Cleric's awakening is an example of one of my earliest designs, and it had a lot of problems once it was looked into. Primarily, like you said, it's too busy for a common. Specifically, it's a common that tutors for cards that are typically only mythics (full disclosure, the set this card was intended for had a cycle of rare PWs, something I'll likely be doing in the future anyway.) Not only was this bad for common, but it also sucked for limited. It was too narrow and parasitic, at least in a vacuum.
As far as the other two... I kinda like the equipment guy. In my next block (codenamed 'blood'), you'll see a RW tribe that deals with equipment tokens like that. For now, however, it's not really a focus (My main focus is finishing out Soco, Amaretto, and Lime block). Once I get to Blood, Sweat, and Tears there'll be a lot more development done... at the moment it's all design.
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Mar 18, 2012Advent posted a message on Hey, there's a blog here!Thanks for the comments Zelderex!Posted in: Advent Blog
I had never considered looking at the other colors that why, I might go back to the drawing board and figure out what I might do to make black more interesting to me, and go from there. - To post a comment, please login or register a new account.
This is a great time to have this discussion, actually, given that this is exploratory design and therefore nothing is set in stone at this point...
I'll be honest with you: I don't have a big plan to make it 'distinct'. It is, in many ways, more of the same (although I foresee it being much more cohesive from a limited standpoint given the lessons I've learned up to this point). There are new strategies that will be viable, new mechanics to explore, and lots of new stuff from a story perspective, but no big twist of departure from the first set. I don't know if that's ok or not, but that's why we have the discussion.
The good news is set 3 of the block will differ wildly, so this won't be a problem once we get to that point.
Would love to hear anyone's feedback on what they'd like to see this set do in order to be successful as a second set.
A custom MtG block for constructed and limited play
Avienne returns from the Caeia block in search of Dareth's hidden artifact, the infinity engine.
Block: Set 2 of 3 in the Dareth Block
Number of Cards: 150
Estimated Release: June, 2015 (Beta)
Three Letter Code: BFD
Theme: Tactical Creature Combat
New Mechanics: Retaliate
Returning Mechanics: Prowess and, returning from Generals of Dareth, Vanguard, Reverberate, and Dominance
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Last Update: March, 2015
Project Status: Exploratory Design (The set skeleton is largely empty. Early thoughts regarding mechanics and archetypes are being formed. Very little, if anything will remain in its current form by the end of design.)
Block Information
While the first set of the block, Generals of Dareth, is still undergoing development, it's time to begin work in earnest on the second set. This set will feature the return of Vanguard and Reverberate from Generals of Dareth, and will feature two new mechanics (ok - one new, and one returning from Tarkir block, which was way too perfect for my needs to avoid, regardless of how new a mechanic it was). The focus on 'tactical creature combat' remains, and I think both of these mechanics add to that.
Storywise, this set will capture the culmination of the Great War of Dareth, which has for years been fought over an artifact - the Infinity Engine. The Infinity Engine is a artifact of unknown origin which resides on Dareth that allows its controller to undo one moment in time. This has led Planeswalker Avienne Rumare, whose home plane of Caeia has been destroyed by the Eldrazi, to Dareth in hopes of finding the Infinity Engine and undoing that event. However, other outside powers have also taken notice and seek the same thing.
New Mechanics
Battlefields of Dareth introduces one new mechanic - retaliate. It also features the return of three mechanics from the first set: Vanguard, Reverberate, and Dominance
Retaliate (If this creature would deal enough damage to creatures it blocks to destroy them, you may have it deal the rest of its damage to defending player or a planeswalker he or she controls.)
Vanguard (Attacking creatures with vanguard must be blocked, if able, before attacking creatures without vanguard can be blocked.)
Reverberate COST (Whenever you cast a spell with the same converted mana cost as this card, you may cast this card from your graveyard for its reverberate cost. Then exile it.)
Dominance(Whenever a creature attacks and isn't blocked, [EFFECT])
Feedback and Design Help Wanted
I am looking for any and all feedback that can be offered by the MtGS community. Good, bad, indifferent - I want to hear it all. Additionally, given that we are very early in design, I'm interested in hearing any design suggestions from anyone interested in being credited as a contributing designer.
I've already got a very strong equipment token theme in RW. For a long time, it was keyworded as 'Forge', but I've since moved away from that for several reasons. You're absolutely right that artifacts would be a good way to with a non-green mechanic, it's just not a path I'd be able to go down without extremely reworking the first set.
I should probably clarify that, regarding the excluded color, I'm not necessarily looking for something that color does, but rather looking for something that would be ok leaving out of that color. An example is the Reverberate mechanic from the first set, which was primary in blue and didn't appear at all in white. It could have appeared in white just fine, but for various reasons did not. That said, I think one of the stronger arguments against resurge is that it shares too much space with reverberate.
Yeah I'm leaning towards prowess because I've got space for a returning mechanic and it works.
As far as resurge having the end step clause, it's mostly to err on the safe side and not having any infinite sacrifice engine shenanigans (although I'm not sure that's necessary). Also, I think it certainly could stretch to red in a graveyard set, but I think it's something that would be ok as a non-red mechanic in this set. (Not that I'm sold on the mechanic - it's one way this could go, but I'm not sold on it yet)
My mechanical needs for this set:
I'm referring to these as 'nephilim' mechanics in reference to the cycle of Nephilim creatures in the original Ravnica block, which were four-color creatures.
Primary in Red, Absent in Green
This is, by far, the easiest of the two. For this mechanic, I'm very tempted just to use prowess. It already fits in Blue, White, and Red and it's not much a stretch to put it in black I think. Out of the five colors, it's hardest to put into green, which also fits the bill.
At the same time, I could go with a variant to drive home the 'combat matters' theme a bit more. Something like:
Primary in Black, Absent in Red
This one is trickier. During early design of the block, when the mechanical focus was more on dual, enemy colors, I had the following mechanic:
Developmental issues aside, this mechanic just does not work in four color. It's definitely primary in black, and works great in green as well, and even in white. It does not, however, work in blue. Blue could do a graveyard mechanic if it targeted non-creature spells, but reanimating creature spells is a bridge too far.
If I wanted to sick with graveyard interaction (something that's nice, but not a necessity), I could go with something like:
So this is, I think, a fun idea. It works in blue, as it can hit noncreature spells. It's got its problems, of course, and it needs development. My concerns are that this mechanic is too wordy, does too many things, and adds a ton of complexity. However, it's got some pros - plenty of design space, and it looks like it could be fun to play.
I'd love to hear anybody's thoughts, not just on these mechanics but any ideas that might fit the bill!
Kinda... but not with this new templating courtesy of Tarkir. This would be a more powerful effect.
I think the other 3 abilities need reworked. I'd say ditch them and instead have:
0: Exile the top card of your library. Until then end of your next turn, you may play that card.
The ultimate needs work too, though I don't have any suggestions just yet...