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    posted a message on [ORM] Brotherhood of Ormos
    Sorry for any contradictions lion. As I said, I was going back and forth a lot as I wrote it, and I didn't really get the time I wanted to fix it. I know it's not perfect, but I've had a very busy weekend and just wanted to keep things rolling. As far as any names are concerned, I have no problem changing any of them. I thought of all of them on the spot (basically just as place holders), and there is no meaning, nor rhyme or reason to them. BTW, I meant Fenalo (unless you prefer Fanalo Smile ). I'll try to comment more later (my family is here right now).

    Edit: BTW, as far scale is concerned on the "map", at the very least I'm trying to represent that the settled areas of Ormos take up a pretty small portion of the plane. This is supposed to be representative of the fact that Ormos is a fairly young and undeveloped plane, as we discussed before. The plane is intended to be much larger than what I show on the map, but a large portion of it is unexplored and thus not mapped.
    Posted in: Custom Set Creation and Discussion
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    posted a message on [ORM] Brotherhood of Ormos
    Once again lion has beaten me to the punch! I was just trying to do some similar research last night. I agree with your thought process entirely lion. I'm not sure if we should make the mechanic adjustment you propose, or see how things work during playtest. What do others think? I think I'm leaning towards making the adjustment myself.

    As far as renaming embolden goes, I have no problem with that. Can I throw the name empower into the ring also?

    Empower - make (someone) stronger and more confident, especially in controlling their life and claiming their rights.

    The one place I disagree with lion is, I actually really like Indighost's flavor text for Contraband Smuggler. Chocolate, alcohol and coffee are often highly sought after items in dystopian novels. They act as symbols of temporary stolen freedom. Just owning some of these items can be an act of rebellion in itself.

    I'll post my silly map later today. I need to look over what I wrote though. It's actually not that long, but I was changing things as I went, so I'm not sure it even makes sense anymore. If I run out of time because of RL things, I'll just post it as is. Smile
    Posted in: Custom Set Creation and Discussion
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    posted a message on [ORM] Brotherhood of Ormos
    My comments are in bold below...

    Quote from Tilwin »
    1. I think we need more implants. If we want to make it a feasible mechanic, I would consider multiple Implants. Think Scars of Mirrodin, that featured 15 equipments, or Mirrodin Besieged that featured 11. Since the Brotherhood is dominant in the first set, we should consider more implants and maybe some colored artifacts too (they don't even need to be Esperian only since now both factions feature all 5 colors).

    I don't disagree with this. Although I'm not sure we want colored artifacts, but I can definitely see some colored activated abilities on them. I would like to keep some of the implants with colorless equip costs though, since that was how I envisioned them when I first developed them (last July I think).

    2. The only reason why I included more mechanics is because Flatline suggested in a PM that maybe we should have something more oppressive for the Brotherhood. I don't mean to be annoying and come up with "I don't like what we have so far". That was not my intention. As for the mechanics chosen and the colors they fit:

    Sorry Tilwin, since that PM, lion convinced me that we shouldn't/didn't need another mechanic. There is nothing annoying about suggesting some though. Even though I'm satisfied with where we are for mechanics right now, if you came up with something that was mind-blowingly perfect for the set, I would certainly want to hear about it. Smile

    Detain - I don't see why it needs to stay U/W only. I see black as a color that could prevent creatures from blocking, and so does red. And sometimes green has been seen as doing so. Maybe we can incorporate it into all 5 colors? Just like Convoke saw play in all colors, it doesn't feel like breaking the color pie. Remember, Detain is pretty much a limited mechanic.

    I think this seems wrong outside of W/U. I agree with lion's post below above on this. I'm fine with it being a limited mechanic. I feel like most mechanics are "limited" mechanics. It's cards that are constructed playable. It is possible to design a card with detain that would be constructed playable, even if detain wasn't the main reason why.

    Brainwash - I just noticed the mechanic after reading the blog. It feels a lot like a weaker Poisonous cross-bred with Renowned. Doesn't really break the color pie though so if everyone is on the boat with Brainwash I guess I could go with it too. Feels a lot like a limited mechanic though.

    I absolutely love this mechanic. It's one of my favorite mechanics I've ever made so far (I hope it tests well Smile ). I feel like this mechanic has a ton of flavor and design space. Also, I disagree that it has to be a limited mechanic. I think this could definitely be made into build around me block constructed type mechanic. Not that people play a lot of block constructed. Smile I would almost say it could see play in standard, but that would be tough to do if it's not in the second set.


    Implant - Is great! I would actually make this a completely separate subtype (Artifact - Implant) with the keyword Implant. Not sure if you should attach it to your creatures too, we need to decide here how much of a design space we want to leave here. Sounds like a limited mechanic too - Equipments are so good specifically because you can stick them on YOUR creatures to power them up. If your opponent has no creatures, the implant will not be so great.

    I'm glad you like implant. I see what you're saying about it relying on your opponent having creatures, but that can be said about any creature control spell. Path to Exile isn't a good card if your opponent doesn't have creatures either. That said, there's nothing saying we can't make a few that have a positive effect too. We have discussed Father Dahl using implants on himself for long life and power. We could have a few like this perhaps...

    Soul Governor 1 mana
    Artifact - Equipment Implant
    (This Equipment can be equipped to creatures your opponents control. You still control it when it's equipped to a creature an opponent controls.)
    As long as you control equipped creature, it gets +1/+0. Otherwise it gets -1/-0
    Equip W/U mana


    Bottom line - I feel the brotherhood interacts mostly with opponent creatures. You interact with and rely a lot on the opponent. For a more complex environment I strongly suggest we think of at least one mechanic that does not have such an interaction. The Brotherhood also conveys information as well as religious control. Why not use a bit of that?

    I actually really like your Intel idea, and would listen if you wanted to push it, but otherwise, I agree with everything lion says in his response to this. I also am seeing the fact that white has access to each mechanic the same way.

    Recruit - I already stated here we should consider something else rather than Enter the Battlefield "Rally" style. But the idea is good and I like it. Might see competitive play.

    It's really unfortunate that rally came out a few days after I thought of this, but I still really like the simplicity and flavor of it for the set. It's not like rally was the invention of creatures having abilities that trigger off of a creature entering the battlefield. It's more like nontoken creature-fall than rally really. That is what I thought of it when I came up with the idea.

    Embolden - Reducing costs is also cool and as we know is highly coveted for competitive play. Count me in, though I don't really like the name - sounds a bit pompous. It may just be illiterate me though here :))

    I think the name is good, although I'm open to others. It hadn't occurred to me that the word would be considered pompous though. Smile

    3. I still think since they are religion-related, that we could rename the Ministries as "Clergies" instead, which mean "Ministries of Church". Fits the religious - focus better perhaps.

    I just think ministries is the way to go here. It's the perfect blend of religion and government. Clergy would be my second choice, but I think I'd only change it if Orwell threatened to sue me (or haunt me more like it). Smile Of course, I am not Father Dahl, so if everybody else wants to change it, I'm fine with that too.

    4. Archos - not sure how much they would let themselves warped by religion. But if you guys feel like Archons fit better than Angels, sure. Maybe artificial Archons? (not sure how much sense that makes but we can come up with something)

    "Archons symbolize White's harsher aspects like it's moral rigidity and ferocious retribution, while angels have a more varied role, generally leaning towards compassion and mercy."
    This description of Archons, taken from MTGS Wiki is why I like Archons better than Angels for the block.



    5. Draft - we can go the official way. What harm can it do since we are just starting the design? Besides, a 1st-2nd-2nd draft sounds really cool and offers more diversity. Not sure how relevant it is now though.

    We can't draft the sets together if we intend to switch to +1/+1 counters in the second set, which everybody seemed down with. Also, the second set is a ways away still.

    6. We could come up with a completely new type for blue, or we could split the merfolks between those who joined Dahl, and those who became part of the Rebellion. Not all merfolks are wild so to speak, some like opulence and could be corrupted one way or another. Or were those the Naga?

    I have the feeling we're gonna get stuck with Merfolk. Frown It's not that I dislike Merfolk (I've got Modern Merfolks built), but I'm just am not thrilled having them in the set.

    (gotta go now so these are the responses I could come up with right now...)
    Posted in: Custom Set Creation and Discussion
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    posted a message on [ORM] Brotherhood of Ormos
    Quote from Tilwin »
    I've also started doing some thinking on the dual lands we might include in this format. To be honest, I am getting quite bored with lands entering the battlefield tapped so I started considering other types of restrictions on the lands to offer more diversity.

    1. Sorcery Lands
    This is a very old idea of mine I had. Basically sorcery lands do not give the flexibility of using the mana anytime you want. There are various variations I had in mind, with the following examples:

    Fulgent Nihility
    Land (R)
    T: Add 1 to your mana pool.
    T: Add B or R to your mana pool. Activate this ability only any time you could cast a sorcery. (It is still a mana ability.)

    It can of course be balanced to include or exclude the colorless mana. We can also tamper with the second ability to decide whether we want to tap as sorcery, or tap only on your turn, and/or rephrase it however we see fit.


    I actually like all your dual land ideas quite a bit, but this is the one I think fits best in the block. I see this as the oppressive Brotherhood making people wait their turn. They don't want people stepping out of line. I think this fits the block perfectly. I will say though, I think I like it being limited to your turn only (as lion suggested), instead of at sorcery speed. I think that does a better job of conveying the flavor I'm referring to. Does that work for you Tilwin?

    My comments are in bold below. Hopefully they make sense. I probably shouldn't have deleted my original comments, but I was trying to lessen the wall of text. All I ended up doing was making things harder to follow Frown ...
    Quote from bravelion83 »

    I like the shorter name best.

    Ok by me. It was just a thought.

    Pretty much. I think we just have to identify the five pivotal moments we want to represent in the first set, as scrad mentioned a while ago. I am thinking about identifying those and will have a proposal in short order.

    I think the story is basically set too. What I'm talking about posting is more a scene setting type post. Things like how the Brotherhood views women, and non-Human creatures.

    Yes, we are. We'll need two new mechanics, one for the Brotherhood and one for the Rebels, in the second set, and that's where Tilwin's mechanics will come in handy. Feedback on those later.

    I also think we are set for mechanics. Unless someone has major objection to one of the existing ones (or it playtests poorly), I say we revisit Tilwin's ideas when we get into set 2.

    This is the major component we lack, and the only real one we need to address before getting to what we all actually want: the cards! Your suggestions are a very nice first step in the direction of worldbuilding.

    I will begin to focus my attention on world building now.

    Yes, that's correct. We need a secondary race for blue (could that just be Faeries after all?) and I'll eliminate Vampires from the list keeping the mindless Zombies as secondary one for black.

    I'm just not sure about Faeries. I suppose they could work though. My votes are: Vampires-No, mindless Zombies-Yes.

    Yes, every large set nowadays has a few multicolored cards, mostly and notably including the "draft archetype" uncommons, which we will definitely need. And draft archetypes are another thing we should establish before designing cards.

    Good. I like multi-colored cards. I think I'm going to need to read up on draft archtype development. It is not something I know a lot about to be honest. I'm sure I can do it though.

    Leave that to me! I wanted to prepare a first layout for the design skeleton last night but in the end I didn't, I might just do it later today.

    Sounds good, and thanks. I'll check it out ASAP.

    Yes, I'd wait. We can't do everything at once. Let's address things one at a time, otherwise we all lose track of what's going on.

    OK.


    I will try to post a response to the second half of lion's post tonight (which will also be a response to Tilwin's). Right now my 6 yr old needs me for his Jedi council meeting. Smile
    Posted in: Custom Set Creation and Discussion
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    posted a message on [ORM] Brotherhood of Ormos
    @Tilwin....I know there is ton of back and forth in the thread, and it would be very difficult take the entire thread in at this point, therefore, I highly recommend lion's blog on the set. It is in his signature. The blog does an excellent job of summing up where we are now in a much clearer and more concise way. That way you don't need to try to decipher it from these walls of text. Anyway, glad to see you back and active. I hope your RL is slowing a down a bit for you. I know its hard to stay on top of such a demanding hobby when RL is standing in the way. Stupid real life! Smile
    Posted in: Custom Set Creation and Discussion
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    posted a message on [ORM] Brotherhood of Ormos
    I like rebellion, I just need a little more time to think about it before giving my full endorsement. I'm curious what others think about it. Your ally example is an excellent one for showing that a block specific mechanic can be certainly be done (not that rebels don't exist outside the block).

    I agree that we want to reference brainwash for sure. I guess that I'm just saying that we can make cards that interact with -1/-1 counters too. Or even some that just reference counters in general (think Kulrath Knight). Overall, I just think there is a ton of room in brainwash. It's kinda sad that we won't be using it in the second set. Frown But I think the reasoning is worth it. Speaking of the second set, I'm thinking that we still drop the implant mechanic in the second set and come with something new for the Brotherhood. Anybody on board with that? Although I guess there is no real reason this needs to be decided now.
    Posted in: Custom Set Creation and Discussion
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    posted a message on [Daily Card Contest] DCC Discussion Thread
    Perfect. Thanks bravelion. I know how they work of course, but for some reason auras sometime give me trouble. I don't know why.

    I wish I could say I had my cards planned out ahead of time, and I do have some thoughts on file, but most of my ideas just hit me then and there. Even when I go with an idea I have on file, I generally have to do a lot of on the spot editing as I post it. Smile
    Posted in: Custom Card Contests and Games
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    posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Well it looks like I'm out just in time for next month. Smile Well played RaikouRider! Good luck in the finals! Thanks to all the judges for their time, and again, props to bravelion83 for stepping up to host a second straight MCC.
    Posted in: Custom Card Contests and Games
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    posted a message on [Daily Card Contest] DCC Discussion Thread
    I think the DCC can be used as a "focus group" to a certain extent. What I mean is, just because your card didn't get a lot (or even any) votes, doesn't mean it's a bad card. Conversely, if your card sweeps the day (or at least does well), that's a pretty good sign that you're actually onto something. Does that make sense?

    As far as your pact card is concerned, I like the idea, but I felt like the card should have said "Activate this ability only if ~ is in a pact with blue" instead of "...only if ~ has a +1/+1 counter on it." Why have it be in a pact with blue if you're not actually going to directly reference that? Also, the creature could have acquired a +1/+1 counter through other means, which I feel like goes against the flavor of what you're trying to achieve (I think). Of course it is possible that you have other things that interact with +1/+1 counters in the set you're working on, which would make the +1/+1 qualifier make a bit more sense.

    BTW, if you're ever looking for feedback on a card, just ask for it here. If I have an opinion (and the time), I am more than happy to share it. Not that my opinion should mean much, but at least it's something. Smile
    Posted in: Custom Card Contests and Games
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    posted a message on [ORM] Brotherhood of Ormos
    I just realized I never answered a question lion posed to me a few posts back....Yes, I can envision a scenario where the Elves are some of the first to join the rebellion. That is a good way to take advantage of the fact that Elves would have a hard time with Dahl's rule. Also, I see Dahl as having a few members from each race/sect as his top advisors. These advisors would be the ones to keep their people in line directly, and only they would actually be in on the fact that Dahl's religion is just a sham. Even Elves get power hungry sometimes.

    As far as Ministry of Redemption is concerned, I know redemption isn't part of black's pie, but that is kind of the point. In 1984, all the ministries have names that are basically the opposite of their real goal (the Ministry of Plenty made sure that people barely had enough to survive, etc.). I'm certainly not suggesting that the black ministry would break the color pie in any way.

    I'll take a better look at the timeline later tonight. I didn't have a lot of time to actually think about it last night, so I'm not even positive I would want to change anything. I'll post my thoughts on that later, but I'll try not to make any further suggestions so that Tilwin and Indighost have time to give their input.
    Posted in: Custom Set Creation and Discussion
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