Previously discussed in Make Your Own Card!
We're going to make ourselves a MtG set. Because why not?
We need, Designers, themes/archetypes, numbers (how many commons, uncommons, rares, mythics, cards of each color, lands, artifacts), and maybe artists and story designers.
I'm more than willing to work on the story.
I'm willing to join, new experience.
Theme ideas:
After Khans of Tarkir I felt like a "back to basics" set focusing on devotion and some sort of loyalty mechanic would be neat.
Mechanics: Devotion, Chroma?,
Loyalty: When cast/enters battlefield bonus effect if X permanents that share exact colors.
However cool, it's also kinda limiting. So we could always make a set based off our favourite archetypes. Mine are, Reanimator, Counter Burn and Superfriends.
Reanimator needs - {Zombify} effects. Discard/self mill. Reasonable targets.
Counter Burn needs - Counters. Burn cards. Utility creatures.
Superfriends needs - Planeswalkers. Protection (fog ect). Some control elements.
Quote from: Splicer on June 23, 2015, 03:54:44 PM
I'm willing to join, new experience.
Awesome. Feel free to start spit balling ideas.
I'm willing to join in and help in the process. Unfortunately I'm not that great when it comes to creativity, I do however can come up with constructive criticism once I see something, and help to fill in the gaps.
For starters, loyalty sounds like a nice mechanic, however it is already used for walkers (walkers have loyalty).
I'm drawing a blank on good names for it, but I'll think along.
Quote from: Kaylesh on June 23, 2015, 04:25:14 PM
I'm willing to join in and help in the process. Unfortunately I'm not that great when it comes to creativity, I do however can come up with constructive criticism once I see something, and help to fill in the gaps.
For starters, loyalty sounds like a nice mechanic, however it is already used for walkers (walkers have loyalty).
I'm drawing a blank on good names for it, but I'll think along.
Good point. How about Allegiance?
Alright, I have an idea for a set IMMEDIATELY FOLLOWING The Mending. Basically, it'd be a lot of more chaotic cards and a more gruesome set, similar to Innistrad. New plane, I'm working on the lore for it but it would be about how the plane was ruled over by a group of super-powerful monarchs, but then the mending happened and now everything is in chaos. The whole system has been devastated and there's no order on the plane, and the block would be an arc about order coming back. Each set would have 2 favored colours for the theme.
Set 1: {R}{B}. Everything is in chaos, people are being slaughtered left and right. W/U mages are trying to set up a districts system, but nothing is happening. U is mostly manipulation/mill and W would be militias and soldiers that you wouldn't normally imagine as W, but are now. R/B would be lots of burn/destroy effects. G would be wilderness and large stomps.
Set 2: {G}{B}. So far, things are beginning to settle down but it's far from organized. Most colours would be the same, U would be more of what it normally is but still lots of mill. W would start leaning towards honor but still slightly dark. else is the same.
Set 3: {U}{W}: Peace at last! W/U are now mostly control/Knights and what they're usually associated with. The other colours would be similar, but G would be less evil-ish (from Jund-like to the RWG shard-like), R would be less Devils and similar stuff and more humans and rage, and B would be about the same.
I spent awhile on this so far but it's far from complete. If you guys like any of it feel free to take it/PM me for more stuff in it if you're interested in it!
It now occurs to me it would be better to not have it pre-mending, but post apocalyptic in some form.
I like that idea, however I feel like I'd be intruding if I stepped in. I'm totally up for checking it out. If we're going to use Magic Set Editor we can email cards to each other.
I'm working on some cards for it right now. It's really just an idea for you to steal from, since since I drafted up that I've changed some key things. I realized it makes no sense for it to take place in three sets as I came up with, since I changed it. As of now:
The thing that happened in the post above still happens, and there's lots of chaos. However, it doesn't seem to me like enough can be done with that in three sets (although I may keep it like that in the end) so in the first set, it's going to be about anarchy and stuff like that like it would have been either way. The second will be the same, but it will take place maybe a decade after the first one and order is starting to settle in as people adjust. The third set is going to be something about dealing with the catastrophe (or group, I haven't decided) that caused the anarchy and starting order once again. I need lots of help making cards, though. I can come up with lore/thematic cards/abilities but I am .poo. at actually making the set. If anybody wants to help I'd welcome anything people can send me.
Quote from: Handsome Jack on June 23, 2015, 05:50:50 PM
I'm working on some cards for it right now. It's really just an idea for you to steal from, since since I drafted up that I've changed some key things. I realized it makes no sense for it to take place in three sets as I came up with, since I changed it. As of now:
The thing that happened in the post above still happens, and there's lots of chaos. However, it doesn't seem to me like enough can be done with that in three sets (although I may keep it like that in the end) so in the first set, it's going to be about anarchy and stuff like that like it would have been either way. The second will be the same, but it will take place maybe a decade after the first one and order is starting to settle in as people adjust. The third set is going to be something about dealing with the catastrophe (or group, I haven't decided) that caused the anarchy and starting order once again. I need lots of help making cards, though. I can come up with lore/thematic cards/abilities but I am .poo. at actually making the set. If anybody wants to help I'd welcome anything people can send me.
I'm down for that. I think it would work best for you to start up a new thread. I'll ask questions and such there.
I'm not one of the creative people either, but like someone else said I might drop in from time to time and give feedback and advice.
Quote from: Ekann1 on June 23, 2015, 06:55:14 PM
I'm not one of the creative people either, but like someone else said I might drop in from time to time and give feedback and advice.
More than happy with that.
I can be creative, but I'll need the criticism people to keep my cards reigned in power.
You know i am down for it Link. I'd like to focus on card design and mechincs please. Just let me know what colors and themes. I think we should go with set numbers (com, un,rare,myst) equal to a core set
Also we should probably take a play from the pros and start how they do. Decide if it will be a top down, or bottom up set. (I think thats the right names). So basicly when wizards makes a new set they first decide on which way to start to built it.
If i remember right top down is where they start with the theme/story, then build the flavor and mechanics to go with it. An example of this would be theros block, based the story/theme off of greek/roman gods.
Bottom up it starts with the mechanics and card themes/style. Khans of tarkir block was made this way with the card themes of shards+plus a special mechanic per shard was decided first, before story was added.
Edit decided to descibe the top down, bottom up thing.
I think I'll have an easier time doing it top down. I have a story in mind that we can work with.
Are we going to do a set or a whole block? Maybe just do a set and see how it goes?
I'm down.
Quote from: LinkCelestrial on June 23, 2015, 09:08:36 PM
I think I'll have an easier time doing it top down. I have a story in mind that we can work with.
Are we going to do a set or a whole block? Maybe just do a set and see how it goes?
I think we should aim for a set, if it all goes well we can always make it into a block. Or just make a brand new set/block. I think top down is good we just need to have a rough drafted theme/story to start brain storming mechanics and card themes
I also like your original suggestion of devotion and "loyality" i would like to see mono colored decks again. Tired of all the multicolored decks in standard. Also if we aim for planes walker we might want one for each color.
Okay. I think the story I have will work better for a non-mono focused set. I do have another but it's not as good. Here's a summary.
On the plane of *insert* the five colours are divided into five kingdoms. (We can name them if we want). The kingdoms have been at war with each other for ages, of an on. After a time of relative peace the leader of the red kingdom was assassinated. The heir to the throne is some cocky youngin I wanna name Darius for some reason that decides his first act as ruler is to kindle up the war. He sets his sights on some colour that isn't black and stuff starts going down. Why not black? Because crafty black over there got the old king of red killed! Old grudges spring up and the brawl begins.
Mechanic ideas:
Devotion: effect based on the coloured symbols you've got.
Allegiance: bonus effect if you have X (I'm thinking three) (other)permanents that have exactly the same colours.
Grudge: Bonus effects vs enemy colours.
Specific mechanics for each color, open to ideas. I like Spell Mastery for red or blue. Also had this idea for red,
When ____ attacks you may ____ if you do it's destroyed/sacrificed at end of combat.
Or,
When ____ becomes blocked you may ____ if you do it's destroyed/sacrificed at end of combat
Sounds a tad too good at blocked so I'd prefer attacks.
Card cycles and ideas like that:
Only multicolour appearing in allied colours?
Cycle of Legendary creatures representing the ruler(s) of each kingdom.
A Planeswalker in each colour. Because everybody loves Planeswalkers.
A land representing the capital city or some other landmark from each kingdom.
I am confused is this ally colors for each kingdom? Wg. Gr. Rb. Bu. Uw? Or mono?
Quote from: redwolv on June 23, 2015, 10:43:03 PM
I am confused is this ally colors for each kingdom? Wg. Gr. Rb. Bu. Uw? Or mono?
They're going to be mono themed but if multicolour does show up it should only be in allied colours.
A quick idea for a reanimator like card could be:
"Return target creature card from your graveyard to your hand.
If your devotion" or whatever we're using in this set, "is ___ or greater, instead return that creature to the battlefield and put X +1/+1 counters on it equal to the cards cmc."
It would have to be kinda pricey to play since you can cheat creatures out, such as the Eldrazi and such. It would just be stupid strong then. It could also be instead, "... And put X -1/-1 counters..."
Just an idea. I'm pretty creative and would like to help if possible. I'm getting into more artsy things and have a tablet. So I may be able to help out with some artsy things maybe?
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?
So here are some ideas i hade for the kingdom specfic mechanic
Red
Ruthless - when this creature atacks you may choose to make it unblockable, if you do, sacrifice it at end of combat.
Blue
Ripple - if you cast a spell instant or sourcery spell with CMC equal too or less then this card this turn, you may cast this card as a copy of it.
Black
Got nothing
Green
Nurture- (if a creature was entered the battlefield this turn) do _______.
White
Nah dah. Maybe more luck in the morninf.
Making it unblockable is insanely powerful. It lets you turn your creatures into burn spells and that's dangerous. As badass of a mechanic as that is, it's a little OP. How about,
Ruthless X (when this creature attacks, you may give it +X/+0 until end of turn. If you do, sacrifice it at end of combat.)
Then we could have stuff like,
When you activate *this card's* ruthless ability it gains trample until end of turn.
If we really wanted to break it we could have an enchantment that gives ruthless creatures trample when they activate their abilities. And/or other such things.
What I like about this is it makes your opponents decision to block difficult (assuming X is reasonable) as they'd be losing a blocker to sponge up damage when the damage source is already going to deal with itself.
Ripple is already a mechanic ({Thrumming Stone}). I like the idea you have I'm just looking at it next to Ruthless and thinking it's a little sub par.
How about something like,
"If you cast another spell before/after this one bonus effect."
Going further down that route, how about they make each other cheaper? Like,
Efficiency {1}. (If this spell resolves, the next spell you cast this turn costs {1} less to cast)
Might make more sense, and feel more blue if it's worded this way.
Efficiency {1}. (If you cast another spell before it this turn, this spell costs {1} less to cast)
And if we wanted to pump up the power levels,
Efficiency {1}. (This spell costs {1} less to cast for each spell you cast before it this turn)
The wording is a tiny bit clunky but I'm liking the idea. And the mechanic idea you had has inspired a card.
Spell Weave {3}{U}{U}
Efficiency {3} (if you cast another spell before it this turn, this spell costs {3} less to cast)
Cast this spell as a copy of a spell you previously cast this turn.
Kind of a spell {Clone}. Could be sick copying draw spells or recasting something that got countered.
Black. Kinda theming off the assassination, some sort of secretive mechanic. Or perhaps a provoke style mechanic? Like,
Political Assassination {2}{B}{B}
Destroy target creature. Creatures that player control attack next turn if able.
"Cut off the head of the snake and the body gets really mad."
Maybe that should just be a card anyways but that kinda style. Manipulating your opponents...I dunno. Kinda more blue?
Green. Nurture sounds pretty cool. Especially if we add some instant speed token makers. I had kinda brain stormed a mechanic similar to regenerate.
Cost: Spell shield (the next time a spell or ability that targets *this permanent* tries to resolve, counter it instead and tap this permanent)
The ideas that sparked this is the idea of green creatures weaving in and out of the forest. Picking off foes and vanishing back into the trees. It also (IMO) fits quite well into green's colour pie. If we have some redirect effects it could be epic. I do like Nurture as well, though.
White. It's hard to think of mechanics for white. I had this,
Valour. (If a creature you control died this turn, effect)
But I quickly see a deck that sacs its own things and that doesn't feel right. However if you change it to,
Valour. (If a spell or ability an opponent controls caused a creature you control to die this turn, effect)
It becomes lacklustre. Either way it paints a target on any creature that has it and feels too much like morbid. I was also thinking,
Valour. (If a creature you control attacked this turn, effect)
But that's basically raid.
Idea just came to me,
Garrison. (If you didn't attach with a creature this turn, effect)
But then you could cast it first main phase and be like lols. Maybe,
Garrison. (If you control x (I'm thinking two) untapped creatures, effect.)
Could make vigilance central but hey. I like the flavour of standing guard and keeping the civilians safe.
Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?
Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.
Can't think of a good name. {1}{U}
Tap target creature.
Grudge - If that creature is red or green return it to its owners hand instead.
Violent Illness {1}{B}
Target creature gets -2/-2 until end of turn.
Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.
We could for sure at least get an uncommon cycle out if it.
Quote from: LinkCelestrial on June 24, 2015, 01:06:20 PM
Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?
Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.
Can't think of a good name. {1}{U}
Tap target creature.
Grudge - If that creature is red or green return it to its owners hand instead.
Violent Illness {1}{B}
Target creature gets -2/-2 until end of turn.
Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.
We could for sure at least get an uncommon cycle out if it.
I really like this mechanic. Also the tap card could be, "suppress instincts".
Quote from: Splicer on June 24, 2015, 01:14:21 PM
Quote from: LinkCelestrial on June 24, 2015, 01:06:20 PM
Quote from: Kaylesh on June 24, 2015, 03:25:40 AM
Like the story, Link. I feel some room for the original color hate in this one. Things like {boil} and {abomination}. Maybe even hate towards the allied colors, making the colors even more isolated?
Less {Boil} more {Abomination}. I want it to be a grudge matchy mess. {Boil} is more of a "I win" card. For the grudge mechanic I was thinking about I have some card ideas.
Can't think of a good name. {1}{U}
Tap target creature.
Grudge - If that creature is red or green return it to its owners hand instead.
Violent Illness {1}{B}
Target creature gets -2/-2 until end of turn.
Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.
We could for sure at least get an uncommon cycle out if it.
I really like this mechanic. Also the tap card could be, "suppress instincts".
I like that name. Unless we decide to not put it in the set it shall have that name.
Even though I don't like colour hate I love bonus effects so I'm kinda liking this mechanic too. Good to know it has a seal of approval.
Quote from: LinkCelestrial link=topic=47228.msg472761#msg472761
White. It's hard to think of mechanics for white. I had this,
Valour. (If a creature you control died this turn, effect)
But I quickly see a deck that sacs its own things and that doesn't feel right. However if you change it to,
Valour. (If a spell or ability an opponent controls caused a creature you control to die this turn, effect)
It becomes lacklustre. Either way it paints a target on any creature that has it and feels too much like morbid. I was also thinking,
Valour. (If a creature you control attacked this turn, effect)
But that's basically raid.
Idea just came to me,
Garrison. (If you didn't attach with a creature this turn, effect)
But then you could cast it first main phase and be like lols. Maybe,
Garrison. (If you control x (I'm thinking two) untapped creatures, effect.)
Could make vigilance central but hey. I like the flavour of standing guard and keeping the civilians safe.
On the Garisson, you're thinking along the lines of bonuses if you play defensively. There is a legend who has really nice wording for it. This is an interpretation.
At [your upkeep], you may choose to have your creatures gain "this creature cannot attack" until end of turn. If you do ....
Or, in the case of an etb effect: when this creature etb, you may choose etc.
{Johan} does this at start of combat, for reference.
I like that. Something like,
Garrison *effect* (at the beginning of combat on your turn you may have this creature gain defender. If you do *effect*)
This is also pretty much the exact opposite of Ruthless. Quite fitting. I dig. It could be a little bit too much though. Maybe to tone it down a bit.
Garrison *effect* (At the end of your turn, if you didn't attack with a creature this turn *effect*)
However I feel like that makes it not good enough. We could always just make cards with Garrison and scale it back if we need to.
What does everything think of Ruthless, Efficiency, Garrison/Valour, Nurture/Spell Shield (needs a new name)? What about Devotion, Loyalty and Grudge?
I feel like Ruthless is near perfection.
I think that I prefer the "your next spell" version of Efficiency however the non stacking version of "if you cast a spell" is probably better and it also allows for something other than cost reduction. So vote towards that.
I like the gains defender version of Garrison best.
I think Spell Shield just might be a sometimes better usually worse hexproof. So vote towards Nurture.
Devotion is one of my favourite mechanics so is like to include it.
Loyalty can probably just be modified into devotion to simplify things. Probably easier that way.
Grudge sounds really good to me. It's not a "you lose cause you played X" it's a bit of a bonus against some other colours while still keeping the card playable.
We still need some ideas for black, and I'm of course open to new thoughts and ideas on everything.
I much prefer fleshing out the story first, that way the cards fit into it.
Quote from: LinkCelestrial on June 24, 2015, 02:32:00 PM
What does everything think of Ruthless, Efficiency, Garrison/Valour, Nurture/Spell Shield (needs a new name)? What about Devotion, Loyalty and Grudge?
I feel like Ruthless is near perfection.
I think that I prefer the "your next spell" version of Efficiency however the non stacking version of "if you cast a spell" is probably better and it also allows for something other than cost reduction. So vote towards that.
I like the gains defender version of Garrison best.
I think Spell Shield just might be a sometimes better usually worse hexproof. So vote towards Nurture.
Devotion is one of my favourite mechanics so is like to include it.
Loyalty can probably just be modified into devotion to simplify things. Probably easier that way.
Grudge sounds really good to me. It's not a "you lose cause you played X" it's a bit of a bonus against some other colours while still keeping the card playable.
We still need some ideas for black, and I'm of course open to new thoughts and ideas on everything.
I like the +x/+0 ruthless, plus attaching stuff like trample or other effects when a creature goes ruthless. +1 vote
Nurture +1 vote
Garrison sounds fun, i feel like white would be the first to get attacked (foe of both red and black) in the story. Maybe lore is of them holding the line till something happens?
I like effiency as "the next card you cast this turn cost less" version. Can always include some cards with effects if they are not the first spell cast on the turn, just without a mechanic name. I think it goes well with blues combo-y nature. Reguardless of style i like the effect +1 vote.
Black, i came up with was "blood rites" whenever you cast this spell you may pay 1 life, each opponent loses 2 life. But its a very meh effect. Or maybe "last rites" whenever this creature dies _________. Could maybe fit the animator stuff? I normally don't make black cards cause its hard to find balanced, cost effect stuff.
I like, deco, grudge, etc.
We could have Blood Rites as a kind of kicker cost. Worded like exploit kinda.
Blood Rites X (when you cast this spell you may pay X life)
If the Blood Rites were paid *effect*
Quote from: LinkCelestrial on June 24, 2015, 09:07:42 PM
We could have Blood Rites as a kind of kicker cost. Worded like exploit kinda.
Blood Rites X (when you cast this spell you may pay X life)
If the Blood Rites were paid *effect*
Sure, works for me i was just trying to come up with something to start off with. Sometimes your bad idea can soark someones good one.
So I've been thinking about the story. As always advice and criticism welcome. None of this is cannon unless everybody is cool with it. *insert* means I don't have a name or whatever so feel free to help fill those in. I'll be addressing the kingdoms as their colour as I don't have names for them either. I'm trying to work a Planeswalker for each colour into the story so bear with that as I don't have too much knowledge on how that all works.
The five kingdoms of the plane *insert* have been at war throughout the ages. The balance of power ever tilting. Twenty some years ago the black kingdom nearly conquered all. A very powerful Necromancer by the name of *insert* ascended to the throne. He amassed an army from the corpses the war had made and began his assault. The red kingdom, catching wind of this, marched immediately. Their forces were crushed by the horde of the undead and the few that managed to get past their stubbornness and survive by fleeing were all that remained. In this battle a young squire's spark ignited, the death of his comrades and flurry of undead causing the ignition. Not knowing that he had any magic whatsoever he fled via Planeswalking without knowing what exactly he was doing. The red kingdom in shambles with those that survived preparing for a last stand, or if some had their way another offensive. The black kingdom marched on the green kingdom. A beautiful Haven of a city as much nature as man made. The sheer numbers of undead overwhelming them. The Haven is now ruins. The survivors of the green kingdom fled into the forest. They then began gorilla warfare against the black kingdom. Striking swiftly then melting back into the trees. It was however just a nuisance to the black kingdom which marched upon the white kingdom. Having heard of the black kingdom's approach and tactics, the white kingdom had already prepared. A siege began. Days turning to weeks, months. On the brink of starvation the defences were overwhelmed. Any chance the white kingdom had was lost as their warriors were as weak as the people. Amidst screams and the shamblings of the undead the Necromancer and his apprentice entered the chambers of the King. The King lay dead, his two sons and daughter at his side. For he had refused to eat while any of his subjects may starve. This suited the Necromancer just fine. As his apprentice held off the family he began a spell, the King of the white kingdom rising from his throne and turning on his children. In this a righteous furry took hold of the king's daughter. Her spark ignited. She had wished to learn to fight with her brother's at a young age. However she was not allowed to. Vowing it as her duty to protect the people she practiced in secret. Skills that kept her from dying within the first few minutes of her spark being ignited. Her brothers and herself fought the Necromancer, his apprentice and their father turned against them. One of her brothers fell, and in the moment that should have been the end the palace windows shattered. An elite force of the blue kingdom had arrived. Knowing of the black kingdom's assault they had begun preparations. The vast majority of the blue kingdom was off the shores of the mainland, protected by Krackens and other beasts of the sea. They knew they were not easy targets and thus allowed the black kingdom to pave the way. But now they interfered, to kill the Necromancer before he could make a legion out of the dead of the white kingdom. Now a three way battle raged. One of the blue Mages undid the spell keeping the white king in the Necromancer's clutches. From there the Necromancer was killed, his apprentice taken hostage. The blue kingdom agreed to allow *insert* and her brother peace for the time being and left with their prisoner.
From these ashes the kingdoms have been rebuilding.
The apprentice escaped. His whereabouts unknown. He has perfected and past the skills of his master. I'm heavily leaning towards him having become a Planeswalker and having traveled to other planes in search of power. He then returns to *insert* and ascends to the throne of the black kingdom.
The squire whose spark ignited traveled to another plane, learning as much as he could. He returned to his homeland shortly before it's king was assassinated and the next one (Darius) rose to power. He returned with a friend he made in his journey, a green Planeswalker. This is very much frowned upon by his peers due to the segregation between colors.
The surviving brother of the white kingdom became king. His sister honing her skills but refusing to leave the kingdom with her Planeswalking abilities out of sheer loyalty to her kingdom.
The green kingdom now refuses to settle in one place. It's inhabitants having become part of the forest. Helping it grow and becoming close with the beasts that live there.
The black kingdom has been silent. Biding its time.
The blue kingdom, unknown to the rest of the kingdoms, used the previous war to put many high ranking people in each kingdom under their influence. They currently are amassing more knowledge (like always.)
When the black kingdom assassinates the leader of the red kingdom it is because of the blue kingdoms influence. The new leader of the red kingdom, Darius, twists this into an excuse to assault the white kingdom. Igniting war once again.
From this we can get,
Black: Reanimator themes. {Grave Betrayal} style stuff. I'd love a {Grim Return} reprint with flavour of the reanimation of the white king. The Necromancer as a legendary? The apprentice as a legendary/Planeswalker.
White: Garrison! Yeah! Defensive stuffs. The king's daughter as a Planeswalker.
Red: Darius as a legendary. The squire as a Planeswalker.
Green: some situational hexproof. Nurture (based off their caring for the forest and befriending the beasts within it.) Rare land of the Haven.
Blue: {Mind Control} effects. Counter magics (duh). Efficiency doesn't quite fit but I still like the mechanic.
What do ya'll think?
Quote from: LinkCelestrial on June 24, 2015, 09:07:42 PM
We could have Blood Rites as a kind of kicker cost. Worded like exploit kinda.
Blood Rites X (when you cast this spell you may pay X life)
If the Blood Rites were paid *effect*
Dunno, could be overpowered...
Quote from: Splicer on June 25, 2015, 06:41:46 PM
Quote from: LinkCelestrial on June 24, 2015, 09:07:42 PM
We could have Blood Rites as a kind of kicker cost. Worded like exploit kinda.
Blood Rites X (when you cast this spell you may pay X life)
If the Blood Rites were paid *effect*
Dunno, could be overpowered...
As long as it's reasonably costed and none of the effects are OP it should be fine. What do you think of the story so far?
I rather enjoy it. I think the flavour could be fleshed out into the cards, especially with red mages fleeing. I also would like to point out that it's "guerrilla warfare", not "gorilla". :P
Quote from: Splicer on June 25, 2015, 08:53:17 PM
I rather enjoy it. I think the flavour could be fleshed out into the cards, especially with red mages fleeing. I also would like to point out that it's "guerrilla warfare", not "gorilla". :P
I knew I spelled that wrong. I have a couple of card ideas kicking around. I'll work on them more and post some ideas.
So i have a few things with the story. We want each of the current kings to be legendaries. So having the apprentince take the throne wouldn't work, also when/how did his spark ignite. So how about this,
after he escaped he hunted down his mentors body, to activate a contingency plan. A spell his mentor prepared/taught him should his mentor die. This spell should have siphoned all his life to bring the mentor back. But as the spell litterally sucked the life his spark ignited in defense and gave him enough power to not only survive but to twist the spell making his mentor and would be killer into his first real minion. Still smart enough to work independently yet bound to the apprentice's will. he left his mentor behind to rule and build the kingdom for the next war, once he returned.
I had an idea where the apprentice brings all the old rulers back with reanimation spells. That'd be a good excuse to have the black kingdom's King. The apprentice could also work independently which I like better.
Also thinking that his spark ignites when he escapes. Probably on the way to the blue kingdom when the boat goes down in a Storm or whatever.
Quote from: LinkCelestrial on June 25, 2015, 09:31:38 PM
I had an idea where the apprentice brings all the old rulers back with reanimation spells. That'd be a good excuse to have the black kingdom's King. The apprentice could also work independently which I like better.
Also thinking that his spark ignites when he escapes. Probably on the way to the blue kingdom when the boat goes down in a Storm or whatever.
Fair enough
So i got kinda a crazy idea with blue. It bugs me also that blue would suddenly step in, most island nations perfer isolationism. A nation protected by a monster filled sea would not join into the fight unless they had a reason. So bare with me, and hear my "crazy" idea.
I don't know why but when blue came in to save white for some reason i saw tem as riding sphixes. As we all know they are powerful manipulative creatures. So here it is.
Blue isn't a nation of humans (i saw every kingdom as being human, another thing we should address if that will be the case or each color has a race, or go like kahns with world made of multipe races all co-mingled)
Anyway, so while the blue nation is lead/made up of a specfic/human races, like the others. In truth they are actually ruled by their "pets/mounts" the sphinxes without even knowing. *insert* is the true ruler and blues planeswalker. Their king *insert* is in control as far as he knows, manipulated by the sphinx so he can rule from the shadows. This could help tie into the theme of {mind control} and also effiency bit by their effience use of controlling the populous. I was thinking the walker could be like this, i am up for changes on the abilities but like the ultimate. Give or take some numbers to balance.
Sphix, the overlord {4}{U}{U}
+1 target creature can not attack until your next turn.
+2 target creature can not gain defender and must attack on its controllers next turn.
-8 gain control of all creatures target player controls
3
I love it. Like seriously. Consider it part of the story. The Planeswalker needs tweaking but I dig.
Quote from: LinkCelestrial on June 25, 2015, 11:30:11 PM
I love it. Like seriously. Consider it part of the story. The Planeswalker needs tweaking but I dig.
Awesome! And i will agree he needs work, i just want at least the ultimate to stay the same (cost can change but not effect)
Quote from: redwolv on June 25, 2015, 11:04:56 PM.
Sphix, the overlord {4}{U}{U}
+1 target creature can not attack until your next turn.
+2 target creature can not gain defender and must attack on its controllers next turn.
-8 gain control of all creatures target player controls
3
I like it. I will post my personal tweaking below.
{3}{U}{U}
+1:Target creature must attack on it's controller's next turn if able.
-1:Target creature may not attack you or planeswalkers you control until your next turn.
-9:Gain control of all creatures target player controls.
4
DISCLAIMER: These are my personal thoughts on this planeswalker. You may use any or all of them as you see fit.
Quote from: Splicer on June 26, 2015, 12:19:46 AM
Quote from: redwolv on June 25, 2015, 11:04:56 PM.
Sphix, the overlord {4}{U}{U}
+1 target creature can not attack until your next turn.
+2 target creature can not gain defender and must attack on its controllers next turn.
-8 gain control of all creatures target player controls
3
I like it. I will post my personal tweaking below.
{3}{U}{U}
+1:Target creature must attack on it's controller's next turn if able.
-1:Target creature may not attack you or planeswalkers you control until your next turn.
-9:Gain control of all creatures target player controls.
4
DISCLAIMER: These are my personal thoughts on this planeswalker. You may use any or all of them as you see fit.
Looks good, i would cut the ulti down to 7 becuase he would still have to survive at least 3 enemy turns with no damage to him. And his +1 is asking for him too. Am kinda am trying to balance him compaired to {Liliana Vess}
How about,
*insert badass name* {4}{U}{U}
+2 Target creature must attack during its controllers next turn.
+1 Target creature cannot attack until your next turn.
-2 Look at the top three cards, put one into your hand and the rest on the bottom of your library in any order.
-8 Gain control of all creatures target player controls.
5 starting loyalty
The +2 fitting into making black assassinate red's leader and stuff. I also really liked the ability from the original, just tweaked. Also, doesn't say you which is super relevant and flavourful for multiplayer.
+1 fitting into political strings and sitting on an island defended by KRACKENS. And it was an ability idea on the original that made me go "aw yissss"
-2 as card draw cause blue Planeswalker. Also, gathering information. Opportunity. Ya know.
-8 as the ult you wanted adjusted for the loyalty of this card. I dig it.
We can always try multiple versions and pick which one we like best. The +1 might need to be a 0.
Man. I'm loving where this goes, the intrigues, the blue walker.
Kinda in a bad shape so no ideas for now, but I really like it all.
Quote from: Kaylesh on June 27, 2015, 06:09:59 AM
Man. I'm loving where this goes, the intrigues, the blue walker.
Kinda in a bad shape so no ideas for now, but I really like it all.
Yeah this is sounding pretty epic. :D
Quote from: LinkCelestrial on June 26, 2015, 04:11:52 PM
How about,
Helvect, Reality Shaper {4}{U}{U}
+2 Target creature must attack during its controllers next turn.
+1 Target creature cannot attack until your next turn.
-2 Look at the top three cards, put one into your hand and the rest on the bottom of your library in any order.
-8 Gain control of all creatures target player controls.
5 starting loyalty
The +2 fitting into making black assassinate red's leader and stuff. I also really liked the ability from the original, just tweaked. Also, doesn't say you which is super relevant and flavourful for multiplayer.
+1 fitting into political strings and sitting on an island defended by KRACKENS. And it was an ability idea on the original that made me go "aw yissss"
-2 as card draw cause blue Planeswalker. Also, gathering information. Opportunity. Ya know.
-8 as the ult you wanted adjusted for the loyalty of this card. I dig it.
We can always try multiple versions and pick which one we like best. The +1 might need to be a 0.
How about this?
Also, I have this:
Meritas, Idea of Nightmares {2}{B}{U}{W}
Legendary Creature
Artifacts you control are indestructible
Whenever an artifact creature you control attacks, artifacts you control gain hexproof until end of turn.
Whenever an artifact you control is put into a graveyard from play, return it to your hand. You lose life equal to its converted mana cost.
Quote from: theravenseye on June 28, 2015, 09:01:50 PM
Also, I have this:
Meritas, Idea of Nightmares {2}{B}{U}{W}
Legendary Creature
Artifacts you control are indestructible
Whenever an artifact creature you control attacks, artifacts you control gain hexproof until end of turn.
Whenever an artifact you control is put into a graveyard from play, return it to your hand. You lose life equal to its converted mana cost.
That doesn't fit the themes and seems a tad unbalanced. Artifacts are one of my fav things though so I'd play it. If it wasn't banned.
Quote from: LinkCelestrial on June 28, 2015, 10:15:42 PM
Quote from: theravenseye on June 28, 2015, 09:01:50 PM
Also, I have this:
Meritas, Idea of Nightmares {2}{B}{U}{W}
Legendary Creature
Artifacts you control are indestructible
Whenever an artifact creature you control attacks, artifacts you control gain hexproof until end of turn.
Whenever an artifact you control is put into a graveyard from play, return it to your hand. You lose life equal to its converted mana cost.
That doesn't fit the themes and seems a tad unbalanced. Artifacts are one of my fav things though so I'd play it. If it wasn't banned.
Okay. :P I have an entire set to get cards from anyway. One I made myself. For example:
Faerie Anticipator {2}{U}
Creature - Faerie Rogue
Flying, flash
When Faerie Anticipator enters the battlefield, draw three cards then put two cards from your hand back on top in any order.
2/1
{brainstorm} with a free flier?
I'll take it :)
But yeah, likely just a 1/1, compare {Augury Owl} & {Sage Owl}.
Quote from: Kaylesh on June 29, 2015, 08:19:52 AM
{brainstorm} with a free flier?
I'll take it :)
But yeah, likely just a 1/1, compare {Augury Owl} & {Sage Owl}.
Fair enough. How about 2/1 and make it Rare?
Quote from: theravenseye on June 29, 2015, 06:17:53 PM
Quote from: Kaylesh on June 29, 2015, 08:19:52 AM
{brainstorm} with a free flier?
I'll take it :)
But yeah, likely just a 1/1, compare {Augury Owl} & {Sage Owl}.
Fair enough. How about 2/1 and make it Rare?
Its not a matter of rarity. You are paying 3 Mana for a brainstorm, and a 2/1 flyer at instant speed. Its far to strong. I think it should be a 1/1 and lose flash. It would still be strong but i think more balanced.
This sets theme is about mono colored kingdoms/decks. A card like this provides blue with alot of power. Which could cause power creep where the set ends up with such strong cards it wouldn't be viable to say, proxy some with a play group, unless most everything was from it. That or unbalancing of colors so blue might be plays alot more. (Remeber early on in khans block where 50% of decks where abzan?)
Regardless thank you for the suggestion.
Quote from: redwolv on June 29, 2015, 09:37:42 PM
Quote from: theravenseye on June 29, 2015, 06:17:53 PM
Quote from: Kaylesh on June 29, 2015, 08:19:52 AM
{brainstorm} with a free flier?
I'll take it :)
But yeah, likely just a 1/1, compare {Augury Owl} & {Sage Owl}.
Fair enough. How about 2/1 and make it Rare?
Its not a matter of rarity. You are paying 3 Mana for a brainstorm, and a 2/1 flyer at instant speed. Its far to strong. I think it should be a 1/1 and lose flash. It would still be strong but i think more balanced.
This sets theme is about mono colored kingdoms/decks. A card like this provides blue with alot of power. Which could cause power creep where the set ends up with such strong cards it wouldn't be viable to say, proxy some with a play group, unless most everything was from it. That or unbalancing of colors so blue might be plays alot more. (Remeber early on in khans block where 50% of decks where abzan?)
Regardless thank you for the suggestion.
I see your point. Sure. Wait, I'll grt some other cards from my set to add to this one.
How about this cycle of uncommon Orders?(Names are from my set):
Ingrid's Orders {W}{W}
Instant
Tap target creature an opponent controls. If the defending player controls three or more creatures, exile it instead.
Machnia's Orders {U}{U}
Instant
Counter target spell unless its controller pays {4}. If defending player had a creature enter the battlefield this turn, counter that spell instead.
Al-Kidul's Orders {B}{B}
Instant
Exile up to two target cards from a graveyard. If a creature died this turn, draw two cards.
Kizluk's Orders {R}{R}
Instant
Put two 1/1 red Goblin creature tokens onto the battlefield. If defending player has more. creatures than you, pilit four of those tokens onto the battlefield instead.
Wulvren's Orders {G}{G}
Instant
Target creature gets +4/+4 until end of turn. If defending player controls a creature with greater power or toughness than creatures you control, it also gains trample.
They don't really fit into the set. I do like some of them but again, they don't really fit.
Ooh I'm in! We making new cards for the sets?
Do read the whole thread. xD We're making a set, story, cards, mechanics, pretty much everything. The story and mechanics are nearly ironed out.
Ok... I've gt nothing to do aaaallllllllllllll day so I'll make. A note of all the mechanics so far and work stuff out. Any questions I'll write here when I'm done :D. We should get this set approved by Wizards xD
Well imma spend a bit of time going through all the stuff and taking down notes and email me all the finished card stuff at my email (is it automatically shown?)
I highly doubt Wizards would approve. xD
I cannot see your email. I have a "fake" email,
linkcelestrial@gmail.com
Send away!
Well it's coolieandpoe@gmail.com so whoever collects all the card data can send me all the card info made so far :D
If they don't we can get the paper they use and print it ourselves :D
Ok. I'm compiling a list of everything and I just have one piece of info I need explained before I put my summary on here to be reviewed. Are all of the previous rulers revived? If so, does that make the old presumably dead King of the White Kingdom alive and ruling, meaning his son isn't the king?
If they were reanimated they'd be under the command of whoever reanimated them. So basically no.
I think later tonight i will compile everything into a google.doc. I'll send edit links out and post a read link on this forum. So any other new people in the future don't have to do it themselves.
That'd be great. :)
Well I'll post my summary anyways, which includes all the info I do far have access to.
New Fanmade Block
Block Name:
Name of Plane:
Mechanics:
-Devotion:effect based on the coloured symbols you've got.
-Ruthless X: (when this creature attacks, you may give it +X/+0 until end of turn. If you do, sacrifice it at end of combat.)
-Efficiency:(if you cast another spell before it this turn, this spell costs less to cast)
-Nurture: (if a creature was entered the battlefield this turn) do _____
-Garrison:(at the beginning of combat on your turn you may have this creature gain defender. If you do *effect*)
-Grudge: (explanation: disfavors a couple of colors with different effects, not always the same ones) (example:If that creature is red or green return it to its owners hand instead. )
-Blood Rites X:(when you cast this spell you may pay X life) If the Blood Rites were paid *effect*
-All mainline magic mechanics
Possible other mechanics(these mechanics received little to no response):
-Allegiance:bonus effect if you have X (I'm thinking three) (other)permanents that have exactly the same colours.
-Political Assassination(in my opinion this should just be a card):Destroy target creature. Creatures that player control attack next turn if able.
-Unnamed:When ____ attacks you may ____ if you do it's destroyed/sacrificed at end of combat.
Any other mechanics have been ruled out by the comments I saw. If I missed any, please tell me.
The information below has been left blank due to lack of suggestion. The main story hasnt been divided into sets either.
Set 1 Name:
Set Colors:
Set Story:
Set 2 Name:
Set Colors:
Set Story:
Set 3 Name:
Set Colors:
Set Story:
The Five Kingdoms:
Black Kingdom:
Name:
Race: Human?
King/Legendary Creature: Unnamed Powerful Necromancer
Respective Planeswalker: Unnamed Apprentice of Powerful Necromancer
Description of Kingdom:
Red Kingdom:
Name:
Race:Human?
King/Legendary Creature:Unnamed King(assassinated)/Darius(successor)
Respective Planeswalker: Unnamed Young Squire
Description of Kingdom:
Green Kingdom:
Name:
Race:Human?
King/Legendary Creature:
Respective Planeswalker:
Description of Kingdom: "Beautiful Haven of a city" In a forest.
White Kingdom:
Name:
Race: Human?
King/Legendary Creature: Unnamed King (reanimated and under control by apprentice)
Respective Planeswalker:King's unnamed Daughter
Description of Kingdom: Presumably centered around a city because a siege was mentioned.
Blue Kingdom:
Name:
Race:Human?
King/Legendary Creature:
Respective Planeswalker: Helvect, Reality Shaper
Description of Kingdom: An island in an ocean with Krakens defending it from invaders.
Current List of Cards(I will periodically update this)(some of these are unfinished, and just ideas I found while rummaging through comments)(if any of these don't seem to match the theme, a sucessful eliminatory vote from four people will remove it from this list)
-Unnamed (sorcery?)
Mana Cost not determined
"Return target creature card from your graveyard to your hand.
If your devotion" or whatever we're using in this set, "is ___ or greater, instead return that creature to the battlefield and put X +1/+1 (or -1/-1) counters on it equal to the cards cmc."
-Spell Weave (sorcery?)
Efficiency (if you cast another spell before it this turn, this spell costs less to cast) Cast this spell as a copy of a spell you previously cast this turn.
-Political Assassination (Sorcery?)
Destroy target creature. Creatures that player control attack next turn if able.
Flavor Text:"Cut off the head of the snake and the body gets really mad."
-Unnamed (instant?)
Tap target creature.
Grudge - If that creature is red or green return it to its owners hand instead.
-Violent Illness (instant?)
Target creature gets -2/-2 until end of turn.
Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.
- Grim Return (reprint) (instant)
(Mana: 2 Colorless, One Black)
Choose target creature in a graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
-Land of the Haven (not described)
(Not described, but presumably green)
Unmentioned
-Helvect, Reality Shaper
+2 Target creature must attack during its controllers next turn.
+1 Target creature cannot attack until your next turn.
-2 Look at the top three cards, put one into your hand and the rest on the bottom of your library in any order.
-8 Gain control of all creatures target player controls.
5 starting loyalty
-Meritas, Idea of Nightmares (if this is a main legendary creature, which kingdom does he rule over?)
Legendary Creature
Artifacts you control are indestructible
Whenever an artifact creature you control attacks, artifacts you control gain hexproof until end of turn.
Whenever an artifact you control is put into a graveyard from play, return it to your hand. You lose life equal to its converted mana cost.
-Faerie Anticipator
Creature - Faerie Rogue
Flying, flash(maybe no flash)
When Faerie Anticipator enters the battlefield, draw three cards then put two cards from your hand back on top in any order.
1/1
Story:
The five kingdoms of the plane *insert* have been at war throughout the ages. The balance of power ever tilting. Twenty some years ago the black kingdom nearly conquered all. A very powerful Necromancer by the name of *insert* ascended to the throne. He amassed an army from the corpses the war had made and began his assault. The red kingdom, catching wind of this, marched immediately. Their forces were crushed by the horde of the undead and the few that managed to get past their stubbornness and survive by fleeing were all that remained. In this battle a young squire's spark ignited, the death of his comrades and flurry of undead causing the ignition. Not knowing that he had any magic whatsoever he fled via Planeswalking without knowing what exactly he was doing.The red kingdom in shambles with those that survived preparing for a last stand, or if some had their way another offensive. The black kingdom marched on the green kingdom. A beautiful Haven of a city as much nature as man made. The sheer numbers of undead overwhelming them. The Haven is now ruins. The survivors of the green kingdom fled into the forest. They then began guerilla warfare against the black kingdom. Striking swiftly then melting back into the trees. It was however just a nuisance to the black kingdom which marched upon the white kingdom. Having heard of the black kingdom's approach and tactics, the white kingdom had already prepared. A siege began. Days turning to weeks, months. On the brink of starvation the defences were overwhelmed. Any chance the white kingdom had was lost as their warriors were as weak as the people. Amidst screams and the shamblings of the undead the Necromancer and his apprentice entered the chambers of the King. The King lay dead, his two sons and daughter at his side. For he had refused to eat while any of his subjects may starve. This suited the Necromancer just fine. As his apprentice held off the family he began a spell, the King of the white kingdom rising from his throne and turning on his children. In this a righteous furry took hold of the king's daughter. Her spark ignited. She had wished to learn to fight with her brother's at a young age. However she was not allowed to. Vowing it as her duty to protect the people she practiced in secret. Skills that kept her from dying within the first few minutes of her spark being ignited. Her brothers and herself fought the Necromancer, his apprentice and their father turned against them. One of her brothers fell, and in the moment that should have been the end the palace windows shattered. An elite force of the blue kingdom had arrived. Knowing of the black kingdom's assault they had begun preparations. The vast majority of the blue kingdom was off the shores of the mainland, protected by Krackens and other beasts of the sea. They knew they were not easy targets and thus allowed the black kingdom to pave the way. But now they interfered, to kill the Necromancer before he could make a legion out of the dead of the white kingdom. Now a three way battle raged. One of the blue Mages undid the spell keeping the white king in the Necromancer's clutches. From there the Necromancer was killed, his apprentice taken hostage. The blue kingdom agreed to allow *insert* and her brother peace for the time being and left with their prisoner. After the war however, the Kings of the White and Black Kingdoms are revived by the apprentice.And from these ashes the kingdoms have been rebuilding.
After the defeat of the Black Kingdom, the powerful necromancer's apprentice goes off on his own to the Blue Kingdom. However, because of the treaterous waters in between the mainland and the blue kingdom, the apprentice's boat sinks. This is when his Planeswalker spark ignites.
The squire whose spark ignited traveled to another plane, learning as much as he could. He returned to his homeland shortly before it's king was assassinated and the next one (Darius) rose to power. He returned with a friend he made in his journey, a green Planeswalker. This is very much frowned upon by his peers due to the segregation between colors.
The King, reanimated by the apprentice, is now being controlled by him because of this. His daughter is honing her skills but refusing to leave the kingdom with her Planeswalking abilities out of sheer loyalty to her kingdom.
The green kingdom now refuses to settle in one place. It's inhabitants having become part of the forest. Helping it grow and becoming close with the beasts that live there.
The black kingdom has been silent. Biding its time.
The blue kingdom, unknown to the rest of the kingdoms, used the previous war to put many high ranking people in each kingdom under their influence. They currently are amassing more knowledge (like always.)
When the black kingdom assassinates the leader of the red kingdom it is because of the blue kingdoms influence. The new leader of the red kingdom, Darius, twists this into an excuse to assault the white kingdom. Igniting war once again.
I think we should keep cards to the emails, much easier that way IMO. Thank you very much for compiling everything!
Well anyone who wants consistent updates to all of this info give me their email and people here should look through stuff like the cards and the abilities like Devotion and tell me if I made any mistakes. I'lol also set this up as a Google doc so we can all edit it. I'll take care of making sure everyone has the full updates of the progress were making here :D
Will the current Planeswalker I have in the Planeswalker spot for the Blue Kingdom be the final Planeswalker for the kingdom, or is it a non kingdom Planeswalker. If it is associated with the kingdom though, it definitely needs an explanation of how. Also we will need names for the Block, Plane, all 3 sets, the colors for each set, the parts of the story for each set, the names of each kingdom, maybe a map of the plane, the names of each King, each kingdom respective Planeswalker (then mybe others later), names for them, more accurate descriptions of each kingdom, an extended storyline, a freaking explanation of how the apprentice is controlling the King of the White Kingdom because even I don't get it too much, more cards (we have enough mechanics), and a revision of my previous summary. I will go through what I just wrote and start working on some of those
Remember: while we can can have some rares and mythics, we will also need to have a bunch of commons and uncommons made.
And maybe also a slightly more detailed version of the part of the story we have now
This post is in the middle.... imma fix that :D
Is it too late to slip in and join this awesomeness? :3
Not too late at all... Let's make an official head count to see everyone that is still in this project. Let's revitalize this thing!
Here's a list, I will edit it as more people confirm that they are in:
-Coolie2
-AstroGreek327
-Splicer
-theravenseye
-link celestial
-cave Johnson
-InfinitiveDivinity
-Kaylesh
I'm still here.
I'm in. Can we give blue an artifact subtheme?
Blue will be more disclosed in the third set, which I haven't written yet due to the silence on this project. We can make more ideas when I get back...
Quote from: theravenseye on July 13, 2015, 02:10:42 AM
I'm in. Can we give blue an artifact subtheme?
I'd rather not. I have an idea for another block where artifacts would fit nicely.
Does that mean ur still in link
Chyea!
I'm in!
Oh. Okay sure. I'm still in.
Ok. I'll continue to update the list of names as more people join, but let's continue with the stuff. I posted info about what others said and then about what I came up with. I'll just delete those posts and reupload everything under here. I'll continue to make more stuff tonight like the final piece of the story, but I need you guys to check what I did, rate it, and come up with cards that have something to do with the story. Also, should all the kingdoms really be human?
Also, I noticed a few things from one of your original posts that I missed link. Is Counter Burn, Reanimator, and Superfriends still in or not?
New Fanmade Block
Block Name: Wars of Planea
Name of Plane: Planea
Mechanics:
Overall mechanics:
-Devotion:effect based on the coloured symbols you've got.
-Grudge: (explanation: disfavors a couple of colors with different effects, not always the same ones) (example:If that creature is red or green return it to its owner's hand instead. )
Color specific Mechanics:
Red -Ruthless X: (when this creature attacks, you may give it +X/+0 until end of turn. If you do, sacrifice it at end of combat.)(this might be a black mechanic, and if it will be, it might replace blood rites as the main black mechanic. It would need a new name. We would also need a new red mechanic)
Blue -Efficiency:(if you cast another spell before it this turn, this spell costs less to cast)
Green -Nurture: (if a creature was entered the battlefield this turn) do _____
White -Garrison:(at the beginning of combat on your turn you may have this creature gain defender. If you do *effect*)
Black -Blood Rites X:(when you cast this spell you may pay X life) If the Blood Rites were paid *effect*
-All mainline magic mechanics
Suggested mechanics(these mechanics received little to no response):
-Allegiance:bonus effect if you have X (possibly three) (other)permanents that have exactly the same colours.
Any other mechanics have been ruled out by the comments I saw. If I missed any, please let me know.
Current List of Cards(I will periodically update this)(some of these are unfinished, and just ideas I found while rummaging through comments)(if any of these don't seem to match the theme, a successful eliminatory vote from four people will remove it from this list)
-Unnamed 1 (sorcery?)
(Mana: 1 colorless, 1 black)
"Return target creature card from your graveyard to your hand.
If your devotion" or whatever we're using in this set, "is ___ or greater, instead return that creature to the battlefield and put X +1/+1 (or -1/-1) counters on it equal to the card's cmc."
-Spell Weave (sorcery?)
(Mana: 3 Colorless, 2 Blue)
Efficiency 3 (if you cast another spell before it this turn, this spell costs 3 less to cast) Cast this spell as a copy of a spell you previously cast this turn.
-Political Assassination (Sorcery?)
(Mana: 2 Colorless, 2 Black)
Destroy target creature. Creatures that player control attack next turn if able. .........Flavor Text:"Cut off the head of the snake and the body gets really mad."
-Unnamed 2(instant?)
(1 Colorless, 1 Blue)
Tap target creature.
Grudge - If that creature is red or green return it to its owner's hand instead.
-Violent Illness (instant?)
(1 Colorless, 1 Black)
Target creature gets -2/-2 until end of turn.
Grudge - If that creature is white or green it gets -5/-5 until end of turn instead.
- Grim Return (reprint) (instant)
(Mana: 2 Colorless, One Black)
Choose target creature in a graveyard that was put there from the battlefield this turn. Put that card onto the battlefield under your control.
-Land of the Haven
(Mana: 2 colorless, 1 green)
Tap to either add 2 green mana to your mana pool or to put a 2/1 green boar onto the battlefield under your control.
-Helvect, Reality Shaper {6}{U}{U}
+2 Target creature must attack during its controller's next turn.
+1 Target creature cannot attack until your next turn.
-2 Look at the top three cards, put one into your hand and the rest on the bottom of your library in any order.
-8 Gain control of all creatures target player controls.
5 starting loyalty
-Meritas, Idea of Nightmares (if this is a main legendary creature, which kingdom does he rule over?)
(Mana: 2 Colorless, 1 Black, 1 Blue, 1 White)
Legendary Creature
Artifacts you control are indestructible
Whenever an artifact creature you control attacks, artifacts you control gain hexproof until end of turn.
Whenever an artifact you control is put into a graveyard from play, return it to your hand. You lose life equal to its converted mana cost.
-Faerie Anticipator
(2 Colorless, 1 Blue)
Creature - Faerie Rogue
Flying, flash(maybe no flash)
When Faerie Anticipator enters the battlefield, draw three cards then put two cards from your hand back on top in any order.
1/1
There will be 5 colored legendary artifacts.
The five kingdoms of the plane of Planea have been at war throughout the ages. The balance of power ever tilting. Twenty some years ago the kingdom of Skullul nearly conquered all. A very powerful Necromancer by the name of Tror ascended to the throne. He amassed an army from the corpses the war had made and began his assault. The red kingdom, Forcex, catching wind of this, marched immediately. Their forces were crushed by the horde of the undead and the few that managed to get past their stubbornness and survive by fleeing were all that remained. In this battle a young squire by the name of Quil had his spark ignite, the death of his comrades and flurry of undead causing the ignition. Not knowing that he had any magic whatsoever he fled via Planeswalking without knowing what exactly he was doing.Forcex lay in shambles with those that survived preparing for a last stand, or if some had their way another offensive. Skullul's army marched onto Naturia. A beautiful Haven of a city as much nature as man made. The sheer numbers of undead overwhelming them. The Haven is now ruins. The survivors of the Naturia fled into the forest. They then began guerilla warfare against the army of Skullul. Striking swiftly then melting back into the trees. It was however just a nuisance to the army of Skullul, which just marched onto Justir. Having heard of the army of Skullul's approach and tactics, Justir had already prepared. A siege began. Days turning to weeks, months. On the brink of starvation the defences were overwhelmed. Any chance Justir had was lost as their warriors were as weak as the people. Amidst screams and the shamblings of the undead Tror and Darsk entered the chambers of Jelst, the King. He lay dead,with his two sons and daughter crying at his side. For he had refused to eat while any of his subjects may starve. This suited Tror just fine. As Darsk held off the family Tror began a spell, Jelst rose, revived and under the spell of Tror, and turned on his children. In this a righteous fury took hold of the king's daughter. Her spark ignited. She had wished to learn to fight with her brother's at a young age. However she was not allowed to. Vowing it as her duty to protect the people she practiced in secret. Skills that kept her from dying within the first few minutes of her spark being ignited. Her brothers and herself fought Tror, while Darsk and their father turned against them. One of her brothers fell, and in the moment that should have been the end. The palace windows shattered. An elite force of Thawk had arrived. Knowing of Skullul's assault they had begun preparations. The vast majority of the Thawk was off the shores of the mainland, protected by Krakens and other beasts of the sea. They knew they were not easy targets and thus allowed Skullul to pave the way. But now they interfered, to kill Tror before he could make a legion out of the dead of Justir. Now a three way battle raged. One of the Thawkan mages undid the spell keeping Jelst in the Necromancer's clutches. From there Tror was killed, and his apprentice Darsk taken hostage. The kingdom of Thawk agreed to allow Justir peace for the time being and left with their prisoner. After this however, Darsk manages to revive his master, Tror. And from these ashes the kingdoms have been rebuilding.
After the defeat of his home kingdom of Skullul, Darsk is taken as a prisoner by the kingdom of Thawk. However, in the treacherous waters in between the mainland and Thawk, a powerful Kraken named Kroanas sinks the boat. Darsk is in the water, dying, and and trying to cling onto life. This is when his Planeswalker spark ignites.
After the war, Quil travelled to other planes, learning as much as he could. Much later, he returned to Forcex but starts speaking out against the government after he sees how militaristic they are getting. He is exiled shortly after by Belder, the King. He then travels to Justir, where he now resides.
Jelst, freed from the clutches of Tror by a Thawkan mage, continues ruling his kingdom until he dies from an accident soon after the war. His son Nasto becomes king and continues where he father left off. His sister Nelsti is honing her skills but refusing to leave the kingdom with her Planeswalking abilities out of sheer loyalty to her kingdom.
The people of Naturia now refuse to settle in one place. They have become part of the forest. They are helping it grow and are becoming close with the beasts that live there.
Skullul has been silent. Biding its time.
Thawk, unknown to the rest of the kingdoms, used the previous war to put many high ranking people in each kingdom under their influence. They currently are amassing more knowledge (like always.)
It is now the present. Much has changed since the last war. All kingdoms have rebuilt, with Thawk being the strongest due to it not losing many resources in the last war. They have compiled a list of many high ranking people in the other kingdoms who are now loyal to them. Nasto is still king, and has rebuilt his kingdom. Nasto's sister, Nelsti, has travelled around a bit since the last war, making friends in Naturia as well as the Planeswalkers Quil and Vilern, who now live in Justir. Naturia has changed a lot, with the population having finally settled down and having rebuilt their city. They are now close friends with the many beasts who reside in their forest. Forcex is now very powerful, with a large army. It's leader Belder is strengthening the kingdom even more. The black kingdom has rebuilt, but isn't as strong as they were during the previous war, as their old King, Tror, who had the power to raise the dead, has fallen. In its place is a new ruler named Beltos, who is militaristic, but doesn't have the power to raise the dead. It is unknown what happened to Darsk, Tror's apprentice.
Belder, Forcex's old leader was assassinated by Naturia in an attempt to weaken Thawk's influence on the kingdom. The new leader of Forcex, Darius, who is secretly loyal to Thawk, twists this into an excuse to assault Justir, igniting war once again.
While Skullul, stable again under a new, militaristic ruler named Beltos, joins Forcex to show its superiority, Naturia joins on Justir's side to help protect them. While many in Thawk want to join the war because of the strong ties with Forcex, the leaders keep peace and do not join the war. While people in the other kingdoms are confused, they fight the newly waged war. Skullul, no longer having the power to raise the dead, sends its troops to it's neighbor Forcex to aid in the war. Forcex, on its way to destroy Justir, has to pass through Naturia to get there, beginning the first battle. Darius, at the head of the army, tells Naturia that they will be spared if they just let the Forcex army through. Naturia refuses, not wanting Forcex to conquer Justir. Naturia has rebuilt since the last war, and has large walls and strong defenses. Jilta, it's most powerful healer, stays on the wall during the entire battle, trying to protect her kingdom the best she can. Darius however, with the armies of both it and the black kingdom, makes a strong attack against the walls of the green kingdom. While the strong walls last a while, and the Naturia's powerful healers quickly healing the defenders, eventually, the attackers manage to penetrate the defenses and start burning down the green kingdom. While the residents of the green kingdom franticly try to put out the fires in their forest, the attacking army passes on to the white kingdom. Jilta is extremely angry with Forcex's army for starting a forest fire, destroying much of the forest she wants to protect. This is when her Planeswalker spark ignites. Justir scouts come back from Naturia with the news of its' fall. Nasto listens in shock and asks for the defenders to be prepared. He prepares his troops and keeps them on the walls, telling them to keep on the lookout for the red army. After a few hours, troops on wall spot the marching red troops. Nasto tells the archers to prepare. The attacking army arrives and start attacking the defenders on the wall. While the archers manage to take out some of the attacking army, much of it is still left. At this time, the people in Justir are fearful for their safety and start creating chaos inside the city walls. Nasto attempts to end the chaos, but with no avail. He goes to his sister Nelsti and tells her to convince her friend Quil to help defend the city. On her way to meet up with them however, her friend Jilta, who had come from the Naturia shortly after its fall to help save Justir, runs into her and tells her about what happened. Nelsti tells her to follow her to Quil and Vilern. When they get there, Nelsti convinces the three of them to help her protect the kingdom by defeating the attacking army. Nelsti convinces a part of the army to follow her and her friends to the enemy to defeat them. Quil, angry at the ones who exiled him, starts the battle by charging into the enemy line. Justir's army and the other planeswalkers follow him into battle. The battle rages on for hours, until Jilta kills Darius. Having no leader left, Forcex's army returns to Forcex, ending the war.
However, a bit of time later, when the Thawk learns of this, they are enraged. Darius had been one of the leaders that they had influenced. Thawk, having lost a strong foothold in Forcex, looks for someone to blame. They blame Naturia, and then declare war.
More ideas:
Plane Name: Planea
Name of Black Kingdom:Skullul
Name of White Kingdom:Justir
Name of Blue Kingdom:Thawk
Name of Red Kingdom:Forcex
Name of Green Kingdom:Naturia
Block Name: Wars of Planea
Set One: The Skullul War
Colors:Black/Blue
Description: The Black Kingdom nearly conquers all when a powerful Necromancer summons hoards of the undead to conquer neighboring kingdoms.
Set Two: The Forcex War
Colors:Red/White
Description:
It is now the present, and the blue kingdom now has people loyal to them in high positions in the other kingdoms. When Naturia has the red kingdom's king assasinated, the new leaders twists this into an excuse to attack the white kingdom. While Blue stays neutral, the war rages on until a Justir victory.
Set Three: The Thawk War
Colors: Blue/Green
Description:
More ideas
-------------------------: Name (card name) (sets card should be in)
Name of Blue King:Tilch (Tilch the Tormentor) (for set 3)
Name of Red King(old one):Belder
Name of White King:Jelst (Jelst the Just)(for set 1)(flip>Jelst the Engulfed)
Name of Green King:Planto(mybe set 3)
Name of Black King:Tror (Tror the Trecherous)(for set 1)
Name of White King's Son: Nasto (Nasto the Young)(Set 1)(Nasto the Nice)(Set 2&3)
Name of White King's Daughter: Nelsti (Nelsti the Kind)(set 1)(Nelsti the Powerful)(set2&3)
Name of Red Squire: Quil (Quil the Quick)(set 2&3)
Name of Blue Planeswalker if current one isn't it: Bilt(Bilt the Bold)(set 3)
Name of Green Planeswalker: Jilta (Jilta, Protector of the Forest)(set 2&3)
Apprentice: Darsk (Darsk the Dark)(set 1)(Darsk, Planeswalker)(set 2&3)
Kraken that sunk Apprentice: Kroanas (Kroanas of Storms)(set 1)
Newest Black King: Beltos
Names Already Had:
Newest Red King: Darius(Darius the Determined)(set 2)
Cards for the characters:
Darsk the Dark
(Mana: 2 colorless, 3 black)
Legendary Creature
Tap: Place a 2/1 black zombie onto the battlefield under your control.
Pay:(X) Pick a creature from your graveyard of converted mana cost X or less and put it into your hand.
2/3
Tror the Treacherous
(mana: 4 colorless, 3 black)
Legendary Creature
Deathtouch
Tap: Take control of target creature until end of turn.
Pay (3 black mana): Place 2 2/1 black zombies onto the battlefield under your control.
3/4
Jelst the Just (front side)
(Mana: 2 colorless, 2 white)
Legendary Creature
Garrison
At the beginning of your upkeep, place a 1/1 white soldier onto the battlefield under your control.
If Jelst the Just gains Defender, then Jelst the Just gains 0/3.
When Jelst the Just dies, flip.
3/1
Jelst the Engulfed (back side)
Legendary Creature
At the end of your turn, sacrifice Jelst the Engulfed, or Jelst the Engulfed deals 3 damage to you and loses 1/0.
Pay 5 blue mana and tap: Flip Jelst the Engulfed
6/1
Other Card Ideas
Build An Army
(mana:3 black)
Add 3 1/1 black zombie tokens to the battlefield under your control
Necromancer's Power
(Mana: 3 colorless, 2 black)
At the beginning of your upkeep, add a 1/1 black zombie token onto the battlefield under your control.
"Can you hear their moaning?" - Tror, the Treacherous
Control the Dead
(Mana: 2 colorless, 2 black)
Choose target creature from an opponent's graveyard. Place that creature onto the battlefield under your control.
"The dead are so easy to control!" -Tror, the Treacherous
Take Control
(Mana: 1 colorless, 2 blue)
Take control of target creature that an opponent controls.
Raise the Dead
(Mana: 1 black)
Blood Rites 2
Place a 1/1 black zombie onto the battlefields under your control.
If Blood Rites were paid, place another 1/1 black zombie onto the battlefield under your control.
"Sometimes sacrifices must be made"
*Note: if we follow the common, uncommon, rare, mythic, and land counts from the Khans block, it will be like this: Set 1 269(101c, 80unc, 53r, 15m, 20l), Set 2 185(70c, 50unc, 35r, 10m, 10l), Set 3 264(101c, 80unc, 53r, 15m, 15l)
Don't forget that while we need rares and mythics, we also need commons and uncommons.
If you want to be able to edit on Google docs, receive periodic emails with updates, and critique other people's work, pm me your gmail and you can have this.
Quote from: LinkCelestrial on July 13, 2015, 01:22:04 PM
Quote from: theravenseye on July 13, 2015, 02:10:42 AM
I'm in. Can we give blue an artifact subtheme?
I'd rather not. I have an idea for another block where artifacts would fit nicely.
What do you mean by "another block"?
Quote from: Coolie2 on July 14, 2015, 01:15:19 PM
Quote from: LinkCelestrial on July 13, 2015, 01:22:04 PM
Quote from: theravenseye on July 13, 2015, 02:10:42 AM
I'm in. Can we give blue an artifact subtheme?
I'd rather not. I have an idea for another block where artifacts would fit nicely.
What do you mean by "another block"?
I mean exactly that, another block. Like Theros compared to Khans.
I don't want to quote that massive chain so I'll insert my pieces,
The white king, Jelst, is not alive after the battle in the palace. That'd imply the ability to raise people from the dead in whole state which doesn't quite fit with Magic as a whole. His surviving son succeeds him.
Let's scratch the green Planeswalker that Quil brings with him and just have Jilta. Quil can be exiled for not agreeing with Forcex's barbaric and foolish ways now that he's seen more if the world and remembers the slaughter in the first war.
I like Jilta much better than some random walker traveling with Quil. The intention was to have one walker in each colour anyways. We have,
The Blue Sphinx, that truly controls Thawk.
The apprentice, Darsk.
The squire, Quil.
The new green one, Jilta.
The king's daughter, Nelsti.
Quote from: LinkCelestrial on July 14, 2015, 04:02:44 PM
Quote from: Coolie2 on July 14, 2015, 01:15:19 PM
Quote from: LinkCelestrial on July 13, 2015, 01:22:04 PM
Quote from: theravenseye on July 13, 2015, 02:10:42 AM
I'm in. Can we give blue an artifact subtheme?
I'd rather not. I have an idea for another block where artifacts would fit nicely.
What do you mean by "another block"?
I mean exactly that, another block. Like Theros compared to Khans.
You wanna do another block after this? XD
Anyway I'll redo the story with the updates and I'll make the story with my additions the official one.
I also have a Cycle of Legendary Staffs based on the non released Allied color Swords. I have them as Staffs. I was thinking that maybe each of the rulers of each of the kingdoms could have one.
Quote from: theravenseye on July 14, 2015, 08:32:47 PM
I also have a Cycle of Legendary Staffs based on the non released Allied color Swords. I have them as Staffs. I was thinking that maybe each of the rulers of each of the kingdoms could have one.
I like that idea but they ought not to be multicoloured cause mono based set.
Maybe each colour can have a legendary relic? Sounds cool.
Quote from: LinkCelestrial on July 14, 2015, 09:56:42 PM
Quote from: theravenseye on July 14, 2015, 08:32:47 PM
I also have a Cycle of Legendary Staffs based on the non released Allied color Swords. I have them as Staffs. I was thinking that maybe each of the rulers of each of the kingdoms could have one.
I like that idea but they ought not to be multicoloured cause mono based set.
Maybe each colour can have a legendary relic? Sounds cool.
However,
{Spear of Heliod}
{Bident of Thassa}
{Whip of Erebos}
{Hammer of Purphorus}
{Bow of Nylea}
Well, can I argue that Scars block had the enemy Swords in a mono-colored set?
Quote from: theravenseye on July 14, 2015, 10:24:52 PM
Well, can I argue that Scars block had the enemy Swords in a mono-colored set?
Touché.
I don't have time to read walls and walls of text, but one thing that jumped out at me is that the Ruthless mechanic for red sounds like it should be a black mechanic. Rename maybe?
Quote from: Ekann1 on July 14, 2015, 10:46:11 PM
I don't have time to read walls and walls of text, but one thing that jumped out at me is that the Ruthless mechanic for red sounds like it should be a black mechanic. Rename maybe?
Hmm. Good point...ideas?
Quote from: LinkCelestrial on July 14, 2015, 10:42:04 PM
Quote from: theravenseye on July 14, 2015, 10:24:52 PM
Well, can I argue that Scars block had the enemy Swords in a mono-colored set?
So ally-colored staffs are in? xD
Touché.
Midnight Coup - {2}{R}{R}{R}
Instant - Rare
Untap all creatures target player controls and gain control of them until end of turn. They gain haste until end of turn. This card costs {2} more to cast if it is your turn.
"All the king's horses and all the king's men, turned their weapons on crown and stained castle walls red"
- Children's lullaby
Red Mechanic: Enhance X(Whenever this creature attacks, another target creature gets +X/+0 until end of turn.)
Let's not put this on hold again. While you guys come up with new ideas and change around the old, I'll finish the story. New update to the info post coming soon.
Quote from: theravenseye on July 15, 2015, 06:51:37 AM
Red Mechanic: Enhance X(Whenever this creature attacks, another target creature gets +X/+0 until end of turn.)
What do you guys think of this? High powered red attackers but they have low toughness to balance it out.
Quote from: theravenseye on July 17, 2015, 12:30:33 AM
Quote from: theravenseye on July 15, 2015, 06:51:37 AM
Red Mechanic: Enhance X(Whenever this creature attacks, another target creature gets +X/+0 until end of turn.)
What do you guys think of this? High powered red attackers but they have low toughness to balance it out.
I think we just need to rename the old one.
Quote from: LinkCelestrial on July 17, 2015, 12:31:04 AM
Quote from: theravenseye on July 17, 2015, 12:30:33 AM
Quote from: theravenseye on July 15, 2015, 06:51:37 AM
Red Mechanic: Enhance X(Whenever this creature attacks, another target creature gets +X/+0 until end of turn.)
What do you guys think of this? High powered red attackers but they have low toughness to balance it out.
I think we just need to rename the old one.
Oh. Okay.
Sorry for my silence, but I was quite thrown away by the summaries of Coolie2 (not meant to you, it's me).
I'll need a bit of time to get my head around the project again.
Oversaturarion can be a pain.
Srry... I was annoyed myself after I spent two days doing nothing but that and when I came back everyone was gone... But those are deleted now anyways
I didn't want to comment until I took the proper time to read everything. I am all caught up now, though.
Anything new anyone?
I got this:
Erik, Sovreign Wanderer. {4}{W}{W}{W}
Legendary Creature - Angel Soldier
Flying, vigilance
Whenever Erik, Sovreign Wanderer attacks, you may put two 1/1 white Soldier creatue tokens onto the battlefield.
Other white creatures you control get +2/+2
5/4
Hmm mybe that could be the deceased old King from the white kingdom?
Quote from: theravenseye on July 20, 2015, 05:52:04 AM
I got this:
Erik, Sovreign Wanderer. {4}{W}{W}{W}
Legendary Creature - Angel Soldier
Flying, vigilance
Whenever Erik, Sovreign Wanderer attacks, you may put two 1/1 white Soldier creatue tokens onto the battlefield.
Other white creatures you control get +2/+2
5/4
I feel like "Other Creatures you control get +2/+2" puts him over the top. Maybe,
Garrison. White creatures you control get +2/+2 until your next turn. (At the beginning of combat on your turn, you may have this creature gain defender, if you do white creatures you control get +2/+2 until your next turn)
That way you decide if you want to strike with a very relevant 5/4 vigilante flier /and/ get two 1/1 tokens or if you want to pump the team and leave him behind. I could see him in some form of control or tokens, swinging a couple times then sitting back and pumping the team for an alpha strike. Sounds cool.
Quote from: LinkCelestrial on July 20, 2015, 02:56:31 PM
Quote from: theravenseye on July 20, 2015, 05:52:04 AM
I got this:
Erik, Sovreign Wanderer. {4}{W}{W}{W}
Legendary Creature - Angel Soldier
Flying, vigilance
Whenever Erik, Sovreign Wanderer attacks, you may put two 1/1 white Soldier creatue tokens onto the battlefield.
Other white creatures you control get +2/+2
5/4
I feel like "Other Creatures you control get +2/+2" puts him over the top. Maybe,
Garrison. White creatures you control get +2/+2 until your next turn. (At the beginning of combat on your turn, you may have this creature gain defender, if you do white creatures you control get +2/+2 until your next turn)
That way you decide if you want to strike with a very relevant 5/4 vigilante flier /and/ get two 1/1 tokens or if you want to pump the team and leave him behind. I could see him in some form of control or tokens, swinging a couple times then sitting back and pumping the team for an alpha strike. Sounds cool.
Hmm... this actually sounds cooler.
I had an idea.
Anchient Spellbook {3}
Legendary artifact
When Anchient Spellbook enters the battlefield chose a colour. You may search your library for three instant and/or sorcery cards of that colour and exile them.
{2}, tap: You may cast an instant or sorcery spell exiled with Anchient Spellbook without paying its mana cost if your devotion to the chosen colour is equal to or greater than that spells converted mana cost.
Seems kinda weird but I like it. Also,
{3}{R}
Forcex Spell Slinger
Creature - Human Mage
When Forcex Spell Slinger enters the battlefield, you may cast any number of red instants and sorceries from your hand without paying their mana cost of their converted mana cost is equal to or less than your devotion to red.
"Fire everything and everything will be fire."
Forcex Mage
It sounds crazy but will you really have a significant amount of spells in hand when your devotion is high enough? Hmm.
*The green Planeswalker's name*'s Summons.
{3}{G}{G}
Sorcery
Search your library for a green creature card with converted mana cost equal to or less than your devotion to green, put it onto the battlefield then shuffle your library.
"Say hello to my massive, dangerous and very angry friend."
*Blue Planeswalker's name*'s Dismisal {U}{U}
Instant
Counter target spell if its converted mana cost is equal to or less than your devotion to blue.
"You have power, I have allies."
Master's Disdain {B}{B}
Instant
Destroy target creature if its toughness is equal to or less than your devotion to black.
"Have I taught you nothing? Or to excel at failure? Again."
The Necromancer, to his apprentice.
Reinforce and Resupply {3}{W}{W}
Sorcery
You gain life equal to your devotion to white then draw a card for each creature you control.
Just some ideas.
Ill clean up and add the stuff to the info post
Quote from: LinkCelestrial on July 20, 2015, 08:15:03 PM
I had an idea.
Ancient Spellbook {3}
Legendary artifact
When Ancient Spellbook enters the battlefield chose a colour. You may search your library for three instant and/or sorcery cards of that colour and exile them.
{2}, {T}:You may cast an instant or sorcery spell exiled with Ancient Spellbook without paying its mana cost if your devotion to the chosen colour is equal to or greater than that spells converted mana cost.
Seems kinda weird but I like it. Also,
{3}{R}
Forcex Spell Slinger
Creature - Human Mage
When Forcex Spell Slinger enters the battlefield, you may cast any number of red instants and sorceries from your hand without paying their mana cost if their converted mana cost is equal to or less than your devotion to red.
"Fire everything and everything will be fire."
Forcex Mage
It sounds crazy but will you really have a significant amount of spells in hand when your devotion is high enough? Hmm.
Wulvren's Summons.
{3}{G}{G}
Sorcery
Search your library for a green creature card with converted mana cost equal to or less than your devotion to green, put it onto the battlefield then shuffle your library.
"Say hello to my massive, dangerous and very angry friend."
Helvect's Dismisal {U}{U}
Instant
Counter target spell if its converted mana cost is equal to or less than your devotion to blue.
"You have power, I have allies."
Master's Disdain {B}{B}
Instant
Destroy target creature if its toughness is equal to or less than your devotion to black.
"Have I taught you nothing? Or to excel at failure? Again."
The Necromancer, to his apprentice.
Reinforce and Resupply {3}{W}{W}
Sorcery
You gain life equal to your devotion to white then draw a card for each creature you control.
Just some ideas.
Reworked some stuff
Also:
Forsaken Architect {2}{R}
Creature - Human Artificer
When Forsaken Architect enters the battlefield, search your library for an artifact card then flip a coin. If the coin comes up heads, put that artifact onto the battlefield, if it comes up tails, put it into your graveyard.
"Some inventions were meant to be created. Others, to be forgotten."
2/1
I DID make names for the ppl myself but I think you guys should each submit a set of names yourself so we can all pick from the group of names to find the best ones. It seems we are all content with the kingdom names however, so I think we can leave those be. I'll be gone for about a month starting Thursday afternoon, so just continue without me, and keep a gradual summary of what you do so when I get back I can look and add it to the summary
Hump
Welcome to the abandoned project page. Im the secretary xD
Anyone still interested in this?
yeah
Anyone else?
Yeah :P
I still am, but on the sideline. I'd need to get my head into the set once more to get the creative juices going. BFZ & life stole my attention..
Lol. No worries.
Between school and hanging out with friends I've been insanely busy. I'm still here though!
Bump! I'll start:
Amputation Magic {X}{B}{B}
Sorcery
Destroy each creature with converted mana cost X. For each creature that dies this way, it's controller may draw a card.
Quote from: theravenseye on October 29, 2015, 09:19:35 PM
Bump! I'll start:
Amputation Magic {X}{B}{B}
Sorcery
Destroy each creature with converted mana cost X. For each creature that dies this way, it's controller may draw a card.
X or less? Could be awesome.