You may have saw me post cards here and there, and maybe you remamber me from some custom cards' projects from the past, but now this is my dream comes true - a full set of mine. Any help, playtestings and critiques are more then welcome.
Design goal: Make a Magic set about one color of mana and explore its relationship with all the other colors, and with itself. Color pairs that aren't involved with that color aren't supported!
Fenara is a plane where the white mana, or as its inhabitants call it, The Raw Pureness, is the foundation of everything. The story that every citizen will tell you goes like this: Thousands of years ago, there was nothing, and then came the gods/angels/planeswalkers (but that's known only by few) called the Great Makers. Their origins is unknown but they're believed to be born on several other worlds and they thought together: "There is so much suffering and wars on other planes, we shall make a world that is pure, without suffering." and the idea is that by creating a world with only white mana, the world will be pure.
They called their masterpiece Fenara.
So they began to weave the world, but with only white mana, there is not much to be done. The world was bright, shining like the sun, but without blue or black, there is no progession or ambition, without red or green, there is no passion and growth.
The creators left the plane, years and years have passed by, and something never seen before in the multiverse has happened: The plane itself began to manifest the other colors of mana.
The ancient humans were the first to born, and they were as pure as the white mana itself. They shaped a structured society based on strict rules. They created the first city and they called it Fenara, like the name of the plane itself.
The plane continues to evolve. Soon, the other races were born, manifestations of the other colors of mana. Some of them came to the city and were welcomed with open arms. The other were locked out, their nicknames was The Sinners and they were believed to be a mutation of the white mana an a disgrace to it.
With a white mana-shaped society, the idea of Castes of Knight would soon come to fruition. And thus, the Five Kingdoms were born.
They also called The Major Castes and their identities are:
The Purehearts - Mono White. They reject the other colors of mana. Their mechanic is Exalted and "mono white matters".
The Judgewisers - White-Blue. The police of the city of Fenara. Their mechanic is Crime and Punishment - they make rules, and punish severly when the rules are broken.
The Steelshapers - White-Red. The smiths and the passionate duelists of Fenara. They have an aura and equipments themes.
The Great Rangers - White-Green. The patrollers of the city and those who you're most likely to find outside the city of Fenara. They have a tokens theme.
All of the castes have Knight and the Soldiers that serves their knight-suprime and the city. The ranks from the bottom-up are soldier, squire, knight, knight-patrons (they own several squires) and knight-suprime (the current leader of the caste)
The story of this set take the times of "today", sometime between the events of Kaladesh and Amonketh. The days are days of preparations for the Great Festivities, an event that happens every 50 years. Each Major Caste sends its greatest knights and squires for an outstanding show of skills and prowess in hope to claim the throne for the next 50 years. The story also presents us the "Outsiders" - the decendents of those who were rejected from the city ages ago, the outlaws and those who doesn't believe in the ideals of the White Pureness:
Students of the Aether - a solitary monks that believes that the White Pureness cause all the problems in the world and Aether is the true solution to the world's problem. They study Aether and they mediate with hope to achieve the Aethernius Suprime - A state of mind that lets the body control the aether around it freely. They have themes of prowess, bounce, blink and "control only one creature or zero" themes.
Black - No cohesive mechanics. They try to befriend all colors, even white, and you may find tools there for each caste even if the castes themselves won't admit it.
Red-Green - the "savages" of the plane. They view the plane Fenara as a world that's crying for help - it is an earth that the city is its shackles, and they believe that the Outsiders are the truly free and the Fenarians are trapped. Their mechanics are Fight matters and more destruction of the non-natural spells then usual.
The last mechanic is "Prize - X cards". Each creature with Prize is a foe worth fighting with, for on its head lies a great prize. Players can tap some untapped creatures they control to fight the prized creature, and if they kills it - they get to draw X cards. Each card with "Prize" has a different value, so read carefully!
You may have saw me post cards here and there, and maybe you remamber me from some custom cards' projects from the past, but now this is my dream comes true - a full set of mine. Any help, playtestings and critiques are more then welcome.
Click here to see the full spoiler
Fenara: the Five Kingdoms
Design goal: Make a Magic set about one color of mana and explore its relationship with all the other colors, and with itself. Color pairs that aren't involved with that color aren't supported!
Fenara is a plane where the white mana, or as its inhabitants call it, The Raw Pureness, is the foundation of everything. The story that every citizen will tell you goes like this: Thousands of years ago, there was nothing, and then came the gods/angels/planeswalkers (but that's known only by few) called the Great Makers. Their origins is unknown but they're believed to be born on several other worlds and they thought together: "There is so much suffering and wars on other planes, we shall make a world that is pure, without suffering." and the idea is that by creating a world with only white mana, the world will be pure.
They called their masterpiece Fenara.
So they began to weave the world, but with only white mana, there is not much to be done. The world was bright, shining like the sun, but without blue or black, there is no progession or ambition, without red or green, there is no passion and growth.
The creators left the plane, years and years have passed by, and something never seen before in the multiverse has happened: The plane itself began to manifest the other colors of mana.
The ancient humans were the first to born, and they were as pure as the white mana itself. They shaped a structured society based on strict rules. They created the first city and they called it Fenara, like the name of the plane itself.
The plane continues to evolve. Soon, the other races were born, manifestations of the other colors of mana. Some of them came to the city and were welcomed with open arms. The other were locked out, their nicknames was The Sinners and they were believed to be a mutation of the white mana an a disgrace to it.
With a white mana-shaped society, the idea of Castes of Knight would soon come to fruition. And thus, the Five Kingdoms were born.
They also called The Major Castes and their identities are:
The Purehearts - Mono White. They reject the other colors of mana. Their mechanic is Exalted and "mono white matters".
The Judgewisers - White-Blue. The police of the city of Fenara. Their mechanic is Crime and Punishment - they make rules, and punish severly when the rules are broken.
The Steelshapers - White-Red. The smiths and the passionate duelists of Fenara. They have an aura and equipments themes.
The Great Rangers - White-Green. The patrollers of the city and those who you're most likely to find outside the city of Fenara. They have a tokens theme.
All of the castes have Knight and the Soldiers that serves their knight-suprime and the city. The ranks from the bottom-up are soldier, squire, knight, knight-patrons (they own several squires) and knight-suprime (the current leader of the caste)
The story of this set take the times of "today", sometime between the events of Kaladesh and Amonketh. The days are days of preparations for the Great Festivities, an event that happens every 50 years. Each Major Caste sends its greatest knights and squires for an outstanding show of skills and prowess in hope to claim the throne for the next 50 years. The story also presents us the "Outsiders" - the decendents of those who were rejected from the city ages ago, the outlaws and those who doesn't believe in the ideals of the White Pureness:
Students of the Aether - a solitary monks that believes that the White Pureness cause all the problems in the world and Aether is the true solution to the world's problem. They study Aether and they mediate with hope to achieve the Aethernius Suprime - A state of mind that lets the body control the aether around it freely. They have themes of prowess, bounce, blink and "control only one creature or zero" themes.
Black - No cohesive mechanics. They try to befriend all colors, even white, and you may find tools there for each caste even if the castes themselves won't admit it.
Red-Green - the "savages" of the plane. They view the plane Fenara as a world that's crying for help - it is an earth that the city is its shackles, and they believe that the Outsiders are the truly free and the Fenarians are trapped. Their mechanics are Fight matters and more destruction of the non-natural spells then usual.
The last mechanic is "Prize - X cards". Each creature with Prize is a foe worth fighting with, for on its head lies a great prize. Players can tap some untapped creatures they control to fight the prized creature, and if they kills it - they get to draw X cards. Each card with "Prize" has a different value, so read carefully!