Unfortunately, UX03 doesn't work the way you want it to for "Commander Damage". From a rules standpoint, there is no such thing as "commander damage", but rather a rule that "a player who has been dealt 21 damage by any commander loses the game". While the intention of your card is understandable, the templating for it to work doesn't exist outside of it being a silver/acorn type design.
Isn't any way for it to work? Because it's quite important for the design
On a larger scale, if your intention is designing for a commander draft, you should be fine basing your plans on the 20 draft pack model. There's not a new commander draft set in the expected future, so no indication how the draft/set/play booster model would effect those types of products.
That's why i'm following Karlov Manor skeleton and i will follow Karlov Manor booster composition
By drating 4 boosters of 15 cards, the number of total cards will be same as drafting 3 booster of 20 cards. The extra rares from the bonus sheet will also make it similar to drafting double-rares booster. Or at least that's my idea. Thos way it can also be drafted as a normal set, or the booster can be mixed with the next set i'll make to create a superchaotic experience where all the tricolor combination are represented.
My only concern for you is that fortifications (even with a reconfigure type riff) are incredibly narrow for usable and game relevant design space. I think you will likely have a difficult time finding enough depth to make a full theme for your set around them.
The theme of set is Technology VS nature, which is mechanically manifested by fortifications, but also land manipulation and basic lands matter. Fortification is just the central theme of Kram, but they will no be important for the green factions.
Still, colorless fortifications (and nonbasic lands) will help the whole draft because of color identity.
updated UX03, i'm quite satisfied now (well, except for the ruling). Also made the other legendary
I think the Kram face legendaries are good, they represent the faction's theme while also providing many different playstyle.
First cards designed will be a cycle of tricolor legendaries. 2 rares and 2 mythics for five tricolor combinations: jeskai, naya, sultai, abzan and grixis.
These legends will be the foundation of the commander draft, but will be accompanied by other 20-25 legendary creatures (most of them bicolor) designed after.
The first combination is jeskai, in this set called KRAM
Kram is all about technology and progress, so its themes are Fortifications and nonbasic lands. The gameplan is mainly control one, aiming to accumulate resources through the combination of nonbasic lands and fortifications to outlast your opponents and win. These are the legendaries:
I hope that the mythic ones are not too strong and i think that the rare one is a little weak.
I have not yet a good idea for the last legendary. Maybe something that sacrificies nonbasic lands for big tokens. I'm accepting suggestions.
This set as a big tricolor theme and also a nonbasic land&fortifications theme (darksteel garrison for reference). It is meant to be commander-drafted (so playing in 4 players at 40 life) without any partner or similar shenanigans. Players will open 4 packs instead of 3.
This is the skeleton of the set
81 commons
16 colorless
12 white
12 blue
12 black
12 red
12 green
5 multicolors
100 uncommons
15 colorless
12 white
12 blue
12 black
12 red
12 green
25 multicolors
60 rares
10 colorless
5 white
5 blue
5 black
5 red
5 green
25 multicolors
20 mitics
5 colorless (maybe 1 will be pentacolor)
1 white
1 blue
1 black
1 red
1 green
10 multicolors
There will also be a bonus sheet made of 80 cards: 40 will be tricolor legendary creatures (20 rares and 20 mythics) and 40 will be fortifications and nonbasic lands (from various rarities). This will strenghten the set's themes.
I'm trying to follow the new set design rules made after the cancellation of draft boosters. That means less common and a "list" (in my case the bonus sheet) of extra cards appearing in the set.
I will edit the post as long as i create the cards
EDIT: map of the world
It's kinda messy, but gives the idea
I admit the saproling token is 100% on-target for how saproling were depicted on various spells in the original Ravnica block, with their green crystals
You got the point. Iconic saproling depiction that was never represented on a token.
Tetzin wasn't spoiled when this came out, and i can't pull a Eren Yeager and tell my past self to just wait a couple of weeks for a "proper" jeskai commander.
Btw Tetzin looked extremely underwhelming, but after some deckbuilding and tests, it's fun. The jeskai artifact package is really really powerful. I also think that the doctor will be very strong.
Just read some comics. Try "The Life of Captain Marvel" by Maragret Stohl and Carlos Pacheco; the 2012 run by Kelly-Sue DeConnick; or the 2019 to present run by Kelly Thompson.
Y'alls real beef is that she didn't do a lot of MCU "he's right behind me isn't he" jokes and now y'all can't stop going on about how she doesn't deserve her powers or whatever.
Isn't any way for it to work? Because it's quite important for the design
That's why i'm following Karlov Manor skeleton and i will follow Karlov Manor booster composition
By drating 4 boosters of 15 cards, the number of total cards will be same as drafting 3 booster of 20 cards. The extra rares from the bonus sheet will also make it similar to drafting double-rares booster. Or at least that's my idea. Thos way it can also be drafted as a normal set, or the booster can be mixed with the next set i'll make to create a superchaotic experience where all the tricolor combination are represented.
The theme of set is Technology VS nature, which is mechanically manifested by fortifications, but also land manipulation and basic lands matter. Fortification is just the central theme of Kram, but they will no be important for the green factions.
Still, colorless fortifications (and nonbasic lands) will help the whole draft because of color identity.
updated UX03, i'm quite satisfied now (well, except for the ruling). Also made the other legendary
I think the Kram face legendaries are good, they represent the faction's theme while also providing many different playstyle.
These legends will be the foundation of the commander draft, but will be accompanied by other 20-25 legendary creatures (most of them bicolor) designed after.
The first combination is jeskai, in this set called KRAM
Kram is all about technology and progress, so its themes are Fortifications and nonbasic lands. The gameplan is mainly control one, aiming to accumulate resources through the combination of nonbasic lands and fortifications to outlast your opponents and win. These are the legendaries:
I hope that the mythic ones are not too strong and i think that the rare one is a little weak.
I have not yet a good idea for the last legendary. Maybe something that sacrificies nonbasic lands for big tokens. I'm accepting suggestions.
This set as a big tricolor theme and also a nonbasic land&fortifications theme (darksteel garrison for reference). It is meant to be commander-drafted (so playing in 4 players at 40 life) without any partner or similar shenanigans. Players will open 4 packs instead of 3.
This is the skeleton of the set
81 commons
16 colorless
12 white
12 blue
12 black
12 red
12 green
5 multicolors
100 uncommons
15 colorless
12 white
12 blue
12 black
12 red
12 green
25 multicolors
60 rares
10 colorless
5 white
5 blue
5 black
5 red
5 green
25 multicolors
20 mitics
5 colorless (maybe 1 will be pentacolor)
1 white
1 blue
1 black
1 red
1 green
10 multicolors
There will also be a bonus sheet made of 80 cards: 40 will be tricolor legendary creatures (20 rares and 20 mythics) and 40 will be fortifications and nonbasic lands (from various rarities). This will strenghten the set's themes.
I'm trying to follow the new set design rules made after the cancellation of draft boosters. That means less common and a "list" (in my case the bonus sheet) of extra cards appearing in the set.
I will edit the post as long as i create the cards
EDIT: map of the world
It's kinda messy, but gives the idea
You got the point. Iconic saproling depiction that was never represented on a token.
Could it be the Fomori arc?
Tetzin wasn't spoiled when this came out, and i can't pull a Eren Yeager and tell my past self to just wait a couple of weeks for a "proper" jeskai commander.
Btw Tetzin looked extremely underwhelming, but after some deckbuilding and tests, it's fun. The jeskai artifact package is really really powerful. I also think that the doctor will be very strong.
Doesn't even work with Wayta because it's not a fight effect.... weird choice
Flavor fail, it's not a 5/5
I was thinking the same. Extremely random mention.
Lol
Lol i thought the same.
This is also the first proper jeskai artifact commander and it's a ******* UB