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  • posted a message on Setshifted
    Arcbound Harrier 5 mana
    Artifact Creature - Bird
    Flying
    Remove a +1/+1 counter from Arcbound Harrier: Arcbound Harrier gains protection from artifacts or from the color of your choice until end of turn.
    Modular 3 (This enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
    0/0

    Next: Infernal Kirin in Rise of the Eldrazi
    Posted in: Custom Card Contests and Games
  • posted a message on Remnants of Ara'al - This time with full plan!
    Okay, so in the interest of moving on: Essya? (Btw SecretInfiltrator I left a bunch of mechanic brainstorms for Valheim on your blog, on the off-chance that you hadn't seen them.)

    For Essya, there are a few possible flavor angles we can go with:

    1) Evolution (likely something to do with counters, or Birthing Pod-esque shenanigans - maybe CMC-matters with a Pod-like keyword?)

    2) Competition (not sure how we'd pull this off)

    3) The mill direction. IMO, one way to make this work organically might be an old idea of mine for Essya, from way back--give the whole plane a single collective consciousness. Think Zerg Overmind. You could flavor milling as dumping more and more thoughts (both yours and your opponents') into the worldmind, which then uses the increased brainpower at its disposal for shenanigans.

    Color-wise, the idea of a collective planewide hive-mind fits pretty well into GUB, I think. G is central, so everything is connected as a single community. U makes the connection a mental one, and B makes it a collective rather than just a decentralized network.

    (Given this, I'm starting to wonder if we can't make Essya the mill/some-graveyard-stuff shard, and then have Neter be life-matters instead, which is now a feasible theme now that mana burn's gone. Would help distinguish this further from a colorshifted Alara--the black shard doesn't always have to be the graveyard shard.)
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Mighty Morphin' Magic Card
    Silverwood Drake + Righteous Cause

    Silverwood Fury 1GWU
    Enchantment
    Whenever a creature you control attacks, choose one--that creature gets +1/+1 and gains trample until end of turn; or that creature gets +0/+2 and gains lifelink until end of turn; or that creature gets +2/+0 and gains shroud until end of turn.
    Posted in: Custom Card Contests and Games
  • posted a message on The Mighty Morphin' Magic Card
    Figment Fence + Phantom Warrior

    Warrior Figment 3U
    Creature - Illusion Warrior
    Warrior Figment is unblockable.
    Warrior Figment's power is equal to the number of Illusions you control.
    */2
    Posted in: Custom Card Contests and Games
  • posted a message on Remnants of Ara'al - This time with full plan!
    Quote from brasil_dude101
    Warcall 2.0 (This costs 1 mana less to cast for each creature that dealt damage to an opponent this turn.)

    Could do. I like that it enables pingers. And flavorfully, it's very "blood-in-the-water," like the war-crazed valkyries and giants are more easily summoned with the prospect of bloodshed.

    I think we can all agree, at least, that the ideal Valheim strategy is to swarm, then finish up with some big hurty giant/valkyrie to either break any stalemates or finish off an on-the-ropes opponent. Flavorfully, the armies go out to spill blood and appease their bigass generals, who then join the fray once sufficiently enticed. So any mechanic we make for it has to work towards that.

    With that in mind, my top 3 votes are:

    Warcall 2.0
    Bloodthirst
    Rebel-Mercenary mech
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    Before even considering whether the mechanic is what we would want:

    "If a creature died this turn..."

    or

    "If a creature you control dealt damage combat damage to a creature this turn..."

    both seem like better conditions - also considering things like deathtouch.

    The first one would be more in line with the dirty combat that was mentioned earlier, but I dislike it for the shard since it feels more like death than combat the second one (as well as your original suggestion) seem to forced.


    "If a creature was destroyed this turn?" Small change, but it removes sacrifice and -X/-X effects as viable trigger conditions, which I imagine will help distinguish it from Neter.

    ---

    I could see any bloodthirst- or prowl-like ability really.

    I actually like Bloodthirst as-is, for Valheim. Great name, too. Just that, if we want something new, might as well focus on the fact that Valheim glories in face-to-face combat, hence creatures clashing and killing each other.

    Brainstorming:

    Vengeful (When this creature dies, destroy target creature that dealt damage to it this turn.) - I find it too reactive. More revenge than war. I think this is more a feature of the shard, rather than the main event.

    Spite (When this creature dies, it deals damage to each player and creature equal to the damage this creature dealt to it this turn already.) - Ditto.

    Horde N (Whenever this creature attacks, target attacking creature gets +1/+0 until end of turn.) - I dunno, to me, this also seems like "just a creature upgrade." Better than provoke, but still.

    Frenzy, bushido - Likewise. Bushido would need a new name.

    Horde N (Whenever this creature attacks, another target attacking creature gets +1/+0 until end of turn.) - See comments on first version of Horde. :))

    Blaze of Glory - When ~ dies, if it attacked or blocked this turn

    Spoils of War - Whenever a creature dealt damage by ~ this turn dies,

    ^ Combine these two? Deathstroke - When this dies or deals lethal damage, <effect>.

    Bloodoath N (You may have this enter the battlefield with N +1/+1 counters on it. If you do, it deals damage equal to its power to you.) - Think this is more a single-card-or-card-cycle mechanic than a shard keyword.

    Ferocity N (At the end of your turn, if a creature you control dealt [combat] damage to an opponent, put N +1/+1 counters on this.) - Doesn't feel all that visceral. It's more steady growth than RAWR WAR.

    Excruciate N (At the beginning of your end step, this deals N damage to each opponent that was dealt combat damage by a creature you control this turn.) - Likewise a single-card-or-cycle mechanic.

    Warcall (This costs 1 mana less for each creature that attacked under your control this turn.) - Not bad actually! Could also go for a variant that reduces cost based on damage dealt to opponents.

    Rouse N (Whenever this creature attacks, you may have it gain +N/+0 until end of turn. If you do, sacrifice it at the beginning of the end step.) - Works if you want direct synergy with Neter, but I'm not really a fan. This isn't necessarily a suicide-warrior shard, unless you work in some convoluted angle involving valkyrie's blood or whatnot, and even then, I'm not sure the payoff is worth the flavor work.

    Enrage (Whenever this creature attacks, lose life equal to the number of +1/+1 counters on it, then put a +1/+1 counter on it.) - Single-card-or-cycle mechanic.

    EDIT: I really thought a Rebel/Mercenary like mechanic that is more combat based would fit, but I'm not quiet there with it yet. - Would love to see what this would look like. Grin

    Oh, and also:

    Offensive - If three or more creatures you control attacked this turn - Again, I dislike the idea of a direct shift of exalted, but otherwise no complaints.

    ---

    BTW: We should really finish the flavor thingies, copy-paste them into a single post and unless we get it into the first post put it into some signatures before we run away with this. - Agree.

    Smile


    Out of this, my current frontrunners are:

    Deathstroke (lol narcissistic)
    Warcall (both the current version and a version that reduced cost based on damage dealt)
    Rebel-Mercenary-combat-mechanic
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    Question:
    Why does this have a parameter? Wouldn't it be much easier to have: "If this creature would deal combat damage to a player, it may deal that much damage to a creature that player controls instead."?

    True. Combos with trample, at that.

    Opinion:
    I like the mechanic on its own, but I don't like it as a shard mechanic. It is like provoke (or bushido) in that sense. I really like provoke. It's a great mechanic. I wouldn't dream of trying to define a faction by that mechanic. It doesn't lend itself to anything really. It's just a creature upgrade.

    I can kind of see what you mean. I'm all right to go with it as-is, but in line with this concern...

    Warpath N (If lethal damage was dealt this turn, this enters the battlefield with N +1/+1 counters.)

    Bloodthirst variant, but focusing on creature combat. Also encourages suicidal charges, if such would serve the greater cause of war.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    Quote from Zylm
    How about a combination of Farrel's Zealot and Cunning Giant:

    Warpath N (If this is unblocked, you may have it assign up to N of its combat damage to a creature defending player controls.)

    Entices player's to block when your guys are attacking and is centered in WBR mechanically in magic's history. See also Gaze of Pain.

    I really like this, actually. Combat-oriented but still individualistic, focuses more on damage than attacking, encourages blocking/combat but also enables dirty backstab-style fighting/assassinations. Plus it does cool things with lifelink, first strike, and deathtouch, all of which are Valheim mechanics.

    EDIT: I'd even go so far as to also propose a powered-up version that doesn't rely on blocking:

    StrongerWarpath N (If this is attacking, you may have it assign up to N of its combat damage to a creature defending player controls.)
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Mighty Morphin' Magic Card
    Kother Teke, Tertiary Ferrolith + Reckless Charge

    Fleshforging RWU
    Instant
    Choose one--Target enchanted or equipped creature gets +4/+2 and gains haste until end of turn, or counter target enchantment or Equipment spell unless its controller pays :3mana:.
    Flashback 2RWU
    Posted in: Custom Card Contests and Games
  • posted a message on Remnants of Ara'al - This time with full plan!
    Black can be ruthless and parasitic though. If the white and green drive the inhabitants of Neter to form communities, then the black causes them to feed their life on the cost of others - communities compete for the sparse resources.

    Better idea.
    When I suggested ideas for Neter I wanted decidedly closed, walled in communities. The same could be shown through packs of ghoulish or hyena-like carrion feeders; if you can't live off the land, you live off its other inhabitants.

    Definitely good.

    And that's bad, why?

    To my mind, it's a bad thing only because the other mechanics aren't direct flips. I'd have no problem with a set-up where either all the mechanics were flips or none of them were, but having one and only one be a direct shift seems off.

    For reference, hypothetical everything-is-a-shift world:

    Valheim - Whenever three or more creatures attack (shift from Bant having creatures attack alone)
    Hala'o - Everything is part enchantment (shift from Essya's artifacts)
    Neter - Gravecycling's justifiable here, actually (graveyard to library instead of graveyard to play)
    Sirat - Convoke is justifiable (tap rather than consume, cheapen rather than strengthen)
    Essya - CMC-matters rather than power-matters?


    I guess this is quiet not intuitive (the reminder text covers that partly).
    I don't see "I sac my STE in response to blocking so I get a land and you don't get your Warpath" as something that you should aim for. If you want this mechanic, why not go all out "a permanent was put into a graveyard this turn"?
    I could like it as a sub theme, but the shard is supposed to be combat themed, right? This shard is supposed to be about war not death.

    My contention is that Bant is also about war, but as formal duels between representatives of each kingdom, with rules and terms and such. Promoting permanent destruction makes Valheim's war very different, focusing on dirty tactics (scorched-earth, burn the fields, assassinate enemy warriors before the fight, smash their weapons, etc).
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    I'm trailing off hellweek, but my general comment is that, given that these are enemy wedge shards, the main color and side colors should always agree with each other. So, for example, I disagree with this interpretation of mana on Neter:

    Quote from brasil_dude101 »
    Black feels itself at a loss, having been thrown into a mix with the two least selfish of colors. Consequently, rather than embody their ideals, it's actively fighting against them, trying to gain the upper hand. It does so by destroying the land, which makes it difficult to create communities, and it corrupts creatures, which are what white and green favor the most....


    I think the question shouldn't be "How does <main color> feel, separated from its allies and forced to be with <side colors>?" but more of "How do <main color> and <side colors> work together on this world?"

    So, for the Neter form, my version would be something like this:

    Black's cooperation with green and white have tempered its selfishness, but not its desire for power. Neter's black revels in the greater power green and white give it over the magics of the divine, the spiritual, and the natural cycles of decay and resurgence. On Neter, black, green, and white combine their visions of a "natural order," resulting in a ritualized cycle of life, death, and rebirth, where greater power affords more control over one's place in the cycle--as well as the places of others.

    For Valheim mechanic, my only problem with the "Whenever three or more creatures attack" thing is that it's almost a direct flip of Exalted. I see the problem with the lethal damage mechanic not encouraging a style of play, though.

    How about something scorched-earth-like, encouraging combat and/or destruction of permanents in general?

    Warpath (placeholder name) - As long as a permanent was destroyed this turn/Whenever a permanent is destroyed, <effect>. (Creatures dealt lethal damage are destroyed.)

    A Valheim deck could then enable its effects by sacrificing its creatures in combat, having them destroy other creatures, or simply taking the more controllish route and destroying creatures outside of combat.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    So you're suggesting we rebuild the shards first before finalizing mechanics decisions? Honestly I don't mind, but I don't want to lose this thread again. That's my main concern.

    Assuming we all stick to it and get this done, what might work as an order is

    1) Individual shard flavor
    2) Mechanics
    3) Storyline/Ara'al-as-a-whole flavor
    4) Design
    Posted in: Custom Set Creation and Discussion
  • posted a message on Compleat the Card!
    Quote from Smores_Prime
    hmm, I'm thinking someone needs to make a what-if set of phyrexia taking over ravnica instead of mirrodin...

    I like this idea so much. Multicolor Praetors sound like love.

    Kos the Reforged 4RW
    Legendary Creature - Horror Warrior
    Whenever Kos the Reforged attacks, prevent all damage that would be dealt to creatures you control and double all damage that would be dealt to creatures you don't control this turn.
    Urabrask's secret weapon--monstrous flesh housing a hero's heart.
    5/4

    Next: Tibor and Lumia
    Posted in: Custom Card Contests and Games
  • posted a message on Remnants of Ara'al - This time with full plan!
    How do you end up with anything other than War for Valheim?

    Because very little other than War makes sense for Hala'o, and Valheim could also be justified as Death based on its love of destruction. Again, my two cents, and if Valheim is War, then I'd propose a model like:

    Famine - Hala'o-based (stretch--hunger for experiences?)
    Pestilence - Essya-based
    War - Valheim-based, Big Bad
    Conquest - Sirat-based
    Death - Neter-based

    Since when are mechanics up for debate again? The ideas are totally terrible and all, but also set in stone as far as I know.

    Well that's nice and constructive. I saw the bit of Folza's post that suggested that the mechanics were set in stone, but given that he was compromising with netn9 after his post (including something as fundamental as changing morph to a cross-shard mechanic), I assumed that that opened them up for discussion again.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Remnants of Ara'al - This time with full plan!
    Story Comments
    I actually really like the idea of Horsemen as a peg. And if we go Biblical, we could go with five Horsemen (one per shard?), based on the original four plus the misconception of Pestilence (who was added later).

    Famine - Neter-based, consumes the spirits of the dead (or everything)
    Pestilence - Essya-based, spreading ever-mutating plagues that affect both flesh and minds
    War - Hala'o-based, using the destructive power of the elements
    Conquest - Sirat-based, wielding mind control and subjugation
    Death - Valheim-based, Big Bad himself, The End of All Things, etc


    Mechanics Comments

    Valheim
    I dislike having an attack trigger as the Valheim mechanic simply because it would feel too much like a mirrored version of Exalted. The current version of Glory, in any event, is "Whenever this deals lethal damage," which I think is very combat-related.

    If not, we could pirate a commonly made mechanic on the boards and use something Bloodthirst-like:

    Bloodcast (This costs 1 mana less to cast for each point of damage dealt to an opponent this turn.)

    Or just Bloodthirst itself, come to think of it.

    Hala'o
    I really don't see the flavor or the utility behind having morph in every shard. (Although I do agree that we need some kind of cross-shard mechanic--Scry, perhaps?) The mechanic has a very specific flavor which I think can only be justified in either Hala'o or Essya. Having it appear across shards would make Ara'al a very strange place, one better suited (IMO) to exploration as a whole plane rather than as five shards.

    Looking at the shards right now, just for context, the cohesive goals seem to be as such:

    Valheim - attack!
    Essya - mill
    Sirat - big convoked spells/creatures
    Neter - graveyard-based control/recursion

    Hala'o's niche, taking into account its blue-centricness, would seem to be the hand. Could we not simply make it the hand-size-matters shard?

    Trance - <Effect that scales based on hand size.>
    Posted in: Custom Set Creation and Discussion
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