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  • posted a message on Planetside Block
    Right now I'm thinking of working them like pseudo-planeswalkers.

    What I have in mind so far is this:

    -Planet is a new Supertype
    -Planets are played like lands. You can play them anytime you could normally play a land and it counts as your land drop for the turn.
    -You can only control one planet at all times. If another planet comes under your control, both planets are destroyed as a state based effect (similiar to the legendary effect). However, if a planet comes under your opponents control, both planets will not be destroyed
    -Planets are not lands, as such they are not effected by spells that target or search for lands.
    -Planets are permanents and are affected by spells that specifically effect permanets. For example, Planets can be destroyed by Saltblast or Vindicate.


    That's all I have so far. Planets (of which there are 6 atm) will denote moderately powerful abilities with the basic limitor being that you can only control one planet at all times. I can't decide at the moment if I should use this to up the relative power of their abilities or leave them as is.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Disclaimer
    I'm primarily designing this set with limited in mind. with T2 as a second thought As such, the majority of the cards in this set are meant to interact with each other and eventually a card will crop up that's niche useful in Planetside Limited and T2 but will be an absolute bomb in Vintage, Legacy, and so on. The design is not on purpose, it's just I'm not designing with Vintage in mind. So when you come here and decide to comment, remember to look at it from a T2 and/or Planetside Block Limited perspective only. Thank you.

    Before we begin, I got the name from a favorite MMO of the same name. The block, however, is in no way related to the game in any other way besides the name.

    I'd also like to thank my friends Jacob and Bradley for helping me through the process of making keywords less wordy and balancing out some of my card ideas.

    Planetside Block

    Set 1 - Planetside (310)
    —Color Distribution
    Blue — 51
    Red — 51
    Green — 51
    Black — 51
    White — 51
    Artifact — 25
    Nonbasic Land - 10
    Basic Land - 20
    ——Rarity Distribution
    Common — 130
    Uncommon — 95
    Rare — 85




    Set 2 - Final Wars (In Progress)
    Set 3 - Aftershock (TBA)

    The Story

    The Terra Galaxy has been locked in a cold war for the last 50 years. Each empire within the galaxy have been slow to make a move on the other for fear of invoking an interstellar war. Some empires wish to control the known galaxy, others wish to bring peace to it, and others simply want to destroy everything around them.

    The Arclia Federation is the light of salvation in the Terra Galaxy. The Federation is a lawful empire that seeks to bring peace and justice to the other known planets of the Terra Galaxy. Their main goal in this crusade is to eradicate The Cult of Zyra, a sinister empire that has gained majority control over a few planets in the Terra Galaxy.

    The Cult of Zyra is a growing body of individuals who seeks to corrupt the entire galaxy. The Cult's leader, Shiya Darkstar, came in contact with a mysterious enzymic substance on planet Horithi. The substance gave her incredible powers, but twisted the one kind being into something dark and sinister. As the leader of the Cult, she seeks to corrupt the entire galaxy and make every last living being bend to her will.

    The Templar Sovereignty have presided over a few planets for centuries. The Templar value nature and life above all things, a value that initially stunted their technological growth during their race's development in interstellar travel. Though at first their progress was stunted by lack of technology, their persistence payed of when Templar researchers found a way of creating biological technology. With this new found research in hand, dubbed Gaeachines by the researchers, the Templar were now capable of interstellar travel. It wasn't long before they discovered the technologically superior race of the Cybrin, a race under the rule of Garra Cershen. The Templar's absolute hatred of technology brought them into immediate conflict with the Cybrin Illuminate.

    The Cybrin Illuminate is an advanced race of humans living on the planet Aurora. They're exceptionally high intelligence has made them the most technologically advanced race in the entire galaxy. It wasn't long before their technological advancements allowed them to integrate technology into their race. Now, not one person exists that doesn't have some form of technology integrated into their body. While human, those who live on the planet Aurora consider themselves something far greater and have since classified themselves as Cybrin. The Cybrin Illuminate held no initial hostility toward the other empires because their goal of collecting knowledge of everything in existence is a non-hostile goal. It wasn't until the Templar Sovereignty declared war on them, followed by an attack on the Obsidius IV space station by the Cult of Zyra, that they officially got dragged into the conflict.

    The Solthin Covenant is a formation of like-minded planets that wanted the might of a unified empire, but wanted to keep global governments for their respective planets. Some within the Covenant want to bring destruction to those around them while others merely wanted to be part of the empire for the security in brings. Til a true goal is reached, the Solthin Covenant has resorted to extorting the current conflict into their favor by offering themselves up as a neutral party. This has allowed them to freely help the other empires in exchange for currency, information, and other such goods. This neutrality has also made them the most valuable empire in the galaxy. While some empires, like the Federation, detest knowing that the covenant are helping their enemies...at the same time they're unwilling to act on it cause they need the covenant's help just the same.

    Recently, a rumor has been spreading throughout the galaxy that there exists a planet where an advanced race of sentient beings lived. It was said that these beings sought to catalog all information in the universe and that during their mission, they accidentally stumbled upon the secret to create an unlimited source of energy and power. When this information was brought back to their home planet, it caused an immediate civil war among the race which ultimately led to their destruction. It's said the planet still exists somewhere in the Terra Galaxy and that the information they found still lies on the planet, waiting for any adventurer to find it and claim it as their own.

    It's the year 2600 and a Zone Scout by the name of Turan Grewti has found the planet of rumor. Before long, the word gets out about his discovery and now every empire in the galaxy knows of the planet's existence and are now moving to claim the planet for their own.


    Locations in the Terra Galaxy

    The Cybrin Illuminate

    ---Planets under the Cybrin Illuminate
    Aurora - Capitol World
    Neuron - A frigid world that's completely covered by water, the few land areas
    are barren glaciers that serve as food for the Glacier Leviathans.

    Cybrin Illuminate Leader

    The Solthin Covenant
    ---Planets under the Solthin Convenant
    Solthis - Capitol World
    Ferysia - Another human homeworld, known for its roots in mysticism and magic
    Beriloth - Homeworld of the Torions


    Solthin Covenant Leader

    The Arclia Federation
    ---Planets under the Arclia Federation
    Arclight - Capitol World
    Tallon - Human Homeworld

    Arclia Federation Leader

    The Templar Sovereignty
    ---Planets under the Templar Sovereignty
    Karlith - Capitol World
    Eternia - Templar Homeworld

    Templar Sovereignty Leader

    The Cult of Zyra
    ---Planets under the Cult of Zyra
    Zyra - Capitol World
    Horithi - Decaying world, source of the Lyntherian Enzyme.

    Cult of Zyra Leader

    Uncontrolled Worlds
    Shalara


    Themes
    Planets are a new supertype that offer powerful abilities for a price. There is a planet card for each capitol planet of each empire. The Cybrin Illuminate has the Planet Aurora card for example.

    In this age, technology is prevalent everywhere in the galaxy. Magic has not completely disappeared from existence however, as there exist a few individuals who can still channel the arcane energies of the world around them. In this set, all Instants and Sorceries will have the subtype of Technology or Arcane.

    With the discovery of Subspace, the various empires have found a way to tap into this unused dimension. This means in Planetside block, the removed from game zone will play a major role in card strategy as opposed to the usual mechanics revolving around the graveyard.

    Quick Theme Breakdown: Futuristic Setting, a new card type, colored artifacts, new Sorcery and Instant subtype, RFG Zone being a major resource.


    Keywords

    At this point in the future, technology is everywhere and new discoveries are made all the time. a few new keywords have surfaced to represent these advances.

    The Cybrin Illuminate has developed a way to travel back and forth between planes of existence. This allows their forces to phase into a battle from outside the current field. Before being fully implemented into their army, the blue prints for this technology was stolen by a Templar spy that was aligned with the Solthin Covenant and the phaseshift technology is now available throughout the galaxy.

    Keyword - Phaseshift (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    The Templar Sovereignty preach their love of nature and life whenever possible. This, however, is far from the truth. Deep within top secret Templar facilities, the Templar Sovereignty have been secretly experimenting on various lifeforms in an attempt to create beings powerful enough to withstand the technological might of the Cybrin Illuminate. At their very whim, these experimental beings are capable of sacrificing themselves to pass on abilities to other lifeforms. Due to a security glitch at one of these facilities, some of these experiments escaped and found their way onto other planets in the Terra Galaxy.

    Keyword - Augment (Remove this permanent from the game augmenting target creature.)

    The Solthin Covenant exists solely to spread chaos and destruction throughout the galaxy. To aid in this existence, the leaders of the Solthin Covenant ordered their top chaotists to research a way to quicken the means to bring such destruction to those around them. After months of hard labor and many failed experiments, the chaotists developed the Transforce Generator, a device that absorbs the energy left behind from objects phaseshifting into subspace. These energies are then made useable to the devices controller and allows him or her to summon their troops into battle quicker. A cunning Auroran splicer managed to hack into the mainframe where the Transforce Generator blueprints were stored in and now the Transforce Generator is available to more than a few individuals throughout the galaxy.

    Keyword - Transforce X (If a card is played from outside the game or removed from the game from play, then you may play this card for its transforce cost.)

    After the use of subspace started to become widespread, it was discovered that certain individuals are attuned to the new dimension. These individuals, when they die, will have their bodies fade from existence to become one with the energies of subspace.

    Keyword - Voidmerge (If this card would be put into the graveyard from anywhere, remove it from the game instead.)

    The Cult of Zyra uses the power of temptation and mind control to corrupt individuals into their group. Using the Lyntherian Enzyme found on Planet Horithi, Shiya has synthesized it into a biological weapon that's useful for corrupting anything and adding it to her ranks.

    Corrupt <Creature>(T: Gain control of target creature if the number of corruption counters on it are equal to or greater than its toughness. Use only as a sorcery.)
    Corrupt <Land, Enchantment, or Artifact>(
    T: Gain control of target land, enchantment, or artifact if it has three or more corruption counters on it. Use only as a sorcery.)
    Corrupt <Planeswalker(
    T: Gain control of target planeswalker if it has corruption counters on it equal to or greater than the number of loyalty counters on it. Use only as a sorcery.)
    Corrupt <Instant or Sorcery>(
    T: Gain control of target instant or sorcery spell if it has three or more corruption counters on it. You may choose new targets for the instant or sorcery spell.)

    NEW CARD TYPE: PLANETS


    Before we begin I'd like to credit ZasZ234 for coming up with the basic idea that the final concept of planets were based off of. Thank you, your contribution has made the concept of planets a unique one that will continue to be used in any set I create that expands upon Planetside's storyline.

    Rulings for Planets
    --Planets are played as though they are lands but they do not count as your land play for the turn.
    --All planets are permanents and are effected by spells and abilities that specifically affect permanents.
    --You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
    --Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
    --Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
    --You may play permanents only on a planet you control.
    --Each planet comes into play with a number of Resource counters on it equal to the Resource count. The Resource count is the number in the bottom right hand corner.
    --Whenever you play a creature spell, you may add one resource counter to target planet you control.
    --As long as a planet is in play, all nontoken creatures in play have, ": Add or remove one resource counter from target planet."
    --When a planet has no resource counters on it, it is destroyed as a state-based effect.
    --If a planet leaves play, all permanents that were on it remain in play.
    --Each Planet has the following three abilities:
    -----Homeworld <Number>—Effect
    ————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.
    -----Strategy -<number>—Effect
    ————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
    ————Strategy can be played on the same turn a planet came into play.
    ————Strategy can only be played once each turn.
    ————Strategy can only be played as a sorcery unless otherwise stated.
    -----Economy <number>—Effect
    ————If the economy effect is a static effect, it turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.

    Complete Card List
    http://www.freewebs.com/shinobiwankenobi/Planetside.html
    Posted in: Custom Set Creation and Discussion
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Got a new one for yah. The mechanic works really well with the theme of my set and so far everyone I showed it too have really liked it:D

    "Sandstone Rift 2
    Artifact (U)
    At the beginning of your upkeep, you may choose a land card removed from this game and put it into play under your control.
    It was only a matter of time before mages began pulling dirt out of thin air."

    I like the flavor text. I'm on the fence about it's rarity though since it's ability is so narrow. First off, I'd change it to, "you may choose a land card you own from outside the game." I don't know anybody who use lands in the sideboard so the change will make this a really fun casual card...which is perfectly ok with me Smile
    Posted in: Custom Card Contests and Games
  • posted a message on FCC Rules/Discussion Thread
    Quick question:

    If I submit a card with a custom mechanic that has no room for the reminder text is it ok for me to explain what the mechanic does in my post? Or will I get a point penalty for it or something?
    Posted in: Custom Card Contests and Games
  • posted a message on December FCC - Round 1
    And it's done Smile
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I like it, although I'd keep the first casting cost of 3RG. If it uses the hybrid cost, late game it becomes a slightly cheaper Hurrice or Earthquake in mono colored Green or Red decks.


    Here's mine, hope nobody minds me using MSE =\

    Posted in: Custom Card Contests and Games
  • posted a message on December FCC - Player signups
    I've take a whack it, sign me up:)
    Posted in: Custom Card Contests and Games
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