I suck at making keyword mechanics, I just do...i dunno why. Anyways, the foundation for this set in short is "The Blue Set." The plane takes place in a world where most everything is submerged underwater. Blue is the tyrannical emperors in this world, and their judgement for the Green/Red rebels is based solely on their influences from White and Black. White is the zero tolerance law, holding no mercy for the rebels. This is the evil in this plane. Black is the color that wants to benefit blue by breaking some of the cardinal rules of the law and uses trickery and manipulation to convince blue to let Green/Red vandals get away some rather devastating crimes. As for the Green/Red rebels, they are a mix innocence and passion. Mere victims, some gone mad, since the world they knew have become flooded and overrun by blue's tyranny. They are on a mission to deal with blue. This mixed up world revolves heavily around blue, where most of the mechanics in white and black have blue in them and JUDGEMENT spells of blue have all white/black influence. Green and Red are essentially one in the same, they approach combat in defferent ways however. So there it is...the outline of this plane, and I am in some serious need of some mechanics...ESPECIALLY THE JUDGEMENT MECHANIC (where blue chooses thumbs up or thumbs down on an enemy or allie). Can anyone help me?
how about a series of spells with "You may target a non-blue spell as you play this, if you do, counter it unless it's controler pays 1"
infact, I might go for "Judgement X(As an additional cost to play ~ you may pay up to X. If you do you may counter target spell unless it's controler pays the same amount of mana.)"
Also you might want to think about cards that have (W/B) in the cost and do something different depending on what was paid.
The white/black role reversal sounds interesting. Maybe even "If W was spent to pay (W/B), ~ deals 2 damage to target tapped creature. If B was spent to pay (W/B), you gain 2 life.
The reasoning for this is that white punishes while black rebuilds. The black half seems out of colour but hey.
Burn should be split between Red (players only) and White (tapped or attacking creatures only).
Black entices blue players with big effects (not opponent harming but card draw, lower cost cards ect.) for life costs but also has the occasional life gain.
White kills attacking creatures, prevents damage and taps creatures. NO LIFE GAIN!!!
White and black would be weak for mono colour but give a major boost to blue players.
Consider making lands that get a counter when tapped for non-blue and can only be tapped for blue if they have a counter (removed when tapped) to symbolise the flooded world.
hmmm... world of blue... well how big is the set, miniset? or grand super set? one requires more mechanics i'm sure you're well aware... as or judgment being a blue mechanic, its hard to make one color specific mechanic without making five, unless you are indeed trying to make a blue torment-esque environment...
also, unless you want to force dual colors, then your mechanics cannot involve colored activations or color bonuses... unless of course you want a forced environment... the mechanics should be adaptable for any card if need be, but at the same time, be unique enough to shine in one color alone...
Tidewater Arbiter :2mana::symu::symu:
Creature - Merfolk?
Islandwalk
Judgment - That creature gets -1/-0; or that creature gets -0/-1.
3/3
for this mechanic, the full wording would be...
Judgment - [Effect 1]; or [Effect 2] (When this card comes into play, choose a creature. As long as that creature is tapped, Effect 1. As long as that creature is untapped, Effect 2. When that creature leaves play, you may choose another creature.)
Its a cool mechanic that tries out modal effects which is rare, but its also specific enough to not be a rules hassle... it has memory issues, but a lot of things do, no excuse but a rationale... it also gives the yay or nay feel to the mechanic...
as for the other mechanics, if you decide to go one per color then you have to really look into the flavor of each color, which will be difficult with green and red, as you grouped them together... you could have green be the innocent victims that try to help and red be the rebels that actually affect the world around them, its up to you, but I can provide you with ideas for mechanics if you do so choose this path...
Union X - [Effect] (As long as you control X or more permanents with Union, this card gains [Effect].)
that kind of falls into the innocent find strength in their community...
Temptation [COST] (Whenever you play a spell, you may pay this cost and sacrifice this card to reduce that spells mana cost by the converted mana cost of this card.)
black manipulative technique...
Enforce - [Effect] (Whenever a creature attacks you, you may reveal this card in your hand to put [Effect] on the stack.)
a white mechanic that would oppose the brute force of red...
Furor X (Whenever this creature becomes the target of a spell or ability your opponent controls, it gets +X/+0 until the end of turn of your next turn.)
a red "response" mechanic, a way to get back at the judges...
and then you could have a general mechanic:
Influence [COLOR] - [Effect] (If a [COLOR] spell was played within the last turn, this card gains [Effect].)
so when red pisses blue off... blue can answer accordingly
but again... its all your choice
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infact, I might go for "Judgement X (As an additional cost to play ~ you may pay up to X. If you do you may counter target spell unless it's controler pays the same amount of mana.)"
Also you might want to think about cards that have (W/B) in the cost and do something different depending on what was paid.
The white/black role reversal sounds interesting. Maybe even "If W was spent to pay (W/B), ~ deals 2 damage to target tapped creature. If B was spent to pay (W/B), you gain 2 life.
The reasoning for this is that white punishes while black rebuilds. The black half seems out of colour but hey.
Burn should be split between Red (players only) and White (tapped or attacking creatures only).
Black entices blue players with big effects (not opponent harming but card draw, lower cost cards ect.) for life costs but also has the occasional life gain.
White kills attacking creatures, prevents damage and taps creatures. NO LIFE GAIN!!!
White and black would be weak for mono colour but give a major boost to blue players.
Consider making lands that get a counter when tapped for non-blue and can only be tapped for blue if they have a counter (removed when tapped) to symbolise the flooded world.
also, unless you want to force dual colors, then your mechanics cannot involve colored activations or color bonuses... unless of course you want a forced environment... the mechanics should be adaptable for any card if need be, but at the same time, be unique enough to shine in one color alone...
Judgment - {Mode 1} [Effect 1]; {Mode 2} [Effect].
so you have like
Tidewater Arbiter :2mana::symu::symu:
Creature - Merfolk?
Islandwalk
Judgment - That creature gets -1/-0; or that creature gets -0/-1.
3/3
for this mechanic, the full wording would be...
Judgment - [Effect 1]; or [Effect 2] (When this card comes into play, choose a creature. As long as that creature is tapped, Effect 1. As long as that creature is untapped, Effect 2. When that creature leaves play, you may choose another creature.)
Its a cool mechanic that tries out modal effects which is rare, but its also specific enough to not be a rules hassle... it has memory issues, but a lot of things do, no excuse but a rationale... it also gives the yay or nay feel to the mechanic...
as for the other mechanics, if you decide to go one per color then you have to really look into the flavor of each color, which will be difficult with green and red, as you grouped them together... you could have green be the innocent victims that try to help and red be the rebels that actually affect the world around them, its up to you, but I can provide you with ideas for mechanics if you do so choose this path...
Union X - [Effect] (As long as you control X or more permanents with Union, this card gains [Effect].)
that kind of falls into the innocent find strength in their community...
Temptation [COST] (Whenever you play a spell, you may pay this cost and sacrifice this card to reduce that spells mana cost by the converted mana cost of this card.)
black manipulative technique...
Enforce - [Effect] (Whenever a creature attacks you, you may reveal this card in your hand to put [Effect] on the stack.)
a white mechanic that would oppose the brute force of red...
Furor X (Whenever this creature becomes the target of a spell or ability your opponent controls, it gets +X/+0 until the end of turn of your next turn.)
a red "response" mechanic, a way to get back at the judges...
and then you could have a general mechanic:
Influence [COLOR] - [Effect] (If a [COLOR] spell was played within the last turn, this card gains [Effect].)
so when red pisses blue off... blue can answer accordingly
but again... its all your choice