.
I like that, and the split mana looks very good. I like how that will work. Thanks for helping me out. I have a few more cards also and the mechanics for the 4 guilds so here we go.
Legendary Artifact 6:symu:: Draw a card. 6:symr:: Destroy target artifact, deal damage to target player equal to the artifacts converted mana cost. 6:symg:: Destroy target creature with flying.
Tools of origin
:2mana::symw:: Gain 2 life.
:2mana::symr:: Target creature gains Haste until end of turn.
:2mana::symg:: Put a basic land from your hand into play tapped.
Here are the mechanics. I tried to make them flavorful for the guild rather then the colors, because 3 color mechanics are kinda hard... so here is what I came up with.
WGR- Vengance :xmana:: When ~ takes damage, put a vengance counter on ~. When there are vengance counters on this: Ability.
This is because the guild is generally peaceful, but when angered they tend to be hard to stop.
URG- Power Surge :xmana:: In addition to playing ~ you may pay :xmana:. If you do, deal damage to target creature or player.
I like this because it gives versatility to the cards. Not to strong because its 1 mana for 1 damage. Useful for cards that have mediocre abilities late game as a way to get more damage on the board.
URB- Hide: If you didn't play this from you hand: Ability.
Not a very good name. I am thinking sneak attack would be better. But I feel this is very flavorful for the guild. They tend not to be wanted to be seen, so they jump out of nowhere and the surprise gives them an advantage.
WUB- Repeal :xmana:: Instead of playing ~, you may pay and remove ~ from the game. If you do counter target spell.
This one took me the longest. But I kinda like it. Obviously it won't be that cheap, but it turns some junk cards to useful cards late game. Most will have at least 5 mana cost all together, and probably more then that. I don't want this mechanic to be to good, thats what I am afraid of. This guild was definitly the hardest of the 4.
So... yeah any help or advice is great. If someone has any suggestion for guild names. I am not very good at names like that so I would apreciate it. Thanks for the help.
Ok, well I hope this works better... the mana is outrageous on power generator... but I don't think the other fit at 8... so maybe 7 is good. If it is still way to strong let me know.
I changed the other one to say it comes from the hand for land, I thought you were supposed to say that just wasn't positive and forgot to put it in when I was typing.
Vengance's wording is weird, but I don't know how to fix it.
For hide, tell me if this would work. I wanted it to work with morph in a way. Like when the card is flipped over the effect goes off. But I didn't want it to be like morph for the fact that there already is a morph. So I decided if its played from the graveyard or from the library, or flipped over. I have ideas for a few cards that flip over creatures, and can get flipped back over for a cost, but when they are flipped they can't do anything.
And for Repeal I already know that only blue gets counters, so all the cards with repeal will have at least U in their mana cost or repeal cost. I don't wanna diverge from the color pie.
Here is the guild leader for BWU, hope you like.
Senate of Veryth :1mana::symw::symu::symb:
Legendary Creature - Human Council
Whenever you play a :symw:, :symu:, or spell put a Law counter on ~.
:symb:: Remove 2 law counters. Target creature gets +1/-1 untill end of the turn.
:symw:: Remove 2 law counters. Choose a color, target creature gets protection of the color of your choice. until end of the turn.
:symu:: Remove 2 law counter. Draw a card.
Ok, I hope the wording is right, because I don't want you to get multiple counters from a multicolor card. Also I didn't know if it should tap or not. Or if the mana/counter cost is decent. I wanted it to be 4 toughness but I think it might be a little to strong if it is. Other then that how is it?? The names not done, its gonna be Senate of guild name... but I don't got the guild names yet... But I like it in general. Once again thanks for the help.
Sigh... no one likes to respond to my post... but oh well here is another card.
Amblin the Scribe :symw::symu::symb:
Legendary Creature - Human Beurocrat
Repeal 0: Instead of playing Amblin the Scribe, you may pay its mana cost plus 0 and remove Amblin the Scribe from the game. If you do counter target spell.
At the beggining of your upkeep draw a card.
Whenever Amblin the Scribe becomes tapped, discard a card.
I tried to find a decent drawback and I decided on that. I don't think he is overpowered, but what does everyone think. I wish more people would post in here... Oh well, I'll have a few more tonight.
Verry interesting set... I have a question, Are you thinking about how the mostly ally/ mostly enemy combinations differ? (WUGis an ally combination, 2/3 of the combinations are ally. WUB on the other hand, is an enemy combination because 2/3 are enemy)
Btw, just a suggestion, The guilds shouldn't be based around a creature type, or an action (like being tainted lawmakers), each guild should be based around a purpose, or an idea, and each card should work towards that purpose. That's what they did with Ravnica.
ex. Selesnya was not based on saprolings, or even making saprolings... Selesnya was about returning power to nature.
What do you mean thinking how they differ?? I know that a lot of the combinations are different. My job for now is just to come up with some of the core stuff. So I don't know about the cards that much, at least what my friends are gonna do with them.
For your other point it's a little hard to put an ideal in some of the guilds. I mean what would the lawmakers ideal be. To create peace... no because they care about themselves most. Maybe they are about craving power but not wanting to get into to many fights, so they have to balance it. I mean they all have their own goals, certain guilds are more obvious then others. I am probably going to update the first post tommorow with more info on the guilds.
Thanks for posting... my post isn't getting that much feedback from different people, I mean its great to have someone helping out, but I do like different opinions.
Ok I fixed it... but seriously, 7 mana to destroy one land is to good?? What if it was just a basic land or artifact... Oh well I changed it to what you suggested but the wording is probably off.
And cool, I wanted the guild leader to have at least 4 toughness. I thought the restriction was fine, because you have to play a couple spells before you can do any of his abilities. I just didn't know what his power/toughness should be for 4 mana because of the power of the card.
I added creature types I forgot to before... Also how many cards should this have... I was thinking about 240, gives us about 60 per guild. and then 180 for the 2 other sets... Suggestions??
I decided on a name for the WBU guild. Veryth the guild of law. Just random... I am not very good at names so... but here is the hero of Veryth.
Tonwar, Hero of Veryth :3mana::symw::symb::symu:
Legendary Creature - Human
When Tonwar comes into play return target creature to its owners hand.
Put +1/+1 counters on Tonwar equal to the creatures converted mana cost.
Remove 2 +1/+1 counters from Tonwar: Return target creature to its owners hand.
To good, not good enough?? What do you think. I know it might not be completely flavorful for the colors, but it fits the guild for me. Once again thanks for the help.
7 mana to destroy a land is an awesome activated ability, so on turn 7 they loose 1 land every turn after that. Great late game control. Think if it was like 4 or something, then that starts on turn 4 (turn 3 if there is green too) and then doubles on turn 8/7, If there are any lands left of course.
And when you make legends, you don't write their entire title in the text box, you use that once in the card name and then you just use it's first name.
Ok, thanks, so I am guessing that even 7 mana is to good to destroy lands... oh well, this is fine. It gets some damage done to the oponent also. I was gonna put down another card but my friend didn't have it done. So if I get it later tonight I will add it. Next what I am doing is the guild leader for URB's guild. And though I didn't mention it, but probably obvious the cards I have shown are rares except for the lands being bounce are commons and guildhalls are uncommon. Thanks for the help everyone
Ok, I will work on a few comons and uncommons. They will be focused on Veryth right now I think. I am currently adding the cards I have done to the magic card set editor. I have the first 4 guilds names... yeah they are not the best and really really random... but here they are.
I changed Tonwar... tell me what you think. Other then that I am done for today. Thanks for the help again.
I changed him again, but this might be a little to strong. Depends how many counters he gets, maybe have a tap cost with it?? But with him done thats 20 cards already woot. Well a lot were just the same exact things... but still thats a good amount of cards. Gonna get some commons and uncommons starting tommorow/today.