bury the year Posted December 24, 2012 Author Report Share Posted December 24, 2012 Tapping a land for double mana is incredibly powerful at any level, and being legendary does little to stop that. The Ravnica karoos came into play tapped and required you to bounce a land and they were still very good. The problem is that untap effects on this thing could easily break it. Link to comment Share on other sites More sharing options...
Aesirson Posted December 24, 2012 Report Share Posted December 24, 2012 I know it's broken, it was just an example of how it could look like. Anyway, since the giants are partly blue, does this mean that they are very intelligent? (contrary to the common picture of giants as stupid) Link to comment Share on other sites More sharing options...
.Rai Posted December 24, 2012 Report Share Posted December 24, 2012 [quote name='Aesirson' timestamp='1356351348' post='6100888'] I know it's broken, it was just an example of how it could look like. Anyway, since the giants are partly blue, does this mean that they are very intelligent? (contrary to the common picture of giants as stupid) [/quote] [quote name='Rinne' timestamp='1356309111' post='6100465'] [b]Giants:[/b] For the most part nomadic, giants are very family-oriented. Both highly intelligent and casually vicious, they are driven by a genetic impluse to codify. Unlike humans, who just want to collect hap-hazardously, giants tend to want to figure out the inherent madness of Arkhos' dreamy environs. (work in progress blah) [/quote] This should explain it. Imagine them with more of a Titan or cyclops sort of image. Link to comment Share on other sites More sharing options...
.Rai Posted December 25, 2012 Report Share Posted December 25, 2012 General consensus for the castland cycle is that they're balanced well, provided that you remove the basic land types. So essentially, the cycle is: [b]Wooded Meanders Land {R}[/b] [img]http://forums.mtgsalvation.com/images/smilies/manat.gif[/img]: Add [img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img] or [img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img] to your mana pool. Wooded Meanders enters the battlefield tapped unless you have cast a green spell or a blue spell this turn. That should be okay. It's less pushed this way. Link to comment Share on other sites More sharing options...
bury the year Posted December 26, 2012 Author Report Share Posted December 26, 2012 I guess that could work too - I had an argument for keeping the land types but lost it. :/ Anyways, saw a mechanic something like this elsewhere and modified it a bit. What do people think? Backup/Rescue {C} [i]({C}: Put this card onto the battlefield from your hand tapped and blocking target creature. Backup/rescue only during combat after blockers are declared.)[/i] Link to comment Share on other sites More sharing options...
.Rai Posted December 26, 2012 Report Share Posted December 26, 2012 If you want to keep the land types, do it. I kinda want to also. We have no fetchlands and we're probably gonna have very little basic land type searchers, so we can. It does seem fine, although quite defensive. I'm not sure how it works if you're the one attacking. I'm bad at rulings like that. Where would it fit flavour-wise? Link to comment Share on other sites More sharing options...
Aesirson Posted December 26, 2012 Report Share Posted December 26, 2012 Backup seems like a mechanic that owuld fit mostly for humans. Are we going to have a mechanic for each of the tribes, or just one collective mechanic unique for the set? Anyway, I came up with some interesting cards for the fungus/black/green tribe. [b]Goregan the Swampdweller[/b] - {5}{B}{B} [u]Legendary Creature — Hydra[/u] When Goregan enters the battlefield, put 7 +1/+1 counters on it. When Goregan takes damage, remove X +1/+1 counters from it and place X black Serpent token on the battlefield, where X is the amount of damage that Goregan took. [i]"I was surprised to find anything alive in this hellhole. I use the term 'alive' loosely." - Tibalt[/i] 0/0 [b]Fungal Adaptation[/b] - {1}{G}{B} [u]Enchantment[/u] Token creatures you control are Fungus types besides their usual type. Fungus you control gain +1/+1 and have "Sacrifice a token, add {G} or {B} to your mana pool." Not sure if Fungal Adaptation is broken or not and if it name really fits. Also not sure if Goregan's name and flavour text fits the flavour of the set. What do you guys think? EDIT: Also grammar. Link to comment Share on other sites More sharing options...
.Rai Posted December 26, 2012 Report Share Posted December 26, 2012 5 mechanics is crowding. I think we've temporarily gone for Safeguard, Flashback and Reverb for the set until we can figure out something more exciting than Safeguard. I figure that each tribe has a theme going on though. The Fungus tribe is essentially a token tribe. But I figure that Saprolings on this world are a fungal life form anyway, so it's iffy flavour-wise. You could easily just let it apply to Saprolings and Fungus creatures. Stops people from trying to play more into Spirit territory (which is also a token tribe). I actually came up with some quite similar to Goregan a week ago for the set. If I can dig it up, I'll post it. Link to comment Share on other sites More sharing options...
bury the year Posted December 26, 2012 Author Report Share Posted December 26, 2012 [quote="Aesirson"][b]Goregan, the Swampdweller[/b] - {5}{B}{B} [u]Legendary Creature — Hydra[/u] [M] When Goregan enters the battlefield, put 7 +1/+1 counters on it. If damage would be dealt to Goregan, prevent that damage. Remove a +1/+1 counter from Goregan and put a 1/1 black Serpent creature token onto the battlefield for each 1 damage prevented this way. [i]"I was surprised to find anything alive in this hellhole. I use the term 'alive' loosely." —Tibalt[/i] 0/0 [b]Fungal Adaptation[/b] - {1}{G}{B} [u]Enchantment[/u] [U?] Saprolings and Fungus you control [s]get +1/+1 and[/s] have "Sacrifice this permanent: Add {G} or {B} to your mana pool."[/quote] Love the idea behind Goregon - two of the mythic cycles could be bicolored "race champions" and monocolored "legendary beasts." The only big problem is that hydras aren't black - the way that it's generating tokens, I think it'd be green. Fungal Adaptation seems a bit iffy - I don't think the pump is needed. Link to comment Share on other sites More sharing options...
.Rai Posted December 27, 2012 Report Share Posted December 27, 2012 If we have five multicolour champions at mythic, I think I'd rather have 5 monocolour creatures with off-colour ability activations on them at rare (like Daybreak Ranger//Nightfall Predator). - Cycle of 5 Legendary monocolour creatures - 4 other assorted mythics - [img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img] Tribe champion - [img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manaw.gif[/img] Tribe champion - [img]http://forums.mtgsalvation.com/images/smilies/manaw.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img] Tribe champion - [img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img] Tribe champion - [img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img] Tribe champion [b](Kiora)[/b] - [img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img] [b]Tibalt[/b] Note that not all of the Legendary creatures should be massive. I was considering a low-cost aggro Minotaur for red. I agree with Fungal Adaption not granting a +1/+1 bonus. Seems like a very white effect. I think you could let the Saprolings and Fungus give any colour of mana instead. Much more elegant. Link to comment Share on other sites More sharing options...
Aesirson Posted December 27, 2012 Report Share Posted December 27, 2012 [b]Waves of Lethe[/b] - {1}{U}{U}{U} [u]Sorcery[/u] Target player shuffles his or her hand into the library. Then, that player picks up the top 10 cards of his or her library and puts 7 of those cards into his or her hand. Shuffle the rest of the revealed cards into the library. Flashback {3}{U}{U}{U} [i]"I'm going to become an adventurer. No wait, I want to be a baker!"[/i] Just a small idea I got when I read about Lethe Lake on MTG Salvation. My grammar is still sub-par, but you'll have to deal with it [color=#008800] [/color] Link to comment Share on other sites More sharing options...
bury the year Posted December 27, 2012 Author Report Share Posted December 27, 2012 [quote][b]Ysola, the Inquiring[/b] {4}{U}{U} [u]Legendary Creature — Sphinx[/u] (M) Flying Whenever Ysola, the Inquiring deals combat damage to a player, look at that player’s hand. You may exile a nonland card in it. {X}: You may play a card with converted mana cost X exiled with Ysola without paying its mana cost. [i]Your mind is as her own.[/i] 4/5[/quote] Idea for the blue member of the mythical creatures cycle. Thoughts? @Aesirson: Mana costs are (usually) written XNWUBRG, where N is the number of colorless mana. Waves of Lethe would then be 1UUU and the flashback would be 5U. This also feels uncomfortably close to Wheel of Fortune, and [s]probably[/s] most likely is even better. Link to comment Share on other sites More sharing options...
Aesirson Posted December 27, 2012 Report Share Posted December 27, 2012 Not so up to date on real life cards as I don't really play the game outside of the Planeswalkers games, but I'll look up that Wheel of Fortune and see if I can make any changes to Lethe. EDIT: It's true that they are similar, but then again, so is Wheel and Deal. Link to comment Share on other sites More sharing options...
.Rai Posted December 28, 2012 Report Share Posted December 28, 2012 It's still a very red effect, so shifting it to blue seems strange in my opinion. I imagine a Lethe Lake-related spell to do with discard. Blue gets occasional discard now, and boosting it up for flavour sounds fun. I probably wouldn't mind Waves of Lethe in Red, but it wouldn't fit with flavour ;-; Brings me on to Ysola nicely. Pretty broken for a 5-drop. Definitely needs to be about 6U. At 6U, I guess it could be a 4/6. Note that stuff like Olivia and Bloodline Keeper as big, but cheap, fliers were some of the flaws on Innistrad's Limited format. Link to comment Share on other sites More sharing options...
bury the year Posted December 28, 2012 Author Report Share Posted December 28, 2012 Only problem is at that point, you'd be better off playing something like Silent-Blade Oni. Sure, it's bicolored and lacks flying, but you get the spell for free. I can see bumping the cost up to 5U and maybe dropping the P/T, but anything more may be excessive. (And yes, I realize I'm thinking more casual format with that mindset. :-\) Link to comment Share on other sites More sharing options...
.Rai Posted December 28, 2012 Report Share Posted December 28, 2012 I'd suggest making it more colour-heavy. I think you could just about pass it off at 4UU with those stats. Link to comment Share on other sites More sharing options...
bury the year Posted December 28, 2012 Author Report Share Posted December 28, 2012 Mrrr, can do. Now at 4UU. Link to comment Share on other sites More sharing options...
Aesirson Posted December 28, 2012 Report Share Posted December 28, 2012 Changed Waves a bit to make it more blue, but I'm not sure if it's broken or not right now. Also, I'm pretty sure I screwed up worse on the grammar this time. Link to comment Share on other sites More sharing options...
.Rai Posted December 28, 2012 Report Share Posted December 28, 2012 I like the effect. It's more blue, but retains flavour. Asymmetrical flashback annoys me. I feel like it should something more like 3UUU. Or perhaps 4UUU. It feels completely out for abuse. The actual 1UUU cost is fine. Just Flashback irking me. Link to comment Share on other sites More sharing options...
Aesirson Posted December 28, 2012 Report Share Posted December 28, 2012 Changed the Flashback to 3UUU. Link to comment Share on other sites More sharing options...
bury the year Posted December 28, 2012 Author Report Share Posted December 28, 2012 Also, Rai. Saw the thread at MTG:S, and although using "you have resolved" instead of "you have successfully casted" may work, since resolved is already a game term (re: Ashling) and it's always been used in a passive instead of active voice, I don't think that suggestion would work without a lot of kludginess. Link to comment Share on other sites More sharing options...
.Rai Posted December 28, 2012 Report Share Posted December 28, 2012 I kinda agree. Resolving seems like a more ability-related choice for words. Successfully casted seems cleaner, and referring directly to the 'casting matters' theme is a plus to aesthetics. Another opinion: [quote]It's actually even worse. "Successfully cast" used to be on cards, but it didn't mean "resolved". You'll notice that cards that used to say "successfully cast" now just say "cast". Under the current rules, once you've put a spell on the stack, paid its costs and so forth, you've finished casting it (presumably successfully). Once the spell is on the stack and waiting to resolve, any "casting" is done and over with. "Resolved" is what you should use if that's what you want. I think that word is simple enough to work even at common.[/quote] Link to comment Share on other sites More sharing options...
bury the year Posted December 28, 2012 Author Report Share Posted December 28, 2012 We could just do what your original idea for the mechanic was, in that the spell doesn't have to successfully resolve but must be of the same color. [i]Reverb[/i] — If you have casted another (color) spell this turn, ... In the example above, the (color) part will always be the same, and will be any of the colors on a multicolored spell. Because of that, we shouldn't have too many (if any) multicolored spells with reverb just yet, although I think that's something we've already agreed upon. Could also word it as the Slipstream variant you had. Link to comment Share on other sites More sharing options...
.Rai Posted December 29, 2012 Report Share Posted December 29, 2012 My problem with that was that it heavily discourages multicolour. Even drafting two colours just becomes silly. Considering we have 5 enemy colour combinations, it might not be the best idea. When I was trying out that mechanic, I made it for what was a heavily monocolour set. Link to comment Share on other sites More sharing options...
.Rai Posted December 31, 2012 Report Share Posted December 31, 2012 Filled out the white bit of the design skeleton some more. [spoiler=Design Skeleton]CW01 creature, small, 1 drop, can attack for 2 or more CW02 creature, small, flying CW03 creature, small, tapper CW04 creature, small, 2/2 CW05 creature, small, flash CW06 creature, small CW07 creature, small, sacrifice ability CW08 creature, small, flying CW09 creature, small CW10 creature, medium, flying, lifelink CW11 creature, medium, vigilance CW12 creature, medium CW13 instant/sorcery - Human modal card CW14 instant/sorcery - destroy attacking monster variant CW15 instant/sorcery - token making CW16 instant/sorcery - white flashback CW17 instant/sorcery - exile removal CW18 instant/sorcery - CW19 enchantment - stat-boost Aura CW20 enchantment - Pacifism variant CU01 creature CU02 creature CU03 creature CU04 creature CU05 creature CU06 creature CU07 creature CU08 creature CU09 creature CU10 instant/sorcery - Merfolk modal card CU11 CU12 CU13 CU14 CU15 CU16 CU17 CU18 CU19 CU20 CB01 creature CB02 creature CB03 creature CB04 creature CB05 creature CB06 creature CB07 creature CB08 creature CB09 creature CB10 creature CB11 instant/sorcery - Spirit modal card CB12 CB13 CB14 CB15 CB16 CB17 CB18 CB19 CB20 CR01 creature CR02 creature CR03 creature CR04 creature CR05 creature CR06 creature CR07 creature CR08 creature CR09 creature CR10 instant/sorcery - Giant modal card CR11 CR12 CR13 CR14 CR15 CR16 CR17 CR18 CR19 CR20 CG01 creature CG02 creature CG03 creature CG04 creature CG05 creature CG06 creature CG07 creature CG08 creature CG09 creature CG10 creature CG11 creature CG12 instant/sorcery - Fungus modal card CG13 CG14 instant/sorcery - token making CG15 CG16 CG17 CG18 CG19 CG20 CA01 artifact creature CA02 artifact equipment CA03 artifact equipment CA04 artifact equipment CA05 artifact CL01 CL02 UW01 UW02 UW03 UW04 UW05 UW06 UW07 UW08 UW09 UW10 UW11 UW12 UU01 UU02 UU03 UU04 UU05 UU06 UU07 UU08 UU09 UU10 UU11 UU12 UB01 UB02 UB03 UB04 UB05 UB06 UB07 UB08 UB09 UB10 UB11 UB12 UR01 UR02 UR03 UR04 UR05 UR06 UR07 UR08 UR09 UR10 UR11 UR12 UG01 UG02 UG03 UG04 UG05 UG06 UG07 UG08 UG09 UG10 UG11 UG12 UA01 artifact creature UA02 artifact equipment UA03 UA04 UA05 UA06 UL01 RW01 RW02 RW03 RW04 RW05 RW06 RW07 RW08 RU01 RU02 RU03 RU04 RU05 RU06 RU07 RU08 RB01 RB02 RB03 RB04 RB05 RB06 RB07 RB08 RR01 RR02 RR03 RR04 RR05 RR06 RR07 RR08 RG01 RG02 RG03 RG04 RG05 RG06 RG07 RG08 RZ01 RZ02 RZ03 RZ04 RZ05 RA01 RA02 RA03 RA04 RL01 Castland RL02 Castland RL03 Castland RL04 Castland RL05 Castland RL06 Utility land RL07 Utility land RL08 Utility land RL09 Utility land RL10 Utility land MW01 MW02 MW03 MU01 MU02 MU03 MB01 MB02 MB03 MR01 MR02 MR03 MG01 MG02 MG03 LW01 LW02 LW03 LU01 LU02 LU03 LB01 LB02 LB03 LR01 LR02 LR03[/spoiler] People should start to design a few cards for the set now, using the guidelines. Something like this format: CW08 CARDNAME 2W Creature - Spirit {C} Flying, first strike [b][2/1][/b] If you can't think of a name, put CARDNAME in the name slot. If you want to keep typing open when we fix all the cards' flavour, then just put TYPE. Make sure you put the card code before the card as seen, so we all know what slot the card is competing for. There are a lot of slots with little specifications at all. Abuse those to be more imaginative. Obviously, don't submit for completely empty slots, but [b]feel free to copy-paste this skeleton into a new post and fill maybe a few slots out[/b]. That is also indeed my submission for the CW08 slot. Link to comment Share on other sites More sharing options...
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