DISCLAIMER: Like Theros or Innistrad, this set is aiming to be Magic's take on comic books, not actual comic books. We'll try to capture the common tropes and themes of the genre, not copy and paste the characters we know and love.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Suit Up (Whenever this creature attacks or blocks, you may attach an equipment you control to it.)
(Primary RW, secondary U)
Revive (COST, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
(Primary WB, secondary G)
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Alright, so let's get the ball rolling here. We'll start with "advanced design", which is where we kind of lay out the main points of the set. I've got a ton of ideas already, but I'm interested to see what you guys are thinking first before sharing what I have in mind.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Some concepts from comic books that can be translated to game mechanics:
Secret identity (transform?)
Mad science (perhaps a mechanic that involves counters as a way of changing the nature of creatures)
Superpowers (I think this should be an ability word, allowing the superhero/villain to preform some useful action without paying a mana cost)
Heroes versus villains (there will be a type for heroes and villains, and each tribe should have its own mechanic - for example heroes could be about +1/+1 counters while villains are about -1/-1 counters)
I also think legendary creatures should play a role as much as Kamigawa block had, but we should give more thought to how the common people should interact with a world of superheroes, in a similar fashion to the way common people interact with gods in Theros.
Thought the first: We're probably going to have to reprint Morphling .
That said, I think it's going to be critical that we find a way to represent superheroes mechanically that isn't just a bunch of Morphlings, a since a format full of creatures that complicated seems like a nightmare, if a flavorful one.
One thought that occurs to me is that we might try and do a Time Spiral-like pastiche of one-off returning mechanics to represent the various hero abilities: Things like Annihilator, Changeling, and Infect spring to mind as powerful creature-based abilities that correlate nicely to various superheroes. I suspect we might have an indestructible creature or two running around, as well.
I'm also a little less interested in a Watchmen-like reckoning of the superheroes than I might otherwise be, given that we're coming straight out of Theros block, which is basically doing the same thing. We might consider harkening back to Odyssey block, with the idea of a corrupting influence of mana starting to affect people in ways that mimic superheroes gaining their powers, and a plane having to adjust to these new presences. (Conveniently, that mirrors several of the X-Men storylines.)
Oh, and a very simple mechanical issue occurs to me: how to distinguish superhero flight from regular flight. Flying (or otherwise defying gravity/physics) is one of the most iconic and resonant superhero powers, and we might want to consider the ways in which in might be annoying to have something like a Bird token able to interact in combat with a superhero.
Oh, and a very simple mechanical issue occurs to me: how to distinguish superhero flight from regular flight. Flying (or otherwise defying gravity/physics) is one of the most iconic and resonant superhero powers, and we might want to consider the ways in which in might be annoying to have something like a Bird token able to interact in combat with a superhero.
The one thing I still really like from my superhero miniset is a "can't be blocked except by other legendary creatures" keyword. This would ensure that flying heroes could only be stopped by one another.
If we were going to do a secret identity mechanic, I would prefer morph over transform. Your identity isn't really "secret" if you're a double faced card, and morph captures the idea of a normal everyday person being a superhero much better. Plus, many secret identities are boring nobodies, not people interesting enough to have their own card IMO.
I agree pretty much with what void_nothing said. Super Powers are not one single ability and hero/villain tribal is something I definitely want to avoid.
I'm also pretty weary of a "legends matter" theme. I mean, Theros block has heroes at common, and I was picturing this world to be similar to that. Super heroes are still powerful, they're just not amazing, one-of-a-kind beings. Not every one is going to be a Jaya Ballard, Task Mage or a Morphling. A lower level hero might just fly (and still get blocked by bird tokens).
Anyway, here are a couple of my ideas from earlier.
Heroes, Villains, and Monsters
My idea for the set involves three main tropes, Super Heroes, Super Villains, and Giant Monsters (Kaiju). Heroes are obviously the focal point of the set, the get the most real estate and can be represented in a number of ways (more below). For the Villains, I really want to capture a Johnny feel, even in limited. The appeal of being a super villain is making some kind of dastardly plot that comes together in victory, so I want to achieve this feeling as opposed to just making "evil super heroes". Maybe a couple of alternate win conditions, or just some out-of-the-box strategies like Burning Vengeance or Spider Spawning. Finally, I don't know about you guys, but I've always liked the idea of Kaiju in a comic book world. It's not entirely comic book based, but it fits so well for a setting with super heroes to be constantly attacked by giant monsters they have to fight. It gives some variety from the super hero/super villain dynamic, and creatively justifies the need for super heroes a little better (you'd think they'd defeat all the super villains at some point, right?)
Five Types of Heroes
By my estimation, there are five main types of super heroes. These categories are not exact, but do give a pretty good idea.
Natural: These heroes are just naturally gifted with super powers. This is seen less in actual comic books (which revel in long, complicated backstory) and more in other super hero based media (like The Incredibles). However, I do consider things like The X-Men or Heroes to be in this category, since even though they're technically mutants (see below), they're born with powers rather than acquiring them.
Biological: These heroes get their powers from some scientific mutation gone horribly wrong (or right). Examples: The Hulk, Spiderman
Alien (sometimes "Gods"): These heroes appear to be ordinary (or sometimes make no attempt to do so) and have powers based on the innate abilities of their alien race (or due to some difference earth has from their own world). Examples: Super Man, Thor
Techie: These heroes are usually normal people who get power based on some advanced piece of technology. Examples: Ironman, Cyborg
Bad Ass Normals: These heroes have no power, and fight crime using their own physical strength and skill or a host of gadgets. They're distinct from Techies because they are defined by their own individual skill, rather than one specific piece of equipment. Examples: Batman, Black Widow
I'm not sure how we want to utilize these, or even if we want to include all of them. Maybe the "aliens" of this world are the non-human species?
Potential Mechanics
I've thought a lot about this, and there are actually a large number of mechanics that could potentially be brought back in this set. I'm not sure how many you guys are comfortable with, but here's what I've thought of anyway.
Heroes
Exalted: This is a mechanic that works on both heroes and "support" characters that captures the flavor of a society that reveres these heroes while also allowing for small creatures to grow large in size acting for the group (very super-heroy)
Evolve: This is an idea I had for a Mutant mechanic. My idea was to differ from the original usage of Evolve by putting more focus on evolving once, instead of trying to grow multiple times. Mutants would start vanilla, but gain an extra ability once they get a +1/+1 counter to represent the acquisition of a new ability.
Morph: While very hard to design for, Morph is the perfect "secret identity" mechanic. It also has the benefit of being useful for both heroes and villains.
Allies: On the one hand, Allies seem like an awesome thing to bring back in this set. On the other hand, this may get too "hero tribal". Personally, I think a better tribal idea is to make Mutants that all work together very well (Perhaps with a +1/+1 counter theme), since most Mutant stories (again like X-men or Heroes) involve large groups of heroes as opposed to individual ones.
Level Up: I thought about level up, and personally I'm not a fan. It's a mechanic that best captures growth, which is a factor in super hero stories but not often the main focus. I mostly don't like how it severely limits how much we can put on one card.
Champion: Champion is an interesting mechanic that does have some nice flavor. I do worry about how well it plays though, and the fact it can't really be at common. Might be best to stay away from this one.
Equipment Matters: This is definitely a theme that should be in this set IMO. Equipment is a huge part of super heroes, many of them have powers based solely on a single piece of weaponry. Others have multiple gadgets that they use. Even heroes with innate powers often have a signature weapon.
Villains
Traps: I think this is a perfect villain mechanic. Not only is it flavorful, but it allows players to achieve that super villain feel by tricking their opponents into falling for their traps. (I would probably design traps a little differently to give the player more ability to control the trap instead of just getting lucky with their opponent's mistake.)
Quests: While the name "quest" isn't exactly fitting, the idea of having a plan to work towards is very villany.
Transmute: Transmute is a mechanic that fits very well into the whole "scheming" motif. Unfortunately WotC has stated they don't really like this type of mechanic anymore, but maybe it's worth some thought.
Forecast: Nothing says evil villain like an evil monologue, while forecast has some different flavor in the Azorious senate, here it's more of a "here's what's coming for you" vibe. Again, this is something WotC wants to move away from as it makes the game too stale, but I thought I'd throw it out there.
Hideaway: Probably not a mechanic we want to base a set on, but I would definitely love to see this come back here.
Monsters
Monstrous: This mechanic is based on the point in a fight where your enemy suddenly gets stronger. IMO, that trope is all too fitting in a comic book set, as the mid-fight "oh crap" moment is universal to the genre.
Devour: I've always had a soft spot for devour, but maybe it doesn't really fit too well here.
Annihilator: Nobody likes annihilator, I just thought I'd mention it.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I know I'm not one of the designers for this set but I just wanted to throw out some ideas.
The thing that's coolest about super heroes in my mind is when they use there powers in interesting ways (anyone read Worm?) (So i would think Level would be appropriate) or when you have good people turn evil or evil people turn, good (Transform). But in that vein I think transform and level don't really have the flavor of secret identity - superheroes are about nobodies becoming some bodies - so what about:
Empower (If this creature is enchanted it is legendary)
Then you have a whole bunch of aura's that act as super powers - so you can basically create your own hero!
Super Flight U
Enchantment - Aura C
Enchant Creature
If Enchanted creature is legendary it has flying and can't be blocked except by other legendary creatures.
So then combined with Transform and Level you would have creatures like this
"Peter Parker" G
Creature - Human C
0 Whenever ~ becomes the target of an aura place a level counter on ~ -- 1/1
1 Empower -- 2/2
2 Hexproof -- 3/3
and
"Magneto" U
Creature - Human C
Whenever ~ becomes the target of a black aura transform ~
1/1
//
Empower
Can't be blocked unless it is blocked by three legendary creatures.
3/3
Traps are perfect, and I like hideaway and morph as well (obviously it helps that I was already sort of thinking about these after your noir 4-card set).
Devour seems great, actually, especially if we can agree to reintroduce the Citizen token back into the lexicon.
We also might want to consider the idea that one superhero and one super villain have ascended to Planswalker-dom, in order represent the overall goals of the good and evil factions warring on the plane. Certainly comic books are no strangers to good guys and bad guys being forced to team up to face even-worse guys, which might be an interesting direction to take this if we're thinking of it as a block structure. This could work even if we're not that concerned with fitting in Planeswalkers, though I think they're a natural fit, and we might be able to justify doing things with the card type that haven't yet been done.
Every set has at least one planeswalker that's native to the plane, so there should definitely be at least one or two walkers from this world. On top of that, it'd be great to see some old favorites trying to adapt to this world.
I personally really like the idea of having monsters be part of the set, mostly because I don't want the set just being divided between heroes and villains.
Bloodthirst seems kind of out of place here, what's your thought process behind that?
Also, we can't solely rely on returning mechanics.
While this is true, we also have a lot more leeway in this area. We don't really have to worry about sales or anything, so if we wanted to use multiple returning mechanics it wouldn't be a huge issue.
Also, remember that the suggested mechanics can be just be used as a jumping off point. For instance, we may not want to use exalted, but we can use it to find something that works better.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I've always imagined it to basically take place in a pretty modern world, but a more idealized version that you'd see in a comic book. Cars, skyscrapers, electricity, etc. Of course, the set's focus on superpowered beings means the modern setting is just a backdrop and probably wouldn't come into play often. I'd expect cities like Gotham or Metropolis that mirror real world cities but serve the setting better.
Alternatively, we could keep to a more "magic-esque" setting and put these heroes in a less advanced world.
@.Rai: In terms of speed, I think we need to figure out what we want the feel of the set to be. Innistrad was about dread, Theros was about building up, what's the main theme(s) we want to express here?
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It's hard to do a super hero setting without modern tech like genetic mutation, robotic armor, doomsday devices, and so on. We could try coming up with less technological and more magical versions of these things, but I'm not sure if that captures the setting well. Afterall, super powers would probably take the place of traditional magic in this world.
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
If we're going battlecruiser style our theme could be "struggle with enormous stakes/collateral damage." After all, everyone has something riding on a battle between a superhero and their nemesis.
I definitely think stakes need to be high, kind of like theros where everything gets big eventually. The main problem there IMO is that super heroes don't really grow over time the same way greek heroes do. Unless it's an origin story, most super heroes don't really go on a hero's journey so much as they just face off against enemies. In fact, most super hero stories end with the heroes outsmarting their opponent or coming up with a creative solution. All of these themes get even more jumbled when it comes to morph, which is more about surprise.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Morph is mechanically excellent for the theme. Could we do a morph riff though? Morph has so much flavor baggage attached to it and doesn't fit the trope quite right. Seeing as how Citizen tokens are a perfect revisit, I was thinking:
Ability <COST> (You may cast this face down as a 1/1 Citizen creature for 2. Turn it face up any time for its ability cost.)
or
Ability <COST> (You may cast this face down as a 1/1 Citizen creature for 2. You may turn it face up when a crime is committed.)
or we could go with a Transform riff, make the one side citizen-like, utilize a different trigger.
I don't really see morph as having a lot of flavor baggage. The fact it's colorless and typeless actually makes it pretty easily adapted. The 2/2 could just as easily represent a nameless citizen of a city as it could a weird shell with spider legs (never got that...). Plus, a 3 mana 2/2 is a bit more appealing than a 2 mana 1/1.
I think right now we need to find some focus. Let's pick a particular theme or feel we want to aim for, that will allow us to narrow down our mechanic ideas more easily.
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():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
They can always go back to being secret, they just flip back face down. In all seriousness though, isn't the "secret" part an important part of the "secret identity"?
(I'm also aboard the citizen token train.)
Again, I think what we need to do is find a theme to focus on. That will help us decide whether or not things like morph or transform fit the set. I mean, the secret identity takes center stage in some stories but is completely absent from others. Does it even make sense for the heroes to be secret in this world? These are the kinds of questions that can help us decide what direction to take.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
My train of thought is that it's the secret part that's important, not the identity part. The dichotomy between Super Man and Clark Kent isn't cool because Clark Kent is just suuuuuuuch an interesting person, it's cool because he's secretly Super Man. It's important for something like a Werewolf to be able to switch back to normal because returning to a human state is an integral aspect of werewolves, but super heroes? Many super heroes don't even have alternate identities. The ones who do are rarely interesting as normal people, their identities exist specifically to blend in and avoid drawing too much attention to their crime fighting alter egos. IMO, if we're trying to go for the "secret identity" angle, transform is not the way to do it.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I think we should stay away from planeswalker shenanigans too. I'd rather do legends than planeswalkers if it comes to that, which I hope it doesn't. (I'm I missing something with the dashes here?)
I forgot about magic, though ironically it's the one category I'd probably leave out here.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
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DISCLAIMER: Like Theros or Innistrad, this set is aiming to be Magic's take on comic books, not actual comic books. We'll try to capture the common tropes and themes of the genre, not copy and paste the characters we know and love.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Traps
(Primary UB, secondary W)
Monstrosity
(Primary RGU)
Suit Up (Whenever this creature attacks or blocks, you may attach an equipment you control to it.)
(Primary RW, secondary U)
Revive (COST, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
(Primary WB, secondary G)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Secret identity (transform?)
Mad science (perhaps a mechanic that involves counters as a way of changing the nature of creatures)
Superpowers (I think this should be an ability word, allowing the superhero/villain to preform some useful action without paying a mana cost)
Heroes versus villains (there will be a type for heroes and villains, and each tribe should have its own mechanic - for example heroes could be about +1/+1 counters while villains are about -1/-1 counters)
I also think legendary creatures should play a role as much as Kamigawa block had, but we should give more thought to how the common people should interact with a world of superheroes, in a similar fashion to the way common people interact with gods in Theros.
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Transform is a good idea.
Since every superpower is different we shouldn't boil them down to a single type of ability.
+1/+1 and -1/-1 counters don't mix; and Hero and Villain tribal sounds like linearity city.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That said, I think it's going to be critical that we find a way to represent superheroes mechanically that isn't just a bunch of Morphlings, a since a format full of creatures that complicated seems like a nightmare, if a flavorful one.
One thought that occurs to me is that we might try and do a Time Spiral-like pastiche of one-off returning mechanics to represent the various hero abilities: Things like Annihilator, Changeling, and Infect spring to mind as powerful creature-based abilities that correlate nicely to various superheroes. I suspect we might have an indestructible creature or two running around, as well.
I'm also a little less interested in a Watchmen-like reckoning of the superheroes than I might otherwise be, given that we're coming straight out of Theros block, which is basically doing the same thing. We might consider harkening back to Odyssey block, with the idea of a corrupting influence of mana starting to affect people in ways that mimic superheroes gaining their powers, and a plane having to adjust to these new presences. (Conveniently, that mirrors several of the X-Men storylines.)
Oh, and a very simple mechanical issue occurs to me: how to distinguish superhero flight from regular flight. Flying (or otherwise defying gravity/physics) is one of the most iconic and resonant superhero powers, and we might want to consider the ways in which in might be annoying to have something like a Bird token able to interact in combat with a superhero.
More later!
The one thing I still really like from my superhero miniset is a "can't be blocked except by other legendary creatures" keyword. This would ensure that flying heroes could only be stopped by one another.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I agree pretty much with what void_nothing said. Super Powers are not one single ability and hero/villain tribal is something I definitely want to avoid.
I'm also pretty weary of a "legends matter" theme. I mean, Theros block has heroes at common, and I was picturing this world to be similar to that. Super heroes are still powerful, they're just not amazing, one-of-a-kind beings. Not every one is going to be a Jaya Ballard, Task Mage or a Morphling. A lower level hero might just fly (and still get blocked by bird tokens).
Anyway, here are a couple of my ideas from earlier.
Heroes, Villains, and Monsters
My idea for the set involves three main tropes, Super Heroes, Super Villains, and Giant Monsters (Kaiju). Heroes are obviously the focal point of the set, the get the most real estate and can be represented in a number of ways (more below). For the Villains, I really want to capture a Johnny feel, even in limited. The appeal of being a super villain is making some kind of dastardly plot that comes together in victory, so I want to achieve this feeling as opposed to just making "evil super heroes". Maybe a couple of alternate win conditions, or just some out-of-the-box strategies like Burning Vengeance or Spider Spawning. Finally, I don't know about you guys, but I've always liked the idea of Kaiju in a comic book world. It's not entirely comic book based, but it fits so well for a setting with super heroes to be constantly attacked by giant monsters they have to fight. It gives some variety from the super hero/super villain dynamic, and creatively justifies the need for super heroes a little better (you'd think they'd defeat all the super villains at some point, right?)
Five Types of Heroes
By my estimation, there are five main types of super heroes. These categories are not exact, but do give a pretty good idea.
Natural: These heroes are just naturally gifted with super powers. This is seen less in actual comic books (which revel in long, complicated backstory) and more in other super hero based media (like The Incredibles). However, I do consider things like The X-Men or Heroes to be in this category, since even though they're technically mutants (see below), they're born with powers rather than acquiring them.
Biological: These heroes get their powers from some scientific mutation gone horribly wrong (or right). Examples: The Hulk, Spiderman
Alien (sometimes "Gods"): These heroes appear to be ordinary (or sometimes make no attempt to do so) and have powers based on the innate abilities of their alien race (or due to some difference earth has from their own world). Examples: Super Man, Thor
Techie: These heroes are usually normal people who get power based on some advanced piece of technology. Examples: Ironman, Cyborg
Bad Ass Normals: These heroes have no power, and fight crime using their own physical strength and skill or a host of gadgets. They're distinct from Techies because they are defined by their own individual skill, rather than one specific piece of equipment. Examples: Batman, Black Widow
I'm not sure how we want to utilize these, or even if we want to include all of them. Maybe the "aliens" of this world are the non-human species?
Potential Mechanics
I've thought a lot about this, and there are actually a large number of mechanics that could potentially be brought back in this set. I'm not sure how many you guys are comfortable with, but here's what I've thought of anyway.
Heroes
Exalted: This is a mechanic that works on both heroes and "support" characters that captures the flavor of a society that reveres these heroes while also allowing for small creatures to grow large in size acting for the group (very super-heroy)
Evolve: This is an idea I had for a Mutant mechanic. My idea was to differ from the original usage of Evolve by putting more focus on evolving once, instead of trying to grow multiple times. Mutants would start vanilla, but gain an extra ability once they get a +1/+1 counter to represent the acquisition of a new ability.
Morph: While very hard to design for, Morph is the perfect "secret identity" mechanic. It also has the benefit of being useful for both heroes and villains.
Allies: On the one hand, Allies seem like an awesome thing to bring back in this set. On the other hand, this may get too "hero tribal". Personally, I think a better tribal idea is to make Mutants that all work together very well (Perhaps with a +1/+1 counter theme), since most Mutant stories (again like X-men or Heroes) involve large groups of heroes as opposed to individual ones.
Level Up: I thought about level up, and personally I'm not a fan. It's a mechanic that best captures growth, which is a factor in super hero stories but not often the main focus. I mostly don't like how it severely limits how much we can put on one card.
Champion: Champion is an interesting mechanic that does have some nice flavor. I do worry about how well it plays though, and the fact it can't really be at common. Might be best to stay away from this one.
Equipment Matters: This is definitely a theme that should be in this set IMO. Equipment is a huge part of super heroes, many of them have powers based solely on a single piece of weaponry. Others have multiple gadgets that they use. Even heroes with innate powers often have a signature weapon.
Villains
Traps: I think this is a perfect villain mechanic. Not only is it flavorful, but it allows players to achieve that super villain feel by tricking their opponents into falling for their traps. (I would probably design traps a little differently to give the player more ability to control the trap instead of just getting lucky with their opponent's mistake.)
Quests: While the name "quest" isn't exactly fitting, the idea of having a plan to work towards is very villany.
Transmute: Transmute is a mechanic that fits very well into the whole "scheming" motif. Unfortunately WotC has stated they don't really like this type of mechanic anymore, but maybe it's worth some thought.
Forecast: Nothing says evil villain like an evil monologue, while forecast has some different flavor in the Azorious senate, here it's more of a "here's what's coming for you" vibe. Again, this is something WotC wants to move away from as it makes the game too stale, but I thought I'd throw it out there.
Hideaway: Probably not a mechanic we want to base a set on, but I would definitely love to see this come back here.
Monsters
Monstrous: This mechanic is based on the point in a fight where your enemy suddenly gets stronger. IMO, that trope is all too fitting in a comic book set, as the mid-fight "oh crap" moment is universal to the genre.
Devour: I've always had a soft spot for devour, but maybe it doesn't really fit too well here.
Annihilator: Nobody likes annihilator, I just thought I'd mention it.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Empower (If this creature is enchanted it is legendary)
Then you have a whole bunch of aura's that act as super powers - so you can basically create your own hero!
Super Flight U
Enchantment - Aura C
Enchant Creature
If Enchanted creature is legendary it has flying and can't be blocked except by other legendary creatures.
So then combined with Transform and Level you would have creatures like this
"Peter Parker" G
Creature - Human C
0 Whenever ~ becomes the target of an aura place a level counter on ~ -- 1/1
1 Empower -- 2/2
2 Hexproof -- 3/3
and
"Magneto" U
Creature - Human C
Whenever ~ becomes the target of a black aura transform ~
1/1
//
Empower
Can't be blocked unless it is blocked by three legendary creatures.
3/3
Those are my ideas - sorry to but in
Devour seems great, actually, especially if we can agree to reintroduce the Citizen token back into the lexicon.
We also might want to consider the idea that one superhero and one super villain have ascended to Planswalker-dom, in order represent the overall goals of the good and evil factions warring on the plane. Certainly comic books are no strangers to good guys and bad guys being forced to team up to face even-worse guys, which might be an interesting direction to take this if we're thinking of it as a block structure. This could work even if we're not that concerned with fitting in Planeswalkers, though I think they're a natural fit, and we might be able to justify doing things with the card type that haven't yet been done.
Also, we can't solely rely on returning mechanics.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I personally really like the idea of having monsters be part of the set, mostly because I don't want the set just being divided between heroes and villains.
Bloodthirst seems kind of out of place here, what's your thought process behind that?
While this is true, we also have a lot more leeway in this area. We don't really have to worry about sales or anything, so if we wanted to use multiple returning mechanics it wouldn't be a huge issue.
Also, remember that the suggested mechanics can be just be used as a jumping off point. For instance, we may not want to use exalted, but we can use it to find something that works better.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
That's... not true. Every block does, for sure, but not every set.
Gideon would be a hell of a good fit in this setting.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
And yes, I meant every block. But also every first set in each block (Shards of Alara, Zendikar, Scars of Mirrodin, Return to Ravnica, Theros) The only one that doesn't is Innistrad.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Alternatively, we could keep to a more "magic-esque" setting and put these heroes in a less advanced world.
@.Rai: In terms of speed, I think we need to figure out what we want the feel of the set to be. Innistrad was about dread, Theros was about building up, what's the main theme(s) we want to express here?
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Ability <COST> (You may cast this face down as a 1/1 Citizen creature for 2. Turn it face up any time for its ability cost.)
or
Ability <COST> (You may cast this face down as a 1/1 Citizen creature for 2. You may turn it face up when a crime is committed.)
or we could go with a Transform riff, make the one side citizen-like, utilize a different trigger.
I think right now we need to find some focus. Let's pick a particular theme or feel we want to aim for, that will allow us to narrow down our mechanic ideas more easily.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
(I'm also aboard the citizen token train.)
Again, I think what we need to do is find a theme to focus on. That will help us decide whether or not things like morph or transform fit the set. I mean, the secret identity takes center stage in some stories but is completely absent from others. Does it even make sense for the heroes to be secret in this world? These are the kinds of questions that can help us decide what direction to take.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
How about a planeswalker matters theme? P-rhaps we could do p-walkers like K-block did l-gends?
You forgot one - Magic.
I forgot about magic, though ironically it's the one category I'd probably leave out here.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing