Polychromia is a project that is focused intently and solely on the addition of new colors into the magic the gathering universe. The scope of this project is a unique one that will be taking a look at past sets, and some original custom sets. For example each set will have a "Color Injection" set, not meant to be played in limited format. But instead to act as a window into how that color would have existed within an already existing set. For example how the color Pink would appear inside of New Phyrexia, or Ravnica. There would also be an initial set for every five colors. Each color would be initially setup in a similar format to the original five, in that there would exist a new color pie containing solely those five colors.
PLOEK(Purple, Yellow, Orange, Brown, Pink)
Now that part is done, let us move onto my perception of each color and its identity. We will start with the PLOEK set of colors, as they currently are the most fleshed out. As such they would be the prime example to use for such a posting initially.
How does the caverns provide mana?
Purple mana is a mind affecting mana, it breeds in the darkest depths of the caverns and slowly bellows from it. This flow of mana creeps along through the dark crevices. Some areas trap this mana, and it concentrates into a purer form which are crystals. These crystals draw people to them, and those whom encounter them are infused with the same mana dwelling among the depths. While purple mana is physically solid, tangible, and easily manipulated. It corrupts your mind, as it pulls you away from the light, and therefore beyond the reach of reason.
How does Purple see the world?
Purples view of the world is a scary one. This is derived from the fact that many other colors unjustly detest, or attack Purple for its secrecy. This has significantly jaded the viewpoint of Purple into seeing the world as a place out of control. Where opinions often ignore facts, that or facts are used incorrectly to skew opinion. With such a despicable environment, Purple had no choice but to fear for its life. As it views itself as the one truth, that ones self should be kept hidden. It is sad that Purple must cloister itself away from the other colors. But as far as Purple is concerned its for the better, the less the colors truly know of Purple and about its abilities the better it is for it. In Purples eyes the world views it either as a boogey man whom prowls at night, or to a select few the keeper of hidden knowledge. Purple is afraid of either of those appearing untrue, so it sadly at least in part plays that role to necessitate fear from other colors.
What does Purple care about? What is Purples end goal
Purple strangely enough cares about politics, and government quite a lot. This is likely because it feels the healthiest way for it to survive is as a ruling form of shadow government. Playing puppeteer over the actual one in place, in a sense mocking peoples securities. But such a role and reasoning for this is all in the name of its own safety. It likes to pray on peoples concerns, and allow them to create a false reality for themselves. In this sense they promote terrorism and mass hysteria, but at the same time only want people to accept the truth. Which is that Purple at its core wants to be left alone, to do what needs to be done for the betterment of all. Which more often than not requires it to do the worst, which perpetuates this negative self image. This way people do not get too close to Purples truth, and feel victimized instead of realizing it may all just be a backlash from Purple.
In its final end game, Purple would play puppet master to the rules. Creating an environment where it could control and live reclusively, and give orders remotely. Allowing itself to fall into obscurity and never be bothered again by the misguided morals, or shallow opinions of other colors. At its core it is an isolationist, and wants to be left alone to do as it does without fear of judgement from others. Purple likes to be alone, and does its best work while alone. It is stealthy, quiet, light footed, and trying to maintain its distance from anything it deems dangerous. While Purple thrives in the darkness of the caverns, it feels threatened by the criticisms of the world above. Purple wants to control, but does not want the responsibility of being in charge of others. More so that it wants to create an environment that promotes its own safety, and produce fear in those attempting to challenge it head on.
What means does Purple use to achieve these ends?
Simple it would use rogue like tactics in various forms. Sometimes this can be stealthily striking a foe while they are down, stabbing them in the back, or setting up traps. Another favored method is the many mind games it is capable of playing. Manipulating the memories of foes into forgetting they had ever seen or met Purple. That or controlling the mind of an unwilling person into temporary servitude. Sadly it has many times also had to resort to thievery of resources, or artifacts to substantiate itself. Finally it will choose to disguise itself to create hesitation and provide false guidance. It creates false environments for itself to appear larger, or more threatening when in reality it is not.
What does Purple despise? What negatively drives Purple
Purple cannot stand the idea that morality is a line that one can stand on the right or wrong side of. In this respect, it can sometimes do what some would consider unsavory things. Another of its least liked threats, are exactly that anything it perceives as a threat. If Purple cannot run away from it, it will lay traps to hinder it to give it better odds. If the traps turn out to fail it will sacrifice its friends, but never itself. Purple is negatively driven by fear, and it is this fear that will push it out of its comfort zone. Purple normally will leave those around it alone, however get to close and it will strike. Much like a snake shaking its rattle to warn you not to proceed. Sadly panic sets in much quicker than reason, and for this it loses its composure easily.
What does Purple like and dislike among its allies?
Pink- Purple feels safe with Pink, because Pink promotes safety and tolerance. As such Purple feels the Pink understands that Purple is antisocial and does not always want to be the center of attention. Pink creates an environment that it and Purple can coexist equally and both voices be heard. However it dislikes that Pink can sometimes be pushy with its values, and that it sometimes invites danger. Ironically Purple both loves and hates the gullibility of Pink, for it creates both advantageous and disadvantageous situations for the both of them.
Yellow- In Yellow, Purple finds something it lacks within itself. Purple sees Yellow as the champion who can conquer fear, by simply willing it to be so. Reality is just a whimsical game to Yellow, and Purple wishes it had that quality. For Purple knows its fault is that it is uptight, and has difficulty relaxing or easing up even when that may be necessary. But in this Purple sees that Yellow also tends to neglect itself in the process. Which Purple has difficulty understanding how anyone could be so foolish as to prevent their own sustainability.
What does Purple hate and envy among its enemies?
Brown- Purple simply put, is terrified of brown and everything it represents. For in Brown, Purple sees an adversary that it cannot sneak up one. An enemy it cannot impersonate and integrate into with easy. It sees a hive minded beast whose very functions, it cannot manipulate in part without the remainder of the whole knowing. Interestingly it envies all of these qualities, yet equally dreads every encounter with Brown. For Browns ability to adapt as situations change, and transform entirely creates an air of uncertainty in any of Purples plans.
Orange- Philosophy is something Purple has little time for, as it spends a lot of time obsessing over the now. Where as Orange spends too much time thinking about the future, and the past. Orange is able to greatly outlive Purples most well thought out plans. If Purples plans do come to fruition, Orange has already planned for it. Orange is playing a game it has played many times, and Purple can easily outmaneuver Orange. But somehow Oranges patience allows it a certain level of clarity, and certainty in any course of action it or others take.
What is Purples biggest strength, and greatest weakness?
Purples biggest strength is its ability to exploit its opponents mind, and create situations where they may hesitate. That or it forces their opponents to live in the now, without ever truly having time to think about the how. Its greatest weakness is that it cannot face problems head on. Its phobias will always get the better of it, and put it into situations where it cannot excel. These issues are deep rooted, and often become apparent as they are forced to replan any given strategy they previously thought impervious to failure.
How does Purple display itself mechanically?
Purple has its own unique way of becoming other permanents, and nonpermanents as well. For example a creature that gains hexproof or shroud as long as another creature has said ability. That or having toughness equal to the highest toughness among creatures on the battlefield. A few even become full blown copies of creatures, unless targeted by a spell or ability.
Controlling Player Actions
Purple can uniquely pilot the actions of other players in limited extents. An echantment that enchants the player, and the first spell they cast that targets Purple may choose the target instead. That or one allowing them to choose the first spell that player casts in a turn. It likes everyone else to feel like they are in control, when in really Purple is in charge. The illusion of control is the cruelest joke after all.
Purple has both permanents and nonpermanents that may be played face down, and then flipped up later. Think something like a trap, which they may carefully spring when needed. An instant that gains control of a creature entering the battlefield, facedown as a 1/1. Use it as you need it to be used, until the perfect moment.
Purple is very focused on mental manipulation, as such it only draws when it can "syphon" memories. In short an opponent discards, then you draw that many cards. On occasion however they will also be capable of stealing a drawn card. For example an instant you can cast anytime a foe draws, instead they draw nothing and you draw.
Purple sadly cannot destroy anything necessarily outright, instead opting to "steal" control of troublesome things. For example it does not inherently believe anything in its way deserves to die, instead that it should serve the purpose of Purple.
Purple likes to avoid conflict, and the best way is to prevent it altogether. It likes foes to have as few options as possible. It will do this either by discarding cards, or forcing them to return them to the library. These can be at random, or by Purples choice. It can also to some degree prevent spells of certain kinds from being cast from the players hands.
Purple pulls out all the stops on avoidance, using a multitude of means to accomplish this. It can utilize stealth, flying, shroud, or similar mechanics to avoid. In such cases where it needs to it can have effects that avoid activating trigger effects, or even different types of walking through lands.
Although particularly rare, and weak among Purple. It has limited access to psionic direct damage effects that deal say two damage to target player, and one damage to itself. That or four damage to target creature, then three damage to a creature they control. These would almost always be rares when they occur.
When faced with any negative circumstance particularly those that target Purple as a player. It has various tools allowing it to redirect it to another player instead. That or ways of granting others a boon to prevent them from attacking them, or choosing them as a target.
What creatures & tribes are Purple aligned and why?
The Dokkalfar are dark elves put in simple terms. They worship secrecy and often only work to maintain this. However if they feel others are getting to close they will redirect them. When they can no longer redirect, or hide they will strike without mercy.
The Deepspawn are difficult to detect humanoids with nearly translucent skin. Some with a hue are almost albinos by some standards. They communicate with bioluminescence and produce mind altering tones that confuse those around them.
Gnomes are not as you may think, or they may be exactly as you think. They are mischevious and tend to steal magic from others, particularly enchantments. While at others there are times when they just simply hiding and watching quietly with no harm intended.
Noggles are an eager species of ugly donkey faced theives. Often stealing artifacts for personal safety. They would rather steal and trade to the more powerful for safety. As to use it themselves would often make them a target of the more powerful.
The Krystigian are a group of creatures who over many years within the caverns have crystalized. This has caused them to react strangely with spells, often requiring those to expend more energy than may be worth while. While at the same time empowering spells cast on them at times for the eldest.
Now Eyes reside within the caverns to avoid being looked at. As more often than not they strike fear in those whom view their visage. They are unblinking and eerily seem to defy reality, confusing those whom view it. It can also incite feelings of fear, rage, and varying forms of hysteria.
An obvious entry is the beloved bat, though those within the caves vary greatly. They have ultrasonic signals that are used to modify thoughts of enemies. They often syphon thoughts or memories and return to the depths of the caverns to feed on them.
Centipedes are skittering across the depths of cave floors and strike with venom. They weaken first, then force further striking. They often rapidly degrade foes, then strike terror in those forced to face it once again. Among the scariest of denizens within the cavernous depths below us.
The slimy foe that strikes from the stagnant pools on cave floors, the Salamander. Often they assimilate effortlessly into mucky, watery, or mossy cave floors. Allowing them to strike before one realizes danger is even present, or before they can ready a weapon.
How does the desert provide mana?
Yellow mages pull illusory, and reality bending magic from the Deserts. This yellow mana can be anything, yet ultimately itself is nothing. For deserts sand move, drift, and endlessly cycle among itelf. The mana itself which the desert provides is loose, and not very concentrated. Causing it to exist in a constantly moving or altering state itself. Meaning spells cast using it are limited entirely by how much is remaining in the current area. The larger the area, the more tangible the effects of its spells.
How does Yellow see the world?
The world is at its best when it is a blank canvas, when someone wants to build a house they look for a clear plot of land that is flat. This is Yellow in a nut shell, they are driven by boredom and prefer action over inaction. Yellow wants to constantly be moving and doing something, they believe inaction is to not exist. They question and challenge the notion that reality exists. Yellow sees the world as something to manipulate, interpret, or whisk away for something more interesting. They dislike the notion that anything, whether it be a concept, person, culture, or object can be static. As such they want everything to be living, alive, moving and flowing with energy. The world is filled with things one can either make more interesting, or see qualities of yourself within.
What does Yellow care about? What is Yellows end goal
Yellow cares about motion, innovation, and the absence of stillness or stagnation. Just as every grain of sand in the desert moves with the wind, so do the thoughts of Yellow. Yellow cares most about what it can do to make the world different, regardless of whether it is an improvement or downgrade. Sometimes Yellow leaves half finished projects abandoned only to be swallowed up by the sands and move onto the next big idea. Only to uncover what was once lost and resume it. Yellow in as few words as possible cares more about doing something, than finishing it or seeing it through. Its the prospect of doing it, not finishing it that excites Yellow.
Yellows end game sadly has no end in site, eventually it would like for its impact to be felt everywhere. However this realistically would mean many half finsihed, or partially buried creations. The few that do make it to fruition are just fever dreams, and illusory components made to physically manifest. In the end Yellow seeks to eliminate boredom, it wants to continue moving onto more interesting or more engaging things. As nothing in particular will hold Yellows interest for long. So short answer is Yellow has no clear end game, nor does it perceive easily an end in sight. To Yellow the journey is more important than the destination, and the destination is far from achievable.
What means does Yellow use to achieve these ends?
Yellow will use the very empty space itself, to drive its powerful magics. With various forms of banishment, or "losing" items. It likes to remove troublesome things but not forever. It does not like permanent solutions, as it believes it can always think of a better way. Besides why destroy what can be reused later as a new material. Sometimes though Yellow will require more substantial methods of doing things. This can cause Yellow to resort to having the lands themselves act as its source of damage, defense, or primary effect. At its core Yellow is difficult to track, or deter from any action as it is always moving.
What does Yellow despise? What negatively drives Yellow
Yellow is negatively driven by its need to maintain interest, boredom is its greatest strength and weakness. Yellow tends to want what it wants now, and does not do well with waiting for what it desires. This can potentially harm Yellows overall goals, as it also does not know how to conserve resources. While Yellow cannot always see the end of the tunnel, it is always wandering towards it though rarely focused on any given direction. Yellow cannot stand the idea that something is the way it is, and prefers to see things the way they could be. For this reason normal concepts are difficult for it to understand or even properly utilize in any sensible fashion.
What does Yellow like and dislike among its allies?
Purple- Yellow feels that Purple likes to play games, and is easily frightened. Seeing how at times Yellow can be a practical joker, it enjoys these aspects of Purple. For it ultimately makes Purple fun to be with, or interact with unlike the other more judgemental colors. What it dislikes is that sometimes Purple wants to have too much control over a situation or its outcome. It does not like Purples constant need to avoid new things, or conflicts.
Brown- Brown is among Yellows favorite allies, for the color of change and duality is interesting always. Yellow can see Brown accessing the power to change itself, as needed, or whenever desired and mildly envies this aspect of it. It is the almost like Yellow sees in Brown, what it wishes it saw in itself. It is this same aspect that Yellow has a mild distaste for, as more often than not Brown is repeatable. Same reaction to every action encountered, meaning that Brown can become quite dull after the first few encounters.
What does Yellow hate and envy among its enemies?
Pink- Yellow greatly dislikes Pinks notion that there is a "perfect" image of what the future could be. Pink likes to work to much on its single minded goal for Yellow to ever side with it. For this reason Pink is viewed as more of an obstacle requiring more time than it is worth to acknowledge or interact with. The only quality redeeming Pink in Yellow's eyes, is its ability to bring together many different races, cultures, and peoples. The only thing preventing partnership with Yellow is that each individual does not influence the whole, instead the whole tells the parts how to fit within it.
Orange- Put simply, Orange is hated for it deals in something that Yellow cannot comprehend even given the most simple of explanations. This of course is that Orange deals in certainties, and worst of all patience in ones self and others. Yellow sees the fact that Orange waits too much, as something of a weakness and inability to learn new things or have engaging experiences. Though Yellow does have a soft spot for how deeply Orange honors philosophy, and wonders in depth about lifes greatest issues. Even if Orange spends too much time deciding the purpose of something, it agrees that Orange is creative in its own way.
What is Yellows biggest strength, and greatest weakness?
Yellow is at its strongest point when it has full creative rights to a situation. It can always bring out the best or worst qualities of any given situation or object. It does this with its nearly unlimited ability to create within its own mind. Its greatest weakness though lies within its strength. Sometimes the act of creating is more important than the purpose, or use of the creation itself. Which results in sometimes nonsensical or utterly unusable items, even its people sometimes wander aimlessly without purpose or intent.
How does Yellow display itself mechanically?
Yellow uses its imagination to pretend an effect does not exist. This process allows it to for example, remove the keyword Trample from target permanent or all permanents. Another example of this would be making a permanent creature, a noncreature temporarily.
Yellow likes to transfer abilities from one creature to another, often in strange ways. Swapping power and toughness is also common among Yellow. If it can be shifted, transfered or changed Yellow will attempt to do so.
Due to Yellows boredom driving it constantly to make things interesting. This can sometimes result in Yellow shifting things from hand to field, or field to hand. One example is its unique way of ramping up mana. Casting for 1Y, for a 1/1 but then you can return it to your hand at any time to add 1Y to your mana pool. Every creature or permanent is exchangeable for its mana generally. Similar effects of swapping items from field to another location are common, and often more random.
Yellow does not like things to be everlasting, so exiling is a common theme among its effects. Somethings are exiled the moment they enter the battlefield, some act as a countering measure. Normally this is only for a turn, rarely is it ever permanent though it is a recurring theme. For example the land shifting sands can be exiled to add YY to your mana pool, and it reenters the battlefield tapped at the beginning of your next end step.
Just as in MTG, most colors have a drawing mechanic of some kind. For Yellow this mechanic is very strange, and sometimes detrimental. Look at the top X cards of your library, put one in your hand and exile the rest. Some cards also however return cards from exile to the top of your library in a chosen order, controlling what you draw.
Yellow likes options and spells that do not provide constants. So many effects are a one time deal, or merely until end of turn. Often haste is a common keyword, its one time effects however can be activated multiple times when combined with exile until end of turn. In short Yellow likes options, and often the more the better.
One Time Effects
Enter the battlefield, and leave the battlefield. When exiled, when drawn etc. All of these one time situational effects are rife among spells and permanents alike within Yellows ranks. Though some are strange, a few not stable or even repeatable.
Yellow has the most self wiping creatures of any color. One time effects that are grand, lasting a turn. For example a creature that is a 3/2 with Trample, Haste, and Menace. But its secondary effect is "This creature loses Trample, Haste, and Menace at the beginning of your end step". Other creatures may have tap abilities that wipe themselves as well.
What creatures & tribes are Yellow aligned and why?
Jinn are known as wish granters, and often have the ability to at least with proper payment grant them. This means they can make everything into nothing, or nothing into something on a whim. They are usually limited in wishes they may grant.
The sand rock bandits often known for their ability to hunt in packs, and disappear among the many dunes. It is rumored they whisk away important people or objects with them as they themselves leave an area. Their stench and cakcle being all that is left behind as they flee.
These are desert bound snake people, normally driven by intense magics requiring sacrifice. These bring about many strange effects, and their allure draws in pray. The Lamias most powerful tool are the desert storms that follow them.
These individuals practice mummification in search of immortality. However doing so sequesters their essence into the sands for eons. As the sands shift they are in a constant state of ephemeral dreaming, and semi physicality.
These animals are wicked among the deserts, and their venom causes euphoric visions. Some believe their venom causes alternate views of the present existence. They scour the sands for prey, and are feared by locals.
The Basilisk is a powerful creature whose glance, and venom void the soul from its targets. Often known as the earth scorcher for its ability to void areas of life. Some say its venom can also turn its victims to sand.
Large subterranean worms dwell within the desert sands. Shortly after they strike they disappear into the depths of the desert. They are so monstrous, and so massive that they are said in legend to swallow cities.
These mystical creatures are never visible moving among the sands and use dust devils to traverse with. Often carrying away victims to unknown lands to devour them then disappearing themselves without a trace.
This creature of burden may make it great distances for the purpose of one thing. Carrying goods from one place to another, no matter the distance, or terrain. They are often accompanied by nomadic tribesman.
How do ruins provide mana?
Orange mages draw upon the timeworn stones to produce spells. This mana is matured with time just as a fine wine improves with age. As a result strangely this man made construction, due to its age gives off orange mana. The older the location, the greater the density of this mana. A familiar feat unique to Orange mana is the ability to manipulate time itself. Though Orange mages use this only as a last resort, playing on responsibility over recklessness.
How does Orange see the world?
Now when you look at the world you often see what you want, or what you wish. Orange sees the world as an unimportant, yet necessary place for the nonphysical mind to interact with other consciousness. This is a strange world view as it means to them, past, present, and future are in a constant cycle of either repeat or slight changes. They dwell on the philosophy of why are we, and how do we, as opposed to the actual application of any of those ideas. Choosing instead to continue on with brute ignorance of other factors that may be applied to them. In short it is, therefore it always will be and so shall it continue as such indefinitely. Many dislike this ideaology, however some see it as an ability to expand their thoughts about the world around them. To Orange it is not always about what we think of something, or what we understand of it. But instead what does it mean to us, and how does it make us feel about itself. This aggravating thought process to some, is Orange at its finest asking weird questions that don't have a single answer and often leave more questions.
What does Orange care about? What is Oranges end goal
Orange strangely enough cares more about legacy, and what it can leave behind than anything else. It would rather live on in memory in death, but endure through hardship in life. This is both what it cares about and its end goal. What matters more is the stories of it left behind when it is gone, or in all irony the ruins to be discovered by others. To a degree it will lay in wait, and take its time to develop into something great. It knows how to take the hit, shrug it off, and soldier onto its own inevitable demise. It has no fear of death, and does not feel as if it is constrained by time or others. But if you could use a single word to cement its cares, it would be permanency. It wants to be around long after its death to either inspire greatness, fear, or sorrow in others. For it has seen it all before and will likely see it all again in enough time.
For its end goal though, if we had to sum it up. One could say that it just wants to ponder and think to itself in silent meditation. Then with a mighty show of knowledge, understanding, and enlightenment ascend to its final form and resting place. Short, but sweet and simple is often a very Orange thought process. The end to Orange is never truly the end, instead it is merely a new beginning. So its goal could be said to make it to the end, and see it through.
What means does Orange use to achieve these ends?
One of Oranges most powerful traits is its endurance, and will to continue on. With its mighty fortitude it will take hefty blows and survive some of the most vile venoms. Though with magics that manipulate their minds or wills, they shatter its grasp with stubborness and discovered wisdom. If Orange ever does not have the answer or the tools at hand, it will do what it needs to find them. That or remain steadfast until they have an opportunity to succeed. This gives them a show of confidence and certainty, and a rate of failure that is substantially lower the longer they stand. For Orange success is in the length of time it takes them to remain. The longer they are left to contemplate, or theorize the greater their success.
What does Orange despise? What negatively drives Orange
Orange heavily dislikes the irrational process's and lack of understanding of others. It simply cannot live knowing someone did something without first knowing full well the consequences. Leading Orange to view individuals who act first, before asking questions, with a negative inflection. It could be said though that its reluctance to act, and stubborness on perfectionism is its downfall. Often the foes of Orange take advantage of its stubborness with its course of action allowing them to take pot shots. This also means that it is inflexible to new ideas, concepts, or encounters. But its thirst for some portion of forever, to cement a future presence be it memory or corporeal is damning. For that quality alone will often push it over the edge, and disallow it from necessary change for victory to occur.
What does Orange like and dislike among its allies?
Pink- Orange aligns itself with Pink, mostly on principle alone. It sees that Pink among all other colors has the greatest potential for understanding its point of view and interest in the past. While at the same time working to have a more stable and everlasting future. However there is a mild distaste of its reluctance to show force. For Orange inability to perform self preservation is a foreign one.
Brown- With Brown, Orange allies but does so only because it can see the deeper pattern. Browns place in the world is to perpetuate a cycle. Something that Orange can deeply respect, even if Brown itself believes in removal of the weak to make room for the strong. It is something that structurally Orange dislikes, but Orange knows at its core it is done purely out of necessity as change is the only truth in this universe.
What does Orange hate and envy among its enemies?
Yellow- Yellow is everything that Orange despises, Yellow could not be more of a perfect foe. For it stands for vagrancy, and ultimate flexibility above all else. It views everything in a form of permeable space to be changed, improved, or to add imperfections too. However Orange sees that often it is the utter dumb luck that Yellow has power to manipulate.
Purple- Purple prefers to subvert, or act as a propaganda machine against its foes. Orange cannot stand that Purple does not like to face challenges provided for it head on. It sees this as a weakness in Purple, and especially its viewpoint of secrecy and ambiguity. Orange does see however it likes to get results, and is willing to get them in otherwise round about ways.
What is Oranges biggest strength, and greatest weakness?
Oranges greatest weakness is its durability, and mental fortitude. At the end of the day nothing will ever outlast it, in the long game Orange reigns supreme. For given enough time it can only achieve absolute victory. When it comes to a weakness, it is the inability or reluctance to change course. If it is moving towards a goal, it will only continue in a straight line. If it cannot push through the wall, it will begin running into the wall until it succeeds. If that does not work it will try tunneling, or climbing next but it will never try to go around the wall. But its confidence in itself is inspiring, and it will ruminate on all information it is perceiving before acting.
How does Orange display itself mechanically?
Due to how Orange draws upon time and matured mana sources for energy. It allows itself to gain an additional phase, or insert one into another players turn. This can sometimes be whole turns, or just an extra phase. Anything to consume or add extra time onto an event or plan so that it may come to fruition.
Orange likes effects that keep its permanents on the battlefield. For example keywords such as indestructible, fossilize, or ways to keep them as they are. A frequent theme among Orange is the inability to change beyond its printed values. Fossilize will turn a creature permanent, into a noncreature artifact for example, allowing its effects to continue.
Unemptying Mana Pool
Orange has a number of ways to absorb, or keep mana around even after your turn ends or phases continue on. Allowing it to gather up larger amounts of mana to cast its spells. However usually such cards come with limitations such as only spending it to cast creatures, or only allowing you to store it as colorless. That or it remains until your next upkeep, as a counter on an artifact.
Being the color of patience, and taking time to think we can imagine three drawing mechanics. First is draw an extra card, do not draw one at your next draw step. Then there is draw a card, place a card from your hand on top of your library. Then finally skip next turns draw step, then on the turn after that draw three cards. Similar time related or patience trying draw mechanics will be common among Orange.
Artifact & Enchantment Destruction
Orange is known for using time to fast forward artifacts to crumble, or enchantments to fade. It uses its power over time to weed out weaker, or less mature spells. However the more powerful the artifact or enchantment, the more resistance it can put up against Oranges time acceleration.
Orange likes consistency as well as persistance, as to be expected it has many effects that occur frequently. Many of these use specific phases, but the majority will use the upkeep phase. Such as allowing you to return a creature from the graveyard to the battlefield until end of turn with haste. That or similar effects that seem to rewind or fast forward time.
Orange has many effects centered around artifacts as well. Anything from how many you own, whats the most powerful one you control, to repairing them by returning them to the battlefield.
Orange tends to have cumulative maintenance, or upkeep values for its effects. The ability to take additional, or not take some phases helps mitigate this to a degree. Though ultimately it is self burdening due to its longevity. The output of strength though is quite important.
Orange due to controlling time to a degree has effects such as haste, being able to avoid counters, first strike, flash or similar effects. These are uncommon among the color, but do exist in limited volume.
Effects such as prolonging your life, or indestructible creatures. Sometimes they have effects to slow a round or creatures as well. Such as imbuing them with last strike, or aging it to be decrepit.
Tap & Untap Procs
Orange requires constant use and strategy to maintain itself. This also means it has effects when it taps or untaps as well. It may also using time magics tap, or untap creatures in limited capacity. As long as it happened in the current turn.
What creatures & tribes are Orange aligned and why?
A time lost race of dinosaur like peoples, powerful, large, and above all else resilient. With their primitive world views, and their culture as a whole they stand proud.
These are the machines semi-intelligent, left behind by those before us in better times. Proving we lost something long ago, that they held onto. These beings appear to have no emotion, but react with muted intelligence.
The long descendants of the Saurian race, weaker in status, but keen on their ancestors. These little lizard men fail in comparison to the might of their ancestors, but make up for it with determination and numbers.
Gargoyles are cursed saurians who wished to touch infinity with their magics. They were then cursed to only witness the moon rise, and never again could see the sun set. As a result many of them are only as powerful as they were when frozen in time.
Golems are clay or stone forged persons infused with magic. They possess an artificial soul that drives them towards their creators purpose. Often made with tools in place to help their goals be realized.
A creature that defies time with its seemingly undeniable immortality. Phoenix have long since dodged the tests of mortality, through ash as old as time itself. The life of a phoenix is ever lasting, and that makes it worthy of roosting among the ruins.
Tortoise live long lives, so much so they begin to absorb the powers of time itself. Some of them even possess an immortal or divine wisdom, if you are willing to believe such nonsense.
It is a pecuilar creature of jumbled energy that is personified time. It blips out of existence quickly, and is often the result of time based magic gone wrong. Some believe they are collapsed timelines attempting to alter our own.
Spirits are rife among the ruins, often finding themselves wandering aimlessly. As if they had never died at all, carrying on with their daily journey or tasks. Never truly knowing the sweet release of deaths final embrace.
Creatures of varying kinds carved of stone, and made living through their aged state. Much like gargoyles but the opposite in that they wander by day as animal, and at night lay to rest as stone.
How does the jungle provide mana?
Brown mana is different from green in that it is pulled from the primal forces. The actual cycle of change in dominance, predator, and prey is Brown. This mana drives every creature in the jungle to be part of the cycle, and attempt to make itself the apex predator. There are only three types of creatures in the jungles. Those who play the role of predator, those playing the role of prey, and the select few sitting somewhere in between. Brown mana drives a persons intuition mad, all their senses heighten and their body begins to change physically. This aids them in their evolution to come closer to the top of the cycle.
How does Brown see the world?
Brown at its core sees the world in a simplistic way, there are only two types of beings. Those whom you deem as predator, or prey. It is for this reason that it finds the world a place to either struggle or thrive. Those whom thrive are destined to succeed via breeding, consumption, and eventual death of old age. While those who struggle are doomed to fail at all possible points in life, and face death from predators. In this world everything has a role to play, some try to play outside their role and are doomed to fail. Those whom play within their given role will succeed, this is a simple fact. However within every being, creature, or entity is the capacity to change or adapt. Whether or not someone is willing to do this Brown does not care, for it knows this is the only way to truly live without fear of predation, fear of weakness, or fear of self.
What does Brown care about? What is Browns end goal
Brown cares about order, and it upholds this to its viewpoint of what the cycle of life is. To Brown life and death are part of the same cycle and as such, all beings within need to adhere by it. Those whom do not are abominations deserving of death by those at the top of the cycle. Brown likes the idea of change, both continuous change, and limited change. This is one of the more interesting thought provoking ideas that Brown will follow. For someone who believes in order and purpose, they enjoy change which is fundamental to Brown from the other colors.
Its end goal is that each color exists within the cycle, there are those colors whom are prey and others whom are predators. Its end game is to eventaually become the end all be all dominant color. Using any method possible within the scope of the cycle, if it can consume, hunt, or mate with it. Anything to improve itself, and eventually transform into its final form. As Brown makes its way through the ranks of the cycle it knows it will never be on top forever. But at its core this is what it always wishes it could do, but to do so would interupt the cycle.
What means does Brown use to achieve these ends?
Brown has no means directly to achieve these means, rather it will develop the means possible. In short if Brown is not strong enough to push a boulder, it uses the simple solutions. It gets stronger and through the will to survive and overcome will succeed. Its intuition more often than not will allow it to know before it consciously knows any issues it may encounter. Often creatures of the jungles use diurnal and nocturnal habits to maintain a level of awareness over their environment. While some others such as insects will use their overwhelming numbers to simply be bigger than whatever problem is ahead of them. Then there are those who use metamorphosis much like the caterpillar to induce massive changes to improve survivability. Brown is always eager to change, and improve itself in any environment. If Brown cannot change to meet the requirements of an occasion, it will totally transform. Which changing has rarely if ever failed Brown in or outside the jungles in which it dwells happily hunting, and wandering.
What does Brown despise? What negatively drives Brown
Brown cannot stand the idea of weakness, or the notion that the strong be forced to comply to the weak. It is for this reason it cannot understand and refuses to follow any of the laws of man. For all that matters is the cycle, and it is only possible for the cycle to exist as the law of the lands. Negatively it is driven by its need to be the most powerful, most prevalent, or overall greatest being in the jungle. It has a near insatiable need to show dominance over the other colors, even if its a false bravado. At no point though has Brown ever considered itself weak, instead it sees itself as not strong enough. The very thing is hates, is what it knows it is in comparison to the cycle. A weak cog in the machine that has to continue rotating its way along the chain before it finally reaches the top. This is the nature of survival, and that is the life Brown has accepted for itself and pushes others to observe.
What does Brown like and dislike among its allies?
Yellow- Brown sees Yellow as a prey that eludes it, by working within the cycle. For this reason it is considered somewhat of an ally, but only by our standards. For Brown understands that a predator and prey may coexist symbiotically as long as it is a benefit to the predator. For Yellow is always changing, and this is looked up to by Brown. Though its unforigable shortness of problem solving, and lack of self preservation irks Brown.
Orange- Orange is actually viewed as a predator to Brown. For Orange has been long lived, and can withstand much punishment from the elements and others. This makes Orange an estranged ally, but a being within the cycle Brown must stand with carefully to overcome it. Brown is disappointed however in Oranges lack of momentum, its refusal to act or lash out until its ready. This Brown is unsure about, but accepts that its endurance is enough to outlast any onslaught.
What does Brown hate and envy among its enemies?
Pink- Pink is a prey using the guise of a predator. In the eyes of Brown it is a prey that refuses to accept its place. Feeling the weak and the strong should stand together as one against opposition. Why should the strong bow down to the weak, it is a pathetic attempt to value each individual. However Brown does see that at the very least Pink will accept it is not powerful on its own.
Purple- This predator is a shameful whom abuses the cycle, despicable. It is weaker than its prey, and yet it chooses to predate those before it. It will feign symbiotic relationships, but truly work against its predator. This to Brown is a mockery of the cycle, and needs to end. However Brown can commend it for its methods of using the system against itself, especially for self benefit. Though it is still not forgiven for any of its misgivings.
What is Browns biggest strength, and greatest weakness?
Browns greatest strength is that it does not let anything put it down. It will work tirelessly, and constantly without any delay. It is extremely goal oriented, and that goal is often to be the strongest. Whether it be to dominate by volume, eradicate through extinction, or mock via consumption. Its weakness however is that it is predictable, it has difficulty against foes whom work from inaction. As a foe that does not fight back, you cannot gain strength. The capacity for change within Brown is often by necessity, if there is a lack for that necessity it is at a significant disadvantage. Though the coin that is the two sides of its survival fueled life, it views every weakness as a chance to overcome. It views every strength it has as a chance to improve beyond capacity.
How does Brown display itself mechanically?
Now in Brown transformation is the key to any successful weakling. A caterpillar is nothing until it becomes a butterfly, the grub nothing until it is a fly. This is the key to any powerful insect, and thus a respected part of the cycle.
Legion & Herding
Brown has many effects and cards with kin like abilities. For example, creatures that enter the battlefield with tokens. That or creatures that state you may have any number of them, mostly on insects. That or it will have additional effects that target certain creature of the same type. Such as a silverback gorilla giving +1/+1 to each ape you control.
Almost everything within Brown is centered around creatures. Creating tokens, giving them a permanent boost, or similar effect. Many of them have ambush type effects allowing them to be cast on opponents turn, then fighting that creature. In a sense they "counter" creatures, though do so with great ferocity often placing implications.
Many of the effects and abilities produce counters both +1/+1 and -1/-1 counters on enemy and ally creatures. Effects that produce them, move them, or apply them. Though rare there are also poison counters among some of their permanents. Some effects only become active if the creature has a certain number of counters on it. Which is displayed on it using a unique card design.
Some abilities, or spells within Brown will allow the user to purchase keywords such as Trample, First Strike, etc. This can be either temporary, or permanent until the creature leaves the battlefield. These will sometimes pass onto generated tokens, much like "offspring" of that creature.
Brown is very focused on effects that target primarily combat. Such as forcing opponents to attack, or deterring blockers. A few would for example would reward players with the strongest creature.
Sadly Browns method of drawing is limited. Instead of drawing it has "search your library" effects. Some of which will allow you to put it into your hand, while others require you to sacrifice that creature. No matter what it will feel as if you are working on the cycle itself. If you are not searching for something specific, you are doomed to the luck of the draw. If the top card is a creature, good news, if not discard it.
What creatures & tribes are Brown aligned and why?
These individuals are denizens of the jungle, they have lived their for a long time. They have seen the sun and moon fall many times, and know their place within the cycle. They are sometimes prey, and at other times predator but never try to progress through the cycle higher or regress lower.
Ants are a plentiful creature, they roam the forest floors by the thousands. But live beneath our very feet by the millions, and this is the real threat. For no matter how many you burn, or stomp there are always more on their way. They each serve a role within the colony.
Termites are equally as plentiful as Ants, though they are more focused on buiolding structure. Hollowing out a resource so that it might instead become a place for them to flourish. More powerful than their ant cousins, they are known for being particularly aggressive in defense of their structures.
Wasps are the final trio of the Ant, and Termite varieties. They take to the skys, and swarm from within the trees. They all have only two purposes, protect the queen, and die for the queen. Many of them are so focused on this, that they swarm in dangerous numbers.
Apes are troop animals, normally lead by an alpha male of sorts whom wields the role of protector. The troop is only as efficient as its alpha. In the case of Apes, that would be the mighty silverback whom towers over the rest in might and stature. A pinnacle of what strength within its own species is, and there can only be one.
A powerful representetive of brown is the Phelddagrif, with the magical ability to adapt in many ways. If introduced to the right catalyst, they will change rapidly. Sometimes all it needs is to absorb mana from the right source, others simply by possessing the land it can rise to an occasion.
One of the larger predators in the jungle is the tiger, stealthy, agile, and fierce. A lone hunter, and as a tribe they only work together when necessary. Otherwise they lack a friendly mentality towards one another, and do not like to share territory or kills.
The tricky little colorful frogs of the deep jungles fit neither in prey nor predator. For they are poisonous, a self defense mechanism that protects them from harm mostly. Very few creatures can eat them, and even fewer can survive touching them let alone trying to eat them.
How do cities provide mana?
Well Pink mages are individuals whom draw mana from the collective soul of a city. Get enough people together, and among them mana is present. So while they do not necessarily draw it from the city itself, it is instead drawn from those within the city. Which is one of the few times there are enough people, with similar values, in a high enough density to draw mana from. As long as everyone within the city is on the same wavelength, they become a source of mana. In a sense this is the mana of the soul in that respect, seeing how it draws from each person collectively.
How does Pink see the world?
Pink knows that its view of the world, is an unlikely one but it is hopeful. It sees a world where each color can act on its own freely, segregated from the other colors. But then act together equally when a common goal is in place. It sees the world as having a need to balance itself, and often other colors attempt to fix it with violence. When in reality all that really need to be done, is a little cooperation. All races, factions, and colors possess the capacity to coexist peacefully and without conflict. They know their goal will be reached eventually, in good time. Though sometimes Pink will pressure others if it feels others are not playing fairly or as previously agreed upon. Pink knows it can sometimes be gullible, or even blind to the faults and malicious intent of others. But it chooses to remain generous, compassionate, and fair in short they wish to kill them with kindness. In their eyes anyone can be won over, as long as you show them you are not the enemy. Sometimes they do this diplomatically, and other times impose their own authority but apply the rules equally to all parties involved.
What does Pink care about? What is Pinks end goal
Pink at its core just wants peace, tranquility, and honesty among all the colors. If it had its way, each color would have its own representetive in a council of all the colors. Then each have their own section of the city carved out for themselves, with the town center freely open for all. It knows that peace is necessary for any larger problems that are bound to occur or be encountered. Yet it strangely cares a lot about segregation, almost as much as equality. It does believe that distance between the colors is necessary, but it also knows peaceful interaction is necessary as well. In its own way it looks at ancestry as something that binds us all. It looks to spirit guides, and asking their parents or distant ancestors for guidance or help. This has lead to many colors being cautious of them, for they converse with the dead. But in truth Pinks actions are all for the greater good, and happiness of all other colors. It just wants a world where it is safe, and others are safe. This is done with the intention to please the ancestors. To end all war, all famine, all hatred, all inequality, and everyone can eventually reach tranquility.
What means does Pink use to achieve these ends?
Pink will do as it needs to do, but avoid any and all means involving violence. Sometimes this will be done by guilting opponents into losing their will to fight. If they must show a display of strength, it will all be in self defense only. That or it will gather numbers and appear in force, to scare off attackers. At times they try to show that nothing opponents can will, will ever keep Pink down or diminish their ability to forgive. This can backfire, but in the end this will create anger among their ancestors which sometimes will seek retribution. Though often in a similar noncombat form, often this can be caused from poltergeist like activity. That or it will show them what Pink can do for them, causing them to for the time being form a temporary truce. If they need to, they will even save the life of a dying enemy in an attempt to show them Pink has everyones interest and health in mind. They do like to enforce family values among those sharing blood.
What does Pink despise? What negatively drives Pink
At its core Pink dislikes with a burning intensity of nonconformity. Though some clarification is needed for this in regards to their definition of conformity. To Pink everyone wants peace between each other, but at the same time believes everyone wants whats best for each other. For this Pink hates a great deal of things such as biggotry, pessimism, racism, and those who resolve issues using violence. Negatively this drives Pink to push for, and sometimes oppress others with conformity. This can cause it to act almost tyrannically, yet in a very passive aggressive manner. It is all to assert their views onto others, and sometimes succumb to their own jaded reality. Ultimately they are negatively driven by their agenda to form an economic, cultural, and peaceful community representetive of all colors. But at its core only ever if Pinks core values are represented. These include purity, humility, peace, charity, and most importantly temperance.
What does Pink like and dislike among its allies?
Orange- Orange is an ally to Pink, because they will sit and wait before they act. This gives Pink hope that they can turn Orange around, and guide them towards a path that is more socially acceptable. They possess philosophy, patience, and most of all intense vigor. Though Pink dislikes how Orange is sometimes too slow to act, that or when it does provide a show of force it is mortifying. This causes Pink to respect, and keep some distance away from this ally.
Purple- Purple is a most unlikely ally for Pink, though the reasoning is sensible. Pink believes that Purple can be changed, and is only acting out of fear. Pink believes it can change Purple, but it only works towards this as Purple wants to be left alone. Pink respects that Purple tries to avoid combat if possible, or even entire encounters with other colors. Pink detests that Purple will resort to skullduggery and other less scrupulous methods however. This leaves a sour taste in Pinks mouth, though it understands the intent behind Purples actions.
What does Pink hate and envy among its enemies?
Yellow- In Yellow, it is difficult to make an ally of those who need constant change. At least in the eyes of Pink this is certainly the case. Pink sees the need for a sense of order, a sense of placement. While in Yellow everything is interchangable, solid doesnt exist its all just intangible noise. Pink dislikes how Yellow takes its own artistic viewpoint on all concepts, and things. However Pink appreciates that it can often think outside the box, and bring about some form of cohesion within its own right.
Brown- Brown is the most obvious enemy color of Pink, for it stands for the weak and the strong. Pink loathes the very notion that the strong should prey on the weak. Most of what Brown believes in violates the very core of Pink's beliefs. Especially when it comes to the place of law, order, and most importantly peace. However Pink does like its ability to adapt to situations, it even admires that its ugliest denizens can transform into beautiful ones. However Pink dislikes the nature over nurture attitude, and sees it more as a threat than a virtue.
What is Pinks biggest strength, and greatest weakness?
Pink strangely has strength in its ability to make allies of of anyone. It pushes for the survival of all, and uses the guise of the greater good to aid all. They are inherently communal above all else, choosing to share all knowledge, power, and benefits even with enemies. They have the ability to alter how others feel, or choose to act based on the rules they make for others and themselves to follow. Their greatest weakness however is the out right refusal to commit to combat. They will always look at every option before them, whilst being ignorant of violence. Even if violence would allow for self preservation, they exhaust all other options first. In addition to this they are physically weak, and in a fist fight will lose out almost every time. What it lacks in strength however, it makes up for in honesty for it will never lie or be untrue to itself.
How does Pink display itself mechanically?
Alternate Win Conditions
Pink being noncombative in a traditional sense, needs a way to win. As a result we need to view the game of magic in a different way. Pink does this through alternate win conditions, in one form or another. Generally it is a permanent they control be it artifact, enchantment, or creature. They are often achievable, but not so easily or quickly obtained. Allowing for foes a chance to win as well, without simply shutting them out of options. This alternate win condition could be any number of things within the magic environment, such as having 100 or more life, each player controlling eight or more lands, each player having a hand of seven or more cards, opponent not performing his or her combat step 5 turns in a row. That or similar effects that grant victory counters on a permanent, five or ten of which would cause them to win depending on the permanent in question etc.
Pink while it is tolerant, dislikes creatures that are impure. Meaning it will take a preference to monocolors. For example any of its cards that designate a specific target, will destroy multicolor cards. That or it will remove its multicolor identity, and pushes it to have a single color identity. Another example is it prevents mana sources from providing multiple colors of mana. It would "wash" them into producing only colorless in the event that it produces orange mana or yellow for example. It also provides more powerful effects for more pure colors. An example of this is an enchantment where you gain 1 life for each pink mana in the mana cost among permanents you control. That or a creature that states if it is cast using only pink mana, it will gain an effect etc.
You get a card, and you get a card, and you get a card, everyone gets a card. Pink is mostly going to become known for its group hug mind set, letting everyone have a slice of the pie. That or its cards that only target itself, and its team mates. Anything from life, searching your library, drawing a card, to returning a creature from the grave. Anything Pink can do, it can make you do too. As more often than not the phrase "Each Player", or "You and your team mates" appears on many cards.
Pink get cards that prevent combat in one form or another. It will do this by preventing damage target source deals, reducing the damage, or putting leins on combat activities. It is anti damage effects from opponents. It might also tap creatures, and prevent them from action, that or give them a tap ability that they'd rather use the commit that creature to attacking.
Pink likes to defend itself, and as a result has creatures with low attack and low defense. However, many of its creatures do have effects like a Parry. That are similar to trample, but activate when blocking a opposed to attacking. That or benefits for creatures having blocked, or while they are blocking.
Pink is all about ancestry, and community. So imagine something between Elves and Slivers within the magic universe, they work similarly. However often they are more specific to this, requiring a color connection and type connection. That or only creatures with a converted mana cost below its own. Sometimes this tutoring offers them an effect, while others a minor stat boost.
A lot of creatures or permanents within Pink have effects that occur during your end step, and only if the creature is untapped. These effects often target opponents too, but only on that opponents turn. Meaning they might not want to attack, as this would push them to block with a creature whose effect you want. Such as providing an additional draw of a card, or affording you some other game related benefit.
Type or Color Targeting
A lot of Pinks spells will target or affect creatures of the chosen type or chosen color. Sometimes this will be a bonus, or stopping combat. Sometimes it will be a sorcery that returns all creatures of the chosen type bounce to the hand. That or each player searches his or her library for a monocolor creature, and add it to their hand.
What creatures & tribes are Pink aligned and why?
Half-Races will be any race that dictates the word "Half" in its name. For example Half-Orc, Half-Elf, Half-Dwarf, Half-Giant, etc. Half races are always considered human, in addition to its other type. Primiarily they are an example of what Pink likes, and what its goal is. The only accepted form of interbreeding or mixing, is if it is with their representetive race humans.
Saints are Pinks greatest defenders, they are sometimes incorpreal spirits, and others are corpreal beings. They serve to protect Pink from some of the more dangerous things in the world. Think of them like angels, but not so bent on attack oriented actions. Instead they benefit those defending, or blocking in some form or another.
Spirits often are associated with Pink often humanoid ones. They are the ancestores come back from the dead to help against plights the living might have to deal with. Often these pleas are met with by spirits whom are hardly corpreal and offer little in terms of offense. Working more to protect and guide than to harm or create opposition.
A great deal of hounds in Pink, often pets or treated as guard dogs. Serving mostly as one of the only lines of defense against unscupulous individuals. Though they are also used as companion animals as well, granting them a special place among any Pink group.
Cats are strange animals in Pink, for they serve no real purpose. But they create a calming environment for others. Cats have a knack to harm antiques, and special items anyone would hold dear. They are harmless, calming, and possibly secretly scheming.
Pigs among Pink are a sign of good luck, whether they live or die. They produce a multitude of effects on death, as they are the guest of honor served on a platter. That or alive as individuals want to feed them more, and more, to fatten them up for celebration. Adorned at any festive occasion for all to enjoy.
The song singing bird is something anyone can enjoy watching, the majority of birds within Pink. They are a distraction tool generally speaking, that or used as messengers of some kind. You might see them as a little sparrow, or other times as parrots.
Flowers are plentiful in Pink, wake up and smell the roses. They are pretty, they are nice, and just all around a sign of goodness. If you consider that some flowers alter moods, or have effects to sway thought. Flowers become an interesting tool in the war against war, flower power.
The Wolpertinger is a rabbit with deer antlers. They are magical signs of luck and special within Pink. For they act like a good omen, when they show up you know you are in for something special. They are difficult to kill, and will pop up frequently.
Wisps are little balls of solidified good energy, sometimes thought among Pink to be the remanants of good spirits. They are rarely seen, but will usually guide them away from danger. Sometimes slightly mischevious and will instead guide them to hidden persons or objects.
Unicorns are magical beings or protection, longevity, and energy. They are positive horned horses with some hints of narcissism. Though in the end they make a point of it to protect, and use their powers for the force of good. They are revered for their ability to block spells, or damage caused by them.
Other colors later to be setup in similar format are DINVS (Gold, Beige, Turquoise, Silver, and Gray)
Possible other colors to be later looked into or concepted. MJAY^ (Magenta, Indigo, Amber, Cyan, and Neon)
At a limited scope PLOEK will be the initial set release, and the focus for the time being until its base set, and following injection sets are released.
So... I'm not going to say that new colors in and of itself is a bad idea (as that opposes the spirit of this thread)
I know that planar chaos played with the idea of making purple a color and I kind of wish that it did. The way that oath of the gatewatch made colorless feel like a new color was also very fun. I think that looking into purple or yellow as possible additions may work here.
With that said...
1. Silver, Grey, and Brown could all create some confusion where artifacts are involved.
2. Gold is already the term used for multicolor cards.
3. Beige is... not an exciting color... and looks a bit too similar to brown and gold.
4. Turquoise is not visually distinct enough from blue (and orange from red) to always be caught on a glance (no one is ever going to mix up any of the current colors and we do not want to invite confusion among two members. While yellow has been used to symbolize white (and purple for black) in sealed products, I think that they are a bit more identifiable.
5. Making two new colors would create 210 guilds, 105 shards, and 105 wedges. A dedicated multicolor set with 259 cards would be unable to hold even 2 cards of every guild.
6. If each guild gets an associated evergreen (used in every set) keyword, we end up with a real challenge to include those 210 abilities.
7. Every cube would have to pointedly exclude a huge swath of guilds and colors or end up ballooning to ridiculous degrees and creating the very real risk that players will all be forced to play 4+ colors.
8. If pods of 8 players fight over 15 colors in a draft, conperition over colors would be greatly reduced (removing a central tactical element) and the utility of basic lands (and even dual lands) would basically drop to nil.
So yeah... while I like the idea of new colors, there are practical limitations on how many more can be introduced and that limit is probably less than 10. Just wanted to make sure that this idea is being presented as more creative thought exercise over "wizards should totally do this right now!"
Putting aside what the colors are called, however, this seems like an awesome home brewing exercise and I'd be happy to contribute when I have more time.
Agreed wholeheartedly with Rosy Dumplings. I love these projects when they periodically crop up but they're probably the least realistic custom design exercises ever attempted and even in custom design, fifteen colors are not sustainable (I think - prove me wrong please, I want to see you go wild).
So, as other people have said, the idea of making this many new colors is mind-boggling. I think if you view this as an alternate to the color pie, rather than an addition to it, it becomes more reasonable to think about. Especially considering that the color pie has pretty much claimed all the territory there is to claim.
Just using the stuff that you laid out, I'll make a couple little designs to test the waters.
Containing two cards and a colorshift for each color.
Scuttling Quartzic 2P
Creature- Crystal Scout (C)
As long as Scuttling Quartzic is untapped, spells and abilities that target it cost an additional 3.
Quartzic Pother P
Creature- Crystal Rogue
When Quartzic Pother deals combat damage to a player, you may sacrifice it. If you do, that player discards a cards.
Foolish Cowardice P
Enchanted creature is a Coward in addition to other creature types.
Cowards can't attack.
Purple does seem to work, and I think Cavern as the land lends something nice to it. It represents a human sort of dishonesty, but also has an instinctive feel. Mechanically, it is hard to bring this out of Dimir's wheelhouse. The logical abilities are protective keywords, evasion, card advantage, and hand disruption, all of which are decidedly Dimir. However, I could see things like Enchantment/ Aura synergy being present here (as a representation of mental tampering).
L = Yellow
Infinitude of Thought 2L
Enchantment- Aura (U)
Enchanted creature can't attack or block, and has "2L, T: Draw a card."
This shares a lot of space with Beige. Because of the desert subtype, Desert doesn't work as this color's land. This is going to share some space with Abzan. Landfall makes sense here, as well as other land-based strategies. It isn't that hard to design for this color mechanically, but the flavor is often going to end up being dull.
Ruins of Old Baloura
Land- Ruins (R)
(T: Add O.)
Ruins of Old Baloura enters the battlefield tapped.
When a spell or ability controlled by an opponent destroys a creature you control, you may create a 1/1 orange Survivor creature token if you control no other creatures.
Kobold Crewmaster XO
Creature- Kobold Soldier (R)
When Kobold Crewmaster enters the battlefield, create X 0/1 orange Kobold creature tokens.
Other Kobold creatures get +1/+0.
Destroy target artifact or enchantment.
Ruins are a perfect land for this. This color feels very red/white. Besides being tough and doing red things, though, there's not that much to design for this color. Perhaps artifact synergy should be placed here.
Eaten By Ants 3E
Destroy target creature. Each player creates 2 1/1 brown Insect creature tokens.
Hungering Deepkin 4E
Creature- Beast (C)
Bloodshed- When this creature kills another creature in combat, or deals combat damage to a player, put a +1/+1 counter on it.
Fall Below 1E
Target creature gets -3/-3 until end of turn.
Yes, brown is very green. Mechanically, I think it will feel very green/black, and won't be that hard to design for. There are always baddies in the woods. Unlike green, this doesn't feel like the ramp color. Perhaps that's more yellow. This color will be creature focused, but looks like it could be a solid removal color.
Shared Prayers 3K
Equality 1K (If you cast this card for its Equality cost, it affects each player instead of just you.)
You draw two cards.
Doddering Elf K
Remain (You may choose not to untap Doddering elf during your untap step). 2: Tap or untap Doddering Elf.
As long as Doddering elf is tapped, all creatures get +0/+1.
Soul Singer K
Creature- Human Cleric (C)
Whenever another creature enters the battlefield, you gain 1 life.
This color feels shallow. It's too nice and happy all the time. Perhaps nationalism and blind loyalty should be added to its characteristics. Right now, there's not much to do with this outside of white, and group-hug abilities. It would make sense if this were also a color for aggressive zealots who will do anything good or bad for their beliefs. But again, all that kinda just seems like white. Perhaps if the color were mechanically tied to something major, it would help. For example, it would be interesting to make this a graveyard color. It may not seem obvious with pink, but it could also be the color of ancestors, heritage, and history. There isn't a clear graveyard color among these, so it's a logical fit. I could also see Silver, Yellow, Brown, and Beige working with the graveyard in various ways. I also think that "Village" would be a better land for this color than "City".
Ignoble Sellsword D
Creature- Human Mercenary Warrior (U)
First Strike 3: Put a price counter on Ignoble Sellwsord, and gain control of it. Any opponent may activate this ability if they pay an additional 1 for each price counter on Ignoble Sellsword.
1D: Add 1 to your Wealth.
You may spend Wealth instead of D mana.
Ruthless Dracobaron 4DD
Whenever you sacrifice a creature, target opponent sacrifices a creature.
This color feels like one of the easiest to design for mechanically. You have shifting loyalties to work with, resource management (a decent color for ramp), aggro potential, and so on. There's a lot money can buy, and there are a lot of mechanical options here.
Distant Eye I
Creature- Eye (U)
Flying 1: Distant Eye gets +1/+0 until end of turn. You may look at target player's hand.
Artifact T: Add P, O, L, E, K, D, I, N, V, or S.
III, T: Create a 5/1 beige Horror creature token. Exile it at the beginning of the next end step. (It doesn't have haste)
Observer of the Strange 1I
Creature- Human Wizard
When Observer of the Strange dies, draw a card.
This treads the line between blue and eldrazi (colorless). It's not that hard to design for mechanically, as you can always throw your leftover designs to the weirdo.
Mad Sharkfolk 2N
Creature- Fish Shaman (U)
When Mad Sharkfolk Attacks, discard a card.
Bloodshed- When this creature kills another creature in combat, or deals combat damage to a player, draw 2 cards.
Inspired Frenzy N
Enchanted creature has haste, and attacks each turn if able.
When enchanted creature attacks, spells its controller controls cost 1 or N less to cast until end of turn.
Tempest of the Mind 1N
As an additional cost to cast this spell, discard two cards.
Draw three cards.
This falls right into the red/blue zone. Mechanically, it's not hard to design for, but it feels like anything I can come up with is either a red or blue ability.
Wry Arcanist 1V
Creature- Human Wizard (U)
Instant and sorcery cards you own are arcane.
8V: Return target instant or sorcery card from your graveyard to your hand.
Shrill Cantor V
Creature- Human Cleric (R)
Spells cost your opponents 1 more to cast during your turn.
Spells cost you 1 less to cast during your opponents' turns.
Questing Arcanist 2V
Creature — Human Wizard
When ~ enters the battlefield, you may search your library for an instant or sorcery card with converted mana cost 2 or less, reveal it, put it into your hand, then shuffle your library.
This one is tough. Who wants a whole color based on melancholy? Nevertheless, it lends plenty of design space, it's just not going to produce cards that are fun to play against. I instantly got the image of these weird, sad, black-and-white clown people, sort of like the opposite of the cult of Rakdos. There'll end up being plenty to work with here. The lands can't be tundras though. Tundra is a card.
Absolutely, my feeling is that THIS WORKS!! But, it only works as an alternate color pie. All of the concepts you've explored are placeable within the existing color pie. Obviously, Wizards is never ever ever going to do anything like this, but that shouldn't stop you. I think a set using these as the colors could be made, and could be really cool.
The main thing is that every player needs to have easy access to "add one mana of any color" effects. The inherent cost for adding multiple types of mana is less here, so I think you could and should have something like this at common:
Ruined Promenade enters the battlefield tapped. T: Add O or L. 2,T: Add one mana of any color.
I love when people try these, because it shows the perfection of the color pie. By striping down or narrowing colors and combining aspects you can get everything imaginable. I assume in your world the actual 5 colors wouldn't be present. Allowing you to build your own Ravnicaesque world with 10 combinations of your choosing.
Purple(DimirUB), this is a well established faction on Ravnica called Dimir, slightly meshed with a not as well known faction on Bablovia called S.N.E.A.K. Just look at those factions to see what can and should be done with this color.
Yellow(URNotIzzet), this is a nice run of the blue red combination that isn't regularly done. Cascade has good mechanical vibes as it combines elements of randomness with control in an artful way. The werewolf ability would be interesting, but used as a detriment to stronger effects to play into a reverse felling, you want to cast spells every turn as opposed to taking a turn off to transform.
Orange(U or UW), I'm not sure what you want exactly with this one. It sounds like you want a lot of blues time manipulation stuff reflavored to cover its other effects and whites law setting abilities to rework how cards interact and function. Frozen Aether and Tocatli Honor Guard are the types of effects your looking for right? Maybe Panharmonicon effects?
Brown(Jund focusing on greenRGB), The Gruul do a ok job of covering this color but you sound like you want a crueler depiction which shifts to Jund's survival of the fittest interpretation. Devour is almost tailor made for this color as it was tailor made for Jund. Monstrous and fight cards would also be at home here.
Gold(WUBRG), it doesn't sound like you have a coherent identity for this color. Any player can activate and high CMC aren't mechanics so much as variations of mechanics. This is technically possible but you would have to purposefully depower all of the other colors so that this one would be relevant. A better route for greed would be using other peoples resources(UBR) temporarily and permanently stealing spells, permanents and resources. Bribery, Hedonist's Trove, Reversal of Fortune.
Beige(U), revisting and further exploring blues old hacker cards is interesting. The reason it was abandoned was because they only wanted to stick with safe effects but in full on unworld you can hack a lot more interesting effects Trait Doctoring.
Turquoise(misunderstood R), random and chaos, like gold it doesn't really have its own mechanics. If this color can do things other colors due but with an element of randomness then this color isn't pulling its own weight. If you want this to be the color of elements then you can focus on lands and land interaction(G).
Silver(GW maybe WUBRG), self-restricting cards are found everywhere Ascend from Ixalan is one of the best executions of this type of ability: Threshold, Revolt, and Delirium are all places to look for inspiration.
Orange, Gold, Beige, and Turquoise all seem to be problem children. Orange, Gold and Turquoise due to not having a strong enough identity while Beige has too strong an identity. Beige will have a hard time doing things as it's identity is interaction with other's stuff. Orange you say is stubborn but then focus mostly on time manipulation. Gold and Turquoise completely lack their own identity as you have the as stuff but expensive and/or everyone can do it, and Stuff but random.
Imagining one extra color has been a major custom challenge, 10 extra fully flashed colors is impossible. I think the way to go here is to just rewrite the whole color pie. Each color will need to have a smaller domain if you want all 15 colors to have a unique identity and the current colors will have to lose size. For example, it doesn't make any sense to keep Time Walk in blue when time is Orange main theme.
In short, I think the first step is to acknowledge that you are not adding 10 extra colors to the current color pie but reformulating the whole thing including the 5 'real' colors.
At this point this it's for the best that this is a different game using the same rules of MTG, which is perfectly fine.
Another major problem of 'new colors' is that the new color will have to balance itself against the current colors who has much more options. This major issue also point out that maybe projects like this should focus on making a new game using MTG's ruleset.
Echoing what other people are saying, even if you accept the premise that you want to add multiple colors, adding 10 is excessive. Beyond the fact that it would be undraftable, exponentially increase the number of 2 color archetypes that are possible, create so many colors that people wouldn't be able to hold the identities of each one in their heads, you also wouldn't even have much space to explore each color. If you made a set with 15 colors, 150 commons and each of the commons was monocolor, you still only have 10 commons to completely define each color.
I think the absolute limit you could do and still have a chance of making something playable would be adding 5 colors, each one being the bridge between ally color pairs, and using ally tri lands at common (for example, if you put purple between blue and black and brown between black and red, you would have a Blue/Purple/Black land, a Purple/Black/Brown land and a Black/Brown/Red land in that slice of the color pie).
At that point I think you might both make playing a limited deck with one of 3 color mini-arcs possible (it would still require a lot of work), then you need to create an environment where the new colors have an equal number of mechanics to the old colors. This means you either have to invent mechanics that are not in the game to equal the existing ones, simply allow your new colors to share mechanics with old ones, or eliminate mechanics in old colors and move them to new colors for your environment. Personally, I think you're going to want to come up with as many new mechanics as possible because I don't get the purpose of adding colors just to make them do what the old colors already did. One thing I would do is try to come up with mechanics that have existed in specific sets/blocks in mtg but either were only on colorless cards or were given a color that didn't really fit.
Thought of one possible way to “add ten colors” without ruining mana bases and breaking the game.
Instead of introducing ten new basic lands, have each of the new colors be a combination of two other colors.
Example: While means one blue mana OR one black mana, a purple symbol might mean one blue mana AND one black mana.
If a mana ability creates mana of any color, it can create “secondary colors” like purple as well. Likewise, some mana rocks/dorks/nonbasic lands may create secondary mana directly. These are the only ways that secondary mana can enter your mana pool (it is otherwise converted as part of casting a spell) and this secondary mana cannot be converted back into its “components” (you can’t use a single purple mana to cast an arcbound ravager or delver of secrets, for example).
In short, the ten new colors split “multicolor” into ten “new colors”. While hybrid is “what color A and Color B can both do” and multicolor is “what color A does + what color B does”, secondary colors (theoretically) fill in new niches and use underutilized areas of the component colors and their personalities.
It wouldn’t be a long-term thing but I can imagine something like this being used as a set gimmick to “make a sixth color” one day.
Taking a look at Orange. The color focuses on time, but also focuses on survival, and takes place in the ruins. Unity is a logical theme in the color, as it suggests insular groups surviving for long periods of time in harsh environments. Here's a card meant to suggest all these things mechanically:
Ritual of the Eons5O
Take an additional turn after this one. You can't draw cards during this extra turn.
Mechanically, slow and steady seems like the right pace for orange, and gradual effects that trigger once-a-turn could be a heavy theme. Some cards/effects that I could see moving to orange would be Paradox Haze, Disowned Ancestor, Instill Energy, and Puppeteer. I also see it having some synergy with artifacts, particularly with regards to the graveyard (scrapping and scrounging). Argivian Restoration, Treasure Hunter, and Kuldotha Forgemaster abilities could be orange as well. As the slow and steady color, defender synergy also makes sense. As scrappy, tough underdogs, orange mages probably also have at least some access to weenie creatures. Above all, it's the color of incremental advantage. Orange creatures tend to have higher toughness than power. Mix and match these abilities, and you have a full color. It's closer to white than any other, but it is definitely not white.
Orange creature types include things like insects, scorpions, elementals, birds, lizards, beasts, skeletons, humans, goblins, kobolds, hounds, cats, rats, and other survivors. Maybe elves could be there, since they traditionally live very long lives. Classes would largely be shamans, warriors, and scouts.
Creature- Human Artificer (C) T, Sacrifice an artifact: Add one mana of any color. "The ancients built many useless things, and I know just how to use them."
Whenever a source would deal damage to you, prevent all but 3 of that damage.
At the beginning of your upkeep, choose one-
-Each player sacrifices an enchantment or land.
-Draw 2 cards then discard 2 cards.
Creature- Lizard (C)
Vigilance, trample The kobolds eventually abandoned that particular hill.
Artifact (C) 1,T: Add one mana of any color. 3O, T: Untap target permanent.
Creature- Kobold Warrior (U)
Other Kobolds you control get +1/+0.
At the beginning of your upkeep, create a 0/1 orange Kobold creature token.
Ancient Timeteller O
Creature- Elf Shaman (C)
Sacrifice Ancient Timeteller: Target player takes an additional upkeep step during their next turn. (The additional upkeep follows the normal upkeep.) "I have lived five human lifetimes, and remember all of it." - Sakui of the Dead Bird clan
Creature- Wall Archer (C)
Defender 1,T: Crossbow Tower deals 1 damage to target creature. The goblins hate the kobolds, the kobolds hate the humans, the humans hate everybody, and they all love the towers.
Creature- Sphinx (U)
At the beginning of your upkeep, draw a card, then discard a card. Half blind, mostly toothless, and missing a leg. Still even large predators leave her alone.
Purple, orange, Yellow are colors that should eb added,
Brown i agree should be added but old artifacts are brown and all artifact decks are often called mono-brown.
as for Purple's role. it feels like dimir, what you might want to do is focus on universal effects that effect everyone but you. It hits allies and opponents alike. (To show the distrust in everyone kind of thing)
Gold silver, beige, torquoise, all seem a little too specific in color choice.
I would like to see the lands you come up with though.
Thank you for everyone's responses to the post. It has taken me awhile to respond and think carefully on input. I would like to thank all of you who offered input. I feel my initial post was lacking in overall description of what my full intentions are with the project. But I suppose I need to make an at length post about that. This was more for discussion on card ideas, color ideologies, and mechanical potential. As opposed to "Wizards should do this", or technical application of it. So I will answer and respond to posts in a semi-grouped fashion as many had similar input.
Imagine it like this, these would be setup as alternate universe's. One where all that existed was PLOEK (Purple, Yellow, Orange, Brown, Pink), and another alternate where DINVS (Gold, Beige, Turquoise, Silver, Gray) were the only colors that existed. So it would be capable of being played in a draft.
Due to each color being in a self-inclusive universe from the traditional WUBRG. There would not be 210 guilds, merely the only guilds that could interact with one another would be in PLOEK's set, would be PLOEK colors. However I would like to create "Injection" styled sets as well. Where I design PLOEK cards, but from the perspective of being released in New Phyrexia.
Also I do have a massive land set created, that contains many of the 2-way, 3-way lands necessary for deck construction with the alternate colors even in conjunction with traditional WUBRG.
Now that all being said, I will be writing a more in depth guide to my plans for the project. Even show a few cards from the set. As well as updated "Color Identity" picture forms, these will be updated both in definition and background images as well. I also will likely change some of the icons/images used within each mana symbol. Making changes according to the slight modifications in color identity. As I am taking everyone's input into consideration as I move further with this project.
Thank you everyone, I will be updating this with a post into the PLOEK side of the identities within the next week or two.
i would also suggest picking creature types that are most commonly found in said areas.
Purple could focus on something like Bats. Bat wizards, bat soldiers. Think about it\
White has soldiers who traverse the plains
Blue has Merfolk which swim between the islands.
Black has zombies, which rise form the swamps
Red has goblins, which raid the mountains
Green has Elves, who protect the forests
Purple has Bats, who find home in the caverns
Yellow has Nomads, who explore the deserts
Brown has Apes or Lions, King of the Jungle (or even dinosaurs)
As for the final two, Orange and Pink. I would change the land types as the basic lands are all naturally forming. The Magesand planewalker draw their mana form the naturally forming landscapes.
Maybe Pink could be Harpies, nesting upon cliffs (though that may be a little close to red, Pink is (Lightish) red)
As for Orange, why not go with Karsts (an unstable area of and where the bedrock has been eroded by acidic water.) and fill that area with oozes (Which in most games involving an ooze, already has an acidic body to begin with) And Karsts also have a lot of stalagmites and Stalactites. Which would allow for some interesting design for new creatures that feel right at home in those areas, like Ropers (DnD Look em up on google) and bring back creature lands (with haste, or even have a different type of tap ability for creature lands so they can still tap for mana the turn they come out or be used as a blocker.)
Land Creature - Karst Roper
A deck can have any number of cards named Roper.
I know ropers are not a creature type yet, but new colors do require new creatures.
I really like your Hear/See/Speak/Commit No Evil alternative win condition cycle. The idea of players putting mounting restrictions on themselves to win the game is evocative and captures the philosophy of this color in a flavorful and easy to understand manner.
Festive Pig doesn't deserve to be common, for power and complexity reasons. Putting Time Stop on a creature, especially on one that is easy to reanimate due to its low power and CMC, makes it incredibly easy to lock one's opponents out of the game completely. Just to balance the super-OP combo locks, the ability should require the creature's controller to exile it when it dies.
I also have a few rules-related nitpicks:
Abstract Flower should probably just trigger during the upkeep. Nothing can go on the stack during the untap step, so the ability would just go on the stack and resolve during the upkeep anyways.
Adorable Kitten's ability should read, "Whenever a creature becomes blocked by Adorable Kitten, untap that creature and remove it from combat."
Weight of Guilt shouldn't refer to what it does as discard. While lots of ideas for naming the zone transition from the library to the graveyard have been thrown around over the years, discard, in MTG, is a piece of terminology that only refers to the transition from hand to graveyard. Other games can do whatever with their terms, but trying to enfold mill into the discard transition would be an unnecessary piece of errata-driven upheaval for, well, everything that interacts with discard. Please either refer to the action as putting cards from the top of the library into the graveyard or choose a term that doesn't cannibalize another zone transition.
I am far from a wordsmith, nor am I well versed in the rules of magic. So I do very much appreciate this input in regards to the cards. So I will take that into mind, and edit those cards accordingly. Next up for color examples would be the Brown cards. Which I will likely post within the next 3-5 days. It will also be a similar number, just to showcase card concepts, etc. Get input which is needed, as I am the only among my friends with any input beyond "Cool card".
Also would you say Festive Pig would be fair in the event it stayed common, but was exiled after it died. That or as it is, and instead be a rare?
As for Weight of Guilt, I will change that to put. Adorable Kittens will also be changed. Also there will be many similar cards to the Four Evils. Pink requires a lot of extra win condition related cards. As it does not commit combat. So I figured each set would contain 2-3 ways for it to alternative win and grant conditions relevant to the set it resides in.
These cards are interesting. I see you aren't very familliar with Magics terminology. Everything I put Italicized is proper wording for your cards to function. ~ is short hand for the card's name. Abstract Flower, Defender At the beginning of each opponent's upkeep, that player taps an untapped creature they control. There is no end of steps so you trigger at the beginning. Nothing happens in untap so upkeep works.
Adorable Kittens, Whenever ~ blocks a creature, untap that creature and remove it from combat.
Bakezale Guard Dog, Guardian(~ can block an additional creature each combat.)
No Evil Cycle, These cards are self imposed restrictions that lead to a win, which is cool but they cost so much and do nothing positive. Drop the cost on them to 2 or put some kind of benefit. Typically when assembling something like this only one of the cards spells out that you win the game. The win should be an upkeep trigger, winning out of no where by playing several enchantments isn't fun.
Commit No Evil, Creatures you control gain Defender.
Dangersense Wisp, Whenever a creature you control becomes the target of a spell or ability, you may tap ~. If you do that spell or ability's controller may change the target of that spell or ability to another target. If there is no other legal target the spell or ability is countered instead. The first part captures the intended design and I added the last part because that's what would happen with your design.
Doubting Orders, this is horrifically over costed. Fog are 1 or 2 unless they have upsides.
Festive Pig, this needs to cost more and exile upon death. Should cost 3 at least, stats are debatable. When ~ dies, you may exile it. If you do, end the turn.
Free Range Woppletinger, you need a lot of cards that care about victory counters for this to be a card. The set with Coretapper had 8 other cards that cared about charge counters, and it was the second set where there was already 8 more cards in the first set. Venerated Teacher had 25 level up creatures to hit.
Human Needs, drop the may in the middle of the ability. The situations where you don't want to put the counter are so few and far between it makes for a simply better card by not having it an option.
Pravana, As long as ~ in untapped, if a source would deal damage to another creature you control, prevent 2 of that damage.
See No Evil, this card would be better served as You play with your hand revealed.
Weight of Guilt, Whenever a creature attacks, its controller puts the top card of their library into their graveyard.
Well as said before, wordsmith I am not. I have played magic a fair amount off and on over the years, but never paid a great deal of attention to how exactly they word it. Which has lead to my wording being exceptionally off at times. Generally I try to look at existing cards with similar effects to gauge wording. At times I cannot find them, I wing it with whats at hand and in mind. But all input is appreciated especially when it comes to altering wording, costs, rarity, etc.
Below are some of the ideas for Brown cards. All these cards are more or less testing concepts for the colors identity in a way. So not all of them would be in the set, some are merely test of concept.
Considering how difficult it is to incorporate the new colors to MTG, I feel like giving up on the "new color" idea completely.
Orange - Represents Blue (machinery, time, do I have to say anything?)
Brown - Represents Green (oh c'mon just look at both colors)
Pink - Represents White (very pacifist...like White)
Purple - Represents Black (just look)
Yellow - Represents Red (loves changes)
However, I do like the idea of Orange. Permanency is kinda a rare thing nowadays in MTG with all the crazy removals and counterspells. So maybe we can turn them into completely and truly different colors that do represent their corresponding color, but they deviate from their rooting color's strategies (like Yellow relying on crazy switcheroos unlike Red's direct-damaging spells) and also act as "alternate-universe colors" so they don't have to become part of the existing Ravnica factions (but alt-universe colors can faction up with other alt-universe colors). Maybe like some sort of weird expansion to introduce these as "test alt-colors"? These are really just my three and a half cents on this complicated color pie topic.