Thanks for the feedback, Prophylaxis. I feel bad that I haven't updated this nearly as often as I'd have liked to, it's just been an extremely busy time for me.
As to your comment about Caeians fighting eachother instead of the Eldrazi - this is a big point that I want to drive home in the cards. Their world is falling apart all around them, and they have strong voices (Gideon, Avienne) urging them to band together to resist it, but ultimately the Caeians choose not to put aside their war, which eventually leads to the utter destruction of the plane.
In any case... I'm still working on artifacts/colorless/lands, but I had a thought. You have mentioned a few times that you'd throw in some designs, but for a lack of info on my set skeleton ad my overall plan. What if I asked you just throw anything out there... cards in any color, in any theme that could fit any of the 3 sets in the block? I looked through my 'Caeia Misc' set file and finding a lot of things that didn't make it in yet, but might make it in for the overall development pass, and I'd love to have any of your designs (or anyone else willing to throw things out there, for that matter) for the final development pass. Thoughts?
You should get an electric shock each time you mess up "if" and "as long as"
Some designs - you said you wanted "we hate all other colors"-cards, so I made a cycle of them:
Demon Dude3BB
Creature - Demon {U}
Flying
At the beginning of your upkeep, sacrifice a red, green, white or blue creature.
4/4
Toraian BishopWW
Creature - Human Cleric {U}
When Toraian Bishop enters the battlefield, reveal your hand. You gain 2 life for each white card revealed this way, then you lose 4 life for each blue, black, red or green card revealed this way.
1/2
Misguided Goblin1RR
Creature - Goblin {U}
When Misguided Goblin enters the battlefield, it deals 3 damage to target green, white, blue or black creature of target opponent's choice.
3/1
Fanatic Druid1GG
Creature - Elf Druid {U} T: Add GG to your mana pool.
Whenever you cast a spell, you lose life equal to the amount of white, blue, black or red mana paid to cast that spell.
2/1
Voice of Gideon1W
Creature - Human Knight {R}
Prismatic
Permanents you control of the chosen color have protection from Eldrazi // Permanents you control of the chosen color have protection from colorless.
2/1
Eldrazi Segregator5
Creature - Eldrazi {R}
Players can only spend mana of that spell's color to cast colored spells.
4/4
You should get an electric shock each time you mess up "if" and "as long as"
Don't forget 'when' and 'whenever'. Seriously, I r bad at templating.
Some designs - you said you wanted "we hate all other colors"-cards, so I made a cycle of them:
Demon Dude3BB
Creature - Demon {U}
Flying
At the beginning of your upkeep, sacrifice a red, green, white or blue creature.
4/4
Toraian BishopWW
Creature - Human Cleric {U}
When Toraian Bishop enters the battlefield, reveal your hand. You gain 2 life for each white card revealed this way, then you lose 4 life for each blue, black, red or green card revealed this way.
1/2
Misguided Goblin1RR
Creature - Goblin {U}
When Misguided Goblin enters the battlefield, it deals 3 damage to target green, white, blue or black creature of target opponent's choice.
3/1
Fanatic Druid1GG
Creature - Elf Druid {U} T: Add GG to your mana pool.
Whenever you cast a spell, you lose life equal to the amount of white, blue, black or red mana paid to cast that spell.
2/1
Voice of Gideon1W
Creature - Human Knight {R}
Prismatic
Permanents you control of the chosen color have protection from Eldrazi // Permanents you control of the chosen color have protection from colorless.
2/1
Eldrazi Segregator5
Creature - Eldrazi {R}
Players can only spend mana of that spell's color to cast colored spells.
4/4
Nature's Persistence1GG
Enchantment (U) XG: Target land you control becomes an X/X Elemental creature until end of turn. It's still a land.
Primal Offering3GGG
Sorcery (R)
Creatures you control get +X/+X until end of turn, where X is the number of Forests you control.
Eria, the Last Greenspeaker3G
Legendary Creature - Elf Druid (R) 2G,T: Reveal the top three cards of your library. Put all lands revealed this way onto the battlefield and the rest of the cards into your hand.
2/2
Eternal Grovekeeper1G
Creature - Elf Druid (R) T: Add one mana of any color to your mana pool. Epitaph - 0, exile this card from your graveyard: Add one mana of any color to your mana pool.
1/1
Might of the Fallen1G
Sorcery (C)
Target creature gets +2/+2 until end of turn. Epitaph - 1G, exile this card from your graveyard: Target creature gets +4/+4 until end of turn.
Deathspinner2G
Creature - Spider (U)
Reach, deathtouch Purity - If green is the only color among permanents you control, when Deathspinner attacks, target creature blocks it if able.
1/3
Creeping Vines1G
Instant (C)
Destroy target Fortification or enchantment.
Siege Archer1G
Creature - Elf Archer (C)
Reach T: Siege Archer deals 1 damage to target creature with flying.
2/1
Nature's Persistence - This is a card that is designed for a specific purpose, in this case to directly combat Consume. This isn't readily apparent, as I haven't yet posted many of the Eldrazi cards, but the intent is for this to be one of several balances against consume to prevent it from becoming the dominating mechanic of the block. The fact that this card works well with Silver Flame Prismatic decks is just a plus.
Primal Offering - To make it less confusing, I might change it to exile X forests when it ETBs, which would satisfy the flavor of the card ('offering' your lands to a primal deity to gain the power of nature) while preventing confusing memory issues and clunky gameplay.
Eria, the Last Greenspeaker - I don't really advocate any change to this card, though I would consider removing it. Flavorfully, she is the last Greenspeaker (not counting Avienne, who's since ascended as a PW), and the idea is that her last act is a sacrifice to regrow the destroyed Grove of Emriss. Mechanically, she's meant to provide ramp for monogreen decks (that aren't using many nonbasics at all). Is this a necessary addition to the set? Maybe not, I'm on the fence about her. But if there is a change made, I'd much rather simply drop her altogether and add something different.
Eternal Grovekeeper - My intent with this card is to use Epitaph as a deterrent against killing the creature, hence the epitaph effect being more potent than her activated ability. Also, it helps combat mill (and works well with Blue/Green self-mill)
Might of the Fallen - I like your proposals better. This is meant to be the Epitaph version of Giant Growth, and as it stands, like you said, it kills combat. Will change to your version.
Deathspinner - This is a case where I don't want to push the card too much. In it's current state, it is very fragile, but that was its intended purpose - a fragile but effective one-shot defense against fliers. Still, taking the feedback under advisement.
Creeping Vines - What about your version, but only costing G?
Siege Archer -I'm not happy with this guy and I don't think he serves a necessary purpose mechanically or flavorfully. Planning on cutting this card.
Nature's Persistence - This is a card that is designed for a specific purpose, in this case to directly combat Consume. This isn't readily apparent, as I haven't yet posted many of the Eldrazi cards, but the intent is for this to be one of several balances against consume to prevent it from becoming the dominating mechanic of the block. The fact that this card works well with Silver Flame Prismatic decks is just a plus.
I see. Do you really need specific cards to combat a narrow mechanic? I mean, you already have the Pathfinders, which are all stars in combating mana screw as well as hosing consume.
Primal Offering - To make it less confusing, I might change it to exile X forests when it ETBs, which would satisfy the flavor of the card ('offering' your lands to a primal deity to gain the power of nature) while preventing
confusing memory issues and clunky gameplay.
That seems really weak. How about changing Nature's Persistence to another card and changing this to my Nature's Persistence design?
I mean, I used Primal Offering to make an overrun variant.
Eria, the Last Greenspeaker - I don't really advocate any change to this card, though I would consider removing it. Flavorfully, she is the last Greenspeaker (not counting Avienne, who's since ascended as a PW), and the idea is that her last act is a sacrifice to regrow the destroyed Grove of Emriss. Mechanically, she's meant to provide ramp for monogreen decks (that aren't using many nonbasics at all). Is this a necessary addition to the set? Maybe not, I'm on the fence about her. But if there is a change made, I'd much rather simply drop her altogether and add something different.
Green already has ramp. The design is OK but poopy. I would make her more splashier.
Here's a simple test for a legendary these days:
1. Could you see players play your legendary in EDH?
If you're keeping her, then I would change her abilities. If her ability requires a sacrifice to regrow something, then could you make her more splashier?
I realize that I'm highlighting the importance of splash as I keep commenting on this set. You want players to see your cards and go, "Wow." Designers have a hard time executing splash.
Quote from [ Eternal Grovekeeper - My intent with this card is to use Epitaph as a deterrent against killing the creature, hence the epitaph effect being more potent than her activated ability. Also, it helps combat mill (and works well with Blue/Green self-mill)[/quote »
I see. I think players will just kill/exile it anyways since color ramp is very good.
[quote] Might of the Fallen - I like your proposals better. This is meant to be the Epitaph version of Giant Growth, and as it stands, like you said, it kills combat. Will change to your version.
Deathspinner - This is a case where I don't want to push the card too much. In it's current state, it is very fragile, but that was its intended purpose - a fragile but effective one-shot defense against fliers. Still, taking the feedback under advisement.
If you want it to make it weaker, then maybe a 1G 1/3 reach that purity deathtouches?
Creeping Vines - What about your version, but only costing G?
I was comparing it to Naturalize. That is a fine change.
Siege Archer -I'm not happy with this guy and I don't think he serves a necessary purpose mechanically or flavorfully. Planning on cutting this card.
Another thing with nature's persistence... there's a higher than normal amount of land destruction in the block as well. I think this is not necessarily an interesting card, but rather a necessary one for a healthy environment.
What I like about my version of Primal Offering is that it lasts forever... it's a gamble, and likely not constructed worthy, but it's a potential limited blowout. I dunno though... I'll keep an eye on it throughout the development cycle and see what happens.
Eria is getting closer and closer to the chopping block. Again, I'm not really interested in changing her to be more splashy, because I think she is what she needs to be. I just am not sure that she needs to be in the set. Actually... now that I'm saying this, I am remembering the biggest reason I put her in - flavrofully, she represents loss and sacrifice. The set is supposed to show the sad situation that the Caeians find themselves in (they lose, after all). So, with that flavor in mind, is there a way to change her to be more splashy and keep the flavor?
EDIT: On another note... I'm working this morning on the artifacts of the set, and that means I've come again to an increasingly problematic issue - fortifications are hard to design. Most of the designs I've come up with for fortifcations end up not needing to be fortifications at all. It's a tough nut to crack (but one that I'm intent on cracking), but any input on fortifications in general (an, in particular, the mechanical function that fortifications should fill) is appreciated!
Set file is updated as of this morning. All 150 card slots have a rough, initial design. Some still lack art.
At this point, my focus is going to be development of the set as a whole (briefly), and then development of the block as a whole (intensive), as well as design of an additional 10, Eldrazi-themed cards for this set (bringing the overall card count to 160).
For poops and laughs, here is a link to my 'extras' file - cards that haven't made it in yet but are concepts that could potentially work. and here is a link to my Eldrazi file.
Full text spoiler to come for those who don't have MSE.
Set file is updated as of this morning. All 150 card slots have a rough, initial design. Some still lack art.
At this point, my focus is going to be development of the set as a whole (briefly), and then development of the block as a whole (intensive), as well as design of an additional 10, Eldrazi-themed cards for this set (bringing the overall card count to 160).
For poops and laughs, here is a link to my 'extras' file - cards that haven't made it in yet but are concepts that could potentially work. and here is a link to my Eldrazi file.
Full text spoiler to come for those who don't have MSE.
Some of the cards won't show up. I click on them and the screen changes and there is no art.
Other than that, good job. Some of the Eldrazi need a bit of work but they are quite solid. The lands, on the other hand..
I'll see if I can dig up some fortification designs.
Your Primal Offering design is fine. I mean, it serves its purpose - an "all in" anthem effect that can work well. Compare to that new g/w anthem card spoiled a while ago.
Eria, the Last Greenspeaker3G
Legendary Creature - Elf Druid (R) t, sacrifice Eria: Search your library for a creature card and put it into your hand. Then shuffle your library.
And like that, I'm ready to move on to development (Finally).
First off, for those who need it, here are links for the MSE file and the .PDF spoiler. Also, as always, you can find these links on our blog.
Now that we've done that, it's time to start thinking of development... I want to, very briefly, do a development pass on this set alone before moving on to the block as a whole. For anyone willing to help with this phase, the first thing I want to look at is the White cards, and we'll move on from there in WUBRG order.
I've typed far too much recently, so I'm taking a bit of a break. I plan on posting text spoiler for the full set in the original post tonight. Until then, looking forward to hearing any feedback you all have!
EDIT: I guess I haven't typed enough today. Full text spoiler is now posted in the first page of this thread, immediately following the original post.
Excellent job, Advent. Any chance that we can talk in chat together?
I'll be editing this post with development concerns before we mull over the block at large.
Adherent of the Blind: A 1/1 that helps out Despair.
The Aeons Torn: I don't like this card since it's painfully narrow and I also don't like consume as a mechanic. We'll see in playtesting.
Annihilation: OK. Basic lands seem random, though.
Ascended Cultist: Solid.
Clarity: I would add a cantrip so this thing isn't useless. Narrow card to help a narrow problem.
Devouring Drone: I will see what havoc this causes in playtesting.
Emrakul: As I hit about a couple months ago this card is bad and is weak compared to the original Emrakul.
Kozilek's Thoughtbinder: Consume is moved to playtesing. If consume is worked out then this could be fine.
Maw of Ulamog: 2: Destroy target creature. Cast this spell when you have two lands in play." Bad. I don't really like the color bleed either.
Not of this World:
Propagate: Moved to playtesting.
Spawncall: Is it really too much to just make this an Eldrazi tutor?
Strange Aeons: Moved to playtesting. Consume can be a rider.
Ugin: The abilities don't match up with each other, as I hit about a couple months ago. I know they demonstrate Ugin's abilities, but think more like Karn if you're doing Ugin. Ugin doesn't seem all that majestical to me.
After a very long chat with Prophylaxis and Oculus, a lot of the set has changed. Updated the set file and the PDF file to reflect the changes. Thanks a ton to Prophylaxis and Oculus for such detailed feedback, was immensely helpful.
First development pass on the set is now complete. HUGE thanks for Prophylaxis and Oculus, who went painstakingly through each color with me last night and provided invaluable input. Using their input, I've gone through and made some fairly extensive changes to the set, primarily with the commons and uncommons (I've tried to reduce complexity creep across the board).
One thing that has not been developed upon is Consume and the cards that interact with it... it's such a strange mechanic, and such a potentially destructive mechanic, that playtesting will have to happen before I can say whether it needs buffed, nerfed, or removed altogether.
Here is a list of the changes made in this update:
Alabaster Purifier - raised the mana cost of the ability and added a sacrifice cost as well, to bring in line with common rarity.
Guardian Seraph - This name was already taken, renamed the card to 'Angelic Preserver'
Bolstering Tale - In light of Rootborn Defenses, the cost of this spell has been drastically reduced.
Cloudrunner Griffin - Epitaph cost has been raised.
Divine Ascenstion - Added +3/+3 to make the card splashier and more enticing to play.
Divine Extirpation - Raised CMC by one, changed 'exile' to 'destroy'
Forgotten Barrier - Raised cost and changed ability to be more fair as a common.
Legacy of the Fallen - Removed 'Epitaph' from the text. Functionally remains the same.
Stand against the Night - Doubled the effect to make the card more playable. Likely will change in the future, as this effect seems primarily green.
Toraian Veteran - Raised to a 3/2 (previously was a 2/1), to befit it's rare status.
Captive Mermaid - Lowered Epitaph effect to 7 (down from 10.)
Manawatch - Redesigned. While I found the effect interesting, it was far too punishing. The redesigned version ends up being a pseudo ancestral recall in mono-blue decks, but given other examples of this type of design, I'm ok with this unless playtesting proves it too abusive.
Merfolk Dreamer - Drastically increased the Epitaph cost.
Mindflash Drake - Raised cost drastically. Still might need either a redesign or a shift to higher rarity.
Siren's Screech - Raised cost by 1.
Sister's of the Sea - As every card in the block needs to be functional in cube limited, redesigned the card to be a more generic tutor. Raised cost by 1. This will need to be watched for abuse.
Tanglekelp Serpent - Renamed to Tanglekelp Eel.
Telvan Snapfin - Raised cost drastically.
Telvan Waterdancer - changed CMC to be less restrictive. This card is on the watch list as a potential cut.
Battlemage of Nahral - Raised Epitaph cost.
Carrion Raven - Redesigned. While interested, the design of this card was far too complex for anything under rare.
Corrosion of the Soul - Lowered cost.
Damned Arathan - Raised Epitaph cost.
Deathmonger Cultist - Added a creature type. LOL.
Ghoulflesh - Fixed a rather embarrassing wording error.
Gluttonous Demon - Redesigned. This design comes from Oculus and is a more interesting, and less confusing design that what was there. Needs to new art to accommodate new flavor.
Grisly Duet - Initial concept and name comes from Oculus. I love this card. Needs new art to accommodate new flavor.
Reanimated Soulwolf - Raised epitaph cost.
Sanguinarum - Removed recursion clause.
Stubborn Dead - Removed Epitaph. Functionally the same as before.
Vampire Fearmonger - Lowered cost by 1.
Armed to the Teeth - Raised cost, removed toughness pump, changed to instant instead of sorcery. This card was far too good, in context of the block.
Arnakh's Furion Redesigned per Prophylaxis' feedback.
Blazing Armaments - Removed 'or player'.
Breath of Arnakh - Reworded for less confusion.
Caeian Giant - Changed Epitaph. No longer grants P/T
Fiery Rebirth - Removed Epitaph, functionally remains the same. Card is on the 'cut' list.
Flames of the Forgotten - Drastically increased casting cost, raised activation cost by 1.
Goblin Ambush - Redesigned.
Progeny Wurm - Redesigned. Card is on the 'cut' list.
Alpha Wurm - Raised card draw to 3. Card might be redesigned in a future update.
Creeping Vines - Redesigned to be a more basic removal spell for fortifications and enchantments.
Deadly Diversion - Drastically raised cost.
Deathspinner - Removed drawback clause.
Elven Renewer - lower power by 1, raised toughness by 2.
Eria, the Last Greenspeaker - Redesigned to feel more splashy. Likely to see more redesign before I'm happy with her.
Forsaken Aldrean - Reach changed to Vigilance.
Ragestomper Drone - Renamed to Juggernaut Drone.
Might of the Fallen - Redesigned per Prophylaxis' feedback.
Primal Offering - Changed functionality. Now exiles forests instead of tapping. Might be cut.
Siege Archer - Changed ability to fight to bring more in line with green's slice of the pie.
Silver Flame Shaman - Raised cost by 1.
House of Healing - Raised Cost.
Siegegate - raised ability cost.
Consumed Wastes - Added ETB tapped trigger.
Hungering Depths - Added ETB tapped trigger.
The MSE file and PDF file found here are now updated. Text spoiler on the front page to be updated in the future.
EDIT: One more (small) update for the night. Added the two Eldrazi designed by Prophylaxis and Apoquallyp.
EDIT 2: Added Toraian Accorder and Aldrean Grovedweller as both green and white were missing commons. Also, redesigned Caeian Phoenix to utilize an Epitaph trigger. Finally, added many tokens for various cards that create them.
As to your comment about Caeians fighting eachother instead of the Eldrazi - this is a big point that I want to drive home in the cards. Their world is falling apart all around them, and they have strong voices (Gideon, Avienne) urging them to band together to resist it, but ultimately the Caeians choose not to put aside their war, which eventually leads to the utter destruction of the plane.
In any case... I'm still working on artifacts/colorless/lands, but I had a thought. You have mentioned a few times that you'd throw in some designs, but for a lack of info on my set skeleton ad my overall plan. What if I asked you just throw anything out there... cards in any color, in any theme that could fit any of the 3 sets in the block? I looked through my 'Caeia Misc' set file and finding a lot of things that didn't make it in yet, but might make it in for the overall development pass, and I'd love to have any of your designs (or anyone else willing to throw things out there, for that matter) for the final development pass. Thoughts?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Some designs - you said you wanted "we hate all other colors"-cards, so I made a cycle of them:
Demon Dude 3BB
Creature - Demon {U}
Flying
At the beginning of your upkeep, sacrifice a red, green, white or blue creature.
4/4
Toraian Bishop WW
Creature - Human Cleric {U}
When Toraian Bishop enters the battlefield, reveal your hand. You gain 2 life for each white card revealed this way, then you lose 4 life for each blue, black, red or green card revealed this way.
1/2
Misguided Goblin 1RR
Creature - Goblin {U}
When Misguided Goblin enters the battlefield, it deals 3 damage to target green, white, blue or black creature of target opponent's choice.
3/1
Fanatic Druid 1GG
Creature - Elf Druid {U}
T: Add GG to your mana pool.
Whenever you cast a spell, you lose life equal to the amount of white, blue, black or red mana paid to cast that spell.
2/1
Voice of Gideon 1W
Creature - Human Knight {R}
Prismatic
Permanents you control of the chosen color have protection from Eldrazi // Permanents you control of the chosen color have protection from colorless.
2/1
Eldrazi Segregator 5
Creature - Eldrazi {R}
Players can only spend mana of that spell's color to cast colored spells.
4/4
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!
Don't forget 'when' and 'whenever'. Seriously, I r bad at templating.
Loving pretty much all of this.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Nature's Persistence 1GG
Enchantment (U)
XG: Target land you control becomes an X/X Elemental creature until end of turn. It's still a land.
Primal Offering 3GGG
Sorcery (R)
Creatures you control get +X/+X until end of turn, where X is the number of Forests you control.
Eria, the Last Greenspeaker 3G
Legendary Creature - Elf Druid (R)
2G,T: Reveal the top three cards of your library. Put all lands revealed this way onto the battlefield and the rest of the cards into your hand.
2/2
Eternal Grovekeeper 1G
Creature - Elf Druid (R)
T: Add one mana of any color to your mana pool.
Epitaph - 0, exile this card from your graveyard: Add one mana of any color to your mana pool.
1/1
Might of the Fallen 1G
Sorcery (C)
Target creature gets +2/+2 until end of turn.
Epitaph - 1G, exile this card from your graveyard: Target creature gets +4/+4 until end of turn.
Deathspinner 2G
Creature - Spider (U)
Reach, deathtouch
Purity - If green is the only color among permanents you control, when Deathspinner attacks, target creature blocks it if able.
1/3
Creeping Vines 1G
Instant (C)
Destroy target Fortification or enchantment.
Siege Archer 1G
Creature - Elf Archer (C)
Reach
T: Siege Archer deals 1 damage to target creature with flying.
2/1
Nature's Persistence: Should have a "Activate this ability only once per turn" clause. Otherwise it would make the board state too complicated.
Eria, the Last Greenspeaker: Broken. The ability is much better than draw three and that's Arcanis ability.
Might of the Fallen: I think the spell itself should be instant and the epitaph should be sorcery. I'd go with either both +2/+2 or both +4/+4.
Deathspinner: This makes life pretty miserable for your opponent.
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!
Indeed. I was intending it to boost fortifications and provide a late game win option for green.
Yeah, I was thinking that. The ability is just so splashy, though.. Lots of players would love her like that. I would change up the costs.
I was thinking that but then I realized that we're making flashback Giant Growth.
I was basing it off the deathtouch basilisk from Zendikar that triggered every time you had landfall.
Nature's Persistence - This is a card that is designed for a specific purpose, in this case to directly combat Consume. This isn't readily apparent, as I haven't yet posted many of the Eldrazi cards, but the intent is for this to be one of several balances against consume to prevent it from becoming the dominating mechanic of the block. The fact that this card works well with Silver Flame Prismatic decks is just a plus.
Primal Offering - To make it less confusing, I might change it to exile X forests when it ETBs, which would satisfy the flavor of the card ('offering' your lands to a primal deity to gain the power of nature) while preventing confusing memory issues and clunky gameplay.
Eria, the Last Greenspeaker - I don't really advocate any change to this card, though I would consider removing it. Flavorfully, she is the last Greenspeaker (not counting Avienne, who's since ascended as a PW), and the idea is that her last act is a sacrifice to regrow the destroyed Grove of Emriss. Mechanically, she's meant to provide ramp for monogreen decks (that aren't using many nonbasics at all). Is this a necessary addition to the set? Maybe not, I'm on the fence about her. But if there is a change made, I'd much rather simply drop her altogether and add something different.
Eternal Grovekeeper - My intent with this card is to use Epitaph as a deterrent against killing the creature, hence the epitaph effect being more potent than her activated ability. Also, it helps combat mill (and works well with Blue/Green self-mill)
Might of the Fallen - I like your proposals better. This is meant to be the Epitaph version of Giant Growth, and as it stands, like you said, it kills combat. Will change to your version.
Deathspinner - This is a case where I don't want to push the card too much. In it's current state, it is very fragile, but that was its intended purpose - a fragile but effective one-shot defense against fliers. Still, taking the feedback under advisement.
Creeping Vines - What about your version, but only costing G?
Siege Archer -I'm not happy with this guy and I don't think he serves a necessary purpose mechanically or flavorfully. Planning on cutting this card.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
I see. Do you really need specific cards to combat a narrow mechanic? I mean, you already have the Pathfinders, which are all stars in combating mana screw as well as hosing consume.
That seems really weak. How about changing Nature's Persistence to another card and changing this to my Nature's Persistence design?
I mean, I used Primal Offering to make an overrun variant.
Green already has ramp. The design is OK but poopy. I would make her more splashier.
Here's a simple test for a legendary these days:
1. Could you see players play your legendary in EDH?
If you're keeping her, then I would change her abilities. If her ability requires a sacrifice to regrow something, then could you make her more splashier?
I realize that I'm highlighting the importance of splash as I keep commenting on this set. You want players to see your cards and go, "Wow." Designers have a hard time executing splash.
If you want it to make it weaker, then maybe a 1G 1/3 reach that purity deathtouches?
I was comparing it to Naturalize. That is a fine change.
Okay.
What I like about my version of Primal Offering is that it lasts forever... it's a gamble, and likely not constructed worthy, but it's a potential limited blowout. I dunno though... I'll keep an eye on it throughout the development cycle and see what happens.
Eria is getting closer and closer to the chopping block. Again, I'm not really interested in changing her to be more splashy, because I think she is what she needs to be. I just am not sure that she needs to be in the set. Actually... now that I'm saying this, I am remembering the biggest reason I put her in - flavrofully, she represents loss and sacrifice. The set is supposed to show the sad situation that the Caeians find themselves in (they lose, after all). So, with that flavor in mind, is there a way to change her to be more splashy and keep the flavor?
EDIT: On another note... I'm working this morning on the artifacts of the set, and that means I've come again to an increasingly problematic issue - fortifications are hard to design. Most of the designs I've come up with for fortifcations end up not needing to be fortifications at all. It's a tough nut to crack (but one that I'm intent on cracking), but any input on fortifications in general (an, in particular, the mechanical function that fortifications should fill) is appreciated!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
At this point, my focus is going to be development of the set as a whole (briefly), and then development of the block as a whole (intensive), as well as design of an additional 10, Eldrazi-themed cards for this set (bringing the overall card count to 160).
For poops and laughs, here is a link to my 'extras' file - cards that haven't made it in yet but are concepts that could potentially work. and here is a link to my Eldrazi file.
Full text spoiler to come for those who don't have MSE.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Some of the cards won't show up. I click on them and the screen changes and there is no art.
Other than that, good job. Some of the Eldrazi need a bit of work but they are quite solid. The lands, on the other hand..
I'll see if I can dig up some fortification designs.
Your Primal Offering design is fine. I mean, it serves its purpose - an "all in" anthem effect that can work well. Compare to that new g/w anthem card spoiled a while ago.
Eria, the Last Greenspeaker 3G
Legendary Creature - Elf Druid (R)
t, sacrifice Eria: Search your library for a creature card and put it into your hand. Then shuffle your library.
Based it off the Avienne's -2.
There are a few that have no names or art yet, but the text should show up.
In the extras file, a lot of those designs are terrible or way OP. The Eldrazi lands and the Card Advantage fortifications especially.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Having this problem:
I'll have text spoilers and PDF's up tonight, you should be able to see it all then.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
First off, for those who need it, here are links for the MSE file and the .PDF spoiler. Also, as always, you can find these links on our blog.
Now that we've done that, it's time to start thinking of development... I want to, very briefly, do a development pass on this set alone before moving on to the block as a whole. For anyone willing to help with this phase, the first thing I want to look at is the White cards, and we'll move on from there in WUBRG order.
I've typed far too much recently, so I'm taking a bit of a break. I plan on posting text spoiler for the full set in the original post tonight. Until then, looking forward to hearing any feedback you all have!
EDIT: I guess I haven't typed enough today. Full text spoiler is now posted in the first page of this thread, immediately following the original post.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
I'll be editing this post with development concerns before we mull over the block at large.
Adherent of the Blind: A 1/1 that helps out Despair.
The Aeons Torn: I don't like this card since it's painfully narrow and I also don't like consume as a mechanic. We'll see in playtesting.
Annihilation: OK. Basic lands seem random, though.
Ascended Cultist: Solid.
Clarity: I would add a cantrip so this thing isn't useless. Narrow card to help a narrow problem.
Devouring Drone: I will see what havoc this causes in playtesting.
Emrakul: As I hit about a couple months ago this card is bad and is weak compared to the original Emrakul.
Kozilek's Thoughtbinder: Consume is moved to playtesing. If consume is worked out then this could be fine.
Maw of Ulamog: 2: Destroy target creature. Cast this spell when you have two lands in play." Bad. I don't really like the color bleed either.
Not of this World:
Propagate: Moved to playtesting.
Spawncall: Is it really too much to just make this an Eldrazi tutor?
Strange Aeons: Moved to playtesting. Consume can be a rider.
Ugin: The abilities don't match up with each other, as I hit about a couple months ago. I know they demonstrate Ugin's abilities, but think more like Karn if you're doing Ugin. Ugin doesn't seem all that majestical to me.
Ulamog: As always, awesome.
Ulamog's Destroyer: Please reprint Ulamog's Crusher. Thank you.
Wake of the Titans: I would move the mana cost up to 3.
You wanted to post on our blog. What happened to this?
Quick note: Toraian Archer doesn't have creature types. Silver Flame Conscripts' (and other) type line is somehow slightly displaced.
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!
Time issues prevented me from doing this, I apologize.
TO DO LIST:
1. Finish Caeia Spoiler
2. Combine all sets into one large file, go through a probe
3. Put the set up for playtesting (sooner the better)
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Make sure you have all the correct templates installed. It uses modern clear and modern new extra.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
What you mean?
First development pass on the set is now complete. HUGE thanks for Prophylaxis and Oculus, who went painstakingly through each color with me last night and provided invaluable input. Using their input, I've gone through and made some fairly extensive changes to the set, primarily with the commons and uncommons (I've tried to reduce complexity creep across the board).
One thing that has not been developed upon is Consume and the cards that interact with it... it's such a strange mechanic, and such a potentially destructive mechanic, that playtesting will have to happen before I can say whether it needs buffed, nerfed, or removed altogether.
Here is a list of the changes made in this update:
Alabaster Purifier - raised the mana cost of the ability and added a sacrifice cost as well, to bring in line with common rarity.
Guardian Seraph - This name was already taken, renamed the card to 'Angelic Preserver'
Bolstering Tale - In light of Rootborn Defenses, the cost of this spell has been drastically reduced.
Cloudrunner Griffin - Epitaph cost has been raised.
Divine Ascenstion - Added +3/+3 to make the card splashier and more enticing to play.
Divine Extirpation - Raised CMC by one, changed 'exile' to 'destroy'
Forgotten Barrier - Raised cost and changed ability to be more fair as a common.
Legacy of the Fallen - Removed 'Epitaph' from the text. Functionally remains the same.
Stand against the Night - Doubled the effect to make the card more playable. Likely will change in the future, as this effect seems primarily green.
Toraian Veteran - Raised to a 3/2 (previously was a 2/1), to befit it's rare status.
Captive Mermaid - Lowered Epitaph effect to 7 (down from 10.)
Manawatch - Redesigned. While I found the effect interesting, it was far too punishing. The redesigned version ends up being a pseudo ancestral recall in mono-blue decks, but given other examples of this type of design, I'm ok with this unless playtesting proves it too abusive.
Merfolk Dreamer - Drastically increased the Epitaph cost.
Mindflash Drake - Raised cost drastically. Still might need either a redesign or a shift to higher rarity.
Siren's Screech - Raised cost by 1.
Sister's of the Sea - As every card in the block needs to be functional in cube limited, redesigned the card to be a more generic tutor. Raised cost by 1. This will need to be watched for abuse.
Tanglekelp Serpent - Renamed to Tanglekelp Eel.
Telvan Snapfin - Raised cost drastically.
Telvan Waterdancer - changed CMC to be less restrictive. This card is on the watch list as a potential cut.
Battlemage of Nahral - Raised Epitaph cost.
Carrion Raven - Redesigned. While interested, the design of this card was far too complex for anything under rare.
Corrosion of the Soul - Lowered cost.
Damned Arathan - Raised Epitaph cost.
Deathmonger Cultist - Added a creature type. LOL.
Ghoulflesh - Fixed a rather embarrassing wording error.
Gluttonous Demon - Redesigned. This design comes from Oculus and is a more interesting, and less confusing design that what was there. Needs to new art to accommodate new flavor.
Grisly Duet - Initial concept and name comes from Oculus. I love this card. Needs new art to accommodate new flavor.
Reanimated Soulwolf - Raised epitaph cost.
Sanguinarum - Removed recursion clause.
Stubborn Dead - Removed Epitaph. Functionally the same as before.
Vampire Fearmonger - Lowered cost by 1.
Armed to the Teeth - Raised cost, removed toughness pump, changed to instant instead of sorcery. This card was far too good, in context of the block.
Arnakh's Furion Redesigned per Prophylaxis' feedback.
Blazing Armaments - Removed 'or player'.
Breath of Arnakh - Reworded for less confusion.
Caeian Giant - Changed Epitaph. No longer grants P/T
Fiery Rebirth - Removed Epitaph, functionally remains the same. Card is on the 'cut' list.
Flames of the Forgotten - Drastically increased casting cost, raised activation cost by 1.
Goblin Ambush - Redesigned.
Progeny Wurm - Redesigned. Card is on the 'cut' list.
Shadaran Sapper - Purity clause removed. Toughness removed.
Alpha Wurm - Raised card draw to 3. Card might be redesigned in a future update.
Creeping Vines - Redesigned to be a more basic removal spell for fortifications and enchantments.
Deadly Diversion - Drastically raised cost.
Deathspinner - Removed drawback clause.
Elven Renewer - lower power by 1, raised toughness by 2.
Eria, the Last Greenspeaker - Redesigned to feel more splashy. Likely to see more redesign before I'm happy with her.
Forsaken Aldrean - Reach changed to Vigilance.
Ragestomper Drone - Renamed to Juggernaut Drone.
Might of the Fallen - Redesigned per Prophylaxis' feedback.
Primal Offering - Changed functionality. Now exiles forests instead of tapping. Might be cut.
Siege Archer - Changed ability to fight to bring more in line with green's slice of the pie.
Silver Flame Shaman - Raised cost by 1.
House of Healing - Raised Cost.
Siegegate - raised ability cost.
Consumed Wastes - Added ETB tapped trigger.
Hungering Depths - Added ETB tapped trigger.
The MSE file and PDF file found here are now updated. Text spoiler on the front page to be updated in the future.
EDIT: One more (small) update for the night. Added the two Eldrazi designed by Prophylaxis and Apoquallyp.
EDIT 2: Added Toraian Accorder and Aldrean Grovedweller as both green and white were missing commons. Also, redesigned Caeian Phoenix to utilize an Epitaph trigger. Finally, added many tokens for various cards that create them.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)