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  • posted a message on Announcing my set, 15 preview cards, please comment
    (I also posted this at MtgNews as NazgulMaster)

    Some information about the set: I'm planning for a full 350 (330 w/o basics) card set, usable for both Limited and Constructed play. Don't have a name yet (I was going to call it Android first but that name doesn't really fit). I'm currently at 130 cards, so I'm not expecting it to be ready this month. I want every card to be perfect. Smile The set will have a slight focus on creatures, though not much more than other sets. The major theme is, as you will see from the story, "struggle for survival" (see below for the story). The mechanics (so far) are Survivor and Scarceness (see preview cards).
    I'd like to apologise in advance for the probably lame names of some cards. The problem is I'm not a native English speaker and I lack the vocabulary to have more variation in the names. Same kinda for flavor texts, though less explicitly.

    Anyway, I'll get to the 15 first cards of the set now. Smile With these I'm trying to show off all the different races a bit, while also showing both mechanics. I'll take 3 cards of each color, of different rarities. Comments are much appreciated, both about the cards as well as about the story and races at the bottom of the post. I like suggestions, criticism, etc. Hope to get some response.

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    Zealous Recruiter
    :1mana::symw::symw: - Common
    Creature - Human Cleric
    0/1
    Survivor 3 (At the beginning of your upkeep, if Zealot Recruiter has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
    :1mana::symw:, :symtap:, Remove three +1/+1 counters from Zealot Recruiter: Search your library for a white creature card with converted mana cost 2 or less and put it into play. Then shuffle your library.

    Refusal of War
    :2mana::symw::symw: - Uncommon
    Enchantment
    At end of your turn, you gain 1 life for each creature you control that didn't attack this turn.
    The camelfolk would give up their homeland rather than defend it. That is why all they have left is the Shaban desert..

    Rheo Charge
    :xmana::3mana::symw: - Rare
    Sorcery
    Scarceness 3 - Tap two untapped creatures you control (You may tap two untapped creatures you control to have Rheo Charge cost 3 mana less to play.)
    Destroy target nonland permanent unless its controller pays :xmana:.

    Study of Manuscripts
    :3mana::symu: - Common
    Instant
    Scarceness 3 - Discard an Island card (You may discard an Island card to have Study of Manuscripts cost 3 mana less to play.)
    Draw two cards.
    Not all knowledge can be found in books, yet a lot of it can.

    Dolphin Warrior
    :5mana::symu: - Uncommon
    Creature - Dolphin Soldier
    5/5
    Scarceness - Return an Island you control to its owner's hand (You may return an Island you control to its owner's hand to have Dolphin Warrior cost 3 mana less to play.)
    Whenever Dolphin Warrior attacks or blocks, return it to its owner's hand at end of combat.

    Leyin, Sovin Researcher
    :2mana::symu::symu::symu: - Rare
    Legendary Creature - Human Wizard
    2/2
    Whenever an opponent plays a spell, draw a card.
    Knowing what your enemies know is the key to victory.

    Scare to Death
    :4mana::symb: - Common
    Instant
    Scarceness 3 - Pay 2 life (You may pay 2 life to have Scare to Death cost 3 mana less to play.)
    Destroy target nonblack creature. It can't be regenerated.
    As the sailor told me about murdering ghosts, I didn't believe him. He came back to prove it.

    Ghron Tormenter
    :4mana::symb::symb: - Uncommon
    Creature - Swine Human
    4/4
    Scarceness 3 - Remove four cards in your graveyard from the game (You may remove four cards in your graveyard from the game to have Ghron Tormenter cost 3 mana less to play.)
    Whenever a creature you control deals combat damage to a player, you may sacrifice it. If you do, that player loses 4 life.

    Sanguine Wisdom
    :1mana::symb: - Rare
    Enchantment
    :1mana::symb:, Discard a card from your hand: You gain 2 life.
    :1mana::symb:, Pay 2 life: Draw a card.
    Blood in the veins or knowledge in the brain?

    Tygrin Archer
    :2mana::symr::symr: - Common
    Creature - Cat
    1/1
    Survivor 2 (At the beginning of your upkeep, if Tygrin Archer has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
    :symtap:, Remove a +1/+1 counter from Tygrin Archer: Tygrin Archer deals 1 damage to target creature or player.

    Rain of Fire
    :3mana::symr::symr: - Uncommon
    Instant
    Scarceness 3 - Discard your hand (You may discard your hand to have Rain of Fire cost 3 mana less to play.)
    Rain of Fire deals 4 damage to target creature or player.

    Berke, Ancient Goat
    :2mana::symr::symr: - Rare
    Legendary Creature - Goat
    1/1
    Survivor 3 (At the beginning of your upkeep, if Berke has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
    Whenever a creature you control without Survivor deals combat damage to a player, that creature gains Survivor 3. (This effect doesn't end at end of turn.)

    Wolf Alarmist
    green mana - Common
    Creature - Wolf
    1/1
    Green creature spells you play cost 1 mana less to play.
    Many intruders make the mistake to believe that one wolf can do no harm. It can. It will summon the pack.

    Jiran Feeder
    :3mana::symg::symg: - Uncommon
    Creature - Beast
    3/3
    :xmana::symg:, Sacrifice Jiran Feeder: Put X +1/+1 counters on target creature.
    Parents die to make sure the children live. Our kind will survive.
    - Corin, Lord of the Beasts

    Fertile Gorilla
    :2mana::symg::symg: - Rare
    Creature - Ape
    5/5
    When Fertile Gorilla comes into play, each other player may search his or her library for two basic land cards, reveal those cards and put them into his or her hand. Then each player who searched his or her libary this way shuffles it.
    Protection from blue

    --------------------


    The story:

    The set will take place in a post-apocalyptic setting. Huge world wars have destroyed the plane. There have been magical explosions of such magnitude that parts of the world itself were blown off, and the planet has gotten into a different orbital around the sun. Not that the few survivors have noticed this yet. For one, there is still a thick dust cloud filtering all sunlight. And they would be far too busy trying to survive anyway. Almost no animals manage to procreate in this godforsaken world, and the few kinds that are still alive are dying rapidly. It seems the humans will share their fate.

    But nature won’t let life slip away from the planet. A weird twist of nature itself gives animals human-like intelligence. Because to survive, the strength of animals will need to be coupled with the intelligence of the humans.

    Two generations have passed since. The world is slowly recovering from its ashes, and its inhabitants seem to start thinking of war again. Those inhabitants are mostly mammals with humanoid brains, although a few small groups of pure humans are still alive. Reptiles, amphibies and fish are all gone, but the birds have survived. Led by vultures, they ate the dead, and when they didn’t find enough corpses they even learned to kill the living. Being the only ones able to rise above the dust clouds, they have gotten stronger and now they are a dangerous force on the entire plane.

    The races:

    White:
    The Rheo, a race of Rhinoceroses, occupy most of the plains. Though small in number, they are strong fighters and few want to enter their domain. In the desert of Shaba live the Camelfolk, a peaceful nation of intelligent camels. They are good healers and will never fight a war. The Zealots are one of only two races of pure Humans left on the plane. These Clerics are also the only ones who still believe in a god, and their concern is converting others of their belief. They are aggressive and dominant, and if they can’t convince someone with words they will fight him.

    Blue:
    The other race of Humans are the Sovin. They despise the half-breeds and believe in the superiority of their race. Meanwhile the Merfolk have learned to live on the land as well as in the water because the water is too poisonous to stay all the time. As these half-humans existed before the destruction of the world, they could adapt faster and they are secretly planning a war against the Sovin. There are Dolphins too but I don’t have any specific plans for them yet. Smile And finally there are the Birds, which blue shares with black (and some blends mainly to white). As said above these are monstrous flesh-eating animals now.

    Black:
    A lot of Birds (the Vultures) are black, including the First Bird: Kri, the Rising Vulture. Other than that there are the Ghron, a race of Swines who destroy everything in their path, and the Ghosts. These got stuck on the world because of a magical barrier caused by the apocalypse. They are gathering around the Ruins of Anesi, but nobody knows if and what they are up to. Nobody really cares, either.

    Red:
    The Goats are small, stupid creatures (much like Goblins). More important are the Tygrin warriors, large fearsome Cats. They are proud of their combat abilities and few creatures on the world can stand up to a group of Tygrin. Finally there are the Dragons, still mighty as always.

    Green:
    During the days of the apocalypse, most went to the forests as those seemed to offer most chance for survival. The result is that the Jiran woods are full of creatures of all kinds. The largest groups are the Beasts, including all kinds of weird cross-breeds; and the Wolves, who are always found in packs and strengthen each other. There are also Apes, Bears, Centaurs, and probably a lot of unknown creatures.


    While each of the races on this plane has its own goals, they all share one common goal: Survival.
    Posted in: Custom Card Creation
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