Eldrazi Unleashed (previously codenamed 'Amaretto')
Set 2 of 3 in the Hubris of Caeia block (Soco, Amaretto, Lime)
155 cards
The files for the set (.PDF and MSE file), including files for other sets I am or will will be working on, can be found here.
Development Status: Beta/Playtesting (I'm officially calling this set 'released' so that the thread can be locked and work can begin on the 3rd and final set in the block. However, as with the first set, there will likely be multiple revisions as the set sees play and receives even more feedback.)
For information on the 1st set in the Block, Caeia, please click here.
This set is being designed for only two formats - Block constructed and Cube Draft. The set is not being balanced around any eternal format, so please keep this in mind when providing feedback.
The Setting:
The setting for the block is a plane called Caeia, in which the colors of mana are heavily segregated. Mana repulses other colors, even colors of mana which usually blend easily. This has led the inhabitants of the plane to adapt over the centuries, and turn this weakness into a strength. They've found ways to adapt, to achieve their goals using only their native mana. This has also led to mass xenophobia, and eventually a deep mistrust and hatred of all other colors of mana.
During the events of the first set, a visitor from another plane who called himself Azam visited each other culture on Caeia, offering them a new way to combat their enemies - colorless magic. Soon, the Cult of the Blind came into being. They were devotees of Azam's, using the colorless magic that he taught them to prepare for a ritual which Azam promised would bring his masters to Caiea, where they would spread enlightenment.
Azam's cultists captured the city of Toraia, and from within its fractured walls began their ritual. Meanwhile, a battle outside the walls raged between the five armies of Caeia. Although some, like the Elven Planeswalker Avienne, tried to preach unity against their common enemy, many others (chief among them being Alestus, Captain of the Alabaster Guard, and the Planeswalker Elaara) thought only of their ancient prejudices.
As the ritual finished, the combatants outside the ruined gates of Toraia began to fight a very different battle, as monstrous beasts began to pour into the city. These beasts were the Eldrazi, horrors from the Blind Eternities who devour entire planes, summoned to Caeia from their planar prison of Zendikar by Azam. Weakened still by the magic that held them to Zendikar, the Eldrazi quickly overcame the armies surrounding them and began to spawn their brood.
Horrified by these events, Avienne planeswalked to the plane of Ravnica - a known hub for planeswalkers - and sought help. There she found Gideon Jura, still trying to raise an army to fight the Eldrazi, and Koth, a planeswalker who had too recently witnessed the destruction of his home plane and who had vowed not to sit by and watch as more planes were destroyed.
With her new allies, Avienne has returned to Caiea, but now faces an impossible task: Convince the people of Caeia to repent of their Hubris and band together to defend their home, to survive the Return of the Eldrazi.
Set Themes
Eldrazi. We'll see the big, annihilating monsters that ROE had, as well as one of the Titans (Kozilek), but the theme I intend to expand upon the most is Eldrazi Spawn tokens, showing how the Eldrazi quickly begin to spawn their brood as soon as they emerge onto the plane.
Purity. Although Avienne and her allies are trying to preach unity, the old prejudices hold strong. Most of the plane will refuse Avienne's plan, even if it means their death.
Fortifications. The Caeians are retreating to their strongholds in an attempt to fight off the Eldrazi. Fortifications will play a much larger role in this set.
The Silver Flame. These guys are very important to the story (3rd act twist?) of the 3rd set. Silver Flame creatures will typically have Prismatic and will help any color of mana fight the Eldrazi.
Battlecruiser Magic. Being an Eldrazi set, I want the format to be slow. This means cheap (low CMC) creature destruction, cheap lifegain, etc. This also means trying to scal back on cheap aggro creatures/spells.
Hopelessness. Their plane is being ravaged around them. A sense of hopelessness needs to surround the Caeian cards.
Keywords and Mechanics:
Garrison -
Garrison [Cost] (t, Pay [Cost]: Exile ~. At the beginning of your next upkeep, return it to the battlefield. It gains haste. Activate this ability only any time you could cast a sorcery, and only if you control a fortification.)
Garrison emphasizes the fortification theme, and will be aimed at providing a more defensive play environment.
Purity -
Purity - As long as [COLOR] is the only color among permanents you control, [EFFECT]
One of the main mechanics from the first set, Purity makes its return here. The intent will be to show purity on the cards that represent the holdouts of old Caeian society - those who think that because the colors of mana are segregated, they should hate and fear those who use another color of mana.
Prismatic -
At the beginning of your upkeep, choose a color. The permanent is that color and no others.
Where Prismatic primarily appeared on artifacts in the first set, it will appear on more varied card types here - representing members of the Order of the Silver Flame, a secret Caeian society prepared against the eventual threat of the Eldrazi.
Colored Variable costs -
The colored X costs will again feature in this set. To use these in MSE, you'll need to download the Modern New Extra template.
Fortifications -
Fortifications will factor in more heavily in this set, and in fact I hope that the set's mechanic will work well with fortifications in some way.
Spoiler Images:
(note - these are 'examples' and are not to be considered in a final form)
As stated, Gideon is one of two planeswalkers who will be returning in this set (the other being Koth - we'll get to him later). Representing his ability to hinder the inevitable Eldrazi onslaught, as well as his ability to help arm his Caeian allies, Gideon should prove to be a formidable foe
The design process for this block has been lengthy, but well worth it! Thanks to everyone who has contributed thus far. If you haven't commented, please do! The more feedback I receive, the better the set can become!
I'm currently looking for any community members who are willing to help brainstorm for this set. Before my HDD was wiped, back a few months ago, I had a set file with 60 or so cards in it (not to mention a folder with hundreds of pieces of art). Unfortunately, I've lost all that and have to start over.
The biggest thing I need right now is a new mechanic for the inhabitants of Caeia (the Eldrazi won't be getting a new mechanic). The mechanic needs to fit the following requirements:
Interact, in some way, with fortifications.
Give the Caeian cards a 'fighting chance' against the Eldrazi, while maintaining a 'slow' format ('Battlecruiser Magic')
The new mechanic cannot encourage multi-color play (though, unlike purity, it doesn't necessarily have to *discourage* it either.
Unfortunately, I'm at a complete loss. I know the entire story of the block, have it all mapped out, and I know the themes that this set will focus on, but I cannot think of this new mechanic for the life of me.
Some ideas:
[New Mechanic] - [Effect] (As long as you control a fortified land, this permanent gains [Effect])
[New Mechanic Name] X - [Effect] (As long as you control X fortified lands, this permanent gains [Effect])
[New Mechanic Name] [Effect] - (Tap an untapped fortified land you control, [Effect])
Thoughts?
EDIT: Scratched 2 of the 3 thoughts I had, as they were far too similar to purity.
Here are a few riffs on the bolster mechanic I'm playing with. I've got a few questions about the mechanic, namely that it can be played both on your turn AND your opponent's. However, I believe the prohibitive cost is possibly a solid balance there.
DEFENSIVE BOLSTERWW
Creature — Human Soldier (C)
Bolster — W, Tap a fortified land you control: CARDNAME gains +0/+3 until end of turn. (Use this ability only once per turn)
2/1
LIFEGAIN BOLSTER1W
Creature — Human Cleric (U)
Bolster — WW, Tap a fortified land you control: Gain 5 life. (Use this ability only once per turn)
1/1
DRAW BOLSTER2U
Creature — Merfolk Mystic (C)
Bolster — U, Tap a fortified land you control: Draw a card. (Use this ability only once per turn)
1/1
MILL BOLSTER2U
Creature — Merfolk Shaman (U)
Bolster — 2U, Tap a fortified land you control: Target player puts the top eight cards of his or her library into his or her graveyard. (Use this ability only once per turn)
2/1
DEATHTOUCH BOLSTER2B
Creature — Vampire Assassin (C)
Bolster — B, Tap a fortified land you control: DEATHTOUCH BOLSTER gains deathtouch until end of turn. (Use this ability only once per turn)
2/2
KILL BOLSTER1B
(U)
Bolster — 1B, Tap a fortified land you control: Target creature gets -3/-3 until end of turn. (Use this ability only once per turn)
DOUBSTRIKE BOLSTER2RR
Creature — Goblin Assassin (U)
Bolster — 3R, Tap a fortified land you control: Creatures you control gain double strike until end of turn. (Use this ability only once per turn)
2/2
ZAP BOLSTERRR
Creature — Goblin Shaman (C)
Bolster — R, Tap a fortified land you control: CARDNAME deals 3 damage to target creature. (Use this ability only once per turn)
1/1
Aldrean GrovetenderG
Creature — Elf Shaman (C)
Bolster — G, Tap a fortified land you control: Add GGG to your mana pool. (Use this ability only once per turn) Behind the walls of Aldrea, the Elfgrove still blooms.
0/1
FIGHT BOLSTER2GG
Creature (U)
Bolster — G, Tap a fortified land you control: CARDNAME fights target creature with converted mana cost three or less. (Use this ability only once per turn)
3/3
I'm up past my bedtime tonight, and decided I'd muse on some cards.
These are in very rough shape... they need balancing, and many will likely get cut (there are quite a few redundant effects, so that'll need to be narrowed down at some point), however it is a starting point. So, I give you some white cards:
This land will not stay as it is, but it will be a common, nonbasic land, that will interact in some way with fortifications. I'm open to suggestion.
Too cheap?
Typo. "Gain life equal to that creature's power". White needed a removal spell, but it already had the cheap removal from the first set, so this is the first attempt at a slightly more costly removal spell.
I don't like this card. The effect, while powerful, feels boring for a rare. And this is a pretty pivotal part of the story of the block, in which the survivors of Toraia first encounter Ugin.
2/2 for 2, that ties up two of your lands to get the defensive effect. Feels balanced to me at first glance, thoughts?
While the fortification theme will be prevalent in all colors, white has a pretty strong focus on equipment. I'm kind of attached to this card, but its playability will depend quite a bit on the availabiity of equipment (and I'm quickly running out of card slots, it may be hard to fit enough equipment in.)
Boring name is boring. Also a 3/3 Flying, First Strike for 3 - too good?
I like the basic concept of this card, but it definitely feels off in its current form. I'd like to maybe get it to trigger each time a creature died and jack the cost way up.
Lots of thought went into this card, and I'm interested to see how ti changes throughout the development process... His casting cost being set to 5 is obviously because his abilities are so good. +2 to lock down a permanent feels pretty solid, and beefs him up pretty quickly (after all, it is Gideon). Obviously his -3 is the problematic ability, which is why it is so prohibitively costed. Ultimate feels fun?
At the very end of the first block, the city of Toraia is destroyed and the Avatar of white mana (Renna, Herald of Divinity) met her end as well. This card represents one of her vengeful angels, who travel with the remnant of Toraia as guardians.
This guy should be fun
I want this card to effect the board in a huge way. I want his casting cost to be average, but his ability activation to be costly/prohibitive. His ability now sucks - it's boring and doesn't feel white.
Might need to jack up the cost on this, especially considering that it is common.
The effect on this card (tutor for an equipment or fortification) is redundant with both Gideon and Survivor's Vow. Gideon is staying, so at least one of these will need to go or be re-worked. Don't ask me the flavor of searching the armory and finding a castle...
Weird card, is it an interesting card, or just weird?
Super Alabaster potion at sorcery speed and prohibitive mana requirements.
This guy seems cheap at first, but consider you have to basically tap down 3 lands to activate his ability.
Nothing to see here
I'm hoping this guy contributes a bit to the battlecruiser magic feel of an Eldrazi set. Even after he dies, he maintains board presence and hopefully beefs up your creatures to a point where they can hold their own against the Eldrazi.
Needs a rename
It seemed like a good idea at the time.
Speaking of those pesky Eldrazi... (Keep in mind that this card shouldn't be able to be equipped unless it's a colored artifact)
Needs recosted, reduced power, and probably a complete redesign.
This is my personal favorite card, and the only one I still can't find art for.
Blessed CityW
Enchantment (C)
At the beginning of your upkeep, gain 1 life for each fortified land you control.
Blessed Rebuke4W
Instant (C)
Destroy target attacking creature and any equipment attached to it.
Purity — As long as white is the only color among permanents you control, you may gain to that creature’s power.
Blessing of the Silver Flame3WW
Sorcery (R)
Choose one — Return target creature from your graveyard to the battlefield with two +1/+1 counters on it; or exile all creatures with power 6 or greater. “The beasts who ravage Caeia are my greatest failure. Toraia lies in ruins because I was weak. I will not be weak again.” — Ugin
Defender of the Ruined CityWW
Creature — Human Soldier (C)
Bolster — W, Tap target fortified land you control: Defender of the Ruined City gets +0/+3 until end of turn. (Activate this ability only once per turn.) After the battle of Toraia, the survivors became zealous in the defense of their decimated home.
2/2
Divine Blade1W
Instant (U)
Target equipment gains “Equipped creature gets +1/+1 and gains double strike.” until end of turn.
Divine Guardian3WW
Creature — Angel (U)
Flying, First Strike
Purity — As long as white is the only color among permanents you control, Divine Guardian costs 2 less to cast.
3/3
Fields of Remembrance2WW
Enchantment (R) 1: You may gain 2 life. If you do, put a +1/+1 counter a creature you control. Use this ability only once per turn and only if a creature you controlled has died this turn.
Gideon, Hopebringer3WW
Planeswalker — Gideon (M)
Starting Loyalty: 3
+2: Tap target nonland permanent. It doesn’t untap during its controller’s next untap step.
-3: Search your library for an equipment of fortification card and put it onto the battlefield attached to a permanent you control. Then shuffle your library.
-9: You get an emblem with “Your opponents skip their untap steps.”-6:
Handmaid of the Martyred6WW
Creature — Angel (R)
Flying, Vigilance
Purity — If white is the only color among permanents you control, creatures you control gain flying, lifelink, and double strike.
5/5
Knight of the Silver Flame2W
Creature — Human Knight (R)
First Strike
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.)
Creatures of the chosen color get +1/+1
2/2
Outpost Commander2WW
Creature — Human Soldier (R)
First Strike
Bolster — 5W, Tap target fortified land you control: Creatures you control get +X/+X, where X is the converted mana cost of a fortification you control. (Activate this ability only once per turn.)
2/2
Sanctification2W
Enchantment — Aura (C)
Enchant Fortification
Enchanted fortification gains “Whenever a creature you control would be dealt damage, prevent 1 of that damage” so long as it’s attached to a land you control. Rest in Renna’s embrace.
Search the ArmoryW
Instant (U)
Look at the top seven cards of your library. You may reveal an equipment or fortification card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Survivor’s Vow3W
Instant (U)
Choose one — Search your library for an equipment card with converted mana cost less than or equal to the converted mana cost of a creature in your graveyard, or gain that much life.
Toraian BenedictionXWW
Sorcery (U) (Use only W to pay for X)
Choose one — Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn.
Purity — As long as white is the only color among permanents you control, you may choose both.
Toraian BishopW
Creature — Human Cleric (U)
Bolster — 1W, Tap a fortified land you control: Prevent all combat damage that would be dealt to target creature you control until end of turn.
1/1
Toraian MasonW
Creature — Human Builder (R)
1, T: Put a Fortification Token named “Watchtower” onto the battlefield with “Fortified land is a 0/2 colorless artifact creature with Defender. It’s still a land.” and “Fortify 0”
1/1
Toraian Pegasus2W
Creature — Pegasus (C)
Flying
At the beginning of your upkeep, choose a white creature you control. That creature gains flying until end of turn.
2/2
Toraian Vanguard2W
Creature — Human Knight (C)
Whenever Toraian Vanguard dies, you may put a +1/+1 counter on another white creature you control.
3/2
Undying Defense1W
Instant (C)
Target creature you control gets +0/+4 and gains “this creature can block an additional creature.” until end of turn. If it is tapped, you may untap it. Play only if two or more creatures are attacking
Wandering Refugee3W
Creature — Human (C)
Fortifications cost 1 less to attach to lands you control.
1/1
Wayward KnightWW
Creature — Human Knight (U)
First Strike
Protection from colorless Alone, she means nothing to the Eldrazi.
2/2
Zealous Survivor3W
Creature — Human Survivor (C)
First Strike
Purity — As long as white is the only color among permanents you control, Zealous Survivor gets double strike.
3/2
Alabaster Tower
Land — Plains (C)
Alabaster Tower enters the battlefield tapped.
T: Add W to your mana pool.
T: Add WW to your mana pool. Use this ability only if Alabaster Tower is fortified.
I thought about ideas for fortification mechanics but I couldn't come up with any. However, here are some general thoughts:
You are trying to make a playstyle similar to Rise of the Eldrazi ('Battlecruiser Magic' as you said). Your set will then be easy to be compared to ROE. The mechanic they had there to enforce longer games were defenders and levelers. Obviously, the leveler mechanic was basically the noodles and it will be hard to come up with something that is different enough yet still equally awesome.
The reason I enjoyed the ROE draft format alot was because it was a slow format, yet you still could do very powerful things. On the other hand, I watched some Mercadian Masques drafts online and it was a giant snorefest. The format was equally slow, but that was because the cards just didn't do anything. A good play in that format was a play that gained you 2 life over your opponent.
If you are having giant Eldrazi in your set, you should also try to make something very powerful for non-Eldrazi cards. I currently don't see how the Bolster mechanic does that. It is a fine mechanic as a secondary focus of the set but if you are trying to make 'Battlecruiser Magic', this doesn't suffice.
To make the fortifications more interesting, I would not make creatures care about the fortifications, but the lands themselves care about them. Maybe you make many common and uncommon lands that care about fortifications being attached to them. The difference between Equipments and Fortifications is that equipments 'combo' with the creature they are attached to. For example, a double striker with a Behemoth Sledge equipped is a very good combo. Likewise, Fortifications should feel like you can combo them with lands. Otherwise, lands just feel like hosts to them since there are not many ways to interact with your opponents lands.
Alabaster Tower is a good starting point, but I would go much further.
I thought about ideas for fortification mechanics but I couldn't come up with any. However, here are some general thoughts:
You are trying to make a playstyle similar to Rise of the Eldrazi ('Battlecruiser Magic' as you said). Your set will then be easy to be compared to ROE. The mechanic they had there to enforce longer games were defenders and levelers. Obviously, the leveler mechanic was basically the noodles and it will be hard to come up with something that is different enough yet still equally awesome.
The reason I enjoyed the ROE draft format alot was because it was a slow format, yet you still could do very powerful things. On the other hand, I watched some Mercadian Masques drafts online and it was a giant snorefest. The format was equally slow, but that was because the cards just didn't do anything. A good play in that format was a play that gained you 2 life over your opponent.
If you are having giant Eldrazi in your set, you should also try to make something very powerful for non-Eldrazi cards. I currently don't see how the Bolster mechanic does that. It is a fine mechanic as a secondary focus of the set but if you are trying to make 'Battlecruiser Magic', this doesn't suffice.
To make the fortifications more interesting, I would not make creatures care about the fortifications, but the lands themselves care about them. Maybe you make many common and uncommon lands that care about fortifications being attached to them. The difference between Equipments and Fortifications is that equipments 'combo' with the creature they are attached to. For example, a double striker with a Behemoth Sledge equipped is a very good combo. Likewise, Fortifications should feel like you can combo them with lands. Otherwise, lands just feel like hosts to them since there are not many ways to interact with your opponents lands.
Alabaster Tower is a good starting point, but I would go much further.
Absolutely. I intend to expand upon the idea behind Alabster tower (lands that care about fortifications) very much so. And while I like the bolster mechanic, I agree that it doesn't quite do it... Not that I want to throw it out - rather I'd like something else to go alongside it, something that (like you said) makes the slow format fun instead of a 'snorefest'.
Frankly, I've thought about simply bringing levelers back, but I'm still hopeful that some inspiration will come (either from this board or from my own brainstorming) for another interesting mechanic/theme.
I'll just roll through the cards you have listed and offer some of my thoughts.
Alabaster Tower - I like this card as is, actually. If you're needing the mana it can pay to have this thing fortified just for that. However, if you're really wanting to change this I would throw out that if you tap it for a fortification or bolster effect, also have it produce mana?
Blessed City - Too cheap at a common level. Make it 1W and I'd give it a pass.
Blessed Rebuke - I like this card as is. Given that white doesn't typically outright kill creatures very often, maybe have it exile them instead.
Blessing of the Silver Flame - I'm not a huge fan of the first effect given that creatures have a slightly less powerful ability built in with Undying. Maybe up the number of creatures you can target with that ability?
Defender of the Ruined City - Seems good at first pass.
Divine Blade - I like this, but I second your initial thoughts on the availability of equipment.
Divine Guardian - Feels a little overpowered at the uncommon level. Take off the first strike or up the mana cost and I'd feel good about it.
Fields of Remembrance - At once per turn and only when a creature dies feels a bit too restrictive at the rare level. Take off the once per turn and up the activation cost or make the +1/+1 counters expire at the end of the turn?
Gideon, Hopebringer - I like this Gideon. There's a typo in the -3 ability "equipment or fortification"
Handmaid of the Martyred - I feel like she needs a name, unless you want her to be just a nameless, faceless follower of Renna. Also, while her abilities are powerful, I actually feel that a CMC of 8 is one too high.
Knight of the Silver Flame - It's a good card all-around. However, thematically, I understand why it's white but I don't see why a white creature has the Prismatic keyword when he'll be primarily played in a white deck and be used to pump up your other white creatures most of the time. Maybe make him colorless with a white casting cost, though, I don't know what that would do within the synergy of the rest of the set/block.
Outpost Commander - This card just doesn't seem right. He's a 4 CMC for a 2/2 with first strike and a really expensive ability that is limited by what fortifications you can have and keep on the board. Maybe drop the CMC so he's useful in his own right and maybe make the ability less expensive as tying up six lands to give your creatures from I'm assuming 1-5 power and toughness is a bit much. Or change the activated ability altogether. As a commander maybe, he can bolster by giving your creatures vigilance or simply tap him to untap all your other creatures.
Sanctification - Other than the cost, I like it, though enchanting something that is already, in effect, enchanting a land seems a bit complex and may end up in unwanted results. Playtesting will tell.
Search the Armory - Seems a bit undercosted at the uncommon level. Maybe limit it to equipment to keep it from interfering with the other deck fishing cards in the set.
Survivor's Vow - The targeting a card in your graveyard for a CMC limiter seems slightly arbitrary and unnecessary. There has to be a more streamlined and eloquent way to do this. Maybe a colored X is needed? If that is done, you'd probably need a different second option.
Toraian Benediction - The one-for-one life gain or damage prevention is only really good if you have purity going, especially at sorcery speed. Healing Salve gives you one for three on one of the options at instant speed, so this card is really only viable in mono white decks and still not all that useful.
Toraian Bishop - At first glance, I thought the ability was overcosted due to the restriction of just one creature and not all combat damage, but now it seems fairly well balanced given that unlike an instant or sorcery, this can resolve multiple times.
Toraian Pegasus - Meh. Most boring card in the set so far, but not bad for a common.
Toraian Vanguard - I like his effect.
Undying Defense - I'm not a huge fan of the restriction, but it won't kill me if it's there.
Wandering Refugee - Meh. Without seeing the fortifications I can't determine how useful this is, especially with the high mana cost. Casting a fortification after turn four for one less mana doesn't seem that groundbreaking.
Wayward Knight - Flavor-wise, I'm having fun picturing a 2/2 knight fend off Kozilek by itself.
Zealous Survivor - Definitely overpowered for a common given how you want block constructed to be structured. Also, why the new creature subtype?
Toraian Mason - So, you're going to make a creature that poops little fortifications that make your lands little chump blockers that die and leave you mana screwed? I mean, you can if you want to. Nahral and Arnakh now eat land, too.
Do Bolster mechanics really need a manacost - I mean they basically cost you mana already by forcing you to tap a fortified land.
Your Grovetender for instance at the moment is just a worse Llanowar Elves
Do Bolster mechanics really need a manacost - I mean they basically cost you mana already by forcing you to tap a fortified land.
Your Grovetender for instance at the moment is just a worse Llanowar Elves
Well... kinda. In essence, the grovetender says "Tap two lands, add GGG to your mana pool" Kinda like having a pyretic ritual every turn. But, the grovetender also doesn't have to tap for the ability, so she can still be used for something like Deepforest Summons, from the first set.
As far as paying a mana cost *and* tapping a fortified land, it can get expensive, but the abilities are meant to be worth it. As the set progresses, I intend to provide lands and fortifications that help support the bolster mechanic (as it stands right now, it's a difficult choice to tap a fortified land as most of them have tap abilities themselves)
I'm open to any suggestions on the Bolster mechanic however... the flavor is there, the function maybe isn't. For instance - what happens when you've got 3 creatures out, each with a bolster effect, but only 2 fortifications? It's not perfect and it definitely needs work.
At the moment I am curious as to why you decided against the two other versions of the mechanic:
[New Mechanic] - [Effect] (As long as you control a fortified land, this permanent gains [Effect])
[New Mechanic Name] X - [Effect] (As long as you control X fortified lands, this permanent gains [Effect])
I mean, wouldn't it be good to have them as abilities that are active as long as you control one (or more, but it should be a fixed number imo) fortifications?
Personally I feel like 2 would be a good number here. On the other hand I dislike that a bit because it feels so similar to the mechanic used in the second Mirrodin block.
Well... kinda. In essence, the grovetender says "Tap two lands, add :symg::symg::symg: to your mana pool" Kinda like having a pyretic ritual every turn. But, the grovetender also doesn't have to tap for the ability, so she can still be used for something like Deepforest Summons, from the first set.
Wouldn't doing it as "Tap one land, add GG to your mana pool" work just as well, except one turn earlier, making it measure up better to other green mana producers, but still keeping the current function?
At the moment I am curious as to why you decided against the two other versions of the mechanic:
I mean, wouldn't it be good to have them as abilities that are active as long as you control one (or more, but it should be a fixed number imo) fortifications?
Personally I feel like 2 would be a good number here. On the other hand I dislike that a bit because it feels so similar to the mechanic used in the second Mirrodin block.
(Emphasis Added)
I scratched those two versions of the 'fortifications matter' mechanic because they were two similar in function to metalcraft and, more importantly, too similar in function to purity, the mechanic from the first set.
Wouldn't doing it as "Tap one land, add GG to your mana pool" work just as well, except one turn earlier, making it measure up better to other green mana producers, but still keeping the current function?
In that card's case, that would work, in fact that's a change that may very well be made once I begin work in earnest on the green cards. However, for the overall mechanic, things still don't feel right.
Here might be a possible change to the mechanic. Thoughts?
Bolster -- [Cost]: [Effect] (Use this ability only once per turn and only if you control a fortified land)
I would be willing to help you with the set design.
Absolutely.
While I'm not looking for a specific design team (Because I work at my own pace, I don't want to commit people to working on the set and then have them not hear from me for weeks on end), I do welcome any and all feedback, suggestions, and design. If you have any suggestions on mechanics, or want to help design cards, please by all means post them here and if any of your work is used you will absolutely be credited!
While I'm not looking for a specific design team (Because I work at my own pace, I don't want to commit people to working on the set and then have them not hear from me for weeks on end), I do welcome any and all feedback, suggestions, and design. If you have any suggestions on mechanics, or want to help design cards, please by all means post them here and if any of your work is used you will absolutely be credited!
So what needs to get done here? A mechanic that is similar to levelers?
So what needs to get done here? A mechanic that is similar to levelers?
Kinda.
I'm trying to reinforce a slow, 'battlecruiser magic' format ala Rise of the Eldrazi, and of course one of the things that WotC did was introduce level up.
So basically, the set needs more mechanics (not necessarily just keywords either) that reinforce and enable that slow format.
Some other needs for the set:
Bolster - the idea needs to be refined, and perhaps redefined, to ensure that is is playable and fun.
Card Design - It's always nice to get fresh ideas from another mind. Looking for unique spins on the themes that were introduced in the first set.
Eldrazi - namely some unique ways to spin off of the Eldrazi Spawn mechanic (I've got a few ideas there - will be posted sometime in the nearish future)
I'm trying to reinforce a slow, 'battlecruiser magic' format ala Rise of the Eldrazi, and of course one of the things that WotC did was introduce level up.
So basically, the set needs more mechanics (not necessarily just keywords either) that reinforce and enable that slow format.
Some other needs for the set:
Bolster - the idea needs to be refined, and perhaps redefined, to ensure that is is playable and fun.
Card Design - It's always nice to get fresh ideas from another mind. Looking for unique spins on the themes that were introduced in the first set.
Eldrazi - namely some unique ways to spin off of the Eldrazi Spawn mechanic (I've got a few ideas there - will be posted sometime in the nearish future)
Anything you want to help out with, have at it!
Of course.
I was reading the article about battlecruiser magic and this caught my eye:
What does it take to make enormous creatures play well? There are two requirements that have to be carefully balanced. First, you need to generally lock up the ground from turn three until turn seven or so. If you get this part wrong, half your set is useless because players have no chance to get out the big guns.
Ways to lock up the ground:
4- and 5-toughness defenders
High-toughness commons
Eldrazi Spawn for chump blocking
Good small creature removal
Reduced number of aggressive two-drops
Low-cost life gain
The second requirement is the ability to bust through these defenses midgame. If you get this part wrong, the set plays terribly because games go on forever. A 6-power creature should generally be able to get through. That means you need to give all colors fatties and finishers, even at common. How to do this?
Ways to bash through defenses:
Eldrazi
Levelers
Other fatties
Auras
Evasion
Invokers
This got me thinking.
4- and 5-toughness defenders - I had a crazy idea about fortifications, when you equip them, the lands become walls. Flavorful and mechanically relevant. We need those.
High-toughness commons - I'm not too integrated with the set design yet, so I don't know what to do with this.
Eldrazi Spawn for chump blocking - I was thinking about the twist for Eldrazi Spawn would be a better tribal implement for them. Thoughts?
Small creature removal - something we can weave into the set? a Pyroclasm - like effect would be good to combat spawn.
Reduced number of aggressive two-drops
Low-cost life gain - Need to address this.
There should be lots of fatties too. I'm a fan of the "fortify lands = change them into defenders or fatties"
4- and 5-toughness defenders - I had a crazy idea about fortifications, when you equip them, the lands become walls. Flavorful and mechanically relevant. We need those.
Absolutely. Outside of the white card that will create fortification tokens that do just that (will probably raise the toughness on these to 3, or perhaps even 4 with an equip cost of 1 instead of 0), I intend to have a cycle of 5 fortifications that turn lands into walls.
High-toughness commons - I'm not too integrated with the set design yet, so I don't know what to do with this.
What ended up happening with the previous set is I had to go through and check the toughness on commons after they were designed, and ended up jacking many of them up.
Eldrazi Spawn for chump blocking - I was thinking about the twist for Eldrazi Spawn would be a better tribal implement for them. Thoughts?
Indeed. Many of the Eldrazi cards that have already been designed do exactly this - expand upon the Eldrazi spawn. I'll toss some examples up later on, but a few things I remember offhand - an enchantment that is basically an awakening zone and a broodmother, a creature that gives all spawn tokens flying, one that gives them "when this creature dies, it deals 1 damage to target creature", and I even tossed around the idea of a new Eldrazi Titan that gives spawn Annihilator 1 (though that's REALLY iffy)
Small creature removal - something we can weave into the set? a Pyroclasm - like effect would be good to combat spawn.
You know, I feel dumb, but I hadn't thought about Pyroclasm. That kind of effect would be a big hit in the set I believe (though would need to be a bit careful with it, as it could completely hose Eldrazi Spawn)
Reduced number of aggressive two-drops
Just small aggressive creatures completely, really. From my experience with the last set this is pretty difficult sometimes, especially in white and red. For instance, the white card that gets double strike in the list I posted will likely be reworked, and it's a 4-drop.
Low-cost life gain - Need to address this.
Yeah. Again, see the last set for a bit of a background on what I'll be trying to do. I may want to tone down the lifegain in this set just a tad, as the first set might have gone a bit overboard.
There should be lots of fatties too. I'm a fan of the "fortify lands = change them into defenders or fatties"
I'd thought of fortifications becoming walls, but not fatties. It's an interesting idea.
Let me ask you this: Have you playtesting your first set? If so, how does limited feel?
I have playtested it, as have others. Unfortunately, I didn't personally get a chance to play much limited - I mainly playtested block constructed with the help of forum users and good friends of mine AranMagnus and NCKelley82. The limited games I played, however, felt good, though there were definitely games where the stalemate went a little long due to a lack of fatties. From the feedback I received from other playtesters, the format was fairly slow with high powered late game finishers, and by the end of playtesting was more or less balanced (for a custom set)
Also, since we're both online, do you want to do an IRC chat?
I have playtested it, as have others. Unfortunately, I didn't personally get a chance to play much limited - I mainly playtested block constructed with the help of forum users and good friends of mine AranMagnus and NCKelley82. The limited games I played, however, felt good, though there were definitely games where the stalemate went a little long due to a lack of fatties. From the feedback I received from other playtesters, the format was fairly slow with high powered late game finishers, and by the end of playtesting was more or less balanced (for a custom set)
There weren't very many 'clear' archetypes, probably because it wasn't playtested nearly as extensively as a real set, but I got good feedback on the following limited decks:
Purity - I would like this mechanic to be a bit smaller than in the first set. To cope with the "battlecruiser magic" style, maybe you can have some uncommon creatures that start off as small utility creatures, then are fatties once the purity bonus is on. Was purity playtested well? If it didn't, I wonder if this could be concepted as "if you control X or more permanents of the same color.."
Prismatic - Yay, some things to turn on purity. I want to see some colored creatures with this mechanic, to enable two-color archetypes whilst maintaining purity.
Colored Variable Costs - Not so sure. These can serve as the "cheap removal" and variable stuff (think of Heat Ray from RoE) but I'm a bit worried about the focus on monocolor.
More Fortifications - I was thinking a fortifications turn into creatures for the second set twist.
I'm noticing that you don't really have any parasitic mechanics, which is important. I see that you have touched upon this, however, with a parasitic fortification mechanic. Not sure how it works out.
Silver Flame = I'm guessing colorless/artifacts to help combat Eldrazi?
Hopelessness = some variant of fateful hour? If we do try fateful hour in this set, there should be some enablers, but I don't think fateful hour should be present in battlecruiser magic, as fat creatures can take someone from 9 to 0.
Purity - I would like this mechanic to be a bit smaller than in the first set. To cope with the "battlecruiser magic" style, maybe you can have some uncommon creatures that start off as small utility creatures, then are fatties once the purity bonus is on. Was purity playtested well? If it didn't, I wonder if this could be concepted as "if you control X or more permanents of the same color.."
Oustide of most pre-playtesting expectations, purity tested very well. It was more difficult to have purity in limited, but not impossible, and it unsurprisingly worked well in constructed.
As far as purity's role in this set, it will indeed be reduced - the story of the first set is 90% establishing the identity of the plane, 9% building up the colorless mana to introduce the eldrazi, who appear for the last 1%. With this set, the story opens up a lot more options mechanically.
Prismatic - Yay, some things to turn on purity. I want to see some colored creatures with this mechanic, to enable two-color archetypes whilst maintaining purity.
Yup. In fact, that's been a part of the plan for awhile. Story-wise, prismatic will appear most often on creatures and relics related to 'the Order of the Silver Flame', a secret society that somehow knew that the Eldrazi were eventually going to come, and tried to prepare themselves for it (if you want to know the twist I can tell you via PM or something)
Colored Variable Costs - Not so sure. These can serve as the "cheap removal" and variable stuff (think of Heat Ray from RoE) but I'm a bit worried about the focus on monocolor.
The role I'd like to see the colored variable costs fill is a late game stall-breaker. Something that you can use early game if you need to, but can also use later on to break through all the defensive creatures, etc.
More Fortifications - I was thinking a fortifications turn into creatures for the second set twist.
Exactly. Kinda like what we were talking about before, I intend for there to be at least 1 cycle of fortifications that turn into walls, as well as the fortification token maker. However, per the flavor of the plane, I want to be careful that they don't turn into things like elementals, more just fortified walls.
I'm noticing that you don't really have any parasitic mechanics, which is important. I see that you have touched upon this, however, with a parasitic fortification mechanic. Not sure how it works out.
Hmm... hadn't thought that one through. Will have to give that some consideration.
Hopelessness = some variant of fateful hour? If we do try fateful hour in this set, there should be some enablers, but I don't think fateful hour should be present in battlecruiser magic, as fat creatures can take someone from 9 to 0.
Hopelessness not so much as a keyword or mechanic, but just a theme that is conveyed primarily through art and flavor text, but also represented as much as possible in the cards. This is a plane that is dying, and it's inhabitants, for the most part, can't bring themselves to overcome their difficulties and mount a succesful expense.
(previously codenamed 'Amaretto')
Set 2 of 3 in the Hubris of Caeia block (Soco, Amaretto, Lime)
155 cards
The files for the set (.PDF and MSE file), including files for other sets I am or will will be working on, can be found here.
Development Status: Beta/Playtesting (I'm officially calling this set 'released' so that the thread can be locked and work can begin on the 3rd and final set in the block. However, as with the first set, there will likely be multiple revisions as the set sees play and receives even more feedback.)
For information on the 1st set in the Block, Caeia, please click here.
This set is being designed for only two formats - Block constructed and Cube Draft. The set is not being balanced around any eternal format, so please keep this in mind when providing feedback.
The Setting:
The setting for the block is a plane called Caeia, in which the colors of mana are heavily segregated. Mana repulses other colors, even colors of mana which usually blend easily. This has led the inhabitants of the plane to adapt over the centuries, and turn this weakness into a strength. They've found ways to adapt, to achieve their goals using only their native mana. This has also led to mass xenophobia, and eventually a deep mistrust and hatred of all other colors of mana.
During the events of the first set, a visitor from another plane who called himself Azam visited each other culture on Caeia, offering them a new way to combat their enemies - colorless magic. Soon, the Cult of the Blind came into being. They were devotees of Azam's, using the colorless magic that he taught them to prepare for a ritual which Azam promised would bring his masters to Caiea, where they would spread enlightenment.
Azam's cultists captured the city of Toraia, and from within its fractured walls began their ritual. Meanwhile, a battle outside the walls raged between the five armies of Caeia. Although some, like the Elven Planeswalker Avienne, tried to preach unity against their common enemy, many others (chief among them being Alestus, Captain of the Alabaster Guard, and the Planeswalker Elaara) thought only of their ancient prejudices.
As the ritual finished, the combatants outside the ruined gates of Toraia began to fight a very different battle, as monstrous beasts began to pour into the city. These beasts were the Eldrazi, horrors from the Blind Eternities who devour entire planes, summoned to Caeia from their planar prison of Zendikar by Azam. Weakened still by the magic that held them to Zendikar, the Eldrazi quickly overcame the armies surrounding them and began to spawn their brood.
Horrified by these events, Avienne planeswalked to the plane of Ravnica - a known hub for planeswalkers - and sought help. There she found Gideon Jura, still trying to raise an army to fight the Eldrazi, and Koth, a planeswalker who had too recently witnessed the destruction of his home plane and who had vowed not to sit by and watch as more planes were destroyed.
With her new allies, Avienne has returned to Caiea, but now faces an impossible task: Convince the people of Caeia to repent of their Hubris and band together to defend their home, to survive the Return of the Eldrazi.
Set Themes
Keywords and Mechanics:
Garrison -
Garrison emphasizes the fortification theme, and will be aimed at providing a more defensive play environment.
Purity -
One of the main mechanics from the first set, Purity makes its return here. The intent will be to show purity on the cards that represent the holdouts of old Caeian society - those who think that because the colors of mana are segregated, they should hate and fear those who use another color of mana.
Prismatic -
Where Prismatic primarily appeared on artifacts in the first set, it will appear on more varied card types here - representing members of the Order of the Silver Flame, a secret Caeian society prepared against the eventual threat of the Eldrazi.
Colored Variable costs -
Fortifications -
Spoiler Images:
(note - these are 'examples' and are not to be considered in a final form)
Gideon, Hopebringer
As stated, Gideon is one of two planeswalkers who will be returning in this set (the other being Koth - we'll get to him later). Representing his ability to hinder the inevitable Eldrazi onslaught, as well as his ability to help arm his Caeian allies, Gideon should prove to be a formidable foe
Kozilek, the Hungerer
The design process for this block has been lengthy, but well worth it! Thanks to everyone who has contributed thus far. If you haven't commented, please do! The more feedback I receive, the better the set can become!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
The biggest thing I need right now is a new mechanic for the inhabitants of Caeia (the Eldrazi won't be getting a new mechanic). The mechanic needs to fit the following requirements:
Unfortunately, I'm at a complete loss. I know the entire story of the block, have it all mapped out, and I know the themes that this set will focus on, but I cannot think of this new mechanic for the life of me.
Some ideas:
[New Mechanic] - [Effect] (As long as you control a fortified land, this permanent gains [Effect])[New Mechanic Name] X - [Effect] (As long as you control X fortified lands, this permanent gains [Effect])Thoughts?
EDIT: Scratched 2 of the 3 thoughts I had, as they were far too similar to purity.
EDIT 2: Something like this. Thoughts?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Creature — Human Soldier (C)
Bolster — W, Tap a fortified land you control: CARDNAME gains +0/+3 until end of turn. (Use this ability only once per turn)
2/1
LIFEGAIN BOLSTER 1W
Creature — Human Cleric (U)
Bolster — WW, Tap a fortified land you control: Gain 5 life. (Use this ability only once per turn)
1/1
DRAW BOLSTER 2U
Creature — Merfolk Mystic (C)
Bolster — U, Tap a fortified land you control: Draw a card. (Use this ability only once per turn)
1/1
MILL BOLSTER 2U
Creature — Merfolk Shaman (U)
Bolster — 2U, Tap a fortified land you control: Target player puts the top eight cards of his or her library into his or her graveyard. (Use this ability only once per turn)
2/1
DEATHTOUCH BOLSTER 2B
Creature — Vampire Assassin (C)
Bolster — B, Tap a fortified land you control: DEATHTOUCH BOLSTER gains deathtouch until end of turn. (Use this ability only once per turn)
2/2
KILL BOLSTER 1B
(U)
Bolster — 1B, Tap a fortified land you control: Target creature gets -3/-3 until end of turn. (Use this ability only once per turn)
DOUBSTRIKE BOLSTER 2RR
Creature — Goblin Assassin (U)
Bolster — 3R, Tap a fortified land you control: Creatures you control gain double strike until end of turn. (Use this ability only once per turn)
2/2
ZAP BOLSTER RR
Creature — Goblin Shaman (C)
Bolster — R, Tap a fortified land you control: CARDNAME deals 3 damage to target creature. (Use this ability only once per turn)
1/1
Aldrean Grovetender G
Creature — Elf Shaman (C)
Bolster — G, Tap a fortified land you control: Add GGG to your mana pool. (Use this ability only once per turn)
Behind the walls of Aldrea, the Elfgrove still blooms.
0/1
FIGHT BOLSTER 2GG
Creature (U)
Bolster — G, Tap a fortified land you control: CARDNAME fights target creature with converted mana cost three or less. (Use this ability only once per turn)
3/3
Thoughts?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
These are in very rough shape... they need balancing, and many will likely get cut (there are quite a few redundant effects, so that'll need to be narrowed down at some point), however it is a starting point. So, I give you some white cards:
This land will not stay as it is, but it will be a common, nonbasic land, that will interact in some way with fortifications. I'm open to suggestion.
Too cheap?
Typo. "Gain life equal to that creature's power". White needed a removal spell, but it already had the cheap removal from the first set, so this is the first attempt at a slightly more costly removal spell.
I don't like this card. The effect, while powerful, feels boring for a rare. And this is a pretty pivotal part of the story of the block, in which the survivors of Toraia first encounter Ugin.
2/2 for 2, that ties up two of your lands to get the defensive effect. Feels balanced to me at first glance, thoughts?
While the fortification theme will be prevalent in all colors, white has a pretty strong focus on equipment. I'm kind of attached to this card, but its playability will depend quite a bit on the availabiity of equipment (and I'm quickly running out of card slots, it may be hard to fit enough equipment in.)
Boring name is boring. Also a 3/3 Flying, First Strike for 3 - too good?
I like the basic concept of this card, but it definitely feels off in its current form. I'd like to maybe get it to trigger each time a creature died and jack the cost way up.
Lots of thought went into this card, and I'm interested to see how ti changes throughout the development process... His casting cost being set to 5 is obviously because his abilities are so good. +2 to lock down a permanent feels pretty solid, and beefs him up pretty quickly (after all, it is Gideon). Obviously his -3 is the problematic ability, which is why it is so prohibitively costed. Ultimate feels fun?
At the very end of the first block, the city of Toraia is destroyed and the Avatar of white mana (Renna, Herald of Divinity) met her end as well. This card represents one of her vengeful angels, who travel with the remnant of Toraia as guardians.
This guy should be fun
I want this card to effect the board in a huge way. I want his casting cost to be average, but his ability activation to be costly/prohibitive. His ability now sucks - it's boring and doesn't feel white.
Might need to jack up the cost on this, especially considering that it is common.
The effect on this card (tutor for an equipment or fortification) is redundant with both Gideon and Survivor's Vow. Gideon is staying, so at least one of these will need to go or be re-worked. Don't ask me the flavor of searching the armory and finding a castle...
Weird card, is it an interesting card, or just weird?
Super Alabaster potion at sorcery speed and prohibitive mana requirements.
This guy seems cheap at first, but consider you have to basically tap down 3 lands to activate his ability.
Nothing to see here
I'm hoping this guy contributes a bit to the battlecruiser magic feel of an Eldrazi set. Even after he dies, he maintains board presence and hopefully beefs up your creatures to a point where they can hold their own against the Eldrazi.
Needs a rename
It seemed like a good idea at the time.
Speaking of those pesky Eldrazi... (Keep in mind that this card shouldn't be able to be equipped unless it's a colored artifact)
Needs recosted, reduced power, and probably a complete redesign.
This is my personal favorite card, and the only one I still can't find art for.
Enchantment (C)
At the beginning of your upkeep, gain 1 life for each fortified land you control.
Blessed Rebuke 4W
Instant (C)
Destroy target attacking creature and any equipment attached to it.
Purity — As long as white is the only color among permanents you control, you may gain to that creature’s power.
Blessing of the Silver Flame 3WW
Sorcery (R)
Choose one — Return target creature from your graveyard to the battlefield with two +1/+1 counters on it; or exile all creatures with power 6 or greater.
“The beasts who ravage Caeia are my greatest failure. Toraia lies in ruins because I was weak. I will not be weak again.” — Ugin
Defender of the Ruined City WW
Creature — Human Soldier (C)
Bolster — W, Tap target fortified land you control: Defender of the Ruined City gets +0/+3 until end of turn. (Activate this ability only once per turn.)
After the battle of Toraia, the survivors became zealous in the defense of their decimated home.
2/2
Divine Blade 1W
Instant (U)
Target equipment gains “Equipped creature gets +1/+1 and gains double strike.” until end of turn.
Divine Guardian 3WW
Creature — Angel (U)
Flying, First Strike
Purity — As long as white is the only color among permanents you control, Divine Guardian costs 2 less to cast.
3/3
Fields of Remembrance 2WW
Enchantment (R)
1: You may gain 2 life. If you do, put a +1/+1 counter a creature you control. Use this ability only once per turn and only if a creature you controlled has died this turn.
Gideon, Hopebringer 3WW
Planeswalker — Gideon (M)
Starting Loyalty: 3
+2: Tap target nonland permanent. It doesn’t untap during its controller’s next untap step.
-3: Search your library for an equipment of fortification card and put it onto the battlefield attached to a permanent you control. Then shuffle your library.
-9: You get an emblem with “Your opponents skip their untap steps.”-6:
Handmaid of the Martyred 6WW
Creature — Angel (R)
Flying, Vigilance
Purity — If white is the only color among permanents you control, creatures you control gain flying, lifelink, and double strike.
5/5
Knight of the Silver Flame 2W
Creature — Human Knight (R)
First Strike
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.)
Creatures of the chosen color get +1/+1
2/2
Outpost Commander 2WW
Creature — Human Soldier (R)
First Strike
Bolster — 5W, Tap target fortified land you control: Creatures you control get +X/+X, where X is the converted mana cost of a fortification you control. (Activate this ability only once per turn.)
2/2
Sanctification 2W
Enchantment — Aura (C)
Enchant Fortification
Enchanted fortification gains “Whenever a creature you control would be dealt damage, prevent 1 of that damage” so long as it’s attached to a land you control.
Rest in Renna’s embrace.
Search the Armory W
Instant (U)
Look at the top seven cards of your library. You may reveal an equipment or fortification card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Survivor’s Vow 3W
Instant (U)
Choose one — Search your library for an equipment card with converted mana cost less than or equal to the converted mana cost of a creature in your graveyard, or gain that much life.
Toraian Benediction XWW
Sorcery (U)
(Use only W to pay for X)
Choose one — Target player gains X life; or prevent the next X damage that would be dealt to target creature or player this turn.
Purity — As long as white is the only color among permanents you control, you may choose both.
Toraian Bishop W
Creature — Human Cleric (U)
Bolster — 1W, Tap a fortified land you control: Prevent all combat damage that would be dealt to target creature you control until end of turn.
1/1
Toraian Mason W
Creature — Human Builder (R)
1, T: Put a Fortification Token named “Watchtower” onto the battlefield with “Fortified land is a 0/2 colorless artifact creature with Defender. It’s still a land.” and “Fortify 0”
1/1
Toraian Pegasus 2W
Creature — Pegasus (C)
Flying
At the beginning of your upkeep, choose a white creature you control. That creature gains flying until end of turn.
2/2
Toraian Vanguard 2W
Creature — Human Knight (C)
Whenever Toraian Vanguard dies, you may put a +1/+1 counter on another white creature you control.
3/2
Undying Defense 1W
Instant (C)
Target creature you control gets +0/+4 and gains “this creature can block an additional creature.” until end of turn. If it is tapped, you may untap it. Play only if two or more creatures are attacking
Wandering Refugee 3W
Creature — Human (C)
Fortifications cost 1 less to attach to lands you control.
1/1
Wayward Knight WW
Creature — Human Knight (U)
First Strike
Protection from colorless
Alone, she means nothing to the Eldrazi.
2/2
Zealous Survivor 3W
Creature — Human Survivor (C)
First Strike
Purity — As long as white is the only color among permanents you control, Zealous Survivor gets double strike.
3/2
Alabaster Tower
Land — Plains (C)
Alabaster Tower enters the battlefield tapped.
T: Add W to your mana pool.
T: Add WW to your mana pool. Use this ability only if Alabaster Tower is fortified.
EDIT: Added my own commentary to the images
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
You are trying to make a playstyle similar to Rise of the Eldrazi ('Battlecruiser Magic' as you said). Your set will then be easy to be compared to ROE. The mechanic they had there to enforce longer games were defenders and levelers. Obviously, the leveler mechanic was basically the noodles and it will be hard to come up with something that is different enough yet still equally awesome.
The reason I enjoyed the ROE draft format alot was because it was a slow format, yet you still could do very powerful things. On the other hand, I watched some Mercadian Masques drafts online and it was a giant snorefest. The format was equally slow, but that was because the cards just didn't do anything. A good play in that format was a play that gained you 2 life over your opponent.
If you are having giant Eldrazi in your set, you should also try to make something very powerful for non-Eldrazi cards. I currently don't see how the Bolster mechanic does that. It is a fine mechanic as a secondary focus of the set but if you are trying to make 'Battlecruiser Magic', this doesn't suffice.
To make the fortifications more interesting, I would not make creatures care about the fortifications, but the lands themselves care about them. Maybe you make many common and uncommon lands that care about fortifications being attached to them. The difference between Equipments and Fortifications is that equipments 'combo' with the creature they are attached to. For example, a double striker with a Behemoth Sledge equipped is a very good combo. Likewise, Fortifications should feel like you can combo them with lands. Otherwise, lands just feel like hosts to them since there are not many ways to interact with your opponents lands.
Alabaster Tower is a good starting point, but I would go much further.
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!
Absolutely. I intend to expand upon the idea behind Alabster tower (lands that care about fortifications) very much so. And while I like the bolster mechanic, I agree that it doesn't quite do it... Not that I want to throw it out - rather I'd like something else to go alongside it, something that (like you said) makes the slow format fun instead of a 'snorefest'.
Frankly, I've thought about simply bringing levelers back, but I'm still hopeful that some inspiration will come (either from this board or from my own brainstorming) for another interesting mechanic/theme.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Alabaster Tower - I like this card as is, actually. If you're needing the mana it can pay to have this thing fortified just for that. However, if you're really wanting to change this I would throw out that if you tap it for a fortification or bolster effect, also have it produce mana?
Blessed City - Too cheap at a common level. Make it 1W and I'd give it a pass.
Blessed Rebuke - I like this card as is. Given that white doesn't typically outright kill creatures very often, maybe have it exile them instead.
Blessing of the Silver Flame - I'm not a huge fan of the first effect given that creatures have a slightly less powerful ability built in with Undying. Maybe up the number of creatures you can target with that ability?
Defender of the Ruined City - Seems good at first pass.
Divine Blade - I like this, but I second your initial thoughts on the availability of equipment.
Divine Guardian - Feels a little overpowered at the uncommon level. Take off the first strike or up the mana cost and I'd feel good about it.
Fields of Remembrance - At once per turn and only when a creature dies feels a bit too restrictive at the rare level. Take off the once per turn and up the activation cost or make the +1/+1 counters expire at the end of the turn?
Gideon, Hopebringer - I like this Gideon. There's a typo in the -3 ability "equipment or fortification"
Handmaid of the Martyred - I feel like she needs a name, unless you want her to be just a nameless, faceless follower of Renna. Also, while her abilities are powerful, I actually feel that a CMC of 8 is one too high.
Knight of the Silver Flame - It's a good card all-around. However, thematically, I understand why it's white but I don't see why a white creature has the Prismatic keyword when he'll be primarily played in a white deck and be used to pump up your other white creatures most of the time. Maybe make him colorless with a white casting cost, though, I don't know what that would do within the synergy of the rest of the set/block.
Outpost Commander - This card just doesn't seem right. He's a 4 CMC for a 2/2 with first strike and a really expensive ability that is limited by what fortifications you can have and keep on the board. Maybe drop the CMC so he's useful in his own right and maybe make the ability less expensive as tying up six lands to give your creatures from I'm assuming 1-5 power and toughness is a bit much. Or change the activated ability altogether. As a commander maybe, he can bolster by giving your creatures vigilance or simply tap him to untap all your other creatures.
Sanctification - Other than the cost, I like it, though enchanting something that is already, in effect, enchanting a land seems a bit complex and may end up in unwanted results. Playtesting will tell.
Search the Armory - Seems a bit undercosted at the uncommon level. Maybe limit it to equipment to keep it from interfering with the other deck fishing cards in the set.
Survivor's Vow - The targeting a card in your graveyard for a CMC limiter seems slightly arbitrary and unnecessary. There has to be a more streamlined and eloquent way to do this. Maybe a colored X is needed? If that is done, you'd probably need a different second option.
Toraian Benediction - The one-for-one life gain or damage prevention is only really good if you have purity going, especially at sorcery speed. Healing Salve gives you one for three on one of the options at instant speed, so this card is really only viable in mono white decks and still not all that useful.
Toraian Bishop - At first glance, I thought the ability was overcosted due to the restriction of just one creature and not all combat damage, but now it seems fairly well balanced given that unlike an instant or sorcery, this can resolve multiple times.
Toraian Pegasus - Meh. Most boring card in the set so far, but not bad for a common.
Toraian Vanguard - I like his effect.
Undying Defense - I'm not a huge fan of the restriction, but it won't kill me if it's there.
Wandering Refugee - Meh. Without seeing the fortifications I can't determine how useful this is, especially with the high mana cost. Casting a fortification after turn four for one less mana doesn't seem that groundbreaking.
Wayward Knight - Flavor-wise, I'm having fun picturing a 2/2 knight fend off Kozilek by itself.
Zealous Survivor - Definitely overpowered for a common given how you want block constructed to be structured. Also, why the new creature subtype?
Toraian Mason - So, you're going to make a creature that poops little fortifications that make your lands little chump blockers that die and leave you mana screwed? I mean, you can if you want to. Nahral and Arnakh now eat land, too.
That's about it for now.
Your Grovetender for instance at the moment is just a worse Llanowar Elves
Well... kinda. In essence, the grovetender says "Tap two lands, add GGG to your mana pool" Kinda like having a pyretic ritual every turn. But, the grovetender also doesn't have to tap for the ability, so she can still be used for something like Deepforest Summons, from the first set.
As far as paying a mana cost *and* tapping a fortified land, it can get expensive, but the abilities are meant to be worth it. As the set progresses, I intend to provide lands and fortifications that help support the bolster mechanic (as it stands right now, it's a difficult choice to tap a fortified land as most of them have tap abilities themselves)
I'm open to any suggestions on the Bolster mechanic however... the flavor is there, the function maybe isn't. For instance - what happens when you've got 3 creatures out, each with a bolster effect, but only 2 fortifications? It's not perfect and it definitely needs work.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
I mean, wouldn't it be good to have them as abilities that are active as long as you control one (or more, but it should be a fixed number imo) fortifications?
Personally I feel like 2 would be a good number here. On the other hand I dislike that a bit because it feels so similar to the mechanic used in the second Mirrodin block.
Wouldn't doing it as "Tap one land, add GG to your mana pool" work just as well, except one turn earlier, making it measure up better to other green mana producers, but still keeping the current function?
(Emphasis Added)
I scratched those two versions of the 'fortifications matter' mechanic because they were two similar in function to metalcraft and, more importantly, too similar in function to purity, the mechanic from the first set.
In that card's case, that would work, in fact that's a change that may very well be made once I begin work in earnest on the green cards. However, for the overall mechanic, things still don't feel right.
Here might be a possible change to the mechanic. Thoughts?
Bolster -- [Cost]: [Effect] (Use this ability only once per turn and only if you control a fortified land)
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Absolutely.
While I'm not looking for a specific design team (Because I work at my own pace, I don't want to commit people to working on the set and then have them not hear from me for weeks on end), I do welcome any and all feedback, suggestions, and design. If you have any suggestions on mechanics, or want to help design cards, please by all means post them here and if any of your work is used you will absolutely be credited!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
So what needs to get done here? A mechanic that is similar to levelers?
Kinda.
I'm trying to reinforce a slow, 'battlecruiser magic' format ala Rise of the Eldrazi, and of course one of the things that WotC did was introduce level up.
So basically, the set needs more mechanics (not necessarily just keywords either) that reinforce and enable that slow format.
Some other needs for the set:
Anything you want to help out with, have at it!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Of course.
I was reading the article about battlecruiser magic and this caught my eye:
This got me thinking.
4- and 5-toughness defenders - I had a crazy idea about fortifications, when you equip them, the lands become walls. Flavorful and mechanically relevant. We need those.
High-toughness commons - I'm not too integrated with the set design yet, so I don't know what to do with this.
Eldrazi Spawn for chump blocking - I was thinking about the twist for Eldrazi Spawn would be a better tribal implement for them. Thoughts?
Small creature removal - something we can weave into the set? a Pyroclasm - like effect would be good to combat spawn.
Reduced number of aggressive two-drops
Low-cost life gain - Need to address this.
There should be lots of fatties too. I'm a fan of the "fortify lands = change them into defenders or fatties"
Absolutely. Outside of the white card that will create fortification tokens that do just that (will probably raise the toughness on these to 3, or perhaps even 4 with an equip cost of 1 instead of 0), I intend to have a cycle of 5 fortifications that turn lands into walls.
What ended up happening with the previous set is I had to go through and check the toughness on commons after they were designed, and ended up jacking many of them up.
Indeed. Many of the Eldrazi cards that have already been designed do exactly this - expand upon the Eldrazi spawn. I'll toss some examples up later on, but a few things I remember offhand - an enchantment that is basically an awakening zone and a broodmother, a creature that gives all spawn tokens flying, one that gives them "when this creature dies, it deals 1 damage to target creature", and I even tossed around the idea of a new Eldrazi Titan that gives spawn Annihilator 1 (though that's REALLY iffy)
You know, I feel dumb, but I hadn't thought about Pyroclasm. That kind of effect would be a big hit in the set I believe (though would need to be a bit careful with it, as it could completely hose Eldrazi Spawn)
Just small aggressive creatures completely, really. From my experience with the last set this is pretty difficult sometimes, especially in white and red. For instance, the white card that gets double strike in the list I posted will likely be reworked, and it's a 4-drop.
Yeah. Again, see the last set for a bit of a background on what I'll be trying to do. I may want to tone down the lifegain in this set just a tad, as the first set might have gone a bit overboard.
I'd thought of fortifications becoming walls, but not fatties. It's an interesting idea.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Also, since we're both online, do you want to do an IRC chat?
I have playtested it, as have others. Unfortunately, I didn't personally get a chance to play much limited - I mainly playtested block constructed with the help of forum users and good friends of mine AranMagnus and NCKelley82. The limited games I played, however, felt good, though there were definitely games where the stalemate went a little long due to a lack of fatties. From the feedback I received from other playtesters, the format was fairly slow with high powered late game finishers, and by the end of playtesting was more or less balanced (for a custom set)
I would, but I'm at work. Another time, perhaps.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Were there any limited archetypes?
There weren't very many 'clear' archetypes, probably because it wasn't playtested nearly as extensively as a real set, but I got good feedback on the following limited decks:
Most of the testers seemed to shy away from red.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Purity - I would like this mechanic to be a bit smaller than in the first set. To cope with the "battlecruiser magic" style, maybe you can have some uncommon creatures that start off as small utility creatures, then are fatties once the purity bonus is on. Was purity playtested well? If it didn't, I wonder if this could be concepted as "if you control X or more permanents of the same color.."
Prismatic - Yay, some things to turn on purity. I want to see some colored creatures with this mechanic, to enable two-color archetypes whilst maintaining purity.
Colored Variable Costs - Not so sure. These can serve as the "cheap removal" and variable stuff (think of Heat Ray from RoE) but I'm a bit worried about the focus on monocolor.
More Fortifications - I was thinking a fortifications turn into creatures for the second set twist.
I'm noticing that you don't really have any parasitic mechanics, which is important. I see that you have touched upon this, however, with a parasitic fortification mechanic. Not sure how it works out.
Silver Flame = I'm guessing colorless/artifacts to help combat Eldrazi?
Hopelessness = some variant of fateful hour? If we do try fateful hour in this set, there should be some enablers, but I don't think fateful hour should be present in battlecruiser magic, as fat creatures can take someone from 9 to 0.
These are my thoughts.
Oustide of most pre-playtesting expectations, purity tested very well. It was more difficult to have purity in limited, but not impossible, and it unsurprisingly worked well in constructed.
As far as purity's role in this set, it will indeed be reduced - the story of the first set is 90% establishing the identity of the plane, 9% building up the colorless mana to introduce the eldrazi, who appear for the last 1%. With this set, the story opens up a lot more options mechanically.
Yup. In fact, that's been a part of the plan for awhile. Story-wise, prismatic will appear most often on creatures and relics related to 'the Order of the Silver Flame', a secret society that somehow knew that the Eldrazi were eventually going to come, and tried to prepare themselves for it (if you want to know the twist I can tell you via PM or something)
The role I'd like to see the colored variable costs fill is a late game stall-breaker. Something that you can use early game if you need to, but can also use later on to break through all the defensive creatures, etc.
Exactly. Kinda like what we were talking about before, I intend for there to be at least 1 cycle of fortifications that turn into walls, as well as the fortification token maker. However, per the flavor of the plane, I want to be careful that they don't turn into things like elementals, more just fortified walls.
Hmm... hadn't thought that one through. Will have to give that some consideration.
Hopelessness not so much as a keyword or mechanic, but just a theme that is conveyed primarily through art and flavor text, but also represented as much as possible in the cards. This is a plane that is dying, and it's inhabitants, for the most part, can't bring themselves to overcome their difficulties and mount a succesful expense.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)