Idea:
Each contributor to the set creates their own faction and cards for that faction. Based on these a skeleton of unaligned cards is later constructed around it to add effects that may be missing.
Creating a Faction:
The following things need to be supplied:
Name
Color Allegiance (choose an unused from the list below)
Mechanical Identity (Not a keyword)
Characteristic and Iconic creature types
Prominent Location & Character (Rough draft is enough)
Starting from there each contributor can create a subset of cards:
1 mythic rare, 3 rares, 5 uncommons, 5 commons
Color Allegiance List:
Contains 1-, 2- and 3-colored combinations
The World:
The location is the supercontinent of Purea. It's arctic in the north, followed by moderate :symgw:, mediterran :sym2w:, deserted and tropic going south. It's oceanic in the west and continental in the east.
The color associations are arbitrary suggestions, nothing more.
Keyword Mechanics & Planeswalkers:
Besides evergreen keywords no keywords is a given. Cycling is now a keyword in this set. (submitted by: lifeinsepia, k-rad, shikadi)
To introduce a (new or preexisting) keyword mechanic three contributors must agree on using it for all their factions AND actually use it. Each contributor can support only one mechanic this way.
Planeswalkers work the same. When three contributors agree on a planeswalker, they may submit it. The planeswalker does not necessarily need to fit all their factions, but to keep things at least somewhat balanced no color shall fall back more than 150% on planeswalkers (a monocolored planeswalker adds 100% for a color, a NCD walker 50% to each of its colors etc.).
On the other hand each contributor may create a legendary card if they want to, are even encouraged to do so.
So far me, now you...
So far only cards from Doom Lich's Ohzalk faction have been added to the spoiler. I consider it the best example for a faction in this thread. Also it's "complete".
Three more "complete" sets are awaiting another review.
Common:
Cunning Disguise
Instant (Ohz)
Creatures you control gain protection from a creature type of your choice until end of turn.
Uncommon:
Ohzalk Wingcrafter :1mana::symw:
Creature - Shapeshifter Spellshaper (Ohz)
Flying
:1mana::symw:, :symtap:, Discard a card: Target creature gets +1/+1 and gains flying until end of turn.
1/2
Common:
Homunculus Template :1mana::symu:
Creature - Shapeshifter Homunculus (Ohz)
Cycling :1mana::symu:
When you cycle Homunculus Template, reveal the top card of your library. If a creature card is revealed this way, draw a card. Otherwise, discard a card.
1/1
Uncommon:
Ohzalk Changeseer
Creature - Shapeshifter Spellshaper (Ohz)
:symu:, :symtap:, Discard a card: Look at the top three cards of your library then put them back in any order. You may shuffle your library.
1/1
Common:
Experimental Amalgamation :2mana::symr:
Creature - Shapeshifter (Ohz) "Not all creations are original. When creativity is lacking, combine what you know."
-Ohzalk Codex
2/3
Morphic Bolt
Instant (Ohz)
Morphic Bolt deals 2 damage to target creature or player.
Instantcycling :1mana::symu::symr:
Uncommon:
Ohzalk Pyreshaper :1mana::symr::symr:
Creature - Shapeshifter Spellshaper (Ohz)
First Strike
:2mana::symr::symr:, :symtap:, Discard a card: Ohzalk Pyreshaper deals 4 damage to target creature or player.
3/1
Common:
Alchemist's Familiar :symr::symw:
Creature - Shapeshifter Hound (Ohz)
:symr:: Alchemist's Familiar gets +1/+0 until end of turn.
:symw:: Alchemist's Familiar gets +0/+1 until end of turn.
1/1
Uncommon:
Spellshift :1mana::symu::symu::symr:
Instant (Ohz)
Counter Target spell, then reveal cards from the top of your library until an instant is revealed. You may cast that spell without paying it's mana cost, then put all other cards revealed this way on the bottom of your library. "One of the most popular games at Ohzalk camps is seeing who can contort the other's spell in a more interesting fashion."
Rare:
Manamorph :3mana::symu::symr:
Enchantment (Ohz)
You may cast each instant or sorcery card in your graveyard by discarding a card that shares a type with it in addition to paying its other costs.
Moxshaper :2mana::symw::symu:
Creature - Shapeshifter Artificer (Ohz)
Artifacts you control lose all abilities and have ":symtap:: Add to your mana pool." "Creating a Mox is impossible. Emulating one is simple."
1/2
Osamon, the Amorphous :2mana::symu::symr::symr:
Legendary Creature - Shapeshifter Wizard (Ohz)
At the beginning of each upkeep, target permanent other than Osamon, the Amorphous becomes a copy of another target permanent that shares a card type with it until end of turn.
3/3
Mythic Rare:
Level Reality :3mana::symr::symw::symu:
Sorcery (Ohz)
Each player exiles each creature they control, then reveals cards from the top of their library until that many creatures have been revealed. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library, then repeat this process for artifacts, enchantments, and lands.
Uncommon:
Ohzalk Encampment
Land (Ohz)
At the beginning of each upkeep, choose a land with a land type you control at random. Ohzalk Encampment gains all land types of the chosen land until end of turn.
:symtap:: Return target land you control to it's owner's hand, then you may put a land card from your hand onto the battlefield tapped.
Attachments:
The Map:
Black - Coastlines
Brown - Mountain Ridges
Light Green - Unspecified Landmass
Dark Blue - Sea
Dark Green - Forest/Rainforest
Yellow - Desert
Light Blue - Permafrost
Gray -Unknown
Magenta -Factions
Note: The planeswalker creating this map based on data from the Ravnican archieves was confused to find Ghonoa's location described in a contradictory fashion. Hence it is placed in two positions on this map.
I also planned on adding some bodies of water but skipped them for now.
I've been getting into Magic design recently, partly because of the Great Designer Search announcement, and I was reading about the design of Shards of Alara recently. I think it would be an awesome idea to do something similar to what they did when they designed the Shards. Article 1; Article 2. Just a suggestion, but it seems fun.
Also, I would suggest finding an overall theme for the set. It wouldn't have to be heavy, like Mirrodin or Zendikar, but it needs something to give it identity. For example, Shards of Alara had a general theme of multicolor, specifically allied tri-colors. Yet each Shard was not heavily tied down by this theme, and each Shard had a very distinct flavor and mechanical feel.
Perhaps the theme could be "X vs Y", where X is represented in 2-3 factions and Y is represented in 2-3 factions, and X and Y are somehow related (like creatures vs. instants and sorceries; or maybe Gold vs. Monocolor.)
I would also suggest having a maximum of 5-7 factions, so that each faction would be able to have room to be well represented, and there would still be room for non-aligned cards. Perhaps this project could be expanded into a block, and two new factions could be introduced in each expansion set?
Those are just suggestions. I'm definitely interested in this project. Here's my submission:
Ghonoa
Colors: UGB
Mechanical Identity: Discarding cards as costs and lots of recursion (maybe a return of Madness)
Flavor of Ghonoa:
Region: Southwest Purea
Races: Centaur, Elf, Snake
Ghonoa is a muggy, slow, mysterious land. The landscape is dominated by long, marshy inlets, called fjords. The strips of land that line the fjords are covered in dark, misty woods. The Mists cover the island, chilling cold, fogging everything in sight. The Mist is so cold that it seems to bog down life on the island, its inhabitants living bleak, simple lives. It pervades into their minds, driving them to apathy and even madness.
Ghonoa lacks the idealism and passion of Red and White, and thus no alliances or civilizations appear there. Inhabitants fight and struggle for survival in the chilly, misty woods and swamplands. Centaur are the most populous race on Ghonoa, and they fight for their territories while divinating about the future, curious but uncaring as to what it holds. Elves are similar to those of Lorwyn, but lack the hierarchy. They use poison and traps to fight the other residents of the islands, and most live on top of the highest trees, which barely protrude above the Mists. They live as occasional hunters, brooding atop their trees in a state of corroding inertness. Many large snakes inhabit the woody marshes of Ghonoa, and their surprise attacks are always dangerous.
Ghonoa is similar to the plane of Jund in that the inhabitants live primal lives, fighting to survive. But here, it isn't about who is strongest, but who is most cunning. Ironic, since the Mists are slowing decomposing the thoughts and motivations of Ghonoans.
TropolusGW
An archipeligo of tropical islands near the north of the relativly warm, equatorial sea. Tropolus has no humans, save the occasional travelers, as the only species allowed into the interior of the islands are the native Tropolun Rhox and Tacani Elves. Within the islands, there are ancient reefs which have been built up to the point where they now form great salt flats, and are an excellant source of white mana.
Mechanically, Tropolus is all about protection. The Tropoluns use heavy prevention, lifegain, and protection to prevent the loss of their islands. In smaller circles, the Tacani have started to experiment with using blue mana to prevent the enemy from every casting their spells, but that is still in the future.
Zilsix, Magus Academy
Colors: RU
Mechanical Identity: Messing with spells like swerving, countering, copying
The massive Zilsix, Magus Academy is built on the Diled penensula-plateau, exactly between east and west in the southern hemisphere. as the academy lacks green's savagery, white's drive for the common good and black's drive for selfish gain, the academy is united under one word: progress. Meaning, lets see what cool stuff we can do with explosives and some sorcery. containing a mix of veldalken and humans, the academy is entirely devoted to new breakthroughs in sorcery and mechanics (very slight artifact focus). However, as the academy lacks a central leader, mages often disagree on what "progress" means, and usually end up stealing other's experiments for their own use. (thus the focus on messing with your and your opponent's spells).
One night, Aethan (protagonist) woke up from a dream of great mages in combat, one a cat-man, one with a metal arm, and one a dragon. Thinking nothing of it, he passed his day, and went back to sleep the next night. this time he was visited by a nightmare of gigantic gray monstrosities destroying civilization all over a world. Though he does not understand his dreams, he knows that they are prophesy, and begins attempting to study them. One night he sees a mage teleport from one world to another. he wakes up in a frenzy and runs to his lab. Aethan is trying to build an inter-planar portal. once the portal is completed, Aethan walks through, igniting his spark in the progress
Question: When you say that the three contributors have to agree on a planeswalker or keyword, what do you mean? for instance, say i want to make a planeswalker. do i have to get an ok from the U and R contributors, or is it the U(R/G) and R(W/U) contributors? and who has to get an ok from me?
Cards:
Aethan, Genius Ignited1UR Planeswalker - Aethan (M)
[+1]: counter the next spell target player casts unless he or she pays 0. If he or she does ~ deals 2 damage to that player.
[-2]: The next time you cast a spell this turn, if ~ is on the battlefield, ~ deals damage to target creature equal to that spell's converted mana cost.
[-4]: You control the next spell target player casts. (You choose any targets. Permanents enter the battlefield under your control.)
[[3]]
Spinsplit1UR Instant (R)
Choose one or both--Copy target spell, you may choose new targets for the copy, or change the targets of target spell. While wizard duels are spectator sports in Zilsix, the audience must be alert at all times. One never knows when a spell gone arwy will cause a section of the crowd to be engulfed in flame. Or turned into bunnies.
Zilsix Laboratory3U Enchantment (R)
Players can't cast more than one spell each turn.
Cards in each player's hand have cycling 2.
At the beginning of the end step, for each player, that player draws a card if an opponent of him or her hasn't cast a spell this turn.
Absorbent Pyroplasm1RR Creature - Weird (R)
Whenever you cast an instant or sorcery spell, ~ gets +2/+0 until end of turn.
Whenever a spell or ability you control copies another spell or ability, ~ has flying and first strike until end of turn.
Whenever a spell or ability you control changes the target of a spell or ability, ~ deals 2 damage to target creature or player.
1/2
Spellweird ChannelerUUR Creature - Human Wizard (U)
Sacrifice ~: Choose one-- Counter target spell unless its controller pays 2, or change the targets of target spell. "No, no no. You're doing it all wrong!"
1/2
Billowing Flame1R Sorcery (U)
~ deals 3 damage to target creature or player. That player or creature's controller may then have ~ deal 5 damage to another target creature or player of his or her choice. "At first, the experiment backfired, causing my lab to be engulfed in flame. Once ablaze, however, I found that I had heightened control over the fire. Success!" -- Cies, Academy Researcher
Break or TakeUU Instant (U)
Choose target spell. That spell's controller chooses one-- counter that spell, or you may choose new targets for that spell. "This experiment is strictly forbidden. Unless, you were to, say, let me give it a spin" -- Hildena, Academy Observer
Amplifier SubjectR Creature - Goblin Wizard (C)
Sacrifice ~: The next source you control that would deal noncombat damage this turn deals that much damage plus one. Zilsix experiments are often channeled through amplifiers, making the fire hotter, the pops louder, and the explosions splattier.
1/1
Steam Jet1UR Instant (C)
Target creature gets +4/+0, and has flying and haste until end of turn. Steam Jets are preferred by Zilsix mages for their ease of preparation, lack of a byproduct, and less volume to cover up the screams of the subject.
Divinat Plasm1UU Creature - Weird (C)
Instantcycling 3UU
Sorcerycycling 3RR Many insights can be found in the compounding, and shattering, bubbles.
2/2
Experiment Chaos(U/R) Instant (C)
Change the target of target spell.
Any player may pay 2. If a player does, he or she may copy ~ and chose new targets for the copy. Many a building in Zilsix have been leveled when two rival mages fight over who controls a particular experiment
Zilsix Summons2UU Sorcery (C)
Return two target creatures to their owner's hands
Cycling 2U
When you cycle ~, you may return target creature to its owner's hand. "You have been summoned to the Loies court hall. To get there, walk to the right, take the third left, the second right, the..."
Dybbuks of StrelliaWB
Mechanical identity: Slow punishment, through The Fallen-type effects and Auras in the vein of Pillory of the Sleepless
Location: North-central Purea
Types: Humans, Zombies, Unicorns (sentient), Nomads, Clerics, Soldiers
The waste of Strellia is a glassy desert, covered in weird sedges and the yurts of the unicorn-taming nomads led by Ilbataar, a living mummy. The Strellian nomads do not revile civilized, settled life; indeed, they view it as the highest end of their existence, but they believe that they were called to scour the world before building their cities and palaces. Thus they continue to wander, combating "impurity" wherever they find it to pave the way for what they believe is destined to be their future hedonist paradise. They worship two gods, one of whom represents the night sky and the other of whom is dust.
Ilbataar, Wasteland Lich3WB
Legendary Creature - Zombie Nomad (M)
Creatures you control have intimidate.
Whenever a creature you control deals combat damage to a player, that player gets a blank emblem.
At the beginning of each opponent's upkeep, if Ilbataar is on the battlefield or in your graveyard, you may return a creature card with converted mana cost equal to or less than the number of blank emblems that player has from your graveyard to the battlefield.
3/3
I was reading about the design of Shards of Alara recently. I think it would be an awesome idea to do something similar to what they did when they designed the Shards.
This idea has been explored before by others. And actually netn9's set "Ramanants of Ara'al" tries to do exactly that. You can go here to read about it.
Continuation is unfortunately uncertain.
This project won't do any of that. Considering this is a loose community and not a professional company it's worth trying different approaches.
I would also suggest having a maximum of 5-7 factions, so that each faction would be able to have room to be well represented, and there would still be room for non-aligned cards. Perhaps this project could be expanded into a block, and two new factions could be introduced in each expansion set?
If we have the luxury of too many contributors the set can retroactively be split into sets and the facions can be grouped so that each set has an individual theme - two birds with one stone.
It's important to be aware though that not few contributors might get bored and not finish their faction. It's easier to compensate for this if I do not restrict the number of entrants.
Question: When you say that the three contributors have to agree on a planeswalker or keyword, what do you mean? for instance, say i want to make a planeswalker. do i have to get an ok from the U and R contributors, or is it the U(R/G) and R(W/U) contributors? and who has to get an ok from me?
Any two members can support your proposal for a keyword or planeswalker. Basically each contributor gets control of a third of a planeswalker slot, i. e. three people submit a single planeswalker. I see no reason to restrict who can support whom. Just convince two people your idea is better than theirs...
Just a little something to encourage interaction between contributors.
Private Mod Note
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I want Tropolus to have a very fast opening, but have all their cheaper creatures be defenders. I'm thinking that Tropolus will have a strong Defender mechanical theme, with an enchantment subtheme. I haven't had any good ideas for mechanics, but I do have some ideas for cards:
Tropolun Seedtender2G
Creature - Rhox Druid (U)
Defender
When CARD enters the battlefield, search your library for a basic land, reveal it, and put it into your hand. Shuffle your library afterwards. 1/4
I was considering bringing back Totem Armor, but I wasn't sure. Convoke is another possible bringback mechanic, but it leaves you kind of exposed on the defensive. Tropolus' win con should probably be some sort of attrition effect, such as lifegain. Alternativly mass un-defender is also a good way to go.
Instead of factions agreeing to use certain keywords, why not just have the whole set use a few generic keywords? For instance, Radiance and Conspire both work well with a "color aligned" theme. Factions that want to use creature types can use Kinship. You can even rework mechanics into colored faction themes, such as "Champion a red creature" or "Splice onto red". It seems it'd be a lot more balanced and simple than having random keywords everywhere.
Private Mod Note
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Instead of factions agreeing to use certain keywords, why not just have the whole set use a few generic keywords?
I don't see a reason to change my policy here - if you can convince other contributors of such a keyword it will be global, i. e. anyone could use it. It is not restricted to the contributors that submit it - it's just a way to make sure that the number of keywords is reasonably low and at least a few people consider it good and open enough to use it in their own designs.
random keywords everywhere.
Exactly that cannot happen if you need two other contributors to support you. For example it should be much easier to find two other people with a creature theme to support you on convoke than to find two for your custom "genesplice" keyword that is flavored to fit your bioscientist faction.
I am able to create a set from the top or even all on my own. But this is a conscious exercise in bringing the community together to create a set, so the decision making should come from the community.
Consider also the following: We have a total of seven different posters right now (including me and you who have not yet even chosen a faction). That is a maximum of two keywords... even if we get a dozen (utopian with the current activity level of the CSC&D) that will be a whoopin' four.
Anarchy!
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
What I mean to say is that if anyone can submit any keyword and use it so long as they get two others to join them, we could end up with a set that has rebound, dredge, convoke, totem armor, splice, and suspend; keywords that have nothing to do with each other. There's no planning behind it, just random keywords thrown together. It worked in Ravnica because each guild was the only one to use its keyword, and that keyword matched that guild's mechanical identity. With this policy, 3 factions would all share 1 keyword, which means the keyword won't have an actual identity, it'll just exist in the set as something that happens.
Basically what I'm trying to say is that in order to actually function as a set, there needs to be some mechanical cohesion. You can't just have everyone build a small part and staple them all together. Having people agree on keywords doesn't help the set work better, it just makes all factions less unique.
Private Mod Note
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
rebound, dredge, convoke, totem armor, splice, and suspend
6 keywords means 18 people means 252 cards without framework cards means the set will definitely be split (and I consider myself able to do something with that).
There's no planning behind it
Well, then it is the fault of everyone. You are aware that the discussion is public? You are also aware that deciding which mechanics are in and which out are generally a group effort?
No one stops a group of six people coming together and decide on two keywords that work well together. No one stops people from making suggestions how to improve other keywords so it works towards a better set. All the discussion is still possible. I do not forbid you talking to each other to come to a better end result.
All I am ensuring is that there is a way to come to a final decision at some point that is decentralised. I am not forcing anyone to be idiotic in the process. I can imagine your zest a driving force in keeping people aware.
You could have spend the time arguing against the simple baselines I provided on figuring out how to control the system from the inside, considering you have the ability to talk and argue. My baselines and your idea are not mutually exclusive. Be the change you want to see in the world!
Note: Up to now there has not been enough discussion to create even a single keyword.
Private Mod Note
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Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I agree. We definitely need something to give the set cohesion. A specific theme would be fine, but in my opinion, I think we should find some mechanics that have tons of design room and don't limit designers within their faction. In my opinion, probably one permanent-based keyword and one non permanent-based keyword. I also think that, with at least 6 factions, we should avoid giving each faction its own keyword, and I also think that we should try to aim for some amount inter-faction synergy if possible.
Specific suggestion: Delve and Level-Up
The only setup that Level-Up requires is to have lower-powered removal for the limited format, which is tiny. Setup for Delve is to put cards in graveyards. Basically every strategy does this, so easy.
These two mechanics are also extremely versatile and open and wouldn't burden any of the designers.
I'm suggesting having Levelers and Delve costs across the set, with the factions doing whatever they want outside of that.
If you guys don't like those two specifically, here's some other suggestions:
Exalted
Splice onto Instant or Sorcery
Morph
Entwine
Retrace
Forecast
Convoke
Grandeur
Prowl without Rogues
of those, my favorites are splice, entwine, and forecast.
reasons for not liking some of the others:
Level up: fine, just not my fav. i'd be ok with using it
i feel like delve is intruding a bit onto any faction that decides to have a graveyard focus. it isn't fair to take that mechanic slot away
Exalted: there was a reason exalted was only in bant. exalted encourages wenie, something that a blue-black faction, for example, would get little out of
Morph: see level-up
Retrace: see level-up
Convoke: again a dependence on large amounts of creatures. there was a reason it was in selesnya.
Grandeur: really really horrible in limited (are we designing for limited?). also, if the card with grandeur is not legendary, you could just play the card instead of discarding it.
Prowl: might have to reconsider this one. could be good.
The nomadic Alchemists know as the Ohzalk(oh-z-all-kuh)!
R(W/U)Ohzalk(W/U)R
Mechanics of the Ohzalk are changing one permanent into another, and spellshaping. (So in general, manipulation of resources)
The Ohzalk was a group founded by the mage, Osamon Laak. He left society and gathered together a clan of mages who were proficient in the art of Alchemy from other factions and encouraged them to defect. Since they aren't well established, they have no homeland, and are often driven out of lands for causing dissent. Because of this, they're position on the globe is ever changing. (And it serves as a clever metaphor for the constant change of the Ohzalk.)
Camps at which the Ohzalk have stayed can be easily identified by clearings that are drastically different from it's surroundings.
The Ohzalk Philosophy is that change is a good thing, something to be encouraged. Change for the sake of change should always be encouraged, and stagnancy should never occur.
This embraces red in it's desire for creativity and spontaneity, since if you can change anything at whim, you can express your emotion through everything.
This embraces white in it's desire to control and have order, since if everything changes at your whim, it is now under your total control.
This embraces blue in it's desire for creation and everything being deliberate, since when you control what everything is, nothing is accidental.
This goes against green's fundamental beliefs in the natural order. They take what is natural and turn it into the unnatural.
This goes against black in a denial of death, decay, and corruption. If everything can be changed into a better state once it wears out, then it can never succumbs to the harsh realities black relies on.
The race of the Ohzalk is Shapeshifter, since in general members are constantly morphing themselves into new forms.
The main character of this faction is it's founder, Osamon Laak. Osamon was once a mage of an Azorious-esque faction, until he questioned the rules set forth by the rulers. Why must one remain orderly and in line. Why can't a person be an individual rather than a sheep of the leaders.The more he questioned these rules, the more he driven to change them. With a questioning of rules came a questioning of the rules reality itself. He decided that nothing should be set in stone, and everything should be manipulable.
At that he defected from the faction and created his own nomadic people. He made it his sole purpose in life to change everything that is, into something that isn't, to spite the very laws that bind reality. Ironically his guild became not only a place for those who questioned the rules, but those who wanted to create those of their own. This was however, embraced by Osamon. He admired the desire to create rules of ones own to counter those of reality.
Level Reality3RWU Sorcery (MR)
Each player exiles each creature they control, then reveals cards from the top of their library until that many creatures have been revealed. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library, then repeat this process for artifacts, enchantments, and lands.
Osamon, the Amorphous2URR Legendary Creature - Shapeshifter Wizard (R)
At the beginning of each upkeep, target permanent other than Osamon, the Amorphous become copies of another target permanent that shares a card type with it until end of turn.
3/3
Moxshaper2UW Creature - Shapeshifter Artificer (R)
Artifacts you control loose all abilities and have "T: Add 1 to your mana pool." "Creating a Mox is impossible. Emulating one is simple."
1/2
Mana Morph3UR Enchantment (R)
You may cast instant and sorcery spells as cards that share a type with it in your graveyard.
^I have to give credit for that one largely to you Impulsive.^
Spellshift1UUR Instant (U)
Counter Target spell, then reveal cards from the top of your library until an instant is revealed. You may cast that spell without paying it's mana cost, then put all other cards revealed this way on the bottom of your library. "One of the most popular games at Ohzalk camps is seeing who can contort the other's spell in a more interesting fashion."
Ohzalk Camp Land (U)
At the beginning of your upkeep, choose a land type from among land types among lands you control at random. Ohzalk Camp becomes that land type until end of turn. ,T: Return target land you control other than Ohzalk Camp to it's owner's hand, then put a land from your hand onto the battlefield.
Ohzalk Wingcrafter1W Creature - Shapeshifter Spellshaper 1W,T, Discard a card: Target creature gets +1/+1 and gains flying until end of turn.
1/2
Morphic BoltR Instant (C)
Morphic Bolt deals 2 damage to target creature or player.
Instantcycling 1UR
May I propose Cycling in all it's forms? It can be bent to fit designs, and is mechanically effective.
@Lifeinsepia:
Actur Snake Mother: 2
Creature - Snake
level up GU
1/1
2-3: Whenever a level counter is put on Actur Snake Mother, you may put a 1/1 green and blue Snake creature token on to the battlefield.
1/2
4+: :symgu::symgu:: Remove each level counter from Actur Snake Mother.
3/4
I don't like the design all to much, but that wording is more sound. The "exact" restriction would be unnecessary because it would only have that ability at those levels anyway.
Right, thanks. I wasn't sure if abilities carried over, but now I know
Yeah, cycling seems good. Basic landcycling, wizardcycling, roguecycling, it has many different applications and so can fit in many factions. A new land:
Actur Rainforest
Land - Forest (T: Add G to your mana pool)
~ enters the battlefield tapped. T, Pay 1 life: Add U to your mana pool. T, pay 2 life: Add G to your mana pool for each land named ~ on the battlefield.
This card smells like a cycle to me, if anyone else wants one.
I think lands should be an individual affair, specifically matching their faction. For example:
Ohzalk Camp Land (U)
At the beginning of each upkeep Ohzalk Camp because a land type chosen at random from lands you control until end of turn. ,T: Return target land you control to it's owner's hand, then put a land from your hand onto the battlefield.
It fits Ohzalk very well both flavorably and mechanically. It is constantly changing, showing the flavor of the clan's constant movement, and mechanically the constant change among permanents. It can morph other lands, which fits the flavor of the Ozalk in that they change everything, even the land around them. Mechanically, it helps itself, and also feeds the theme of change.
I think we should vote on some mechanics. Specifically, a broad mechanic for permanents and a broad mechanic for spells, so that the set has cohesion but each faction isn't limited by these mechanics.
My votes
Permanents: Level-up or Prowl-without-Rogues
Spells: Entwine or Retrace
I think we need to figure this out so that we can start designing cards.
I think we should vote on some mechanics. Specifically, a broad mechanic for permanents and a broad mechanic for spells, so that the set has cohesion but each faction isn't limited by these mechanics.
My votes
Permanents: Level-up or Prowl-without-Rogues
Spells: Entwine or Retrace
I think we need to figure this out so that we can start designing cards.
Where would cycling fit in. I really want to use it.
Private Mod Note
():
Rollback Post to RevisionRollBack
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)
Each contributor to the set creates their own faction and cards for that faction. Based on these a skeleton of unaligned cards is later constructed around it to add effects that may be missing.
Creating a Faction:
The following things need to be supplied:
Name
Color Allegiance (choose an unused from the list below)
Mechanical Identity (Not a keyword)
Characteristic and Iconic creature types
Prominent Location & Character (Rough draft is enough)
Starting from there each contributor can create a subset of cards:
1 mythic rare, 3 rares, 5 uncommons, 5 commons
Color Allegiance List:
Contains 1-, 2- and 3-colored combinations
:symw::symgu: - Morru Magnum'd
:symw::symu: - Dodavehu introduces The Ascendral Spire (14)
:symw::symb: - void_nothing introduces Dybbuks of Strellia
:symw::symbr: - CrustaceanCrusader introduces Korvahl
:symu::symu: - Tyrantherus introduces Horis Vindicators
:symu::symwb: - k-rad introduces Ethera (K)
:symu::symb: - shikadi inroduces Verdanic (14)(K)
:symu::symr: - Mshnik introduces Zilsix, Magus Academy
:symu::symrg: - drewdagreek'd
:symb::symb: - OneTrueDragon introduces The Necromancers of Aridhol
:symb::symur: - Rimeshade introduces The Republic of Shadecrys
:symb::symr: - MortalSword'd
:symb::symg: - XiosIkon introduces Tarrlknot
:symb::symgw: - Trancebam introduces Algaeria
:symr::symr: - netn9 introduces Hills of Skazzar
:symr::symbg: - Discard1119'd introduces Yuktani
:symr::symg: - Twilight Kiwi introduces The Mokhal Clans
:symr::symw: - brasil_dude101 introduces Valguard
:symr::symwu: - Doom Lich introduces Ohzalk (14)(F)
:symg::symg: - Sleran introduces Tier
:symg::symrw: - ksolina introduces Alleria
:symg::symw: - Jaxck introduces Tropolus
:symg::symu: - lifeinsepia introduces Actur Rainforest (14)(K)
:symg::symub: - Mulldrifter77 introduces Ghonoa
The World:
The location is the supercontinent of Purea. It's arctic in the north, followed by moderate :symgw:, mediterran :sym2w:, deserted and tropic going south. It's oceanic in the west and continental in the east.
The color associations are arbitrary suggestions, nothing more.
Keyword Mechanics & Planeswalkers:
Besides evergreen keywords no keywords is a given.
Cycling is now a keyword in this set. (submitted by: lifeinsepia, k-rad, shikadi)
To introduce a (new or preexisting) keyword mechanic three contributors must agree on using it for all their factions AND actually use it. Each contributor can support only one mechanic this way.
Planeswalkers work the same. When three contributors agree on a planeswalker, they may submit it. The planeswalker does not necessarily need to fit all their factions, but to keep things at least somewhat balanced no color shall fall back more than 150% on planeswalkers (a monocolored planeswalker adds 100% for a color, a NCD walker 50% to each of its colors etc.).
On the other hand each contributor may create a legendary card if they want to, are even encouraged to do so.
So far me, now you...
So far only cards from Doom Lich's Ohzalk faction have been added to the spoiler. I consider it the best example for a faction in this thread. Also it's "complete".
Three more "complete" sets are awaiting another review.
Common:
Instant (Ohz)
Creatures you control gain protection from a creature type of your choice until end of turn.
Uncommon:
Creature - Shapeshifter Spellshaper (Ohz)
Flying
:1mana::symw:, :symtap:, Discard a card: Target creature gets +1/+1 and gains flying until end of turn.
1/2
Common:
Creature - Shapeshifter Homunculus (Ohz)
Cycling :1mana::symu:
When you cycle Homunculus Template, reveal the top card of your library. If a creature card is revealed this way, draw a card. Otherwise, discard a card.
1/1
Uncommon:
Creature - Shapeshifter Spellshaper (Ohz)
:symu:, :symtap:, Discard a card: Look at the top three cards of your library then put them back in any order. You may shuffle your library.
1/1
Common:
Creature - Shapeshifter (Ohz)
"Not all creations are original. When creativity is lacking, combine what you know."
-Ohzalk Codex
2/3
Instant (Ohz)
Morphic Bolt deals 2 damage to target creature or player.
Instantcycling :1mana::symu::symr:
Uncommon:
Creature - Shapeshifter Spellshaper (Ohz)
First Strike
:2mana::symr::symr:, :symtap:, Discard a card: Ohzalk Pyreshaper deals 4 damage to target creature or player.
3/1
Common:
Creature - Shapeshifter Hound (Ohz)
:symr:: Alchemist's Familiar gets +1/+0 until end of turn.
:symw:: Alchemist's Familiar gets +0/+1 until end of turn.
1/1
Uncommon:
Instant (Ohz)
Counter Target spell, then reveal cards from the top of your library until an instant is revealed. You may cast that spell without paying it's mana cost, then put all other cards revealed this way on the bottom of your library.
"One of the most popular games at Ohzalk camps is seeing who can contort the other's spell in a more interesting fashion."
Rare:
Enchantment (Ohz)
You may cast each instant or sorcery card in your graveyard by discarding a card that shares a type with it in addition to paying its other costs.
Creature - Shapeshifter Artificer (Ohz)
Artifacts you control lose all abilities and have ":symtap:: Add to your mana pool."
"Creating a Mox is impossible. Emulating one is simple."
1/2
Legendary Creature - Shapeshifter Wizard (Ohz)
At the beginning of each upkeep, target permanent other than Osamon, the Amorphous becomes a copy of another target permanent that shares a card type with it until end of turn.
3/3
Mythic Rare:
Sorcery (Ohz)
Each player exiles each creature they control, then reveals cards from the top of their library until that many creatures have been revealed. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library, then repeat this process for artifacts, enchantments, and lands.
Uncommon:
Land (Ohz)
At the beginning of each upkeep, choose a land with a land type you control at random. Ohzalk Encampment gains all land types of the chosen land until end of turn.
:symtap:: Return target land you control to it's owner's hand, then you may put a land card from your hand onto the battlefield tapped.
Attachments:
The Map:
Black - Coastlines
Brown - Mountain Ridges
Light Green - Unspecified Landmass
Dark Blue - Sea
Dark Green - Forest/Rainforest
Yellow - Desert
Light Blue - Permafrost
Gray -Unknown
Magenta -Factions
I also planned on adding some bodies of water but skipped them for now.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Also, I would suggest finding an overall theme for the set. It wouldn't have to be heavy, like Mirrodin or Zendikar, but it needs something to give it identity. For example, Shards of Alara had a general theme of multicolor, specifically allied tri-colors. Yet each Shard was not heavily tied down by this theme, and each Shard had a very distinct flavor and mechanical feel.
Perhaps the theme could be "X vs Y", where X is represented in 2-3 factions and Y is represented in 2-3 factions, and X and Y are somehow related (like creatures vs. instants and sorceries; or maybe Gold vs. Monocolor.)
I would also suggest having a maximum of 5-7 factions, so that each faction would be able to have room to be well represented, and there would still be room for non-aligned cards. Perhaps this project could be expanded into a block, and two new factions could be introduced in each expansion set?
Those are just suggestions. I'm definitely interested in this project. Here's my submission:
Ghonoa
Colors: UGB
Mechanical Identity: Discarding cards as costs and lots of recursion (maybe a return of Madness)
Flavor of Ghonoa:
Region: Southwest Purea
Races: Centaur, Elf, Snake
Ghonoa is a muggy, slow, mysterious land. The landscape is dominated by long, marshy inlets, called fjords. The strips of land that line the fjords are covered in dark, misty woods. The Mists cover the island, chilling cold, fogging everything in sight. The Mist is so cold that it seems to bog down life on the island, its inhabitants living bleak, simple lives. It pervades into their minds, driving them to apathy and even madness.
Ghonoa lacks the idealism and passion of Red and White, and thus no alliances or civilizations appear there. Inhabitants fight and struggle for survival in the chilly, misty woods and swamplands. Centaur are the most populous race on Ghonoa, and they fight for their territories while divinating about the future, curious but uncaring as to what it holds. Elves are similar to those of Lorwyn, but lack the hierarchy. They use poison and traps to fight the other residents of the islands, and most live on top of the highest trees, which barely protrude above the Mists. They live as occasional hunters, brooding atop their trees in a state of corroding inertness. Many large snakes inhabit the woody marshes of Ghonoa, and their surprise attacks are always dangerous.
Ghonoa is similar to the plane of Jund in that the inhabitants live primal lives, fighting to survive. But here, it isn't about who is strongest, but who is most cunning. Ironic, since the Mists are slowing decomposing the thoughts and motivations of Ghonoans.
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Tropolus GW
An archipeligo of tropical islands near the north of the relativly warm, equatorial sea. Tropolus has no humans, save the occasional travelers, as the only species allowed into the interior of the islands are the native Tropolun Rhox and Tacani Elves. Within the islands, there are ancient reefs which have been built up to the point where they now form great salt flats, and are an excellant source of white mana.
Mechanically, Tropolus is all about protection. The Tropoluns use heavy prevention, lifegain, and protection to prevent the loss of their islands. In smaller circles, the Tacani have started to experiment with using blue mana to prevent the enemy from every casting their spells, but that is still in the future.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
Colors: RU
Mechanical Identity: Messing with spells like swerving, countering, copying
The massive Zilsix, Magus Academy is built on the Diled penensula-plateau, exactly between east and west in the southern hemisphere. as the academy lacks green's savagery, white's drive for the common good and black's drive for selfish gain, the academy is united under one word: progress. Meaning, lets see what cool stuff we can do with explosives and some sorcery. containing a mix of veldalken and humans, the academy is entirely devoted to new breakthroughs in sorcery and mechanics (very slight artifact focus). However, as the academy lacks a central leader, mages often disagree on what "progress" means, and usually end up stealing other's experiments for their own use. (thus the focus on messing with your and your opponent's spells).
One night, Aethan (protagonist) woke up from a dream of great mages in combat, one a cat-man, one with a metal arm, and one a dragon. Thinking nothing of it, he passed his day, and went back to sleep the next night. this time he was visited by a nightmare of gigantic gray monstrosities destroying civilization all over a world. Though he does not understand his dreams, he knows that they are prophesy, and begins attempting to study them. One night he sees a mage teleport from one world to another. he wakes up in a frenzy and runs to his lab. Aethan is trying to build an inter-planar portal. once the portal is completed, Aethan walks through, igniting his spark in the progress
Question: When you say that the three contributors have to agree on a planeswalker or keyword, what do you mean? for instance, say i want to make a planeswalker. do i have to get an ok from the U and R contributors, or is it the U(R/G) and R(W/U) contributors? and who has to get an ok from me?
Cards:
Aethan, Genius Ignited 1UR
Planeswalker - Aethan (M)
[+1]: counter the next spell target player casts unless he or she pays 0. If he or she does ~ deals 2 damage to that player.
[-2]: The next time you cast a spell this turn, if ~ is on the battlefield, ~ deals damage to target creature equal to that spell's converted mana cost.
[-4]: You control the next spell target player casts. (You choose any targets. Permanents enter the battlefield under your control.)
[[3]]
Spinsplit 1UR
Instant (R)
Choose one or both--Copy target spell, you may choose new targets for the copy, or change the targets of target spell.
While wizard duels are spectator sports in Zilsix, the audience must be alert at all times. One never knows when a spell gone arwy will cause a section of the crowd to be engulfed in flame. Or turned into bunnies.
Zilsix Laboratory 3U
Enchantment (R)
Players can't cast more than one spell each turn.
Cards in each player's hand have cycling 2.
At the beginning of the end step, for each player, that player draws a card if an opponent of him or her hasn't cast a spell this turn.
Absorbent Pyroplasm 1RR
Creature - Weird (R)
Whenever you cast an instant or sorcery spell, ~ gets +2/+0 until end of turn.
Whenever a spell or ability you control copies another spell or ability, ~ has flying and first strike until end of turn.
Whenever a spell or ability you control changes the target of a spell or ability, ~ deals 2 damage to target creature or player.
1/2
Spellweird Channeler UUR
Creature - Human Wizard (U)
Sacrifice ~: Choose one-- Counter target spell unless its controller pays 2, or change the targets of target spell.
"No, no no. You're doing it all wrong!"
1/2
Billowing Flame 1R
Sorcery (U)
~ deals 3 damage to target creature or player. That player or creature's controller may then have ~ deal 5 damage to another target creature or player of his or her choice.
"At first, the experiment backfired, causing my lab to be engulfed in flame. Once ablaze, however, I found that I had heightened control over the fire. Success!" -- Cies, Academy Researcher
Break or Take UU
Instant (U)
Choose target spell. That spell's controller chooses one-- counter that spell, or you may choose new targets for that spell.
"This experiment is strictly forbidden. Unless, you were to, say, let me give it a spin" -- Hildena, Academy Observer
Amplifier Subject R
Creature - Goblin Wizard (C)
Sacrifice ~: The next source you control that would deal noncombat damage this turn deals that much damage plus one.
Zilsix experiments are often channeled through amplifiers, making the fire hotter, the pops louder, and the explosions splattier.
1/1
Steam Jet 1UR
Instant (C)
Target creature gets +4/+0, and has flying and haste until end of turn.
Steam Jets are preferred by Zilsix mages for their ease of preparation, lack of a byproduct, and less volume to cover up the screams of the subject.
Divinat Plasm 1UU
Creature - Weird (C)
Instantcycling 3UU
Sorcerycycling 3RR
Many insights can be found in the compounding, and shattering, bubbles.
2/2
Experiment Chaos (U/R)
Instant (C)
Change the target of target spell.
Any player may pay 2. If a player does, he or she may copy ~ and chose new targets for the copy.
Many a building in Zilsix have been leveled when two rival mages fight over who controls a particular experiment
Zilsix Summons 2UU
Sorcery (C)
Return two target creatures to their owner's hands
Cycling 2U
When you cycle ~, you may return target creature to its owner's hand.
"You have been summoned to the Loies court hall. To get there, walk to the right, take the third left, the second right, the..."
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
Play Magic online free with GCCG!
Download it here -- (My Username is ShinkyP)
Trade Thread: Here!
Mechanical identity: Slow punishment, through The Fallen-type effects and Auras in the vein of Pillory of the Sleepless
Location: North-central Purea
Types: Humans, Zombies, Unicorns (sentient), Nomads, Clerics, Soldiers
The waste of Strellia is a glassy desert, covered in weird sedges and the yurts of the unicorn-taming nomads led by Ilbataar, a living mummy. The Strellian nomads do not revile civilized, settled life; indeed, they view it as the highest end of their existence, but they believe that they were called to scour the world before building their cities and palaces. Thus they continue to wander, combating "impurity" wherever they find it to pave the way for what they believe is destined to be their future hedonist paradise. They worship two gods, one of whom represents the night sky and the other of whom is dust.
Ilbataar, Wasteland Lich 3WB
Legendary Creature - Zombie Nomad (M)
Creatures you control have intimidate.
Whenever a creature you control deals combat damage to a player, that player gets a blank emblem.
At the beginning of each opponent's upkeep, if Ilbataar is on the battlefield or in your graveyard, you may return a creature card with converted mana cost equal to or less than the number of blank emblems that player has from your graveyard to the battlefield.
3/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This idea has been explored before by others. And actually netn9's set "Ramanants of Ara'al" tries to do exactly that. You can go here to read about it.
Continuation is unfortunately uncertain.
This project won't do any of that. Considering this is a loose community and not a professional company it's worth trying different approaches.
If we have the luxury of too many contributors the set can retroactively be split into sets and the facions can be grouped so that each set has an individual theme - two birds with one stone.
It's important to be aware though that not few contributors might get bored and not finish their faction. It's easier to compensate for this if I do not restrict the number of entrants.
Any two members can support your proposal for a keyword or planeswalker. Basically each contributor gets control of a third of a planeswalker slot, i. e. three people submit a single planeswalker. I see no reason to restrict who can support whom. Just convince two people your idea is better than theirs...
Just a little something to encourage interaction between contributors.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I'll probably join in once I can think of a decent faction.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Re: Keywords - Since we'll have five people once MOON-E posts his faction, can we start that discussion?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I won't stop you.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Darn. Was such a good name too. hummm. I'll come up with something.
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
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I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Tropolun Seedtender 2G
Creature - Rhox Druid (U)
Defender
When CARD enters the battlefield, search your library for a basic land, reveal it, and put it into your hand. Shuffle your library afterwards.
1/4
I was considering bringing back Totem Armor, but I wasn't sure. Convoke is another possible bringback mechanic, but it leaves you kind of exposed on the defensive. Tropolus' win con should probably be some sort of attrition effect, such as lifegain. Alternativly mass un-defender is also a good way to go.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
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This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
Play Magic online free with GCCG!
Download it here -- (My Username is ShinkyP)
Trade Thread: Here!
I don't see a reason to change my policy here - if you can convince other contributors of such a keyword it will be global, i. e. anyone could use it. It is not restricted to the contributors that submit it - it's just a way to make sure that the number of keywords is reasonably low and at least a few people consider it good and open enough to use it in their own designs.
Exactly that cannot happen if you need two other contributors to support you. For example it should be much easier to find two other people with a creature theme to support you on convoke than to find two for your custom "genesplice" keyword that is flavored to fit your bioscientist faction.
I am able to create a set from the top or even all on my own. But this is a conscious exercise in bringing the community together to create a set, so the decision making should come from the community.
Consider also the following: We have a total of seven different posters right now (including me and you who have not yet even chosen a faction). That is a maximum of two keywords... even if we get a dozen (utopian with the current activity level of the CSC&D) that will be a whoopin' four.
Anarchy!
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Basically what I'm trying to say is that in order to actually function as a set, there needs to be some mechanical cohesion. You can't just have everyone build a small part and staple them all together. Having people agree on keywords doesn't help the set work better, it just makes all factions less unique.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
6 keywords means 18 people means 252 cards without framework cards means the set will definitely be split (and I consider myself able to do something with that).
Well, then it is the fault of everyone. You are aware that the discussion is public? You are also aware that deciding which mechanics are in and which out are generally a group effort?
No one stops a group of six people coming together and decide on two keywords that work well together. No one stops people from making suggestions how to improve other keywords so it works towards a better set. All the discussion is still possible. I do not forbid you talking to each other to come to a better end result.
All I am ensuring is that there is a way to come to a final decision at some point that is decentralised. I am not forcing anyone to be idiotic in the process. I can imagine your zest a driving force in keeping people aware.
You could have spend the time arguing against the simple baselines I provided on figuring out how to control the system from the inside, considering you have the ability to talk and argue. My baselines and your idea are not mutually exclusive. Be the change you want to see in the world!
Note: Up to now there has not been enough discussion to create even a single keyword.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Specific suggestion: Delve and Level-Up
The only setup that Level-Up requires is to have lower-powered removal for the limited format, which is tiny. Setup for Delve is to put cards in graveyards. Basically every strategy does this, so easy.
These two mechanics are also extremely versatile and open and wouldn't burden any of the designers.
I'm suggesting having Levelers and Delve costs across the set, with the factions doing whatever they want outside of that.
If you guys don't like those two specifically, here's some other suggestions:
Exalted
Splice onto Instant or Sorcery
Morph
Entwine
Retrace
Forecast
Convoke
Grandeur
Prowl without Rogues
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
reasons for not liking some of the others:
Level up: fine, just not my fav. i'd be ok with using it
i feel like delve is intruding a bit onto any faction that decides to have a graveyard focus. it isn't fair to take that mechanic slot away
Exalted: there was a reason exalted was only in bant. exalted encourages wenie, something that a blue-black faction, for example, would get little out of
Morph: see level-up
Retrace: see level-up
Convoke: again a dependence on large amounts of creatures. there was a reason it was in selesnya.
Grandeur: really really horrible in limited (are we designing for limited?). also, if the card with grandeur is not legendary, you could just play the card instead of discarding it.
Prowl: might have to reconsider this one. could be good.
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
Play Magic online free with GCCG!
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The nomadic Alchemists know as the Ohzalk(oh-z-all-kuh)!
R(W/U)Ohzalk(W/U)R
Camps at which the Ohzalk have stayed can be easily identified by clearings that are drastically different from it's surroundings.
The Ohzalk Philosophy is that change is a good thing, something to be encouraged. Change for the sake of change should always be encouraged, and stagnancy should never occur.
This embraces white in it's desire to control and have order, since if everything changes at your whim, it is now under your total control.
This embraces blue in it's desire for creation and everything being deliberate, since when you control what everything is, nothing is accidental.
This goes against green's fundamental beliefs in the natural order. They take what is natural and turn it into the unnatural.
This goes against black in a denial of death, decay, and corruption. If everything can be changed into a better state once it wears out, then it can never succumbs to the harsh realities black relies on.
At that he defected from the faction and created his own nomadic people. He made it his sole purpose in life to change everything that is, into something that isn't, to spite the very laws that bind reality. Ironically his guild became not only a place for those who questioned the rules, but those who wanted to create those of their own. This was however, embraced by Osamon. He admired the desire to create rules of ones own to counter those of reality.
Sorcery (MR)
Each player exiles each creature they control, then reveals cards from the top of their library until that many creatures have been revealed. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library, then repeat this process for artifacts, enchantments, and lands.
Legendary Creature - Shapeshifter Wizard (R)
At the beginning of each upkeep, target permanent other than Osamon, the Amorphous become copies of another target permanent that shares a card type with it until end of turn.
Creature - Shapeshifter Artificer (R)
Artifacts you control loose all abilities and have "T: Add 1 to your mana pool."
"Creating a Mox is impossible. Emulating one is simple."
Enchantment (R)
You may cast instant and sorcery spells as cards that share a type with it in your graveyard.
Instant (U)
Counter Target spell, then reveal cards from the top of your library until an instant is revealed. You may cast that spell without paying it's mana cost, then put all other cards revealed this way on the bottom of your library.
"One of the most popular games at Ohzalk camps is seeing who can contort the other's spell in a more interesting fashion."
Land (U)
At the beginning of your upkeep, choose a land type from among land types among lands you control at random. Ohzalk Camp becomes that land type until end of turn.
,T: Return target land you control other than Ohzalk Camp to it's owner's hand, then put a land from your hand onto the battlefield.
Creature - Shapeshifter Spellshaper
1W,T, Discard a card: Target creature gets +1/+1 and gains flying until end of turn.
Instant (C)
Morphic Bolt deals 2 damage to target creature or player.
Instantcycling 1UR
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)
@Lifeinsepia:
Creature - Snake
level up GU
1/1
2-3: Whenever a level counter is put on Actur Snake Mother, you may put a 1/1 green and blue Snake creature token on to the battlefield.
1/2
4+: :symgu::symgu:: Remove each level counter from Actur Snake Mother.
3/4
I don't like the design all to much, but that wording is more sound. The "exact" restriction would be unnecessary because it would only have that ability at those levels anyway.
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 think lands should be an individual affair, specifically matching their faction. For example:
Land (U)
At the beginning of each upkeep Ohzalk Camp because a land type chosen at random from lands you control until end of turn.
,T: Return target land you control to it's owner's hand, then put a land from your hand onto the battlefield.
It fits Ohzalk very well both flavorably and mechanically. It is constantly changing, showing the flavor of the clan's constant movement, and mechanically the constant change among permanents. It can morph other lands, which fits the flavor of the Ozalk in that they change everything, even the land around them. Mechanically, it helps itself, and also feeds the theme of change.
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)
My votes
Permanents: Level-up or Prowl-without-Rogues
Spells: Entwine or Retrace
I think we need to figure this out so that we can start designing cards.
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Where would cycling fit in. I really want to use it.
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)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝