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Plus => Fun Stuff => Topic started by: FlickerYourOwnIdentity on March 19, 2013, 12:46:26 AM

Title: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 12:46:26 AM
Let's make a block for mtg!
No, this isn't going to be one of those posts everyone ignores, because I sure as hell won't you let you guys.  It may take a very long time, but this place is drowning from all of the create a card posts.  So why should we bother to make a block?  Why not make an entire block.  It would be a huge event, and it would be interesting to see what we come up with. 

STEP 1:
We shall first come up with the set theme.

Base of <insert codename here> is nature vs progress

STEP 2: form a mechanic!

(I would like to point out, I feel like we are missing a step, inform me if so)

Guidelines:  this is for 1/3 of the block.  The first set features this mechanic only!  So don't post mechanics for future sets in the block! (remember we are on set 1 not 3 yet). There will be 2 mechanics.  One for nature, and one for progress.  Please post why we should use your mech.  These choices are not concrete, this mech can be change at any moment.  This way we can adapt to our situation. 

STEP 3:
[this and other steps will be filled in when we finish the step before this one.  This way no one starts to skip ahead]

This will take a while to decide the mechanic, so whichever has the most people agreeing it should be the mechanic, is the mechanic for the time being.  And it could change after the deciding date.  When is this date you ask, well it's not close to today so don't worry about it!

Sidetask:  come up with a codename for this set!

Have fun! :)
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 02:06:02 AM
Ill be closely involved in this, you've peaked my interest.

Ill work on general guidelines for a set while the community decides on a theme. (Which to be clear innistrad wasnt good vs evil it was horror movie). By general guidelines I mean number of each rarity, number of mechanics, design theme, etc.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 02:06:50 AM
Quote from: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?
That's actually close to the theme for my personal set.
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 02:11:03 AM
Another possibility is elemental warfare.
{R} = Fire/Lightning
{W} = Light/Holy
{B} = Shadow/Horror
{G} = Nature/Forest
{U} = Water/Ice

The ultimate test of which colour is best!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:08:28 AM
I want to work on this. I promise to check the color wheel closely and use it in everything I create.

And not meaning to be a fun sucker here: we should try and balance the power level of the cards and make it so each deck from this set is relatively close to the others. Otherwise, you have one deck that dominates and that doesn't make for a fun game
Also, if there not balanced, you'd just see the same deck over and over
Title: Re: Something we haven't done yet...
Post by: izik99 on March 19, 2013, 07:13:00 AM
I already made a set, but I guess that would be cheating. My other idea is dominaria- bring back Urza as a planeswalker, maybe he just got wounded and went into hiding. then we could have a new wnemy, and maybe an apprentice for Urza.
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 07:37:32 AM
Something I'd like to see is a video game set, call the block Dissidia, with a starter deck to represent a game, or have a set represent a game. Good vs evil, epic showdown!

Human vs Covenant
Alliance vs Horde
Etc.
Title: Re: Something we haven't done yet...
Post by: Mikefrompluto on March 19, 2013, 10:28:26 AM
Quote from: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?

I like this very much.

First set could be technology and progress dominating over nature. Second set could be nature gets fed up and starts a war. Third could be nature reigns supreme and the plane goes back to a more peaceful, primitive environment.
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 19, 2013, 10:45:52 AM
Theme: "Monocolor Matters"

With the return of Ravnica, the printing of a multicolor card in a core set, and cards like {Chromatic Lantern} being made, all we've been seeing are 2+ color decks. This block would focus on benefitting players who play with 1 color decks, through specialized mechanics reflecting the basic purpose of each color.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:30:02 AM
I would like to see a set were the theme was animals. Ill let others define what colors they are. Lol
Title: Re: Something we haven't done yet...
Post by: MarduArrow on March 19, 2013, 11:32:06 AM
Quote from: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?

Not to be rude because it seems quite a few people like this one, but it seems to me that this would be a better duel decks than a block, my reasoning mainly being that we have nature (which is mainly characterized by green) vs progress which sounds like it would have lots of machines (colourless artifacts) and the other colours would hardly be there

Edit: just to clarify, I do like the idea, just not as a block
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:42:58 AM
Quote from: S717 on March 19, 2013, 11:32:06 AM
Quote from: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?

Not to be rude because it seems quite a few people like this one, but it seems to me that this would be a better duel decks than a block, my reasoning mainly being that we have nature (which is mainly characterized by green) vs progress which sounds like it would have lots of machines (colourless artifacts) and the other colours would hardly be there

Edit: just to clarify, I do like the idea, just not as a block
progress is also blue. Isn't it?
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 12:04:01 PM
Youre over simplifying that idea. Think more broad, ravinica is an extreme example of progress and zendikar is an extreme example of nature.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 19, 2013, 12:05:48 PM
Quote from: xStrayKnightx on March 19, 2013, 02:11:03 AM
Another possibility is elemental warfare.
{R} = Fire/Lightning
{W} = Light/Holy
{B} = Shadow/Horror
{G} = Nature/Forest
{U} = Water/Ice

The ultimate test of which colour is best!

I like this!
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 12:50:44 PM
Captain Planet should be the protagonist.
Title: Re: Something we haven't done yet...
Post by: Mikefrompluto on March 19, 2013, 01:08:42 PM
Captain Planet, Planeswalker

Ranger Rick could be his sidekick.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 01:12:54 PM
Quote from: Dudecore on March 19, 2013, 12:50:44 PM
Captain Planet should be the protagonist.
what colors would he be? And what would his abilities be? Maybe cycling the graveyard back into the deck?
Title: Re: Something we haven't done yet...
Post by: Mikefrompluto on March 19, 2013, 01:14:51 PM
Quote from: Birdbrain on March 19, 2013, 01:12:54 PM
Quote from: Dudecore on March 19, 2013, 12:50:44 PM
Captain Planet should be the protagonist.
what colors would he be? And what would his abilities be? Maybe cycling the graveyard back into the deck?

He would be all the colors duh.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 01:41:17 PM
Quote from: Mikefrompluto on March 19, 2013, 01:14:51 PM
Quote from: Birdbrain on March 19, 2013, 01:12:54 PM
Quote from: Dudecore on March 19, 2013, 12:50:44 PM
Captain Planet should be the protagonist.
what colors would he be? And what would his abilities be? Maybe cycling the graveyard back into the deck?

He would be all the colors duh.
ok than, his most defining quality (I think) is caring about the environment. How would that play into his card
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 02:44:30 PM
At the risk of making the community mad at me again...

I think he leans more toward {G}

He's against pollution. Which color would be least likely to pollute the environment? Which color cares the least about the environment and would be most likely to pollute it?
Title: Re: Something we haven't done yet...
Post by: Silent1236 on March 19, 2013, 02:52:37 PM
Quote from: Birdbrain on March 19, 2013, 02:44:30 PM
At the risk of making the community mad at me again...

I think he leans more toward {G}

He's against pollution. Which color would be least likely to pollute the environment? Which color cares the least about the environment and would be most likely to pollute it?

Going off of Ravnica, Selesnya is kinda all about nature ;). If I had to choose any one color that doesn't care about nature, I'd say {B} or {R}. Kinda split down the middle on that one
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 02:57:49 PM
Quote from: Silent1236 on March 19, 2013, 02:52:37 PM
Quote from: Birdbrain on March 19, 2013, 02:44:30 PM
At the risk of making the community mad at me again...

I think he leans more toward {G}

He's against pollution. Which color would be least likely to pollute the environment? Which color cares the least about the environment and would be most likely to pollute it?

Going off of Ravnica, Selesnya is kinda all about nature ;). If I had to choose any one color that doesn't care about nature, I'd say {B} or {R}. Kinda split down the middle on that one
i was thinking black, since Mark Rosewater said that green sees black as a selfish color. Thus it would most likely dump its pollution into the environment not caring. Red would do it, but it would do it unaware of the consequences.

Anyway, if he is all colors, he's {G} twice
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 04:03:26 PM
As an after thought, does he change the environment? That would be a quality of {U}

I could see him in selesnya, but gruul also cares about the environment. After all, they are disturbed about the world of ravnica being a city
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 04:36:32 PM
Can we get back to a set design theme?

Nature vs. Progress is strongly supported but before we run with it lets get some discussion on other ideas.

Off the top of my head, Knowledge matters, a more traditional take on card advantage.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 04:48:08 PM
If knowledge matters then blue and black would be the colors to play around with that idea. Black and discard - making you forget what you know. Blue and milling - damaging your brain so your memory is lost. Red does things impulsively which is why it has looting effects - draw a card discard a card. Green I don't think cares about drawing cards - but it does tutor a lot of things. White doesn't care about drawing cards, although it can tutor enchantments and equipment.
Title: Re: Something we haven't done yet...
Post by: Quisequise on March 19, 2013, 04:48:59 PM
I feel like the Nature vs Progess could even have deeper roots like Nature vs Nuture. I think that would make for interesting card interaction.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 04:51:17 PM
Quote from: Quisequise on March 19, 2013, 04:48:59 PM
I feel like the Nature vs Progess could even have deeper roots like Nature vs Nuture. I think that would make for interesting card interaction.

Nature vs. Nurture is the precise reason Blue and Green are enemy colors. Blue believes in tabula rasa - everyone is born as a blank slate. Green believes in nature. I don't think a whole block could be made based on an already established conflict between colors.
Title: Re: Something we haven't done yet...
Post by: Quisequise on March 19, 2013, 04:54:13 PM
Quote from: Dudecore on March 19, 2013, 04:51:17 PM
Quote from: Quisequise on March 19, 2013, 04:48:59 PM
I feel like the Nature vs Progess could even have deeper roots like Nature vs Nuture. I think that would make for interesting card interaction.

Nature vs. Nurture is the precise reason Blue and Green are enemy colors. Blue believes in tabula rasa - everyone is born as a blank slate. Green believes in nature. I don't think a whole block could be made based on an already established conflict between colors.


I honestly never even realized that. Back to the drawing board for me.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 05:02:31 PM
If knowledge matters is the theme for one, what is the theme for the other? Lets see...the opposite of {B}{U} would be {G}{R} or {G}{W}...those are creature heavy combinations of colors. So maybe a creature matters theme?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 06:42:55 PM
A cool set theme could be greed.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 06:50:17 PM
Maybe like the bad future. Where cities are destroyed, animals rule the plane, and humans have different tribes.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 07:06:19 PM
Rebirth. Post apocalyptic set 1, fighting against the focres that hold back progress set 2, and set 3 showing the success of rebuilding. Similar to the progression of the innistrad block.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 07:10:52 PM
GhoZog, The Barbaric King
{G}{G}{R}{R}{2}
Creature - Barbarian

Trample, Haste, First Strike

GhoZog can only be blocked by one creature.

Barbaric Rage (Whenever a creature attacks, they get +X/+X. Where X is this creatures power. Barbaric Rage can work on this creature too.)

5/5
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:19:31 PM
I've always wanted to see cards that did stuff depending on the number of creature types you control. Sort of a chaotic twist on the tribal theme. I think this could play into this

Quote from: All-Mana Mania on March 19, 2013, 06:50:17 PM
Maybe like the bad future. Where cities are destroyed, animals rule the plane, and humans have different tribes.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 07:20:23 PM
Quote from: Birdbrain on March 19, 2013, 07:19:31 PM
I've always wanted to see cards that did stuff depending on the number of creature types you control. Sort of a chaotic twist on the tribal theme. I think this could play into this

Quote from: All-Mana Mania on March 19, 2013, 06:50:17 PM
Maybe like the bad future. Where cities are destroyed, animals rule the plane, and humans have different tribes.


Maybe instead of power for X it could be like creatures you control
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:21:55 PM
Quote from: All-Mana Mania on March 19, 2013, 07:20:23 PM
Quote from: Birdbrain on March 19, 2013, 07:19:31 PM
I've always wanted to see cards that did stuff depending on the number of creature types you control. Sort of a chaotic twist on the tribal theme. I think this could play into this

Quote from: All-Mana Mania on March 19, 2013, 06:50:17 PM
Maybe like the bad future. Where cities are destroyed, animals rule the plane, and humans have different tribes.


Maybe instead of power for X it could be like creatures you control
creature TYPES is what I said. And that could work
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 07:22:58 PM
I know that can work too!! Im starting to like a barbarian block
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 07:30:38 PM
Quote from: All-Mana Mania on March 19, 2013, 07:22:58 PM
I know that can work too!! Im starting to like a barbarian block

Barbarism, nature and ferocity, with pockets of intelligent thought for the first set.
Bronze Age-style civilisation going for progress and nature's backlash to this concept for the second set.
Modern law and order, with a cold grip over nature, which is always trying to win out for the third set.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:31:50 PM
Quote from: xStrayKnightx on March 19, 2013, 07:30:38 PM
Quote from: All-Mana Mania on March 19, 2013, 07:22:58 PM
I know that can work too!! Im starting to like a barbarian block

Barbarism, nature and ferocity, with pockets of intelligent thought for the first set.
Bronze Age-style civilisation going for progress and nature's backlash to this concept for the second set.
Modern law and order, with a cold grip over nature, which is always trying to win out for the third set.
reminds me of the "scars of mirridon" block

Edit: I want to design cards for the nature side.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 07:32:22 PM
Quote from: xStrayKnightx on March 19, 2013, 07:30:38 PM
Quote from: All-Mana Mania on March 19, 2013, 07:22:58 PM
I know that can work too!! Im starting to like a barbarian block

Barbarism, nature and ferocity, with pockets of intelligent thought for the first set.
Bronze Age-style civilisation going for progress and nature's backlash to this concept for the second set.
Modern law and order, with a cold grip over nature, which is always trying to win out for the third set.


YESS
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 07:32:46 PM
It's got similarities, sure, but it could be done in a way that could be seen as unique.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:34:36 PM
We need a mechanic for the intelligent/progress side of things. I'm starting to like this idea. I vote for nature vs progress too

Edit: I think for the first set it needs to show emerging intelegent thought. And be as potent as the nature mechanic we end up using
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 07:46:42 PM
Set 1 Mechanic
Barbarism: Where a creature that has Barbarism gains +X/+X, where X equals the amount of creatures attacking that share a creature type with it.

Discovery: Whenever a creature with Discovery deals combat damage to a player, search that players graveyard for a non-Legendary artifact with converted mana cost equal to half the amount of damage dealt and put it onto your field tapped.

Set 2 Mechanic
Worship: Whenever X creatures attack or block, it's controller may play an instant or sorcery card without paying its mana cost, where X is that spells converted mana cost.

Growth: Whenever you play a land card, search your hand, library and graveyard for a basic land card and put it into play tapped for each instance of Growth.

Set 3 Mechanic
Construct: Whenever a creature with Construct enters the field, it's controller may {1} and play any amount of land and/or artifact cards in his or her hand.

Ruination: Whenever creatures with Ruination attacks, defending player sacrifices a nonland permanent with converted mana cost equal to the amount of attacking creatures.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 07:50:10 PM
Can barbarian ism be creature types? And what about a intelligence mechanic for the first one. And a mechanic that reflects the fading nature in the last one?

Both sides need a mechanic for each set

According to MaRo. The mechanics need to be able to be not to overpowered for the common rarity. That's why I'm pushing for creature types. Creatures seems too overpowered for common
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 08:09:05 PM
Now that I think about it. It's broken as hell only saying creatures
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 08:09:12 PM
Quote from: Birdbrain on March 19, 2013, 07:50:10 PM
Can barbarian ism be creature types? And what about a intelligence mechanic for the first one. And a mechanic that reflects the fading nature in the last one?

Both sides need a mechanic for each set

According to MaRo. The mechanics need to be able to be not to overpowered for the common rarity. That's why I'm pushing for creature types. Creatures seems too overpowered for common


Ok creature types
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 08:18:57 PM
please realize mechanics are not the topic, we must find the theme for the set.  Right now nature vs progress is in the lead.  Next is, I think barbarian.

Although mechanics are cool, we are getting ahead of ourselves.

I vote for a GREED theme

{U}: greed of knowledge
{B}: greed of power
{W}: greed for justice
{R}: greed for freedom
{G}: greed for overgrowth among nature
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 08:22:36 PM
Quote from: FlickerYourOwnIdentity on March 19, 2013, 08:18:57 PM
please realize mechanics are not the topic, we must find the theme for the set.  Right now nature vs progress is in the lead.  Next is, I think barbarian.

Although mechanics are cool, we are getting ahead of ourselves.

I vote for a GREED theme

{U}: greed of knowledge
{B}: greed of power
{W}: greed for justice
{R}: greed for freedom
{G}: greed for overgrowth among nature
i thought the barbarian ism went into the nature vs progress
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 08:29:22 PM
Quote from: xStrayKnightx on March 19, 2013, 07:30:38 PM
Quote from: All-Mana Mania on March 19, 2013, 07:22:58 PM
I know that can work too!! Im starting to like a barbarian block

Barbarism, nature and ferocity, with pockets of intelligent thought for the first set.
Bronze Age-style civilisation going for progress and nature's backlash to this concept for the second set.
Modern law and order, with a cold grip over nature, which is always trying to win out for the third set.
yea. The barbarian ism is part of the nature vs progress theme
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 08:33:27 PM
Ohhh I didn't catch that....

I feel stupid.
Title: Re: Something we haven't done yet...
Post by: xStrayKnightx on March 19, 2013, 08:47:40 PM
There you go. Mechanics for both sides, through all three sets.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 09:02:15 PM
I've only seen mechanics for one side, and we are no where near mechanic development.  Or are we.... :)
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 09:04:11 PM
This should still be theme discussion. Mentioning mechanics to support theme picks is fine, but the start of a very slippery slope.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 09:06:41 PM
Quote from: Kaleo42 on March 19, 2013, 09:04:11 PM
This should still be theme discussion. Mentioning mechanics to support theme picks is fine, but the start of a very slippery slope.
Thank you kaleo, I will give you karma, when I gain enough post.

Edit: oh wait I can. +1 for you!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 09:18:19 PM
Guess I should get -1 for starting us on that slippery slope. Lol

Ill suggest a theme...what about mythology?
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 19, 2013, 09:21:19 PM
I have been dreaming of making a community set. The nature vs. progress thing does seem a tad lopsided for colors, but we could try and make it work. Maybe a block where the story starts in the Stone Age, but then more complex machinery is somehow introduced, and in the end, a planeswalker is revealed to be bringing over the complicated ideas into the originally untouched plane for some nefarious purpose.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 09:37:07 PM
I was thinking the nature side could have every color except {U} and the progress side could have every color except {G}

Kinda like soulbound and what they had intended for the curses in the innistrad block
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 09:54:20 PM
Blue generally doesn't concern itself with combat damage. They'd need a mechanic that wasn't combat oriented. Same with black somewhat.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 09:54:37 PM
Quote from: Birdbrain on March 19, 2013, 09:37:07 PM
I was thinking the nature side could have every color except {U} and the progress side could have every color except {G}

Kinda like soulbound and what they had intended for the curses in the innistrad block
Sure, but blue should have some form of hitters, like birds
Green Should have a small draw outlet, or even we could reprint a {Harmonize}.

But now that we are mentioning cards we are getting off topic, but give dates in which step one ends.

Btw guys, lets make a codename!  Have fun with it, BUT this applies only after we decide set theme, so not yet.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 09:55:41 PM
Codename: LL Cool J
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 09:58:28 PM
Blue needs something like cards drawn/milled/cards in hand matter. Mill they can share with black and somewhat (to a lesser extent) with red.

Like spell does _____ for each card put into the graveyard this turn. Red can do it by looting, black can do it with discard and blue with milling. Then the nature mechanic can, whatever it may be green, overlapping white and 3rd best is red somehow...

The thing about making an interesting set isn't throwing a bunch of keywords together - rather making all the colors interesting and compelling to play.

Doing something like "red gets this keyword" ends up being bad for the set - because you're saying "if you like this new mechanic, then you MUST play this color", same goes if you don't like it as well.
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 19, 2013, 09:59:47 PM
Can someone explain what we are doing
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:09:15 PM
We might want to come up with a story line than. We'd of course have to come up with a theme first... On second thought. Homelands had an compelling story. So that shouldn't be the main focus.

I think dudecore should be in charge of making sure the colors are compelling, an giving the designers assignments, and pointing out holes that need to be filled. He seems to know what he is talking about and knows the color wheel well

All in favor of dudecore as head designer?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:09:30 PM
Codename: CODENAME.



I 100% agree with DC here.

?? Bird

{U}

Flying

____(whenever {U} CARDNAME attacks, draw X cards, where X is CARDNAME'S power)

1/2

Is that what your talking about DC
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:10:31 PM
And LET ME BE A DESIGNER!!!! Lol
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:11:47 PM
I want to be a designer too. It seems like it would be fun

And I was thinking if its nature vs progress. The nature colors would get one mechanic. And the progress colors would get another
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:14:39 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
DC should be head designer
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:14:57 PM
Yea
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:15:36 PM
Then we will be mechanic and card designers
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:16:19 PM
I'll do it, I love card designing for sets!
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:16:44 PM
Quote from: FlickerYourOwnIdentity on March 19, 2013, 10:16:19 PM
I'll do it, I love card designing for sets!

Ok cool
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:16:56 PM
Quote from: All-Mana Mania on March 19, 2013, 10:15:36 PM
Then we will be mechanic and card designers
we could test out suggested mechanics on cards, and give our opinions on which ones preformed the best. After deciding a theme first that is

Also which ones we think are broken
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:17:00 PM
How many more people should we need
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 19, 2013, 10:17:34 PM
I will help. I am very interested
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:17:36 PM
I am basically describing Threshold as the Nuture mechanic, or something that functions similar to it. Every single mechanic in the game basically has a Primary, Secondary and Tertiary color.

The speed bump is that some colors do things really well (Blue and counterspells) and some don't do it at all (Green and fliers).

I don't want to lead design the set. I do know the color pie and lots of design elements. I only wish to guide. Making a set on a forum is very difficult, we have lots of different tastes and some of us are different players.

I would say someone make an outline for what this is gonna be. What is the setting? What are the major themes? How is this unique?

Innistrad is based on horror: Major themes are tribes and the graveyard. It is unique because of the top down design.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:19:57 PM
Quote from: Dudecore on March 19, 2013, 10:17:36 PM
I am basically describing Threshold as the Nuture mechanic, or something that functions similar to it. Every single mechanic in the game basically has a Primary, Secondary and Tertiary color.

The speed bump is that some colors do things really well (Blue and counterspells) and some don't do it at all (Green and fliers).

I don't want to lead design the set. I do know the color pie and lots of design elements. I only wish to guide. Making a set on a forum is very difficult, we have lots of different tastes and some of us are different players.

I would say someone make an outline for what this is gonna be. What is the setting? What are the major themes? How is this unique?

Innistrad is based on horror: Major themes are tribes and the graveyard. It is unique because of the top down design.
thi just proves my point he'd be perfect for the job. But if he doesn't want to, lets not force him

Quote from: All-Mana Mania on March 19, 2013, 10:17:00 PM
How many more people should we need
alot. Lol
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:20:20 PM
Ok CLEARLY we have all mentally decided that we are doing nature vs progress, so I have decided we might as well close step one production. 
We must now do step 2!!!  Which is going up in a second (DON'T RUSH ME I'm typing as fast as I can.).  We shall also have to have a sidetask.  So that shall also be posted at the bottom of the first post.
Good luck guys! :)
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:21:52 PM
I say the setting is a Big City, nothing like ravnica. Some of the parts are destroyed and taken over by animals, barbarians and gruulish people. While the rest has soldiers, regular humans....
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:23:13 PM
I was thinking it would be just the opposite. Starting on a wild plane, with pockets of intelegence emerging, and slowly progressing and taking over
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:26:50 PM
The theme is the two parts want to fight for supremecy. What is unique about it is going to be the mechanics!! And that it is actually mostly outside of the city.

Another idea:
It is a destroyed plane because of a inter-plane war millions years ago. Has creepy creatures, soldiers warriors and planeswalkers. The theme is that the humans dont want there place to get taken over or destroyed. It is on the tip of destruction! What is unique is that it is a new plane that already starts destroyed!!
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 19, 2013, 10:28:43 PM
That sounds cool
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:30:25 PM
If it starts out developed, wouldn't nature be the encroaching one? I thought the theme was encroaching intelegence

But if that gets decided. That's cool
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:31:01 PM
Two color tribes is another thing: How do you seperate them from the already pre established iconic mythologies of the Guilds of Ravnica? Those guilds already share plenty of color philosophies - they're also very well known and hugely popular.

Tribes have been done heavily in Lorwyn and Innistrad, and pretty much every set. Make it interesting, think outside what has already been done. What would you like to see?

I've been experimenting with the idea of "if <color> was spent casting this card - it gets _____". It was already a mechanic in Ravnica: City of Guilds, and I think that newer players didnt like it - but I think it could be a cool tool in this nature vs. Nuture.

Think about a {1}{U} creature, and if he got a cool bonus if you used {R} for his colorless cost, it'll gain haste or something.

Examples: {Azorius Herald}, {Boros Fury-Shield}.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:32:06 PM
No it is that vs this.
So it starts as that and that tries to not get taken over by this. And i like that it is on the tip of destruction. I like it a lot
Title: Re: Something we haven't done yet...
Post by: Ageniv on March 19, 2013, 10:32:29 PM
Or something like {Dawnglow Infusion} ?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:33:25 PM
Quote from: Dudecore on March 19, 2013, 10:31:01 PM
Two color tribes is another thing: How do you seperate them from the already pre established iconic mythologies of the Guilds of Ravnica? Those guilds already share plenty of color philosophies - they're also very well known and hugely popular.

Tribes have been done heavily in Lorwyn and Innistrad, and pretty much every set. Make it interesting, think outside what has already been done. What would you like to see?

I've been experimenting with the idea of "if <color> was spent casting this card - it gets _____". It was already a mechanic in Ravnica: City of Guilds, and I think that newer players didnt like it - but I think it could be a cool tool in this nature vs. Nuture.

Think about a {1}{U} creature, and if he got a cool bonus if you used {R} for his colorless cost, it'll gain haste or something.

Examples: {Azorius Herald}, {Boros Shield-Fury}.
could work. You could also turn tribal on its head and reward players for playing many different creature types
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:34:23 PM
Quote from: Dudecore on March 19, 2013, 10:31:01 PM
Two color tribes is another thing: How do you seperate them from the already pre established iconic mythologies of the Guilds of Ravnica? Those guilds already share plenty of color philosophies - they're also very well known and hugely popular.

Tribes have been done heavily in Lorwyn and Innistrad, and pretty much every set. Make it interesting, think outside what has already been done. What would you like to see?

I've been experimenting with the idea of "if <color> was spent casting this card - it gets _____". It was already a mechanic in Ravnica: City of Guilds, and I think that newer players didnt like it - but I think it could be a cool tool in this nature vs. Nuture.

Think about a {1}{U} creature, and if he got a cool bonus if you used {R} for his colorless cost, it'll gain haste or something.

Examples: {Azorius Herald}, {Boros Fury-Shield}.



Lets do that. But i am in love with my plane idea
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:35:28 PM
Quote from: All-Mana Mania on March 19, 2013, 10:34:23 PM
Quote from: Dudecore on March 19, 2013, 10:31:01 PM
Two color tribes is another thing: How do you seperate them from the already pre established iconic mythologies of the Guilds of Ravnica? Those guilds already share plenty of color philosophies - they're also very well known and hugely popular.

Tribes have been done heavily in Lorwyn and Innistrad, and pretty much every set. Make it interesting, think outside what has already been done. What would you like to see?

I've been experimenting with the idea of "if <color> was spent casting this card - it gets _____". It was already a mechanic in Ravnica: City of Guilds, and I think that newer players didnt like it - but I think it could be a cool tool in this nature vs. Nuture.

Think about a {1}{U} creature, and if he got a cool bonus if you used {R} for his colorless cost, it'll gain haste or something.

Examples: {Azorius Herald}, {Boros Fury-Shield}.



Lets do that. But i am in love with my plane idea
we should suggest many ideas and have people vote on them
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:36:19 PM
Quote from: Ageniv on March 19, 2013, 10:32:29 PM
Or something like {Dawnglow Infusion} ?

Yeah basically. As part of the top down design. Creatures with that, and new mechanics and way of making it seem nature vs. nurture. Maybe a sort of corruption mechanics? A capture the flag style war dynamic? Who knows.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:36:50 PM
I step away to edit for two seconds and there are like 5 more comments since I left. 0_o
Title: Re: Something we haven't done yet...
Post by: izik99 on March 19, 2013, 10:38:06 PM
It should reward for balance. Do the if _ was payed, but do it with enemy colors (according to nature vs development, not color wheel). This creates a sense of "if I only play Nature, I do well. If I only play Development, I do well. If I play a balance of both, I do really well." This contributes to the philosophy that we need a mix of technology and nature.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:39:46 PM
The casting cost mechanic strikes me as very flavorful too. Like a blue creature that gains haste if you use red - it's like an intelligent person suddenly having a fit of rage, then he'll cool off and be the blue dude he was supposed to be.

It works with all colors too - not just mechanic wise. There is tons and tons of design space there, I am almost compelled to keep all the good stuff for myself.

And as Birdbrain knows, I'm a huge fan of enemy colors interacting. Not by restricting what they actually do, but rather exploiting their fondness for the same things.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:40:29 PM
Quote from: FlickerYourOwnIdentity on March 19, 2013, 10:36:50 PM
I step away to edit for two seconds and there are like 5 more comments since I left. 0_o
it looks like your idea is starting to get out of control and take on a mind of its own
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:41:15 PM
Ok I know I skipped a step now.  Everyone is talking about planes, and which plane we should be on.  Should I switch step 2 with that?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:42:17 PM
So what are we doing?? Im so confused. What is the plane. I say:


It is a broken down plane, on the tip of obliteration. Where creepy creatures lurk at every corner, waiting to get control of the humans, soldiers an warriors. The humans and planeswalkers are struggling for their life having 2 huge problems.

And DC's idea:
Lets say we have a {W} colored card and then his ability says i tap {B} and {3} and i get rewarded. Something like that
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:43:15 PM
As I said the plane should be broken down and should be to the tip of obliteration
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:43:51 PM
Quote from: Dudecore on March 19, 2013, 10:39:46 PM
The casting cost mechanic strikes me as very flavorful too. Like a blue creature that gains haste if you use red - it's like an intelligent person suddenly having a fit of rage, then he'll cool off and be the blue dude he was supposed to be.

It works with all colors too - not just mechanic wise. There is tons and tons of design space there, I am almost compelled to keep all the good stuff for myself.

And as Birdbrain knows, I'm a huge fan of enemy colors interacting. Not by restricting what they actually do, but rather exploiting their fondness for the same things.
would rewarding the player for playing many different creature types be good? You could put that in any color, and it fits well for both {G} and {U}. Green because of a strong ecosystem. Blue for many different viewpoints
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 19, 2013, 10:43:53 PM
I think we should use all mana's idea for the plains
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:44:52 PM
And actually i made a few custom sets myself. My family has a creative "Flow"
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 10:45:41 PM
Quote from: Zman47 on March 19, 2013, 10:43:53 PM
I think we should use all mana's idea for the plains
i think we should throw in many ideas and vote. Maybe someone else has a better idea. Not saying I do, just saying we shouldn't let one person dominate, and we should be diplomatic about choosing mechanics, and plane ideas
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:46:46 PM
Quote from: All-Mana Mania on March 19, 2013, 10:42:17 PM
So what are we doing?? Im so confused. What is the plane. I say:


It is a broken down plane, on the tip of obliteration. Where creepy creatures lurk at every corner, waiting to get control of the humans, soldiers an warriors. The humans and planeswalkers are struggling for their life having 2 huge problems.

And DC's idea:
Lets say we have a {W} colored card and then his ability says i tap {B} and {3} and i get rewarded. Something like that

That is some design space for the mechanic, it could work not only in casting, but and/or when those with abilities are activated.

As far as the plane goes, that's all you creative dudes. I also don't wanna drive this topic somewhere it wasn't intended. The idea of the colors count mechanic isn't even very tribal, I just think it's cool. It has a little flavor with nature vs. Nuture by having those colors change the demeanor/nature of the cards innate color identity
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:48:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:44:52 PM
And actually i made a few custom sets myself. My family has a creative "Flow"
Funny thing Is so do I, only I'm the only one making the set...  Nobody else took it as seriously as any of you guys.

And by the way, JESUS CHRIST EVERYTIME I REFRESH THE PAGE THERE ARE USUALLY 2 MORE COMMENTS.  Although this is good, please slow down, im dying here.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:52:30 PM
Quote from: Dudecore on March 19, 2013, 10:46:46 PM
Quote from: All-Mana Mania on March 19, 2013, 10:42:17 PM
So what are we doing?? Im so confused. What is the plane. I say:


It is a broken down plane, on the tip of obliteration. Where creepy creatures lurk at every corner, waiting to get control of the humans, soldiers an warriors. The humans and planeswalkers are struggling for their life having 2 huge problems.

And DC's idea:
Lets say we have a {W} colored card and then his ability says i tap {B} and {3} and i get rewarded. Something like that

That is some design space for the mechanic, it could work not only in casting, but and/or when those with abilities are activated.

As far as the plane goes, that's all you creative dudes. I also don't wanna drive this topic somewhere it wasn't intended. The idea of the colors count mechanic isn't even very tribal, I just think it's cool. It has a little flavor with nature vs. Nuture by having those colors change the demeanor/nature of the cards innate color identity
So I think my brain caught up, interesting, so it's like have some extreme nature, some extreme progress, then we have those bipolar cards in the middle that kick ass.  In other words kinda like the perfect blend between the two.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 10:55:36 PM
Quote from: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
So do we keep the perfect blend between progress, and nature, or do we have just the first set that sets clear boundaries, then they begin to blend together overtime?
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 10:57:18 PM
Use Mark Rosewater's Design Skeleton. (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)

Remember complexity at each rarity spot (you wouldn't want any confusing mechanics at common), follow basic color philosophy and figure out how many of which card.

Naming, mana cost, abilities and everything else comes AFTER this skeleton has been assembled.

I'd establish the world, establish a feel for that world, and then gradually introduce the design complexity in set number 2. I think only evergreen mechanics (Deathtouch, Defender, Double strike, Enchant, Equip, Fight, First strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Regeneration, Reach, Trample, Vigilance) should be used in the first set as well.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 10:59:36 PM
Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2
Title: Re: Something we haven't done yet...
Post by: Mikefrompluto on March 19, 2013, 11:01:32 PM
Woah. Seven pages to read through since last time I checked. This got huge pretty fast.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 11:06:25 PM
Quote from: All-Mana Mania on March 19, 2013, 10:59:36 PM
Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2

That isn't exactly the idea. It would be more like.

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {B} was used to activate this ability, destroy it instead."
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:07:46 PM
Quote from: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
theres more design space than creature combat. You could do something like

{R}{R}

Deal X damage to target creature or player were X is the number of creature types you control.

Or
{U}{2}
Draw X cards were X is the number of creature types you control
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:08:37 PM
Quote from: Dudecore on March 19, 2013, 11:06:25 PM
Quote from: All-Mana Mania on March 19, 2013, 10:59:36 PM
Volshaz
3 {U} 3 colorless
Creature - Volshaz

Hexproof

Volshaz id indestructible

Whenver Volshaz deals combat damage, you may tap 2 {B}. If you do, destroy target creature, it cant be regenerated.

2/2

That isn't exactly the idea. It would be more like.

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {B} was used to activate this ability, destroy it instead."


Ok i get it now. Seems cool. And im gonna use the skeleton thing too
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 11:08:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.
Title: Re: Something we haven't done yet...
Post by: izik99 on March 19, 2013, 11:10:05 PM
Not to be pushy, but does anyone have any thoughts or ideas about my post?

Basically I just suggested that the if _ was spent be only with enemy colors to show a sense of balance between nature and development.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:10:42 PM
Quote from: Kaleo42 on March 19, 2013, 11:08:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.
i vote your a designer too

Quote from: izik99 on March 19, 2013, 11:10:05 PM
Not to be pushy, but does anyone have any thoughts or ideas about my post?

Basically I just suggested that the if _ was spent be only with enemy colors to show a sense of balance between nature and development.
sounds cool
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:11:09 PM
Quote from: Kaleo42 on March 19, 2013, 11:08:40 PM
Quote from: All-Mana Mania on March 19, 2013, 10:13:41 PM
Yea so how about designers right now are:
DC
BirdBrain
All-Mana Mania
Looks like Ive been voted out then. As far as card design goes a firm grasp of the rules and reasons behind them is very necessary which is the gap I fill in the "team" though this is meant to be a community project.


No man, totally forgot you lol. You are one too kaleo!!!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:13:15 PM
Quote from: Dudecore on March 19, 2013, 10:57:18 PM
Use Mark Rosewater's Design Skeleton. (http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/78)

Remember complexity at each rarity spot (you wouldn't want any confusing mechanics at common), follow basic color philosophy and figure out how many of which card.

Naming, mana cost, abilities and everything else comes AFTER this skeleton has been assembled.

I'd establish the world, establish a feel for that world, and then gradually introduce the design complexity in set number 2. I think only evergreen mechanics (Deathtouch, Defender, Double strike, Enchant, Equip, Fight, First strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Regeneration, Reach, Trample, Vigilance) should be used in the first set as well.
i see what your saying. Sounds logical
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 11:15:13 PM
Kaleo can take my spot on the design board.

Also - instead of designing a simple world. Start with commons first. Common restrictions are - Only evergreen mechanics. Once the set mechanics are fleshes out more we can introduce those in the uncommon and higher rarity.

@Birdbrain - having creatures doesn't play into blue or blacks identity too much. They're more controlling types, their cards should attempt to reflect that somewhat.
Title: Re: Something we haven't done yet...
Post by: izik99 on March 19, 2013, 11:15:26 PM
I may not be experienced enough to be a main designer/developer, but people can pm once theyre finished cards and I'll input them into a set editor.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 11:17:33 PM
But we still need to set clear boundaries, so like progress has more card draw, things that get through your deck, but seeing as it is progress should we cut down on total bounce, and counters because they are anti-progress.

Sorry if I sound stupid!
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 19, 2013, 11:19:45 PM
Plus I gotta go, sleep is vital, and my brain is fried so bye! :) have fun while I'm gone.
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 19, 2013, 11:20:22 PM
I'd hate to push myself as a designer, but I recently just came up with a mechanic that's: A. Meant to be simple.
B. Creature-based

Cluster X- If you control at least X other CREATURETYPE creature(s), CARDNAME gets ABILITY.

And here's the color wheel for what creature types should get the ability.

{U}: Faerie
{G}: Beast
{R}: Dragon
{W}: Bird
{B}: Skeleton
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 11:22:51 PM
This is what I mean by design space:

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {B} was used to activate this ability, destroy it instead."

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {G} was used to activate this ability, you gain 2 life."

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {R} was used to activate this ability, deal 2 damage to that creatures controller."

"Whenever Volshaz deals combat damage to a player, you may pay {2}{U}. If you do, return target creature to it's owners hand. If {W} was used to activate this ability, tap target permanent that player controls."

It could also work as a detriment - not all cards with powerful abilities should have upside: 

...If {B} was used to activate this ability, discard a card.
...If {R} was used to activate this ability, you are dealt 2 damage.
...If {G} was used to activate this ability, target opponent gains 2 life.
...If {W} was used to activate this ability, that creatures controller taps target permanent you control.

The possibilities are endless - they all agree with their colors and it leaves open lots of options. These are all things to consider in the development portion of set design. This is currently creative/design time.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:23:05 PM
CW1
CW2
CW3
CW4
CW5
CW6
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CW14
CW15
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CW17
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CW20
CU1
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Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:27:55 PM
I don't think we're at the card making process. first, We still have to vote on a world an mechanics. Just because you push hard for your world, doesn't mean we have to use it

I accept that my mechanic might not get used
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:28:42 PM
Quote from: Birdbrain on March 19, 2013, 11:27:55 PM
I don't think we're at the card making process first. We still have to vote on a world an mechanics. Just because you push hard for your world, doesn't mean we have to use it


I know ahaha
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:29:22 PM
I never even said we are using my world. I think it will just be a cool setting
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:30:42 PM
Quote from: All-Mana Mania on March 19, 2013, 11:29:22 PM
I never even said we are using my world. I think it will just be a cool setting
it would be a cool setting. However, lets hear other people's ideas first
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 19, 2013, 11:32:42 PM
Storywise, if we're focusing on a plane on the verge of destruction, here's my two cents:

-The plane we're on has always been unstable

-The "core" of this plane is all that's keeping it from collapsing into itself and evaporating from existence

-Nicol Bolas comes to attempt to absorb the plane's core into his spark, believing it would finalize his god-like power

The three sets would follow this structure:

1st set: How the plane is before Bolas's arrival

2nd set: Bolas's rampage through the plane once he arrives, searching for the "core"

3rd set: Bolas's ultimate defeat and exile from the plane
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:36:09 PM
Quote from: Frothandslosh on March 19, 2013, 11:32:42 PM
Storywise, if we're focusing on a plane on the verge of destruction, here's my two cents:

-The plane we're on has always been unstable

-The "core" of this plane is all that's keeping it from collapsing into itself and evaporating from existence

-Nicol Bolas comes to attempt to absorb the plane's core into his spark, believing it would finalize his god-like power

The three sets would follow this structure:

1st set: How the plane is before Bolas's arrival

2nd set: Bolas's rampage through the plane once he arrives, searching for the "core"

3rd set: Bolas's ultimate defeat and exile from the plane


You just made the plane 1,0000000000 times better
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 19, 2013, 11:41:42 PM
It'll be good to have a pre established protagonist like Nicol Bolas. Give an excuse to design a new Planeswalker for him also. The story is a simple 3 act structure, ideal for this type of bizarre design setting.

I yielded my vote, and this is likely my last post. I gave as much wisdom as I'm willing - good luck all. I will be lurking.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 11:46:45 PM
Im not sure on using pre established characters. My personal approach to dream set design is 100% own creation with core sets of your design using reprints you feel are needed. 
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 19, 2013, 11:48:57 PM
I say we follow a certain character through his journey to saving his plane from nicol bolas. A planeswalker but every set he gets a... Lets say "upgrade"
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:50:31 PM
Quote from: Frothandslosh on March 19, 2013, 11:32:42 PM
Storywise, if we're focusing on a plane on the verge of destruction, here's my two cents:

-The plane we're on has always been unstable

-The "core" of this plane is all that's keeping it from collapsing into itself and evaporating from existence

-Nicol Bolas comes to attempt to absorb the plane's core into his spark, believing it would finalize his god-like power

The three sets would follow this structure:

1st set: How the plane is before Bolas's arrival

2nd set: Bolas's rampage through the plane once he arrives, searching for the "core"

3rd set: Bolas's ultimate defeat and exile from the plane
i give up. Guess this is what were using. What if it had a steampunk ellement to it?

Diplomacy and democratic approach arnt my strong points I guess. Guess I am better off using a blunt approach to things
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 19, 2013, 11:51:23 PM
Quote from: Kaleo42 on March 19, 2013, 11:46:45 PM
Im not sure on using pre established characters. My personal approach to dream set design is 100% own creation with core sets of your design using reprints you feel are needed.

I agree with this. I just chose Bolas as the villain since he's the sort of "pre-established, big bad guy who needs a new card" that people would get behind. Honestly, any sort of new, creative antagonist the community comes up with can fill his place.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 19, 2013, 11:54:47 PM
What if the antagonist is trying to get the two sides to destroy each other?
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 19, 2013, 11:57:06 PM
Alright, let's look at the plane itself, and some key words or phrases that can describe it as the sets progress.

Pre-Antagonist/Setting Establishment:

Arrival of Antagonist/Search for the Core:

Final Battle/Battle at the Core/Good Guy Wins:

I'll gradually update this post as suggestions are made.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 19, 2013, 11:58:23 PM
The main enemy in my personal set remains hidden while the conflict of two equally understandable points unsettles the plane allowing the real enemy to gain a foothold in the final set. This idea seems very applicable here.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:09:24 AM
I actually finished that spine thing if you guys wanna see it
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 20, 2013, 12:10:09 AM
Quote from: All-Mana Mania on March 20, 2013, 12:09:24 AM
I actually finished that spine thing if you guys wanna see it

What spine?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:11:34 AM
Quote from: Frothandslosh on March 20, 2013, 12:10:09 AM
Quote from: All-Mana Mania on March 20, 2013, 12:09:24 AM
I actually finished that spine thing if you guys wanna see it

What spine?


Like to balance creatures, enchantments instants sorceries planeswalkers, artifacts ect
Title: Re: Something we haven't done yet...
Post by: Frothandslosh on March 20, 2013, 12:13:38 AM
Quote from: All-Mana Mania on March 20, 2013, 12:11:34 AM
Quote from: Frothandslosh on March 20, 2013, 12:10:09 AM
Quote from: All-Mana Mania on March 20, 2013, 12:09:24 AM
I actually finished that spine thing if you guys wanna see it

What spine?


Like to balance creatures, enchantments instants sorceries planeswalkers, artifacts ect

Oh, perfect! Go ahead and post it.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:13:43 AM
CW1 Creature first strike lifelink small
CW2 Creature flying vigilance medium
CW3 Creature medium
CW4 Creature small
CW5 Creature small vigilance
CW6 Creature medium lifelink
CW7 Creature flash vigilance small
CW8 Creature medium
CW9 Creature small
CW10 Creature small
CW11 Creature first strike lifelink large
CW12 instant/sorcery (Token)
CW13 enchantment, aura
CW14 instant
CW15 instant
CW16 sorcery
CW17 sorcery
CW18 instant
CW19 instant
CW20 enchantment
CU1 Creature small
CU2 Creature small
CU3 Creature medium
CU4 Creature small flying
CU5 Creature large flash flying
CU6 Creature flying, shroud medium
CU7 instant
CU8 instant
CU9 instant
CU10 instant
CU11 enchantment
CU12 sorcery
CU13 sorcery
CU14 sorery
CU15 instant
CU16 enchantment
CU17 instant
CU18 sorcery
CU19 planeswalker
CU20 sorcery
CB1 Creature medium intimidate
CB2 Creature small swampwalk
CB3 Creature small lifelink
CB4 Creature medium flying
CB5 Creature medium lifelink
CB6 Creature small haste
CB7 Creature small
CB8 Creature small
CB9 Creature flying deathtouch small
CB10 Creature small
CB11 Creature medium regenerate
CB12 Creature medium
CB13 Creature small deathtouch
CB14 instant
CB15 sorcery
CB16 sorcery
CB17 enchantment
CB18instant
CB19 instant
CB20 planeswalker
CR1 Creature small
CR2 Creature small
CR3 Creature trample small
CR4 Creature medium
CR5 Creature mountainwalk small
CR6 Creature first strike small
CR7 Creature trample haste large
CR8 Creature medium first strike
CR9 Creature small haste
CR10 planeswalker
CR11 instant
CR12 instant
CR13 instant
CR14 instant
CR15 enchantment
CR16 sorcery
CR17sorcery
CR18 sorcery
CR19 sorcery
CR20 enchantment
CG1 Creature small
CG2 Creature hexproof small
CG3 Creature hexproof, trample medium
CG4 Creature
CG5 Creature reach shroud medium
CG6 Creature medium
CG7 Creature small
CG8 Creature small
CG9 Creature deathtouch small
CG10 Creature medium
CG11 Creature, Large
CG12 Creature, Vigilance,Large
CG13 Creature, small
CG14 Creature, Trample, Medium
CG15 sorcery
CG16 sorcery
CG17 enchantment
CG18 enchantment
CG19 Instant
CG20 instant
CA1 Creature, Flying, Deathtouch,Small
CA2 Creature,Large
CA3 Creature,small
CA4 Creature, First Strike, Medium
CA5 equipment
CA6 equipment
CA7 equipment
CA8 tap effect
CA9 sac effect
CA10 sac effect
CL1 produces B
CL2 produces W
CL3 produces U
CL4 Produces G
CL5  Produces R
CM1 Large, Trample deathtouch
CM2 small
CM3 small
CM4 medium flying first strike
CM5 instant
CM6 instant
CM7 enchantment
CM8 sorcery
CM9 sorcery
CM10 planeswalker
CM11 small shroud defender
CM12 small flying
CM13 medium
CM14 enchantment
CM15 instant
CM16 sorcery
CM17 small lifelink double strike
CM18 large
CM19 medium hexproof
CM20 medium
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 12:14:02 AM
Quote from: All-Mana Mania on March 20, 2013, 12:11:34 AM
Quote from: Frothandslosh on March 20, 2013, 12:10:09 AM
Quote from: All-Mana Mania on March 20, 2013, 12:09:24 AM
I actually finished that spine thing if you guys wanna see it

What spine?


Like to balance creatures, enchantments instants sorceries planeswalkers, artifacts ect
remeber. The set needs to have equal power levels through our the colors. And the cards shouldn't be broken. Otherwise, you get the same decks over and over and the set is boring
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:14:26 AM
W is white r is red u is blue b is black g is green a is artifacts and m is multicolored
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:15:21 AM
I think i did pretty well
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 20, 2013, 12:20:44 AM
Planeswalkers don't belong at common.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 12:22:20 AM
Ohh that is what c means.... Ok nevermind about them then lol
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 12:41:24 AM
Does lifelink really match with the set?  And if so where.  With the post-apocolypse shouldn't there be more deathtouch, blue needs to be more defensive. They're like 'PROTECT THE KNOWLEDGE!!!'. White is a toss up, red is running rampet through the land, and also if this is nature vs progress, shouldn't the plane reflect that?
Title: Re: Something we haven't done yet...
Post by: izik99 on March 20, 2013, 07:10:04 AM
Quote from: Birdbrain on March 19, 2013, 11:50:31 PM
Quote from: Frothandslosh on March 19, 2013, 11:32:42 PM
Storywise, if we're focusing on a plane on the verge of destruction, here's my two cents:

-The plane we're on has always been unstable

-The "core" of this plane is all that's keeping it from collapsing into itself and evaporating from existence

-Nicol Bolas comes to attempt to absorb the plane's core into his spark, believing it would finalize his god-like power

The three sets would follow this structure:

1st set: How the plane is before Bolas's arrival

2nd set: Bolas's rampage through the plane once he arrives, searching for the "core"

3rd set: Bolas's ultimate defeat and exile from the plane
i give up. Guess this is what were using. What if it had a steampunk ellement to it?

Diplomacy and democratic approach arnt my strong points I guess. Guess I am better off using a blunt approach to things

1st block, before Bolas: "Development" is more powerful.
2nd, Bolas' Rampage: "nature", because he is destroying civilization.
3rd, defeat: Nature and Development balance out and work together to defeat him, solving both problems.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 07:27:12 AM
All mana's template is just a general guideline right? I want to be able to at least stretch it a little. Sure restrictions breed creativity, but too many restrictions hinder it
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 07:29:23 AM
Should we get another draw source or something?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 07:30:49 AM
The lifelink comes from the little group that tries to be heros and heal the plane. But they sadly fail since these commons are the only lifelinkers
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 07:33:39 AM
Would it be possible for me to join in on this?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 07:35:34 AM
Quote from: ntheawsome on March 20, 2013, 07:33:39 AM
Would it be possible for me to join in on this?


Sure
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 07:43:24 AM
Quote from: FlickerYourOwnIdentity on March 20, 2013, 07:29:23 AM
Should we get another draw source or something?
yes
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 20, 2013, 12:22:46 PM
Quote from: Kaleo42 on March 19, 2013, 11:58:23 PM
The main enemy in my personal set remains hidden while the conflict of two equally understandable points unsettles the plane allowing the real enemy to gain a foothold in the final set. This idea seems very applicable here.
Looks like this got lost under the spine discussion and I think it is important to take a look at it as far as set direction and story go.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 01:22:09 PM
Whatever happened mechanic discussion?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 02:39:12 PM
Quote from: FlickerYourOwnIdentity on March 20, 2013, 01:22:09 PM
Whatever happened mechanic discussion?
lets all suggest mechanics then. I think dudecore is right that the first set should be simple mechanics. Although I disagree that they HAVE to be the nuts and bolts mechanics of every block

Anyone else have any thoughts on this?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 03:34:47 PM
Also. I've also wanted to see a deck that rewards you for creature type diversity

Maybe something like

Ecosystem-
If you have at least 3 creature types under your control -insert effect here-

There might be a lot of design space there. Though it would need support cards. And other cards that reward you for creature diversity
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 20, 2013, 03:34:58 PM
Mechanics bring your story to life, understanding your story helps build the flavor that refines your mechanics.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 03:38:08 PM
Quote from: Kaleo42 on March 20, 2013, 03:34:58 PM
Mechanics bring your story to life, understanding your story helps build the flavor that refines your mechanics.
so we need to come up with a story first than?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 03:47:20 PM
I say the story is... On the brink of destruction, Humans are fighting for their lives. Before the planar war, this plane was beautiful. But after, there is barely any water to sustain humans. There are monsters lurking at every corner, waiting to take over the humans. Can the humans survive these catostrophese? or will they be destroyed with the rest of the plane.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 03:49:33 PM
And i am starting on the uncommon stuff today.
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 20, 2013, 04:00:56 PM
I really like that idea. It is great
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 04:03:02 PM
Quote from: All-Mana Mania on March 20, 2013, 03:47:20 PM
I say the story is... On the brink of destruction, Humans are fighting for their lives. Before the planar war, this plane was beautiful. But after, there is barely any water to sustain humans. There are monsters lurking at every corner, waiting to take over the humans. Can the humans survive these catostrophese? or will they be destroyed with the rest of the plane.
doesnt sound like nature vs intelegence. Where is the nature? You've only included humans.

You could do something like...a planar accident caused the nature to run rampant, and trying to wipe out anything that isn't natural, while trying to balance the plane. While the beings with intelegent thought, are fighting back, and trying to control the nature, while making advances to try and balance the plane
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 04:05:42 PM
It can even be a apocalyptic event. It doesn't even have to be my idea

We just need to stick with the theme, and that is straying from it

Edit: you can even come up with the story all mana, it just needs to stick with the theme. I'm putting my foot down and am going to make sure we stick with the theme
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 04:12:51 PM
The dark, evil creatures lurking is nature. As i said the nature part of it is decayed by the war, they have lived peacefully until the war and then after that they can never trust the humans and progress they do. That is why they try to overrule them.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 04:17:43 PM
Quote from: All-Mana Mania on March 20, 2013, 04:12:51 PM
The dark, evil creatures lurking is nature. As i said the nature part of it is decayed by the war, they have lived peacefully until the war and then after that they can never trust the humans and progress they do. That is why they try to overrule them.
ok. Though does the nature part have to be dark? Maybe dark evil creatures occurred because of whatever caused this world to go this way, and nature is running rampant.

Not all stories have to be good vs evil. In fact, that is so over-used. I think it would be more compelling if both sides are struggling for survival. And one side threatens to wipe away the other.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 04:20:24 PM
Quote from: Birdbrain on March 20, 2013, 04:17:43 PM
Quote from: All-Mana Mania on March 20, 2013, 04:12:51 PM
The dark, evil creatures lurking is nature. As i said the nature part of it is decayed by the war, they have lived peacefully until the war and then after that they can never trust the humans and progress they do. That is why they try to overrule them.
ok. Though does the nature part have to be dark? Maybe dark evil creatures occurred because of whatever caused this world to go this way, and nature is running rampant.

Not all stories have to be good vs evil. In fact, that is so over-used. I think it would be more compelling if both sides are struggling for survival. And one side threatens to wipe away the other.



That is almost exactly what im saying. It is not good vs evil. It is nature vs progress vs nicol bolas
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 04:24:32 PM
Ok. So how about your story, only there not dark evil creatures. Just scared angry creatures that are fighting for there own survival and coming together against the intelegence/progress that threatens to tame them, and wipe them away

And eventually nicol bolas
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 05:01:19 PM
Ok how about,
The plane is heavily wooded, with many lakes, and skies filled with birds, and Pegasus.  Umong the setting is filled with not only large wildlife, but dryads, and elves who keep to their nature roots.  The elves and dryads keep an unspoken order over the wildlife, but it is very loose.   
There is however, a small building which inhabits human safely, which was appointed by the dryads and elves for the human's safety.  Although that small building only hints at the underground caverns full of extensive technology, unknown to the elves and dryads don't know about.  Which they would highly disaprove, not only that but they would raid the underground caverns, and destroy every mechanical thing, and they would further punish the humans for building it. 

In set one, the elves and dryads find out about the underground caverns.  They begin to raid the caverns with extreme prejudice.  These raid parties are led by none other than [insert planeswalkers name here], who hates the technology the humans possess.  He plans on destroying everything and then bring death to initial creator of it all.  Who's name is [insert progress planeswalker here].  This planeswalker has set traps for the nature lovers to find along their raid, all while preparing for all out war.  He is cunning and will have to use all his wits too win this battle.

That's my set 1 idea, I have set 2 storyline also, but I have to go soon so im just posting set 1 story.  What do you guys think?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 05:04:49 PM
It's interesting. I think more people should chip in there ideas and we should vote on them.

Also, that sounds vaguely like "the time machine"

With major changes of course
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 05:06:27 PM
Quote from: Birdbrain on March 20, 2013, 05:04:49 PM
It's interesting. I think more people should chip in there ideas and we should vote on them.

Also, that sounds vaguely like "the time machine"

With major changes of course
Never seen the time machine...
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 05:07:52 PM
Quote from: Birdbrain on March 20, 2013, 04:24:32 PM
Ok. So how about your story, only there not dark evil creatures. Just scared angry creatures that are fighting for there own survival and coming together against the intelegence/progress that threatens to tame them, and wipe them away

And eventually nicol bolas


Yes i agree with that. I like it!!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 05:09:23 PM
Quote from: All-Mana Mania on March 20, 2013, 05:07:52 PM
Quote from: Birdbrain on March 20, 2013, 04:24:32 PM
Ok. So how about your story, only there not dark evil creatures. Just scared angry creatures that are fighting for there own survival and coming together against the intelegence/progress that threatens to tame them, and wipe them away

And eventually nicol bolas


Yes i agree with that. I like it!!!
we should vote on them though after several ideas have been thrown in
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 05:10:32 PM
Quote from: Birdbrain on March 20, 2013, 05:09:23 PM
Quote from: All-Mana Mania on March 20, 2013, 05:07:52 PM
Quote from: Birdbrain on March 20, 2013, 04:24:32 PM
Ok. So how about your story, only there not dark evil creatures. Just scared angry creatures that are fighting for there own survival and coming together against the intelegence/progress that threatens to tame them, and wipe them away

And eventually nicol bolas


Yes i agree with that. I like it!!!
we should vote on them though after several ideas have been thrown in


I know im just saying that sounds good.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 05:13:54 PM
Quote from: FlickerYourOwnIdentity on March 20, 2013, 05:06:27 PM
Quote from: Birdbrain on March 20, 2013, 05:04:49 PM
It's interesting. I think more people should chip in there ideas and we should vote on them.

Also, that sounds vaguely like "the time machine"

With major changes of course
Never seen the time machine...
its very different than our idea, although the living underground with technology, and a group of humans that are close to nature are similar elements. By the way...it's set around 80,000 years in our future

Sorry, that's 800,000 years in our future
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 07:32:17 PM
I hope I didn't pop this thread. Promise I won't be this way further into this project. It's just moving away from the theme is a gradual and slippery slope.

For obvious reasons. I shouldn't judge whether a card is balanced or not. We'll leave that up to other people
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 08:10:59 PM
So anyone else wanna make a plane??
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 20, 2013, 08:26:08 PM
Sure
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 20, 2013, 08:42:06 PM
Quote from: FlickerYourOwnIdentity on March 20, 2013, 05:01:19 PM
Ok how about,
The plane is heavily wooded, with many lakes, and skies filled with birds, and Pegasus.  Umong the setting is filled with not only large wildlife, but dryads, and elves who keep to their nature roots.  The elves and dryads keep an unspoken order over the wildlife, but it is very loose.   
There is however, a small building which inhabits human safely, which was appointed by the dryads and elves for the human's safety.  Although that small building only hints at the underground caverns full of extensive technology, unknown to the elves and dryads don't know about.  Which they would highly disaprove, not only that but they would raid the underground caverns, and destroy every mechanical thing, and they would further punish the humans for building it. 

In set one, the elves and dryads find out about the underground caverns.  They begin to raid the caverns with extreme prejudice.  These raid parties are led by none other than [insert planeswalkers name here], who hates the technology the humans possess.  He plans on destroying everything and then bring death to initial creator of it all.  Who's name is [insert progress planeswalker here].  This planeswalker has set traps for the nature lovers to find along their raid, all while preparing for all out war.  He is cunning and will have to use all his wits too win this battle.

That's my set 1 idea, I have set 2 storyline also, but I have to go soon so im just posting set 1 story.  What do you guys think?

I like this it's a very interesting story. :)
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 08:57:40 PM
Quote from: Iandtormentor on March 20, 2013, 08:42:06 PM
Quote from: FlickerYourOwnIdentity on March 20, 2013, 05:01:19 PM
Ok how about,
The plane is heavily wooded, with many lakes, and skies filled with birds, and Pegasus.  Umong the setting is filled with not only large wildlife, but dryads, and elves who keep to their nature roots.  The elves and dryads keep an unspoken order over the wildlife, but it is very loose.   
There is however, a small building which inhabits human safely, which was appointed by the dryads and elves for the human's safety.  Although that small building only hints at the underground caverns full of extensive technology, unknown to the elves and dryads don't know about.  Which they would highly disaprove, not only that but they would raid the underground caverns, and destroy every mechanical thing, and they would further punish the humans for building it. 

In set one, the elves and dryads find out about the underground caverns.  They begin to raid the caverns with extreme prejudice.  These raid parties are led by none other than [insert planeswalkers name here], who hates the technology the humans possess.  He plans on destroying everything and then bring death to initial creator of it all.  Who's name is [insert progress planeswalker here].  This planeswalker has set traps for the nature lovers to find along their raid, all while preparing for all out war.  He is cunning and will have to use all his wits too win this battle.

That's my set 1 idea, I have set 2 storyline also, but I have to go soon so im just posting set 1 story.  What do you guys think?

I like this it's a very interesting story. :)
You see I agree with you! :)
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:00:15 PM
I had an idea. We keep the heavily forested, mostly natural plane idea. But it is set before the emergence of organized civilization, because a previous war destroyed most of the powerful artifacts and knowledge of the past time. More and more creatures with the potential for intelligence (elves, humans, etc.) have stumbled upon these forbidden traces of progress. Because most of the infrastructure of the past has been wiped out (think of a gruul controlled Ranvnica), those controlling the scraps of knowledge have an advantage over their un equipped rivals. This causes bands of both those fighting for nature and communities of tech users to gather, threatening the old magical laws that prevented progress.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 09:03:16 PM
Ok guys, I'm going to make the 2nd set story in a sec, because I want to use my story, so I'll advertise it, because there is an interesting twist at the 3rd set.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 09:09:22 PM
Wait what i the first set story
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 09:16:39 PM
Quote from: ntheawsome on March 20, 2013, 09:00:15 PM
I had an idea. We keep the heavily forested, mostly natural plane idea. But it is set before the emergence of organized civilization, because a previous war destroyed most of the powerful artifacts and knowledge of the past time. More and more creatures with the potential for intelligence (elves, humans, etc.) have stumbled upon these forbidden traces of progress. Because most of the infrastructure of the past has been wiped out (think of a gruul controlled Ranvnica), those controlling the scraps of knowledge have an advantage over their un equipped rivals. This causes bands of both those fighting for nature and communities of tech users to gather, threatening the old magical laws that prevented progress.
this is close to what I was thinking
Title: Re: Something we haven't done yet...
Post by: izik99 on March 20, 2013, 09:17:22 PM
Sorry guys, but I couldn't wait to see the cards so I'm making my own version of the block. :D lol
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:17:52 PM
My second set story
To further complicate things, a black walker and a red walker that were previously engaged in a serious battle planeswalk to this currently unnamed plane. The black walker has been smuggling in outside technology and is studying this plane's dusty secrets to possibly win his/her war with the red walker. The red walker has been busy trying to stop the black walker by destroying all traces of civilization from this plane, leaving a world charred behind them.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 09:20:45 PM
Yea i loved ny plane so much i have already started with the cards. On uncommons lol
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 09:21:28 PM
I think that we should vote on the stories. But not use the top one from the first vote. Instead, vote on like the top 3 so the people who voted for something that didnt make the cut get a chance to vote for another thing they think is cool.

Oh, and a suggestion: people shouldn't vote for what they suggest, because we know that's what there going to do, and you may have everyone voting for there own story, so none get choosen.

What do you guys think?
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:21:32 PM
Then a white walker whose spark is ignited by the red walker's destruction rises up to regain natural order by killing both other walkers and using their sparks to revive old magic that restores a perfect balance between nature and knowledge.
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:23:32 PM
Quote from: Birdbrain on March 20, 2013, 09:21:28 PM
I think that we should vote on the stories. But not use the top one from the first vote. Instead, vote on like the top 3 so the people who voted for something that didnt make the cut get a chance to vote for another thing they think is cool.

Oh, and a suggestion: people shouldn't vote for what they suggest, because we know that's what there going to do, and you may have everyone voting for there own story, so none get choosen.

What do you guys think?

Good idea, except there is 4 of us. Top two stories, including the self made?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 09:29:19 PM
Maybe we can did a way to get the rest of the community involved. Post a seprate thread for suggesting storylines and voting on them?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 09:32:22 PM
Quote from: Birdbrain on March 20, 2013, 09:29:19 PM
Maybe we can did a way to get the rest of the community involved. Post a seprate thread for suggesting storylines and voting on them?


Just did
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:32:45 PM
Isn't there a polling feature on here?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 20, 2013, 09:38:23 PM
He put his plane in the first post *palm to forehead* that's going to discourage others from suggesting stuff
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 20, 2013, 09:41:45 PM
Placed a more friendly topic, hope it helps.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 20, 2013, 09:42:00 PM
Quote from: ntheawsome on March 20, 2013, 09:41:45 PM
Placed a more friendly topic, hope it helps.


I just edited
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 20, 2013, 11:23:09 PM
FlickerYourOwnIdentity
Member 5
...
Today at 11:19:38 PM
In set two I will give two senarios.  One is where progress wins.

     The battle tolled both sides heavily,  but progress prevailed.  Nature's leader was sent into exile, and would never be seen or heard from again.
     The inventors continued with their inventions, while heavily trapping their facility.  Sure a few have died on accident, but at least it was in the name of progress!  The inventors have taken advantage of the elves and dryads, forcing them to come work in the facility.  Anyone caught trying to sabotage the inventions would be executed.  Overseeing this is <insert set 1 progress planeswalker's name>'s apprentice.  Her name is <insert set 2 progress planeswalker's name here>.  She not only oversees and conduct experiments, but she keeps her thumb over the powerless elves and dryads.  Especially The Council of Elves & Dryads, who now oversee their people in their former leader's absence.
      Not only do the elves and dryads conduct experiments, and produce inventions, they are forced to guard the facility from the rising ravenous wildlife.  Led by <insert a nature planeswalker's name set 2>.  Their tactics, well they have none.  They rely on brute force to attack the facility, slowly penetrating the defenses of the elves and dryads.  But this of course was all by design, which was a plan decided upon by The Council of the Elves & Dryads.  After their secret alliance the this ravenous wildlife, they formed a plan to rid themselves from that wreached technology.  And they feel it will work, so they began their plan, not long ago.  And it is nearing the end of their blueprint.  Tick, tock, tick, tock...

This story is if progress wins.  I am currently making one if nature wins.

Will progress be prepared for the Council's plan, or will they lose all they have worked for?  You decide....
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 21, 2013, 02:51:36 AM
Well having been out do to a busy day I not back till I sleep. Having caught up I can offer this to the story. Explore the more savage sides of each color in the opening set.
Green=easy, big beasts, ramp, and destruction for growth
Red= wild savage creatures and uncontrolled fire and destruction (lots of random and wrath burn)
Black= big bang for big price, necromancy, pay life, sac dudes, or discard cards to do big things
Blue=seemingly difficult, but think of krakens of leviathans and things like {devastation tide} and other effects that hit both players eaqually in their savage and reckless prosute of knowledge
White= similar to blue in design, but easy to tweak in the nature of the cards. Smaller creatures more effects. Wrath, exile, and vengeful spirits

These could be the dominating forces in the beginning set with hints at lingering civilization and order. Outside forces could better explain the change for sure, but I feel truly diving into the primal side of each color will make for better flavor, design, and a more dramatic change through the block.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 07:19:41 AM
All mana wants unicorns. So lets include a couple in the first set

I feel he might be getting frustrated and shuffled out, and I want to defuse this situation before it gets out of hand
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 07:38:49 AM
Alright. Unicorn it is.

Wildfire Steed               {2}{R}{R}

Creature-Unicorn

Flying

When wildfire steed enters. The battlefield, creatures you control gain haste until end of turn.

3/2
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 07:48:42 AM
Not saying it should be a unicorn plane though. Just put one or two unicorn cards in the set
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 21, 2013, 03:18:07 PM
Quote from: Birdbrain on March 21, 2013, 07:19:41 AM
All mana wants unicorns. So lets include a couple in the first set

I feel he might be getting frustrated and shuffled out, and I want to defuse this situation before it gets out of hand



It is not that. I just like unicorns lol. I have a lot of other plane ideas and stuff like that
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 21, 2013, 04:10:32 PM
I have an idea for 2 new mechanics
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 21, 2013, 04:14:18 PM
I have a green mechanic. It seems fun to play in a mono green deck
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 04:24:25 PM
Why don't you share those with us?
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 21, 2013, 04:30:38 PM
 Research- draw a card at the beginning of your upkeep. You still draw during your draw step
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 04:35:41 PM
Eco-bound-
If you control 3 or more creature types -insert effect here-

That's my mechanic. I think it works for green and definitely for white. And could work for red, you would have to look at it from a point of view as many creatures causing chaos, or a stampede

Edit: or many different viewpoints from blue

Edit, edit: we should vote on which mechanics we think fits the world most when we decide on a story

Quote from: Kaleo42 on March 21, 2013, 02:51:36 AM
Well having been out do to a busy day I not back till I sleep. Having caught up I can offer this to the story. Explore the more savage sides of each color in the opening set.
Green=easy, big beasts, ramp, and destruction for growth
Red= wild savage creatures and uncontrolled fire and destruction (lots of random and wrath burn)
Black= big bang for big price, necromancy, pay life, sac dudes, or discard cards to do big things
Blue=seemingly difficult, but think of krakens of leviathans and things like {devastation tide} and other effects that hit both players eaqually in their savage and reckless prosute of knowledge
White= similar to blue in design, but easy to tweak in the nature of the cards. Smaller creatures more effects. Wrath, exile, and vengeful spirits

These could be the dominating forces in the beginning set with hints at lingering civilization and order. Outside forces could better explain the change for sure, but I feel truly diving into the primal side of each color will make for better flavor, design, and a more dramatic change through the block.
i thought white is the good of the group over the good of the individual. Or at least according to MaRo, but I could be wrong

Edit: here is MaRo's article on white

http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/mr57
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 21, 2013, 05:30:20 PM
My other gives to much power to creatures
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 05:39:33 PM
Quote from: Zman47 on March 21, 2013, 05:30:20 PM
My other gives to much power to creatures
post it anyway. We might be able to balance it
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 21, 2013, 06:03:12 PM
Evergreen- whenever this card attacks, a {G} to your mana pool for each creature type you control.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 06:26:25 PM
This is set 2 when progress loses, and nature wins, tell me what you think.

Nature prevails with it's old traditions,  defeating the inventors and their machines.  Although their leader lost their life, they still celebrated with a great feast.  Soon after their defeat, their leader was executed, by beheading.  Although this greatly angered the humans, they stayed calm during his public execution.  There was no struggle, no fight, the planeswalker even died with a smile on his face.  One that was almost sinister.
Soon after the execution, the Council of the Elves and Dryads demanded the carverns of technology be overrun with plants, plants that would never go away, that would creep through every crack and crevice, plants that would render every machine useless.  The plants went in and decimated everything.  Items were rendered useless, as the walls were caked with vegetation.  Everything was covered, except for a door...
It was a magnificent door, made of solid steel.  It baffled the Council, as their creeping vines never were able to get bast this large door.  In fact, the vines wouldn't even touch the door.  This arose a mystery among the council, and even the humans.  Nobody knew how to open the door, or what was on the other side.  The council released beasts inside to knock the door down, but to no avail.  The Council grew impatient, and demanded the humans tell what was on the other side, and how to open it.  Though the humans wouldn't speak, for their knowledge could not help.  Nobody knew.  Soon the Council ordered the execution of these humans until somebody informed them of the mysterious door.  Nobody was slaughtered though, for a woman stepped up to the plate.  To the Council she was just a human, who was an asset and a nusance at the moment.  But to the humans, she was <insert set 2 progress planeswalker's name here>, their former leader's apprentice.
She told the Council she would only open the door, but not inform them of the contents.  This angered the Council, but they had to take what they could get.
She led the Council down the dark caverns, as 2 warriors pointed a spear at her back as they walked.  She was calm though as they were navigated through the maze of vines.  Soon they had arrived at the door, still pristine, and untouched by the still growing plants.  The woman approached the door and placed her hand on it.  Blue energy shot from her arm, and onto the door.  The energy spread until it reached the ends of the door.  A booming click sounded through the cavern,  and air released from the room guarded by the door, with such force it almost knocked everyone off their feet.  The door began to open, a light emanating the the mystery room.  Everyone's neck cranes to see what was behind the door.
What they saw, surprised them...

Find out what's behind the door, and will the humans ever use it, or will the Council get rid of it in time.  Set three storyline coming up soon.

Tell me where you think the nature planeswalker should go in this story...
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 21, 2013, 06:28:29 PM
Destruction- all damage delt to this creature is also delt to target creature and its owner
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 06:36:24 PM
Quote from: All-Mana Mania on March 21, 2013, 06:03:12 PM
Evergreen- whenever this card attacks, a {G} to your mana pool for each creature type you control.
this is basically what I thought up earlier
Quote from: Birdbrain on March 19, 2013, 11:07:46 PM
Quote from: Dudecore on March 19, 2013, 10:52:30 PM
Rewarding creature types rewards creature combat, and also - what if those types don't turn out well? How about as a simple exercise, you know - to get it out of the way - you make the first set in the block something easy? All 5 colors, simple mechanics and simple cards.

We can get into more complex color philosophy and what makes the game enjoyable - and what makes a "good" card after the first set?
theres more design space than creature combat. You could do something like

{R}{R}

Deal X damage to target creature or player were X is the number of creature types you control.

Or
{U}{2}
Draw X cards were X is the number of creature types you control
Quote from: Birdbrain on March 19, 2013, 07:19:31 PM
I've always wanted to see cards that did stuff depending on the number of creature types you control. Sort of a chaotic twist on the tribal theme.
Title: Re: Something we haven't done yet...
Post by: Langku on March 21, 2013, 06:46:08 PM
Quote from: S717 on March 19, 2013, 11:32:06 AM
Quote from: xStrayKnightx on March 19, 2013, 02:04:01 AM
Theme: Nature vs Progress

I've got no ideas for a name, but this idea is from what threatens our own world right now. Nature and civilisation clash in a world where each threatens to override the other. What do you think?

Not to be rude because it seems quite a few people like this one, but it seems to me that this would be a better duel decks than a block, my reasoning mainly being that we have nature (which is mainly characterized by green) vs progress which sounds like it would have lots of machines (colourless artifacts) and the other colours would hardly be there

Edit: just to clarify, I do like the idea, just not as a block

It might be easier to try crafting a duel deck before tackling an entire block. It could help to iron out any challenges in this creative process.

That said, I love this idea!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 07:03:37 PM
And anyway. It would take a delicate balance to make the mechanic work anyway. You couldn't just willy nilly do it. Read what dudecore said. Although I'm not sure about mana boost. Ill make demo templates for my mechanic and see if they work well

{G}{G}{2}

If you control 3 or more creature types, attacking creatures gain +2/+2

2/2
-------------------------------------
{R}{R}{1}
If you control 3 or more creature types, creatures you control gain haste
3/1
-------------------------------------
{G}{2}
I you control 3 or more creature types, this creature gains hexproof.
3/3
-------------------------------------
{W}
If you control 3 or more creature types, this creature gains +2/+2
1/1
-------------------------------------
{W}{2}
When this creature attacks, if you control 3 or more creature types, tap target creature
2/2
-------------------------------------
{R}{2}
When this creature attacks, if you control 3 or more creature types, deal 1 damage to target creature, and 1 damage to target player.
2/1
-------------------------------------
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 07:24:35 PM
Quote from: All-Mana Mania on March 21, 2013, 06:03:12 PM
Evergreen- whenever this card attacks, a {G} to your mana pool for each creature type you control.
and barbarian ism does almost the same thing. Why do we need many different mechanics with different names? If you insist on doin this. You could bring them all under one name, like battalian
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 21, 2013, 08:03:16 PM
Quote from: Birdbrain on March 21, 2013, 07:24:35 PM
Quote from: All-Mana Mania on March 21, 2013, 06:03:12 PM
Evergreen- whenever this card attacks, a {G} to your mana pool for each creature type you control.
and barbarian ism does almost the same thing. Why do we need many different mechanics with different names? If you insist on doin this. You could bring them all under one name, like battalian


Well then, i guess we can call it something
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 08:33:48 PM
These are some Progress mechanic ideas:

Progress

Thought Cast - {U}; reveal a card from your hand, then draw a card.  You may only use this ability once per turn.

Progress

Progress - {U}: Discard a card, then draw a card.  Activate this ability only once per turn.

What do you think.

Btw ratios for mana cost, amount of cards revealed, discard amount, and drawing amount can be changed.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 08:44:26 PM
Ok guys a few things,

1. Please let's try to get this topic stickied to the top, so let's see what we can do.

2. If you want to we can see if we can get a skype chat up so we can talk about the set more directly.  If you don't have one, please see If you can get one, if you can't get one that's ok, then send you skype number to people YOU TRUST!  Please understand that because you don't want your number to fall into the wrong hands.  You don't have to do this if you don't want to.

3.  Please check out plane discussion, and plane vote to vote and check out plane ideas and storylines.  This will help in the set making process.

4. Have fun! :)
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 08:45:55 PM
Aren't we trying not to make this blue vs green? Try to avoid colored mana in keyword costs
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 09:00:08 PM
Quote from: FlickerYourOwnIdentity on March 21, 2013, 08:33:48 PM
Btw ratios and colors for mana cost.
Does this help? ;)
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 09:06:20 PM
Quote from: ntheawsome on March 21, 2013, 08:45:55 PM
Aren't we trying not to make this blue vs green? Try to avoid colored mana in keyword costs
mine works for every color except black. Because black is self-indulgent
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 09:19:12 PM
I like your keyword. Can we change it to "If you control three or more creatures that do not share a creature type, X" because you could possibly need only 2 creatures for an ability to trigger. Just my 2 cents
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 09:22:28 PM
Quote from: ntheawsome on March 21, 2013, 09:19:12 PM
I like your keyword. Can we change it to "If you control three or more creatures that do not share a creature type, X" because you could possibly need only 2 creatures for an ability to trigger. Just my 2 cents
yes. I accept that change and thanks. Why don't you think up a mechanic?
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 10:05:56 PM
Quote from: Birdbrain on March 21, 2013, 09:22:28 PM
Quote from: ntheawsome on March 21, 2013, 09:19:12 PM
I like your keyword. Can we change it to "If you control three or more creatures that do not share a creature type, X" because you could possibly need only 2 creatures for an ability to trigger. Just my 2 cents
yes. I accept that change and thanks. Why don't you think up a mechanic?

How about for the progress mechanic, Scroll #

When this spell is cast, exile it with # scroll counters. You can remove a scroll counter from this card whenever you cold cast it and only once per turn to copy this spell except for this ability.

The idea is based off of the basic idea behind a spell scroll; free cast, but only for a limited time.

Plus, I see a mythic with Scroll X somewhere in this block's future.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 10:09:34 PM
Quote from: ntheawsome on March 21, 2013, 10:05:56 PM
Quote from: Birdbrain on March 21, 2013, 09:22:28 PM
Quote from: ntheawsome on March 21, 2013, 09:19:12 PM
I like your keyword. Can we change it to "If you control three or more creatures that do not share a creature type, X" because you could possibly need only 2 creatures for an ability to trigger. Just my 2 cents
yes. I accept that change and thanks. Why don't you think up a mechanic?

How about for the progress mechanic, Scroll #

When this spell is cast, exile it with # scroll counters. You can remove a scroll counter from this card whenever you cold cast it and only once per turn to copy this spell except for this ability.

The idea is based off of the basic idea behind a spell scroll, free cast
could work if done right.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 10:20:19 PM
Please explain that in simpler terms.  I'm lost
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 10:40:49 PM
Quote from: FlickerYourOwnIdentity on March 21, 2013, 10:20:19 PM
Please explain that in simpler terms.  I'm lost
think suspend, only you copy the spell when you remove a time counter

It's copies go on the stack, without the scroll ability
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 10:48:00 PM
Looks like we have been stickied. And about the Scroll mechanic, you can choose when to remove a counter to place the copy on the stack.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 10:50:40 PM
Quote from: ntheawsome on March 21, 2013, 10:48:00 PM
Looks like we have been stickied. And about the Scroll mechanic, you can choose when to remove a counter to place the copy on the stack.
if its broken, we could add a cheap mana cost to remove a counter. It would be cheaper than the spell itself. But I think it should be play tested before its tweaked. Would this work on common cards?

MaRo said new mechanics have to be able to work on commons. And they do common play tests with mechanics
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 10:51:38 PM
So if you cast a spell like giant growth, with scroll 3
Would you be able to let the spell resolve, them exile it with the scroll counters, or would the spell not activate, but just exile it.

Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 10:52:33 PM
Maybe you could pay a kicker cost for the scroll cost...?

It would be cheap though
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 10:52:39 PM
HORRARY WE GOT STICKIED, thanks for the support of the thread.  Keep up the good ideas! ;)
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 21, 2013, 10:55:53 PM
Quote from: FlickerYourOwnIdentity on March 21, 2013, 10:51:38 PM
So if you cast a spell like giant growth, with scroll 3
Would you be able to let the spell resolve, them exile it with the scroll counters, or would the spell not activate, but just exile it.

Because scroll reads "when you cast this spell" the spell cannot be countered, but the original spell can't resolve.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 11:01:26 PM
Quote from: ntheawsome on March 21, 2013, 10:55:53 PM
Quote from: FlickerYourOwnIdentity on March 21, 2013, 10:51:38 PM
So if you cast a spell like giant growth, with scroll 3
Would you be able to let the spell resolve, them exile it with the scroll counters, or would the spell not activate, but just exile it.

Because scroll reads "when you cast this spell" the spell cannot be countered, but the original spell can't resolve.
so it will stay exiled after all counters are removed? I thought it was a suspend like mechanic
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 21, 2013, 11:04:00 PM
Ok it is broken, we should a mana cost to cast it, but it is smaller (in most cases) then the original CMC.  Except for a mythic, which you can cast at anytime with out any small mana cost.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 21, 2013, 11:16:02 PM
Quote from: FlickerYourOwnIdentity on March 21, 2013, 11:04:00 PM
Ok it is broken, we should a mana cost to cast it, but it is smaller (in most cases) then the original CMC.  Except for a mythic, which you can cast at anytime with out any small mana cost.
thats what I was thinking. Maybe a small kicker to exile it with scroll counters? Oh, and I thought up a support card for that

Scribes writings

Sorcery

{U}{U}{X}{X}

Put X scroll counters on target spell.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 12:04:40 AM
Interesting, looks like it could be a cool mech!
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 12:47:54 AM
We still don't know what plane yet do we...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 07:36:41 AM
Quote from: FlickerYourOwnIdentity on March 22, 2013, 12:04:40 AM
Interesting, looks like it could be a cool mech!
its not the mechanic, its a support card for a mechanic...wait! I've got it. I'm thinking of scroll as an alternate cost

{U}{U}

Put a scroll counter on two target spell's

Scroll-{U}{U}{2}
You may exile this spell with 2 scroll counters on it. Once per turn, anytime you could play a sorcery, you may put a copy of this spell on the stack without this ability

Ok. I'm done with the progress side now
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 08:11:06 AM
I think my mechanic wants to have cards with it like {commune with nature} to work

And the creatures should be able to do fine on there own

Or it would go on instances an sorceries

The application is similar to morbid realy
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 08:25:06 AM
It fits more with instants and sorceries.  Support cards would be good on creatures.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 08:34:02 AM
Quote from: FlickerYourOwnIdentity on March 22, 2013, 08:25:06 AM
It fits more with instants and sorceries.  Support cards would be good on creatures.
i think it could go on creatures though if done right. That said, here's something I just thought up

Natures harbinger

{G}{1}

Creature- elf

When CARDNAME comes into play, you may look at the top 5 cards of your library. You may reveal a creature card from among them and put it in your hand. Put the rest at the bottom of your library.

Ecobound-if you control 3 or more creature types on seprate creatures CARDNAME gains the creature type shaman

1/1
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 08:38:09 AM
Diverse blood

{G}{G}{1}

Put a +1/+1 counter on target creature for each of its creature types

Ecobound-if you control 3 or more creature types on seprate creatures, that creature gains trample until the end of the turn

{R}{R}

Wild goblin

Creature-goblin

Uncommon

Ecobound- when this creature attacks, if you control 3 or more creature types on seprate creatures, you may deal 1 damage to target creature

2/1

{W}{3}

Balanced ecosystem

Creatures you control gain +1/+1

Ecobound- if you control 3 or more creature types on seprate creatures, creatures you control gain first strike
Title: Re: Something we haven't done yet...
Post by: Seth5000 on March 22, 2013, 08:51:11 AM
I'm surprised I just noticed this thread
I have made 2 blocks and started on one 5 days ago I'm still in proces of chosing a machanic it's called plains of oblivion it's base is the plain called oblivion which is exile is sending armies into existence and they are trying to take over the existing world but it's still in the works
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 09:10:48 AM
Anyone else want to suggest a nature mechanic? We only have two choices right now, and both involve creature types. Lets get some diversity of mechanics here so people can vote for there favorite. I'd hate for mine to win with not much competition

So come up with a nature mechanic, and three or four cards to represent the mechanic

Same with progress
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 09:14:47 AM
I'm not good with mechs, so mine are all bad.

What if there was a mechanic that cost I sizable amount of mana, to give a power boost to your creature.
That's just for the beasts, the elves and dryads version costs a sizable chunk of mana to give ALL of your creatures a power boost...

It's bad but any feedback?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 09:23:39 AM
Quote from: FlickerYourOwnIdentity on March 22, 2013, 09:14:47 AM
I'm not good with mechs, so mine are all bad.

What if there was a mechanic that cost I sizable amount of mana, to give a power boost to your creature.
That's just for the beasts, the elves and dryads version costs a sizable chunk of mana to give ALL of your creatures a power boost...

It's bad but any feedback?
sounds like a mechanic I heard a rumor about for boros "anglefist"

If it could work for all types nature was in, it can work. Though, personaly I like lots of design space for mechanics. The current boros mechanic is better than the rumored mechanic in my opinion

It could work though
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 09:43:21 AM
I think I'm going to pipe down on this subject for a while. I've been posting in here too much
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 22, 2013, 09:57:10 AM
For nature we should bring back {forced adaptation}
Title: Re: Something we haven't done yet...
Post by: Malachiracer on March 22, 2013, 10:10:42 AM
Natures entanglement   {Force of Nature}
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 22, 2013, 10:21:20 AM
I don't like the tap     or it deals 8 damage to you
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 22, 2013, 10:22:12 AM
Ok that scroll mechanic is crazy broken as it is right now, but hold onto the idea for when we start to refine these. Also it is a design nightmare, but not as bad many others i have seen or come up with in that regard.

That eco ability is great, but will need balancing as it is placed on cards and tested since it is a variable mechanic.

Please stop looking at nature and progress as green and blue. Each color has a natural primal prespective and abilities that associate ({gaea's revenge}, {tyrant of discord}, {devastation tide}, {day of judgement}, {lord of the pit}) and a refined state of progress ({vorenclex, voice of hunger}, {bonfire of the damned}, {omniscience}, {Iona, shield of emria}, {liliana vess})

Finally a mechanic for nature...um
To be put on undercosted beneficial spells like life gain, draw card, zombie token, burn, pump and regenerate, and whatever else comes up and fits.

Divergence 2 - each player may pay {2} to copy this spell but replace each instance of a number with 2.

Examples:
Dream share{U}{U}
Sorcery
Draw 2 cards
Diverence 1- Each player may pay {1} to copy this spell but replace each instance of a number with 1

Meaning you can pay 3 total to draw 3 but they can pay 1 to draw 1.

Resounding summons {B}{B}
Sorcery
Put 2 2/2 black zombie creature tokens into play.
Divergence 2- each player may pay {2} to copy this spell but replace each instance of a number with 2.

The last part is redundant yes, but that is just the example.

P.s. my posts will often be large catch ups like this.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 05:12:21 PM
I love the mechanic kaleo!
It really balances out the spell, is it possible to change the ratio, that you can draw more with the ability, or you put more zombies onto the battlefield.  That way you can take a spell that gives you one 2/1 zombie, then there is a high mana cost for it's ability cost, which gives you 12 2/1 zombies.

Just a thought, really cool man! :)
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 22, 2013, 05:46:48 PM
I agree, there should be a reduced cost for activating scroll. And I had an evil idea, a counterspell with scroll
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 22, 2013, 05:52:11 PM
Wait, divergence is a suggested nature mechanic? I'm glad my mechanic now has something that will give it some competition. +1
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 05:55:11 PM
Quote from: ntheawsome on March 22, 2013, 05:46:48 PM
I agree, there should be a reduced cost for activating scroll. And I had an evil idea, a counterspell with scroll
Legacy deck material....
Lots of combo deck players would be pissed! :)
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 22, 2013, 06:12:10 PM
You could have something at 6 mana that would win you the game (like 12 zombies), but then have the divergent cost be 2 or 3 so your opponent can be on an even playing field.

This mechanic encourages fair fighting for the natural victor and discourages greedy progessive plays that tap you out.
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 22, 2013, 08:53:57 PM
Begin card design?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 10:25:18 PM
Quote from: ntheawsome on March 22, 2013, 08:53:57 PM
Begin card design?
No we haven't decided mech or plane yet.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 22, 2013, 11:46:19 PM
Ok guys, do you want to know what's behind the door of mystery?  Will the humans be able to use it?  Or will it be destroyed before they have chance.

Prepare to read the first installment of five among the set three storyline.

In this version, the humans are able to use the machine, and....  Well just read to find out.

_____________________________________

    The door swung open so it's contents could finally be revealed.  A massive machine stood with such sheer size, it intimidated the Council.  But they ordered their creeping vines to attack the giant machine.  The Council felt confidant, as they completely forgot about the sly planeswalker that was sneaking towards the machine.  She came up to a small spiket on the side of this contraption.  She ripped open her robe to reveal her war battered chest.  Scars proved here determination to her cause.  She entered a code into a small keypad.  A almost silent click echoed faintly through the cave.  The machine began to whir as a large tube, with a drill bit at the end came out of the machine.  The drill bit began to spin, as it came closer, and closer to the planeswalker's bare chest.  As it began to break skin, a faint blue light shone out of the planeswalker, along with an abundance of blood.  The drill went deeper into her stomach, as more blood spilled and the light emanating from her shone brighter.  She tried to stifle her cries of pain as to not raise attention to herself, for the Council still didn't notice her.  Although, the pain was too great, she let a small shriek of pain escape from her dying lips.  One just loud enough, to raise alarm among the Council.  They started to run toward the planeswalker in order to stop whatever she was doing.  It was too late.  The wound the drill made drilled so deep it peirced her heart.  As soon as it reached the heart, the drill retreat back into the clear tube it was mounted on.  Air was sucked into the tube with such force, it had the planeswalkers lifeless body stuck to it.  The light emanating from her wound left her body, and entered the machine.  The Council recognized immeaditly what she put into the machine.  It was her planeswalker spark.  The Council tried to coach the vibes onto the giant machine as it began to really start to make noise.  Although the vines wouldnt touch the machine.

Large pistons began to move as the ground below had begun to shake.  A little at first, then it shook a little bit more, then the ground becan to split below them.  The machine causing all this calamity, one of the council members pointed out.  The ground even more violently, as the split the the ground, started to spread to the walls of the cave, then to the celing.  As the split grew farther apart, the ground above their head began to become more unstable.  Large chunks fell. From the celing, and the Council narrowly avoided the first two, but was the flattened by the large falling rocks.  Everyone down in that cave died then, and there. 
Above ground was no better,  lava spewed from splits that formed in small mountains.  Not only was the ecosystem in ruins, but it became drenched in lava too.  Even the facility was no match for the machines power, and fell to it's might.  The plane itself was being torn apart, and there was one planeswalker that was taking notice.  And that was Nicol Bolas.  He had been observing this plane for quite a while now, and had been waiting, to desolate the plane, and grab hold of the plane's life energy, and add it too his own power.  He planes walked to the dying plane and looked it's still living inhabitants over.  All the humans were killed first, next the elves, then the dryads.  All that was left was the feral wildlife.  He swooped overtop of the plane, and breathed a fire so hot over the land, that the lava was freezing compared to it.  Nicol's fire not only desimated what was left of the environment, but killed off the rest of the wildlife too.  He then went to the center of the plane and broke the whole plane in half.  As the 2 pieces of land drifted apart, a large ball of energy was revealed.  He picked up the energy, and absorbed it, consuming its power to add on too his own.  As he left the remains of the former plane, he began to think about how this whole scheme started.  Then he remembered, when he planted the humans onto the plane many years ago.  Even though it took a while, his goal was achieved.  Now he could leave the ruins of the former plane, with a smile on his face.

_____________________________________

Tell me what you think!  Remember the other 4 installments to the storyline are actually like alternate endings we could choose from when we get there.  So if you didnt like this ending there will be more.

Tell me if there should be another planeswalker in this storyline.

Please tell me what you think guys.
Title: Re: Something we haven't done yet...
Post by: Zman47 on March 23, 2013, 12:09:02 AM
I really liked it.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 23, 2013, 12:20:16 AM
I think there should be 5 planeswalkers in the block 2 in the first set 2 in the second and 1 in the last. How about that?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 10:12:06 AM
Quote from: Iandtormentor on March 23, 2013, 12:20:16 AM
I think there should be 5 planeswalkers in the block 2 in the first set 2 in the second and 1 in the last. How about that?
Well yeah, but for this block to work like that, we need to figure out where nature planeswalker fits in second block.  I'm thinking she kind of leads the beasts when the beasts enter the labs to knock down the door.
What do you think?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 23, 2013, 11:22:38 AM
Quote from: FlickerYourOwnIdentity on March 23, 2013, 10:12:06 AM
Quote from: Iandtormentor on March 23, 2013, 12:20:16 AM
I think there should be 5 planeswalkers in the block 2 in the first set 2 in the second and 1 in the last. How about that?
Well yeah, but for this block to work like that, we need to figure out where nature planeswalker fits in second block.  I'm thinking she kind of leads the beasts when the beasts enter the labs to knock down the door.
What do you think?


I think we are focusing too much on the nature vs progress. For a block to be fun to play you need to kinda put that at like 60% of the block and then the 40% should just be creativity. Cause in the innistrad block, it wasnt just good vs evil. It was that and some creativity. Return to ravnica. It isnt just based on the guilds, it has some creativity in it too. Im not saying this isnt creativity, im just saying you dont need to have 100% focus on the nature vs progress. Let you creativity flow!
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 23, 2013, 12:01:21 PM
Once again innistrad's theme was not "good vs. evil" it was horror and related mythology. The good vs evil thing is a part of that horrow mythology. We had referances to just about every non alien horror movie made before 2000
Title: Re: Something we haven't done yet...
Post by: Jarrk on March 23, 2013, 12:12:44 PM
Quote from: Kaleo42 on March 22, 2013, 10:22:12 AM
That eco ability is great, but will need balancing as it is placed on cards and tested since it is a variable mechanic.

Examples:
Dream share{U}{U}
Sorcery
Draw 2 cards
Diverence 1- Each player may pay {1} to copy this spell but replace each instance of a number with 1

Meaning you can pay 3 total to draw 3 but they can pay 1 to draw 1.

Resounding summons {B}{B}
Sorcery
Put 2 2/2 black zombie creature tokens into play.
Divergence 2- each player may pay {2} to copy this spell but replace each instance of a number with 2.

Thats a really cool idea but make it so the spell can only be copied once for each player idk maybe just certain spells. You should suggest that ability "Divergence" for the new land/enchantment in the "You make the card4" or suggest it to WotC card designers i would love to play with that mechanic maybe in the new expansion after M14 has come out, good luck. Think of the extort capabilities with a Crypt Ghast on the board xD
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 23, 2013, 01:58:11 PM
They way it is worded is only once per player. It's similar to miracle in it's rules interpretation.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 10:34:56 PM
We need more progress mechanic, so let your brains start processing people!  If you wanna get to the fun part, card making, and I know.  EVERYONE WANTS TO MAKE THE PLANESWALKER, but we have to finish this stuff first.  So I'll see what this one looks like.

Invest # - whenever you play # <card type>(s) in one turn, draw # card(s)

Example:

{U}{U}{2}           Lab Professer

Creature - Human

Invest 2 - Whenever you play 2 artifacts in 1 turn, draw 2 cards.

1/2

_____________________________________

Thoughts?  I'm flexible with suggestions on this one.  If I get enough positive feedback, I'll put it as a mech candidate. :)
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 23, 2013, 10:42:03 PM
Needs more continuity. To many veriables for one mechanic. Good idea to start with though.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 10:42:50 PM
Retention - You may reveal this card before your discard step. If you do not, discard it. Cards with retention do not count toward your maximum hand size.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 10:46:15 PM
Quote from: Dudecore on March 23, 2013, 10:42:50 PM
Retention - You may reveal this card before your discard step. If you do not, discard it. Cards with retention do not count toward your maximum hand size.
There's a legendary that could go good with that... *cough* Jin gitaxis *cough*
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:02:14 PM
Channel - Whenever you recieve combat damage from an opponent, you may exile cards from the top of your library equal to the amount of combat damage recieved. For each instant or sorcery card with converted mana cost equal to combat damage recieved or less among them, you may cast 1 such card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard.
Title: Re: Something we haven't done yet...
Post by: Ageniv on March 23, 2013, 11:05:31 PM
Quote from: Dudecore on March 23, 2013, 11:02:14 PM
Channel - Whenever you recieve combat damage from an opponent, you may exile cards from the top of your library equal to the amount of combat damage recieved. For each instant or sorcery card with converted mana cost equal to combat damage recieved or less among them, you may cast 1 such card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard.
Cool but far to complicated
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 11:05:44 PM
Quote from: Dudecore on March 23, 2013, 11:02:14 PM
Channel - Whenever you recieve combat damage from an opponent, you may exile cards from the top of your library equal to the amount of combat damage recieved. You may cast 1 instant or sorcery card with converted mana cost equal to combat damage recieved or less among them, you may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard.
Retention I thought was better, this with {elixir of immortality} will practically shut a aggro deck down.  But Ruric will still screw with you playin this mech.... :)
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:09:37 PM
Quote from: Ageniv on March 23, 2013, 11:05:31 PM
Quote from: Dudecore on March 23, 2013, 11:02:14 PM
Channel - Whenever you recieve combat damage from an opponent, you may exile cards from the top of your library equal to the amount of combat damage recieved. For each instant or sorcery card with converted mana cost equal to combat damage recieved or less among them, you may cast 1 such card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard.
Cool but far to complicated

It's {Epic Experiment} with combat damage instead of X. It is pseudo balanced because you are taking damage and getting a tiny advantage of playing 1 spell for free. Aggro would still be afloat. There are a billion cards that can break all these mechanics.

How about:
Refusal - If this card would be exiled, reveal it and shuffle it back into it's owners library. Draw a card.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 11:19:50 PM
Lol {gloom surgeon} price spike!

^
Please realize when I say stuff like that, it doesn't mean i dont like it.  I liked the first two.

This one however I don't.

Please don't think I'm negative when I say this but refusal, is just bad without flashback, and Mr. Surgeon.  It's just a bad mechanic. 

But I loved the first 2! :)
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:21:19 PM
Thwart - Whenever <CARDNAME> is blocking another attacking creature, you may put a -1/-1 counter on <CARDNAME>. If you do remove that attacking creature from combat.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 11:24:31 PM
Quote from: Dudecore on March 23, 2013, 11:21:19 PM
Thwart - Whenever <CARDNAME> is blocking another attacking creature, you may put a -1/-1 counter on <CARDNAME>. If you do remove that attacking creature from combat.
It's cool, and out there.  I could see that on some black defenders.  Could even put that in a few traps.  By the way TRAPS MIGHT COME BACK!!!!  Read storyline 1 from me to understand.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:26:39 PM
Study - At the beginning of your upkeep, any opponent may discard a card. If a player does, tap [NAME] and exile a card face down, you may put that card into your hand at the beginning of your next upkeep.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 23, 2013, 11:29:57 PM
Quote from: Dudecore on March 23, 2013, 11:26:39 PM
Study - At the beginning of your upkeep, any opponent may discard a card. If a player does, tap [NAME] and exile a card face down, you may put that card into your hand at the beginning of your next upkeep.
Exile a card from where.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:30:42 PM
Quote from: FlickerYourOwnIdentity on March 23, 2013, 11:29:57 PM
Quote from: Dudecore on March 23, 2013, 11:26:39 PM
Study - At the beginning of your upkeep, any opponent may discard a card. If a player does, tap [NAME] and exile a card face down, you may put that card into your hand at the beginning of your next upkeep.
Exile a card from where.

Top card of your library. That's an important bit of information.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:45:07 PM
Barrier - Whenever [NAME] becomes the target of a spell or ability, you may counter it. At the beginning of your upkeep, you may pay X, where X is the converted mana cost of spells and abilities countered this way. Sacrifice [NAME] and take X damage until you pay the Barrier cost.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 23, 2013, 11:55:03 PM
Bibliophilia {3}{W}


Uncommon
Instant

Target player gains 2 life for each card revealed.

Retention - You may reveal this card before your discard step if you are over your maximum hand size. If you do not, discard it. Cards with retention do not count toward your maximum hand size.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 12:14:25 AM
Quote from: Dudecore on March 23, 2013, 11:55:03 PM
Bibliophilia {3}{W}


Uncommon
Instant

Target player gains 2 life for each card revealed.

Retention - You may reveal this card before your discard step if you are over your maximum hand size. If you do not, discard it. Cards with retention do not count toward your maximum hand size.
Love this mech out of the lot, don't understand that card.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 12:22:30 AM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 12:14:25 AM
Quote from: Dudecore on March 23, 2013, 11:55:03 PM
Bibliophilia {3}{W}


Uncommon
Instant

Target player gains 2 life for each card revealed.

Retention - You may reveal this card before your discard step if you are over your maximum hand size. If you do not, discard it. Cards with retention do not count toward your maximum hand size.
Love this mech out of the lot, don't understand that card.

Well it's multi-fold:

A) it is an Instant life saver. If you really need an extra turn to win, you can reveal your hand to your opponent - gain enough life to survive.

B) The retention quality means you can carry it with you all game without having to discard it. Drawback is your opponent may see it too.

C) it benefits retention. If you've got 14 cards in hand - 7 regular and 7 with retention - well, you're gonna reveal em anyway. You can get 14 life. Or show the whole thing for 28.

D) it could be used politically in commander. "You wanna stay alive longer? Show us all of your cards."

E) Uncommon rarity - this set needs some decent/bad limited cards right? Not everything can be OP.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 12:34:04 AM
Point of Retention is to be able to play with your maximum hand size. If you're under 7, you don't have to reveal it. If you're over 7 you can still mask it by discarding another card you don't need. If you're over 7, then you can keep it but the drawback is your opponent knows what you have.

The point of the reveal is also keeping players from cheating. It's the same reason tutors ({Enlightened Tutor}) make you reveal, so that players know you're telling the truth about which card you searched for.

Flavor wise, cards in hand are equivalent to spells you (the Planeswalker) know. So being able to know a bunch more spells then others, but also sharing your spellbook.

It's a "cards in hand matter" mechanic. Creatures can be designed to get buffs for cards in hand, or a threshold for cards in hand, spells can be buffed - and the Planeswalker can concern itself with cards in hand.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 12:47:42 AM
Quote from: Dudecore on March 24, 2013, 12:34:04 AM
Point of Retention is to be able to play with your maximum hand size. If you're under 7, you don't have to reveal it. If you're over 7 you can still mask it by discarding another card you don't need. If you're over 7, then you can keep it but the drawback is your opponent knows what you have.

The point of the reveal is also keeping players from cheating. It's the same reason tutors ({Enlightened Tutor}) make you reveal, so that players know you're telling the truth about which card you searched for.

Flavor wise, cards in hand are equivalent to spells you (the Planeswalker) know. So being able to know a bunch more spells then others, but also sharing your spellbook.

It's a "cards in hand matter" mechanic. Creatures can be designed to get buffs for cards in hand, or a threshold for cards in hand, spells can be buffed - and the Planeswalker can concern itself with cards in hand.
Ok now I get it, I thought you hand to reveal it all the time.  It needs a better explanation though.  Maybe something like...

Retention - If you have more cards in your hand than the maximum hand size, instead of discarding a card, you may reveal this card instead, when you reveal it this way, this card no longer counts toward your maximum hand size until the next upkeep.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 12:49:18 AM
Yeah that works. I'm not good with rules and such, I just have ideas - and try to base them off existing, similarly worded ideas.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 12:52:18 AM
Quote from: Dudecore on March 24, 2013, 12:49:18 AM
Yeah that works. I'm not good with rules and such, I just have ideas - and try to base them off existing, similarly worded ideas.
Cool, please ANYBODY decrease the words in the ability if possible.  It's a bit wordy...
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 12:54:32 AM
The end has come, for the plane storyline vote!  The winner is Flicker.  Now we must determine what plane shall be created in order to continue, or which plane to return to.  Thoughts?

Have fun guys! :)
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 01:41:35 AM
Retention - if you would discard this card you may reveal it instead, if you do your maximum hand size is increased by one this turn.

Clearer wording and has more in game applications this way.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 04:55:59 AM
New progress mechanic!

Preserve (at the en of your turn you may put a charge counter on this permanent if it is untapped)

Examples
Relic Guardian {4}
Artifact creature - golem    Uncommon
Vigilance, Preserve
<Name> gets +1/+1 for each charge counter on it.
0/2

Ancient beacon {3}
Artifact (common or uncommon)
Preserve
T: add {X} to your mana pool where X is the number of charge counters on <name>.

Sacred Retreat
Land (Rare)
Enters tapped
Preserve
T: add {W}
When <name> becomes tapped during your turn you gain 1 life for each charge counter on it.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 03:34:58 PM
{G}

Natralify

Destroy target artifact or enchantment. It's controller searches there library for a basic land and puts that onto the battlefield. Then, shuffles there library
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 24, 2013, 03:40:21 PM
never to exist
{W}{B}
Sorcery

Exile target creature and all creatures with the same name as that creature. Then search ALL library's for any creatures with the same name as the exiled one(s) and exile them. You lose 7 life.

Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 05:45:27 PM
Why is everyone makin cards? :/
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 05:59:29 PM
I think there was a mix up on showing a mechanic in a card and just making a card.
Title: Re: Something we haven't done yet...
Post by: Seth5000 on March 24, 2013, 06:02:09 PM
Whenever you draw a card for the first time each turn you may reveal it, if it's a instant or sorcery you may draw another card

Can't think if name for this any ideas
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 06:21:07 PM
Seems broken as a mechanic. Could be a cool enchantment though. "Clarity of mind" or something about easing thoughts would fit best. When naming cards think of the lore. The hand is your thoughts and the library is your memories.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 06:26:11 PM
Quote from: Seth5000 on March 24, 2013, 06:02:09 PM
Whenever you draw a card for the first time each turn you may reveal it, if it's a instant or sorcery you may draw another card

Can't think if name for this any ideas

It's like {Dark Confidant} with no drawback.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 06:52:40 PM
I think after a mechanic is choosen for both sides. Cards should be made to work with both sides, and cards made in both sides of course

We could do what wizards does and make an all common play test of the cards and test them to see if te mechanic needs to be tweaked and stuff. Then make the higher rarities
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 07:33:45 PM
I like that idea
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 08:03:18 PM
Quote from: Birdbrain on March 24, 2013, 06:52:40 PM
I think after a mechanic is choosen for both sides. Cards should be made to work with both sides, and cards made in both sides of course

We could do what wizards does and make an all common play test of the cards and test them to see if te mechanic needs to be tweaked and stuff. Then make the higher rarities
How many of the commons get the mechanic though?

Like the idea! :)
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 24, 2013, 08:05:33 PM
How many cards are going to be int the first set?????
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 08:13:24 PM
Quote from: Kaleo42 on March 19, 2013, 02:06:02 AM
Ill be closely involved in this, you've peaked my interest.

Ill work on general guidelines for a set while the community decides on a theme. (Which to be clear innistrad wasnt good vs evil it was horror movie). By general guidelines I mean number of each rarity, number of mechanics, design theme, etc.
I believe Kaleo was supposed to tell us this...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 08:20:42 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 08:03:18 PM
Quote from: Birdbrain on March 24, 2013, 06:52:40 PM
I think after a mechanic is choosen for both sides. Cards should be made to work with both sides, and cards made in both sides of course

We could do what wizards does and make an all common play test of the cards and test them to see if te mechanic needs to be tweaked and stuff. Then make the higher rarities
How many of the commons get the mechanic though?

Like the idea! :)
we could look at the ratio of common cards got there mechanics in the second scars block. Then we could adjust from tere depending on the size of the set we are doing
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 24, 2013, 08:21:40 PM
Quote from: Birdbrain on March 24, 2013, 08:20:42 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 08:03:18 PM
Quote from: Birdbrain on March 24, 2013, 06:52:40 PM
I think after a mechanic is choosen for both sides. Cards should be made to work with both sides, and cards made in both sides of course

We could do what wizards does and make an all common play test of the cards and test them to see if te mechanic needs to be tweaked and stuff. Then make the higher rarities
How many of the commons get the mechanic though?

Like the idea! :)
we could look at the ratio of common cards got there mechanics in the second scars block. Then we could adjust from tere depending on the size of the set we are doing

Sounds like a plan! :)👍
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 08:26:37 PM
Why specifically that set?
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 08:27:55 PM
That is the best way for our project. Find modern set with the most similar story and use it as a template (because the design process was more or less solidified for all modern sets). Scars has that minor power large power (infect vs. metalcraft) and then shifts the power over the course of the block.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 08:32:02 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 08:26:37 PM
Why specifically that set?
it had phyrixa vs mirridon. We have nature vs progress. It's ratio of phyrixa to mirridon was 50/50. Shouldn't ours be 50/50 too?
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 24, 2013, 09:11:33 PM
Scars was 30/70, beseiged was 50/50, NP was 70/30
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 09:15:15 PM
Quote from: Kaleo42 on March 24, 2013, 09:11:33 PM
Scars was 30/70, beseiged was 50/50, NP was 70/30
which is why I said the second set in that block
Edit: after rereading it, I can see why there was some confusion :P
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 09:18:08 PM
More nature then progress.  I'd say 60% nature, and 40% progress.  In the storyline, the humans live underground.  Now even though the underground is extensive, and humans are plentiful.  Isn't it natural that nature is more plentiful.  Same as real life, how many animals outnumber the human population.  So wouldn't it be at least 60/40 percent difference, or maybe even a bigger difference.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 09:20:17 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 09:18:08 PM
More nature then progress.  I'd say 60% nature, and 40% progress.  In the storyline, the humans live underground.  Now even though the underground is extensive, and humans are plentiful.  Isn't it natural that nature is more plentiful.  Same as real life, how many animals outnumber the human population.  So wouldn't it be at least 60/40 percent difference, or maybe even a bigger difference.
then we could look at the numbers from the first and second set in the scars block

Edit: and does progress have to be only humans?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 09:34:27 PM
Due to the fact, it will be mostly humans.  There could be a few mutants provided they test on subjects.  That they find in nature.  In fact that could be a reason on how the elves found the hideout, after sudden disappearances, among various wildlife that enter the vicinity.  They grow suspicious, and they investigate.  BAM! you just added to the storyline!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 09:58:23 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 09:34:27 PM
Due to the fact, it will be mostly humans.  There could be a few mutants provided they test on subjects.  That they find in nature.  In fact that could be a reason on how the elves found the hideout, after sudden disappearances, among various wildlife that enter the vicinity.  They grow suspicious, and they investigate.  BAM! you just added to the storyline!
i was thinking humans wouldn't be the only species on progressions side though. Just humans versus a whole array of different creatures? Humans would lose

Also, what if some humans want a simpler more natural life? Would you deny them being on natures side? Not saying you have to do this, just making a suggestion
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:04:13 PM
Quote from: Birdbrain on March 24, 2013, 09:58:23 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 09:34:27 PM
Due to the fact, it will be mostly humans.  There could be a few mutants provided they test on subjects.  That they find in nature.  In fact that could be a reason on how the elves found the hideout, after sudden disappearances, among various wildlife that enter the vicinity.  They grow suspicious, and they investigate.  BAM! you just added to the storyline!
i was thinking humans wouldn't be the only species on progressions side though. Just humans versus a whole array of different creatures? Humans would lose
Hey I said they tested on natural things they found in nature.  This includes, but is not limited to, plants, beasts, elves, and dryads.  So they have been testing on them, making them mutant forms of their former selves.
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 24, 2013, 10:16:08 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 10:04:13 PM
Quote from: Birdbrain on March 24, 2013, 09:58:23 PM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 09:34:27 PM
Due to the fact, it will be mostly humans.  There could be a few mutants provided they test on subjects.  That they find in nature.  In fact that could be a reason on how the elves found the hideout, after sudden disappearances, among various wildlife that enter the vicinity.  They grow suspicious, and they investigate.  BAM! you just added to the storyline!
i was thinking humans wouldn't be the only species on progressions side though. Just humans versus a whole array of different creatures? Humans would lose
Hey I said they tested on natural things they found in nature.  This includes, but is not limited to, plants, beasts, elves, and dryads.  So they have been testing on them, making them mutant forms of their former selves.

Can't there be any elves, dryads, etc that join my idea of the small colony that lives in perfect balance?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:19:17 PM
I don't see elves coexisting with machines, especially not dryads, they like to return things to their natural state.  I'm still trying to make that coexisstance ending it set 3, I don't remember who that was for though... :/
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 24, 2013, 10:20:58 PM
I feel like there should be at least a couple of elves, or else this block looks to much like a happier Scars block.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:34:47 PM
Quote from: ntheawsome on March 24, 2013, 10:20:58 PM
I feel like there should be at least a couple of elves, or else this block looks to much like a happier Scars block.
Lol, that moment when an entire plane being destroyed, and it's essence consumed, is a lot like scars...

I would say it's fairly similar though, any way (besides the coexistence idea because we know of that idea) to make it differ in the first set.  Because it changes in 3rd set if we choose that ending.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:36:02 PM
Thanks you guys!  We just passed the 1000 views mark!

Now back to what we were talkin bout earlier.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 24, 2013, 10:42:49 PM
What if there are some species other than humans/ mutants that want to join progress?

And to clarify my point. Imagine just four deer leaping down the highway from windshield to windshield, while flocks of birds five bomb people in the street. While hoards of Gorrila's bust out of zoos and break into your home while no ones there and carry off all your food. While large groups of rats go from house to house biting people and eating them alive. While entire zoos bust out an cause the entire police force to focus on them leavin criminals an hoolagins to run amok. While groups of squirrels hurl nuts at people and bite and scratch them. And may I point out there teeth can break open walnuts. An there claws allow them to be pointed towards the ground with a walnut in there mouth. Imagine all this happening at once

Now add dragons, krakens, leviathans, and all the matter of beasts in the MtG multiverse

The progress side needs more creature types than humans
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:48:28 PM
Rouges, merfolk, anything else

OH YEAH!
and a {Phelddagrif}
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 10:51:37 PM
Quote from: Birdbrain on March 24, 2013, 10:42:49 PM
What if there are some species other than humans/ mutants that want to join progress?

And to clarify my point. Imagine just four deer leaping down the highway from windshield to windshield, while flocks of birds five bomb people in the street. While hoards of Gorrila's bust out of zoos and break into your home while no ones there and carry off all your food. While large groups of rats go from house to house biting people and eating them alive. While entire zoos bust out an cause the entire police force to focus on them leavin criminals an hoolagins to run amok. While groups of squirrels hurl nuts at people and bite and scratch them. And may I point out there teeth can break open walnuts. An there claws allow them to be pointed towards the ground with a walnut in there mouth. Imagine all this happening at once

Now add dragons, krakens, leviathans, and all the matter of beasts in the MtG multiverse

The progress side needs more creature types than humans

You described Jumaji. Just humans is kinda silly, players enjoy all types of creature types.

Merfolk probably wouldn't like all the nature stuff encroaching on their environment and other mystical beasts.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 10:55:59 PM
Quote from: Dudecore on March 24, 2013, 10:51:37 PM
Quote from: Birdbrain on March 24, 2013, 10:42:49 PM
What if there are some species other than humans/ mutants that want to join progress?

And to clarify my point. Imagine just four deer leaping down the highway from windshield to windshield, while flocks of birds five bomb people in the street. While hoards of Gorrila's bust out of zoos and break into your home while no ones there and carry off all your food. While large groups of rats go from house to house biting people and eating them alive. While entire zoos bust out an cause the entire police force to focus on them leavin criminals an hoolagins to run amok. While groups of squirrels hurl nuts at people and bite and scratch them. And may I point out there teeth can break open walnuts. An there claws allow them to be pointed towards the ground with a walnut in there mouth. Imagine all this happening at once

Now add dragons, krakens, leviathans, and all the matter of beasts in the MtG multiverse

The progress side needs more creature types than humans

You described Jumaji. Just humans is kinda silly, players enjoy all types of creature types.

Merfolk probably wouldn't like all the nature stuff encroaching on their environment and other mystical beasts.
So in other words merfolk don't like the nature side making them perfect for the progress side, like I said.

Should apes be on nature side...  Because everyone love {Kird Ape}
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 10:59:32 PM
Apes would be green, thus on the nature side. Sphinx's, Merfolk and Humans (some) would be on the side of progress.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 11:05:29 PM
Quote from: Dudecore on March 24, 2013, 10:59:32 PM
Apes would be green, thus on the nature side. Sphinx's, Merfolk and Humans (some) would be on the side of progress.
Ok I completely forgot about the sphinxs.  What about wizards???
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 24, 2013, 11:10:21 PM
Wizards are not a creature type. They're usually subtypes. Like Human Wizard, Vedalken Wizard, Merfolk Wizard.

Progress can create things like Illusions and Spirits for the purpose of getting what they want.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 24, 2013, 11:42:34 PM
Quote from: Dudecore on March 24, 2013, 11:10:21 PM
Wizards are not a creature type. They're usually subtypes. Like Human Wizard, Vedalken Wizard, Merfolk Wizard.

Progress can create things like Illusions and Spirits for the purpose of getting what they want.
I can see illusions, not spirits.  Again we come back to the fact, do we bring back traps?!?

Read set 1 story to understand...
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 25, 2013, 06:59:01 AM
Quote from: FlickerYourOwnIdentity on March 24, 2013, 11:42:34 PM
Quote from: Dudecore on March 24, 2013, 11:10:21 PM
Wizards are not a creature type. They're usually subtypes. Like Human Wizard, Vedalken Wizard, Merfolk Wizard.

Progress can create things like Illusions and Spirits for the purpose of getting what they want.
I can see illusions, not spirits.  Again we come back to the fact, do we bring back traps?!?

Read set 1 story to understand...
We most definitely should bring back traps. Nothing beats that "oh s**t" moment when you opponent spings a trap.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 06:59:59 AM
Gorillas have the intelegence for progress side though. Although they would be on natures side

Just pointing out though that they are a lot smarter than we think

Quote from: Dudecore on March 24, 2013, 10:51:37 PM
players enjoy all types of creature types.

my point exactly. Part of the reason I came up with a mechanic that rewards that behavior

Nature has diverse species of animals
Progress would have diverse view points and ideas from different species

And I think green could be on progresses side, as well as blue in natures. Part of te reason I think we should get the ratio example from the scars block. Otherwise, we'd be dredging through unknown territory
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 25, 2013, 07:28:14 AM
Quote from: Birdbrain on March 25, 2013, 06:59:59 AM
Gorillas have the intelegence for progress side though. Although they would be on natures side

Just pointing out though that they are a lot smarter than we think

Quote from: Dudecore on March 24, 2013, 10:51:37 PM
players enjoy all types of creature types.

my point exactly. Part of the reason I came up with a mechanic that rewards that behavior

Nature has diverse species of animals
Progress would have diverse view points and ideas from different species

And I think green could be on progresses side, as well as blue in natures. Part of te reason I think we should get the ratio example from the scars block. Otherwise, we'd be dredging through unknown territory

I disagree on most counts.

I don't think control players should suffer because they run fewer creatures, I don't think blue cares very much about creature types, a mechanic that is tied to who is on the battlefield - what about removal? I mean, we all play this game, how often do you have 2 or more creatures out?

While gorillas are intelligent, you can say similar things about most terrestrial species. Gorillas however are primal, they're naive to quest for knowledge.

Green is not on the side of progress, Blue will never be on the side of nature. If that's true, just throw the color pie in the garbage and make any cards you want. Part of using the color pie is restrictions, they breed creativity. They make you work harder, it keeps you honest.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 07:57:17 AM
I said Gorrila's are on the side of nature, just pointing out they are intelegent

I guess if Ecobound gets choosen it should be designed simalr to metalcraft? Guess it should go on creatures that are just fine on there own, yet not broken in there hyped state

Edit: if your worried about tutors. Know that I kind of think they make games boring, an don't plan on making any. One option are cards that could produce a 1/1 token of three different creature type choices
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 08:33:40 AM
Mmmm, so when does the voting end
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 08:39:47 AM
When the tie breaks, and that thread loses intrest.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 08:44:12 AM
Dudecore could be the tie breaker. Although I think he would vote for divergence. Read his last post
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 08:45:45 AM
Quote from: Birdbrain on March 25, 2013, 08:44:12 AM
Dudecore could be the tie breaker. Although I think he would vote for divergence. Read his last post
Hey we don't know until we finish it.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 08:45:50 AM
Quote from: FlickerYourOwnIdentity on March 25, 2013, 08:39:47 AM
When the tie breaks, and that thread loses intrest.

Ok, can I pm some people to try and get em to vote?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 08:47:55 AM
Quote from: Iandtormentor on March 25, 2013, 08:45:50 AM
Quote from: FlickerYourOwnIdentity on March 25, 2013, 08:39:47 AM
When the tie breaks, and that thread loses intrest.
Ok, can I pm some people to try and get em to vote?
sure I did that. Just don't influence there vote...hey wait a miunet. I said I'd vote if there was a tie
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 08:49:00 AM
As long as you don't tell them what to vote for, and if they've commented on this thread.  That way we know they've been somewhat involved.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 08:52:37 AM
Ok, got it
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 10:17:27 AM
{G}

Natures recruit's

Put a 1/1 green creature token in play that is either a elf, beast, or tree folk
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 10:21:25 AM
Fires of the forge
{R}{R}

Deal 3 damage to target creature or player. If you control an artifact deal 4 damage instead.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 10:31:27 AM
Quote from: Iandtormentor on March 25, 2013, 10:21:25 AM
Fires of the forge
{R}{R}

Deal 3 damage to target creature or player. If you control an artifact deal 4 damage instead.
is this for progress?
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 10:52:39 AM
Yes
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 11:04:46 AM
Just realized. Ecobound encourages an aggro style play, while divergence encourages a control style play. Using one in one set and the other in two set would be a good idea for the players that like different strategies
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 11:08:43 AM
Yes it does!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 11:13:32 AM
Maybe we could make one side aggro and the other side control for te first set. And switch for the second set
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 11:25:15 AM
Your talking to duel decky both sides need more than one strategy. We could make it so each side had 3 or so clans each had a different strategy?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 11:33:04 AM
Quote from: Birdbrain on March 25, 2013, 10:17:27 AM
{G}

Natures recruit's

Put a 1/1 green creature token in play that is either a elf, beast, or tree folk
You know why I like this?
I FORGOT TREEFOLKS!!!!!!!
thank you for reminding me!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 11:33:14 AM
Could do that. the scars block seems all aggro to me. So either option is valid. Although we do need to make a handful of control cards for nature if we use Ecobound
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 11:41:21 AM
If we do clans let's base them on creature types not color.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 11:44:04 AM
Quote from: Iandtormentor on March 25, 2013, 11:41:21 AM
If we do clans let's base them on creature types not color.
so we should make tribal cards than?

Not sure that would work with Ecobound
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 11:44:47 AM
That would be neat
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 11:47:16 AM
Hey dudecore. Can you point out everything you see wrong with Ecobound please? Rip it a new one so I know how to design it properly if it gets picked
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 12:00:15 PM
Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 12:06:54 PM
Quote from: FlickerYourOwnIdentity on March 25, 2013, 12:00:15 PM
Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.
i like that idea
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 12:09:25 PM
Quote from: FlickerYourOwnIdentity on March 25, 2013, 12:00:15 PM
Ok how about this.

In the first set, the nature is divided into several clans.

Regardless the outcome of the p vs n fight, nature will be wounded.  All the clans search for help, so they merge clans to become more powerful.

Divergence is used for division.
Eco-Bound is power among unity.

So wouldnt it be natural for set 1 to have Divergence for it's division, and would set 2 have eco-bound for unity.

What about progress?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 12:15:59 PM
I don't like the clans idea. Though if we do use it I like the idea. Just to clarify
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on March 25, 2013, 02:16:19 PM
This is dangerous territory. Working from a creature type into card creation is a recipe for guilds a low diversity. I instead encourage you to think of mechanics, philosophies, and then cards. Only after you have the basis of the card should the creature type be given. In most cases this process will help you better form the creatures of the plane and assign appropriate effects to their creatures
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 02:38:14 PM
Quote from: Kaleo42 on March 25, 2013, 02:16:19 PM
This is dangerous territory. Working from a creature type into card creation is a recipe for guilds a low diversity. I instead encourage you to think of mechanics, philosophies, and then cards. Only after you have the basis of the card should the creature type be given. In most cases this process will help you better form the creatures of the plane and assign appropriate effects to their creatures
i felt this, but didnt know how to put it into words. +1
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 02:44:38 PM
https://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/mm/240

At the bottom of the article, there is a link to a podcast of MaRo talking about color philosophy's. specifically white

https://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/mm/240
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 25, 2013, 04:15:06 PM
R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.

Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 04:19:18 PM
Quote from: Dudecore on March 25, 2013, 04:15:06 PM
R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.
ok then. Who do you think should do what?
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 25, 2013, 04:23:11 PM
Quote from: Birdbrain on March 25, 2013, 04:19:18 PM
Quote from: Dudecore on March 25, 2013, 04:15:06 PM
R&D splits up everyone's role pretty well.

Design - creates a theme (not story), fill out the skeleton and create mechanics. They also make such that the color pie is abided by when they look at the file from creative.

Development - gives cost to the creatures, play tests and fill in holes.

Creative - names the creatures, gives them creature types, and outsource flavor text.

Rules - make such everything is legal within the rules the entire time.
ok then. Who do you think should do what?

Everyone. Just step by step. Settle on mechanics (like we're doing now), fill out a skeleton (like All-Mana Mania already started for commons). Then send it over to development so we can start costing creatures and giving the uncommon+ some of the keywords.

Development is mostly pro players from all different playstyles. People who play standard, limited, some legacy guys and modern players. No developer wants to see insanely good cards enter the format because it unbalances it.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 04:30:45 PM
Dudecore, I think you should be part of the rules people
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 25, 2013, 05:01:42 PM
Quote from: Birdbrain on March 25, 2013, 04:30:45 PM
Dudecore, I think you should be part of the rules people

That is a joke right? I stink at the rules, I just have a working knowledge of how they work. I'd probably be a pro player if I knew everything about the rules.
Title: Re: Something we haven't done yet...
Post by: Keyeto on March 25, 2013, 05:06:26 PM
Quote from: Dudecore on March 25, 2013, 05:01:42 PM
Quote from: Birdbrain on March 25, 2013, 04:30:45 PM
Dudecore, I think you should be part of the rules people

That is a joke right? I stink at the rules, I just have a working knowledge of how they work. I'd probably be a pro player if I knew everything about the rules.
Hey now, I've seen you work your way around a rules question or two 😏
If DC doesn't want to do it, feel free to let me know (when the time comes) if you want me to look over cards for conflicting effect/synergies with the rules.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 05:40:34 PM
Card designs everyone though (of course). 

I feel like im half creative, half development.  We could playtest (when we get there) on skype. 

Plus people love it when I give them flavor text for some cards.
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 25, 2013, 06:40:32 PM
I can do rules. I cat remember the comprehensive list, but I have a good gut feeling.
Title: Re: Something we haven't done yet...
Post by: Bozo_Law on March 25, 2013, 06:43:22 PM
Quote from: Iandtormentor on March 19, 2013, 12:05:48 PM
Quote from: xStrayKnightx on March 19, 2013, 02:11:03 AM
Another possibility is elemental warfare.
{R} = Fire/Lightning
{W} = Light/Holy
{B} = Shadow/Horror
{G} = Nature/Forest
{U} = Water/Ice

The ultimate test of which colour is best!

I like this!

Seconded.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 25, 2013, 06:50:20 PM
I am done with uncommons!! Onto the rares. But before that... What is the blocks name gonna be?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 07:16:54 PM
How about the name of the world it's based in?
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 25, 2013, 07:23:15 PM
What is the planes name
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 07:40:55 PM
Quote from: Birdbrain on March 25, 2013, 07:16:54 PM
How about the name of the world it's based in?
We could make a new plane.
We have already made that, we just need to think of the name.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 25, 2013, 07:46:04 PM
Xeronix?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 08:32:11 PM
Anthera?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 09:08:49 PM
Nevextris
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 09:14:56 PM
What are te orgins of your plane names? Mine comes from the word anthropology, which I think is the study of man's past and how we developed, and how are diverse cultures came to be.

The study of our past could be the study of our race in a more natural state. And how we progressed speaks for itself
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 09:19:48 PM
Quote from: Birdbrain on March 25, 2013, 09:14:56 PM
What are te orgins of your plane names? Mine comes from the word anthropology, which I think is the study of mana past and how we developed, and how are diverse cultures came to be.

The study of our past could be the study of our race in a more natural state. And how we progressed speaks for itself
Oh I just made a name up, I vote yours...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 09:24:16 PM
You don't have to. Come up with something better
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 25, 2013, 09:35:38 PM
I like Birdbrain's name as well.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 09:43:23 PM
Just noticed a typo. I said mana past instead of mans past :P
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 25, 2013, 09:45:59 PM
I say Zentrid or like xxithrix and the first x's are pronounced z
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 25, 2013, 09:47:12 PM
Good. More people come up with names please. I want to see lots of names better than mine to keep me sharp
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 25, 2013, 09:54:28 PM
Or maybe Drixethia
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 25, 2013, 10:08:57 PM
Phalidia
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 25, 2013, 10:29:28 PM
Phelinomia
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 26, 2013, 04:26:04 PM
After thinking about it. I think Ecobound can be worked to a control style play. It might work well with bleeder if done right. I bet there are other control styles it could work into as well

By the way. Ohrzov is a control style that needs lots of creatures with extort to work. Which is why I used bleeder as an example, because that's one of Ohrzovs play styles
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 26, 2013, 04:28:21 PM
Quote from: Birdbrain on March 26, 2013, 04:26:04 PM
After thinking about it. I think Ecobound can be worked to a control style play. It might work well with bleeder if done right. I bet there are other control styles it could work into as well

By the way. Ohrzov is a control style that needs lots of creatures with extort to work. Which is why I used bleeder as an example, because that's one of Ohrzovs play styles

Yes this is interesting...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 26, 2013, 04:30:00 PM
If it gets picked. I will design it more aggro though. But at least attempt to fit some control styles in
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 26, 2013, 04:45:03 PM
Well remember that, nature is all colors..
Progress is all colors.

But some more than others.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 26, 2013, 05:23:59 PM
Quote from: FlickerYourOwnIdentity on March 26, 2013, 04:45:03 PM
Well remember that, nature is all colors..
Progress is all colors.

But some more than others.
i will. Any suggestions for nature control strategies? With either mechanic, and/or both
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 26, 2013, 05:57:52 PM
Control the creatures with stuff like {Rapid Hybridization}? This could be cool.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 26, 2013, 07:47:51 PM
Quote from: Iandtormentor on March 26, 2013, 05:57:52 PM
Control the creatures with stuff like {Rapid Hybridization}? This could be cool.
that changes things. Nature leaves things alone. Nature does change, and understands that change is sometimes necicary. Though, nature lets the change happen rather than making it happen. Although, that might work with artifacts and enchantments turning into land. Because, that is basically turning something that man changed back to how it is supposed to be
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 26, 2013, 09:11:30 PM
Quote from: Birdbrain on March 26, 2013, 07:47:51 PM
Quote from: Iandtormentor on March 26, 2013, 05:57:52 PM
Control the creatures with stuff like {Rapid Hybridization}? This could be cool.
that changes things. Nature leaves things alone. Nature does change, and understands that change is sometimes necicary. Though, nature lets the change happen rather than making it happen. Although, that might work with artifacts and enchantments turning into land. Because, that is basically turning something that man changed back to how it is supposed to be

Back to origin

{G}
Instant

Put target artifact on the bottom of its owners library. That player searches his/her library for a land and puts it onto the battle field then shuffles their library.

Like this?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 26, 2013, 09:15:02 PM
Yea. Like that. That's how nature would do the transformation thing
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 26, 2013, 10:46:23 PM
Quote from: Birdbrain on March 26, 2013, 09:15:02 PM
Yea. Like that. That's how nature would do the transformation thing
How to make dryads fun,  you play sheroom as your commander, have fun looking for it!  Of {liqumetal armor} the hell outta thing the annoy people.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 27, 2013, 09:14:07 AM
Ok guys last day for nature mech voting, people can vote for their own, yes the list has been updated.
Title: Re: Something we haven't done yet...
Post by: Dudecore on March 27, 2013, 11:53:16 AM
I am submitting the following mechanics for Progress.

Retention - if you would discard this card you may reveal it instead, if you do your maximum hand size is increased by one this turn.

Channel - Whenever you recieve combat damage from an opponent, you may exile cards from the top of your library equal to the amount of combat damage recieved. For each instant or sorcery card with converted mana cost equal to combat damage recieved or less among them, you may cast 1 such card without paying its mana cost. Then put all cards exiled this way that weren't cast into your graveyard.

Refusal - If this card would be exiled, reveal it and shuffle it back into it's owners library. Draw a card.

Thwart - Whenever <CARDNAME> is blocking another attacking creature, you may put a -1/-1 counter on <CARDNAME>. If you do, remove that attacking creature from combat.

Study - At the beginning of your upkeep, any opponent may discard a card. If a player does, tap <CARD NAME> and exile a card from the top of your library face down, you may put that card into your hand at the beginning of your next upkeep.

Barrier - Whenever [NAME] becomes the target of a spell or ability, you may counter it. At the beginning of your upkeep, you may pay X, where X is the converted mana cost of spells and abilities countered this way. Sacrifice [NAME] and take X damage until you pay the Barrier cost.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 27, 2013, 12:39:20 PM
I vote for sturdy. And I think we need to pick a mechanic that would play nicely against the nature mechanic choosen, and the nature mechanic should play nicely against the progress mechanic choosen
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 27, 2013, 01:02:38 PM
Voting started for progress mech.
Please go on thread for the official voting...
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 27, 2013, 04:49:53 PM
I like thwart
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 27, 2013, 05:28:29 PM
No one likes scroll anymore. Yet still, vote scroll. Reminding those who don't know this awesome mechanic:

Scroll X, {Y}

When you cast this spell, exile it with X scroll counters. You may remove a scroll counter from this anytime you could cast this card and pay {Y} to cast a copy of this card exept for this ability. (When there are no scroll counters remaining on this card, it remains exiled)
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on March 27, 2013, 05:31:09 PM
I vote scroll
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 27, 2013, 05:42:37 PM
Natures harbinger

{G}{1}

Whenever CARDNAME comes into play, you may look at the top 4 cards of your library. You may reveal a creature from that, and add it to your hand. Put the rest at te bottom of your library in any order.

Ecobound- if you control 3 or more creature types, CARDNAME gains the creature type shaman.

1/1
---------------------------------------------------------------
{W}{2}

Ecobound- if you control 3 or more creature types, this creature gains "{T}: destroy target attacking creature."

2/2
-------------------------------------------------------------
{R}{2}

Ecobound-if you control 3 or more creature types, this creature gains "{T}: deal 1 damage to target creature or player."

2/1
---------------------------------------------------------------
{G}{R}{2}
Creature-tree folk

Ecobound-if you control 3 or more creature types, this creature gains, "whenever a creature comes into play under your control, untap this creature."

{T}:this creature fights another target creature

3/2
---------------------------------------------------------------
{U}{4}

Creature-kraken

Ecobound-if you control 3 or more creature types, whenever a creature an opponent controls deals damage to you, sed it back to its owners hand unless its controller pays {1}
3/4
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 27, 2013, 05:43:29 PM
What do you guys think?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 27, 2013, 06:02:46 PM
Dudecore said he wanted some control effects with Eco bound. I think we can do that with esper colors
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 27, 2013, 09:12:08 PM
NO card making, yet....

Please understand...
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 27, 2013, 09:15:15 PM
Ok guys I'm gonna say this once.  If you vote on this thread, it is not recognized, and will NOT be counted.  You must vote on the official mechanic voting page which is up on fun stuff.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 27, 2013, 09:18:08 PM
Congratulations guys!  Eco-Bound has won!!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 29, 2013, 10:19:06 PM
I think after the mechanics are chosen, the mechanics creators should give a loose skeleton (brief description) at how they want it to be designed, leaving room for creativity from the designers. Then, we should have someone judge whether the cards are balanced or not by play testing
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 29, 2013, 10:31:21 PM
For example:

Ecobound needs lots of creature types. So maybe only 2 of each type during play testing, an then expand from there

I don't want it to be just combat effects, yet still want it to capture the wild side of each color as well. And mostly aggro, with maybe some effects to allow the controly type player to have fun with it too
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 29, 2013, 10:39:08 PM
We need people to vote though. 
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 30, 2013, 08:32:15 AM
I know. Ecobound was already choosen though. One more thing. The creatures can do simalr things. I just want them to do them in entirely different was.

Lets say there's a creature that gives 1 damage to a creature when it attacks (ecobound effect). No other creature should ping witen attacking. But you could have a creature that taps to ping and untaps when a condition is met after Ecobound's condition is met. Or, an these are just examples, you could have a creature that fights wen it comes into play, and jumps back to its owners hand after a condition is met as an Ecobound effect.

Now put all those together, you have a feel of a bunch of different species working together towards the same goal. It would espeacily feel this way if divergence is in the first set, and this one in the second

I know this is putting a lot of restrictions on it, but restrictions breed creativity an it could be a fun mechanic when its finished
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 30, 2013, 08:41:39 AM
Although 2 different creatures from different colors could have a utility effect like a untap effect. Just not a damaging effect

Although with the non-ecobounders you can do whatever you want with them

And the utility condition should be different for each color
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 30, 2013, 10:35:17 AM
Interesting...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 30, 2013, 01:08:24 PM
Do you think that's too complicated though?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 30, 2013, 01:11:38 PM
No in fact that could work.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 30, 2013, 01:15:14 PM
Ok. Well that's how I'd like it to be designed. Although Ecobound creature types would be limited per creature type, that doesn't mean you can't make more of a creature type without it
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 31, 2013, 04:45:45 PM
I might have figured out how nature can do control...nature grows over time. I'm not just talking about +1/+1 counters and land though. What do you guys think? I know it sounds more aggro control, but its the best I could come up with. Anyone come up with anything better?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 05:29:30 PM
VOTING ENDS TOMARROW, THEN CARD MAKING BEGINS!!!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 31, 2013, 06:28:37 PM
{G} 5/1
{W} 3/3
{R} 4/2
{U} 1/5
{B} 2/4

What about these for the ratios. The left being Eco bound. The right being the progress mechanic

White in each mechanic could be multi color only, sense it is technically on both sides

We could do 20 support cards (ones that could go in either side)

And the rest could support the mechanic. We could also do 2 cards from each person letting them throw in what they want as long as it fits the theme, then the rest we could just fill holes. Go with that, play test, then keep developing from there 

What do you guys think?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 06:55:43 PM
I can see how that would work!  Nice job!


Ok guys after we design cards, a group of us will proxy and begin playing.  This group is most likely going to be playing over skype.  This makes these things easier and seamless access.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 07:03:59 PM
Hey guys,

"It's Time...."

Btw the reason I said scroll won is because nobody was voting and it was in the lead.

So I ended the vote a day early.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on March 31, 2013, 07:42:02 PM
I saw we reprint  {Storm Crow}
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 07:56:22 PM
Quote from: All-Mana Mania on March 31, 2013, 07:42:02 PM
I saw we reprint  {Storm Crow}
YES +1 FOR MY STORM CROW!!!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 31, 2013, 07:57:55 PM
We need to put in {commune with nature} for Ecobound
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 08:38:52 PM
I swear someone just posted here.

Nthawesome I think...
Title: Re: Something we haven't done yet...
Post by: Birdbrain on March 31, 2013, 08:41:27 PM
Quote from: FlickerYourOwnIdentity on March 31, 2013, 08:38:52 PM
I swear someone just posted here.

Nthawesome I think...
they did. But realized about the other thread
Title: Re: Something we haven't done yet...
Post by: ntheawsome on March 31, 2013, 08:47:04 PM
Yep. You are correct
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on March 31, 2013, 08:48:23 PM
Yup there you are!
Title: Re: Something we haven't done yet...
Post by: Birdbrain on April 04, 2013, 09:17:27 PM
This is only a story suggestion. You don't have to use it

What if, waaaaaaaaaaaaay back when in this plane. There were two individuals. These both were hero's, and were decided to become kings to rule over the country together

At first, they worked together to bring many good things to the country. But then, there interests slowly changed. And they disagreed one day on how to solve a problem. One king thought that they should bring out the full potential of there subjects. To use everything already there. The other, thought they could change the subjects (not simic change, just change) and they began to fight over how the resources should be used, and whether or not to continue developing. The country split, and became two countries, one supporting each king, and they remained to this day. And the current leaders are descendants of the two kings. But the nature one doesn't know it, because the fourth monarch down decided with all her subjects that the country should have a more natural way of being run, and its more elders from each clan consulting each other and stuff. This is only a suggestion though. Feel free to make changes if you use it
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on April 04, 2013, 10:28:26 PM
Cool story, Nicol bolas put the people for progress there on the plane.
Title: Re: Something we haven't done yet...
Post by: Birdbrain on April 04, 2013, 10:45:37 PM
Interesting twist. I didn't intent before hand for nature to be a republic in my attempt at history. It kinda just happened. though now that I think about it, it fits the Ecobound mechanic well
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 09:49:32 PM
Quote from: Taysby on May 01, 2013, 09:37:47 PM
Mind wrapping up where we are at for the people who haven't been with this thread from day one and don't want to struggle through the forum figuring out.  And for the people who think they know where we are but don't.
So are you asking where we are at this point?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 10:43:23 PM
Quote from: Taysby on May 01, 2013, 10:13:23 PM
Quote from: FlickerYourOwnIdentity on May 01, 2013, 09:49:32 PM
Quote from: Taysby on May 01, 2013, 09:37:47 PM
Mind wrapping up where we are at for the people who haven't been with this thread from day one and don't want to struggle through the forum figuring out.  And for the people who think they know where we are but don't.
So are you asking where we are at this point?
Yes I am.
I tried to get caught up and failed.
Ok, it's been awhile, so let me see if I can find all the original posts, what exactly aren't you sure about?
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 01, 2013, 10:45:25 PM
I second the motion for the battle of the elements! :)
Title: Re: Something we haven't done yet...
Post by: Birdbrain on May 01, 2013, 10:48:17 PM
It was already decided nature versus progress. It died though because I pushed for play testing what we already had
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 10:48:58 PM
Quote from: IceScythe on May 01, 2013, 10:45:25 PM
I second the motion for the battle of the elements! :)
We are way past that stage! :D

The theme is Nature vs Progress.  Mechanics are here somewhere, I'll pull that, and the storyline up.  We chose mine, but only read the first set so you know what is going on in the first set.
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 01, 2013, 10:51:00 PM
sorry bro,_, somehow I went to last page and ended up on that one and thought it was most recent, and I'm new to this post so idk FML :/
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 10:58:40 PM
Quote from: IceScythe on May 01, 2013, 10:51:00 PM
sorry bro,_, somehow I went to last page and ended up on that one and thought it was most recent, and I'm new to this post so idk FML :/
Oh I know, this idea took place quite awhile ago, i pulled up the mech choosing for each side, and the storyline.

When your filled in I'll pull up the cards we made.
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 01, 2013, 11:03:40 PM
thanks I think I got most of the backstory and theme of this deck now! but is it green v colorless or all v colorless or what? I know the theme just trying to get the specifics what with the five colors...
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 11:10:43 PM
Ok, progress is essentially blue, and black.  Nature is essentially Green, and red.  White will assist whoever they want, they'll divide themselves to aid who they want.

Now, the idea is that progress has some of everything, 1-2 blue crows, some 2-3 rats.

Progress took it upon themselves to take the natural wildlife (Green) and mutating it.  And whenever an inventor goes mad, it gains a sort of red feeling to them.

Progress has artifacts.  Nature has enchantments.

Progress has traps, nature has some board removal.

Nature has mana ramp, and progress has...
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 01, 2013, 11:12:03 PM
ok thanks!
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 11:23:24 PM
No, we finished storyline set 1.  I worry about storyline though.  We just finished card testing, but we only did that to address problems.  We are still making cards, but we needed to figure out where holes were, so we can fill them.

I'll bring up card making for the set ok. 
Post card ideas here if you have any, 1 of the people working on this will look it over, make sure it is ok, and we will post it. 

Ok right now, we need more artifacts, scroll support, and scroll cards.  We also need an answer to ecobound.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 01, 2013, 11:35:12 PM
Quote from: IceScythe on May 01, 2013, 11:32:18 PM
SilverStone Mech                4 colorless

artifact creature

Glitch: when CARDNAME is reduced to one toughness from combat, put it in your graveyard and give each opposing creature -3/-3 untill the end of the turn

                                                               3/5
         "Dont mettle in affairs of metal"
               -Bassad, SilverSmith mage
No.  Sorry, must use scroll as mech which practically only works on instants an sorceries.  We cant make a new mech out of the blue.  Cool, but no, sorry :(
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 01, 2013, 11:38:49 PM
aww, thought I was on to something there.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 02, 2013, 04:33:27 PM
Quote from: Taysby on May 02, 2013, 11:38:16 AM
Ever Burning Flames.    {R}{R}{X}
Instant

Scroll X: {R}{1}
Ever Burning Flames Deals one damage to target creature or player
Mabye this
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 02, 2013, 04:45:46 PM
YOU MUST BE A PLANESWALKER, MWAHAHAHAHA
Title: Re: Something we haven't done yet...
Post by: Birdbrain on May 02, 2013, 04:47:24 PM
Quote this post

{W}{U}{B}{R}{G}
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 02, 2013, 04:48:38 PM

{W}{U}{B}{R}{G}
Title: Re: Something we haven't done yet...
Post by: Birdbrain on May 02, 2013, 04:54:04 PM
Flicker. I already made any answer for Ecobound. Faceless crowd. And I even made another card that pounds Ecobound
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 04, 2013, 12:04:16 PM
Nature's Rage {7}{G}{G}{G}

You may cast creature spells from your hand without paying their mana cost.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 04, 2013, 01:23:55 PM
Quote from: IntoFire on May 04, 2013, 12:04:16 PM
Nature's Rage {7}{U}{U}{U}

You may cast creature spells from your hand without paying their mana cost.
Blue isn't nature
Title: Re: Something we haven't done yet...
Post by: izik99 on May 05, 2013, 06:08:23 PM
Experimental Stew  {1}
Artifact         Uncommon
{T}, Discard a card: Draw a card.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 05, 2013, 06:23:34 PM
Quote from: izik99 on May 05, 2013, 06:08:23 PM
Experimental Stew  {1}
Artifact         Uncommon
{T}, Discard a card: Draw a card.
Interesting...  I like this, A LOT acually.  It is an interesting design and it follows what progress means.  Mabye a different name, but that's me being picky.  Good job! :)
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 05, 2013, 08:46:09 PM
Quote from: Taysby on May 05, 2013, 08:40:19 PM
I say save the cool names for rares and mythics
Well go onpost it's ok. :D
Title: Re: Something we haven't done yet...
Post by: Birdbrain on May 05, 2013, 09:39:52 PM
Quote from: Taysby on May 05, 2013, 09:37:12 PM
Mechanist's refuge
Legendary Land.    Mythic rare
Mechanist's Refuge enters the battlefield tapped.
When Mechanist's refuge enters the battlefield, return a land you control to it's owner's hand.
When mechanist's refuge enters the battlefield name a creature type.  The chosen creature costs {1} less to cast.
{tap} add {1} to your mana pool
{tap} add {1} of any color to your mana pool, use this to cast only creatures of the chosen type.
{tap} target creature gains haste until end of turn
{tap} tap target creature
this probably wouldn't fit on a card. Unless the card was formatted like {greater morphing}. Which wouldn't be very practical as an actual card.

Also, its your turn to come up with a riddle in the riddle thread
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 09, 2013, 08:41:33 AM
Sanctuary Birds {2}{G}{G}
Creature-Bird. Uncommon
Flying
{T}:Add {G} to your mana pool
{T}:Add {G}{G} to your mana pool.Spend this mana only to cast creature spells.

Empathy-If you control two or more creatures that share a color with this creature this creature gets +2/+1 and has first strike.

2/2
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 09, 2013, 08:42:05 AM
Quote from: FlickerYourOwnIdentity on May 04, 2013, 01:23:55 PM
Quote from: IntoFire on May 04, 2013, 12:04:16 PM
Nature's Rage {7}{U}{U}{U}

You may cast creature spells from your hand without paying their mana cost.
Blue isn't nature

Fixed it.
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 09, 2013, 12:16:27 PM
Testing grounds

land

tap for one blue mana

as an additional cost to cast testing grounds, sacrifice a land

all artifacts cost 1 less to cast
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 10, 2013, 04:32:22 PM
Quote from: Taysby on May 10, 2013, 10:33:05 AM
Quote from: IntoFire on May 09, 2013, 08:41:33 AM
Sanctuary Birds {2}{G}{G}
Creature-Bird. Uncommon
Flying
{T}:Add {G} to your mana pool
{T}:Add {G}{G} to your mana pool.Spend this mana only to cast creature spells.

Empathy-If you control two or more creatures that share a color with this creature this creature gets +2/+1 and has first strike.
What is its power and toughness?
Please realize we have mechanics.  :)
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 11, 2013, 02:53:28 AM
In our theme:"Nature vs. Progress",what if at first,Nature and Progress are already at war in the first block,the war gets more brutal in the second block,and finally in the third block their plane is destroyed due to the war.
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 11, 2013, 02:55:50 AM
And also,we have to pick which colors are fighting for tranquility and peace and which colors are fighting for advancement and evolution.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 12, 2013, 12:26:26 AM
Empathy isn't the set mechanic we have.  Eco-Bound is.  HOWEVER, you could use this ability you have, AND change its activation to fit Eco-bound.

Creatures can be a 0/0, however they have to have some sort of boost to keep them there.
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 12, 2013, 02:01:54 AM
Quote from: FlickerYourOwnIdentity on May 12, 2013, 12:26:26 AM
Empathy isn't the set mechanic we have.  Eco-Bound is.  HOWEVER, you could use this ability you have, AND change its activation to fit Eco-bound.

Creatures can be a 0/0, however they have to have some sort of boost to keep them there.

So can we save this for Set 2/3?Because I see the potential in this.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on May 12, 2013, 09:59:58 AM
Sure :)
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 12, 2013, 10:31:28 AM
Quote from: IceScythe on May 09, 2013, 12:16:27 PM
Testing grounds

land

tap for one blue mana

as an additional cost to cast testing grounds, sacrifice a land

all artifacts cost 1 less to cast
has anyone else made any special lands?
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 12, 2013, 10:33:06 AM
Quote from: IceScythe on May 12, 2013, 10:31:28 AM
Quote from: IceScythe on May 09, 2013, 12:16:27 PM
Testing grounds

land
tap for one blue mana

as an additional cost to cast testing grounds, sacrifice a land

all artifacts cost 1 less to cast
has anyone else made any special lands?

Regarding your land,so basically,artifacts have Affinity?
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 14, 2013, 04:27:23 AM
Quote from: Taysby on May 12, 2013, 11:42:29 AM
Quote from: IntoFire on May 12, 2013, 10:33:06 AM
Quote from: IceScythe on May 12, 2013, 10:31:28 AM
Quote from: IceScythe on May 09, 2013, 12:16:27 PM
Testing grounds

land
tap for one blue mana

as an additional cost to cast testing grounds, sacrifice a land

all artifacts cost 1 less to cast
has anyone else made any special lands?

Regarding your land,so basically,artifacts have Affinity?
Isn't affinity for artifacts, it costs 1 less for each artifact out?

Oh right,I forgot.But I see it's like a form of Affinity.
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 14, 2013, 04:30:46 AM
Sacred Sanctum
Legendary Land-Rare

Sacred Sanctum comes into play tapped.

{T}:Add {G} to your mana pool.

{T},{G}{G},Tap two untapped creature you control:Search your library for a creature card and put it on the battlefeild tapped.

Creatures you control cost {1} less to cast.
Title: Re: Something we haven't done yet...
Post by: Apathy Reactor on May 14, 2013, 11:30:54 AM
Quote from: IntoFire on May 14, 2013, 04:27:23 AM
Quote from: Taysby on May 12, 2013, 11:42:29 AM
Quote from: IntoFire on May 12, 2013, 10:33:06 AM
Quote from: IceScythe on May 12, 2013, 10:31:28 AM
Quote from: IceScythe on May 09, 2013, 12:16:27 PM
Testing grounds

land
tap for one blue mana

as an additional cost to cast testing grounds, sacrifice a land

all artifacts cost 1 less to cast
has anyone else made any special lands?

Regarding your land,so basically,artifacts have Affinity?
Isn't affinity for artifacts, it costs 1 less for each artifact out?

Oh right,I forgot.But I see it's like a form of Affinity.
its more like an artifact version of  {Emerald Medallion}
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 14, 2013, 11:40:51 AM
Somewhat like  {Emerald Medallion},although,the thing about the Medallion Cycle is that spells of that color cost {1} less to cast.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on May 29, 2013, 11:34:34 AM
Hey flicker can you post links to pics of the cards?
Title: Re: Something we haven't done yet...
Post by: IntoFire on May 29, 2013, 09:43:22 PM
The Database
Legendary Land-Rare

The Database comes into play tapped unless you control two or more artifacts with the same name.

{1}{U}{U}:Search your library for an Instant or Sorcery card and put it into your hand.Shuffle your library afterwards.

Instant and Sorcery spells you control cost {1} less to cast.
Title: Re: Something we haven't done yet...
Post by: Ageniv on May 29, 2013, 10:33:37 PM
Quote from: IntoFire on May 29, 2013, 09:43:22 PM
The Database
Legendary Land-Rare

The Database comes into play tapped.

{T}:Add {U} to your mana pool.

{T}{U}{U}:Search your library for an Instant or Sorcery card,you may cast that card without paying its mana cost.

Instant and Sorcery spells you control cost {1} less to cast.
Broken much bro? Hehe no offense but this card is way O.P. It would be much more fair if it did not tap for mana because then it could be like {Bazaar of Bhagdad} or {Ridishian Port}

Edit: not {Ridishian Port} I meant the land that gives all creatures an upkeep cost of 1
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 02, 2013, 06:11:42 PM
Quote from: IntoFire on May 29, 2013, 09:43:22 PM
The Database
Legendary Land-Rare

The Database comes into play tapped unless you control two or more artifacts with the same name.

{1}{U}{U}:Search your library for an Instant or Sorcery card,you may cast that card without paying its mana cost.

Instant and Sorcery spells you control cost {1} less to cast.
my be just search for insa/sorcery instead no cast without mana cost?

Dryads temple
Legendary Land-Rare

The Database comes into play tapped unless you control two or more nonbasic lands with the same name.

{1}{G}{G}:Search your library for an Creature card.

Creature spells you control cost {1} less to cast.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 02, 2013, 06:12:15 PM
*dryad's
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 03, 2013, 01:19:20 AM
Quote from: Iandtormentor on June 02, 2013, 06:12:15 PM
*dryad's

We should make a cycle of lands like this.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 03, 2013, 03:15:45 AM
Yes for every color
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 03, 2013, 04:04:20 AM
Sacred Promenade
Legendary Land-Rare

Sacred Promenade comes into play tapped unless you control two or more Enchantments.Otherwise,Sacred Promenade enters the battlefeild tapped.

{1}{W}{W}:Search your library for an Enchantment card and put it into your hand.Shuffle your library afterwards.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 03, 2013, 07:06:23 AM
Darkrock cave

Darkrock cave enters the battle field tappet unless you control 2 or more black permanents with the same name.

{1}{B}{B}: search your library for a land. Shuffle your library afterward.

Title: Re: Something we haven't done yet...
Post by: IntoFire on June 03, 2013, 10:32:49 PM
Dragon's Alcove
Legendary Land-Rare

Dragon's Alcove comes into play tapped unless you control two or more artifacts.Otherwise,Dragon's Alcove comes into play tapped.

{1}{R}{R}:Search your library for an artifact card and put it into your hand.Shuffle your library afterwards.
Title: Re: Something we haven't done yet...
Post by: Kaleo42 on June 04, 2013, 09:35:26 PM
Whats the point of entering tapped if it can still use all it's abilities
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 04, 2013, 10:45:21 PM
Whoops I meant it like that but forgot to enter the simbol...
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 05, 2013, 09:25:50 AM
Yeah already fixed it.So basically like this?:

The Database
Legendary Land-Rare

The Database comes into play tapped unless you sucessfully cast two or more spells this turn.Otherwise,The Database comes tapped.

{1}{U}{U},{T}: Search your library for an Instant or Sorcerry card,reveal it,and put it into your hand.Shuffle Your library afterwards



Dryad's Temple
Legendary Land-Rare

Dryad's Temple comes into play tapped unless you control two or more lands with the same name.Otherwise Dryad's Temple comes into play tapped.

{1}{G}{G},{T}: Search your library for a land card,reveal it,and put it into your hand.Shuffle your library afterwards.



Obsidian Cavern
Legendary Land-Rare

Obsidian Cavern comes into play tapped unless you control two or more artifacts.Otherwise,Obsidian Cavern comes into play tapped

{1}{B}{B},{T}: Search your library for an artifact card,reveal it, and put it into your hand.Shuffle your library afterwards.



Sacred Promenade
Legendary Land-Rare

Sacred Promenade comes into play tapped unless you control two or more Enchantments.Otherwise,Sacred Promenade comes into play tapped.

{1}{W}{W},{T}: Search your library for an Enchantment card,reveal it,and put it into your hand.Shuffle your library afterwards.



Dragon's Alcove
Legendary Land-Rare

Dragon's Alcove comes into play tapped unless you control two or more creatures.Otherwise,it comes into play tapped

{1}{R}{R},{T}: Search your library for a creature card,reveal it,and then put it into your hand.Shuffle your library afterwards.



I made some changes by the way.  :D



Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 05, 2013, 02:50:28 PM
Quote from: IntoFire on June 05, 2013, 09:25:50 AM
Yeah already fixed it.So basically like this?:

The Database
Legendary Land-Rare

The Database comes into play tapped unless you sucessfully cast two or more spells this turn.Otherwise,The Database comes tapped.

{1}{U}{U},{T}: Search your library for an Instant or Sorcerry card,reveal it,and put it into your hand.Shuffle Your library afterwards



Dryad's Temple
Legendary Land-Rare

Dryad's Temple comes into play tapped unless you control two or more lands with the same name.Otherwise Dryad's Temple comes into play tapped.

{1}{G}{G},{T}: Search your library for a land card,reveal it,and put it into your hand.Shuffle your library afterwards.



Obsidian Cavern
Legendary Land-Rare

Obsidian Cavern comes into play tapped unless you control two or more artifacts.Otherwise,Obsidian Cavern comes into play tapped

{1}{B}{B},{T}: Search your library for an artifact card,reveal it, and put it into your hand.Shuffle your library afterwards.



Sacred Promenade
Legendary Land-Rare

Sacred Promenade comes into play tapped unless you control two or more Enchantments.Otherwise,Sacred Promenade comes into play tapped.

{1}{W}{W},{T}: Search your library for an Enchantment card,reveal it,and put it into your hand.Shuffle your library afterwards.



Dragon's Alcove
Legendary Land-Rare

Dragon's Alcove comes into play tapped unless you control two or more creatures.Otherwise,it comes into play tapped

{1}{R}{R},{T}: Search your library for a creature card,reveal it,and then put it into your hand.Shuffle your library afterwards.



I made some changes by the way.  :D

I like em!
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 06, 2013, 02:05:09 AM
Thanks,so will this be one of the official cycles in the first block?
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 06, 2013, 09:31:45 AM
I hope so...
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 06, 2013, 09:40:38 AM
We should make a cycle of artifacts that do unique things.

Elven Chest
Artifact-Uncommon

{T}:Add {G} to your mana pool.

{T}{G},Sacrifice Elven Chest:Creatures you control gain reach until end of turn.
Title: Re: Something we haven't done yet...
Post by: All-Mana Mania on June 06, 2013, 09:46:05 AM
I dont think {B} should be artifact. Artifacts are more {U} imo
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 06, 2013, 10:12:25 AM
Quote from: All-Mana Mania on June 06, 2013, 09:46:05 AM
I dont think {B} should be artifact. Artifacts are more {U} imo

But blue is the most spell based.
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 03:23:40 AM
I was thinking of something like they grant unique abilities.
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 03:27:37 AM
Something like:

Box of Shadows

{T}: Add {B} to your mana pool.

{B}{T},Sacrifice Box of Shadows: Creature you control gain intimidate until end of turn.
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 03:34:12 AM
Archangel's Medallion
Artifact-Uncommon

{T}: Add {W} to your mana pool

{W}{T},Sacrifice Archangel's Medallion: Creatures you control gain Lifelink until end of turn.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 07, 2013, 08:32:06 AM
What rarity I think uncommon would be good.
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 09:10:48 AM
Quote from: Iandtormentor on June 07, 2013, 08:32:06 AM
What rarity I think uncommon would be good.

Exactly.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 07, 2013, 10:08:21 AM
Maybe they come in tapped.  That would make them uncommon.
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 10:26:52 AM
Quote from: FlickerYourOwnIdentity on June 07, 2013, 10:08:21 AM
Maybe they come in tapped.  That would make them uncommon.

Okay,I can adjust that tommorow.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 07, 2013, 02:20:54 PM
Quote from: Taysby on June 07, 2013, 02:16:30 PM
Well the key runes don't come into play tapped.  Why should these?
These are strictly better. 
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 07, 2013, 02:36:33 PM
Quote from: Taysby on June 07, 2013, 02:16:30 PM
Well the key runes don't come into play tapped.  Why should these?
these are MUCH better.
Title: Re: Something we haven't done yet...
Post by: Creeper0415 on June 07, 2013, 05:23:37 PM
Theme: elemental v. Humans
The colors are elemental cards(mythical beasts that embody the element that they look like.) v. The humans(colorless). You choose wether you want to be a human, which are low powered monsters, but have a lot of equip cards to boost them up. Elementals are fairly strong monsters, but have restrictions regarding their attacks, but they also add in multiple rules. The keywords and their effects will be different depending on the type of elemental.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 07, 2013, 06:21:34 PM
Nature vs Progress was decided a long time ago...

Sorry if I stepped on anybodies toes with this
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 07:45:52 PM
So,most likely,it will be like this,an uncommon cycle:

Elven Chest {2}
Artifact-Uncommon

{T}: Add {G} to your mana pool

{G}{T},Sacrifice Elven Chest: Creatures you control gain reach until end of turn.



Necromancer's Chest {2}
Artifact-Uncommon

{T}: Add {B} to your mana pool.

{B}{T},Sacrifice Necromancer's Chest: Creatures you control gain intimidate until end of turn.



Alchemist's Chest {2}
Artifact-Uncommon

{T}: Add {U} to your mana pool.

{U}{T},Sacrifice Alchemist's Chest: Creatures your control gain hexproof until end of turn.



Archangel's Chest {2}
Artifact-Uncommon

{T}: Add {W} to your mana pool.

{W}{T},Sacrifice Archangel's Chest: Creatures you control gain lifelink until end of turn




Blacksmith's Chest {2}
Artifact-Uncommon

{T}: Add {R} to your mana pool.

{R}{T},Sacrifice Blacksmith's Chest: Creatures you control gain haste until end of turn.


So,what do you guys think?
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 07, 2013, 07:47:57 PM
Quote from: Taysby on June 07, 2013, 07:46:45 PM
These aren't strictly better, because you have to sack them to get the benefit.  The key runes can become a creature any amount of times. 

And I had these cost 2 of the same color mana.  If that helps.

So will these cast for two?
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 08, 2013, 08:38:11 AM
Wrath of the forge                        {R}{R}{B}


Search your deck for an artifact card and exile it. Choose 1:  CARDNAME deals damage = to that artifacts toughness to target creature or player, CARDNAME deals damage= to that artifacts power to target creature or player, or CARDNAME deals damage = to that artifacts cmc to target creature or player.

Uncommon
Title: Re: Something we haven't done yet...
Post by: Birdbrain on June 08, 2013, 09:54:22 AM
Adrenalin burst

{R}{G}

Add two mana of any mana to your mana pool. Target creature gets +3/+3 and trample

Rare
Title: Re: Something we haven't done yet...
Post by: IntoFire on June 08, 2013, 10:39:56 AM
Quote from: Birdbrain on June 08, 2013, 09:54:22 AM
Adrenalin burst

{R}{G}

Add two mana of any mana to your mana pool. Target creature gets +3/+3 and trample

Rare

I think it should be {R}{G}{G}.
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 08, 2013, 11:32:34 AM
Wrath of the wilderness              {G}{G}{R}

Search your deck for a creature and exile it. Choose one: put a token on to the battle field with P/T = to half the creatures power,  put a token on to the battle field with P/T = to half the creatures toughness,  or put a token on to the battle field with P/T = to half the creatures cmc.

Uncommon
Title: Re: Something we haven't done yet...
Post by: Birdbrain on June 08, 2013, 12:05:48 PM
What if it was {R}{G}{X} and it was a creature with a CMC of X and the creatures P/T was equal to the creature ou picked. because how you have it now just looks terrible (espeacily if someone wants to fill there deck with lower costed creatures)

And on the adrenalin burst if settle for {R}{G}{1} if it added three mana of any color
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 08, 2013, 12:17:05 PM
Are my wraths OP?
Title: Re: Something we haven't done yet...
Post by: Birdbrain on June 08, 2013, 01:08:13 PM
Quote from: Iandtormentor on June 08, 2013, 12:17:05 PM
Are my wraths OP?
thats what I was talking about in the first part of my post. The last one you did
Title: Re: Something we haven't done yet...
Post by: Iandtormentor on June 08, 2013, 01:14:43 PM
Quote from: Birdbrain on June 08, 2013, 12:05:48 PM
What if it was {R}{G}{X} and it was a creature with a CMC of X and the creatures P/T was equal to the creature ou picked. because how you have it now just looks terrible (espeacily if someone wants to fill there deck with lower costed creatures)

And on the adrenalin burst if settle for {R}{G}{1} if it added three mana of any color
Yes that sounds better:)
Title: Re: Something we haven't done yet...
Post by: Destore117 on June 16, 2013, 12:10:27 AM
Read the first page and thinking.
Amazing idea and the creativity of the Magic community never ceases to amaze.
And.
If this block gets created and finished and tweaked and managed and perfected and all the good stuff to make it a real Block.
Would everyone try and find a way for WotC to actually destribute it? Or would it simply be for fun among friends and those who helped make it a reality?
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 16, 2013, 12:12:40 AM
I could send it to WotC, but they would delete it, so this is just among friends.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 16, 2013, 12:14:29 AM
In fact, this thread is quite dated....

Mabye we should start a new one...
Title: Re: Something we haven't done yet...
Post by: Destore117 on June 16, 2013, 12:15:43 AM
I thought this was still an active thing lol. Seeing as the length of the thread and I would assume everyone's desire to be part of making their very own block.
Title: Re: Something we haven't done yet...
Post by: Mlerner12 on June 16, 2013, 12:16:01 AM
Does anyone here know how to make a website for card browsing, storyline type stuff for this? I'd so, you should, and maybe send WotC the link. Make sure you include this is fan-made- don't want to get suid for copyright!
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 16, 2013, 12:19:59 AM
Quote from: Mlerner12 on June 16, 2013, 12:16:01 AM
Does anyone here know how to make a website for card browsing, storyline type stuff for this? I'd so, you should, and maybe send WotC the link. Make sure you include this is fan-made- don't want to get suid for copyright!
I finished set one storyline, and set two with two different stories, depending on the out come of set 1.

I used to make cards on magicseteditor.com, but it isn't working for me so, I had to give up on it.  Which sucks...
Title: Re: Something we haven't done yet...
Post by: Mlerner12 on June 16, 2013, 12:23:28 AM
That stinks. Maybe set two as a Planebound vs. planeswalkers? The planebound can be pretty powerful or just overwhelming...
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on June 16, 2013, 12:29:54 AM
Well, I made something that people will enjoy, quite a challenge, so please visit the new thread. ;)
Title: Re: Something we haven't done yet...
Post by: theravenseye on December 21, 2014, 12:20:10 AM
THREAD RESSURECTION!!!!!
Title: Re: Something we haven't done yet...
Post by: blackychan1 on December 21, 2014, 05:30:37 AM
But why?
Title: Re: Something we haven't done yet...
Post by: theravenseye on December 21, 2014, 10:31:29 AM
BECAUSE I CAN!!!

And the community needs more group activities.
Title: Re: Something we haven't done yet...
Post by: FlickerYourOwnIdentity on December 21, 2014, 11:21:36 AM
DAMNIT MAN!  this was such a nightmare to handle 😭