Hello everyone. I've been meaning to try my hand at creating a set for a while, and I've finally gotten to actually (start) doing it. I'm by no means an expert on card creation (I've done only a handful), so I don't expect this to be perfect, or close to it, but I'm hopping with feedback I can make it something interesting. My basic goal is to make this a "mini" set, smaller than a regular small set with no size determined for sure yet, but if it works out well I will consider turning it into a full small set.
The set is a 4th "extra" set in the Innistrad block, taking place after Avacyn restored. My goals with this set are:
-Expand on themes close to those of Innistrad that where not represented in that block. There will be horror elements, but more on the side of your average "horror" videogame, where the protagonist is far from helpless (think Resident Evil, not Amnesia: The dark descent), than traditional, gothic horror.
-Touch on points that I find should have made a least some appearance in Innistrad, such as Devil and Demon tribal, and reinforce some parts that did not get their fair share, mostly green humans and an actual tribal identity for spirits.
-To tell a story through the cards. I know this is not modern Magic design anymore, but I want this set to be a hybrid between modern storytelling and how it was done in the Weatherlight Saga. This might not appeal to everyone, but it's something I enjoy so I wish to put some of it in my set.
I'll be starting by making a card of each rarity and in each color (+1 multicolored/artifact) to give a taste of what the set can be expected to look like. They should all be here soon enough.
But enough text, time for some cards:
White Mythics:
Eternal Vigil 1WW
Enchantment (M)
Creatures can't tap (They can't tap to pay any costs, and ignore any tapping effects) They perform their duty even now. Can we do any less?
-Garruk Wildspeak
Blue Mythics:
Black Mythics:
The Whisperer in the Shadows 2BBBB
Legendary Creature - Demon (M)
Flying, Undying
Whenever you loose life, draw that many cards (Damage causes loss of life)
2/3
Red Mythics:
Devilish Mayhem R
Sorcery (M)
Choose any number of target creatures and/or players. For each of those targets, flip a coin. If you win the flip, Devilish Mayhem deals X damage to that target, where X is a random number between 1 and the total number of targets.
Green Mythics:
Merrdon, First to Convert 1GGG
Legendary Creature - Human Wolf
Hexproof, Soulbound
As long as Merrdon is paired with a human, all creatures you control have Soulbound and "As long as this creature is paired with another creature, each of those creatures have +1/+1" He is the link that keeps us together
3/2
Multicolored Mythics:
Garruk, Hound of Avacyn 3WG
Planeswalker - Garruk (M)
+1: All creatures able to block target creature this turn do so if able
+2: Destroy target artifact or enchantment
-6: You get an emblem with "Your opponents can't cast non-creature spells"
{4}
More cards to come soon if all goes according to plan, as well as explanations for designs. If there are any questions/comment, they are welcomed.
I think eternal vigilance needs a more specific wording
"Creatures can't be tapped as part of a cost of an spell or ability. If a spell or ability would cause a creature to become tapped, instead it doesn't. Creatures have vigilance."
That stops all ways of tapping things I know of.
I don't know if Devilish Mayhem should be a mythic. It seems like a lot of the time it wouldn't do an awful lot.
Merrdon creates a very complicated board state.
Also, it would probably make it easier for you if you started by making a design skeleton and making the commons first, so you can get a general idea of what the set is going to be like. (Heres an article about design skeletons if you don't know what they are http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)
Devilish Mayhem requires you to use two randomizers, one of which is a variable size?!
That's not just complicated, it's unfeasible. I'd suggest removing the second randomizer like so:
Choose any number of target creatures and/or players. For each of those targets, flip a coin. If you win the flip, ~ deals X damage to that target, where X one-half the number of ~'s targets.
Now you should consider the CC, since you can use this for very effective targeted removal if you've got a lot of creatures to be dummy targets for it, or if your opponent is fielding a lot of creatures; it scales based on the board state, which is...pretty strange really.
The set is a 4th "extra" set in the Innistrad block, taking place after Avacyn restored. My goals with this set are:
-Expand on themes close to those of Innistrad that where not represented in that block. There will be horror elements, but more on the side of your average "horror" videogame, where the protagonist is far from helpless (think Resident Evil, not Amnesia: The dark descent), than traditional, gothic horror.
-Touch on points that I find should have made a least some appearance in Innistrad, such as Devil and Demon tribal, and reinforce some parts that did not get their fair share, mostly green humans and an actual tribal identity for spirits.
-To tell a story through the cards. I know this is not modern Magic design anymore, but I want this set to be a hybrid between modern storytelling and how it was done in the Weatherlight Saga. This might not appeal to everyone, but it's something I enjoy so I wish to put some of it in my set.
I'll be starting by making a card of each rarity and in each color (+1 multicolored/artifact) to give a taste of what the set can be expected to look like. They should all be here soon enough.
But enough text, time for some cards:
White Mythics:
Enchantment (M)
Creatures can't tap (They can't tap to pay any costs, and ignore any tapping effects)
They perform their duty even now. Can we do any less?
-Garruk Wildspeak
Blue Mythics:
Black Mythics:
Legendary Creature - Demon (M)
Flying, Undying
Whenever you loose life, draw that many cards (Damage causes loss of life)
2/3
Red Mythics:
Sorcery (M)
Choose any number of target creatures and/or players. For each of those targets, flip a coin. If you win the flip, Devilish Mayhem deals X damage to that target, where X is a random number between 1 and the total number of targets.
Green Mythics:
Legendary Creature - Human Wolf
Hexproof, Soulbound
As long as Merrdon is paired with a human, all creatures you control have Soulbound and "As long as this creature is paired with another creature, each of those creatures have +1/+1"
He is the link that keeps us together
3/2
Multicolored Mythics:
Planeswalker - Garruk (M)
+1: All creatures able to block target creature this turn do so if able
+2: Destroy target artifact or enchantment
-6: You get an emblem with "Your opponents can't cast non-creature spells"
{4}
More cards to come soon if all goes according to plan, as well as explanations for designs. If there are any questions/comment, they are welcomed.
"Creatures can't be tapped as part of a cost of an spell or ability. If a spell or ability would cause a creature to become tapped, instead it doesn't. Creatures have vigilance."
That stops all ways of tapping things I know of.
I don't know if Devilish Mayhem should be a mythic. It seems like a lot of the time it wouldn't do an awful lot.
Merrdon creates a very complicated board state.
Also, it would probably make it easier for you if you started by making a design skeleton and making the commons first, so you can get a general idea of what the set is going to be like. (Heres an article about design skeletons if you don't know what they are http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)
That's not just complicated, it's unfeasible. I'd suggest removing the second randomizer like so:
Now you should consider the CC, since you can use this for very effective targeted removal if you've got a lot of creatures to be dummy targets for it, or if your opponent is fielding a lot of creatures; it scales based on the board state, which is...pretty strange really.