So I was thinking if any of these sound interesting, to solve the mechanics issue in Fire you could have five mechanics that work for the Dragon Faction, and in Blood you could have 5 mechanics used by the khans faction, and they would blend into each other (with some morph variant appearing in both blocks)
Abzan GWB- Motivation for rebelling-A desire to honor their ancestors and to seek personal advancement
Dromoka Mechanic-Greater Good: Whenever you cast a creature spell you may sacrifice this creature to put +1/+1 counters on a creature
Abzan Mechanic-Ancestral Blessing: When this creature etb's you may exile x creature cards from your graveyard to do x
Examples:
Dromoka SquireGW
Creature-Human Warrior
Greater Good 2:Whenever another creature enters the battlefield under your control you may sacrifice this creature, if you do put 2 +1/+1 counters on target creature you control.
1/1
Abzan SquireGWB
Creature-Human Warrior
Ancestral Blessing 2: When you cast this creature you may exile up to 2 creature cards from your graveyard.
Abzan Squire enters the battlefield with x +1/+1 counters on it where x is the number of cards exiled with it's ancestral blessing ability.
2/2
The mechanics play well together, but one is more self-serving and based on the individual (Black Focused)
Jeskai RUW-Motivation for rebelling: A desire to freely express themselves as individuals
Ojutai Mechanic-Oppress: Whenever you cast a noncreature spell tap target creature
Jeskai Mechanic-Prowess: The Jeskai get back to their roots
Examples:
Ojutai EnforcerUW
Creature- Human Wizard
Oppress: Whenever you cast a noncreature spell you may tap target creature
1/2
Jeskai BattlemageRWU
Creature- Human Wizard
Prowess
3/3
The mechanics work well together, but one promotes inaction while the second promotes more active combat (Red Focused)
SultaiBUG-Motivation for rebelling: come to believe Dragons are not innately superior and are upsetting the natural order
Silumgar Mechanic-Ebb: On cast put cards from the top of your deck into your graveyard for some effect
Sultai Mechanic-Scheme: Tap this creature and another creature you control that shares a color with it *Blank* (All abilities would be based off gy)
Examples:
Silumgar Mindwracker1UB
Creature-Human Wizard
Ebb 6: When you cast this spell you may put the top 6 cards of your library into your gy, if you do target player puts a card from their hand on top of their library.
2/2
Sultai ConspiratorBUG
Creature-Naga Rogue
Scheme: Tap this creature and another creature you control that shares a color with it: Put target card from your gy on top of your library
1/4
The first ability provides fuel for the second (since all Scheme effects will involve the gy) while the second ability is creature Oriented (Green Focused)
TemurRUG-Motivation for rebelling: Believe Atarka is steering them to ruin and want to create a better world
Atarka Mechanic-Conquer:Whenever this creature deals combat damage to an opponent you may put a basic land card from your hand onto the battlefield tapped
Temur Mechanic-Awaken: (As seen in BFZ, but this time in more appropriate colors)
Examples:
Atarka Raidleader1RG
Creature-Human Barbarian
Conquer 1: Whenever this creature deals combat damage to an opponent you may put a basic land card from your hand onto the battlefield tapped
3/2
Temur WhispersRUG
Instant
Untap up to one target creature and one target land
Awaken 4-2RUG: Put 4 +1/+1 counters on target land you control and it becomes a 0/0 creature with haste that is still a land.
First mechanic uses attacking creatures to ramp, second uses ramp to be much more spell oriented (Blue Focus)
MarduRWB-Motivation for Rebellion: Desire for more stability and cooperation w/in their ranks
Kolaghan Mechanic-Bloodlust: When you cast this spell if an opponent lost life this turn *blank*
Mardu Mechanic-Overwhelm: As long as you control more creatures than each opponent *Blank*
Examples:
Kolaghan RavagersRB
Creature-Goblin Berserker
Bloodlust: When you cast Kolaghan Ravager if an opponent lost life this turn put a 1/1 red goblin creature token onto the battlefield
2/1
Mardu HordemateRWB
Creature-Orc Warrior
Menace
Overwhelm-As long as you control more creatures than each opponent, Mardu Hordemate has Vigilance
3/3
The first mechanic wants to get creatures out onto the board and deal damage as fast as possible while the second wants uses those creatures to go wide and turn into more of a token/weenies gameplan (White Focus)
Anyway sorry if this is too much, I had some free time today and it seemed like fun to brainstorm a few mechanics, hope some of these help with your custom set!
U Taigam, WU Narset, RG, maybe U Sarkhan,and, of course, C Ugin.
Story
My idea for the story was that a high-ish ranking RW Kolaghan orc rebels against his Dragonlord, and kills Kolaghan. The other clans rise up and kill/enslave the other Dragonlords.
Narset would side with this orc guy, in favor of the return of clans, and Sarkhan would be all, "NOOOOOOOOOO!!!" at the fall of dragons, and fight for them, with a Sarkhan v Narset confrontation. I can't think of what Ugin would do, though. And since we need a Jacetuss league guy to "tie in with the story," who would be a good fit? Not Jace, I can't see Gideon here, Nissa would stay on Zendikar, and unless a Demon is here, Lili would not come here. Chandra, I guess? But then there's no B walker...
Fire would be the aftermath of the war.
Mechanics
Morph should return, but JUST normal morph. Not megamorph (horrible, horrible name), manifest would be cool, but both in a set is WAY too complex for the NWO. There could be alternate morph costs, like somebody said, a G card that morphs for R, or for Silumgar a sacrifice morph.
Ojutai/Jeskai mechanics: Possible returning:
Spell Mastery
New:
Something focusing on meditation for Ojutai, something more combat oriented for Jeskai.
Themes: Ojutai-Meditating and stuff, self bouncing, R Jeskai-Spells and martial stuff, maybe spell mastery on creatures.
Kolaghan/Mardu mechanics: Possible returning:
Raid (unnamed)
Battle cry
New:
Rewarding attacking for Kolaghan, maybe additional combat phases on 3-4 cards, and I like battle cry for Mardu, especially if it's W-focused.
Themes: Kolaghan-Attacking as much as possible, W Mardu-Helping the attackers (Battle cry).
Silumgar/Sultai mechanics: Possible returning:
Unearth
Delve
New:
A sacrifice mechaninc for Silumgar, similar to exploit, Some sort of delve-y graveyard mechanic for Sultai.
Themes: Silumgar-Sacrifice and using others to achieve their goals, G Sultai-Using the resources for helping growth and nature.
Dramoka/Abzan mechanics: Possible returning:
Support (I don't want +1/+1 counters either, but it's kind of their thing. And Support is better than Bolster.)
New:
Graveyard hate, maybe, for Dramoka, +1/+1 counters, and ancestor worship for Abzan.
Themes: Dramoka-Maybe exiling the dead to prevent ancestor worship, B Abzan-Sacrificing guys to protect others, dealing with the exiled guys ("worshipping" them, or something).
Atarka/Temur mechanics: Possible returning:
Uh... we need new ones!
New:
"Eating" permanents for Atarka, but not Devour, and something involving 3/1 blue illusions that get sacrificed when they become targeted for Temur.
Themes: Atarka-Huge guys, U Temur-Spiritual shamanistic stuff, elementals and illusions.
Silumgar III 3UB
Legendary Creature - Elder Dragon (M)
Flying
Oppress (When this creature enters the battlefield, target player sacrifices a creature.)
When Silumgar III oppresses a creature you control, draw two cards.
4/6
Temur Spell UU
Instant (C)
Chant. (Put a 3/1 blue Illusion creature token onto the battlfield. Sacrifice it when it becomes the target of a spell or ability.) RG: Chant, then exile Temur Spell. Activate this ability only if ~ is in your graveyard.
Abzan Worship 2BW
Enchantment (U) 1B, Exile a creature card from your graveyard: Put a +1/+1 counter on each creature you control.
Atarka Morpher 2G
Creature - Human Warrior (C)
Morph 1R(You may cast this face down as a 2/2 creature for 3. Turn it face up at any time for its morph cost.)
3/3
Hordechief Guy 2W
Creature - Human Warrior (C)
Battle cry (Whenever this creature attacks, other attacking creatures get +1/+0 until end of turn.)
When Hordechief Guy enters the battlefield, put a 1/1 white Warrior creature token onto the battlefield.
1/2
Taigam, Master under Ojutai 3U
Ledgendary Creature - Human Monk (R)
Flash
Prowess Spell mastery -- As long as there are two or more instant and/or sorcery spells in your graveyard, Taigam gets +1/+1 and can't be blocked.
2/4
Jeskai Efreet 1R
Creature - Efreet Monk (C)
Incite 2 -- R (R: This creature gets +2/+0 until end of turn. Activate this ability only if you cast a noncreature spell this turn.)
Chant is a horrible name, but, meh.
To make some things work, I think there should be a rules change so that morph creatures with ETB mechanics have alternate reminder text.
Dude 3B
Creature - Example Cleric (B)
Morph 2B
Oppress (When Dude enters the battlefield or is turned face up, target player sacrifices a creature.)
When Dude oppresses a creature you control, you gain 5 life.
2/2
So it would have alternate reminder text to clear up some issues and questions.
Well, that's it, I hope that was helpful and this seems like an interesting project!
"Battlelands" already don't make sense because unless the other 5 are printed in "Ravnica the Third: Battle for Jace's Head" or something, "battle" means impressively nothing.
So I was thinking if any of these sound interesting, to solve the mechanics issue in Fire you could have five mechanics that work for the Dragon Faction, and in Blood you could have 5 mechanics used by the khans faction, and they would blend into each other (with some morph variant appearing in both blocks)
This setup doesn't do a good job of conveying the conflict, and is pretty much just Khans block's setup again.
Dromoka Mechanic-Greater Good: Whenever you cast a creature spell you may sacrifice this creature to put +1/+1 counters on a creature
Should probably be 'whenever another creature enters the battlefield under your control' rather than on casting. This not only works with tokens, which is quite a thing, but it's probably more intuitive of an interaction with counterspells- your example card has this change already for some reason. The 'to put +1/+1...' is not proper formatting. It's also weird that this triggers of playing a specific creature, but then you can just put counters on anything. I'd change that to putting the counters on the creature you play.
With formatting:
Greater Good N (Whenever another creature enters the battlefield under your control, you may sacrifice this creature. If you do, put N +1/+1 counters on that creature.
Abzan Mechanic-Ancestral Blessing: When this creature etb's you may exile x creature cards from your graveyard to do x
This might be too close to Delve.
Oppress: Whenever you cast a noncreature spell tap target creature
Too similar to Prowess and not enough design space.
Jeskai Mechanic-Prowess: The Jeskai get back to their roots
Prowess is evergreen. Using it as a faction mechanic would cause riots . It would be like Rakdos's mechanic in RTR being haste. Even if it wasn't evergreen, it would still be a returning mechanic, and that inequality with other factions getting new mechanic would still be upsetting to people.
Silumgar Mechanic-Ebb: On cast put cards from the top of your deck into your graveyard for some effect
This is a false choice mechanic, and that's bad. The problem here is that the 'cost' for opting to use the ability is not really a cost. Any good deck with this mechanic will almost always opt to use it- new players will make the mistake of not using it enough and experienced players will be bored by it because it's basically going to function as tacked on milling.
Sultai Mechanic-Scheme: Tap this creature and another creature you control that shares a color with it *Blank* (All abilities would be based off gy)
This is probably too similar to Cohort to be interesting enough, given it's just not very exciting anyway.
Atarka Mechanic-Conquer:Whenever this creature deals combat damage to an opponent you may put a basic land card from your hand onto the battlefield tapped
I don't think this has enough design space.
Temur Mechanic-Awaken: (As seen in BFZ, but this time in more appropriate colors)
See problem with using Prowess again.
Kolaghan Mechanic-Bloodlust: When you cast this spell if an opponent lost life this turn *blank*
Bloodthirst is a thing, this is too similar to warrant existing, and repeating Bloodthirst is not a good idea for reasons already stated.
Mardu Mechanic-Overwhelm: As long as you control more creatures than each opponent *Blank*
My duty calls
It is my obligation to point out every mechanic that suffers from the opponent matters problem, because it seems to happen so often. A mechanic that cares about the opponent is hard for the player using it to control, and this isn't very fun when players are playing a strategy game, it gives the feeling that skill-determination of victory is being taken away. It changes it's power largely simply because of the matchup, making it like randomness, it's the same root problem why players hate mana screw, and why Intimidate and Landwalk were discontinued.
First point, assuming each faction wants to have it's own mechanical identity, I saw a 5/5 split as a way to do it. The conflict would be shown by having the khan mechanics (repressed by the dragon mechanics in fire) come forward in blood
On the Abzan mechanics: The example card is how it should be, and I like the idea of it only going to the creature that etb'd. These were just rough ideas for fun and on all of them I wasn't really worrying about proper formatting. For the second one while it exiles cards from the gy like delve that's the end of the similarity. Delve is an alternative cost, while this one is a additional cost similar to kicker except only using creatures in the gy and providing spell abilities.
Jeskai Mechanics: Oppress is definitely very limited, and I forgot about Prowess being Evergreen now
Sultai mechanics: I had that thought about ebb when I was writing it out but decided to charge, perhaps adding a mana cost onto it as well? But then it just becomes kicker (probably just needs more thought period) I agree scheme and cohort are very similar, the alternative idea I had for scheme was "tap: For each creature in your gy that shares a color w/ this creature *blank*" It plays w/ sultai's self mill and differes more from cohort
Temur Mechanics: I actually think there is a lot of design space w/ conquer, it on it's own is really simple but interactions with it on individual cards give it much more breadth (similar to how in KTK the endure ability of the abzan was pretty lackluster but all the +1/+1 counter lords made it more interesting) I think that a few cards that search library for lands, a few that care how many you have, and a few with unkeyworded landfall would make it fine. I really like Awaken for temur flavorfully but I see your point about some factions getting new mechanics while others don't being a letdown
Mardu Mechanics: I would argue that bloodlust is different enough from bloodthirst to be it's own thing. Bloodthirst gives set numbers of +1/+1 counters and requires damage. Bloodlust is not numbered, only wants loss of life (regardless of how) and gives a spell affect. I guess like how I feel ancestral blessing is different enough from delve. Both lust and thirst reply on an opponent losing a little life, but that's where the similarity ends. As for overwhelm that makes sense, I feel it could be cool if there were another mechanic in the set that cared about having less creatures than each opponent, but this isn't my custom set. If I ever make one maybe I'll give it a try.
Anyway thanks for all the feedback, if the OP decides to use any of the ideas I put up here you've made them better and clearer, and OP will have a better idea of whether they want them.
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My Decks:
UG Merfolk RG 8-Whack BWG Abzan midrange GRB Living End UWB Spirit Control
GU Kruphix's "Hug Assassin" RW Kalemne's "Play Fatties and Hope for the Best!" BUGW Atraxa's "All counters, all the time"
First point, assuming each faction wants to have it's own mechanical identity, I saw a 5/5 split as a way to do it. The conflict would be shown by having the khan mechanics (repressed by the dragon mechanics in fire) come forward in blood
But the first set has the conflict as well. Having all the dragon broods with mechanics but none of the new rebel clans have one is a poor way of showing the dichotomy. See Scars of Mirrodin block, both the mirran and phyrexians had subdivisions, but the mechanic focused on showing different aspects of both groups in general. I think that's what should be done here.
On the Abzan mechanics: The example card is how it should be, and I like the idea of it only going to the creature that etb'd.
It does make more sense.
For the second one while it exiles cards from the gy like delve that's the end of the similarity. Delve is an alternative cost, while this one is a additional cost similar to kicker except only using creatures in the gy and providing spell abilities.
But similarity to delve is especially important here because delve was one of the major mechanics for a different faction than this one. So, being similar can confuse the faction boundaries, and I'm worried this does that. Obviously, because of the shift, being closer to some of the other factions makes sense, so it's fine up to a sizable degree.
Sultai mechanics: I had that thought about ebb when I was writing it out but decided to charge, perhaps adding a mana cost onto it as well? But then it just becomes kicker (probably just needs more thought period)
Maybe a draw card version of Scavenge?
i.e.
'Recycle' [cost] ([cost], Exile this card from your graveyard: Draw a card. Recycle only as a sorcery)
Other effects could be added on top of drawing a card, like
Recycle
When you recycle ~, untap a creature you control.
or drawbacks
Recycle
When your recycle ~, you lose 2 life.
and cards that care about doing it like
Whenever you a recycle a card, draw an additional card.
the alternative idea I had for scheme was "tap: For each creature in your gy that shares a color w/ this creature *blank*" It plays w/ sultai's self mill and differes more from cohort
For one, the colour sharing theme here is problematic when two/three colour decks want to be a thing- this aspect encourages playing less colours to align more of your creatures.
Having an added mana cost would also make sense here.
Temur Mechanics: I actually think there is a lot of design space w/ conquer, it on it's own is really simple but interactions with it on individual cards give it much more breadth (similar to how in KTK the endure ability of the abzan was pretty lackluster but all the +1/+1 counter lords made it more interesting) I think that a few cards that search library for lands, a few that care how many you have, and a few with unkeyworded landfall would make it fine.
Maybe
. Both lust and thirst reply on an opponent losing a little life, but that's where the similarity ends.
No. Both give you an additive reward without further cost than the circumstantial. The core of both mechanics is the same. Bloodthirst cards could be made into Bloodlust with very little difference. It's basically just a broader version, and that's far from always an advantage anyway.
Hello all, I just noticed discussion restarting. Great to see it. I was taking it slow and doing some design on my own, I was going to compile it and update later. But with this new conversation I will update the OP within a couple days with what I have.
1. I think returning mechanics might be alright. There were no riots when Ojutai got Rebound.
2. For total mechanics, I want each of the 5 resurgent clans to have their own mechanic in Fire. Morph will definitely be back. I was actually working for Wizards and designing this, I would just make Megamorph a flip-effect; but I am considering using Megamorph still just to contrast the Clans with the Broods.
3. I am actually focusing more right now on defining the current Broods. I want there to be continuity from Ancient Clans, to Dragons Broods, to current Broods, and to the resurgent Clans. And I don't want these clans to just be the clans from Khans. These exist in a world with Dragons, and this should impact them. I also want the dragons to still exist, leading to my next point.
4. Some Dragons will still be in the Clans. The Dragons and non-Dragons are currently rather integrated, and I don't see this bond suddenly breaking. There will still be "free" unaffiliated Dragons like the Unfettered; but there will also be Dragons in the Clans.
5. For Blood, I will be dividing factions about 60-65% Dragons, to 35-40% Clans. The Clans will be primarily focused in the enemy colour, but will show up in the Broods main colour for a few cards as well. They will not show up in the allied colour however. This is to prevent the first set from being 3 colour right away, instead it will be Allied Broods vs Enemy Clans.
6. I did have a similar idea that Michaelmvm had as well. I like the idea of the conflict starting with the death of a Dragonlord. But I think it would work better as the climax of Blood's story. Of course this is still under consideration.
7. The conflict will be depicted in Blood, with Fire depicting the aftermath and the resurgent Clans made up of both Dragons and non-Dragons.
8. The story will be set a few years down the line, because of this I will presume the story will have progressed a little bit. I would like to have Ob Nixilis and a new either WR or UG member of the Gatewatch who would show up in Fire chasing Ob Nixilis. I will also make references to events that are our current future. This also feeds into an idea I have.
9. I want this set to basically create a custom draft cube, but it would be cool to make Block constructed decks as well. Once I am finished this I will be making other blocks and I could make a format using these custom sets. I am also a bit of a Vorthos so I would create my own story following these sets. I would love if anyone else wanted to contribute to this story.
10.The mechanics will probably be divided over Broods vs Clans in Blood. I am thinking 6 total, with 3/4 new mechanics in Fire. In Fire there will be Morph+5 clan mechanics. In Blood the mechanics will definitely appear in some colours more than others, but I don't specifically tie them to any specific Brood, except maybe the +1/+1 mechanic for Dromoka/Abzan.
I will update within a few days once I have organized it. I have a few ideas for new mechanics (Sprint, Slayer), as well as the return of Reinforce. I am curious how Reinforce was perceived because I heard it was poorly received.
Since you are talking story right now, I suggest defining the "Crucial Story Events" of each set early on. It seems like the final one for Set 1 would be the Death of a Dragonlord event, but there would be five per set, so there is a lot still open. Having these events makes a great skeleton for the main story arc.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Yeah i should start that. The issue here is it isnt quite one story, there are 5 clans rebelling against their own broods. I guess I could depict Narset and Sarkhan's story since it is technically the main story.
Probably 5 main points for the story, and I will also define 3 points for each of the Clans/Broods. These wont be key story cards but you can still have things like Savage Punch that depict a fight between Surrak and Atarka.
My computer hates me! I just wrote this whole long thing, then i went to MSE to create example cards, tried to upload them. They wouldn't save as images, and Salvation doesn't accept the other types of files that it could save as. So I refreshed MSE, then opened it again, and.. guess what? All my progress was deleted!!! Then I closed MSE in disgust, and came back here. Then, I refreshed my page by accident, and my post was deleted. ARGGGG!!!!
Anyway, My suggestion in short was to cut Raid, Sprint, Dragonslayer, and Recycle, and replace them with Battle cry, Dragonlord (Dragonslayer but if you control a Dragon), and another Dragon mechanic:
Discharge (If you cast this spell for its discharge cost, it [also] deals 1 damage to each nontoken creature without flying [when it enters the battlefield].)
Not retyping everything, that was basically what I had said summed up. I'm annoyed now.
"Battlelands" already don't make sense because unless the other 5 are printed in "Ravnica the Third: Battle for Jace's Head" or something, "battle" means impressively nothing.
Hmmm... that's pretty Delve like. Perhaps too much.
Delicious irony, perhaps? =p
I meant to say "exiling creature cards from your opponents graveyard".
I don't like it. It feels even more UB and is not really mechanically workable without the addition of for opponent mill (black gets little and white and green get basically). Without that support, it's basically a grave deck hosing mechanic, and that's not something you want as a mechanic, it's something you want on the occasional sideboard card.
Hm, true. Maybe something along the lines of "sacrifice this creature, choose one: put X +1/+1 counters on target attacking or blocking creature you control, or deal X damage to target blocking or blocked creature your opponent controls, where X is this creature's (toughness or power)"?
If this thread is still taking suggestions, I had a pretty cool idea for an Abzan 'walker. Let's call her Natalia.
Basically, grows up in the Dromoka, oppressed but loyal. Then, with Anafenza's help, discovers necromancy and access to a small portion of Tarkir's forbidden history. With the seed of doubt planted, she starts investigating more, eventually running into Narset. After a brief altercation, Narset reveals what she knows about Tarkir's past, all but shattering Natalia's whole view of the world. Realizing that her people, as well as the rest of the peoples of Tarkir, were cheated out of a future where the clans reigned free and victorious over their oppressive dragonlords. Knowing that, if it weren't for some mysterious dragon-man messing with the natural timeline, the dragons would now be extinct and the people would be in power, she turns her attention to Sarkhan and Ugin. After further searching, she finds Sarkhan and fights him. The outcome is unclear, except that it results in Natalia focusing her efforts on finding and ending Ugin.
She grows up accepting the oppression of the Dragonlords as just the way the world is and was always supposed to be. But after learning of what could have been from Narset, she becomes bitter and develops a vendetta against Sarkhan for meddling with the natural order and robbing her people of a prosperous life, as well as Ugin for, basically, not dying when he should have.
That's pretty much all I have for her. Her origin story is unknown at the moment. While she hasn't had any involvement with Bolas yet, that is a fairly strong possibility for the future.
Regarding Bolas, He may fit in the block as well. He is shard-colored which would be kinda weird, but he would balance out the colors, given that the walker line-up would look like:
Mechanically for Natalia, I would focus on using the graveyard as a resource, but in very different ways than the Sultai. Conjuring spirits would be flavorful, focusing on creatures in the 'yard would probably be ideal. I don't know how that would fit in with the Abzan/Dromoka mechanics yall focus on, but that's just what I would aim for.
As for the rest of the set, I have no real contribution to the mechanics or anything.
Regarding Bolas, He may fit in the block as well. He is shard-colored which would be kinda weird, but he would balance out the colors, given that the walker line-up would look like:
Mechanically for Natalia, I would focus on using the graveyard as a resource, but in very different ways than the Sultai. Conjuring spirits would be flavorful, focusing on creatures in the 'yard would probably be ideal. I don't know how that would fit in with the Abzan/Dromoka mechanics yall focus on, but that's just what I would aim for.
Multicolor sets include at least one monocolor planeswalker. A mono-r or mono-U would fit well. THat planeswalker would need to be off-plane (there's always at least 1 nonnative 'walker) and probably a new character to balance the amount of old ones (though hardly a necessity: BFZ block has no new planeswalker character, and it looks likely that Shadows block won't have one either).
Regarding Bolas, He may fit in the block as well. He is shard-colored which would be kinda weird, but he would balance out the colors, given that the walker line-up would look like:
Mechanically for Natalia, I would focus on using the graveyard as a resource, but in very different ways than the Sultai. Conjuring spirits would be flavorful, focusing on creatures in the 'yard would probably be ideal. I don't know how that would fit in with the Abzan/Dromoka mechanics yall focus on, but that's just what I would aim for.
Multicolor sets include at least one monocolor planeswalker. A mono-r or mono-U would fit well. THat planeswalker would need to be off-plane (there's always at least 1 nonnative 'walker) and probably a new character to balance the amount of old ones (though hardly a necessity: BFZ block has no new planeswalker character, and it looks likely that Shadows block won't have one either).
In that case, Ugin doesn't necessarily need to be on Tarkir. Heck, if this block is supppsed to be the start of the clan resurgence, Ugin's absense could very well be the cause.
Imagine this: On another plane, due to the events of another plotline, Ugin is gravely injured and weakened (details? unclear at the moment). Because of this, he remains absent from Tarkir and the force of the dragon tempests begins to weaken as well. Suddenly, the people notice a drop in the dragons' numbers and start to wonder if a takeover is possible.
At first, Natalia remains loyal to her brood. She grew up thinking that the people were simply meant to live at the mercy of the dragons. But doubt starts to grow in the back of her mind that maybe the people could have a better life under their own rule. Maybe, as impossible as it seems, the people might not have to answer to the dragonlords any longer. Still, her loyalt holds.
Then, after encountering Anafenza's spirit and learning the truth from Narset, she realizes that the people could have- no, WOULD HAVE had a better life, a life free of the tyrannical dragons, had the timeline not been altered. She realizes that she and her people were robbed of freedom and prosperity that should have been theirs because someone went meddling where they shouldn't have.
Now, knowing that Ugin's life is connected to the continued existance of dragons on Tarkir, she as a reason to leave Tarkir in search of him after fighting Sarkhan in this block.
Basically, taking out Ugin leaves us with an open slot for a monocolor walker AND gives an interesting dimension to the story.
You don't need to replace ANY of your suggested planeswalker. You have four in your list, and the average block has five. I was making comments about mostly that fifth planeswalker.
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Abzan GWB- Motivation for rebelling-A desire to honor their ancestors and to seek personal advancement
Dromoka Mechanic-Greater Good: Whenever you cast a creature spell you may sacrifice this creature to put +1/+1 counters on a creature
Abzan Mechanic-Ancestral Blessing: When this creature etb's you may exile x creature cards from your graveyard to do x
Examples:
Dromoka Squire GW
Creature-Human Warrior
Greater Good 2:Whenever another creature enters the battlefield under your control you may sacrifice this creature, if you do put 2 +1/+1 counters on target creature you control.
1/1
Abzan Squire GWB
Creature-Human Warrior
Ancestral Blessing 2: When you cast this creature you may exile up to 2 creature cards from your graveyard.
Abzan Squire enters the battlefield with x +1/+1 counters on it where x is the number of cards exiled with it's ancestral blessing ability.
2/2
The mechanics play well together, but one is more self-serving and based on the individual (Black Focused)
Jeskai RUW-Motivation for rebelling: A desire to freely express themselves as individuals
Ojutai Mechanic-Oppress: Whenever you cast a noncreature spell tap target creature
Jeskai Mechanic-Prowess: The Jeskai get back to their roots
Examples:
Ojutai Enforcer UW
Creature- Human Wizard
Oppress: Whenever you cast a noncreature spell you may tap target creature
1/2
Jeskai Battlemage RWU
Creature- Human Wizard
Prowess
3/3
The mechanics work well together, but one promotes inaction while the second promotes more active combat (Red Focused)
Sultai BUG-Motivation for rebelling: come to believe Dragons are not innately superior and are upsetting the natural order
Silumgar Mechanic-Ebb: On cast put cards from the top of your deck into your graveyard for some effect
Sultai Mechanic-Scheme: Tap this creature and another creature you control that shares a color with it *Blank* (All abilities would be based off gy)
Examples:
Silumgar Mindwracker 1UB
Creature-Human Wizard
Ebb 6: When you cast this spell you may put the top 6 cards of your library into your gy, if you do target player puts a card from their hand on top of their library.
2/2
Sultai Conspirator BUG
Creature-Naga Rogue
Scheme: Tap this creature and another creature you control that shares a color with it: Put target card from your gy on top of your library
1/4
The first ability provides fuel for the second (since all Scheme effects will involve the gy) while the second ability is creature Oriented (Green Focused)
Temur RUG-Motivation for rebelling: Believe Atarka is steering them to ruin and want to create a better world
Atarka Mechanic-Conquer:Whenever this creature deals combat damage to an opponent you may put a basic land card from your hand onto the battlefield tapped
Temur Mechanic-Awaken: (As seen in BFZ, but this time in more appropriate colors)
Examples:
Atarka Raidleader 1RG
Creature-Human Barbarian
Conquer 1: Whenever this creature deals combat damage to an opponent you may put a basic land card from your hand onto the battlefield tapped
3/2
Temur Whispers RUG
Instant
Untap up to one target creature and one target land
Awaken 4-2RUG: Put 4 +1/+1 counters on target land you control and it becomes a 0/0 creature with haste that is still a land.
First mechanic uses attacking creatures to ramp, second uses ramp to be much more spell oriented (Blue Focus)
Mardu RWB-Motivation for Rebellion: Desire for more stability and cooperation w/in their ranks
Kolaghan Mechanic-Bloodlust: When you cast this spell if an opponent lost life this turn *blank*
Mardu Mechanic-Overwhelm: As long as you control more creatures than each opponent *Blank*
Examples:
Kolaghan Ravagers RB
Creature-Goblin Berserker
Bloodlust: When you cast Kolaghan Ravager if an opponent lost life this turn put a 1/1 red goblin creature token onto the battlefield
2/1
Mardu Hordemate RWB
Creature-Orc Warrior
Menace
Overwhelm-As long as you control more creatures than each opponent, Mardu Hordemate has Vigilance
3/3
The first mechanic wants to get creatures out onto the board and deal damage as fast as possible while the second wants uses those creatures to go wide and turn into more of a token/weenies gameplan (White Focus)
Anyway sorry if this is too much, I had some free time today and it seemed like fun to brainstorm a few mechanics, hope some of these help with your custom set!
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
U Taigam,
WU Narset,
RG, maybe U Sarkhan,and, of course,
C Ugin.
Story
My idea for the story was that a high-ish ranking RW Kolaghan orc rebels against his Dragonlord, and kills Kolaghan. The other clans rise up and kill/enslave the other Dragonlords.
Narset would side with this orc guy, in favor of the return of clans, and Sarkhan would be all, "NOOOOOOOOOO!!!" at the fall of dragons, and fight for them, with a Sarkhan v Narset confrontation. I can't think of what Ugin would do, though. And since we need a Jacetuss league guy to "tie in with the story," who would be a good fit? Not Jace, I can't see Gideon here, Nissa would stay on Zendikar, and unless a Demon is here, Lili would not come here. Chandra, I guess? But then there's no B walker...
Fire would be the aftermath of the war.
Mechanics
Morph should return, but JUST normal morph. Not megamorph (horrible, horrible name), manifest would be cool, but both in a set is WAY too complex for the NWO. There could be alternate morph costs, like somebody said, a G card that morphs for R, or for Silumgar a sacrifice morph.
Ojutai/Jeskai mechanics:
Possible returning:
Spell Mastery
New:
Something focusing on meditation for Ojutai, something more combat oriented for Jeskai.
Themes: Ojutai-Meditating and stuff, self bouncing, R Jeskai-Spells and martial stuff, maybe spell mastery on creatures.
Kolaghan/Mardu mechanics:
Possible returning:
Raid (unnamed)
Battle cry
New:
Rewarding attacking for Kolaghan, maybe additional combat phases on 3-4 cards, and I like battle cry for Mardu, especially if it's W-focused.
Themes: Kolaghan-Attacking as much as possible, W Mardu-Helping the attackers (Battle cry).
Silumgar/Sultai mechanics:
Possible returning:
Unearth
Delve
New:
A sacrifice mechaninc for Silumgar, similar to exploit, Some sort of delve-y graveyard mechanic for Sultai.
Themes: Silumgar-Sacrifice and using others to achieve their goals, G Sultai-Using the resources for helping growth and nature.
Dramoka/Abzan mechanics:
Possible returning:
Support (I don't want +1/+1 counters either, but it's kind of their thing. And Support is better than Bolster.)
New:
Graveyard hate, maybe, for Dramoka, +1/+1 counters, and ancestor worship for Abzan.
Themes: Dramoka-Maybe exiling the dead to prevent ancestor worship, B Abzan-Sacrificing guys to protect others, dealing with the exiled guys ("worshipping" them, or something).
Atarka/Temur mechanics:
Possible returning:
Uh... we need new ones!
New:
"Eating" permanents for Atarka, but not Devour, and something involving 3/1 blue illusions that get sacrificed when they become targeted for Temur.
Themes: Atarka-Huge guys, U Temur-Spiritual shamanistic stuff, elementals and illusions.
Silumgar III 3UB
Legendary Creature - Elder Dragon (M)
Flying
Oppress (When this creature enters the battlefield, target player sacrifices a creature.)
When Silumgar III oppresses a creature you control, draw two cards.
4/6
Temur Spell UU
Instant (C)
Chant. (Put a 3/1 blue Illusion creature token onto the battlfield. Sacrifice it when it becomes the target of a spell or ability.)
RG: Chant, then exile Temur Spell. Activate this ability only if ~ is in your graveyard.
Abzan Worship 2BW
Enchantment (U)
1B, Exile a creature card from your graveyard: Put a +1/+1 counter on each creature you control.
Atarka Morpher 2G
Creature - Human Warrior (C)
Morph 1R (You may cast this face down as a 2/2 creature for 3. Turn it face up at any time for its morph cost.)
3/3
Hordechief Guy 2W
Creature - Human Warrior (C)
Battle cry (Whenever this creature attacks, other attacking creatures get +1/+0 until end of turn.)
When Hordechief Guy enters the battlefield, put a 1/1 white Warrior creature token onto the battlefield.
1/2
Taigam, Master under Ojutai 3U
Ledgendary Creature - Human Monk (R)
Flash
Prowess
Spell mastery -- As long as there are two or more instant and/or sorcery spells in your graveyard, Taigam gets +1/+1 and can't be blocked.
2/4
Jeskai Efreet 1R
Creature - Efreet Monk (C)
Incite 2 -- R (R: This creature gets +2/+0 until end of turn. Activate this ability only if you cast a noncreature spell this turn.)
Chant is a horrible name, but, meh.
Dude 3B
Creature - Example Cleric (B)
Morph 2B
Oppress (When Dude enters the battlefield or is turned face up, target player sacrifices a creature.)
When Dude oppresses a creature you control, you gain 5 life.
2/2
So it would have alternate reminder text to clear up some issues and questions.
Well, that's it, I hope that was helpful and this seems like an interesting project!
Tangolands FTW!
This setup doesn't do a good job of conveying the conflict, and is pretty much just Khans block's setup again.
Should probably be 'whenever another creature enters the battlefield under your control' rather than on casting. This not only works with tokens, which is quite a thing, but it's probably more intuitive of an interaction with counterspells- your example card has this change already for some reason. The 'to put +1/+1...' is not proper formatting. It's also weird that this triggers of playing a specific creature, but then you can just put counters on anything. I'd change that to putting the counters on the creature you play.
With formatting:
Greater Good N (Whenever another creature enters the battlefield under your control, you may sacrifice this creature. If you do, put N +1/+1 counters on that creature.
This might be too close to Delve.
Too similar to Prowess and not enough design space.
Prowess is evergreen. Using it as a faction mechanic would cause riots . It would be like Rakdos's mechanic in RTR being haste. Even if it wasn't evergreen, it would still be a returning mechanic, and that inequality with other factions getting new mechanic would still be upsetting to people.
This is a false choice mechanic, and that's bad. The problem here is that the 'cost' for opting to use the ability is not really a cost. Any good deck with this mechanic will almost always opt to use it- new players will make the mistake of not using it enough and experienced players will be bored by it because it's basically going to function as tacked on milling.
This is probably too similar to Cohort to be interesting enough, given it's just not very exciting anyway.
I don't think this has enough design space.
See problem with using Prowess again.
Bloodthirst is a thing, this is too similar to warrant existing, and repeating Bloodthirst is not a good idea for reasons already stated.
My duty calls
It is my obligation to point out every mechanic that suffers from the opponent matters problem, because it seems to happen so often. A mechanic that cares about the opponent is hard for the player using it to control, and this isn't very fun when players are playing a strategy game, it gives the feeling that skill-determination of victory is being taken away. It changes it's power largely simply because of the matchup, making it like randomness, it's the same root problem why players hate mana screw, and why Intimidate and Landwalk were discontinued.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
On the Abzan mechanics: The example card is how it should be, and I like the idea of it only going to the creature that etb'd. These were just rough ideas for fun and on all of them I wasn't really worrying about proper formatting. For the second one while it exiles cards from the gy like delve that's the end of the similarity. Delve is an alternative cost, while this one is a additional cost similar to kicker except only using creatures in the gy and providing spell abilities.
Jeskai Mechanics: Oppress is definitely very limited, and I forgot about Prowess being Evergreen now
Sultai mechanics: I had that thought about ebb when I was writing it out but decided to charge, perhaps adding a mana cost onto it as well? But then it just becomes kicker (probably just needs more thought period) I agree scheme and cohort are very similar, the alternative idea I had for scheme was "tap: For each creature in your gy that shares a color w/ this creature *blank*" It plays w/ sultai's self mill and differes more from cohort
Temur Mechanics: I actually think there is a lot of design space w/ conquer, it on it's own is really simple but interactions with it on individual cards give it much more breadth (similar to how in KTK the endure ability of the abzan was pretty lackluster but all the +1/+1 counter lords made it more interesting) I think that a few cards that search library for lands, a few that care how many you have, and a few with unkeyworded landfall would make it fine. I really like Awaken for temur flavorfully but I see your point about some factions getting new mechanics while others don't being a letdown
Mardu Mechanics: I would argue that bloodlust is different enough from bloodthirst to be it's own thing. Bloodthirst gives set numbers of +1/+1 counters and requires damage. Bloodlust is not numbered, only wants loss of life (regardless of how) and gives a spell affect. I guess like how I feel ancestral blessing is different enough from delve. Both lust and thirst reply on an opponent losing a little life, but that's where the similarity ends. As for overwhelm that makes sense, I feel it could be cool if there were another mechanic in the set that cared about having less creatures than each opponent, but this isn't my custom set. If I ever make one maybe I'll give it a try.
Anyway thanks for all the feedback, if the OP decides to use any of the ideas I put up here you've made them better and clearer, and OP will have a better idea of whether they want them.
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"
But the first set has the conflict as well. Having all the dragon broods with mechanics but none of the new rebel clans have one is a poor way of showing the dichotomy. See Scars of Mirrodin block, both the mirran and phyrexians had subdivisions, but the mechanic focused on showing different aspects of both groups in general. I think that's what should be done here.
It does make more sense.
But similarity to delve is especially important here because delve was one of the major mechanics for a different faction than this one. So, being similar can confuse the faction boundaries, and I'm worried this does that. Obviously, because of the shift, being closer to some of the other factions makes sense, so it's fine up to a sizable degree.
Maybe a draw card version of Scavenge?
i.e.
'Recycle' [cost] ([cost], Exile this card from your graveyard: Draw a card. Recycle only as a sorcery)
Other effects could be added on top of drawing a card, like
Recycle
When you recycle ~, untap a creature you control.
or drawbacks
Recycle
When your recycle ~, you lose 2 life.
and cards that care about doing it like
Whenever you a recycle a card, draw an additional card.
For one, the colour sharing theme here is problematic when two/three colour decks want to be a thing- this aspect encourages playing less colours to align more of your creatures.
Having an added mana cost would also make sense here.
Maybe
No. Both give you an additive reward without further cost than the circumstantial. The core of both mechanics is the same. Bloodthirst cards could be made into Bloodlust with very little difference. It's basically just a broader version, and that's far from always an advantage anyway.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
1. I think returning mechanics might be alright. There were no riots when Ojutai got Rebound.
2. For total mechanics, I want each of the 5 resurgent clans to have their own mechanic in Fire. Morph will definitely be back. I was actually working for Wizards and designing this, I would just make Megamorph a flip-effect; but I am considering using Megamorph still just to contrast the Clans with the Broods.
3. I am actually focusing more right now on defining the current Broods. I want there to be continuity from Ancient Clans, to Dragons Broods, to current Broods, and to the resurgent Clans. And I don't want these clans to just be the clans from Khans. These exist in a world with Dragons, and this should impact them. I also want the dragons to still exist, leading to my next point.
4. Some Dragons will still be in the Clans. The Dragons and non-Dragons are currently rather integrated, and I don't see this bond suddenly breaking. There will still be "free" unaffiliated Dragons like the Unfettered; but there will also be Dragons in the Clans.
5. For Blood, I will be dividing factions about 60-65% Dragons, to 35-40% Clans. The Clans will be primarily focused in the enemy colour, but will show up in the Broods main colour for a few cards as well. They will not show up in the allied colour however. This is to prevent the first set from being 3 colour right away, instead it will be Allied Broods vs Enemy Clans.
6. I did have a similar idea that Michaelmvm had as well. I like the idea of the conflict starting with the death of a Dragonlord. But I think it would work better as the climax of Blood's story. Of course this is still under consideration.
7. The conflict will be depicted in Blood, with Fire depicting the aftermath and the resurgent Clans made up of both Dragons and non-Dragons.
8. The story will be set a few years down the line, because of this I will presume the story will have progressed a little bit. I would like to have Ob Nixilis and a new either WR or UG member of the Gatewatch who would show up in Fire chasing Ob Nixilis. I will also make references to events that are our current future. This also feeds into an idea I have.
9. I want this set to basically create a custom draft cube, but it would be cool to make Block constructed decks as well. Once I am finished this I will be making other blocks and I could make a format using these custom sets. I am also a bit of a Vorthos so I would create my own story following these sets. I would love if anyone else wanted to contribute to this story.
10.The mechanics will probably be divided over Broods vs Clans in Blood. I am thinking 6 total, with 3/4 new mechanics in Fire. In Fire there will be Morph+5 clan mechanics. In Blood the mechanics will definitely appear in some colours more than others, but I don't specifically tie them to any specific Brood, except maybe the +1/+1 mechanic for Dromoka/Abzan.
I will update within a few days once I have organized it. I have a few ideas for new mechanics (Sprint, Slayer), as well as the return of Reinforce. I am curious how Reinforce was perceived because I heard it was poorly received.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Probably 5 main points for the story, and I will also define 3 points for each of the Clans/Broods. These wont be key story cards but you can still have things like Savage Punch that depict a fight between Surrak and Atarka.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I suppose so, I am trying to come up with another mechanic but have no ideas right now.
Any thoughts on Reinforce?
I am also unsure if it is alright for some factions to have their own named mechanic.
I should have an update with the factions and skeleton this weekend.
Considering I returned it in one of my own sets, I'd say it's a reasonable conclusion that I support it
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
EDH: GWCaptain Sisay
Hmmm... that's pretty Delve like. Perhaps too much.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Delicious irony, perhaps? =p
I meant to say "exiling creature cards from your opponents graveyard".
EDH: GWCaptain Sisay
Anyway, My suggestion in short was to cut Raid, Sprint, Dragonslayer, and Recycle, and replace them with Battle cry, Dragonlord (Dragonslayer but if you control a Dragon), and another Dragon mechanic:
Discharge (If you cast this spell for its discharge cost, it [also] deals 1 damage to each nontoken creature without flying [when it enters the battlefield].)
Not retyping everything, that was basically what I had said summed up. I'm annoyed now.
Tangolands FTW!
I don't like it. It feels even more UB and is not really mechanically workable without the addition of for opponent mill (black gets little and white and green get basically). Without that support, it's basically a grave deck hosing mechanic, and that's not something you want as a mechanic, it's something you want on the occasional sideboard card.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
EDH: GWCaptain Sisay
Basically, grows up in the Dromoka, oppressed but loyal. Then, with Anafenza's help, discovers necromancy and access to a small portion of Tarkir's forbidden history. With the seed of doubt planted, she starts investigating more, eventually running into Narset. After a brief altercation, Narset reveals what she knows about Tarkir's past, all but shattering Natalia's whole view of the world. Realizing that her people, as well as the rest of the peoples of Tarkir, were cheated out of a future where the clans reigned free and victorious over their oppressive dragonlords. Knowing that, if it weren't for some mysterious dragon-man messing with the natural timeline, the dragons would now be extinct and the people would be in power, she turns her attention to Sarkhan and Ugin. After further searching, she finds Sarkhan and fights him. The outcome is unclear, except that it results in Natalia focusing her efforts on finding and ending Ugin.
She grows up accepting the oppression of the Dragonlords as just the way the world is and was always supposed to be. But after learning of what could have been from Narset, she becomes bitter and develops a vendetta against Sarkhan for meddling with the natural order and robbing her people of a prosperous life, as well as Ugin for, basically, not dying when he should have.
That's pretty much all I have for her. Her origin story is unknown at the moment. While she hasn't had any involvement with Bolas yet, that is a fairly strong possibility for the future.
Regarding Bolas, He may fit in the block as well. He is shard-colored which would be kinda weird, but he would balance out the colors, given that the walker line-up would look like:
WU Narset
RG Sarkhan
C Ugin
WBG Natalia
(2xW, 1xU, 1xB, 1xR, 2xG)
Mechanically for Natalia, I would focus on using the graveyard as a resource, but in very different ways than the Sultai. Conjuring spirits would be flavorful, focusing on creatures in the 'yard would probably be ideal. I don't know how that would fit in with the Abzan/Dromoka mechanics yall focus on, but that's just what I would aim for.
As for the rest of the set, I have no real contribution to the mechanics or anything.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Multicolor sets include at least one monocolor planeswalker. A mono-r or mono-U would fit well. THat planeswalker would need to be off-plane (there's always at least 1 nonnative 'walker) and probably a new character to balance the amount of old ones (though hardly a necessity: BFZ block has no new planeswalker character, and it looks likely that Shadows block won't have one either).
Imagine this: On another plane, due to the events of another plotline, Ugin is gravely injured and weakened (details? unclear at the moment). Because of this, he remains absent from Tarkir and the force of the dragon tempests begins to weaken as well. Suddenly, the people notice a drop in the dragons' numbers and start to wonder if a takeover is possible.
At first, Natalia remains loyal to her brood. She grew up thinking that the people were simply meant to live at the mercy of the dragons. But doubt starts to grow in the back of her mind that maybe the people could have a better life under their own rule. Maybe, as impossible as it seems, the people might not have to answer to the dragonlords any longer. Still, her loyalt holds.
Then, after encountering Anafenza's spirit and learning the truth from Narset, she realizes that the people could have- no, WOULD HAVE had a better life, a life free of the tyrannical dragons, had the timeline not been altered. She realizes that she and her people were robbed of freedom and prosperity that should have been theirs because someone went meddling where they shouldn't have.
Now, knowing that Ugin's life is connected to the continued existance of dragons on Tarkir, she as a reason to leave Tarkir in search of him after fighting Sarkhan in this block.
Basically, taking out Ugin leaves us with an open slot for a monocolor walker AND gives an interesting dimension to the story.