Sorry for not responding, I've been swamped with schoolwork. I will comment on progress this weekend.
No hurry. Currently don't have that much more stuff. Wanted to write another blog entry about the set since a few weeks, but never had that many ideas.
I updated the levelers in the previous post. Now I'm certain that I will include them. Gonna change all the cards that give +1/+1 counters so that leveler's will never get them.
Pearlweaver Adept :2mana::symw:
Creature — Mermaid Wizard (R)
At the beginning of your upkeep, you may return target Equipment card from your graveyard to your hand. “With our sense of elegance and the potent magic of the merfolk, jewels of astounding beauty can be crafted.”
2/2
Gluttony :2mana::symr::symr:
Creature — Elemental (R)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or by one mana of that creature’s color.)
Spells you cast have swallow.
Whenever a player sacrifices a creature, Gluttony deals 1 damage to target creature or player.
3/3
Memory Thief :1mana::symb:
Creature — Naga Wizard (U)
Whenever Memory Thief deals combat damage to a permanent, remove all counters from that permanent. “I’m in a good mood. I’ll let you remember how to breathe.”
2/1
Overgrown Palace :2mana::symg:
Creature — Wall (C)
Defender
When Overgrown Palace enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
0/3
Diving Golem
Artifact Creature — Golem (U)
First strike
Diving Golem’s power and toughness are each equal to the number of artifacts you control.
*/*
Ring of Coralia(New version)
Artifact — Equipment (C)
Equipped creature has vigilance.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1(:1mana:: Attach to target creature you control. Equip only as a sorcery.)
//Reduced the cost by 1. Showed the card to a friend a he said he wouldn't play it.
Pearl Necklace(New version)
Artifact — Equipment (C)
Equipped creature gets +0/+1.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1(:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Blazing Trident(New version)
Artifact — Equipment (U)
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip 3(:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Sunken Ring(New version)
Artifact — Equipment (U)
Equipped creature has first strike and trample.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1(:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Adventurous Turtle :1mana::symu:
Creature — Turtle Warrior (U)
Level up 1G(1G: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-3]: (0/6)
[LEVEL 4+]: All creatures able to block Adventurous Turtle do so. (0/8)
Enclosure :2mana::symu:
Enchantment — Aura (U)
Enchant creature
At the beginning of each upkeep, tap enchanted creature and all other creatures with the same name as that creature.
Curse of Razor Reef :2mana::symb::symb:
Sorcery (U)
Put two 2/2 black Zombie Pirate creature tokens onto the battlefield.
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Curse of Razor Reef from your graveyard to your hand.
Shellbound Champion :2mana::symr:
Creature — Elemental Warrior (U)
Level up 1U(1U: Put a level counter on this. Level up only as a sorcery.) (3/1)
[LEVEL 2-3]: First strike (5/1)
[LEVEL 4+]: First strike, hexproof (8/1)
Resonating Pearl
Artifact (R)
At the beginning of your upkeep, put a charge counter on Resonating Pearl.
:symtap:: Add X mana of any one color to your mana pool, where X is the number of charge counters on Resonating Pearl.
Sunken Academy
Land (U)
Sunken Academy enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add two mana of any one color to your mana pool. Spend this mana only to activate abilities of creatures.
//Since there are off-color levelers, make this common?
Currently thinking about making a new Wisp cycle. The art would depict jellyfish of the respective colors.
ETA: Some ideas for a potential second set.
Call the Armada :4mana::symw::symw:
Sorcery (C)
Put three 2/2 colorless artifact Ship creature tokens onto the battlefield.
Land in Sight :2mana::symu:
Sorcery (C)
Reveal cards from the top of your library until you reveal a land card, then put all cards revealed this way into your hand.
Bloodcoast Brigand :1mana::symr::symr:
Creature — Human Pirate (U)
Bloodcoast Brigand can’t be blocked by Serpents, by Leviathans and by Kraken.
Whenever Bloodcoast Brigand deals combat damage to a player, treasure 1. (Put a colorless artifact token onto the battlefield. It has “:symtap:, Sacrifice this: Add one mana of any color to your mana pool.”)
3/2
Dragon of the Sea v2.0(P/R)(P/R)
Creature — Serpent (U) ((P/R) can be paid with either or by sacrificing a red creature.) (P/R): Dragon of the Sea v2.0 gets +1/+0 until end of turn.
4/6
//Called abyssal mana.
Lighthouse of Jalia’s Isle
Legendary Artifact Creature — Wall (M)
Defender
:1mana:, :symtap:: Look at the top five cards of target opponent’s library. You may exile a creature card from among them. If you do, that player loses life equal to its power. Then put the rest on the bottom of his or her library in any order.
0/8
I think Curse of Razor Reef needs to change name. For one it's not an actual curse, and second it does not connect too well to the token nor the "high-power matter" themes. Something about "Followers" or zombie-raising would be a lot more appropriate.
So, I've felt bad about this set since I had to practically disappear from the forums the very same week you asked me to help you with it. I like where it's going, just sad I haven't been able to be a part of it like I'd hoped.
I don't have much specific feedback on cards. My favorite so far is adventurous turtle. I love the card itself, and then the image of this turtle charging in headfirst in battle, shrugging off damage but not doing a bit of damage itself, is as hilarious as it is awesome.
One thing I'd like to see in the set is a proliferation style mechanic. Not necessarily a keyword, because I think there are enough keywords, but maybe a cycle of cards that can interact with counters, to give Johnnies some opportunities to manipulate leveling, planeswalkers, etc. Or maybe even a cycle of cards that can either proliferate or populate, since there are so many tokens. Could thematically reference tidal forces so that it fits the flavor of the plane.
Patron of the Sea
Creature — Mermaid Cleric (U)
Level up 2R(2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Other creatures you control get +0/+1. (2/3)
[LEVEL 3+]: Other creatures you control get +1/+1. (4/4)
Statues of Emerien :2mana::symw:
Creature — Spirit Wall (C)
Flash (You may cast this spell any time you could cast an instant.)
Defender
When Statues of Emerien enters the battlefield, prevent all combat damage that would be dealt to you this turn.
2/2
Naga Tempest
Creature — Naga Wizard (C)
Level up 1B(1B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: When Naga Tempest dies, draw a card. (1/3)
[LEVEL 3+]: Deathtouch
When Naga Tempest dies, draw a card. (3/3)
Cyclopean Horror :6mana::symb::symb::symb:
Creature — Leviathan (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or one mana of that creature’s color.)
Intimidate
Whenever Cyclopean Horror attacks, defending player sacrifices a nonblack creature. Why two eyes, when the only depth it could possibly perceive is infinite?
9/10
Macuri Council :1mana::symw::symu:
Creature — Merfolk Advisor (R)
Other Merfolk creatures you control get +1/+1 and gain vigilance.
Tap three untapped Merfolk you control: Draw a card. Though their authority is limited to the city of Macuri, they claim that it extends to every being of the sea.
2/2
Warchief of Grglmar :1mana::symb::symr: (New version)
Creature — Murloc Warrior (R)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
Whenever another Murloc creature you control dies, you may search your library for a Murloc creature card that costs less, reveal it, put it into your hand, then shuffle your library. For the other races, it’s difficult to distinguish a warchief from an ordinary peon.
2/2
//Revamped.
Emerien Songwriter :1mana::symg::symw: (New version)
Creature — Mermaid Druid (R)
Melody—X, where X is the number of Mermaids you control. (You may tap this to reduce the cost of a creature card you cast by X. This doesn’t untap during your untap steps for as long as you control that creature.)
Other Mermaid creatures you control get +1/+1.
2/2
//Revamped.
Coralskin Mermaid :symgw::symgw: (New version)
Creature — Mermaid Cleric (U)
Melody :symg:, melody (You may tap this to reduce the cost of a creature card you cast by or :symw:. This doesn’t untap during your untap steps for as long as you control that creature.)
At the beginning of your upkeep, if Coralskin Mermaid is tapped, you may gain 1 life.
1/3
//Revamped. Up from (C).
Loyal Seadragon
Creature — Seahorse (C)
Loyal Seadragon gets +1/+1 as long as you control exactly two creatures.
1/1
Melodious Pearl
Artifact (C)
Melody—one mana of any color. (You may tap this to reduce the cost of a creature card you cast by one mana of any color. This doesn’t untap during your untap steps for as long as you control that creature.)
Priest of Moonfathom :1mana::symw: (New version)
Creature — Merfolk Cleric (C)
Level up 1W(1W: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: (3/3)
[LEVEL 4+]: Lifelink (4/4)
//Changed the name and is now a Merfolk instead of a Mermaid.
Venomous Jellies :1mana::symg: (New version)
Creature — Jellyfish (C)
Venomous Jellies is all colors.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1/1
//Up from :symg:.
Lord of Ctalis :1mana::symu::symb: (New version)
Creature — Naga Advisor (R)
Intimidate
Other Naga creatures you control get +1/+1.
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Lord of Ctalis from your graveyard to the battlefield.
2/2
//Added intimidate.
Daunt :1mana::symbr: (New version)
Sorcery (C)
Target creature you control gains intimidate until end of turn.
Draw a card.
//Changed from :1mana::symr:.
Murloc Marauders :2mana::symbr::symbr::symbr: (New version)
Creature — Murloc Berserker (U)
Murloc Marauders can’t be blocked by creatures that share a color with it.
4/3
//Up from (C).
I'm looking for feedback on the levelers, number crunching and that stuff. Here are all in one swoop:
Macuri Tideguard :2mana::symw:
Creature — Merfolk Knight (U)
Level up 3W(3W: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-2]: T: Tap target creature. (2/5)
[LEVEL 3+]: Vigilance T: Tap target creature. (4/6)
Priest of Moonfathom :1mana::symw:
Creature — Merfolk Cleric (C)
Level up 1W(1W: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: (3/3)
[LEVEL 4+]: Lifelink (4/4)
Patron of the Sea
Creature — Mermaid Cleric (U)
Level up 2R(2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Other creatures you control get +0/+1. (2/3)
[LEVEL 3+]: Other creatures you control get +1/+1. (4/4)
Adventurous Turtle :1mana::symu:
Creature — Turtle Warrior (U)
Level up 1G(1G: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-3]: (0/6)
[LEVEL 4+]: All creatures able to block Adventurous Turtle do so. (0/8)
Ctali Scout :2mana::symu:
Creature — Naga Rogue (U)
Level up 1U(1U: Put a level counter on this. Level up only as a sorcery.) (2/3)
[LEVEL 2-4]: Whenever Ctali Scout deals combat damage to a player, draw a card. (3/4)
[LEVEL 5+]: Intimidate
Whenever Ctali Scout deals combat damage to a player, draw a card. (4/5)
Naga Tempest
Creature — Naga Wizard (C)
Level up 1B(1B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: When Naga Tempest dies, draw a card. (1/3)
[LEVEL 3+]: Deathtouch
When Naga Tempest dies, draw a card. (3/3)
Sea Floor Lurker :1mana::symb:
Creature — Murloc Rogue (C)
Level up 1R(1R: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-3]: Deathtouch (3/2)
[LEVEL 4+]: Deathtouch
Sea Floor Lurker can't blocked except by two or more creatures (5/2)
Deepkin Trickster
Creature — Elemental Rogue (U)
Level up 2R(2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-3]: T, Discard a card: Draw a card. (2/1)
[LEVEL 4+]: T, Discard a card: Deepkin Trickster deals damage to up to one target creature equal to the discarded card's converted mana cost. Draw a card. (3/1)
Shellbound Champion :2mana::symr:
Creature — Elemental Warrior (U)
Level up 1U(1U: Put a level counter on this. Level up only as a sorcery.) (3/1)
[LEVEL 2-3]: First strike (5/1)
[LEVEL 4+]: First strike, hexproof (8/1)
Voyager of the Depths
Artifact Creature — Ship (U)
Level up 2(2: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 2-5]: Voyager of the Depths can’t be blocked by Mermaids, by Merfolk, by Naga and by Murlocs. (4/4)
[LEVEL 6+]: Protection from Mermaids, from Merfolk, from Naga and from Murlocs. (6/6)
First off let me say that I'm really enjoying this refreshing underwater theme you have going here. I do however wonder what other cards you will put out that benefit say me from the whole seahorse theme. Its prohibitive but interesting at the same to what you might do with this route.
Voyager of the Depths: This feels really balanced in my honest opinion. Even its maximum level doesn't overshadow some of the more powerful creatures in this set of yours like the Krakens and Serpents.
Shellbound Champion: This has such a wonderful air to it that makes me think of the great warrior with an Achilles' Heel. It always maintains that single point of toughness which to me is a deal maker. If it had also gained more toughness I think it would be a bit strong, but it is not. Even with hexproof in its final stage its really balanced if it were to fight another creature with first strike. However I'm just slightly curious why its level up cost is blue.
Deepkin Trickster: This I feel is another well balanced card. Its second stage is a neat way to maintain card advantage while its final stage provides a very satisfactory benefit of being able to turn those discarded creatures into creature removal and card advantage.
Sea-Floor Lurker: You just keep sending out these wonderfully balanced levelers. Like the previous ones, this has a reasonable and meaningful final stage that does not disapoint.
Naga Tempest: Very balanced. It provides an excellent body by the time it is finally done leveling at a 3/3 with deathtouch and if it should die, you don't lose too much card advantage for its death. Very elegantly but simple as well.
Ctali Scout: Hmm not bad at all. Without any many invested it will always be better than say a grey ogre. The following turn if I did say pour four mana into this scout, it becomes an excellent 3/4 with card advantage. However I have one tiny problem with this card, its not a scout by creature typing. Its nothing too major, I just feel it would be more elegantly typed as a Naga Scout Rogue or Naga Scout.
Adventurous Turtle: This is my personal favorite amongst your levelers. I feel this is a top-down design homerun in my book.
Patron of the Sea: Now this one I feel should be balanced, except its leveling cost. Now this is part of me being perplexed as I feel as though 1R would make it a bit more efficient in the leveling cost. The other half of me would rather keep it at 2R. I do want to go with my first instinct though and say you should reduce the leveling cost by 1.
Priest of Moonfathom: Beautifully balanced. Its full fledged strength at its final stage is still balanced for its inital and leveling cost.
Macuri Tideguard: Nicely balanced. Not too strong, not too weak either. Like with my comment about Patron of the Sea, the only thing I would suggest tweaking in all honesty is the level up cost in reducing it by 1.
Failed Opression Stories:
Legend of Korra
Return to Ravnica
(Not that the stories or character are inhernetly bad, but that they failed to further delve into the topic. Like Gateless/Non-Benders feeling opressed by the Guilds/Benders that sought a revolution but it became less of importance according to the story.)
Advent: Oh lol, I didn't even catch your reply. You posted six minutes before me :tongue:. If you are still interested in helping me, let's discuss that on ICQ. maybe you can help with the story and flavor texts? On proliferate: I don't plan on having another keyword, there are already a lot, but I want some cards that can spread some level up counters around (an Equipment that gives the equipped creature a level counter each upkeep, if it has level up, otherwise it gets a +1/+1 counter).
Amadeus: First of all, thanks for your feedback. I do intend to support the "seahorse theme" with some more cards, but I'm not sure yet what they will do, so I haven't designed them yet. I was thinking of Aether Tradewinds-esque cards and a good control package to let you tempo the opponent.
Now to the cards:
Voyager of the Depths: I based it off Beastbreaker of Bala Ged and made it a bit worse since it's colorless and Beastbreaker was a very good card.
Shellbound Champion: The off-color level up costs are supposed to be the gimmick with levelers in the set (second set maybe multicolor?). We'll have one common cycle of levelers with allied color level up costs in clockwise direction and one uncommon cycle with enemy color level costs in counterclockwise direction. The idea is that they gain an ability tied to their main color on the first stage (first strike), then gain an ability tied to the off-color on their ultimate stage (hexproof). I had hoped this would be apparent. I think I'll ask some people at my playgroup, if they can tell why these cards have these level up costs.
Deepkin Trickster: It could turn out too weak, because you have to discard actual cards to shoot stuff, and the mana investment is really big, but I'll see in testing.
Ctali Scout: What makes this guy good I think is that you can curve into level up x2 and attack on turn 4 and your opponent most likely won't have a good block. Good point on the creature types. I'll change it to Scout (Scout Rogues don't exist says gatherer, and it doesn't sound very elegant).
Adventurous Turtle: I'm infecting other people with my love for turtles :D. Thanks.
Patron of the Sea: Let's see. We compare her final form with the first form of Kabira Vindicator. Kabira costs 10 total, Patron too. Both have somewhat similar stats, but Patron is two colors. Kabira can be leveled even further, but patron gives a small bonus on the way there. Don't know, I feel like it's very close.
Macuri Tideguard: Here I'm not certain. 15 mana is a lot, but you get Halimar Wavewatch for 12, so it can't be much less. It could be 5+ with a level up cost of 2. Maybe boost the power level even a bit more instead?
[Insert Name Here] R
Instant
~ deals 2 damage to target creature or player.
Choose two permanents with counters on them. Remove a counter from one of those permanents, then give the other another counter of a kind already there.
No need to add a keyword, and it could be a cycle of spells to give this to all colors. Could add an interesting layer to gameplay.
I like the general idea. I feel like your card does a bit too much, especially for R, though.
The thing with mine is that is that it is one less damage than lightning bolt, and the trigger is much less powerful than proliferate. It's limited to one permanent, and you have to reduce another permanent's counters to do so.
[MANA]XB
Instant
Remove up to X counters from target permanent.
Draw a card.
XUU
Instant
Move up to X counters from target creature onto another target creature.
(Probably too strong. Players shouldn't feel punished for leveling their guys. However, could be a rare I guess.)[/MANA]
I would actually be hesitant about adding too much to remove counters, just because I think you want to encourage levels, not add too much that can downright hose them. If you did add cards to remove counters, I'd suggest not making it variable like this. Also, I wouldn't limit the counters to creatures only... broadening it out so that it affects artifacts and planeswalkers seems like a win, IMO.
4RR(Remember, this will oneshot every fully leveled creature.)
Sorcery
~ deals 3 damage to target creature. Remove all counters from that creature.
This works, though it feels a little clunky.
1
Artifact T, Sacrifice ~: Put a counter on target permanent of a kind already on it. Draw a card.
What about making this based on charge counters instead of saccing it, so it could be combo'd with more easily?
Two planeswalkers I designed for the second set. If I don't change my mind, it will be called Grim Tidings. It will play ~2/3 on land and ~1/3 underwater. It will have a Pirates of the Carribean-flavor. It will feature Pirates (this time done better than in Paiura hopefully), but still kraken, mermaids and all that good stuff.
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These are the draft archetypes I envision as of now:
GWMelody Ramp: Play ramp, play fatties. Very straight-foward. Best common/uncommon: Coralia Basscaller RWTokens: Make Fish/Murloc tokens and pump their power. Best common/uncommon: Piranha Frenzy BRIntimidate: Play intimidate creatures and color-shifting shenanigans to make your guys unblockable. Best common/uncommon: Bloodscent Shark BRorBWSwallow Ramp: Similar to Melody Ramp, but with tokens and artifact ramp. Best common/uncommon: Eaten by an Oyster UBControl: Similar to Swallow Ramp, plays tokens and fatties. More controlly. Best common/uncommon: Abyssal Mistress WUBRGLevelers: Take good mana fixing and the best cards of each pack, prioritizing levelers. Best common/uncommon: Sunken Academy WXorUXArtifacts: Play Equipments/pearls and guys that care about artifacts. Best common/uncommon: Diving Golem WXSeahorses: The "control exactly two creatures" theme. Play seahorses and control stuff. Best common/uncommon: Seahorse Rider
Follow the Light :1mana::symw:
Instant (C)
You gain 3 life. Put two 0/1 Fish creature tokens that are all colors onto the battlefield. Whether it leads to the bosom of a mermaid or the maw a kraken, fish are always drawn to a source of light.
Aquatic Servant :3mana::symu:
Creature — Elemental (C)
:1mana::symu:: Aquatic Servant gets +2/-2 until end of turn. The merfolk lack access to the magma sea, so they use more readily available resources to create their servants.
1/5
Gemseeker :2mana::symu:
Creature — Merfolk Scout (C)
Whenever an artifact enters the battlefield under your control, you may put a +1/+1 counter on Gemseeker. “You can estimate their value directly by how deep they are buried under rocks and kelp.”
2/1
Tidal Coil :1mana::symu:
Instant (U)
Counter target spell if its converted mana cost is equal to or less than the greatest power among creatures you control. “No one can fight the tide forever.”
—Cathira, naga witch
Phantomize :1mana::symb: (New version)
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -2/-2 and is colorless.
Murloc Onslaught :4mana::symr::symr:
Enchantment (R)
At the beginning of your upkeep, put four 1/1 red Murloc creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of the next end step.
Piranha Frenzy :2mana::symr: (New version)
Instant (C)
Creatures tokens you control get +2/+0 and gain bloodlust 1 until end of turn. (Whenever this creature deals combat damage, put a +1/+1 counter on it.) “The naga command the mighty kraken, but they would be foolish to think that we don’t have allies of our own.”
//Now stronger but limited to tokens, because of levelers.
Abyssal Harbinger :3mana::symub::symub:
Creature — Horror (C)
When Abyssal Harbinger enters the battlefield, you may search your library for a Kraken, Leviathan or Serpent creature card, reveal it, then shuffle your library and put that card on top of it. “We haven’t seen their kind since generations. Have the ancients awoken again?”
3/4
Pearlreef Mystic(New version)
Creature — Naga Wizard (U)
At the beginning of your end step, if you control a creature with power 8 or greater, draw a card.
1/1
//Now uncommon.
Murloc Crawler :1mana::symbr::symbr: (New version)
Creature — Murloc Berserker (U)
Murloc Crawler can’t be blocked by creatures that share a color with it.
3/2
//Changed again.
Potion of Restoration
Artifact — Equipment (U)
Potion of Restoration enters the battlefield with two charge counters on it.
Remove a charge counter from Potion of Restoration: Equipped creature gets +1/+1 until end of turn. Regenerate it.
Equip (:2mana:: Attach to target creature you control. Equip only as a sorcery.)
The thing with mine is that is that it is one less damage than lightning bolt, and the trigger is much less powerful than proliferate. It's limited to one permanent, and you have to reduce another permanent's counters to do so.
But the effects don't have that much to do with each other. That's my problem.
I would actually be hesitant about adding too much to remove counters, just because I think you want to encourage levels, not add too much that can downright hose them. If you did add cards to remove counters, I'd suggest not making it variable like this. Also, I wouldn't limit the counters to creatures only... broadening it out so that it affects artifacts and planeswalkers seems like a win, IMO.
That's what I was thinking. Putting counters on something feels like it could be nice, but the reverse shouldn't be too powerful. I already have a 2/1 for 1B that removes all counters from permanents it deals damage to btw. That feels fairer. I agree on the last statement.
How exactly? Charge counters aren't that prevalent in the set
Well, assuming you put a sub-theme of counter manipulation (keep in mind, I'm suggesting 5-7 cards, no new keywords), even if there are only one or two artifacts with charge counters, they still interact well. And it also allows you to provide, at bare minimum, more than one use for the artifact mentioned.
As far as relevance, here's how you make the 2 abilities relevant:
Scalding Tide R
Instant - U
Scalding Tide deals 2 damage to target creature or player.
Choose two permanents you control with counters on them. Remove a counter from one of those permanents, then give the other another counter of a kind already there.
Now, the abilities are linked via flavor from from the name, and the counter manipulation represents the ebb and flow of the tide.
I just checked and in contrast to what I thought there are actually no cards outside of proliferate that do these counter shenanigans. I'm hesitant to just make a card that does a new effect, especially at lower rarities. Also, there is no oracle wording for this (proliferate reminder isn't complete).
Scalding Tide: Why does it kill another creature that's completely uninvolved in the process of moving counters? This is fine if you have a keyword like proliferate, such as on Volt Charge, because players will quickly recognize what the card does, but here I feel it's too unconnected.
Since counters you move will be mostly level up counters, I would like to have the counter-shenanigan cards to have a knowledge, memory, wisdom-type flavor. Starting from your card:
Memory BoltR
Sorcery (U)
Memory Bolt deals 2 damage to target creature or player. You may put a level up counter on up to one target creature you control with level up. It travels in both directions.
It's more parasitic, but it is very clear what it does: Mana advantage and tempo. Moving counters and tides seems like a cool flavor, and I will think about it more, but the execution is still too rough.
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Since you didn't reply to it yet, I ask my question again: Do you want to help me with the story? If I'd had to name something that's awesome about Caeia, the first thing that comes to my mind is the story (second, broken epitaph cards, obv :tongue:).
Since you didn't reply to it yet, I ask my question again: Do you want to help me with the story? If I'd had to name something that's awesome about Caeia, the first thing that comes to my mind is the story (second, broken epitaph cards, obv :tongue:).
Am I interested in helping with story? Yes. I'm just hesitant to commit as I have a lot less time these past few months, and so I'm afraid I'll commit and then not be able to log on for weeks.
The planeswalkers are great... I purposely didn't comment, just because I know how easy it can be to get focused on cards from your future set while the current one is still being worked on, but I think both are unique and are great starting places for walkers.
Am I interested in helping with story? Yes. I'm just hesitant to commit as I have a lot less time these past few months, and so I'm afraid I'll commit and then not be able to log on for weeks.
Well, the good thing is that the story isn't something that needs to be tested, so there is no haste.
The first thing I want to do is carve out the races, their affiliations and the places of interest in Iamur. I began with a small planeswalker's guide and added it to the .pdf. I want to expand it with actual short texts about the places, and also add info on the races. In relation to that, I found something on the internet that very accurately describes this day for me:
"It (Word 2007) is incredibly buggy. Some days I feel like I'm wrestling with a giant squid that is wrapping its tentacles around me sucking me down and as I valiantly hack off its arms they grow back, their destructive suckers adhering to my carefully chosen words and formatting and distorting, maiming, killing..."
----------
Here is what I envision for the races and how they interact with each other:
Mermaids: Descended from angels that were trapped in the ocean and transformed. Thus, all mermaids are female. Friendly with the Merfolk, hostile with the Naga, hostile with Murlocs and neutral with Deepkin. Merfolk: Native race on Iamur. Friendly with Mermaids, neutral with Naga, hostile with Murlocs and neutral with Deepkin. Naga: Descended from humans that were transformed by the kraken gods. Hostile with Mermaids, neutral with the Merfolk, hostile with Murlocs and neutral with Deepkin. Murlocs: Most likely a native race on Iamur. Some say they have been brought to Iamur as a plague by a higher power. Hostile with everyone. Deepkin: Sentient elemental race, native to Iamur. Neutral with Mermaids, Merfolk and Naga. Hostile with Murlocs.
If you'd like to contribute on that guide, it would be much appreciated. Everything that I haven't said above or in that guide isn't set in stone yet.
The planeswalkers are great... I purposely didn't comment, just because I know how easy it can be to get focused on cards from your future set while the current one is still being worked on, but I think both are unique and are great starting places for walkers.
"Mister, you go back to your room and don't come out until you finished that set."
More serious though, we talked about that. You work differently than I do. I don't work efficiently if I have to constantly focus on the same thing.
We're still lacking many green cards, so I made a bunch of them:
Brood of Nolgul :7mana::symu::symu:
Creature — Kraken (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or one mana of that creature’s color.)
When Brood of Nolgul enters the battlefield, tap all creatures target player controls. Those creatures don’t untap during that player’s next untap step.
8/9
Embracement :2mana::symg:
Sorcery (C)
Draw two cards. In the depths she always feared, she found a new home.
Impenetrable Kelp
Instant (C)
Prevent all combat damage that would be dealt this turn by creatures with power 7 or less. Unless you can eat it all, there is no way through it.
Kelpvale Mosa :5mana::symg::symg:
Creature — Serpent (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or by one mana of that creature’s color.)
Trample
When Kelpvale Mosa dies, you gain 5 life.
5/7
Manta Bat :1mana::symg::symg:
Creature — Fish Bat (U)
Intimidate
When Manta Bat enters the battlefield, you gain 2 life. Though mantas are very gentle creatures, others prefer to get out of their way.
2/2
Manamorphose :1mana::symrg:
Instant (C)
Add two mana in any combination of colors to your mana pool.
Draw a card.
Tell me if you'd also like me to post images. Otherwise, they can as always be found in the .pdf I constantly update.
Follow the Light: How are you going to break through all of those tokens
Aquatic Servant: This is like a worse Frostburn Weird! It's still playable in Limited, though.
Gemseeker: The power of these cards will depend on the number of artifacts we have. Seems rife for Johnny building around.
Tidal Coil: Nicely designed.
Phantomize: A nice mirror with the white removal card. This is quite interesting.
Murloc Onslaught: I like this card a lot; the flavor that you're winning through attrition and wearing down is cool.
Abyssal Harbringer: A good soft tutor, appropriate for uncommon and common.
Pearlreef Mystic: I would like to argue on this. After having some discussions with other talented card designers I am not convinced that power 8 or greater can be pulled off. What do you think about converted mana cost?
Potion: I like the flavor of this card, feels like an RPG.
All in all, very solid. I like your growth as a card designer. I'm sorry that I haven't been commenting in the past few weeks.
Aquatic Servant: Frostburn Weird was crazy good for a common!
Murloc Onslaught: No no, you didn't get what this card is all about. I'll spell it out for you: “Rr mrgl Grglgmggg Mrrgl!”
Pearlreef Mystic: I don't know if it will be relevant enough, but I want to try it out. After all there is the 5B 8/1 you can try to build a deck around. Converted mana cost 8 or greater should be hit even less often than power I think.
Potion: Since this is well received, I will make more RPG-flavored cards then. The set has some elements from WoW anyway.
No hurry. Currently don't have that much more stuff. Wanted to write another blog entry about the set since a few weeks, but never had that many ideas.
I updated the levelers in the previous post. Now I'm certain that I will include them. Gonna change all the cards that give +1/+1 counters so that leveler's will never get them.
Pearlweaver Adept :2mana::symw:
Creature — Mermaid Wizard (R)
At the beginning of your upkeep, you may return target Equipment card from your graveyard to your hand.
“With our sense of elegance and the potent magic of the merfolk, jewels of astounding beauty can be crafted.”
2/2
Gluttony :2mana::symr::symr:
Creature — Elemental (R)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or by one mana of that creature’s color.)
Spells you cast have swallow.
Whenever a player sacrifices a creature, Gluttony deals 1 damage to target creature or player.
3/3
Memory Thief :1mana::symb:
Creature — Naga Wizard (U)
Whenever Memory Thief deals combat damage to a permanent, remove all counters from that permanent.
“I’m in a good mood. I’ll let you remember how to breathe.”
2/1
Overgrown Palace :2mana::symg:
Creature — Wall (C)
Defender
When Overgrown Palace enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
0/3
Diving Golem
Artifact Creature — Golem (U)
First strike
Diving Golem’s power and toughness are each equal to the number of artifacts you control.
*/*
Ring of Coralia (New version)
Artifact — Equipment (C)
Equipped creature has vigilance.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
//Reduced the cost by 1. Showed the card to a friend a he said he wouldn't play it.
Pearl Necklace (New version)
Artifact — Equipment (C)
Equipped creature gets +0/+1.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Blazing Trident (New version)
Artifact — Equipment (U)
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Sunken Ring (New version)
Artifact — Equipment (U)
Equipped creature has first strike and trample.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
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!
Adventurous Turtle :1mana::symu:
Creature — Turtle Warrior (U)
Level up 1G (1G: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-3]: (0/6)
[LEVEL 4+]: All creatures able to block Adventurous Turtle do so. (0/8)
Enclosure :2mana::symu:
Enchantment — Aura (U)
Enchant creature
At the beginning of each upkeep, tap enchanted creature and all other creatures with the same name as that creature.
Curse of Razor Reef :2mana::symb::symb:
Sorcery (U)
Put two 2/2 black Zombie Pirate creature tokens onto the battlefield.
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Curse of Razor Reef from your graveyard to your hand.
Shellbound Champion :2mana::symr:
Creature — Elemental Warrior (U)
Level up 1U (1U: Put a level counter on this. Level up only as a sorcery.) (3/1)
[LEVEL 2-3]: First strike (5/1)
[LEVEL 4+]: First strike, hexproof (8/1)
Resonating Pearl
Artifact (R)
At the beginning of your upkeep, put a charge counter on Resonating Pearl.
:symtap:: Add X mana of any one color to your mana pool, where X is the number of charge counters on Resonating Pearl.
Sunken Academy
Land (U)
Sunken Academy enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add two mana of any one color to your mana pool. Spend this mana only to activate abilities of creatures.
//Since there are off-color levelers, make this common?
Currently thinking about making a new Wisp cycle. The art would depict jellyfish of the respective colors.
ETA: Some ideas for a potential second set.
Call the Armada :4mana::symw::symw:
Sorcery (C)
Put three 2/2 colorless artifact Ship creature tokens onto the battlefield.
Land in Sight :2mana::symu:
Sorcery (C)
Reveal cards from the top of your library until you reveal a land card, then put all cards revealed this way into your hand.
Bloodcoast Brigand :1mana::symr::symr:
Creature — Human Pirate (U)
Bloodcoast Brigand can’t be blocked by Serpents, by Leviathans and by Kraken.
Whenever Bloodcoast Brigand deals combat damage to a player, treasure 1. (Put a colorless artifact token onto the battlefield. It has “:symtap:, Sacrifice this: Add one mana of any color to your mana pool.”)
3/2
Dragon of the Sea v2.0 (P/R)(P/R)
Creature — Serpent (U)
((P/R) can be paid with either or by sacrificing a red creature.)
(P/R): Dragon of the Sea v2.0 gets +1/+0 until end of turn.
4/6
//Called abyssal mana.
Lighthouse of Jalia’s Isle
Legendary Artifact Creature — Wall (M)
Defender
:1mana:, :symtap:: Look at the top five cards of target opponent’s library. You may exile a creature card from among them. If you do, that player loses life equal to its power. Then put the rest on the bottom of his or her library in any order.
0/8
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!
The P/T growth should be symmetric in some way. I found that this was the case for all levelers in ROE. I think about it.
All other of those creatures are Incarnations? Check. Will change it, thanks.
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!
Edit: Tidebound Minions.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I don't have much specific feedback on cards. My favorite so far is adventurous turtle. I love the card itself, and then the image of this turtle charging in headfirst in battle, shrugging off damage but not doing a bit of damage itself, is as hilarious as it is awesome.
One thing I'd like to see in the set is a proliferation style mechanic. Not necessarily a keyword, because I think there are enough keywords, but maybe a cycle of cards that can interact with counters, to give Johnnies some opportunities to manipulate leveling, planeswalkers, etc. Or maybe even a cycle of cards that can either proliferate or populate, since there are so many tokens. Could thematically reference tidal forces so that it fits the flavor of the plane.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Patron of the Sea
Creature — Mermaid Cleric (U)
Level up 2R (2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Other creatures you control get +0/+1. (2/3)
[LEVEL 3+]: Other creatures you control get +1/+1. (4/4)
Statues of Emerien :2mana::symw:
Creature — Spirit Wall (C)
Flash (You may cast this spell any time you could cast an instant.)
Defender
When Statues of Emerien enters the battlefield, prevent all combat damage that would be dealt to you this turn.
2/2
Naga Tempest
Creature — Naga Wizard (C)
Level up 1B (1B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: When Naga Tempest dies, draw a card. (1/3)
[LEVEL 3+]: Deathtouch
When Naga Tempest dies, draw a card. (3/3)
Cyclopean Horror :6mana::symb::symb::symb:
Creature — Leviathan (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or one mana of that creature’s color.)
Intimidate
Whenever Cyclopean Horror attacks, defending player sacrifices a nonblack creature.
Why two eyes, when the only depth it could possibly perceive is infinite?
9/10
Macuri Council :1mana::symw::symu:
Creature — Merfolk Advisor (R)
Other Merfolk creatures you control get +1/+1 and gain vigilance.
Tap three untapped Merfolk you control: Draw a card.
Though their authority is limited to the city of Macuri, they claim that it extends to every being of the sea.
2/2
Warchief of Grglmar :1mana::symb::symr: (New version)
Creature — Murloc Warrior (R)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
Whenever another Murloc creature you control dies, you may search your library for a Murloc creature card that costs less, reveal it, put it into your hand, then shuffle your library.
For the other races, it’s difficult to distinguish a warchief from an ordinary peon.
2/2
//Revamped.
Emerien Songwriter :1mana::symg::symw: (New version)
Creature — Mermaid Druid (R)
Melody—X, where X is the number of Mermaids you control. (You may tap this to reduce the cost of a creature card you cast by X. This doesn’t untap during your untap steps for as long as you control that creature.)
Other Mermaid creatures you control get +1/+1.
2/2
//Revamped.
Coralskin Mermaid :symgw::symgw: (New version)
Creature — Mermaid Cleric (U)
Melody :symg:, melody (You may tap this to reduce the cost of a creature card you cast by or :symw:. This doesn’t untap during your untap steps for as long as you control that creature.)
At the beginning of your upkeep, if Coralskin Mermaid is tapped, you may gain 1 life.
1/3
//Revamped. Up from (C).
Loyal Seadragon
Creature — Seahorse (C)
Loyal Seadragon gets +1/+1 as long as you control exactly two creatures.
1/1
Melodious Pearl
Artifact (C)
Melody—one mana of any color. (You may tap this to reduce the cost of a creature card you cast by one mana of any color. This doesn’t untap during your untap steps for as long as you control that creature.)
Priest of Moonfathom :1mana::symw: (New version)
Creature — Merfolk Cleric (C)
Level up 1W (1W: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: (3/3)
[LEVEL 4+]: Lifelink (4/4)
//Changed the name and is now a Merfolk instead of a Mermaid.
Venomous Jellies :1mana::symg: (New version)
Creature — Jellyfish (C)
Venomous Jellies is all colors.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1/1
//Up from :symg:.
Lord of Ctalis :1mana::symu::symb: (New version)
Creature — Naga Advisor (R)
Intimidate
Other Naga creatures you control get +1/+1.
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Lord of Ctalis from your graveyard to the battlefield.
2/2
//Added intimidate.
Daunt :1mana::symbr: (New version)
Sorcery (C)
Target creature you control gains intimidate until end of turn.
Draw a card.
//Changed from :1mana::symr:.
Murloc Marauders :2mana::symbr::symbr::symbr: (New version)
Creature — Murloc Berserker (U)
Murloc Marauders can’t be blocked by creatures that share a color with it.
4/3
//Up from (C).
I'm looking for feedback on the levelers, number crunching and that stuff. Here are all in one swoop:
Macuri Tideguard :2mana::symw:
Creature — Merfolk Knight (U)
Level up 3W (3W: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-2]: T: Tap target creature. (2/5)
[LEVEL 3+]: Vigilance
T: Tap target creature. (4/6)
Priest of Moonfathom :1mana::symw:
Creature — Merfolk Cleric (C)
Level up 1W (1W: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: (3/3)
[LEVEL 4+]: Lifelink (4/4)
Patron of the Sea
Creature — Mermaid Cleric (U)
Level up 2R (2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Other creatures you control get +0/+1. (2/3)
[LEVEL 3+]: Other creatures you control get +1/+1. (4/4)
Adventurous Turtle :1mana::symu:
Creature — Turtle Warrior (U)
Level up 1G (1G: Put a level counter on this. Level up only as a sorcery.) (0/4)
[LEVEL 1-3]: (0/6)
[LEVEL 4+]: All creatures able to block Adventurous Turtle do so. (0/8)
Ctali Scout :2mana::symu:
Creature — Naga Rogue (U)
Level up 1U (1U: Put a level counter on this. Level up only as a sorcery.) (2/3)
[LEVEL 2-4]: Whenever Ctali Scout deals combat damage to a player, draw a card. (3/4)
[LEVEL 5+]: Intimidate
Whenever Ctali Scout deals combat damage to a player, draw a card. (4/5)
Naga Tempest
Creature — Naga Wizard (C)
Level up 1B (1B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: When Naga Tempest dies, draw a card. (1/3)
[LEVEL 3+]: Deathtouch
When Naga Tempest dies, draw a card. (3/3)
Sea Floor Lurker :1mana::symb:
Creature — Murloc Rogue (C)
Level up 1R (1R: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-3]: Deathtouch (3/2)
[LEVEL 4+]: Deathtouch
Sea Floor Lurker can't blocked except by two or more creatures (5/2)
Deepkin Trickster
Creature — Elemental Rogue (U)
Level up 2R (2R: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-3]: T, Discard a card: Draw a card. (2/1)
[LEVEL 4+]: T, Discard a card: Deepkin Trickster deals damage to up to one target creature equal to the discarded card's converted mana cost. Draw a card. (3/1)
Shellbound Champion :2mana::symr:
Creature — Elemental Warrior (U)
Level up 1U (1U: Put a level counter on this. Level up only as a sorcery.) (3/1)
[LEVEL 2-3]: First strike (5/1)
[LEVEL 4+]: First strike, hexproof (8/1)
Voyager of the Depths
Artifact Creature — Ship (U)
Level up 2 (2: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 2-5]: Voyager of the Depths can’t be blocked by Mermaids, by Merfolk, by Naga and by Murlocs. (4/4)
[LEVEL 6+]: Protection from Mermaids, from Merfolk, from Naga and from Murlocs. (6/6)
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!
Voyager of the Depths: This feels really balanced in my honest opinion. Even its maximum level doesn't overshadow some of the more powerful creatures in this set of yours like the Krakens and Serpents.
Shellbound Champion: This has such a wonderful air to it that makes me think of the great warrior with an Achilles' Heel. It always maintains that single point of toughness which to me is a deal maker. If it had also gained more toughness I think it would be a bit strong, but it is not. Even with hexproof in its final stage its really balanced if it were to fight another creature with first strike. However I'm just slightly curious why its level up cost is blue.
Deepkin Trickster: This I feel is another well balanced card. Its second stage is a neat way to maintain card advantage while its final stage provides a very satisfactory benefit of being able to turn those discarded creatures into creature removal and card advantage.
Sea-Floor Lurker: You just keep sending out these wonderfully balanced levelers. Like the previous ones, this has a reasonable and meaningful final stage that does not disapoint.
Naga Tempest: Very balanced. It provides an excellent body by the time it is finally done leveling at a 3/3 with deathtouch and if it should die, you don't lose too much card advantage for its death. Very elegantly but simple as well.
Ctali Scout: Hmm not bad at all. Without any many invested it will always be better than say a grey ogre. The following turn if I did say pour four mana into this scout, it becomes an excellent 3/4 with card advantage. However I have one tiny problem with this card, its not a scout by creature typing. Its nothing too major, I just feel it would be more elegantly typed as a Naga Scout Rogue or Naga Scout.
Adventurous Turtle: This is my personal favorite amongst your levelers. I feel this is a top-down design homerun in my book.
Patron of the Sea: Now this one I feel should be balanced, except its leveling cost. Now this is part of me being perplexed as I feel as though 1R would make it a bit more efficient in the leveling cost. The other half of me would rather keep it at 2R. I do want to go with my first instinct though and say you should reduce the leveling cost by 1.
Priest of Moonfathom: Beautifully balanced. Its full fledged strength at its final stage is still balanced for its inital and leveling cost.
Macuri Tideguard: Nicely balanced. Not too strong, not too weak either. Like with my comment about Patron of the Sea, the only thing I would suggest tweaking in all honesty is the level up cost in reducing it by 1.
Legend of Korra
Return to Ravnica
(Not that the stories or character are inhernetly bad, but that they failed to further delve into the topic. Like Gateless/Non-Benders feeling opressed by the Guilds/Benders that sought a revolution but it became less of importance according to the story.)
Amadeus: First of all, thanks for your feedback. I do intend to support the "seahorse theme" with some more cards, but I'm not sure yet what they will do, so I haven't designed them yet. I was thinking of Aether Tradewinds-esque cards and a good control package to let you tempo the opponent.
Now to the cards:
Voyager of the Depths: I based it off Beastbreaker of Bala Ged and made it a bit worse since it's colorless and Beastbreaker was a very good card.
Shellbound Champion: The off-color level up costs are supposed to be the gimmick with levelers in the set (second set maybe multicolor?). We'll have one common cycle of levelers with allied color level up costs in clockwise direction and one uncommon cycle with enemy color level costs in counterclockwise direction. The idea is that they gain an ability tied to their main color on the first stage (first strike), then gain an ability tied to the off-color on their ultimate stage (hexproof). I had hoped this would be apparent. I think I'll ask some people at my playgroup, if they can tell why these cards have these level up costs.
Deepkin Trickster: It could turn out too weak, because you have to discard actual cards to shoot stuff, and the mana investment is really big, but I'll see in testing.
Ctali Scout: What makes this guy good I think is that you can curve into level up x2 and attack on turn 4 and your opponent most likely won't have a good block. Good point on the creature types. I'll change it to Scout (Scout Rogues don't exist says gatherer, and it doesn't sound very elegant).
Adventurous Turtle: I'm infecting other people with my love for turtles :D. Thanks.
Patron of the Sea: Let's see. We compare her final form with the first form of Kabira Vindicator. Kabira costs 10 total, Patron too. Both have somewhat similar stats, but Patron is two colors. Kabira can be leveled even further, but patron gives a small bonus on the way there. Don't know, I feel like it's very close.
Macuri Tideguard: Here I'm not certain. 15 mana is a lot, but you get Halimar Wavewatch for 12, so it can't be much less. It could be 5+ with a level up cost of 2. Maybe boost the power level even a bit more instead?
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!
[Insert Name Here] R
Instant
~ deals 2 damage to target creature or player.
Choose two permanents with counters on them. Remove a counter from one of those permanents, then give the other another counter of a kind already there.
No need to add a keyword, and it could be a cycle of spells to give this to all colors. Could add an interesting layer to gameplay.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
XB
Instant
Remove up to X counters from target permanent.
Draw a card.
XUU
Instant
Move up to X counters from target creature onto another target creature.
(Probably too strong. Players shouldn't feel punished for leveling their guys. However, could be a rare I guess.)
4RR (Remember, this will oneshot every fully leveled creature.)
Sorcery
~ deals 3 damage to target creature. Remove all counters from that creature.
1
Artifact
T, Sacrifice ~: Put a counter on target permanent of a kind already on it. Draw a card.
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!
The thing with mine is that is that it is one less damage than lightning bolt, and the trigger is much less powerful than proliferate. It's limited to one permanent, and you have to reduce another permanent's counters to do so.
Instant
Remove up to X counters from target permanent.
Draw a card.
XUU
Instant
Move up to X counters from target creature onto another target creature.
(Probably too strong. Players shouldn't feel punished for leveling their guys. However, could be a rare I guess.)[/MANA]
I would actually be hesitant about adding too much to remove counters, just because I think you want to encourage levels, not add too much that can downright hose them. If you did add cards to remove counters, I'd suggest not making it variable like this. Also, I wouldn't limit the counters to creatures only... broadening it out so that it affects artifacts and planeswalkers seems like a win, IMO.
This works, though it feels a little clunky.
What about making this based on charge counters instead of saccing it, so it could be combo'd with more easily?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
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These are the draft archetypes I envision as of now:
GW Melody Ramp: Play ramp, play fatties. Very straight-foward. Best common/uncommon: Coralia Basscaller
RW Tokens: Make Fish/Murloc tokens and pump their power. Best common/uncommon: Piranha Frenzy
BR Intimidate: Play intimidate creatures and color-shifting shenanigans to make your guys unblockable. Best common/uncommon: Bloodscent Shark
BR or BW Swallow Ramp: Similar to Melody Ramp, but with tokens and artifact ramp. Best common/uncommon: Eaten by an Oyster
UB Control: Similar to Swallow Ramp, plays tokens and fatties. More controlly. Best common/uncommon: Abyssal Mistress
WUBRG Levelers: Take good mana fixing and the best cards of each pack, prioritizing levelers. Best common/uncommon: Sunken Academy
WX or UX Artifacts: Play Equipments/pearls and guys that care about artifacts. Best common/uncommon: Diving Golem
WX Seahorses: The "control exactly two creatures" theme. Play seahorses and control stuff. Best common/uncommon: Seahorse Rider
Follow the Light :1mana::symw:
Instant (C)
You gain 3 life. Put two 0/1 Fish creature tokens that are all colors onto the battlefield.
Whether it leads to the bosom of a mermaid or the maw a kraken, fish are always drawn to a source of light.
Aquatic Servant :3mana::symu:
Creature — Elemental (C)
:1mana::symu:: Aquatic Servant gets +2/-2 until end of turn.
The merfolk lack access to the magma sea, so they use more readily available resources to create their servants.
1/5
Gemseeker :2mana::symu:
Creature — Merfolk Scout (C)
Whenever an artifact enters the battlefield under your control, you may put a +1/+1 counter on Gemseeker.
“You can estimate their value directly by how deep they are buried under rocks and kelp.”
2/1
Tidal Coil :1mana::symu:
Instant (U)
Counter target spell if its converted mana cost is equal to or less than the greatest power among creatures you control.
“No one can fight the tide forever.”
—Cathira, naga witch
Phantomize :1mana::symb: (New version)
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -2/-2 and is colorless.
Murloc Onslaught :4mana::symr::symr:
Enchantment (R)
At the beginning of your upkeep, put four 1/1 red Murloc creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of the next end step.
Piranha Frenzy :2mana::symr: (New version)
Instant (C)
Creatures tokens you control get +2/+0 and gain bloodlust 1 until end of turn. (Whenever this creature deals combat damage, put a +1/+1 counter on it.)
“The naga command the mighty kraken, but they would be foolish to think that we don’t have allies of our own.”
//Now stronger but limited to tokens, because of levelers.
Abyssal Harbinger :3mana::symub::symub:
Creature — Horror (C)
When Abyssal Harbinger enters the battlefield, you may search your library for a Kraken, Leviathan or Serpent creature card, reveal it, then shuffle your library and put that card on top of it.
“We haven’t seen their kind since generations. Have the ancients awoken again?”
3/4
Pearlreef Mystic (New version)
Creature — Naga Wizard (U)
At the beginning of your end step, if you control a creature with power 8 or greater, draw a card.
1/1
//Now uncommon.
Murloc Crawler :1mana::symbr::symbr: (New version)
Creature — Murloc Berserker (U)
Murloc Crawler can’t be blocked by creatures that share a color with it.
3/2
//Changed again.
Potion of Restoration
Artifact — Equipment (U)
Potion of Restoration enters the battlefield with two charge counters on it.
Remove a charge counter from Potion of Restoration: Equipped creature gets +1/+1 until end of turn. Regenerate it.
Equip (:2mana:: Attach to target creature you control. Equip only as a sorcery.)
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!
But the effects don't have that much to do with each other. That's my problem.
That's what I was thinking. Putting counters on something feels like it could be nice, but the reverse shouldn't be too powerful. I already have a 2/1 for 1B that removes all counters from permanents it deals damage to btw. That feels fairer. I agree on the last statement.
How exactly? Charge counters aren't that prevalent in the set
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!
Well, assuming you put a sub-theme of counter manipulation (keep in mind, I'm suggesting 5-7 cards, no new keywords), even if there are only one or two artifacts with charge counters, they still interact well. And it also allows you to provide, at bare minimum, more than one use for the artifact mentioned.
As far as relevance, here's how you make the 2 abilities relevant:
Scalding Tide R
Instant - U
Scalding Tide deals 2 damage to target creature or player.
Choose two permanents you control with counters on them. Remove a counter from one of those permanents, then give the other another counter of a kind already there.
Now, the abilities are linked via flavor from from the name, and the counter manipulation represents the ebb and flow of the tide.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Scalding Tide: Why does it kill another creature that's completely uninvolved in the process of moving counters? This is fine if you have a keyword like proliferate, such as on Volt Charge, because players will quickly recognize what the card does, but here I feel it's too unconnected.
Since counters you move will be mostly level up counters, I would like to have the counter-shenanigan cards to have a knowledge, memory, wisdom-type flavor. Starting from your card:
Memory Bolt R
Sorcery (U)
Memory Bolt deals 2 damage to target creature or player. You may put a level up counter on up to one target creature you control with level up.
It travels in both directions.
It's more parasitic, but it is very clear what it does: Mana advantage and tempo. Moving counters and tides seems like a cool flavor, and I will think about it more, but the execution is still too rough.
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Since you didn't reply to it yet, I ask my question again: Do you want to help me with the story? If I'd had to name something that's awesome about Caeia, the first thing that comes to my mind is the story (second, broken epitaph cards, obv :tongue:).
They get no love!
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!
Am I interested in helping with story? Yes. I'm just hesitant to commit as I have a lot less time these past few months, and so I'm afraid I'll commit and then not be able to log on for weeks.
The planeswalkers are great... I purposely didn't comment, just because I know how easy it can be to get focused on cards from your future set while the current one is still being worked on, but I think both are unique and are great starting places for walkers.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Well, the good thing is that the story isn't something that needs to be tested, so there is no haste.
The first thing I want to do is carve out the races, their affiliations and the places of interest in Iamur. I began with a small planeswalker's guide and added it to the .pdf. I want to expand it with actual short texts about the places, and also add info on the races. In relation to that, I found something on the internet that very accurately describes this day for me:
"It (Word 2007) is incredibly buggy. Some days I feel like I'm wrestling with a giant squid that is wrapping its tentacles around me sucking me down and as I valiantly hack off its arms they grow back, their destructive suckers adhering to my carefully chosen words and formatting and distorting, maiming, killing..."
----------
Here is what I envision for the races and how they interact with each other:
Mermaids: Descended from angels that were trapped in the ocean and transformed. Thus, all mermaids are female. Friendly with the Merfolk, hostile with the Naga, hostile with Murlocs and neutral with Deepkin.
Merfolk: Native race on Iamur. Friendly with Mermaids, neutral with Naga, hostile with Murlocs and neutral with Deepkin.
Naga: Descended from humans that were transformed by the kraken gods. Hostile with Mermaids, neutral with the Merfolk, hostile with Murlocs and neutral with Deepkin.
Murlocs: Most likely a native race on Iamur. Some say they have been brought to Iamur as a plague by a higher power. Hostile with everyone.
Deepkin: Sentient elemental race, native to Iamur. Neutral with Mermaids, Merfolk and Naga. Hostile with Murlocs.
If you'd like to contribute on that guide, it would be much appreciated. Everything that I haven't said above or in that guide isn't set in stone yet.
"Mister, you go back to your room and don't come out until you finished that set."
More serious though, we talked about that. You work differently than I do. I don't work efficiently if I have to constantly focus on the same thing.
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!
Brood of Nolgul :7mana::symu::symu:
Creature — Kraken (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or one mana of that creature’s color.)
When Brood of Nolgul enters the battlefield, tap all creatures target player controls. Those creatures don’t untap during that player’s next untap step.
8/9
Embracement :2mana::symg:
Sorcery (C)
Draw two cards.
In the depths she always feared, she found a new home.
Impenetrable Kelp
Instant (C)
Prevent all combat damage that would be dealt this turn by creatures with power 7 or less.
Unless you can eat it all, there is no way through it.
Kelpvale Mosa :5mana::symg::symg:
Creature — Serpent (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by or by one mana of that creature’s color.)
Trample
When Kelpvale Mosa dies, you gain 5 life.
5/7
Manta Bat :1mana::symg::symg:
Creature — Fish Bat (U)
Intimidate
When Manta Bat enters the battlefield, you gain 2 life.
Though mantas are very gentle creatures, others prefer to get out of their way.
2/2
Manamorphose :1mana::symrg:
Instant (C)
Add two mana in any combination of colors to your mana pool.
Draw a card.
Tell me if you'd also like me to post images. Otherwise, they can as always be found in the .pdf I constantly update.
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!
Aquatic Servant: This is like a worse Frostburn Weird! It's still playable in Limited, though.
Gemseeker: The power of these cards will depend on the number of artifacts we have. Seems rife for Johnny building around.
Tidal Coil: Nicely designed.
Phantomize: A nice mirror with the white removal card. This is quite interesting.
Murloc Onslaught: I like this card a lot; the flavor that you're winning through attrition and wearing down is cool.
Abyssal Harbringer: A good soft tutor, appropriate for uncommon and common.
Pearlreef Mystic: I would like to argue on this. After having some discussions with other talented card designers I am not convinced that power 8 or greater can be pulled off. What do you think about converted mana cost?
Potion: I like the flavor of this card, feels like an RPG.
All in all, very solid. I like your growth as a card designer. I'm sorry that I haven't been commenting in the past few weeks.
Murloc Onslaught: No no, you didn't get what this card is all about. I'll spell it out for you: “Rr mrgl Grglgmggg Mrrgl!”
Pearlreef Mystic: I don't know if it will be relevant enough, but I want to try it out. After all there is the 5B 8/1 you can try to build a deck around. Converted mana cost 8 or greater should be hit even less often than power I think.
Potion: Since this is well received, I will make more RPG-flavored cards then. The set has some elements from WoW anyway.
I'm not paying you, so stop apologizing :tongue:. Glad you like the cards.
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If anyone wants to suggest card(s), I still don't have any blue and green rares.
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!
An awakening zone for fish?
This sig is by the amazing Rivenor
I actually had this in the file at the beginning, but it felt copied so I took it out. It was an uncommon, since the fish don't make mana.
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!