I'm back....
We must make a new set once again! Because the old set idea crashed and burned.
GUIDELINE TIME!!!!
1. This is a COMMUNITY, so let us be social, and work together, and not rage on each other.
2. This set, will not be like the last one, so push those ideas out of your mind. If fact, we are going back to ice age once more. BUT IT WILL BE GOOD THIS TIME!!!
3. The fact we are doing an ice age block is the challenge, BUT another challenge is to do it without snow covered lands.
4. HAVE FUN!!! If you can't have it, get out.
NOW!!!
Step one: Theme
Step two: Story
You can do both of these at the same time. So we can have a good flow of ideas. We vote on these in a quick, painless process on a one day period. Because last time it took to long, and people lost intrest.
Ok, have fun as we ponder what to do with ICE AGE!!!
Planebound suddenly being able to planeswalk, and a fed real walkers are trying to figure it out snd find some demons that try to destroy the multiverse through that. Or something related. Just sounds cool, yet broad.
By the way, I shall loosely follow this, I'll post some ideas on the way, but I'll try to let creative jucies flow freely. ;)
Also we kinda half to stay on the ice age concept. Ergo the challenge part. :(
I suggest we work on planeswalkers first and big cards that will be iconic for ice age first. Then we build off of it. Plus picking what is the big focus will help us develop a story.
How about the plane was once a lush overgrown paradise. All colors of mana flowed in abundance and balance. Nature was in balance with progress. Life in balance with death. Thought in balance with emotion. And order in balance with chaos. Amorality was kept in check by morality
Then, one day, a cataclysmic event happened that upset everything. Life was almost wiped out on the plane, but at the last minute, five planeswalkers from this plane sacrificed themselves for the good of the plane. One from each color. Now life barley hangs on. The mana still flows, but is often times sacrce and irratic. Strange creatures run amok on the plane.
And though the planeswalker's did stop life from being wiped out, its only temporary, because life is slowly seeping out of the plane
You know, I keep thinking. Birdbrain, we did something somewhere. It might have been in pm's, but I just remembered we did a little mini ice age thing. Or am I delusional?
Quote from: FlickerYourOwnIdentity on June 16, 2013, 12:53:38 AM
You know, I keep thinking. Birdbrain, we did something somewhere. It might have been in pm's, but I just remembered we did a little mini ice age thing. Or am I delusional?
i remember an ice age plane. I think you posted it in create a card
OH! We did do this already...
Who wants to switch planes now?
I want to design on this plane...
Possible idea. A new planeswalker awakens his or her ability to planeswalk. And accidentally travels to this near utopian plane (where as birdbrain said everything is in perfect harmony) this massive release of energy (that i am assuming is released from planewalking) disturbs a long locked away being that ancient masters of mana locked in this desolate forgotten plane to remain for all time.This monster's awakening causes the climate to massively change freezing this plane and destroying nearly everything. Letting loose untold frozen horrors that this new champion must battle to survive and they must find the power to destroy or prevent this being from escaping this plane. Yay or nay I like this story ;)
Ok, we shall stay then.
Now excuse me as I dig up an old bone...
For nostalgia, I'll post this for fun :)
Ok I made up a little story. It is the beginning of the great freeze, an event that only happens every billion years. Everybody is looking for ways to survive, and they manage, but their creatures take a change due to the harsh conditions. Some for better, some for worse. But each color is simulated into a faction.
Blue: embraces the great freeze as an opportunity to use their true power, and to rule the plane. Goal: Extend life of their rule by expanding the lifespan of the great freeze.
Red: fire mages. They wander this frozen plane looking for their own kind, if enough are gathered, they can dmset this plane in a flame that will end the great freeze. Goal: End the Great Freeze.
Black: They love the freeze as they slyly take over other stuggling clans with the power of manipulation, and sheer power. They wish to live off the freeze and its power like leeches. Goal: take over others and leech off the great freeze.
White: The poor angels have a hard time flying around, and keeping peace during the great freeze. Without them havok will take over all of the plane. But they can't thaw anything out by themselves. So they must aid those in need so they can continue their reign of justice and peace over the plane. Goal: Aid those in need so they can continue justice system.
Green: Although it was set back by the massive ice gathering, the mana lovers have adapted accordingly so they can survive. In fact they have made improvements upon the original designs. Although they have been cut off from their mana supply, only their leader was able to grow long enough roots to reach past the ice and gather mana. The green society needs their mana, but they have made amazing creature improvements. What will they do? Goal: Choose a side, and fight for it.
_____________________________________
Thoughts, it's a rough idea, but still.
@Destor that sounds like Zenkidar. Plus, if planes walking releases a massive burst of energy, why was it not mentioned before?
Green would need edited to have their own side I think. With their great tree being able to reach beneath the ice maybe it can create enough mana for a desperate attempt to break the ice so they can attempt to rebuild the forests? Basically they are a sort of "lost cause" story wise in the ice age. But the Angels pairing with them (as white often does with green) would be a fun story I think
Green is not a lost cause. They are highly adaptable and would adapt to the changing climate. After all, the earth went through an ice age, did the animals die out?
Great. Not again >.<
Quote from: Birdbrain on June 16, 2013, 01:16:06 AM
Great. Not again >.<
ok, let's both back off a bit.
Please continue with creative process and whatnot. We shall step out, and give space.
Quote from: Birdbrain on June 16, 2013, 01:16:06 AM
Great. Not again >.<
Bird brain I honestly thank you for the criticism. And I just thought. (Having not read into Magic lore aside from Sorin's story) that moving from one area of existence to another would release some kind of amount of energy.
This isn't fighting :D it's working! They're going to be disputes on ideas and I am alright accepting I am wrong if I am wrong with any ideas. And if people don't like them I accept that. Please don't allow my lack of knowledge to negatively affect the thread as a whole I am only trying to be creative and assist where I can :)
Yes, though its just no one ever challenges my ideas
Gonna guess that's cuz people think your ideas are good :)
The only way for your ideas to get better is for them to be challenged, and you having to defend them
The great Planes of the universe have frozen over, a rip in the dimensions has unleashed a cold from a black abyss, most of the life on the Planes have been destroyed by the immediate climate change. Those large in size have succumbed to the weather and those who are too small have become frozen matter. The cold has sucked the life out of every resource, spells cost great amounts of mana and very few tribes have survived The Dead Winter
Each color has 2main tribe species left, they are not synergystic with each other & spells cost twice of what is usually expected. Slow games with calculated moves due to lack of resources and little variety of life on the Planes.
A set that is designed more around spell mechanics than creatures. No creatures will be stronger than 4/4 and shall cost no less than 2CMC. The winter is too cold, you cannot rush it unless you suffer penalty yourself
Quote from: Muggywuggy on June 16, 2013, 04:04:55 PM
The great Planes of the universe have frozen over, a rip in the dimensions has unleashed a cold from a black abyss, most of the life on the Planes have been destroyed by the immediate climate change. Those large in size have succumbed to the weather and those who are too small have become frozen matter. The cold has sucked the life out of every resource, spells cost great amounts of mana and very few tribes have survived The Dead Winter
Each color has 2main tribe species left, they are not synergystic with each other & spells cost twice of what is usually expected. Slow games with calculated moves due to lack of resources and little variety of life on the Planes.
A set that is designed more around spell mechanics than creatures. No creatures will be stronger than 4/4 and shall cost no less than 2CMC. The winter is too cold, you cannot rush it unless you suffer penalty yourself
a paradise for control!!!
Quote from: Muggywuggy on June 16, 2013, 04:04:55 PM
The great Planes of the universe have frozen over, a rip in the dimensions has unleashed a cold from a black abyss, most of the life on the Planes have been destroyed by the immediate climate change. Those large in size have succumbed to the weather and those who are too small have become frozen matter. The cold has sucked the life out of every resource, spells cost great amounts of mana and very few tribes have survived The Dead Winter
Each color has 2main tribe species left, they are not synergystic with each other & spells cost twice of what is usually expected. Slow games with calculated moves due to lack of resources and little variety of life on the Planes.
A set that is designed more around spell mechanics than creatures. No creatures will be stronger than 4/4 and shall cost no less than 2CMC. The winter is too cold, you cannot rush it unless you suffer penalty yourself
this works with my idea. Very synergistically in fact
However. The one thing I do not like is lack of diversity. Maybe the diversity adapted to the change? And you need to have some cards for aggro players, otherwise some might get frustrated...wait! I know! We could make some mechanicl importance to taking it slow?
Anyway. I think (and this is only my opinion) that all archetypes should be balanced somehow. So how can we balance aggro in an environment that favors control?
I know! Lets bring back kicker!
{G}
Artic beast
Kicker {G}
When CARDNAME comes into play, if its kicker cost was played. It comes into play with a +1/+1 counter
1/1
Well, it did say either slow moves, or penalties shall be payed.
So we could make some powerful 1CMC-3CMC, but it would hurt you ETB, or when it attacks.
When you said Dead Winter, I went crazy because that is a great set, and card name.
We could also make 1 CMC creatures that are all 1/1's or 0/1's (to show the harshness) but have kicker abilities that turn them into a playable creature. What do you think about doing both?
I was thinking more along the lines of this...
Flaming Goblin {R}
Creature - Goblin Rare
During your upkeep, you lose 1 life.
"He was just so out of place, that he was entertaining."
-Lonely Traveler
[2/2]
I thought life lost was black. Oh well. What do you say to using kicker and that? And what if it was aggressive stuff from 2 CMC and up?
MuggyWuggy I love your world by the way.
Anyway birdbrain. Although I love kicker, let's try to make a new mechanic?
Havent we gotten Echo-Bound and Empathy already?
What about a mechanic like this:
Adaption
Whenever a player plays a spell CARDNAME becomes that spells color.
I could be fun... To mess with protection and all the other color abilities. :)
+ {doomblade} destroyers are fun!
Ok. I have a possible mechanic, but it would only be in black...corpse. Basicly, whenever a creature with corpse dies, you search your library for a copy of that card and dump it in the graveyard.
I'm thinking if its used, creatures with corpse should also have sac other creature effects. This shows how the deep freeze has a massive death toll, and how black would react in that situation. Although I think it should be used with exile creature from graveyard effects...reanimator would just be too slow with this
Quote from: Birdbrain on June 19, 2013, 07:25:44 AM
Ok. I have a possible mechanic, but it would only be in black...corpse. Basicly, whenever a creature with corpse dies, you search your library for a copy of that card and dump it in the graveyard.
I'm thinking if its used, creatures with corpse should also have sac other creature effects. This shows how the deep freeze has a massive death toll, and how black would react in that situation. Although I think it should be used with exile creature from graveyard effects...reanimator would just be too slow with this
but...it's probrobly to hard for n00bs to understand I like it but I just think that it's kinda like shock lands. Bc to someone who just started playing magic he/she might totally avoid black because he/she hasn't seen all the awesome graveyard stuff yet...
Quote from: Iandtormentor on June 19, 2013, 07:34:01 AM
Quote from: Birdbrain on June 19, 2013, 07:25:44 AM
Ok. I have a possible mechanic, but it would only be in black...corpse. Basicly, whenever a creature with corpse dies, you search your library for a copy of that card and dump it in the graveyard.
I'm thinking if its used, creatures with corpse should also have sac other creature effects. This shows how the deep freeze has a massive death toll, and how black would react in that situation. Although I think it should be used with exile creature from graveyard effects...reanimator would just be too slow with this
but...it's probrobly to hard for n00bs to understand I like it but I just think that it's kinda like shock lands. Bc to someone who just started playing magic he/she might totally avoid black because he/she hasn't seen all the awesome graveyard stuff yet...
so noobs must have avoided golgari during the original ravnica block
Maybe for green we do something that makes creatures stronger for each land you have. Like a 0/1 creature for 2 CMc that gets +1/+1 for every three lands you have
And I think each card should have a different amount of land to reach the boost. Like one could be every land, or every 2 lands, 3, 4, or even 5
Hmmmm....maybe on a single card? How about this
{B}{B}{B}{1}
Corpse hauler
Creature-zombie wizard
Whenever a creature you control dies, you may pay its casting cost. If you do, search your library for a copy of that creature and put it in your graveyard. Shuffle your library afterward.
2/2
Quote from: Millionlittlee on June 19, 2013, 08:10:21 AM
Maybe for green we do something that makes creatures stronger for each land you have. Like a 0/1 creature for 2 CMc that gets +1/+1 for every three lands you have
And I think each card should have a different amount of land to reach the boost. Like one could be every land, or every 2 lands, 3, 4, or even 5
ive always loved land matters. Lets make a land matter mechanic for green. And +1
What if with red, you could somehow convert creatures to mana...?hmmm......
Or possibly, they get an effect whenever they deal damage to a player?
Thanks it just popped into my head like. Ok there's a lack of resources green found resources. They get stronger. And from there it was about power level making sure it's not broken
Just thought of a random mechanic...reflect N. Basicly, whenever a creature with reflect N takes damage, it can redirect N damage to its controler. What do you guys think?
Red all the way
Wait...it feels familiar...I think I saw it somewhere before...
Edit: I think Dudecore already thought of it. Well in that case, I'm throwing it on the table
I was thinking defender could be a thing like
Creatures being frozen or saving their energy for defence so something
Hey million...your mechanic seems like a cross between landfall and level up. You must be a fan of Zenkidar :P
Quote from: Birdbrain on June 19, 2013, 08:52:31 AM
Hey million...your mechanic seems like a cross between landfall and level up. You must be a fan of Zenkidar :P
Funny thing is I wasn't playing when it was release. I'm only in standard right now, I font even know that many cards from then. Lol I'm on they same track as wizards with luck I could predict the next mechanic
What if for white there mechanic is a spell mechanic, and if a creature entered the battlefield that turn it becomes more potent like
{W}{2}
Gather together
Put two 1/1 white human creature tokens into play. If another creature had entered the battlefield this turn, put three into play instead
Quote from: Birdbrain on June 19, 2013, 09:02:16 AM
What if for white there mechanic is a spell mechanic, and if a creature entered the battlefield that turn it becomes more potent like
{W}{2}
Gather together
Put two 1/1 white human creature tokens into play. If another creature had entered the battlefield this turn, put three into play instead
I like that white gets stronger from its allies but I think it still needs work
What if it was four instead of three?
I think that's a step in the wrong way that particular card isn't the problem I see. Casting two things a turn is. And since one has to be a creature it's even harder
One last suggestion...what if white creatures had effects that triggered when another creature entered play?
We want this set to work with OTHER sets right? So if most the creatures in this set go with the mechanics in this set and the mechanic NEEDS the those abilities to work well then it will NOT be a good set bc it would be so hard to find synergy with cards from OTHER sets!
Quote from: Iandtormentor on June 19, 2013, 10:24:43 AM
We want this set to work with OTHER sets right? So if most the creatures in this set go with the mechanics in this set and the mechanic NEEDS the those abilities to work well then it will NOT be a good set bc it would be so hard to find synergy with cards from OTHER sets!
no need to shout. Everything I suggested so far does work with other sets
I've got it! You put the ability on creatures, and when you cast a creature they gain abilities...wait...that's like landfall...
Edit: maybe creatures become cheaper for each creature played before it during the turn? Possible...but I could see some abuse if its not done right...
Quote from: Birdbrain on June 19, 2013, 10:33:43 AM
Quote from: Iandtormentor on June 19, 2013, 10:24:43 AM
We want this set to work with OTHER sets right? So if most the creatures in this set go with the mechanics in this set and the mechanic NEEDS the those abilities to work well then it will NOT be a good set bc it would be so hard to find synergy with cards from OTHER sets!
no need to shout. Everything I suggested so far does work with other sets
sorry bird :-\ didn't mean to try and hose all your mechanics of just was throwing it out there bc that's one of the main reasons I hate kima whatever.
I wasn't upset you were trying to hose my mechanics. I WANT you to hose my mechanics, even if you think what I came up with is good. Always shoot holes in what I come up with to make them better.
I was just saying your tone read like you were yelling
On a different topic...I think I got the general feel of white in flickers description, I just can't pin it down to a mechanic that doesn't seem like a convoky mechanic...
Edit: what if you could tap creatures to give an attacking or blocking creature a boost?
Edit: or what if when a creature dies, you can tap a creature to shuffle it back into your library...would need to be balanced somehow if it was used
Edit:or maybe when a creature with the mechanic is played. You can tap two creatures to put a token into play
Or maybe they have ETB effects. And when a creature comes into play, you can choose to flicker them? It would have to be an ETB effect that's under the curve slightly though
Edit: unless you payed one white...or tapped a creature or something...because its broken otherwise
Edit: yes. This is what I propose as the white mechanic. A flicker mechanic.
And it's control friendly, because it encourages you to slow the game down, and take it slow
Edit: change the wording to when a creature comes into play from your hand though...
And I promise sense I suggested so many mechanics for white I will stay out of the other colors in suggesting mechanics
Birdbrain, I designed a mechanic for white.
Savior (Whenever a creature would die, you may sacrifice this creature instead.)
It would be on angels, and missionaries in the white color.
Dang it...can the flicker mechanic be for blue?
The mechanic is supposed to throw lots of ETB triggers on the stack, which is crazy and has never been done before I don't think. Though I think the effects should be slightly under the curve
Oh no, I thought it as an idea. I didn't see your idea posts sorry. Im just throwing it in there. Flicker could be white. :)
Red could be
Whenever an instant or sorcery you control deals damage, you may pay {R}. If you do, {CREATURE NAME} deals three damage to target creature or player.
I think this is great for burn, but red aggro needs something different.
Quote from: Mlerner12 on June 20, 2013, 10:15:46 AM
Red could be
Whenever an instant or sorcery you control deals damage, you may pay {R}. If you do, {CREATURE NAME} deals three damage to target creature or player.
I think this is great for burn, but red aggro needs something different.
I think it's a little op
Then maybe pay {R}{R} instead?
Quote from: Mlerner12 on June 20, 2013, 11:31:15 AM
Then maybe pay {R}{R} instead?
or maybe just 2 damage?
Is it a good mechanic?
I like it.
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
Quote from: Millionlittlee on June 21, 2013, 02:40:43 AM
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
what happens with instances and sorceries with this?
Quote from: Birdbrain on June 21, 2013, 08:10:17 AM
Quote from: Millionlittlee on June 21, 2013, 02:40:43 AM
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
what happens with instances and sorceries with this?
It's a non-creature spell so it gets an x counter
Quote from: Millionlittlee on June 21, 2013, 08:12:10 AM
Quote from: Birdbrain on June 21, 2013, 08:10:17 AM
Quote from: Millionlittlee on June 21, 2013, 02:40:43 AM
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
what happens with instances and sorceries with this?
It's a non-creature spell so it gets an x counter
then it leaves the stack and goes to the graveyard? What happens to the counter?
Quote from: Birdbrain on June 21, 2013, 08:21:39 AM
Quote from: Millionlittlee on June 21, 2013, 08:12:10 AM
Quote from: Birdbrain on June 21, 2013, 08:10:17 AM
Quote from: Millionlittlee on June 21, 2013, 02:40:43 AM
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
what happens with instances and sorceries with this?
It's a non-creature spell so it gets an x counter
then it leaves the stack and goes to the graveyard? What happens to the counter?
I believe if we follow the rules it would cease to exist :/
This mechanic would need to have lots of cards in hand. And once you let it go off big, then what? You could try only playing one or two cards a turn, that could work...I think if we use this the effect needs to be above the curve
Which of course would mean it would need to be play tested and balanced
And it doesn't realy become that usable till mid-late game...which by then your hand would be depleted. Which means you would need to put pure drawing in red and red doesnt do that...
Oh wait! Does it get the counter from all permanents with the mechanic? Ok, scratch that...though the wording isn't clear, and how would we determine what creatures got which effects? I mean, it gets a counter from another, yet each has there own individual effect? Seems like haunt all over again. We should make the mechanic more clear
Go ahead I was and still going for a day without sleep. So errors are expect, along side with spelling and grammer aren't my best suits
Quote from: Millionlittlee on June 21, 2013, 02:40:43 AM
Maybe this. My take on how it could be
When ever you cast a non creature spell put a x counter on it
When ever you cast a creature spell put a y counter on it
After you cast a spell you may pay {R}{R}{1} (this can changed based on different cards.) If you do deal x damage to target creature (or player depends on how strong we want it) and put a 1/1 goblin for each y
At the end of the turn remove all x and y counters from this card
Awesome, but I think WAAAY too op.
How about...Blaze. Blaze is a spell mechanic were if a player was dealt damage that turn, it becomes {1} cheaper. Like this
{1}{R}
Deal 2 damage divided as you choose among any number of creatures or players
Blaze-if an opponent was already dealt damage this turn, this spell costs {1} less to cast
--------------------
Or maybe it could go on creatures
{R}{1}
Goblin
Blaze-if an opponent was dealt damage this turn, this spell costs {1} less to cast
2/1
Quote from: Birdbrain on June 21, 2013, 10:35:26 AM
How about...Blaze. Blaze is a spell mechanic were if a player was dealt damage that turn, it becomes {1} cheaper. Like this
{1}{R}
Deal 2 damage divided as you choose among any number of creatures or players
Blaze-if an opponent was already dealt damage this turn, this spell costs {1} less to cast
--------------------
Or maybe it could go on creatures
{R}{1}
Goblin
Blaze-if an opponent was dealt damage this turn, this spell costs {1} less to cast
2/1
that's awesome but how does it go with the theme?
Well...red mages want to end the great freeze. How would they do this? Fire. Red mages want to melt the ice as quickly as possible, therefore, dealing damage to an opponent would get them motivated, and make it easier to do stuff
Quote from: Birdbrain on June 21, 2013, 10:39:38 AM
Well...red mages want to end the great freeze. How would they do this? Fire. Red mages want to melt the ice as quickly as possible, therefore, dealing damage to an opponent would get them motivated, and make it easier to do stuff
interesting I like it!
I might have to ditch it though...I think its already been thought of...
Quote from: Birdbrain on June 21, 2013, 10:47:07 AM
I might have to ditch it though...I think its already been thought of...
from where 😯
Quote from: Birdbrain on June 21, 2013, 10:35:26 AM
How about...Blaze. Blaze is a spell mechanic were if a player was dealt damage that turn, it becomes {1} cheaper. Like this
{1}{R}
Deal 2 damage divided as you choose among any number of creatures or players
Blaze-if an opponent was already dealt damage this turn, this spell costs {1} less to cast
--------------------
Or maybe it could go on creatures
{R}{1}
Goblin
Blaze-if an opponent was dealt damage this turn, this spell costs {1} less to cast
2/1
Too much like morbid.
I still think mine is good for melting the ice as fast as possible...
Quote from: Mlerner12 on June 21, 2013, 11:30:09 AM
Quote from: Birdbrain on June 21, 2013, 10:35:26 AM
How about...Blaze. Blaze is a spell mechanic were if a player was dealt damage that turn, it becomes {1} cheaper. Like this
{1}{R}
Deal 2 damage divided as you choose among any number of creatures or players
Blaze-if an opponent was already dealt damage this turn, this spell costs {1} less to cast
--------------------
Or maybe it could go on creatures
{R}{1}
Goblin
Blaze-if an opponent was dealt damage this turn, this spell costs {1} less to cast
2/1
Too much like morbid.
:-\ I guess...
Quote from: Iandtormentor on June 21, 2013, 11:36:09 AM
Quote from: Mlerner12 on June 21, 2013, 11:30:09 AM
Quote from: Birdbrain on June 21, 2013, 10:35:26 AM
How about...Blaze. Blaze is a spell mechanic were if a player was dealt damage that turn, it becomes {1} cheaper. Like this
{1}{R}
Deal 2 damage divided as you choose among any number of creatures or players
Blaze-if an opponent was already dealt damage this turn, this spell costs {1} less to cast
--------------------
Or maybe it could go on creatures
{R}{1}
Goblin
Blaze-if an opponent was dealt damage this turn, this spell costs {1} less to cast
2/1
Too much like morbid.
:-\ I guess...
that could be said about bloodthirst...oh wait...bloodthirst came first
Quote from: Iandtormentor on June 21, 2013, 10:48:41 AM
Quote from: Birdbrain on June 21, 2013, 10:47:07 AM
I might have to ditch it though...I think its already been thought of...
from where 😯
pain cast...hold on. Ill find the article about it
http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/mm/225
And it turns out its a toned down version of it that could work..still, I want to keep thinking
It's a bit down on the article, after the part of the first mechanic
Edit: what if red's mechanic got the means to end the freeze, instead of being the means?
I don't know...what if you could convert the creatures into a small burn spell? That's under the curve of course
Quote from: Birdbrain on June 21, 2013, 12:34:02 PM
I don't know...what if you could convert the creatures into a small burn spell? That's under the curve of course
like this?
Goblin torch-runner {R}{2}
Haste
Blast {R} (or whatever the mechanic would be called) you may discard this card from your hand and pay {R} to have it deal 3 damage to target creature or player
2/2
Quote from: Iandtormentor on June 21, 2013, 01:25:25 PM
Quote from: Birdbrain on June 21, 2013, 12:34:02 PM
I don't know...what if you could convert the creatures into a small burn spell? That's under the curve of course
like this?
Goblin torch-runner {R}{2}
Haste
Blast {R} (or whatever the mechanic would be called) you may discard this card from your hand and pay {R} to have it deal 3 damage to target creature or player
2/2
that seems too overpowered in my opinion. Think about it, have a hand full of those and kill the opponent in five turns. I was thinking it would deal half the creatures converted mana cost rounded up to the creature/player. So that you could blast for {R}{1} and deal 2 damage to target creature or player. I know its nerfed compared to lightning bolt, but for good reason
Quote from: Birdbrain on June 21, 2013, 02:29:47 PM
Quote from: Iandtormentor on June 21, 2013, 01:25:25 PM
Quote from: Birdbrain on June 21, 2013, 12:34:02 PM
I don't know...what if you could convert the creatures into a small burn spell? That's under the curve of course
like this?
Goblin torch-runner {R}{2}
Haste
Blast {R} (or whatever the mechanic would be called) you may discard this card from your hand and pay {R} to have it deal 3 damage to target creature or player
2/2
that seems too overpowered in my opinion. Think about it, have a hand full of those and kill the opponent in five turns. I was thinking it would deal half the creatures converted mana cost rounded up to the creature/player. So that you could blast for {R}{1} and deal 2 damage to target creature or player. I know its nerfed compared to lightning bolt, but for good reason
that sounds good...
Anyone else have any suggestions? Lets get the creative mill churning
Well it's in the nature of humans to 'make things' especially in this kind of winter world...robots!!!!!!!!!!!
Silver automaton {4}
{X},{T}: sacrifice a number of artifacts with cmc = to {X} search you library for a artifact card with cmc half of {X} (rounded down) and put it onto the battle field.
1/2
What does sacing more than one do? Could I sac no artifacts?
Quote from: Birdbrain on June 21, 2013, 04:14:18 PM
What does sacing more than one do? Could I sac no artifacts?
if you paid 0 for X ;) then you have to search your library for a card with cmc 0.5 ;) lol
Quote from: Iandtormentor on June 21, 2013, 04:24:06 PM
Quote from: Birdbrain on June 21, 2013, 04:14:18 PM
What does sacing more than one do? Could I sac no artifacts?
if you paid 0 for X ;) then you have to search your library for a card with cmc 0.5 ;) lol
could you pay 4, not sac anything, and search for a two cost artifact? The wording isn't clear about that it its not
Quote from: Birdbrain on June 21, 2013, 04:26:54 PM
Quote from: Iandtormentor on June 21, 2013, 04:24:06 PM
Quote from: Birdbrain on June 21, 2013, 04:14:18 PM
What does sacing more than one do? Could I sac no artifacts?
if you paid 0 for X ;) then you have to search your library for a card with cmc 0.5 ;) lol
could you pay 4, not sac anything, and search for a two cost artifact? The wording isn't clear about that it its not
so basicly pay any amount of mana for x ({duh}) then sac any number of artifacts but all there mana costs put together must = the amount of mana paid for x then search you library of a artifact with cmc half of x and put it onto the battle field.
So lets say I have a 3 cmc artifact and a 2 cmc artifact and silver automaton I pay five mana for his ability now I need to sac enough creatures that Thier total cmc will = five so I sac my 2 mana cost and three mana cost artifacts. Now I search my library for an artifact with cmc 2 (5 divided by 2 rounded down)
Oh crap...it was all on te card. I'm stupid...
Anyone else have a suggestion for a red mechanic?
For red mech I was thinking about how red would fight the freeze without dealing damage, which keeps the set's slow nature. I figured it out.
Inner Flame {R}{R}{1}
Enchantment - Aura Rare
Enchant target permanent.
Enchanted permanent gains Anarchy (You may untap this permanent if it is tapped. You may only use this ability once a turn.)
"Well, what do you do now? You feeble Frost Mage."
-Pyromancer
The art of the freeze is to tap down cards. Keep them tapped. Well, the fire mages decide to use their power to fight against the power of the freeze, and stay untapped. Although this is so strength weakening that they can only do it once a turn. I keep it like that, and not only as a sorcery because it is very easy to go infinite that way.
Thoughts?
Untap in naya colors...yes that makes sense, since naya is about vigorous life
Quote from: Birdbrain on June 21, 2013, 05:09:05 PM
Untap in naya colors...yes that makes sense, since naya is about vigorous life
Well let's remember only in red.
Any other red mech ideas?
We won't vote we still have to come up with more ideas for other colors.
When voting does take place, please remember that we shall set a date, and we shall only vote ON THAT DAY! No more no less. I shall post other procedures when we approach that time.
Anyway, what world are we doing. Along with what story, along with which character profiles?
I came up with a card idea.
Tears of the Frozen Angel 3{W}{W}
Enchantment
Whenever a creature you control dies you may put a 1/1 spirit token with flying and lifelink onto the battlefield if the creature was an angel put 2 1/2 spirit angel tokens with flying and lifelink onto the battlefield instead
Quote from: Destore117 on June 21, 2013, 11:50:16 PM
I came up with a card idea.
Tears of the Frozen Angel {3}{W}{W}
Enchantment
Whenever a creature you control dies you may put a 1/1 spirit token with flying and lifelink onto the battlefield if the creature was an angel put 2 1/2 spirit angel tokens with flying and lifelink onto the battlefield instead
interesting...
Maybe it could be the wedges? That's be cool...
Maybe 3/3 white flying angel-spirits instead though?
Mabye no lifelink for the spirit token.
No to the wedges?
Was just an idea. Any suggestions are up to the community :) morph my ideas any way you need to guys.
Alchemist's Phantasm {3}{U}{U}{U}
Creature- Illusion
Flying,Hexproof
Whenever Alchemist's Phantasm attacks,you may reveal the top card of your library,if that card was an instant or sorcery,you may cast it without paying its mana cost.Shuffle your library afterwards
Alchemist's Phantasm gets +3/+3 as long as there are twelve or more cards in your opponents graveyard.
4/3
Quote from: IntoFire on June 23, 2013, 06:42:37 AM
Alchemist's Phantasm {2}{U}{U}
Creature- Illusion
Flying,Hexproof
Whenever Alchemist's Phantasm attacks,you may reveal the top card of your library,if that card was an instant or sorcery,you may cast it without paying its mana cost.Shuffle your library afterwards
Alchemist's Phantasm gets +3/+3 as long as there are seven or more cards in your opponents graveyard.
4/3
Op in so many ways
Quote from: FlickerYourOwnIdentity on June 23, 2013, 10:21:21 PM
Well, let us see on a certain color for mechanics.
Let's see green. What would be beneficially to them, or even hurtful to them?
I think maybe...
{T}: add {G}{G} to your mana pool. This card doesn't untap during your next untap phase
Just a thought. Post your thoughts below! :)
Just to be a rebel. Aren't we thinking of mechanics. I mean the card is fine and all and I think it could work with the set's theme. But every card can't be like this.
Quote from: Millionlittlee on June 23, 2013, 09:56:34 AM
Quote from: IntoFire on June 23, 2013, 06:42:37 AM
Alchemist's Phantasm {2}{U}{U}
Creature- Illusion
Flying,Hexproof
Whenever Alchemist's Phantasm attacks,you may reveal the top card of your library,if that card was an instant or sorcery,you may cast it without paying its mana cost.Shuffle your library afterwards
Alchemist's Phantasm gets +3/+3 as long as there are seven or more cards in your opponents graveyard.
4/3
Op in so many ways
^
Well, let us see on a certain color for mechanics.
Let's see green. What would be beneficially to them, or even hurtful to them?
I think maybe...
{T}: add {G}{G} to your mana pool. This card doesn't untap during your next untap phase
Just a thought. Post your thoughts below! :)
Haha you didn't see my response to your idea.
Ok so for black I'm thing control is like this
Put a freeze counter on target creature, that creature gets -1/-1 for each creature per counter until end of turn
(Ex if you put a creature out and put a counter it gets -1/-1 but if you play another counter on it gets -4/-4, 2 per each counter cause you have two creatures)
Each creature with an ice counter on it is indestructible.
Just came to my mind
I just tweaked a mechanically space and it seems to fit black perfectly. instead of discarding cards off the top of an opponents library, what if they were exiled instead? I mean, you would have to decrease the efficiency a bit. like fo a cost that would normally discard the top four cards, it would discard the top three
the top down of this is instead of wiping memories from the brain matter, it just damages the brain matter
oh. and here is a suggestion for blue....they want to extend the life of the great freeze...what if they could extend the use of there spells. like maybe a mechanic that shuffles there spells back into the library after use? this would also inevitably help them in the long game, because there library would deplete as fast as other libraries.
edit: it would go great on mill cards as well
Quote from: Birdbrain on June 24, 2013, 10:05:39 AM
oh. and here is a suggestion for blue....they want to extend the life of the great freeze...what if they could extend the use of there spells. like maybe a mechanic that shuffles there spells back into the library after use? this would also inevitably help them in the long game, because there library would deplete as fast as other libraries.
edit: it would go great on mill cards as well
so something like this?
Agony of the mind {U}{U}{1}
Target player reveals the top 10 cards of their library you may choose a number of those = to the number in of cards in their hand. Exile the chosen cards.
Endless {U}-you may pay {U} in edition to this spell's cost. If you do shuffle it into your library instead of putting it into your grave yard.
The endless cost is way too little. It should be more like an overload cost.
Quote from: Mlerner12 on June 24, 2013, 12:38:38 PM
The endless cost is way too little. It should be more like an overload cost.
ok so I would have endless {B}{2}?
More like "as you cast it, you may pay it as {U}{U}{2} if you do you may shuffle this back into your library"' if the normal was {u}{2}. It would essentially be twice the normal.
Quote from: Mlerner12 on June 24, 2013, 05:32:57 PM
More like "as you cast it, you may pay it as {U}{U}{2} if you do you may shuffle this back into your library"' if the normal was {U}{2}. It would essentially be twice the normal.
ok that sounds good :)
For red maybe
Blaze
Whenever you cast an instant or sorcery spell, you may pay {RR}. If you do {CARDNAME} deals 3 damage to target creature or player
That would be creatures. Maybe for instant/sorceries a combo if this, kicker, and overload?
It's hard to abuse endless. Maybe the endless cost could be {U}{1}
I can't realy think of any cards that could abuse it, so it doesn't need to be that expensive
Quote from: Mlerner12 on June 24, 2013, 11:43:46 PM
For red maybe
Blaze
Whenever you cast an instant or sorcery spell, you may pay {RR}. If you do {CARDNAME} deals 3 damage to target creature or player
That would be creatures. Maybe for instant/sorceries a combo if this, kicker, and overload?
could we play test this?
Maybe for blaze it could be:
Blaze #
Whenever you cast an instant or sorcerie you may pay <enter # here> red mana then deal # damage to target player. How's that sound?
Here it is on a card
Ice melter mage {R}{R}{1}
Blaze 3
If you whenever you cast a creature spell you may have this card lose blaze 3 and gain blaze 4.
2/1
I feel like we are missing a page
I feel like I saw some other post. Or I'm crazy. Most likely crazy
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Maybe...
Blaze # (When you cast # spells in one turn, deal # to target creature, or player.)
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Quote from: Mlerner12 on June 25, 2013, 11:53:27 AM
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Think it fits in with the description for red?
Quote from: Mlerner12 on June 25, 2013, 07:29:34 PM
Quote from: Mlerner12 on June 25, 2013, 11:53:27 AM
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Think it fits in with the description for red?
YES! How did you KNOW?
Quote from: Mlerner12 on June 25, 2013, 07:30:11 PM
Quote from: Mlerner12 on June 25, 2013, 07:29:34 PM
Quote from: Mlerner12 on June 25, 2013, 11:53:27 AM
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Think it fits in with the description for red?
YES! How did you KNOW?
I just do.
Quote from: Mlerner12 on June 25, 2013, 07:30:29 PM
Quote from: Mlerner12 on June 25, 2013, 07:30:11 PM
Quote from: Mlerner12 on June 25, 2013, 07:29:34 PM
Quote from: Mlerner12 on June 25, 2013, 11:53:27 AM
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Think it fits in with the description for red?
YES! How did you KNOW?
I just do.
It's like your READING my MIBD!
Quote from: Mlerner12 on June 25, 2013, 07:30:54 PM
Quote from: Mlerner12 on June 25, 2013, 07:30:29 PM
Quote from: Mlerner12 on June 25, 2013, 07:30:11 PM
Quote from: Mlerner12 on June 25, 2013, 07:29:34 PM
Quote from: Mlerner12 on June 25, 2013, 11:53:27 AM
Quote from: Birdbrain on June 25, 2013, 10:02:38 AM
Judging from {leyline of lightning}. What if you payed {1} for each damage dealt? Like blaze 2 would cost {2}. Blaze 1 would cost {1}. Blaze 3 would cost {3}?
And no, million. You are not crazy, I deleted my post
Edit: or maybe it could be {R} for each target or something?
Great! I feel this is a great ability.
Think it fits in with the description for red?
YES! How did you KNOW?
I just do.
It's like your READING my MIBD!
High five!
(Claps) (mumble) I have lots of friends...
I feel you bro... :(
My GF feels for you too...
Quote from: FlickerYourOwnIdentity on June 25, 2013, 11:30:07 PM
I feel you bro... :(
My GF feels for you too...
your GF is cheating on you? Sorry dude
Quote from: Birdbrain on June 26, 2013, 08:38:51 AM
Quote from: FlickerYourOwnIdentity on June 25, 2013, 11:30:07 PM
I feel you bro... :(
My GF feels for you too...
your GF is cheating on you? Sorry dude
Lol no! :)
I meant she feels your loneliness.
Back on topic. Mechanics. And card powers. Are we going to have high cmc high power cards or low cmc low power cards with interesting mechanics?
Quote from: Destore117 on June 27, 2013, 12:32:28 AM
Back on topic. Mechanics. And card powers. Are we going to have high cmc high power cards or low cmc low power cards with interesting mechanics?
there are cards that have power equal to a CMC and the mechanic.
How about a partial casting cost mechanic, like thawing,
[Insert Name Here] [{1}] [{2}] [{G}{G}]
[ insert art here]
Thawing 3 : you may put this card from your hand onto the battlefield face up tapped, it doesnot untap each turn. Pay {1} this turn, {2} Next turn, and {G} {G} the turn after that. After the third cost is payed untap this card and it will untap each turn.
5/5
Would thawing be playable outside this set though?
It could have a different name
And red can have a lot of land destruction to deal with it, maybe for 3 mana not 4
What if green ha lots of creatures that were slightly under the curve, and there mechanic would alow them to enter with a. +1/+1 counter if a land entered the battlefield that turn? Or maybe right at the curve? You could have lots of searching for lands, and maybe a land that bounces to its owners hand when its tapped? Or, you could have cards that flickered lands...oh! Give lots of lands ETB triggers! They could tap for colorless? Hmm...you could put the mechanic on creatures with flash, and trigger them off of your opponent, those could be surprise blockers...
Does this fit with green in this plane?
Wait, here's a land that bounces itself
{T}: add {1} to your mana pool
{T}, return CARDNAME to your hand: add one mana of any color to your mana pool
Oh! Could we give lands flash?
Lands flash would be actually really interesting! :O
Maybe a creature that give lands flash?
{G}{G}{2}
Creature-elf Druid
At the beginning of your upkeep, put a verdant counter on CARDNAME
As long as there is a verdant counter on CARDNAME, lands you control have flash
When you play a land, remove all verdant counter's on CARDNAME
3/3
Ooh! Green should be mana ramp!
Yeah, we would have to nerf land flash. Because that is scary! 0_0
Green would be OP.
Plus I mean has anyone else ran into the problem. They play a big spell. And all you need is that one extra mana to counter it. With flash you could play lands on opponents turns and the game would just turn into endless priority/resolution battles...which already happen anyways. This is assuming we plan to use this set with other sets
When lands have flash, {Force Spike} becomes obsolete.
Red could be like
{R}{R}{R}{T} Tfe next time an instant or sorcery spell yew control would deal damagethis turn it deals twice that damage instead
Pretty good, no?
Hello. I just read through all of this and had some ideas for you all. 1. Flash lands could tap for 1/2 mana as the land is more barren. A clause could easily stop multiples from being flashed in. 2. A possible green mechanic called Herd where when you cast a creature, you could pay half the cmc to put another one down from your deck. 3. I read the idea of Red creatures sacking for mana earlier. I think this could ne expanded on as burning things creates warmth and heat. Another possibility could be an alliance between R and G through an enchant to sac forests for 1 or 1/2 R.
Just some suggestions :)
I was thinking with land flash, you can only play one inbetween each of your upkeeps. Indicated by the land flash card, so I already nerfed it
And the creature can't be played till turn 4 anyway. So no, it does not make {force spikel} obsolete
Quote from: Destore117 on June 16, 2013, 01:01:03 AM
Possible idea. A new planeswalker awakens his or her ability to planeswalk. And accidentally travels to this near utopian plane (where as birdbrain said everything is in perfect harmony) this massive release of energy (that i am assuming is released from planewalking) disturbs a long locked away being that ancient masters of mana locked in this desolate forgotten plane to remain for all time.This monster's awakening causes the climate to massively change freezing this plane and destroying nearly everything. Letting loose untold frozen horrors that this new champion must battle to survive and they must find the power to destroy or prevent this being from escaping this plane. Yay or nay I like this story ;)
I like this idea. Maybe the creatures have an ability like "Survive X - This creature comes into play with X survival counters on it. At the beginning of your upkeep, remove a survival counter from this creature. When the last is removed, _________." This would show the fact that the good creatures (The ones that aren't the monsters released by the energy release) lived in an utopian plane before this and cannot protect themselves, and as the person controlling these creatures it is your job to protect them.
Quote from: Gleemax on July 04, 2013, 12:48:11 PM
Quote from: Destore117 on June 16, 2013, 01:01:03 AM
Possible idea. A new planeswalker awakens his or her ability to planeswalk. And accidentally travels to this near utopian plane (where as birdbrain said everything is in perfect harmony) this massive release of energy (that i am assuming is released from planewalking) disturbs a long locked away being that ancient masters of mana locked in this desolate forgotten plane to remain for all time.This monster's awakening causes the climate to massively change freezing this plane and destroying nearly everything. Letting loose untold frozen horrors that this new champion must battle to survive and they must find the power to destroy or prevent this being from escaping this plane. Yay or nay I like this story ;)
I like this idea. Maybe the creatures have an ability like "Survive X - This creature comes into play with X survival counters on it. At the beginning of your upkeep, remove a survival counter from this creature. When the last is removed, _________." This would show the fact that the good creatures (The ones that aren't the monsters released by the energy release) lived in an utopian plane before this and cannot protect themselves, and as the person controlling these creatures it is your job to protect them.
Storyline aside this is an interesting mechanic
You could have effects that cared about survival counters? Like "if this creature has 4 or more survival counters..."
Or maybe cards that are less expensive if you have a certain number of cards with survival counters?
So what would this set be called I was thinking either Tundra or Something with survival in it
Quote from: Destore117 on July 04, 2013, 04:30:40 PM
So what would this set be called I was thinking either Tundra or Something with survival in it
we haven't even decided yet
I was thinking maybe frozen wastes block/cycle/expansion/whatever
Quote from: Gleemax on July 04, 2013, 12:48:11 PM
Quote from: Destore117 on June 16, 2013, 01:01:03 AM
Possible idea. A new planeswalker awakens his or her ability to planeswalk. And accidentally travels to this near utopian plane (where as birdbrain said everything is in perfect harmony) this massive release of energy (that i am assuming is released from planewalking) disturbs a long locked away being that ancient masters of mana locked in this desolate forgotten plane to remain for all time.This monster's awakening causes the climate to massively change freezing this plane and destroying nearly everything. Letting loose untold frozen horrors that this new champion must battle to survive and they must find the power to destroy or prevent this being from escaping this plane. Yay or nay I like this story ;)
I like this idea. Maybe the creatures have an ability like "Survive X - This creature comes into play with X survival counters on it. At the beginning of your upkeep, remove a survival counter from this creature. When the last is removed, _________." This would show the fact that the good creatures (The ones that aren't the monsters released by the energy release) lived in an utopian plane before this and cannot protect themselves, and as the person controlling these creatures it is your job to protect them.
Or maybe you put counters on each upkeep, and you need a certain number to activate the Survive ability. Then you can have cards like {G}{U}{U} Put a +1/+1 counter on target creature. Draw two cards. Cast this spell only if you control a creature with three or more survival counters on it. Because the counters would keep on building, even after the ability activates. But then the Survive ability would have to say something to the effect of "This ability can only be activated once per time this card is on the battlefield."
Just had a weird idea for a land. Each of these would become better through different circumstances
--------
If you played two or more creatures this turn, CARDNAME comes into play with a +1/+1 counter
{T}: add {G} to your mana pool
{T}: add {W} or {R} to your mana pool. Use this ability only if CARDNAME has a +1/+1 counter
---------------
What do you guys think? Each one may have different requirements/effects unless this makes the cycle too messy. This one goes great in decks that animate lands
Quote from: Muggywuggy on June 16, 2013, 04:04:55 PM
The great Planes of the universe have frozen over, a rip in the dimensions has unleashed a cold from a black abyss, most of the life on the Planes have been destroyed by the immediate climate change. Those large in size have succumbed to the weather and those who are too small have become frozen matter. The cold has sucked the life out of every resource, spells cost great amounts of mana and very few tribes have survived The Dead Winter
Each color has 2main tribe species left, they are not synergystic with each other & spells cost twice of what is usually expected. Slow games with calculated moves due to lack of resources and little variety of life on the Planes.
A set that is designed more around spell mechanics than creatures. No creatures will be stronger than 4/4 and shall cost no less than 2CMC. The winter is too cold, you cannot rush it unless you suffer penalty yourself
Mechanics for this:
❄🌳Survivalist: You may return this card to your hand at anytime.
❄🌞Efficiency: If you control 2 untapped lands, spells cost 1 less & you gain 1 life for each spell cast after
❄💀Cannibalism: Sacrifice a creature, creature of the same type is regenerated with a +1/+1 counter
❄💧Bitter Cold : Culmative Upkeep resulting in Tap and unable to Untap next Turn
❄Snow Land Usage, SnowlandWalk
❄🔥Thaw aka Pay 1 Life, Reduce Mana Cost by 1
Treachorus Lands
❄Frozen Waste : All players skip their draw Phase & cardsin the graveyard may not be targeted nor may have abilities activated. Players may pay 2 life nd sacrifice a permanent to destroy Frozen Waste
❄Snowy Peak - Creatures you control have vigilance and +0/+1 when blocking
❄Slippery Cliffs - T, each player sacrifices a non flying attacking or blocking creature.
❄Frozen Sea - All players skip their Untap phase
❄Deep Powder - You must tap a creature or skip your attack phase
❄Fjord - T add 3 Mana of any color to your mana pool, use this mana only for Instants
❄Snowy Valley - You may assign combat damage to your blocking creatures
😜
Flicker!!!!! Make another one if these, in Arts!!!!!!
No, nobody follows it and we never finish one.
Alright, then.