Quote from Phantom_King_Radix »Welcome abord and thanks for the input.
I think Sarkhan, Narset, and Ugin should all definitely be in the block; the real question is in which colours, and who else is there.
I don't know about devour, most of Tarkir's dragons dont eat people as much.
Or you could use a different colour for the morph cost. Say a green creature that morphs by paying red, and then it pings for 1.
The thing with the conflict is you have to define why the clans are rebelling.
Quote from Phantom_King_Radix »I was thinking the same thing about conflict between Narset and Sarkhan. I think they would both be essential to the story. Narset would instigate it through her search for knowledge, and obviously Sarkhan thinks the world is good as is.
I cant see a Tarkir without Sarkhan, and Narset is popular so they are both given; but what colours are they?
I agree on morph in the new timeline, but would it be too confusing to have all 3 versions of morph? Megamorph could be something just in the first set in a couple cycles, since it is a rather simple variant.
I feel Ugin should be in the set since he is rather central to the dragons. You could offset the three returns with 2 walkers who werent, so no Sorin. Especially if you mess with Sarkhan's colours again.
Also is there any mechanics other than morph that should return?
I thought maybe shifting exploit to Abzan and flavour it as Abzan doing whatever it takes to survive and maybe making a deal with a Rakshasa.
Quote from Phantom_King_Radix »How many mechanics are there usually?
But part of clan/shard/guild identity is often with a mechanic as well. I think having some mechanics to differentiate the old from the new might help
But I think having the 5 clans without each having their own keyword would be a mistake.
One more idea I had was of Legendary matters. I love Legendary creatures and the Heroes blade was sweet. Having more legendaries than normal would be something I am interested in.
Quote from Phantom_King_Radix »I suppose you are right with the keywords, I guess we just have to see what we come up with. If the mechanics have enough space to be contrasted there only needs to be one, leaving more room for other mechanics.
On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
Quote from DJK3654 »Quote from Phantom_King_Radix »[quote]On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
I would cut the slot for the extra uncommon (Scion of Ugin in DTK). This gives us 1.08 as-fan based on the standard 274 card set.
Quote from Phantom_King_Radix »[quote]On another note, what do you think of the dragons? How many should there be? I am thinking the amount we had in Dragons, with a cycle of 5 commons as well. This brings the as-fan of dragon creatures to approximately 1.09 without counting mana rocks, token producers, and dragons matters cards.
Quote from Phantom_King_Radix »
Fair enough. We could always bring back the scion in the small set if we want or need. 6 cycles of 5 should be enough.
Out of curiosity, how do you calculate as-fan? I calculate it as: As-fan=((factor/#ofcommons)*10)+((factor/#ofuncommons)*3)+((factor/#ofrares)*0.875)+((factor/#ofmythics)*0.175)
And are we going with the standard: 100 commons, 80 uncommons, 54 rares, 15 mythics, and 25 basic lands?
On another note, I think we should get a basic outline of what each clan/brood means, both philosophically and mechanically. It doesn't need to be finalized, but a rough outline seems important.
Quote from DJK3654 »
Philosophically- more self centered and ruthless than the original Abzan. Driving force of spite for the communal control of the dragons
Mechanically- stronger grave/death focus, use graveyard as a common way to power the +1/+1 counter stuff.
Philosophically- more independent and emotional than the original Jeskai. Driving force of desire for freedom, individuality and expressiveness
Mechanically- more aggressive, more focus on using prowess sort-of stuff to beat down rather than maintain board control.
Philosophically- more communal, more disinterested in necromancy than the original Sultai. Driving force of desire for re-connection with nature.
Mechanically- less of the exploit sort-of effects, more delve like ones (these are more ). Perhaps subtheme of using grave for tokens?
Philosophically- more social, well organised and less ruthless than original Mardu. Driving force of desire for coming together.
Mechanically- more focus on the swarm/overrun component of the strategy rather than using individual, larger aggressive creatures.
Philosophically- greater desire for knowledge and civilisation than original Temur. Driving force of use for science and technology
Mechanically- less aggressive, less push for having multiple high power creatures- allow counting of creatures from other places than battlefield to make it easier to get bonuses using fewer creatures.
Quote from MajoraXThe explanation is simple: mortals trample; Gods annihilate.
Quote from Phantom_King_Radix »Also if anyone else wishes to contribute, just step in.
Quote from SecretInfiltrator »BTW, "Blood and Fire" is such a great and fitting phrase for the story, I wouldn't mind just using this as the block-title; maybe make the set names based on them something like "Tarkir: Dragonfire" and "Blood of Khans". <.<
Quote from 5colors »Maybe use hybrid like they did in Fate Reforged, in order to fit the dragons and clans together and giving a mechanical difference. The clans cans use hybrid activation costs and/or caring about the other colors in it's wedge and the dragons can just be two colors. This way we have a difference between the two groups while giving some overlap between them as well.
Maybe have both the groups share mechanics and with the clans and dragons caring about differ themes. Maybe the dragons theme is tribal while the clans play with multicolor themes.
Quote from Mechahunter »DJK3654's philosophies ideas are pretty much spot on imho, and for the black mana planeswalker, instead of making a new one you guys might be able to use Ob Nixilis instead?
Quote from SecretInfiltrator »Hi, I just wanted to add my voice to the mix.
One thing that would need to be addressed is the fact that Dragons rule supreme because of the Dragon Storm. Either as result or as igniting moment of the story the storms should vanish or at least weaken. I would use it as starting point of the story since it gives an incident that would explain why all clans at once see this as their time to attempt a rebellion - such a vast planar event could also be a entering point for planeswalkers. Since the storms are tied to Ugin, one might also simply not have him in the set and just imply that something is causing his influence o Tarkir to wane - without specifics there is no need to contradict canon too immediately.
Quote from SecretInfiltrator »I don't fully understand the idea behind how you suggest hybrid is to be incorporated. Can there be an example?
Quote from theMarc »PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.