Sure, everybody loves enemy colors. I like the maritime/pulp theme. Maybe plesiosaur type things that pull ships around and stuff to bridge between dinosaurs and pirates.
My first thought here mechanically is an attempt at vehicles, one card that can give a bonus to multiple creatures. Ship combat in Magic?
But filling out the guilds just makes it Caribbean Ravnica. I prefer either enemy colors, or maybe better, just a group of factions that fall under whatever colors are appropriate. A major three-way conflict hasn't really been done in Magic, Homelands sort of had black vs green/white with red and blue wavering.
Running with this idea, we've heard of planes being populated with creatures from other planes, what if this was the colonization of a mostly pristine plane by people from another plane (perhaps even an established one)? There could be the organized colonies, freebooters, pirates, and smugglers, as well as one or two native factions.
EDIT - Here is a vehicle idea:
Ships return as a new artifact subtype. They each have the mechanic Board N - (Cost), where N is the total capacity of the ship and (Cost) is what it takes to get another creature to "board" the ship. The Ships say "Boarded creatures get +1/+0" or whatever. In essence, these are multi-equipment, giving bonuses to multiple creatures at once. If we wanted to go farther with it, I would explore the possibility of changing combat, possibly by making ships a new type of evasion, so only ships can block ships.
Why would pirates be black? I mean, ok, yes, the skull looks nice, and Mr. DePietro is mostly Black, but....UR seems really fitting to me! I mean, yes, black, crime, rot, disease...it makes sense. But...Blue, water, thought, the sea, boats, krakens, pirates... Did I mention pirates? Every single pirate in the game is blue.
And...I like the three faction conflict idea. We could then intermingle some random neutral creatures, and wildlife?
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So aquatic seems popular. First, we have pirates. They're a given. Obviously with pirates comes the law. But the set can't simply be a duel between pirates and the law, so where to build from there?
Perhaps some world building is required.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Why have law? Think of it: Pirates roam the sees, and have infiltrated the "law" system, where really it's just a front, and no law is truly practiced here. Meanwhile, a group of vigilantes has set up, and turned against the "law", and fight against them. And then a third party also lieks to fight them for some mysterious reason we won't talk about. Call it a day :xd:
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Have a tribe of Humans (Maybe W/G) on the only body of land on the entire planet, and they are constantly defending it against the Ever Consuming Sea, as well as Pirates, whom were born on communities of ships, trying to take the land from the land-bound.
So, that would fit perfectly with
Pirates: B/R
Land-Bound: W/G
Ever Consuming Sea: U
(The sea could consist of monsters, as well as ghosts [see: Davey Jones' Locker].)
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"Imagination is more important than knowledge." - Albert Einstein
Have a tribe of Humans (Maybe W/G) on the only body of land on the entire planet, and they are constantly defending it against the Ever Consuming Sea, as well as Pirates, whom were born on communities of ships, trying to take the land from the land-bound.
So, that would fit perfectly with
Pirates: B/R
Land-Bound: W/G
Ever Consuming Sea: U
(The sea could consist of monsters, as well as ghosts [see: Davey Jones' Locker].)
The pirates are evil in my sketch. They're just evil and in control.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
I'm not much feeling non-blue pirates too much; they could be blue-red since they are trying to be free of society, but I think living on the ocean makes you pretty blue. There could be some who are black, but the Jack Sparrow type aren't really evil per se.
I'm not much feeling non-blue pirates too much; they could be blue-red since they are trying to be free of society, but I think living on the ocean makes you pretty blue. There could be some who are black, but the Jack Sparrow type aren't really evil per se.
I kind of agree.
I also think that everyone kind of needs to be blue. If the set is aquatic, then everyone has an affinity for the ocean/sea. Especially if you went Waterworld with it.
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"Imagination is more important than knowledge." - Albert Einstein
The aspects that Blue shares with other colors should be played up in a watery context, perhaps even with hybrids. Black and white sometimes counter, green and white sometimes draw cards, red has card filtering now etc.
"Receive" is definitely not the correct word for damage. Why don't you just change it to whenever it blocks or becomes blocked? People can still kill it with spells if they really want, but otherwise it serves the function of blocking pretty well that you seem to be shooting for. I would also not make it a shark, they should be aggressive creatures, but a Jellyfish Illusion would be neat.
Wreck diving and stuff seems cool, but logically would apply more to the graveyard than the library. The library is a decent place to base a set's mechanics, but what sorts of mechanics are you suggesting? Anything that involves tutoring or searching libraries is not a good basis for a widely used common-level mechanic, too much shuffling. Clash is an OK start but it's sort of boring.
My first thought here mechanically is an attempt at vehicles, one card that can give a bonus to multiple creatures. Ship combat in Magic?
Plus we need a globster.
Running with this idea, we've heard of planes being populated with creatures from other planes, what if this was the colonization of a mostly pristine plane by people from another plane (perhaps even an established one)? There could be the organized colonies, freebooters, pirates, and smugglers, as well as one or two native factions.
EDIT - Here is a vehicle idea:
Ships return as a new artifact subtype. They each have the mechanic Board N - (Cost), where N is the total capacity of the ship and (Cost) is what it takes to get another creature to "board" the ship. The Ships say "Boarded creatures get +1/+0" or whatever. In essence, these are multi-equipment, giving bonuses to multiple creatures at once. If we wanted to go farther with it, I would explore the possibility of changing combat, possibly by making ships a new type of evasion, so only ships can block ships.
And...I like the three faction conflict idea. We could then intermingle some random neutral creatures, and wildlife?
Done by Rivenor of Miraculous Recovery signatures!
Perhaps some world building is required.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Done by Rivenor of Miraculous Recovery signatures!
Eh. I loved the concept, but they aren't pirates anymore if there is no law in the way.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Done by Rivenor of Miraculous Recovery signatures!
[Clan Flamingo]
Done by Rivenor of Miraculous Recovery signatures!
Our vigilante resistance is a faction.
Our aristocracy who pay off the pirates is our third faction.
Pirates: BR (Not blue, since everyone here is in tune with the sea, blue is nothing specific to pirates.)
Vigilante's: WG
Aristocrats: WB
Notice theirs no blue. Why? Because it's a seabound set. The blue is for eveything wild in the ocean. Like Krakens, and Leviathans, and Serpents.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
I just wanna see a Kraken eating a Leviathan eating a Serpent eating a giant Crab eating a Frog
is that so much to ask? =(
Done by Rivenor of Miraculous Recovery signatures!
Have a tribe of Humans (Maybe W/G) on the only body of land on the entire planet, and they are constantly defending it against the Ever Consuming Sea, as well as Pirates, whom were born on communities of ships, trying to take the land from the land-bound.
So, that would fit perfectly with
Pirates: B/R
Land-Bound: W/G
Ever Consuming Sea: U
(The sea could consist of monsters, as well as ghosts [see: Davey Jones' Locker].)
The pirates are evil in my sketch. They're just evil and in control.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Done by Rivenor of Miraculous Recovery signatures!
I kind of agree.
I also think that everyone kind of needs to be blue. If the set is aquatic, then everyone has an affinity for the ocean/sea. Especially if you went Waterworld with it.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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So, an aquatic set would definitely have a color-pie bleed through.
Like, white drawing cards, green countering spells?
[Clan Flamingo]
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This is for me more than it is for anyone else. I sucks at colors.
Wreck diving and stuff seems cool, but logically would apply more to the graveyard than the library. The library is a decent place to base a set's mechanics, but what sorts of mechanics are you suggesting? Anything that involves tutoring or searching libraries is not a good basis for a widely used common-level mechanic, too much shuffling. Clash is an OK start but it's sort of boring.
Polluted Serpent 4BB
Creature - Serpent {C}
Swampwalk
Polluted Serpent can't attack unless defending player controls a Swamp.
5/5
Vanish into Smoke 1R
Instant {C}
Return target creature an opponent controls to its owner's hand.
Primal Repulsion 2G
Instant {C}
Counter target noncreature spell.
Divine Inspiration 5W
Sorcery {C}
You gain 3 life.
Draw two cards.
(Cycle of double-trips?)
Could be workable.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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