Could you do a .pdf with the cards? That would be awesome. It's annoying to scroll so much down to read the next cards.
I designed some Eldrazi titans for fun:
Emrakul, Who Consumes All 10
When you cast Emrakul, Who Consumes All, target player loses 5 life and you gain 5 life.
Annihilator 5
If Emrakul, Who Consumes All would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
15/15
Kozilek, Hunger Unending 11
When you cast Kozilek, Hunger Unending, gain control of target creature.
Hexproof
Annihilator 3
If Kozilek, Hunger Unending would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
13/13
Ulamog, The Endless Void 12
When you cast Ulamog, The Endless Void, target player discards his or her hand.
Trample
Annihilator 4
If Ulamog, The Endless Void would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
10/10
I thought it would be kinda lame to have Emrakul as the most powerful of the Eldrazi again, especially what mana cost would it have (15 again? 14? or even higher? no that's lame)*, so I made him the weakest (there could be a story why he lost a portion of his power). Note the numbers I used - Emrakul (multiples of 5), Kozilek (odd numbers), Ulamog (even numbers). I think this makes it easier to remember.
*I wanted to make a WWUUBBRRGG card for my set, but as it turns out Progenitus has protection from his mana cost being reused.
Could you do a .pdf with the cards? That would be awesome. It's annoying to scroll so much down to read the next cards.
I designed some Eldrazi titans for fun:
Emrakul, Who Consumes All 10
When you cast Emrakul, Who Consumes All, target player loses 5 life and you gain 5 life.
Annihilator 5
If Emrakul, Who Consumes All would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
15/15
Kozilek, Hunger Unending 11
When you cast Kozilek, Hunger Unending, gain control of target creature.
Hexproof
Annihilator 3
If Kozilek, Hunger Unending would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
13/13
Ulamog, The Endless Void 12
When you cast Ulamog, The Endless Void, target player discards his or her hand.
Trample
Annihilator 4
If Ulamog, The Endless Void would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
10/10
I thought it would be kinda lame to have Emrakul as the most powerful of the Eldrazi again, especially what mana cost would it have (15 again? 14? or even higher? no that's lame)*, so I made him the weakest (there could be a story why he lost a portion of his power). Note the numbers I used - Emrakul (multiples of 5), Kozilek (odd numbers), Ulamog (even numbers). I think this makes it easier to remember.
*I wanted to make a WWUUBBRRGG card for my set, but as it turns out Progenitus has protection from his mana cost being reused.
I like all of those titans, and I'll definitely be looking at these designs when I get to work on the Eldrazi stuff. I really like my version of Kozilek (I like the idea of having a super Artisan of Kozilek, just because that was my favorite Eldrazi), but yours is pretty damned good too.
What would you like me to work on? I'm glad you got garrison covered.
Welcome back!
At the moment, I'd like to try and narrow in on the colored, non-Eldrazi cards. I've got some starting points in White and Blue, and a bit in black. I'd say if you could start with black, that'd be great, then we can move on to Red, then green, then circle back for white and blue.
What I've been trying to do is go back to Caeia, look at what was there, and what feels like it would fit in that same mold, what's needed, etc.
For the noncreature blue mythic, here's something I've looted:
Distort Time5UUUU
Sorcery (M)
Untap all lands you control, then take an extra turn after this one.
I like it, and I definitely think the blue non-creature mythic needs to be something that grants an extra turn, but I'd like something that also feels like, flavorfully, it belongs specifically in this block.
My idea was this:
Although it probably needs developed upon a bit further, I like the basic design. It provides the intended effect (extra turn) while reinforcing the mono-color theme (via colored variable costs), works well in the battleship-environment (provides a late-game mana sink that can break through the early-game defensive stuff), while at the same time providing choices (can be used as card draw, albeit ineffecient, earlier on).
Not trying to shoot your idea down, by any means, but what do you think about this? Also, do you have any thoughts in black? I've got a big mental block in black right now.
EDIT: Couldn't get blue out of my mind for some reason, and although it's not exactly blue, I had a decent (ish?) idea for something that I think could fit well in the set.
Varigoyf 5
Creature - Lhurgoyf (R)
Prismatic (As this creature enters the battlefield and at the beginning of your upkeep, choose a color. This creature is that color and no others)
~'s power is equal to the number of cards of the chosen color in all graveyards, and its toughness is equal to that number plus 1.
*/*+1
IMO, the card you propose feels quite weak. You pay nine mana for 4 cards + extra turn = Might be strong, but it won't feel that way when I pay UUU to draw a card.
Hmm...
Temporal SurplusXUUU
Sorcery (M)
Temporal Surplus must be cast using blue mana.
Draw X cards. If X is seven or higher, then take an extra turn. You have no maximum hand size until your next turn.
IMO, the card you propose feels quite weak. You pay nine mana for 4 cards + extra turn = Might be strong, but it won't feel that way when I pay UUU to draw a card.
Hmm...
Temporal SurplusXUUU
Sorcery (M)
Temporal Surplus must be cast using blue mana.
Draw X cards. If X is seven or higher, then take an extra turn. You have no maximum hand size until your next turn.
Though I kinda like the idea of it being inefficient at low levels (I don't want it to be equally awesome early game and late game, I am definitely willing to develop it further to maybe make it a bit more effecient.
Temporal Surplus - I like the 'no-maximum hand size' addition, which is probably necessary when drawing so many cards. I'm not sold on the mana cost. I also think it needs to be exiled after casting, due to the interaction that blue has with instants/sorceries in the graveyard from the first set.
What about:
[INSERT NAME HERE]XX
Sorcery (M)
Use only U to pay for X
Draw X cards. If X is four or higher, then take an extra turn, then exile ~.
You have no maximum hand size until your next turn.
EDIT: I'm tentatively going to be taking a roughly week long break from this set (and likely the forums) starting tonight, so if you don't see a lot of updates from me, that's why. In the meantmie, any discussion on existing cards (or any recommendations for designs, specifically in black, red, and green) are most welcome. Thanks for all the great feedback so far, I'm login where this project is going!
Actually, you can make that card as powerful as you are comfortable with it. It's not like all mythics are playable.
With that version, it would be fine as a 1-of or so in a control deck.
Varigoyf: If you're making the card frame a multicolored frame, that suggests that the card is multicolored as long as it's outside the game. The card is fun, but could be costed lower.
So I've stepped back for a week and now am officially ready to come back to this set. But I need some help.
I'm stuck on black. I don't know what to do with it and it's driving me insane. I know a few people here in this thread have been fantastic with the feedback, and even one of you (Prophylaxis) volunteered to help with the design.
At first, I had intended not to tap into community help for this, as I've got a decently structured view of how I want the set to play out in my mind. However, I don't think I can get this done in any sort of reasonable timeframe without help. If anyone is still interested in helping not just with feedback, but with the actual design of the set, get with me and I'll get you access to my MSE files via dropbox. I see several steps in the project ahead:
First off is finishing design. I'd like to see each slot be filled with a card that is, more or less, functionally close to what it will be in the end. The rough draft, if you will.
[INDENT][LIST=Design]
[*]Black (non-Eldrazi) cards
[*]Red (non-Eldrazi cards)
[*]Green (non-Eldrazi cards)
[*]Colored Eldrazi Drones/tokens
[*]Colorless Eldrazi
[*]Final Pass before Development
[/LIST][/INDENT]
Followed by Development. I'd like to, once the design phase is complete, develop each group of cards first in their groups, in context of the set itself, and in context of the block. I'd like to pay attention to the mana curves of each color at this point, and also individually look at the intended psychographics for each card.
If you're interested in helping, starting with the black (non-Eldrazi) cards, PM me.
List tags are malformed.
Vampire Tribal
Discard
Cheap destruction that only works on little creatures
ETB effects to play well with Garrison
Random but cool ideas
I'll get started with vampires first. Let's see. Worldwake had seven vampires, so I'll make around six. I want a more "control" feel for vampires this time instead of the aggro feel like Innistrad vampires to differentiate them and to play better with the set.
Bloodfang Catalyst4B
Creature - Vampire Warrior (C)
Flying
When Bloodfang Catalyst enters the battlefield, target opponent loses 2 life and you gain 2 life.
2/2
Bloodfang Pawn1B
Creature - Vampire Warrior (C)
When Bloodfang Pawn enters the battlefield, target opponent loses 1 life and you gain 1 life.
Sunblocked Vampire1B
Creature - Vampire (C)
Flying
When Sunblocked Vampire becomes the target of a spell or ability an opponent controls, sacrifice it.
2/1
Soulsucker4B
Creature -Vampire Shaman (R)
Flying XBBB,T Destroy target creature with converted mana cost X, then put X +1/+1 counters on target creature.
4/4
Slavewing Cannibal2B
Creature – Vampire (U) B, Sacrifice a creature: Slavewing Cannibal gets +1/+1 and gains flying until end of turn.
2/2
My thoughts on the proposed vampires (also, to see what I've got so far, I've got the front page updated with the black cards I've got atm. None are set in stone.)
Definitely worth considering. It's good because of its drawback, helps promote the slow format (which makes sense, given that it's from ROE)
Bloodfang Catalyst4B
Creature - Vampire Warrior (C)
Flying
When Bloodfang Catalyst enters the battlefield, target opponent loses 2 life and you gain 2 life.
2/2
Not sold on the name, and a flier at common (even at 5cmc) is something I want to be careful about because they can get really powerful really quick in this environment. Still, there's probably enough removal that it's not a terrible idea. I like the ETB, though I'd like to see it be something that feels a lot more that it should specifically be in this set. Thoughts on swapping flying for Garrison BB?
Bloodfang Pawn1B
Creature - Vampire Warrior (C)
When Bloodfang Pawn enters the battlefield, target opponent loses 1 life and you gain 1 life.
I'm good with this as a french vanilla filler.
Sunblocked Vampire1B
Creature - Vampire (C)
Flying
When Sunblocked Vampire becomes the target of a spell or ability an opponent controls, sacrifice it.
2/1
...interesting. I like the drawback, especially since it's not quite the illusion drawback.
Soulsucker4B
Creature -Vampire Shaman (R)
Flying XBBB,T Destroy target creature with converted mana cost X, then put X +1/+1 counters on target creature.
4/4
I like it.
Slavewing Cannibal2B
Creature – Vampire (U) B, Sacrifice a creature: Slavewing Cannibal gets +1/+1 and gains flying until end of turn.
2/2
I like the basic design, I think this is a place to reinforce the set's themes as well, by giving this a purity trigger. Thoughts?
So I sold a few singles yesterday to a friend here in OKC who is one of the better players I know, and he saw some decks from Caeia. That got the conversation going, and he seemed pretty interested, so I guess we're going to do some more focus playtesting on Caeia here in a week or two. That should help give some more ideas on what's needed for Amaretto. Also, I'm going to try and come in here every now and again and help with development, once we're done with initial design. Looking forward to seeing where this all goes!
So I sold a few singles yesterday to a friend here in OKC who is one of the better players I know, and he saw some decks from Caeia. That got the conversation going, and he seemed pretty interested, so I guess we're going to do some more focus playtesting on Caeia here in a week or two. That should help give some more ideas on what's needed for Amaretto. Also, I'm going to try and come in here every now and again and help with development, once we're done with initial design. Looking forward to seeing where this all goes!
My original playtesting of the first set was restricted to constructed play and I relied on feedback from a few groups who playtested limited. Over the past week, I've had the opportunity of finishing printing the entire set and playtesting via cube draft (mostly 1v1 Winchester, or Cube Sealed) and I've made several small tweaks (and 7 new additions) to the main set due to this. You can find the updated .PDF at this link (original post for the first set has not been edited as of yet)
Overall, the first set doesn't feel unbalanced and can be quite a bit of fun. The biggest issue at first was that lifegains was far, far too powerful. Most every lifegain card received a bit of a nerf.
I'm going to be trying to hit it hard and heavy on this set over the course of the next several days - my aim is to have a functional set (as far as design goes) by week's end, so that we can move into development and then playtesting.
New thoughts on black, based on feedback, Prophylaxis' suggestions, and playtesting from the first set.
Arathan VanguardBB
Creature — Zombie Warrior (C) B: Return Arathan Vanguard from the graveyard to the battlefield, then garrison Arathan Vanguard. Activate this ability only if you control a fortification.
1/1
Bloodfang Sangromancer4B
Creature — Vampire Shaman (C)
Garrison BB(Pay BB, T: Exile Bloodfang Sangromancer. At the beginning of your next upkeep, return it to the battlefield. It has haste. Garrison only on your turn and only if you control a fortified land.)
Whenever Bloodfang Sangromancer enters the battlefield, target opponent loses 2 life and you gain 2 life.
2/2
Bloodlust AristocratB
Creature — Vampire (U) T: Target player loses 1 life and you gain 1 life. Activate this ability only if an opponent has 10 or less life.
1/1
Coven Mistress1BB
Creature — Vampire (R)
Garrison BB(Pay BB, T: Exile Coven Mistress. At the beginning of your next upkeep, return it to the battlefield. It has haste. Garrison only on your turn and only if you control a fortified land.)
Whenever Coven Mistress enters the battlefield, put a 1/1 black Vampire creature token with lifelink onto the battlefield.
1/2
Demonic InsightBB
Sorcery (R)
Exile any number of creatures from your graveyard. Draw a card and lose a life for each creature exiled in this way.
Diabolic Tutor2BB
Sorcery (U)
Search your library for a card and put that card into your hand. Then shuffle your library. You shall learn what I decide you shall learn.
Dread Rider3BB
Creature — Horror (R)
Haste
As long as Dread Rider is in your graveyard, creatures you control have intimidate.
2/3
Edict of MortalityXBBB
Sorcery (C) (Use only B to pay for X)
Target creature’s controller sacrifices it unless they pay X.
Purity — As long as black is the only color among permanents you control, Edict of Mortality costs BB less to cast. Death shall claim what is his.
Fleshrage1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains “0: This creature gets +1/-1 until end of turn” Pain is power.
Grim Bloodfang2BB
Creature — Vampire Knight (R)
Deathtouch 5BB: Vampire creatures you control get +2/+2 and gain flying and deathtouch until end of turn.
2/3
Horrific BirthB
Instant (C)
Destroy target creature. Its controller may put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have “Sacrifice this creature: Add 1 to your mana pool.”
Horrorlurk3BB
Creature — Vampire (R)
Horrors you control gain “1B: Regenerate this creature.”
Whenever you cast a black spell you may pay 1. If you do, put a 2/3 black horror creature token with deathtouch onto the battlefield.
2/2
Inevitability of Death6BB
Sorcery (M)
As an additional cost to cast Inevitability of Death, sacrifice any number of black permanents and any number of swamps.
Destroy target permanent for each black permanent that was sacrificed.
Destroy target basic land for each swamp that was sacrificed.
Inspiration of the GraveBBBBB
Enchantment — Aura (M)
Enchant Creature
Enchanted creature’s power is equal to the combined power of all creatures in your graveyard, it’s toughness is equal to the combined toughness of all creatures in your graveyard, and it gains all activated abilities of creatures in your graveyard.
IntimidateB
Instant (C)
Target creature gains intimidate until end of turn. Never underestimate the value of fear.
Isolate2B
Enchantment (C)
Creatures can’t be garrisoned. Any player may pay 2 life to ignore this effect until end of turn. Forever alone.
Lich’s Ascendance2BB
Enchantment (U)
Whenever Lich’s Ascendance enters the battlefield, put a phylactery counter on target creature.
Creatures with phylactery counters are indestructible.
Lingering Re-dead2B
Creature — Zombie (C)
Purity — So long as black is the only color among permanents you control, at the beginning of your upkeep you may return Lingering Re-dead from your graveyard to the battlefield.
1/2
Murderform3BB
Enchantment — Aura (R)
Enchant creature
Whenever enchanted creature would die, put X 1/1 black Raven creature tokens with flying and deathtouch onto the battlefield, where X is the enchanted creature’s toughness.
Offer Essence2B
Sorcery (U)
As an additional cost to cast Offer Essence, sacrifice a creature.
Put X +1/+1 counters on target creature, where X is the sacrificed creature’s power. Flesh of the willing, soul of the damned.
Scythe of the Silver Flame1B
Artifact — Equipment (C)
Prismatic (As this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color and no others.)
Equipped creature gains prismatic and “Whenever this creature becomes blocked, target players loses 1 life and you gain 1 life.”
Equip 1
SoulflingB
Instant (U)
As an additional cost to cast soulfling, sacrifice a black creature you control.
Purity — As long as black is the only color among permanents you control, creatures your opponents control get -X/-X where X is the sacrificed creature’s converted mana cost.
Spectral Haunter2B
Creature — Horror (U) T: Spectral Haunter loses this ability and becomes an Aura enchantment with enchant land. Attach it to target land.
Whenever Spectral Haunter becomes attached to a land, destroy all other auras and fortifications attached to that land.
Enchanted land is a swamp.
1/3
Torturous Assault3BB
Instant (C)
If target creature an opponent controls would die this turn, instead prevent all damage to it and deal that much damage to its controller. Death would be far more merciful.
Restless Cemetery
Land — Swamp (C)
Restless Cemetery enters the battlefield tapped. T: Add B to your mana pool.
Purity — So long as black is the only color among permanents you control, at the beginning of your upkeep you may return target creature from your graveyard to your hand.
I've wanted, since the first set, to introduce fortifications that turn your lands into dudes. Unforatunately, every time I suggest this my friend says 'yay I get to kill your land', humorously illustrating an important point - turning lands into creatures is risky.
Of course, man lands worked, and in essence the fortify cost could considered much like the activation cost for a manland, but I didn't think that was elegant enough. Tonight, I think I finally got it figured out.
Bulwark (As long as CARDNAME is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice CARDNAME.)
Just because someone killed your castle doesn't mean the land is gone, right?
This keyword will show up on a cycle of common fortifications, and could possibly find its way into higher rarities. Here are the commons as they stand tonight:
Alabaster Spire2
Artifact — Fortification :common:
Bulwark (As long as Alabaster Spire is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Alabaster Spire.)
Whenever Alabaster Spire enters the battlefield, gain 2 life.
Fortify 1
Desolate Rampart2
Artifact — Fortification :common:
Bulwark (As long as Desolate Rampart is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Desolate Rampart.)
Whenever Desolate Rampart enters the battlefield, target player loses one life and you gain 1 life.
Fortify 1
Empty Holdfast0
Artifact — Fortification :common:
Bulwark (As long as Empty Holdfast is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Empty Holdfast.)
Fortify 0 “This looks like as good a place as any to mount our defense.”
Forgotten Library2
Artifact — Fortification :common:
Bulwark (As long as Forgotten Library is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Forgotten Library.)
Whenever Forgotten Library enters the battlefield, you may draw a card.
Fortify 1
Goblin Town2
Artifact — Fortification :common:
Bulwark (As long as Goblin Town is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Goblin Town.)
Whenever Goblin Town enters the battlefield, target creature gets +1/+1 until end of turn.
Fortify 1
Verdant Refuge2
Artifact — Fortification :common:
Bulwark (As long as Verdant Refuge is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Verdant Refuge.)
Whenever Verdant Refuge enters the battlefield, add G to your mana pool.
Fortify 1
I like the general idea. There are some wording issues - look at how Totem Armor is worded. I would make the sacrifice mandatory.
The power level of the cards you posted though is horrible. I would never play any of them. If a 0/2 creature with defender would cost 0 mana, it would be borderline playable. These cost all 3 mana and lock you out from using one of your lands ; but you get 2 life when it ETB.. yay!
I would scrap the animating part of Bulwark and just word it like Totem Armor:
Bulwark (If fortified land would be destroyed, instead remove all damage from it and destroy this Fortification.)
Then you can define the land's P/T, creature types ect. outside of the keyword and thus have more variety. Or you make it like Living Weapon, have Bulwark make it a 0/0 and give it a bonus.
I know that I don't want to make the sacrifice mandatory, but I'm more than ok with buffing these by a fair amount. My only issue with adding more to it that's not spelled out in the keyword is that it gets pretty wordy, though to be honest the EtB effects probably feel tacked on anyway. I'll play around with it more - in the meantime if you, apoquallyp, ro anyone else wants to toss out some ideas for the mechanic or cards that it could fit on, please feel free. Finally, I'm still looking for feedback on the black cards posted if anyone is interested.
After looking into it more, I think I want to do something different with the fortifications. A variation on living weapon. Here are the changes, as of right now, to the cards in question. Thoughts?
Alabaster Spire2
Artifact — Fortification (C)
Bastion (Whenever Alabaster Spire enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/4 colorless Wall creature with reach. It’s still a land.
Fortify 1
Desolate Rampart2
Artifact — Fortification (C)
Bastion (Whenever Desolate Rampart enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 1/3 colorless Wall creature with defender and lifelink. It’s still a land.
Fortify 1
Empty Holdfast1
Artifact — Fortification (C)
Bastion (Whenever Empty Holdfast enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender. It’s still a land.
Fortify 0
Forgotten Library2
Artifact — Fortification (C)
Bastion (Whenever Forgotten Library enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and hexproof. It’s still a land.
Fortify 1
Goblin Town2
Artifact — Fortification (C)
Bastion (Whenever Goblin Town enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 2/1 colorless Wall creature with defender and first strike. It’s still a land.
Fortify 1
Verdant Refuge2
Artifact — Fortification (C)
Bastion (Whenever Verdant Refuge enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and “2: Regenerate this creature”. It’s still a land.
Fortify 1
Keep in mind these still need developed - at the moment they're simply raw designs. Also, I'm not balancing toward standard or any eternal formats, as these are really only going to be played in cube draft or block constructed.
You do realize that Purity doesn't work as worded? Lands are colourless, meaning it is pretty much impossible to ever have Purity. You need to add a line in there allowing colourless permanents:
Purity - As long as you control only [colour] or colorless permenents, [effect]
You do realize that Purity doesn't work as worded? Lands are colourless, meaning it is pretty much impossible to ever have Purity. You need to add a line in there allowing colourless permanents:
Purity - As long as you control only [colour] or colorless permenents, [effect]
Purity was actually vetted quite a bit during the design of the first set, but it is worded in a way that can be a bit confusing at first glance:
As long as the only color among permanents you control is [COLOR], [EFFECT]
Since 'colorless' isn't a color, lands don't affect purity.
I like the general idea. There are some wording issues - look at how Totem Armor is worded. I would make the sacrifice mandatory.
The power level of the cards you posted though is horrible. I would never play any of them. If a 0/2 creature with defender would cost 0 mana, it would be borderline playable. These cost all 3 mana and lock you out from using one of your lands ; but you get 2 life when it ETB.. yay!
I would scrap the animating part of Bulwark and just word it like Totem Armor:
Bulwark (If fortified land would be destroyed, instead remove all damage from it and destroy this Fortification.)
Then you can define the land's P/T, creature types ect. outside of the keyword and thus have more variety. Or you make it like Living Weapon, have Bulwark make it a 0/0 and give it a bonus.
After looking into it more, I think I want to do something different with the fortifications. A variation on living weapon. Here are the changes, as of right now, to the cards in question. Thoughts?
Alabaster Spire2
Artifact — Fortification (C)
Bastion (Whenever Alabaster Spire enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/4 colorless Wall creature with reach. It’s still a land.
Fortify 1
Desolate Rampart2
Artifact — Fortification (C)
Bastion (Whenever Desolate Rampart enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 1/3 colorless Wall creature with defender and lifelink. It’s still a land.
Fortify 1
Empty Holdfast1
Artifact — Fortification (C)
Bastion (Whenever Empty Holdfast enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender. It’s still a land.
Fortify 0
Forgotten Library2
Artifact — Fortification (C)
Bastion (Whenever Forgotten Library enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and hexproof. It’s still a land.
Fortify 1
Goblin Town2
Artifact — Fortification (C)
Bastion (Whenever Goblin Town enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 2/1 colorless Wall creature with defender and first strike. It’s still a land.
Fortify 1
Verdant Refuge2
Artifact — Fortification (C)
Bastion (Whenever Verdant Refuge enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and “2: Regenerate this creature”. It’s still a land.
Fortify 1
Keep in mind these still need developed - at the moment they're simply raw designs. Also, I'm not balancing toward standard or any eternal formats, as these are really only going to be played in cube draft or block constructed.
Not a huge fan. You do realize that these help you ramp, right? They will be used as 2 mana temporary lands rather than walls.
Not a huge fan. You do realize that these help you ramp, right? They will be used as 2 mana temporary lands rather than walls.
I would try Totem-Armor like fortifications, IMO.
Yeah, they do help ramp. I kinda like that though... there'll be a lot to ramp into in this set, so I think I'm ok with it. It definitely needs developed, but I'm interested in the basic concept.
Yeah, they do help ramp. I kinda like that though... there'll be a lot to ramp into in this set, so I think I'm ok with it. It definitely needs developed, but I'm interested in the basic concept.
The thing is, it grants colorless ramp to colors that don't get ramp. You already have Eldrazi Spawn, adding land tokens feels like a bit too much.
I designed some Eldrazi titans for fun:
Emrakul, Who Consumes All 10
When you cast Emrakul, Who Consumes All, target player loses 5 life and you gain 5 life.
Annihilator 5
If Emrakul, Who Consumes All would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
15/15
Kozilek, Hunger Unending 11
When you cast Kozilek, Hunger Unending, gain control of target creature.
Hexproof
Annihilator 3
If Kozilek, Hunger Unending would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
13/13
Ulamog, The Endless Void 12
When you cast Ulamog, The Endless Void, target player discards his or her hand.
Trample
Annihilator 4
If Ulamog, The Endless Void would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
10/10
I thought it would be kinda lame to have Emrakul as the most powerful of the Eldrazi again, especially what mana cost would it have (15 again? 14? or even higher? no that's lame)*, so I made him the weakest (there could be a story why he lost a portion of his power). Note the numbers I used - Emrakul (multiples of 5), Kozilek (odd numbers), Ulamog (even numbers). I think this makes it easier to remember.
*I wanted to make a WWUUBBRRGG card for my set, but as it turns out Progenitus has protection from his mana cost being reused.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I like all of those titans, and I'll definitely be looking at these designs when I get to work on the Eldrazi stuff. I really like my version of Kozilek (I like the idea of having a super Artisan of Kozilek, just because that was my favorite Eldrazi), but yours is pretty damned good too.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
What would you like me to work on? I'm glad you got garrison covered.
Welcome back!
At the moment, I'd like to try and narrow in on the colored, non-Eldrazi cards. I've got some starting points in White and Blue, and a bit in black. I'd say if you could start with black, that'd be great, then we can move on to Red, then green, then circle back for white and blue.
What I've been trying to do is go back to Caeia, look at what was there, and what feels like it would fit in that same mold, what's needed, etc.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Distort Time 5UUUU
Sorcery (M)
Untap all lands you control, then take an extra turn after this one.
I like it, and I definitely think the blue non-creature mythic needs to be something that grants an extra turn, but I'd like something that also feels like, flavorfully, it belongs specifically in this block.
My idea was this:
Although it probably needs developed upon a bit further, I like the basic design. It provides the intended effect (extra turn) while reinforcing the mono-color theme (via colored variable costs), works well in the battleship-environment (provides a late-game mana sink that can break through the early-game defensive stuff), while at the same time providing choices (can be used as card draw, albeit ineffecient, earlier on).
Not trying to shoot your idea down, by any means, but what do you think about this? Also, do you have any thoughts in black? I've got a big mental block in black right now.
EDIT: Couldn't get blue out of my mind for some reason, and although it's not exactly blue, I had a decent (ish?) idea for something that I think could fit well in the set.
Would be a beast in Blue
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Hmm...
Temporal Surplus XUUU
Sorcery (M)
Temporal Surplus must be cast using blue mana.
Draw X cards. If X is seven or higher, then take an extra turn. You have no maximum hand size until your next turn.
Though I kinda like the idea of it being inefficient at low levels (I don't want it to be equally awesome early game and late game, I am definitely willing to develop it further to maybe make it a bit more effecient.
Temporal Surplus - I like the 'no-maximum hand size' addition, which is probably necessary when drawing so many cards. I'm not sold on the mana cost. I also think it needs to be exiled after casting, due to the interaction that blue has with instants/sorceries in the graveyard from the first set.
What about:
[INSERT NAME HERE] XX
Sorcery (M)
Use only U to pay for X
Draw X cards. If X is four or higher, then take an extra turn, then exile ~.
You have no maximum hand size until your next turn.
EDIT: I'm tentatively going to be taking a roughly week long break from this set (and likely the forums) starting tonight, so if you don't see a lot of updates from me, that's why. In the meantmie, any discussion on existing cards (or any recommendations for designs, specifically in black, red, and green) are most welcome. Thanks for all the great feedback so far, I'm login where this project is going!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Actually, you can make that card as powerful as you are comfortable with it. It's not like all mythics are playable.
With that version, it would be fine as a 1-of or so in a control deck.
Varigoyf: If you're making the card frame a multicolored frame, that suggests that the card is multicolored as long as it's outside the game. The card is fun, but could be costed lower.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I'm stuck on black. I don't know what to do with it and it's driving me insane. I know a few people here in this thread have been fantastic with the feedback, and even one of you (Prophylaxis) volunteered to help with the design.
At first, I had intended not to tap into community help for this, as I've got a decently structured view of how I want the set to play out in my mind. However, I don't think I can get this done in any sort of reasonable timeframe without help. If anyone is still interested in helping not just with feedback, but with the actual design of the set, get with me and I'll get you access to my MSE files via dropbox. I see several steps in the project ahead:
First off is finishing design. I'd like to see each slot be filled with a card that is, more or less, functionally close to what it will be in the end. The rough draft, if you will.
[INDENT][LIST=Design]
[*]Black (non-Eldrazi) cards
[*]Red (non-Eldrazi cards)
[*]Green (non-Eldrazi cards)
[*]Colored Eldrazi Drones/tokens
[*]Colorless Eldrazi
[*]Final Pass before Development
[/LIST][/INDENT]
Followed by Development. I'd like to, once the design phase is complete, develop each group of cards first in their groups, in context of the set itself, and in context of the block. I'd like to pay attention to the mana curves of each color at this point, and also individually look at the intended psychographics for each card.
If you're interested in helping, starting with the black (non-Eldrazi) cards, PM me.
List tags are malformed.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Vampire Tribal
Discard
Cheap destruction that only works on little creatures
ETB effects to play well with Garrison
Random but cool ideas
I'll get started with vampires first. Let's see. Worldwake had seven vampires, so I'll make around six. I want a more "control" feel for vampires this time instead of the aggro feel like Innistrad vampires to differentiate them and to play better with the set.
Arrogant Bloodlord (reprint)
Bloodfang Catalyst 4B
Creature - Vampire Warrior (C)
Flying
When Bloodfang Catalyst enters the battlefield, target opponent loses 2 life and you gain 2 life.
2/2
Bloodfang Pawn 1B
Creature - Vampire Warrior (C)
When Bloodfang Pawn enters the battlefield, target opponent loses 1 life and you gain 1 life.
Sunblocked Vampire 1B
Creature - Vampire (C)
Flying
When Sunblocked Vampire becomes the target of a spell or ability an opponent controls, sacrifice it.
2/1
Soulsucker 4B
Creature -Vampire Shaman (R)
Flying
XBBB,T Destroy target creature with converted mana cost X, then put X +1/+1 counters on target creature.
4/4
Slavewing Cannibal 2B
Creature – Vampire (U)
B, Sacrifice a creature: Slavewing Cannibal gets +1/+1 and gains flying until end of turn.
2/2
Definitely worth considering. It's good because of its drawback, helps promote the slow format (which makes sense, given that it's from ROE)
Not sold on the name, and a flier at common (even at 5cmc) is something I want to be careful about because they can get really powerful really quick in this environment. Still, there's probably enough removal that it's not a terrible idea. I like the ETB, though I'd like to see it be something that feels a lot more that it should specifically be in this set. Thoughts on swapping flying for Garrison BB?
I'm good with this as a french vanilla filler.
...interesting. I like the drawback, especially since it's not quite the illusion drawback.
I like it.
I like the basic design, I think this is a place to reinforce the set's themes as well, by giving this a purity trigger. Thoughts?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Good man.
I'll try to punch in some more designs this week.
Overall, the first set doesn't feel unbalanced and can be quite a bit of fun. The biggest issue at first was that lifegains was far, far too powerful. Most every lifegain card received a bit of a nerf.
I'm going to be trying to hit it hard and heavy on this set over the course of the next several days - my aim is to have a functional set (as far as design goes) by week's end, so that we can move into development and then playtesting.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Creature — Zombie Warrior (C)
B: Return Arathan Vanguard from the graveyard to the battlefield, then garrison Arathan Vanguard. Activate this ability only if you control a fortification.
1/1
Bloodfang Sangromancer 4B
Creature — Vampire Shaman (C)
Garrison BB (Pay BB, T: Exile Bloodfang Sangromancer. At the beginning of your next upkeep, return it to the battlefield. It has haste. Garrison only on your turn and only if you control a fortified land.)
Whenever Bloodfang Sangromancer enters the battlefield, target opponent loses 2 life and you gain 2 life.
2/2
Bloodlust Aristocrat B
Creature — Vampire (U)
T: Target player loses 1 life and you gain 1 life. Activate this ability only if an opponent has 10 or less life.
1/1
Coven Mistress 1BB
Creature — Vampire (R)
Garrison BB (Pay BB, T: Exile Coven Mistress. At the beginning of your next upkeep, return it to the battlefield. It has haste. Garrison only on your turn and only if you control a fortified land.)
Whenever Coven Mistress enters the battlefield, put a 1/1 black Vampire creature token with lifelink onto the battlefield.
1/2
Demonic Insight BB
Sorcery (R)
Exile any number of creatures from your graveyard. Draw a card and lose a life for each creature exiled in this way.
Diabolic Tutor 2BB
Sorcery (U)
Search your library for a card and put that card into your hand. Then shuffle your library.
You shall learn what I decide you shall learn.
Dread Rider 3BB
Creature — Horror (R)
Haste
As long as Dread Rider is in your graveyard, creatures you control have intimidate.
2/3
Edict of Mortality XBBB
Sorcery (C)
(Use only B to pay for X)
Target creature’s controller sacrifices it unless they pay X.
Purity — As long as black is the only color among permanents you control, Edict of Mortality costs BB less to cast.
Death shall claim what is his.
Fleshrage 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains “0: This creature gets +1/-1 until end of turn”
Pain is power.
Grim Bloodfang 2BB
Creature — Vampire Knight (R)
Deathtouch
5BB: Vampire creatures you control get +2/+2 and gain flying and deathtouch until end of turn.
2/3
Horrific Birth B
Instant (C)
Destroy target creature. Its controller may put two 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have “Sacrifice this creature: Add 1 to your mana pool.”
Horrorlurk 3BB
Creature — Vampire (R)
Horrors you control gain “1B: Regenerate this creature.”
Whenever you cast a black spell you may pay 1. If you do, put a 2/3 black horror creature token with deathtouch onto the battlefield.
2/2
Inevitability of Death 6BB
Sorcery (M)
As an additional cost to cast Inevitability of Death, sacrifice any number of black permanents and any number of swamps.
Destroy target permanent for each black permanent that was sacrificed.
Destroy target basic land for each swamp that was sacrificed.
Inspiration of the Grave BBBBB
Enchantment — Aura (M)
Enchant Creature
Enchanted creature’s power is equal to the combined power of all creatures in your graveyard, it’s toughness is equal to the combined toughness of all creatures in your graveyard, and it gains all activated abilities of creatures in your graveyard.
Intimidate B
Instant (C)
Target creature gains intimidate until end of turn.
Never underestimate the value of fear.
Isolate 2B
Enchantment (C)
Creatures can’t be garrisoned. Any player may pay 2 life to ignore this effect until end of turn.
Forever alone.
Lich’s Ascendance 2BB
Enchantment (U)
Whenever Lich’s Ascendance enters the battlefield, put a phylactery counter on target creature.
Creatures with phylactery counters are indestructible.
Lingering Re-dead 2B
Creature — Zombie (C)
Purity — So long as black is the only color among permanents you control, at the beginning of your upkeep you may return Lingering Re-dead from your graveyard to the battlefield.
1/2
Murderform 3BB
Enchantment — Aura (R)
Enchant creature
Whenever enchanted creature would die, put X 1/1 black Raven creature tokens with flying and deathtouch onto the battlefield, where X is the enchanted creature’s toughness.
Offer Essence 2B
Sorcery (U)
As an additional cost to cast Offer Essence, sacrifice a creature.
Put X +1/+1 counters on target creature, where X is the sacrificed creature’s power.
Flesh of the willing, soul of the damned.
Scythe of the Silver Flame 1B
Artifact — Equipment (C)
Prismatic (As this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color and no others.)
Equipped creature gains prismatic and “Whenever this creature becomes blocked, target players loses 1 life and you gain 1 life.”
Equip 1
Soulfling B
Instant (U)
As an additional cost to cast soulfling, sacrifice a black creature you control.
Purity — As long as black is the only color among permanents you control, creatures your opponents control get -X/-X where X is the sacrificed creature’s converted mana cost.
Spectral Haunter 2B
Creature — Horror (U)
T: Spectral Haunter loses this ability and becomes an Aura enchantment with enchant land. Attach it to target land.
Whenever Spectral Haunter becomes attached to a land, destroy all other auras and fortifications attached to that land.
Enchanted land is a swamp.
1/3
Torturous Assault 3BB
Instant (C)
If target creature an opponent controls would die this turn, instead prevent all damage to it and deal that much damage to its controller.
Death would be far more merciful.
Restless Cemetery
Land — Swamp (C)
Restless Cemetery enters the battlefield tapped.
T: Add B to your mana pool.
Purity — So long as black is the only color among permanents you control, at the beginning of your upkeep you may return target creature from your graveyard to your hand.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Of course, man lands worked, and in essence the fortify cost could considered much like the activation cost for a manland, but I didn't think that was elegant enough. Tonight, I think I finally got it figured out.
Just because someone killed your castle doesn't mean the land is gone, right?
This keyword will show up on a cycle of common fortifications, and could possibly find its way into higher rarities. Here are the commons as they stand tonight:
Alabaster Spire 2
Artifact — Fortification :common:
Bulwark (As long as Alabaster Spire is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Alabaster Spire.)
Whenever Alabaster Spire enters the battlefield, gain 2 life.
Fortify 1
Desolate Rampart 2
Artifact — Fortification :common:
Bulwark (As long as Desolate Rampart is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Desolate Rampart.)
Whenever Desolate Rampart enters the battlefield, target player loses one life and you gain 1 life.
Fortify 1
Empty Holdfast 0
Artifact — Fortification :common:
Bulwark (As long as Empty Holdfast is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Empty Holdfast.)
Fortify 0
“This looks like as good a place as any to mount our defense.”
Forgotten Library 2
Artifact — Fortification :common:
Bulwark (As long as Forgotten Library is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Forgotten Library.)
Whenever Forgotten Library enters the battlefield, you may draw a card.
Fortify 1
Goblin Town 2
Artifact — Fortification :common:
Bulwark (As long as Goblin Town is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Goblin Town.)
Whenever Goblin Town enters the battlefield, target creature gets +1/+1 until end of turn.
Fortify 1
Verdant Refuge 2
Artifact — Fortification :common:
Bulwark (As long as Verdant Refuge is fortifying a land, that land is a 0/2 colorless Wall creature with defender. It is still a land. If that land would destroyed, you may instead sacrifice Verdant Refuge.)
Whenever Verdant Refuge enters the battlefield, add G to your mana pool.
Fortify 1
Thoughts?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
The power level of the cards you posted though is horrible. I would never play any of them. If a 0/2 creature with defender would cost 0 mana, it would be borderline playable. These cost all 3 mana and lock you out from using one of your lands ; but you get 2 life when it ETB.. yay!
I would scrap the animating part of Bulwark and just word it like Totem Armor:
Bulwark (If fortified land would be destroyed, instead remove all damage from it and destroy this Fortification.)
Then you can define the land's P/T, creature types ect. outside of the keyword and thus have more variety. Or you make it like Living Weapon, have Bulwark make it a 0/0 and give it a bonus.
In any way, dude's gotta get buffed!
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Artifact — Fortification (C)
Bastion (Whenever Alabaster Spire enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/4 colorless Wall creature with reach. It’s still a land.
Fortify 1
Desolate Rampart 2
Artifact — Fortification (C)
Bastion (Whenever Desolate Rampart enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 1/3 colorless Wall creature with defender and lifelink. It’s still a land.
Fortify 1
Empty Holdfast 1
Artifact — Fortification (C)
Bastion (Whenever Empty Holdfast enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender. It’s still a land.
Fortify 0
Forgotten Library 2
Artifact — Fortification (C)
Bastion (Whenever Forgotten Library enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and hexproof. It’s still a land.
Fortify 1
Goblin Town 2
Artifact — Fortification (C)
Bastion (Whenever Goblin Town enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 2/1 colorless Wall creature with defender and first strike. It’s still a land.
Fortify 1
Verdant Refuge 2
Artifact — Fortification (C)
Bastion (Whenever Verdant Refuge enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
Fortified land is a 0/3 colorless Wall creature with defender and “2: Regenerate this creature”. It’s still a land.
Fortify 1
Keep in mind these still need developed - at the moment they're simply raw designs. Also, I'm not balancing toward standard or any eternal formats, as these are really only going to be played in cube draft or block constructed.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Purity - As long as you control only [colour] or colorless permenents, [effect]
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.
Purity was actually vetted quite a bit during the design of the first set, but it is worded in a way that can be a bit confusing at first glance:
Since 'colorless' isn't a color, lands don't affect purity.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
I concur with this point.
Not a huge fan. You do realize that these help you ramp, right? They will be used as 2 mana temporary lands rather than walls.
I would try Totem-Armor like fortifications, IMO.
Yeah, they do help ramp. I kinda like that though... there'll be a lot to ramp into in this set, so I think I'm ok with it. It definitely needs developed, but I'm interested in the basic concept.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
The thing is, it grants colorless ramp to colors that don't get ramp. You already have Eldrazi Spawn, adding land tokens feels like a bit too much.