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  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Good to know things are still moving forward. I feared Archester had been abandoned once again but fear not, we will strive to push forward in your (hopefully temporary) absence...



    Sooooo... anyone have ideas for white common non-creatures they'd like to throw out?
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Quote from deritof »

    1- How do you guys feel about aligning with a particular Mythos? Because we stayed clear of it for now since we haven't gone into the creative but doing so would allow to know what types we use (for example, aligning with Christian Mythos gives us Angels, Demons or Devils depending on our taste (black or red), Serpents or Leviathans for Blue,etc) If we keep with the classic Steampunk-associated Mythos, we go more toward the Lovecraft style (Which doesn't change much for Blue, really), but tokens like 4/4 Angels are suddenly further off the general flavour.


    In the original Archester, we had a discussion about the presence or absence of Angels and Demons on Archester. We came to the conclusion that, since both were manifestations of raw pure-mana, they didn't exist "naturally" on Archester becuase of the way it's mana was ore-fied. To a lesser extent this translated over into less elementals too, since they too were mana constructs.

    As for going with one particular Mythos over another, Magic has it's own mythos that we should be working towards. For example, Angels and Demons being beings of pure-Mana rather than servants of a diety is wholely magic's creation. Instead of drawing from the mythos of Christianity or Cthulhu, we should draw from the rich mythos of Magic's history as our base and use Steampunk's ideas and concepts to create Magic's own version of it.

    Quote from MOON-E »

    How do you guys want to proceed?


    I think we have several things we have to do very soon. First, we need to start concepting what we want our non-creature spells to be, we've barely any over on Multiverse and there are simply not enough at the moment to make any kind of decisions. Second, once we've thought up some White Instants/Sorceries/Enchantments we should start tossing them around and seeing what fits well in what slot. Finally, once we've gotten everything more or less stable we should work on doing the same for the other colors as most of them are pretty shallow when it comes to non-creatures spells too.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Let's get the ball rolling on the White Commons...

    [CW01]: (Creature)(Twobrid)
    [CW02]: (Creature)(Twobrid)
    [CW03]: (Creature)
    [CW04]: (Creature)
    [CW05]: (Creature)
    [CW06]: (Creature)
    [CW07]: (Creature)
    [CW08]: (Creature)
    [CW09]: (Creature)
    [CW10]: Patriot Agenda(Twobrid)(Cycle)
    [CW11]: (Instant/Sorcery)(Twobrid)
    [CW12]: (Instant/Sorcery/Enchantment)
    [CW13]: (Instant/Sorcery/Enchantment)
    [CW14]: (Instant/Sorcery/Enchantment)
    [CW15]: (Instant/Sorcery/Enchantment)
    [CW16]: (Instant/Sorcery/Enchantment)
    Quote from Raptor1210 »

    Just as a general guideline for White common non-Creature spells, just so everyone is on the same page:

    • A Lifegain spell, sometimes playable but, more often than not, barely playable even in limited. (eg. Healing Hands, Whitesun's Passage)
    • A Small Pump spell, sometimes French Vanilla, often, though not exclusively, a combat trick. (eg. Seize the Initiative, Mighty Leap)
    • A "Save my guy" spell, often prevents damage but sometimes grants defensive abilities that save the creature while in combat. (eg. Leap of Faith, Lithomancer's Focus)
    • A "Hurt the guys that are messing with me in combat" Spell, often deals damage to attacking or blocking creatures but can also be "destroy tapped creature." (eg. Righteous Blow, Sheer Drop)
    • A "Pacifism"-type Spell that locks down a creature and prevents it from attacking/blocking/activating abilities. (eg. Arrest, Pacifism)

    • A "Generic" White spell that fits Thematically into the set, it may be a repeat of one of the previously stated effects.
    Edit:
    • A "Team buff" spell that acts a "game-ender" for small aggressive decks, usually a sorcery sometimes an instant, almost univerally gives either +N/+N or +X/+Y and sometimes an white evergreen keyword UEOT. Sometimes replaced by a creature with similar ETB trigger. (eg. Inspired Charge, Rush of Battle)
    Quote from grimGrendel »
    To add to Raptor's guideline list, according to Rosewater's Nuts and bolts, at common white can get :
    • Some flying creatures (1-2, maybe 3 if it is a sub theme like thopters)
    • Some each of First strike, vigilance, life link (1 of each usually)
    • Rarely flash (0-1, only if needed. Often counts as both an instant slot and a creature slot. Note that there is currently no common flash white cards in standard)
    • Most creatures should be small, with about a third of medium creatures
    • The only enchantments at common are usually aura, and there is almost always at least 1
    • White gets 1-2 more instants than sorceries (including flash creatures)
    • There is usually a single team buff spell or creature at common to encourage the token theme
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    I think that's a great idea Moon-E. Along those lines, if it wouldn't be too much trouble, I'd like to see a few more suggestions for White Non-Creature spells. There are only ~2 over on Multiverse and we have quite a few more spots than that to fill just in the white commons alone.

    Just as a general guideline for White common non-Creature spells, just so everyone is on the same page:

    • A Lifegain spell, sometimes playable but, more often than not, barely playable even in limited. (eg. Healing Hands, Whitesun's Passage)
    • A Small Pump spell, sometimes French Vanilla, often, though not exclusively, a combat trick. (eg. Seize the Initiative, Mighty Leap)
    • A "Save my guy" spell, often prevents damage but sometimes grants defensive abilities that save the creature while in combat. (eg. Leap of Faith, Lithomancer's Focus)
    • A "Hurt the guys that are messing with me in combat" Spell, often deals damage to attacking or blocking creatures but can also be "destroy tapped creature." (eg. Righteous Blow, Sheer Drop)
    • A "Pacifism"-type Spell that locks down a creature and prevents it from attacking/blocking/activating abilities. (eg. Arrest, Pacifism)
    • A "Generic" White spell that fits Thematically into the set, it may be a repeat of one of the previously stated effects.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Here are my highlights, I dug only into the commons at the moment...


    Protective Custody 1WW
    Enchantment - Aura (C)
    Enchant creature or planeswalker
    Enchanted permanent's activated abilities can't be activated. If enchanted permanent is a creature, it can't attack or block.

    Frontier Sheriff 1W
    Creature - Human Soldier (C)
    Steam-powered2/W , tap symbol : Tap target creature. If only colorless mana spent to activate this ability, that creature doesn't untap during its controller's next untap step.
    1/2

    Merchant Airship 3 mana 2/U
    Artifact Creature - Construct (C)
    Steam-powered— When ~ enters the battlefield, draw a card, then discard a card unless only colorless mana was spent to cast it.
    Flying
    3/2

    Boiler Shade 1B
    Creature - Shade (C)
    Steam-powered-- 2/B : ~ gets +1/+1 until end of turn. Then if only colorless mana was spent to activate this ability, it gains flying until end of turn.
    They haunt the boilers and furnaces of the manufactories in which they worked and died.
    1/1

    Unrenewable Resources 2B
    Enchantment - Aura (C)
    Enchant land
    Whenever enchanted land becomes tapped, its controller sacrifices it and adds 2 to his or her mana pool.
    These Flats were farms one day, manufactories the next. It's high time the land took itself back."
    --Terent Livinton, Ex-Flats farmer


    Gremlin Mischief 1 mana red mana
    Instant (C)
    As an additional cost to cast ~, sacrifice an artifact.
    Put X 1/1 red Gremlin creature tokens onto the battlefield, where X is the sacrificed artifact's converted mana cost.

    Rummage 1 mana red mana
    Sorcery (C)
    Put two random artifact cards from your graveyard on top of your library.

    Soul's Might 4 mana green mana
    Sorcery (C)
    Put X +1/+1 counters on target creature, where X is that creature's power.
    "Once in a blue moon, a lowly Clockwork Beast will fight back against civilization with the primal might of the long extinct creature it mimics."
    --Willar Waston, Frontiersman


    Assembly-Worker 3
    Artifact Creature - Assembly-Worker (C)
    tap symbol : Target Assembly-Worker creature gets +1/+1 until end of turn.
    2/2

    Copper Ring 3
    Artifact (C)
    Whenever you cast a green spell, target creature gets +1/+1 until end of turn.
    tap symbol : Add 1 to your mana pool.
    The verdigris isn't just a reaction to pollution.

    [Note this is meant to represent the whole cycle.]

    Junk Collector 4
    Artifact Creature - Construct (C)
    ~ gets +1/+1 for each artifact attached to it.
    In their search for discarded machinery to maintain their own mechanisms, junk collectors will settle for any parts they can get their hands on. Or their pincers. Or their grapplers. Or their...
    1/1

    Steston Hat 3
    Artifact - Equpiment (C)
    Equipped creature gets +1/+1 and has intimidate.
    Equip 2
    "Watch out for that guy, he's the Boss of the Midlands."
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Quote from grimGrendel »
    Another small thought that may make cutting card through design easier : Should we allow ourselves to hold up some interesting design cards for a phantom second small set? Knowing that an interesting card design is not lost will make it easier to take the decision to trim it from the set and allow better focus on the essentials. We probably will not go through a small set, but having an honorable mention section could prove useful


    It probably wouldn't be a bad idea to set (hehe) aside a cache of interesting cards even if they never get used. That'd allow us to use them if holes pop up late in design/development as well as give a jumping off point for a second set should we decide to head in that direction. We just need to stick them somewhere we'll be able to find them again in who knows how long.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    The second version would be more interesting, b/c not only does it trigger when it winds up something but also when it attacks.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    I noticed we had 5 Common Land slots allotted at the end of the Design Skeleton. Were those by any chance reserved for the Steamy Rainforest-cycle from the original Archester?


    Sunsoaked Flats
    Land [Common]
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add white mana or 2 mana to your mana pool.
    A field so hot the wheat practically bakes itself.

    Simmering Coastline
    Land [Common]
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add blue mana or 2 mana to your mana pool.
    Though many have tried, none have been able to replicate the natural power of Archester's oceans.

    Sludge Pit
    Land [Common]
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add black mana or 2 mana to your mana pool.
    The sludge found here is used for many industrial purposes, such as a heavy duty adhesive, cheap fuel, and in some extreme cases, dietary supplements.

    Natural Furnace
    Land [Common]
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add red mana or 2 mana to your mana pool.
    Some rock formations on Archester seem to suggest that the land itself is trying to industrialize.

    Steamy Rainforest
    Land [Common]
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add green mana or 2 mana to your mana pool.
    Some forests are good for more than just lumber and land.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    If we do decide to go with the "Fuel" version of Trash, we should go through another brainstorming session for :symgb:'s common Trash cards. Science!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pokemon MTG set (Incomplete)
    A few years back, I was working on a Pokemon set like your's and I had one of the guys over on the MSE forums whip up something that might come in handy for you now...


    It's under the "Magic - Styles Inspired by Other Games" in the template index. Smile
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Quote from MOON-E »
    Trash N adds immense board complexity though. You now have to manage exactly how many permanents there are in your graveyard. I mean I get the point but there have been many, many mechanics that work fine without doing so. I'm talking about Ferocious, Formidable, Spell Mastery, Metal craft, etc. they all worked just fine without having to use a variable number.


    I agree, having a simple threshold mechanic is an overall simpler, more elgant design than a variable mechanic. The variable version gives a little more design space and some interesting possibilities but it might be just to much in a draft format that's likely to be pretty complex already.


    We could potentially make trash work like Processors from BFZ, and just have each of them use up a certain amount of fuel.


    Exiling a card from your graveyard when it ETBs or is cast? It'd probably work but it'd kind of feel tacked on since, barring a few individual cards, there aren't any main mechanics (besides trash, which is the one potentially changing) that care about the graveyard.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Quote from MOON-E »
    Of course Raptor! Long time no see. What I would ask though is for you to read through as much of the thread so far as you can in order to be caught up with the current design state. It might be confusing since a bunch of mechanics have gone through multiple iterations, but it will be helpful to know the path we took to get where we are today.


    It's good to see you to Moon-E. I'm currently reading through the posts (only Around the mid-50s atm) and I'm ecstatic to see the vigor and passion people have jump in with. I got a couple questions/comments...

    • We're still doing Twobrid ((2/W)(2/U)(2/B)(2/R)(2/G)), right? I assumed so since there was a lot of references Steampowered up-to where I am but idk if it's been outright stated as "returning".
    • Have we worked out what the overall block plan is? That was one of the main stumbling blocks in the original set, we went full steam ahead (pun intended) for our first set and didn't plan out where we were heading. So where are we headed?

    • I'd like to point out that both the LD theme in (U/B) as well the Spellslinger mechanic in (B/R) were my responsibility. I proposed them and pushed them too far, to the detriment of the set as a whole. I can see now, looking back over the original set, that I allowed my infatuation with Spellshapers and land destruction at the time to overshadow the set. I promise that won't happen again.

    I'm looking forward to seeing what we can do with this and I'm so glad to be able to work with you guys on Archester again. Grin
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Archester Revival Thread! (Steampunk Set)
    Hello All. It's been a while since I've been on MTGS but I was just cleaning up my browsers bookmarks and found the Archester thread over on Multiverse. Like Moon-E I was floored by the fact that people had continued to find interest in Archester so many years later.

    That led me back here. I was wondering if you might be interested in letting an old decrepit designer, such as myself, join your ranks?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Archester Creative! (Currently: ComicalFlop's Art Collection)
    I'm not really a huge fan of some of your flavor changes. We worked very hard to create a cohesive world and some of the art and name changes that you did threw several massive wrenches into that world's flavor.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [[FTV]] Announcing: From the Vault: Annihilation [Mothership]
    Anyone else notice that they didn't mention a preview card for next fall's large set? Haven't the last few FTVs had a preview card of some kind?
    Posted in: The Rumor Mill
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