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Continuing from >>45733693

We're making some very good progress. I have a bit to catch up on but the document will soon be updated with everything from the previous thread.

Thread Document:
https://docs.google.com/document/d/1jJeReqy5tcSPSknpiz0j6aXTq_DRegIRmWLDVq4aRZc/edit?usp=sharing

So, where were we?
>>
>>45839687
Tribes recap, mostly copied from the last thread.
Mono color, known as Remnants. Leftovers from the planes "golden age" or something.

>White: Gargoyles
Description: Constructs which preserve the art and cultural monuments of the past.
Associated Mechanics/Gameplay theme: Protecting their controller's stuff
Legends:

>Blue: Weirds
Description: Servitor elementals created long ago by dwarves and selkies. Formed of the conflicting elements water and earth.
Associated Mechanics/Gameplay themes: Untap abilities
Legends:

>Black: Skeletons
Description: Reanimated bones. Some originate from the aftermath of the Zinoxe Ascension. Others are driven simply from the recent flood of black mana.
Associated Mechanics/Gameplay themes: Regenerate, tribal synergy?
Legends: The Sundered

>Red: Shades.
Description: Still being determined in thread.
Associated Mechanics/Gameplay themes: Pump, devoid, going out with a bang
Legends:

>Green: Oozes and Fungi
Description: Pretty self-explanatory. They're decay.
Associate mechanics/Gameplay themes: Tokens and +1/+1 counters.
Legends: The Worldrot

Now to type up multicolors.
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>>45840412
Correction to shades. They're the dead risen as ghosts before the Mr. Bones can get them.

Enemy Multicolors here. This list is a bit of a mess since I've had some trouble keeping track of things, and a lot is still in the works here. Others who've been here for a while, correct me on EVERYTHING.

>Red/White: Cats
Description: Nomadic tribes.
Associated Mechanics/Gameplay themes: Nomad, returning their dead as red shades.
Legends: Rrllr, Master Scout; Rah Shaan, Beacon-Soul

>Blue/Green: Selkies (Merfolk)
Description: Seal-themed merfolk. Possibly used to be elves. Very secretive. Not too muh about them yet.
Associated Mechanics/Gameplay themes: Evasion, restorative abilities?
Legends: Tlk Ta, Colony Matron

>Black/Green: Undead Treefolk
Description: Just as the forests and jungles succumb to rot and corruption, so do their denizens. A few still-living treefolk exist, but they are few and far in between.
Associated Mechanics/Gameplay themes: Interaction with land drain, typical undead stuff.
Legends: Cypress, The Hallow One of those few living treefolk. Flips into a planeswalker

>Red/Blue: Dorfs
Description: Artificers, mad scientists, sky pirates. They're a mad bunch.
Associated Mechanics/gameplay themes: Artifact interaction, land drain/destruction, R/U shinanigans?
Legends: Vosh Tolem, Bitter Researcher; Har Thanik, Cloud Captain; Bloodbeard, The Red Sea Baron; Dogan Hisarlik

>White/Black: Devas (Angel Horrors)
Description: Long ago, one race attempted some sort of ascension to godhood. Inevitably everything keeps tumbling down, tumbling down, tumbling doooowwwwwwn
Associated Mechanics/gameplay themes: Shadow, some really bizarre stuff.
Legends: Seorat, The Lamentor (Planeswalker), Dogan Hisarlik
>>
would love to have a crack at giving a legendary shade a crack, but I don't have mse and I'd need to see some other cards in the set to get an idea for power level.
>>
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>>45840954
And Ally-colors

>W/U: Artic Slivers
>U/B: Ocean Slivers
>B/R: Mountain/volcano Slivers
>R/G: Jungle Slivers
>G/U: Prairie/Plains Slivers
Yeah, They're all slivers. This plane, Anefor, is an artificial one, created long ago by a planeswalker. He used slivers very likely modified to stabilize the plane's mana. 5 mono-colored queens and their broods act as "a crazy combination of surge protectors, grounding wires, and excess energy capacitors."
Slivers of one out of the five groups are self aware, likely one of the two red hives since individuality falls into red's slice of the color pie. They wear masks.

Some time recently, the green sliver queen died. Possibly probably killed. This has caused a major imbalance in the plane. Agents of decay have spiraled out of control, leading to the prominence of fungal oozes, and the corruption of the treefolk.
----------
And a blurb on the state of the plane
The plane itself is crumbling apart. Large chunks of the landscape slip in and out of existance. Mana on the plane is starting to run thin. The nature of artificial planes is showing itself, and many of the events going on are parts of this downward spiral.
-----
This here isn't established lore, but a suggestion. Maybe this plane has always had an ebb and flow to it. Disappearances of land always happened, but were short, and very rare occurrences. Once every couple hundred years or so. Over the last several centuries, what faded wouldn't return as quickly, and the known edge of the world has been slowly shrinking inward without any return to its normal range.
>>
>>45841794
Now this is pretty interesting. Phasing return?
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>>45841854
Yep. Some things trigger off of other permanents phasing in or out.

Can't think of a name for this.
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Last night I came up with an idea that there are five allied colored races that have gone extinct. I was experimenting with Shard/Wedge colored creatures for this plane, and I figured that we should have more evidence that this world is nearing its end as shown by how populated it used to be by other races.
We're going to need legendary creatures of every 3 color combination for OP's map intersections, and I thought it'd be boring to just have different versions of the surviving races, so I invented some legendaries based on extinct races. The populations of these 5 races are nonexistant, and only isolated creatures, lands and artifacts are left that would prove they existed at all.
>WU: Kor people known as the Zinoxe Civilization based on their ruins and hieroglyphs. Would later Ascend and become the Deva
>Seorat activated their spark upon Ascendancy but lack the ability to planeswalk away.
>Dogan Hisarlik discovered their ancient ruins many years later, and accidentally Ascended as well into a particularly saved WBR Deva.
>WG: Woolly Loxodons that are now extinct. Their spirits haunt their old migration routes which have been altered by geographic changes.
>One particularly powerful Loxodon Spirit is Gormaru, a WUG Spirit Shaman that lives atop a huge glacier.
>UB: Vedalken Artificers who blew them selves up in a series of petty wars.
>Nironax is the last original Vedalken left on this plane, though he has survived through technological modification. He is a WUB Artifact creature who lords over a well armed fortress populated by Vedalken clones who are not allowed leave.
>The random thopters that patrol the plane are leftovers from the Vedalken wars. With no more bombs to drop, they simple wander and transmit their observations to Nironax.
>BR Viashino and RG Centaurs were too primitive and disorganized to survive the apocalypse, and only a few lands and undead versions of each exist today.
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>>45842849
So to recap
>WU Kor: Ascended
>WG Loxodons: Extinct
>UB Vedalken: One Dystopian Underwater City
>BR Viashino: Extinct
>RG Centaurs: Extinct
Here are my concepts for some 3-Color Legendary Creatures:
>WUG: Gormaru the Loxodon Spirit Shaman
>WUB: Nironax the Artifact Vedalken Artificer
>UBR: Bloodbeard the Dwarf Vampire Pirate (we need to figure out what vamps are like on this plane)
>BRG: Centaur Zombie Barbarian
>WRG: Arashi the Beastmaster Catfolk Druid
And here are the Wedges:
>WBR: Deva
>URG: Vurlunil the Weird Wizard
>WBG: Silverleaf the Treefolk Cleric
>WUR: Chakna the Catfolk Pirate King
>BUG: Soa Giara the Selkie Shaman Assassin
For the Name of the WBR Deva that used to be Dogan, I feel that it should not have a proper name like Seorat, but something like "Scourge of the Crater Hills" or whatever name we come up with for the general area where the Ascendancy Machine was located.
Since those five races have disappeared, the slivers in particular have experienced a population boom, since they all heavily participated in culling their population.
Also, I think the name Anefor is alright, but there area already a lot of names that begin with an "A" so I think we should alter the name a bit. "V" might be a good letter since there are only a couple planes that start with it. I'm just going to post some variations I've come up with
Original:
>Anefor
Variations:
>Vanafor
>Vanaphor
>Valefor
>Valiphor
>Anephora
>Xanefor
If everyone's happy with Anefor, then so be it, I just didn't see much discussion over it so I thought we could still discuss it.
>>
bump
>>
any card samples yet?
>>
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>>45840954
Get rid of Vosh Tolem and Har Thanik, they were supplanted by Bloodbeard and Dogan. Rrllr, was just an idea I tossed out and doesn't need to be listed unless people want to keep her/him?
Tlk Ta, apparently has some problems with her card, which I don't quiet understand. So if someone wants to go over her wording again.
I can upload the version that has the text for kinship if people need.
>>
>>45844902
there is already a keyword named kinship
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>>45844902
That card is a mess.

Kinship is supposed to interact with creature types not card names.

Does that Kinship trigger on Upkeeps, ETB or at will?

Why would I want to pull multiple copies of a card from my library if I'm just casting copies of the exiled card anyway?
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>>45844902
I didn't see you were asking for help so here:

Imprint- When Tlk Ta, Colony Matron enters the battlefield you may exile a sorcery or instant card from your hand.

1{u/g}, T: You may copy the exiled card, if you do you may cast the copy without paying its mana cost.
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>>45845207
*exile an instant or sorcery card...
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>>45845033
It's Panoptic Mirror, with the triggers reversed. You exile the spell during your upkeep and may cast it during any phase, rather than exiling the spell during any phase and only casting during your upkeep.
The exile bit is to make it your single source of that spell for the rest of the game. We could just drop that bit and make it "Exile an instant or sorcery card from your hand." without the search and exile other copies.
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>>45845304
Is this intended for commander? Because it's a better version of Panoptic Mirror, which is banned in the format because of pic related and other broken reasons.
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>>45845033
Also, yes, Kinship interacts with the creature TYPE.
Start Turn> Untap> Upkeep>Kinship checks the top card of your library, before any actions that don't happen "At the beginning of your upkeep." If the top card of your library shares a creature type with a card you control with kinship you MAY reveal that card and trigger the kinship effect. In this case the top card would need to have the Merfolk or Shaman creature type and if you revealed it you would then exile an instant or sorcery card from your hand.
For the rest of the game, so long as Tlk Ta is in play, you may 1[G/U][T]: Copy a card exiled by Tlk Ta and cast it without paying it's mana cost.
I ripped most of the text straight from Panoptic Mirror. Tlk Ta is supposed to be the Matron of young Selkie Shaman and teach them how to use their abilities and channel spells.
>>45845527
It's not intended for anything, just this worldbuilding stuff. And yes Panoptic Mirror was broken as shit because of crap like Time Warp, though a better solution would have been to ban Time Warp and any other cards that grant additional turns.
>>
>>45845708
>>45845304
>>45844902
I think it's just not a well designed card.
The one guy who suggested it creating a copy token of the revealed creature had the right idea. I know it messes with who flavor of the card you made, but I think your selkie is trying to do too much.
Especially since she doesn't have any evasion/protection, it's a waste to ditch your copies of a spell if she dies, but on the flip side you can avoid it by running singles too. If you want her to be imprinted with a spell, it should be only one on 2 mana or less.
>>45845207
He has the right idea.
>>
A planeswalker I've been cooking up for a little while may be a good fit for this setting (as a visitor) given its backstory.

He's an Avian plague smith who travels from plane to plane collecting and selling rare wares, most notably cures to deceases.
His cart filled with strange and exotic items. Books, machinations, and vials. During the day hours he's an eccentric "snakeoil" salesmen, eager to make coin or barter, but at night he dons the traditional tattered robes and mask of his home plane and profession, a thick fog traveling with his as he offers sage advise.
Mysteriously enough he always seems to appear just before or after an illness begins sweeping the land.
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>>45847455
I knew I was forgetting something, shroud/hexproof.
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>>45841045
Just go for it. I don't think we even know what sort of power level we're doing yet.

Should this be rare?
>>
I'm goingto post some ideas for cards using Drain and Pilgrim. Did we have another mechanic as well?
First one is a llanowar elves/birds of paradise type deal, but requires removing a drain counter first.
>Kelp Weaver
>1(U/G)
>Selkie Druid
>1/2
>Tap, Remove a drain counter from target land you control: Add one mana of any color that land could produce.
Which would have good synergy with something like a turn one drain.
>Jumping Fungoid
>G
>Fungus
>1/1
>Forest Drain
>At the beginning of your upkeep, put a spore counter on Fungoid.
Remove three spore counters from Fungoid: Put a 1/1 green Saproling creature token onto the battlefield.
And for our land-based version of Metalcraft/Threshold.
>Crater Wanderer
>1(W/R)
>Cat Nomad
>3/1
>Pilgrim - Crater Wanderer gets +2/+0 and first strike as long as you control five or more nonbasic lands.
>>
>>45849423
meant to give jumping fungoid flash as well.
>>
>>45840954
>>45841045
Here's a rough working idea for a Shade legend and a few other Shades:


Tassidel, Shadow of Wrath 2RRR
Legendary Creature - Shade
Double-Strike
Sacrifice a Shade: Tassidel gets +1/+1 until end of turn.
Whenever Tassidel would be put into a graveyard from the battlefield from damage, you may discard your hand. If you do, return all Shades from the graveyard to the battlefield under your control. They gain haste and first strike until end of turn.
4/3


NAME 1RR
Creature - Shade
Territory (You may pair this creature with an unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as NAME is paired with a Mountain, whenever a Shade you control dies, it deals 2 damage to each creature and each player.
2/1


NAME 2R
Creature - Shade
Territory (You may pair this creature with an unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as NAME is paired with a Mountain, other Shades you control get +1/+0 and have Haste.
Whenever a Mountain is paired with a Shade, Shades you control gain First Strike until end of turn.
1/1


NAME 4R
Creature - Shade
Prowess
Whenever NAME would be put into a graveyard from the battlefield, you may have NAME deal damage equal to its power to target creature or player.
RR: NAME gets +1/+1 until end of turn.
3/1


NAME R
Creature - Shade
Devoid
<><>: Land Drain 1
1/1


NAME 2<><>
Creature - Shade
NAME gets +1/+1 for each land you control with a drain counter on it.
4/4


NAME 3RR
Creature - Shade
Whenever NAME would deal combat damage to a green creature, or be dealt damage from a blue source, it deals double that damage instead.
Whenever NAME would deal combat damage to a blue creature, or be dealt damage from a green source, it deals half that damage rounded down instead.
2/5


NAME 1R
Creature - Shade
R: NAME gets +1/+0 until end of turn.
1/2
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>>45849423
>>45849480
Bit too much text when put on a card. Maybe put that second half on another fungus or tribal enchantment, and leave jumping fungoid as an undercosted creature due to that ETB effect.

Also token for Worldrot.
>>
>>45840954
I think Pilgrim would work best as follows:

Pilgrim - As long as you control either 5 or more nonbasic lands, or, 3 or more different basic land types, [effect]

This gives players options and makes it viable for both standard and limited.

What are the returning (if any) non-evergreen keywords?

I also feel that there's a bit too much focus on lands and one of them (I'd vote Pilgrim) be dropped in favor of something else that can also be utilized on non-creatures.
>>
>>45850050
I think I just realized a problem. The way drain is worded, if you cast a drain card but don't have the right land type, nothing would happen. Drain needs to be worded as an additional cost so that it is an effective downside.
We could also scrap the specific land type aspect of the ability and have it only work as a general drain on any type of land without a drain counter. Then drain counters would have more opportunities to be put nonbasic lands.
>>45850296
There has been a lot of consideration for phasing in particular. Vanishing might be good for a few cards given the whole disintegration of the entire plane thing that is going on.
I think your suggestion for Pilgrim is pretty good, though I think it should stay until we find something better at least. Would 3 Non-basics or 3 Basic Types be alright instead of having 5 or 3?
>>
>>45850479
I was toying with the idea of initially just lowering it to 3 non-basics, but I feel that would make it stupid easy and quick to get in non-limited formats. This is a mechanic that would require quite a lot of experimentation and play testing.
>>
>>45850565
I never played Scars of Mirrodin, so I never had a chance to use Metalcraft (though I have a little experience with Threshold, which is a little similar).
I assumed that Pilgrim would be quite similar to those two, but I guess it is a lot easier (in general) to get out lands into play compared to artifacts and cards in your graveyard.
Does that mean Pilgrim should be more expensive and have better effects, or should it be cheaper and less impactful?
I've not done much card design, I usually splice cards together so I don't have to worry about wording things wrong, but now that we're discussing it, what is the purpose of Pilgrim on non-creatures?
>>
>>45850479
>>45850479
>I think I just realized a problem. The way drain is worded, if you cast a drain card but don't have the right land type, nothing would happen. Drain needs to be worded as an additional cost so that it is an effective downside.
With this creature, that's a good idea.

>We could also scrap the specific land type aspect of the ability and have it only work as a general drain on any type of land without a drain counter. Then drain counters would have more opportunities to be put nonbasic lands.
It can be worded as anything. Land Drain <number> would be the unspecified variant. As it currently is, Land Drain is like Landwalk. Types matter.
>>
>>45850893
If you make it easier to get and less impactful you need to be prepared for players to rarely never not have it.
If you make it harder to get, you're promoting longer games and the effects have to be stronger and more powerful.

Pilgrim for non creatures could add or improve effects

For example, say you have a Rampant Growth, but with Pilgrim active you get to search for an additional land for the same cost. Or maybe even give your creatures all +1/+1 for each land you control.

Or say you have something that lets you Scry 1, but with Pilgrim you can instead choose to draw a card.
>>
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>>45850893
Artifacts are easier to get out than lands. Lands are limited to one per turn under normal circumstances. Artifacts are only limited by how much mana you have available. In the Scars block, there were a few 0-drop artifacts. Getting 3 out was no problem.

For non-creatures, it can be used to boost the effect of instants or sorceries.
Example
Target creature gets doublestrike until end of turn.
Pilgrim-- Blah blah blah, that creature gets +2/+0 until end of turn

Pic related is another example. It also counts itself as 1 of the 3 needed.
>>
>>45851074
Examples:


NAME 1G
Sorcery
Search your library for a basic land card and put it into the battlefield tapped, then shuffle your library
Pilgrim - You may also search your library for a non-basic land and put it into the battlefield, then shuffle your library.


NAME 1U
Sorcery
Scry 1
Draw a card, then discard a card.
Pilgrim - You may cast NAME as though it had Flash.


NAME 2BB
Sorcery
Put X 1/1 Black Skeleton creature tokens into play, where X is the number of Swamps you control.
Pilgrim - Instead, non-black creatures you don't control get -X/-X until end of turn where X is the number of Swamps you control.


NAME R
Instant
NAME deals 1 damage to target creature and each other creature that shares a creature type with it.
Pilgrim - Instead you may have NAME deal 4 damage to target creature or player.


NAME 5W
Enchantment
When NAME comes into play, exile your graveyard then gain 5 life for each creature with converted mana cost 3 or less exiled this way.
Pilgrim - W: Return target creature with converted mana cost 3 or less from your graveyard to the battlefield. Play this ability no more than twice per turn.
>>
>>45850893
>>45851562
I think changing it to "3 non-basic lands or 3 different basic land types" would be a good compromise.
>>
>>45852405
I've got one better:

>Pilgrim - As long as you control three or more lands with different names, [EFFECT].

Cleaner, provides the same effect, Give synergy to basic AND non-basic while still being a little tough to activate in limited as well as constructed.
>>
>>45852515
I really like that, but in that case we should make it 5 lands so it is harder to achieve.
>>
>>45852568
Keep in mind you're typically only playing 1 land a turn, 2 if you're going execration and they have to all have different names at that.

I would say 4 at max otherwise I'm thinking things will be a bit bogged down. This will "force" most of the spells to have marked improvements due to the difficulty (and time/ turn investment) of getting that many different lands.
>>
>>45852515
That was my original suggestion a few threads back back when we had a two possible names but no text. The other name was Nomad.

>>45851676
Making some cards based on these. They won't be quite the same though.
>>
>>45852821
Go with Nomad, it's a better name or Nomadic.

And go on ahead, same with the Shades from earlier, just threw out some basic first draft cards.
Here's four more:

NAME 2RW
Creature - Cat Shaman
Whenever a Cat you control dies, you may return a Shade with converted mana cost three or less from your graveyard to play.
2/2


NAME 1BB
Creature - Skeleton Warrior
Nomadic - As long as you control three or more lands with different names, at the beginning of your upkeep put a 1/1 black Skeleton Warrior creature token onto the battlefield.
1/1


NAME 1{R/U}R
Creature - Dwarf Pirate
When NAME comes into play, if U was used to pay for {R/U}, return target tapped artifact to its owners hand. If R was used to pay for {R/U}, NAME deals 2 damage to target player.
2/3


NAME 2W
Instant
Until end of turn, creatures you control get +1/+1 and gain Tenacity 2 and First Strike.
Draw a card.
>>
>>45853155
>>45852821
Since Nomad is a creature type, I suggest Traveler or Explorer instead.
>>
>>45853200
What about Worldly?
It's less creature specific sounding while still conveying the idea of the creature or caster being well traveled in the world.
>>
>>45848896
Throwing out a very rough design for this too:


2BB
{+1}: Creatures get -1/-1 until end of turn.
{-2}: Draw two cards, then discard a card.
{-5}: Non-black creatures get -X/-X until end of turn where X is the number of non-creature artifacts you control.
{4}
>>
>>45853300
Worldly just doesn't sound good to me, so I've been checking out the thesaurus for some inspiration.
I think Frontier is a good term for this ability.
>>
>>45853673
I could see that working I suppose.
And here's another card because I'm bored and MSE won't not crash now that I have it:


NAME WBB
Creature - Angel Horror
When NAME comes into play, put a -1/-1 counter on each other creature.
NAMEs power and toughness are equal to the total number of -1/-1 counters on all creatures.
*/*


I like the idea of WB doing weird stuff, but I'm not sure Angels as a staple race will work so well since they're supposed to be Whites staple fatty. You could argue Dragons of Takkar, but that wasn't a tribal focused block per say with factions divided like this. Maybe just normal horrors, the best of which are angels?
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>>45853155
>>45853200
I like Nomadic. I think it's easy enough to tell apart from the Nomad creature type.

Also the cards based on that list. Did some comparisons to cards with similar effects for costs.
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>>45854482
Oops. Forgot to change the green card to card names.

Also, now I'm thinking that I should rework the shard/wedge phase-land cycles. Adding "Enter the battlefield tapped" makes it too wordy. The colorless part was from combining somebody else's triple+colorless land.
>>
>>45854482
BSRi needs a reduction to at least 4BB to be even remotely playable.

You're also changing the mechanic trigger between cards.

I kind of liked the things he had going on with a few of them with the mechanic opening up different options or changing the cards. Right now this is just another kind of Threshold.

WIUi is good though and UICi needs the discard clause badly otherwise it's OP as shit.
>>
>>45854811
The changing triggers were on accident. And those changes have been made. I guess Opt was too old to reference for the blue spell.
>>
>>45854482
>>45854811
>>45854994
Original poster of the concepts here. Thanks for doing some mockups. While I liked the idea of functionality changing, that would maybe be better served for a follow up set? In any case here's a few more cards with the ability for funsies:

NAME 1G
Instant
Nomadic - As long as you control three or more lands with different names, target creature you control gets +1/+1 for each land with a different name you control until end of turn.


NAME UG
Creature - Merfolk Ambassador
Nomadic - As long as you control three or more lands with different names, NAME gets +1/+0 and gains Skulk.
1/1


NAME 3WW
Enchantment
Creatures with power 4 or greater can't block.
Nomadic - As long as you control three or more lands with different names, NAME has "2W, Sacrifice NAME: Return all white creatures with converted mana cost three or less from your graveyard to the battlefield."


NAME 3GG
Creature - Treefolk Shaman
Reach
Nomadic - As long as you control three or more lands with different names, NAME is black and has Deathtouch,
3/3
>>
super late night/ early morning bump
lets see if we can get some more traction on this thing
>>
>>45841794
An extra lore thing to throw in-During the time period of the set, Dogan the Dwarf triggers the Deva's ascension machine with about 30 dorfs, causing the falling of the mana into the void to suddenly magnify, with entire parts of the plane now starting to drop out of existence.
>>45841967
Solemn Gatekeeper?
>>45842849
I Like these ideas.
>>45849183
Yup, as is. If it could singlehandedly win a draft, once you get it out, its probably a rare.
>>45849796
I think these Shades are a bit strong in general-there should be maybe 2 shade lords max, and I wouldn't make them shades themselves. Oh, and remember, Land drain should either be an additional cost or "Target player Drains 1"
>>45852515
I support this wording, but agree the actual number of lands may need a little tweaking.
>>
>>45854482
All of these would be very strong even as rares, save maybe the black one. I think lowering it to 4BB would be acceptable, but finding another "play it early, or wait for pilgrim" style like the rest would be good. UIC should be 2 mana, no question. Even then it's ridiculously good. Other than that, I approve.
>>
>>45855435
Not sure if the Merfolk ambassador is supposed to be basically a traitor, but that's what he comes off as.
>>
>>45857406
>causing the falling of the mana into the void to suddenly magnify, with entire parts of the plane now starting to drop out of existence.
DAMMIT DOGAN!
>>
>>45857423
Done. It also has "Then discard one" again.
Cost of the black spell was also dropped.
As for rarity, I guess I'm still used to seeing stuff like Foresee at common

Tinkering with instants for Black and green, but all that I've come up with is basically gluing a Primal Bellow onto a Giant Growth. Both common 1-drops.
>>
>>45859624
The fact is drawing a card is considered worth about one and a half colourless, when attached to other cards. Sounds good where you have it now.
For the green instant you could have it apply to multiple creatures as the bonus, doubling the power. I wouldn't base it on primal bellow though-that directly clashes with the Nomad aim. Maybe make it the number of different names of lands you control, in the same vein as Nomad itself?
>>45859549
Honestly. What was he thinking.
>>
>>45859994
It was edited to be "+1/+1 for each basic you control," but now, heheheheee

Pump Spell GG
Target creature gets +3/+3 until end of turn.
Nomadic-- Copy this spell twice without this ability. You may choose different targets for the copies.

If the story does go the good-end route, Primal Surge reprint.
I love Timmy cards.
>>
>>45859549
>with entire parts of the plane now starting to drop out of existence.
Wasn't that already happening?
>>
>>45861743
Yes, Dogan just made it worse.
>>
>>45857423
Disagree on them being too powerful. With the changes described already; BSR is easily rare maybe mythic pending on the sets power level, GSC is a solid uncommon, RIR is also uncommon, As is UIC however I could also see it being common as Thunk Twice and several other cards with better draw are, and WIU is common since it's just a slightly better fog all things considered.
>>
>>45858049
Sort of. More so that he/she has just been around enough to know the ins and outs of negotiation. Originally it had card draw on damage rather than +1/+0 but I felt that would have been too strong and wanted it at common.

>>45857406
I'm only seeing the third one as being any sort of lord. The second one just explodes along with everyone else pretty much once one of them dies. Sort of a huge chain reaction as per the flavor notes for them.
Personally I don't feel that Shades are very red, but I think they can work. The colorless ones I fully admit are more green that red however.
>>
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>>45861006
Rethinking the wording for this. Copies aren't cast, right?
>Nomadic-- When you cast this spell, copy it twice if you control three or more lands with different names. You may choose new targets for the copies.

>>45859994
>>45857423
Here's the new export of Blue Instant Common(?) 1.
>>
>Fungoids are one of the main species of the Toxic Forests that arose soon after the death of the Green Sliver Queen.
>Without the Queens ability to regulate the forces of decay within the forests, fungi have replaced most of the ancient plantlife.
>Only exceptionally hardy organism can survive the Toxic Forests without becoming infected and transformed into a Fungoid.
>Some races have developed magic or machines that help them survive the spore-laden air, but many carnivorous plants and insects stalk the hazy depths of the Toxic Forests.
>Many Fungoids were once living animals that became hosts to the invasive beings, and now the bones of those creatures now serve the Fungoid in making them faster and stronger.
Many Fungoids would have Drain effects, which helps them work well with both the Zombie Treefolk and the Selkies who interact with drain counters for different reasons.
They would basically be normal green creatures with Fungus as their type (or additional type), and some would have the ability to produce saprolings, because why not?
>>
>>45863637
I actually like this quite a bit.


NAME 2GG
Creature - Fungus Beast
When NAME enters the battlefield, Forest Drain 1.
When NAME leaves the battlefield, Forest Drain 1.
6/7

NAME 3G
Creature - Treefolk Shaman
Sacrifice NAME: Remove all drain counters from all lands you control, then add that much mana of any one color to your mana pool.
0/4

NAME 1G
Creature - Insect Fungus
<><>: Put a +1/+1 counter on NAME and a drain counter on a land you control.
2/2

NAME GGGG
Creature - Fungus Ooze
When NAME enters the battlefield, put a +1/+1 counter on it for each land in play with a drain counter on it.
<>, Remove a +1/+1 counter from NAME: Put a 1/1 green Ooze creature token onto the battlefield.
0/0

NAME 2GG
Creature - Fungus Horror
Whenever NAME deals combat damage to a player, you may pay <><>. If you do, put a drain counter on target land that player controls.
1/3

NAME 1GG
Instant
Choose one or both:
*Destroy target non-creature artifact or enchantment.
*Remove a drain counter from target non-basic land you control.

NAME 1GG
Enchantment
Devoid
Remove a drain counter from target land you control: Put a drain counter on target land.

NAME 1G
Sorcery
Target creature gets +1/+1 until end of turn for each land with a drain counter on it you control.

NAME 5G
Creature - Treefolk Shaman
As long as an opponent has three or more lands with drain counters on them, NAME gets +3/+3 and has Reach and Vigilance.
4/4

(alternatively make the effect +5/+5 with a Nomadic trigger)
>>
>>45866293
Those all look pretty good, though a 4 CMC 6/7 is a little too nuts to me, even with the double drain (which is a good negative mechanic for a fatty such as this). Maybe if it also came into play tapped it was justify being so relatively inexpensive.
I also had an idea for one that is basically Rootwalla but with drain.
>Fungwalla 2G
>Creature - Fungus Lizard
>G,Drain 1: Fungwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
>2/2
So I think that Treefolk Shaman you made could be rejiggered into a legendary Treefolk.
Earlier in the thread I had posted a list of legendary creatures I had made to match all the different shards and wedges.
I had an idea for a WBG Treefolk Cleric named Silverleaf but I didn't have a clue what his abilities would be.
I think your 5G shaman idea would work as Silverleaf with a little tweaking.
>Silverleaf 1WBG
>Legendary Creature - Treefolk Cleric
>Tap, Remove a drain counter from a land you control: Target creature gains indestructible until end of turn.
>Nomadic - Silverleaf gets +3/+3, reach and vigilance as long as you control three or more lands with different names.
>3/3
My favorite deck is my Doran/Treefolk deck, so I might not be an impartial card designer when it comes to them.
>>
>>45866293
so:
>"Nomadic - As long as you control three or more lands with different names, and as long as an opponent has three or more lands with drain counters on them, NAME gets +5/+5 and has Reach and Vigilance."

Seems overly wordy. Land Drain also needs errata for "Lands may only have up to 1 drain counter on them at a time", otherwise this mechanic, at least with those cards, gets pretty stupid good stupid quick.
>>
>>45866915
Thanks, but I disagree. Consider that it takes two green mana to cast and in limited, it's probably going to be two forests. On turn 4 (or three), one of those is going away when it's cast and then quite possibly the other when it dies. On second thought a 6/6 or 6/5 may be more appropriate. I think the drawback more than makes up for a marginally reduced cost at the uncommon slot.

While the rootwalla design is nice, I opted for +1/+1 counters as draining for a temporary effect seemed a bit bad. Instead I would suggest dropping the rootwallas cost by 1 or upping it to +3/+3. Then it would be a solid and usable common.

Thanks on the treefolk(s). Was shooting for rare for the mana one and uncommon/common for the anti-drain one. A Treefolk that sacrifices itself to cleanse the land and one that is enraged by the decay.

In regards to a new legend, from OPs posts it seems there are already quite a few legendaries but the core design is intriguing. Due to the casting cost however, it's highly likely he'll never not have Nomadic.

>>45866937
It would be a bit wordy I agree. Just a thought though and seeing it written out I could see it causing confusion as well.

A good point on the drain counters to boot.


Another drain fun card

NAME
Land
NAME enters the battlefield tapped.
T: Add <> to your mana pool
As long as you control three or more lands with different names that have drain counters on them, NAME is an X/X colorless Ooze creature where X is equal to the number of drain counters on lands you control and "this creature attacks each turn if able".
>>
>>45867670
That land, even with the drawbacks is at minimum a 3/3 when it's a creature with growth potential. For free. Drawbacks included, that is fucking obscene. It should be 2/2 max.

As far as returning mechanics, do you guys like Phasing or Vanishing more?:

>Vanishing # (This permanent enters the battlefield with # time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
http://mtgsalvation.gamepedia.com/Vanishing

>Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
http://mtgsalvation.gamepedia.com/Phasing


Both are good fits for the setting and although I hate both, phasing seems like a better fit, but vanishing has more creative potential despite we're already running high on counters.

Alternatively, what other returning mechanic do you all think would fit and work? And no, not Landfall. Too many land mechanics in the set already.

I think after this thread the mechanics will have been selected, names and triggers refined, and samples produced.
>>
>>45867670
You know, I think Nomadic really should be five different lands so it isn't going to be as easy to pull off.
>>45869094
Vanishing would be great for our Red Shades. Their flavor is that they are the souls of the dead brought to fight one last time before they fade away forever.
Phasing has been heavily discussed already and it's pretty much included at this point.
>>
>>45869159
Having both phasing and vanishing in the same set is pretty redundant and Nomadic being 5 lands with different names makes it completely unviable in sealed and draft. It would need all the abilities it provides to be super powerful. It's fine at 3. It's tough enough to get and requires some investment without being excessive and allows for both constructed and limited play.
>>
>>45869094
This is going to sound really stupid, but what about cumulative upkeep? Think about it - what better way to represent trying to hold together a mana construct against the encroaching nothingness then by making you struggle more and more to hold it together?
>>
>>45869376
Godamn it as much as I hate to admit it, Cumulative Upkeep is really flavorful in that aspect.

The question becomes, can it be made fun?
I've never met a single player say they liked it.


Persist would be good for the whole survivors of a dying world angle, but we're already using +1/+1 counters.
>>
>>45869313
Well if every pack of cards from this set came with nonbasic lands instead (theoretically) it wouldn't be so hard to hit Nomadic at 5. It'd count the names of basic lands you have (1-3 usually) as well as a number nonbasics.
If Nomadic is so easily achieved at 3, should it really exist at all?
This plane already has a shitload of nonbasics from many different sets, as well as variations of for this specific plane.
Where most sets of magic are divided into 2 or 3 subsets, this plane would be like all of them at once. This set would probably be larger and more complex than a normal set, so their is a lot of room for weird mechanics
I prefer Vanishing over Phasing, since Time Spiral was one of my first experiences with Magic.
I don't understand why you think having phasing and vanishing is redundant, they seem quite different to me.
>>45869376
Cumulative Upkeep - Drain would be pretty flavorful for certain cards.
>>45869547
We could use Undying, but should every tribe get it sparsely or what?
>>
>>45869711
>>45869313
>>45869159
I vote for the following:
1. Nomadic goes to 4 different lands
1a. Drain gets the following errata: "Lands with drain counters on them are Wastes. Lands that already have drain counters on the cannot be the target of spells or abilities that would put another drain counter on"

This makes drain more dangerous while still giving Nomadic an achievable amount for most formats while still being difficult to obtain and provides synergy between the two mechanics.

2. Nomadic stays at 3 lands.
2a. Drain gets the following errata: "Lands that already have drain counters on the cannot be the target of spells or abilities that would put another drain counter on"

Things basically stay as they have evolved this thread. I do not like the idea of Nomadic just being another Domain in so many words.
>>
Going to wait on OP the organizer to weigh in on what should be done with Nomadic.

As for a returning mechanic I think whatever we go with it shouldn't use counters and shouldn't be exclusively creature focused. Something that can be used on other permanents or spells would be ideal, but its use should be limited since we're already working with a lot of themes and mechanics already.
>>
>>45869954
I think your first suggestion is really good. Even with land tutoring it won't be too easy to maintain. I like that drain will mess with Nomadic so that you won't have it permanently activated as soon as you hit 4 lands.
There should definitely be cards that put drain counters on your opponents lands so that you can personally mess with their Nomaic cards without relying on them doing it themselves.
>>45870235
Yeah I think at this point we need OP to choose some stuff for us and weigh in on what they want.
We already got flip cards (So far a treefolk that becomes a planeswalker) and OP said there would be werewolves.
Shall we try to come up with some werewolf ideas that make them different from Innistrad ones?
>>
>>45870442
>werewolves
First I've heard of this (but I haven't been here too long). We have a shitload of races already. If this is an artificial plane where do werewolves come in? What's their angle? What are they like? Why where they brought here?

If they are in, I'd vote that they have different flip triggers or that we remove flipping as a mechanic from the set as that becomes another element we need to provide support for. What about WereCats like the Aztechs?

Some fat needs to be trimmed IMO.

The top reworking of Nomadic and drain works well I think as it can both help you get nomadic quicker or potentially shoot you in the leg. As for giving it to your opponent, that is a must. Someone pitched a few cards like that earlier in the thread.


I also think Tenacity has potential, but it just feels kind of awkward and out of place in the set. As far as mechanics go, I think 5 total is the way to go, Drain and Nomadic being my favorites.

If OP shows up, I'd say that in addition to reviewing mechanic revisions he/she just picks one of the suggested returning abilities and we work with it:
Vanishing
Phasing
Cumulative Upkeep
Undying
Gravestorm
>>
>>45866937
It already specifies that the counter has to be put on a land without drain counters on it. The only way to put more on is with Proliferate, which isn't in this set.
>>
>>45870746
I checked the google doc and OP put werewolves, Kor, humans and elves there. It might be older than what we've discussed for the plane.
I personally don't think they fit but if he really wants them in its up to everyone else to fit them in.
No fluff has been discussed about them at all but OP wants to include them since they're pretty standard for MtG planes.
Fateseal was discussed earlier but I don't remember if we decided to go forward with it.
I'm really more of a Vorthos when it comes to Magic, and what ultimately gets decided for the rules for the cards in this setting don't matter that much to me.
I've come up with a lot of the lore for this set and have been only giving some rules suggestions.
>>
>>45870867
I think regardless, the OP needs to make a call of mechanics and potentially current races and themes. It's pretty scatter shot right now and we need something in stone to move forward at all.
>>
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>>45840412
>>Green: Oozes and Fungi
So happy we went with fungus
>>
>>45869954
>Lands with drain counters on them are Wastes.
The only thing keeping that from working is that unlike the five basic land types, the only way Wastes function is from the card's oracle text. Plains, islands, swamps, mountains, and forests have innate mana abilities from their types.
>>
>>45871356
So would it have to say that lands with a drain counter have the name Wastes and can only produce colorless mana?
Is it possible to change a cards name with a counter?
>>
>>45871526
You'd have to say that the land is named Wastes, looses all land types and abilities, and has "T: Add C to your mana pool."
>>
Holy hell, I did not expect cumulative upkeep to go anywhere.

>>45869547
I rather liked it on some cards. Brand of Ill Omen was rather broken (at least when played in Ruric Thar ramp), and there are a few other fun ones. Mechanically, it's a struggle to make them good; flavorfully, it's awesome.

Also, because I wasn't here for last thread and it's not in the doc, what exactly does drain do for all of us idiots out there?
>>
>>45871316
Agreed, the flavor here
>>45863637
is pretty neat and gave me quite a few different ideas which I posted
>>45866293


>>45870746
Going to work some rough concepts highlighting how these mechanics may interact (mostly with Drain because I love it):

NAME 3W
Creature
Flying, Vanishing 3
When NAME is put into a graveyard from the battlefield, if it had no time counters on it, drain target land.
4/3

NAME 4
Creature
Treat all lands you control as wastes.
If a spell or ability could target NAME, change that target to NAME.
Phasing
6/6

NAME 4G
Creature
Cumulative Upkeep — Drain a land you control.
7/6

NAME R
Creature
Haste, Undying
Remove a +1/+1 counter from NAME: Drain target land you control.
1/1

NAME 2UR
Sorcery
Reveal the top card of your library. If it's an enchantment or artifact, you may play it without paying its casting cost, otherwise exile it.
Gravestorm

NAME 4GB
Sorcery
Choose one:
*Remove a drain counter from target basic land.
*Drain target nonbasic land.
Gravestorm


>>45871526
Nothing in the rules that I know of that say otherwise, not to mention Blood Moon exists so I don't see why not.
>>
Honestly i respect to all the huge storm of races and mechanics that have shown up this thread, I really think we should just stick with the handful of races we've had since early in the thread. It's kind of nice to see a setting where our primary races AREN'T humans or viashino or goblins or any of the other more regular races of magic. Considering that by our own lore, the currently most successful races are oozes, skeletons, and slivers, it makes this plane stand out in a similar, but more extreme way to how lorwyn/shadowmoor did. It also makes this plane a lot more interesting when we look at the planeforger, considering he decided not to put any of these more classical races on his plane when he made it. Considering age wise, he's probably a contemporary of Urza, that certainly says something about his experiences with other planes to deliberately not put in humans or goblins or what have you.
>>
>>45871858
>>45871897
well that's kind of weird. Keeps saying the first post doesn't exist when I try and delete it.

>>45871802
see
>>45840954
>>
>>45871897
http://mtgsalvation.gamepedia.com/Basic_lands#Basic_land_types
Last line in that section.
>>
>>45871943
It's gone now.
>>45871900
Good points. I always assumed this plane was more like the old kind anyway, but it started going downhill when all the planeswalkers suddenly became weaker thanks WotC! and the Planeforger could not maintain the plane as it once was. Things got even worse when one of the Sliver Queens died, and now he couldn't even leave to get help if he wanted to. If he planeswalked away, everything would disappear.
>>
>>45872312
>Wastes is a basic land with no subtypes, so it has no implicit mana abilities. However, its Oracle text allows it to tap to add {C} to its controller's mana pool.
I do not see a problem with Drain counters acting as mini blood moons for the lands they're on.
>>
>>45872575
Blood moon works because of the land type, not the card name.
>>
>>45872575
But it doesn't work like that.
I think changing them to wastes is a good idea, but the wording is clumsy and needs work if it's even viable. Any rules lawyers around?
>>
Bumping with basic card ideas since we've stalled out again:

NAME 2W
Enchantment
Creatures you control have Tenacity 1 (Combat damage dealt to this creature is reduced by 1).

NAME RU
Creature - Dwarf Pirate
T: Discard a card then draw a card.
2/1

NAME 1RU
Sorcery
As an additional cost to cast NAME, discard an artifact.
Search your library for an artifact with converted mana cost less than or equal to the discarded card, reveal it, then shuffle your library and put it on top.

NAME 4
Artifact Creature - Construct
NAME comes into play with a +1/+1 counter for each <> used to cast it.
1/1

NAME 5
Artifact - Equipment
Equipped creature gets +2/+2 and has Double-Strike and Defender.
1: Return NAME to its owners hand.
Equip 3

NAME 2RW
Creature - Cat Nomad
Flying, First strike
3/3

NAME 1W
Creature - Gargoyle
Flying, Defender
1: NAME loses Defender until end of turn.
W: Switch NAMEs power and toughness until end of turn.
1/3

NAME BB
Creature - Skeleton Wizard
Menace
Whenever NAME attacks and isn't blocked, you may discard a Skeleton. If you do, each opponent discard a card.
1/1

NAME 2B
Enchantment
Whenever an opponent discards a card you may pay 2 life. If you do, draw a card.
Sacrifice NAME: Draw a card and you lose 1 life.

NAME 3U
Creature - Weird
Whenever a blue creature you control becomes untapped outside of your untap step, you may pay 1U. If you do, Scry 1.
2/2

NAME 1UG
Instant
Return target land that is able to produce <> mana to its owners hand.
>>
>>45874651
looks pretty good to me, thought the last spell would work better if it was part of a charm instead of just that single effect.
>>
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>>45863637
>>Some races have developed magic or machines that help them survive the spore-laden air, but many carnivorous plants and insects stalk the hazy depths of the Toxic Forests.
Quite like that. It might be a fun excuse to see more dwarfs in fantasy hazmat suits.
>>
I agree with trimming down the races, but I'll make my case that one of the advantages of doing this open-world hex based thing is we don't have to be as restricted by amounts of mechanics. After all, few single sets try to cover an entire plane, as we are doing. However, keeping keywords down a bit for simplicity's sake is still probably the best plan.
Love the cards anon are making btw!
>>45869094
I think you make a good point RE: Mixing counters. Much as I like Vanishing for the design space, we should stick with phasing.
>>
>>45870746
>First I've heard of this (but I haven't been here too long). We have a shitload of races already. If this is an artificial plane where do werewolves come in? What's their angle? What are they like? Why where they brought here?

They live in one forest and have lost the ability to turn back into humans. They inhabit only one small region, much like the Kor inhabit only one small region. Unlike the core races, who are still widespread across the world, but the core races all tend to be changed life (skeletons, oozes, etc) with a few exceptions.

Every small region on the map is going to have something special about it, there isn't only going to be ten or fifteen or so creature types on the whole world, but the world is dying. Every race that isn't one of the monocolored or dual-colored races has but a small population left, usually unable to sustain itself and will likely die within a generation or so.
>>
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>>45878110

To add to this, the forest they live in is a taiga, not unlike the russian wilderness. And like I said, they live in one forest.
>>
>>45878133

Anyway, I'm about to head to work, and I can't post there, but I'll be updating the document with information from today's thread; I'm a bit overdue in that regard. I'll get it all caught up.
>>
>>45876255
Thank you. Charms are nice and all, but the effect is already extremely powerful. Thinking on the designs again, I probably would change that spell to sorcery speed to further balance it.

The Gargoyles toughness may also need to be dropped to 2 and the Skeleton may need to be reworked to trigger on combat damage to a player, but it depends on which will be used this set: "attacks and isn't blocked" or "Deals combat damage to a player" as these two are similar and only one should be used in a set.
My wording is also probably a bit off on some of these, so apologies.

I was aiming for cards firmly in the common to uncommon zone for all of these.
A lot tend to design for rares and mythics in these sort of threads, but I find joy in staying in the less visited side of things more often. I fully admit some cards could easily become rares and that last one could very well be one given the current value WotC gives to disruption like that.
>>
>>45878133
>>45878110
>>45878195
Ah, ok, I wasn't sure how important or widespread werewolves would be. Even if they cannot turn into humans, they should still have a flip effect.
Perhaps their wolfman form flips into a giant wolf form?
>>
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Regarding Drain, I think something like Quicksilver Fountain would ork as far as the counter wording works, but apparently not since the name Wastes doesn't quite work the way normal basic lands do?

In regards to werewolves I'm fine not having them flip as there is no moon and Flip isn't really needed in the set I don't think. Rather we can give them bonus effects via Territory perhaps. Due to their environment I almost want to say Snow mana, but fuck that.

>>45878195
Looking forward to the update and by proxy decision making and stone setting.
>>
>>45881187
>>45881146
(from judge thread)
>"Lands with drain counters on them are Wastes."
>There, that wasn't so hard, was it? Keep in mind that you can't put a continuous effect on a sorcery! You'll need to print this effect on a permanent for it to apply, unless you're playing with "house rules" where the above is outlined.

That said, the mechanic would look like this:
>LAND Drain # (Put a drain counter on # (different) LAND(s) you control that do not have a drain counter. Lands with drain counters on them are Wastes.)

In practice:
>Island Drain 1 (Put a drain counter on an Island you control without a drain counter. Lands with drain counters on them are Wastes.)

>Mountain Drain 3 (Put a drain counter on three different mountains you control that do not have a drain counter. Lands with drain counters on them are Wastes.)

>When NAME comes into play, put a drain counter on a land you control without a drain counter on it. Lands with drain counters are Wastes.

We also may need to consider draining as being an additional cost or what to do if there are no lands to drain.

>>45878110
I like the idea of permanently transformed wolfmen. A small tribe on the verge of extinction trapped and fighting to survive in the frozen woods, unsure why they are trapped or what gods they have offended to befall such an end.
I see around 10 total cards in the block for them with this in mind.
>>
>>45882800
What do you think about elf werewolves?
>>
>>45883597
Personally I hate elves with a passion and thought that outside of Dwarves we were looking to stay away from "human" and common tribe races.
If you can sell us on them I'm sure OP, myself, and others may be willing to consider.
>>
>>45883646
I do kind of like the idea of Elves and Humans existing once, but being super dead. Like the humans are the ones who eventually became the Deva.
That said, I really agree that we should stay away from the more classical races of magic. It gives us some unique flavor, and also means that we don't get the same kind of 'elves live in forests and generate mana' kind of generic design. If we do have elves, I want them to be weird, and possibly not even green mana.
>>
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>>45884374
we had devoid elves in one of the earlier threads.
And a concept floating around that the selkies are basically whats left of the elves as they decided to settle in seas rather than deal with the calamity on land.
>>
This has no bearing on anything, but I just wanted to suggest two cards.

Shattered Mind | 1U
Enchantment
Put the top seven cards of your library into your graveyard: Counter target spell.

Raw Rebuttal | R
Instant
Raw Rebuttal can't be countered.
Counter target spell that targets a spell.
>>
>>45884902
>Manaless counter spells
>ever
Absofuckinglutly not

And red doesn't hard counter it only redirects or gives ultimatums.
>>
>>45884602
That's a pretty good idea. Selkies as highly modified elves works well even if we have a much smaller population of Mutant Elves with devoid.
>>45884374
The Colorless Mutant Elves should be very pitiful. Their population has been greatly diminished and they can't even survive in their now Toxic homelands. Whereas selkies can at least work together to fight against the spread of the Wastes, the elf mutants are barely surviving.
>>
>>45887632
Sickly elves with faux gas masks or litchids embedded into themselves to filter... Skeletal and weak, the dying tribe knows it's numbers are few. That it is doomed. So they do the only thing they can. They write. They write everything in the hopes that they will not be lost... Forgotten.
They are the walking dead on a dying world.
>>
>>45884374
>>45887632
>>45887697

NAME 1G
Creature - Elf Cleric
Devoid
<>, T: Prevent the next 1 damage dealt to target creature. If <> was paid from a land with a drain counter on it, prevent the next 3 damage instead.
0/2

NAME G
Creature - Elf
Devoid
When NAME is put into a graveyard from the battlefield, put a 1/1 green Fungus creature token onto the battlefield.
0/1

NAME 2G
Creature - Elf Wizard
Devoid
Sacrifice a Forest: NAME gets +2/+2 and loses Devoid until end of turn.
1/1

NAME 1GG
Creature - Elf
Devoid
Whenever a creature would be dealt damage, you may revel the top card of your library. If it's a green card, that creature gains Tenacity 2 until end of turn. Then, put that card on the bottom of your library.
1/1

NAME 3GG
Creature - Elf Advisor
Devoid
Whenever a green or colorless non-token creature comes into play under your control, you may pay 2GG. If you do, draw a card. Play this ability only as a sorcery.
<><>, Sacrifice NAME: Shuffle your library, then draw a card.
"Knowing they had no future, the elvish scribes worked tirelessly to prove to they once had a past."
2/2
>>
>>45887697
We mentioned undying earlier, and perhaps it could help to represent the elves long lives. They'd also need a mechanical negative so that the undying part isn't actually that great.
They'd have effects like "this creature cannot block" or "must attack every turn" as long a they have a +1/+1 counter to downplay the increased power and toughness. Persist might be more flavorful, but I'm not sure how people feel about mixing +1 and -1 counters.
>>
>>45890302
You typically only want to have +1/+1 or -1/-1 counters in a block. When incorporating a new form of counter (like our drain ones) it's typically not good design to add more. Same with "Deals combat damage" vs "Attacks and isn't blocked". Things need to be simplified and streamlined.

With this in mind, when OP comes back and sets the mechanic wording in stone and maybe selects 1-2 returning mechanics, I expect him to go with Phasing rather than Vanishing and/or Undying over Persist for the above mentioned reasons.

As far as Elves are concerned, we should keep the number of them included very low if they end up making the cut at all.
>>
>>45890467
I think the world will be large enough so allow isolated or sparse populations of near extinct races like werewolves, elves, kor or whatever. It be nice to have a poll up so we can vote instead of having to rely so much on OP.
>>
>>45892495
He said he would update or make a new pastebin when he got back home, so I'd wait to see what changes are made and go from there. May be worth letting the thread die before then?

In regards to Phasing maybe happening, I still don't exactly get how phasic in and out works. I get that the card and anything on or attached to it is exiled with it, but when it flickers in and out is what keeps throwing me off. Never played with it before.
>>
>>45892579
>May be worth letting the thread die before then?

Please don't

I know I've been lax but I like reading all your posts

Things are just busy on my end but I am preparing a few things
>>
>>45840954
>>45893359
Ok, Werewolf concepts then I suppose. I kind of see them as an animalistic "savage" tribe that uses entrails for fortune telling and while in tune with nature, is not shy about destruction as it is also natural. They are not a soft people. They cannot afford such luxury:

NAME 2RR
Creature - Werewolf
First Strike, Tenacity 1
<>, T, Sacrifice a Forest: add RRR to your mana pool.
3/1

NAME 1RRR
Creature - Werewolf Shaman
Whenever a non-werewolf creature dealt combat damage this turn would be put into a graveyard, you may pay 1R. If you do, Scry 1.
1R, T, Sacrifice a non-werewolf creature: Discard a card, then draw a card.
2/1

NAME RR
Creature - Werewolf Shaman
R, T, Exile a creature cards from your graveyard: NAME deals 2 damage to target creature or player.
1/1

NAME 2RG
Creature - Werewolf Warrior
Flash, Haste, First Strike, Hexproof
NAME can't be countered.
4/1

NAME 2RRGG
Creature - Werewolf Avatar
Indestructible, Double-Strike
As an additional cost to cast NAME, Sacrifice a Forest, a Mountain, and a creature with power less than or equal to three.
7/4
>>
>>45890302
I think you want Persist instead of Undying.
>>
>>45893992
Werewolves? Where do they fit into our lore / ecosystem? Also, werewolf avatar?
>>
>>45892579
untap step: is the permanent phased out? phase it in. Is it phased in? Phase it out.
While phased out, it counts as if it and anything connected to it doesn't exist.
>>
>>45893992
Broke my rule of trying to focus on commons and uncommon here. Hope the flavor came out ok though. Really only like the top 2 anyway with the 3rd being ok (since I just modified Grim Lavamancer).

The last one is sort of a half compromise since I badly want to try and do a Spirit of the Night/ The Unspeakable combo summon, but I want to see what OP has in store first.

>>45895193
Persist makes more sense, but it causes counter conflicts.

>>45895236
see
>>45870442
>>45870867
>>45878110
>Werewolf Avatar
Basic idea is that they summon/ empower another creature with one of their spirits or gods through various sacrifices since I'm kind of sculpting my vision of them as deeply spiritual even as their numbers reach 0.
Personally I would be fine tightening up the races or having a few random outliers here and there though.
>>
>>45892579
There is no exile or removal of any sort involved in phasing. It's a state that a permanent can be in, like being tapped. While phased-out, the permanent is still on the battlefield, but it's treated simply as though it doesn't exist. At the beginning of your untap step, before you actually can untap your stuff, a phased-in permanent with phasing will phase-out. At the same time, a phased-out permanent will phase-in. Then you untap them with the rest of your stuff. No entering or leaving the battlefield effects will trigger.

Any time you've played the game, you've been playing with phased-in permanents. It's the default state for most stuff.
>>
>>45895958
Guess I should had added a tl;dr.
>tl;dr: Phasing is not exile. Phasing is super-tapped.
>>
>>45895958
>>45895256
>>45896096
ok so basically it goes though an on/off cycle. Being phased in when an opponent takes a turn then you do (one cycle), then turning off for the next and so on.

Essentially being "This permanent doesnt untap (exist) until your next untap step" and then you and the other players take a turn and it "disappears" again.
>>
>>45896154
Maybe?
Turn 1: Play permanent with phasing.
Opponent's turn 1: Phasing thing is still there.
Turn 2: Phasing thing disappears before untapping. Any auras or equipments attached phase out with it.
Opponent's turn 2: It's still gone.
Turn 3: It comes back with everything still attached, then it untaps. Cycle repeats next turn.

Useful for avoiding board wipes. Useless for removing counters. A card with phasing should be easier to cast than one that's the same but without phasing.
>>
>Werewolves: Inhabit a large forest and have long lost their human nature; forest is bordered by living trees and some red/green regions

should there be werewolf cards or cards that reference there are werewolf on the planes
>>
>>45896427
Ok that's pretty much what I thought after the feedback, but outlined much more logically.

If phasing does not trigger enter or leaves effects, is there a "phase in" or "phase out" trigger it can hit?

>>45896789
If they are bound to have a small number of cards in the set and are of a dying breed, I would refrain from any support for the tribe except on creatures of that tribe and only sparingly.
>>
Bump
>>
>>45895341
We've already got 15 races to design for here. 5 inheritors, 5 remnants, and 5 colors of unique-cultured slivers

Do we really, really need to add 5 more colors worth of races to try and figure out?
>>
>>45900058
Agreed. There's a lot of a hit going on already. That said I don't see it being too big a deal to include 3-7 cards for a small few of the dying races.
I do think we really need to cut down on main focus tribes though.
>>
>>45900058
>>45900426
Even in sets that focus on Humans/Merfolk/Zombies/Goblins/Elves, there are still other creatures/races of those colors but in smaller amounts. I don't think 5 more races that would be especially small in numbers is going to make things that complicated.
The map is going to be huge and isolated groups that represent the last of their kind sounds interesting to me. The 5 Slivers factions and the 5 Remnants and 5 inheritors are obviously the most important players who can actually influence the future, while the 5 others would be barely surviving and most likely on their way to extinction.
>>
>>45901856
Agreed.

But let's discuss the elephant in the room: design space left for slivers.
I'm seeing these being reprint heavy.
>>
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>>45902600
Well the thing is, the slivers on this plane are all working against each other, so we decided that their sliver related abilities would be racist.
They don't work together because they're divided into W/U/B/R/G with the death of the Green Sliver Queen being the trigger for the most recent cataclysm that spawned the Toxic Forests.
By this time, things have already been bad for the plane itself.
The Slivers of this plane hate each other, and only dip into ally colors as an adaptation for their queen.
Since the Green Queen is dead, the WG and RG slivers would belong to the White and Red queens who have since developed slivers adapted to the Toxic Forests.
Sliver Effects would not be "All Slivers get X" or "Slivers you control get X" but "[Color] slivers you control get X"
I know this is very different than typical slivers, but it is incredibly flavorful for this particular setting.
As far as reprints, we can just copy a lot of think but tweak their abilities to fit the setting.
If we released premade decks, there would be 4 Sliver Decks (One for each of the surviving queens) in addition to one for the 5 enemy colored Tribes.
When I first started collecting Magic Cards, it was for the artwork and not the game itself. Shifting sliver was my first foil and it looked amazing. I still have it somewhere, but I never have made an actual sliver deck before.
>>
>>45900058
>Do we really, really need to add 5 more colors worth of races to try and figure out?

I never intended other smaller races to have any level of significant amount or focus as the primary colors

To be completely honest, trying to design an entire plane within the restrictions of block sets or setting an exact number on what we can and cannot do is very limiting.

I picture a desert with the last of the giants, I picture one last cave of goblins, I picture a small amount of pure merfolk still remaining in some inland sea somewhere, I picture a group of elves and a group of humans and a group of shapeshifters, all of them somewhere.

>>45900426
>That said I don't see it being too big a deal to include 3-7 cards for a small few of the dying races.

I really need to reitorate my earlier point about limiting the number of cards we need to make up.

When I first envisioned the project, I thought it would mostly be populating the regions with pre-existing cards that people would suggest. This would coincide with the idea that the plane was originally made up of "memories" of the Planeforger that took physical form. Might sound strange, but I honestly didn't think we'd be making up a lot of new cards, but I underestimated how creative we can be. I think it's great if we want to make up new cards, I really do, but I don't think we need to restrict ourselves so much based on how many cards we want to make up. Does every dying race on the plane need a card? I think not. But I'm more of a story kind of guy, so for me, it's always been story over mechanics; if we can combine both, great, I'm all for it, but I don't want the story to be restricted by the format of a block set.

To me, there's little difference between 5 new werewolf cards and 20 new werewolf cards; just because they are there doesn't mean we absolutely need to have them be a focus.
>>
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quick cards i made with some world building on them and there not really all common
>>
>>45903269
Pretty much what I thought about the extra races. They barely even exist anymore in the grand scheme of things.
I wasn't aware you wanted to populate the world with existing cards, or else I wouldn't have suggested so many original races from the get go.
>>
>>45906574
>I wasn't aware you wanted to populate the world with existing cards

Well, I may not have been completely as clear as I thought

Still, I like originality
>>
>>45902854
>>45906588
Well in that case here are some Sliver concepts with these things in mind:

NAME 1W
Creature - Sliver
White Slivers you control have Tenacity 1.
1/1

NAME 2U
Creature - Sliver
Blue Slivers you control have Prowess.
1/1

NAME BB
Creature - Sliver
Black Slivers you control have Menace.
2/1

NAME R
Creature - Sliver
Red Slivers you control have Haste.
1/1

NAME 1G
Creature - Sliver
Green Slivers you control have Reach.
2/2


I think for this set going "COLOR Slivers have EFFECT" may be the better path however. Thoughts?
>>
>>45906832
Those look fine. Your suggestion could work as well. Then some slivers might have abilities that fuck over enemy colored slivers as well.
NAME BR
Creature - Sliver
White Slivers have -1/-1
3/2
>>
>>45906986
Kind of what I was thinking. White slivers support ALL White Slivers. Red support Red and so on while sometimes being slightly detrimental to others.
>>
>>45907092
That's what I was thinking early on. Ditch the "you control" part. Something I've been wondering is if should they pass abilities suited for their color to their allies. Like Black/Red sliver that gives red deathtouch, or black first-strike.
>>
>>45906832
>>45906986
>>45907092
I like this concept MUCH better because it creates some interesting color AND tribal play which I don't think I've seen in magic yet. Here are some that could take advantage of this:

NAME 2G
Creature - Sliver
Green Slivers have "1: This creature becomes the color of your choice until end of turn."
3/3

NAME 2UB
Creature - Sliver
Green, White, Red, and Colorless Slivers have "At the beginning of your upkeep, put the top card of your library into your graveyard."
2/2

NAME 3R
Creature - Sliver
Red Slivers get +2/+0
White Slivers have Defender.
2/2

I don't think detrimental effects should be too commonplace however. Just interesting oddities.
>>
>>45907671
Monogreen slivers wouldn't be included (Extinct), but a WG or RG sliver could have the chameleon ability
>>
>>45907622
I like this idea being present on a few select cards.

>>45907711
Ok, so we're going total extinction then for green slivers. Thought there may have been a few outliers with the Queen dead, but they are a hive species...
As for an ending what about the Forger giving up his spark to save the plane and acting as a tether for green magic and becoming a Sliver Primarch of sorts?
Also Hivestone reprint.
>>
>>45907792
]It had been suggested that the Planeforger will pass his spark to a Treefolk who will take the Green Sliver Queens place as the living Beacon of Green Mana.
>>
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>>45907792
>Also Hivestone reprint.
Already taken care of last thread.
>>
>>45907824
>>45907902
I am totally on board. Forger relegated to a Legendary Creature content to watch his grand work come back to life as he dies perhaps?

Also really like the hivestone art. Are the Legendary Monocolor Queens made yet?
>>
>>45907977
There were some made, but they seemed a little funky. I also think we should come up with names, like "X the Blue Queen" instead of Blue Sliver Queen.
There are a number of ways to do it, they could all be different colored but have the same general effect with minor variations.
>Blue Sliver Queen 3UU
>Legendary Creature - Sliver
>UU: Put a blue 1/1 Sliver creature token onto the battlefield.
>Tap, UUU: Search your library for a blue Sliver card, reveal that card, and put it into your hand. Then shuffle your library.
>5/5
>>
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>>45907977
Not anything definite. Some that I posted thread 3. Pumping out tokens plus a repeatable ability that works with slivers of that queen's color. Like mass firebreathing, or scrying half the number of blue slivers (rounded down).
>>
>>45908110
I kind of think all of the queens should be a bit different and play to the strength of their colors. That sliver is way WAY green.
Once their abilities are down names would be next.
>>
>>45908406
I could see something like that working, but maybe a slightly different spin.
Like red makes tokens with haste that one last a turn, but makes two of them.
White makes a normal old token, while blue just tutors and black pulls from the graveyard.

1RR: Put two 1/1 res sliver creature tokens onto the battlefield with haste. Exile them at the end of your turn. Play this ability only as a sorcery.

1W: Put a 1/1 white sliver creature token onto the battlefield.

3U: Search your library for a blue sliver, reveal it and put it into your hand. Then, shuffle your library.

1BB: Return target sliver from a graveyard to the battlefield under your control. It becomes black and loses all abilities.
>>
>>45909268
I like that a lot better than my suggestion. That's a lot more flavorful than what I had in mind.
They should each have an ability as well as searching/creating tokens/raising dead slivers.
White: First Strike
Blue: Hexproof
Black: Deathtouch
Red: Haste
The green queen would of had trample RIP
>>
>>45909398
I kind of think abilities on queens would be redundant since they'll already be inheriting lots from other Sliver cards.

Also blue should absolutely not get hexproof. That is way too strong. Prowess would be a better fit I feel and still be exceptionally strong.

Haste on red seems a little underwhelming, but still is a great ability. Shame red doesn't have many good keywords.
>>
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>>45909398
I'm thinking there should be a card relating to the green queen in some way. Kind of like how the Fetch Lands in Tarkir were about the dead dragons.

Actually that's an idea. A land that takes the place of the green queen.

It can function like the Queens we've got right now but have perhaps... mana generation.

1G: Put a 1/1 green sliver creature token on the battlefield.
GGG: Green Slivers get "Tap and add G to mana pool. "
>>
>>45909268
Tutoring for creatures is a green ability.
>>
>>45909581
It could be a legendary land called "Grave of the Green Queen"
>>45909568
Yeah you're right.
>>
>>45909581
>>45909792
I kind of like this concept, but the token generation would need to tap the land and the land itself would need to enter play tapped and produce <> mana.

>>45909684
True, but I can see it being a slight and acceptable bend for this particular edge case unless you have another generation ability in mind.
>>
>>45909895
Yeah I was thinking of axing token generation because well... the green queen is dead. it won't be laying any sliver eggs that hatch into tokens any time soon.

But I still see it being able to do the "give slivers X ability" thing because well... the body is still there. you could in theory "draw from" it.

>>45909684
I like this actually... maybe it could be the edge for the Grave of the Green Queen. It can let you tutor for creatures, and maybe the fluff is slivers/creatures paying a visit in remembrance. (might let you get either a sliver or non-sliver).
>>
>>45910302
Actually, wouldn't be better if the Grave of the Green Queen was a bigass manland?
>GGGG: Grave of the Green Queen becomes a 5/5 green Sliver creature with trample until end of turn. It's still a land.
If not that, then it should produce 3/3 green Slivers instead of just 1/1s since there are already saprolings.
>>
>>45909895
She could make a token that's a copy of target sliver. That's pretty blue.
>>
>>45911018
Ya a clone effect may be useful and interesting.
"3U: Put a copy of target blue sliver into the battlefield under your control."
>>
>>45911018
>>45911163
>>45910302
I like that. Searching your library for a sliver was a bit too strong. Sliver Overlord gets a pass since it's 5 color.
By the way, should the Sliver Queens have names? If they were created by the Planeforger, he might have "named" them as a way to have power over them.
>>
>>45911404
>he might have "named" them as a way to have power over them.

I kind of see that. But I also see him as a sentimental ol' sod. Maybe he names him obscurely based off of waht they were meant to do in the plane.

Part pet-name part signifier.
>>
>>45911516
Fuck, now I imagined him when he was a young planeswalker with five small slivers queens and they used to get along so well.
>>
>>45911559
Like most old walkers I see him being pretty detached from everything and after hundreds of years holding his own science experiment together, he kind of relearns humanity.
>>
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>>45911559
My heart anon...
>>
>>45912900
>Cute hivemind
stop
STOP
>>
>>45912900

Fuck that's great
>>
>>45912900
That's adorable.

So, which one is which color?
>>
>>45913043
No.

>>45913606
As I picture it?
Two-Head, red.
Shoulder, green
Wingding, blue
Lappy, white
Lonesome in the Corner, black.
>>
>>45913780
Poor black, shunned by all even in cute desu senpai
>>
>>45913949
I like to think maybe black was the first, or favorite once.

Then the rest came along... and he loved them all equally...
rather than just her.
>>
>>45914104
Works for me. That oldest child resentment.

maybe it just feels that WotC hates black with what they keep doing to poor Sorin. And also because black is my favorite kind of magic, but historically has the worst slivers.
>>
>>45914104
Dawwwwwwwwww
>>
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>>45914219
Now is your chance to make some good black slivers
Besides Deathtouch and Fear/Menace, what other kind of abilities do you see black slivers possessing?
>>
>>45914463
Blacks main goodies are in killing and resurrecting things.

And since killspells on slivers is the most dangerous thing ever; well lets see:


"Black slivers have Whenever this creature attacks and isn'r blocked, target creature gets -1/-1 until end of turn."

"Black slivers have Whenever this creature attacks and isn't blocked you may search defending players graveyard for a creature with power and toughness less than or equal to the total number of black slivers you control and put it onto the battlefield tapped."

"Black slivers you control have "[1],[T]: Draw a card and lose 2 life."

"black slivers you control have Whenever this creature attacks and isn't blocked you may pay [B]. If you do, defending player discards a card."
>>
>>45914656
Yeah black is all about dealing a little extra something should they succeed in getting a hit in. I could also maybe see some abilities that let you sac slivers for certain effects as well.
>>
>>45914656
>>45914803
We discussed this earlier, but let me just say that perhaps not every sliver needs an effect that gives colored slivers the same buff. Some can just have their own sliver-ish abilities.
For example:
>Gravedigger Sliver 2BB
>Creature - Sliver
>BX, Tap: Exile target creature in an opponents graveyard with toughness equal to X and put X 1/1 black Sliver creatures onto the battlefield, where X is that creatures toughness.
>2/2
>>
>>45914894
I don't know, the whole thing with Slivers is that they give abilities to other slivers. If they don't do that then why not use any other race or class? Sharing is their defining characteristic. It would be like making an Angel without flying.
>>
>>45912900
Christ that's cute
>>45914104
I am absolutely for psuedo-daughter queens. But then, I liked the idea of them not being hiveminded already.
>>45915009
I see your point-we were at one time pushing towards most slivers not having abilities, but I think we moved from that to only giving the abilities to slivers of their own colour.
>>
>>45914656
Nice in theory, but all very strong in the numbers slivers come in. Make the second just put it into the graveyard, and the last one on a pretty costly sliver, maybe.
>>
Bump
>>
>>45916497
>>45915009
It was a early suggestion to make this planes slivers different than the standard fair. I think settling on colored Sliver-based abilities is a good start.
We can save other sliver related effects for other creatures, artifacts or lands.
>>
>>45914104
Awww.
>>
>>45919828
Slivers only sharing with other slivers of their colors works best. It's different enough and reinforces the color divide while giving them a unique but familiar angle.

so... what's next on the plate?
>>
>>45921343
Still need to figure out what selkies and cat folk are like and their mechanics should be.
Selkies and cat folk are both scavengers but in very different ways. Selkie pods work together to undo some of the planar damage while the Catfolk tribes stick together for protection and work to rediscover the lost traditions of the ancients. Although we had a concept for a Catfolk airship, now I wonder if either Catfolk or selkies should be anti-tech to contrast with the dwarves?
>>
>>45923134
I feel Catfolk should be anti tech... (or at least anti high tech), where as selkies might be trying to "go green" with their tech. Recyclables and sustainability... as much as that matters on a world literally falling apart.
>>
>>45923512
Should the Catfolk focus on domesticating animals rather than using old tech? They might have a single airship, but mostly rely on riding large animals to get around. What technology they use instead of smelt down for arms and armor should be covered in religious symbols or paraphernalia to prevent the evil with from breaking out.
>>
>>45914104
>>45912900
Looks great, the scene with the Planeforger would be perfect for a card dealing with remembering the past
>>
>>45924522
I like the idea of catfolk being a kind of contrast to the dwarves. Once, the dwarves were all red-white, tradition and civilization and eschewed super high tech.
Perhaps the catfolk did the same thing in reverse. Once upon a time, the catfolk were pretty high tech, but the changes to the plane have made it far safer and more successful to go back to their older roots. Especially considering that now if you know the old ways, you can get your ancestors to fight for you as vengeful shades, which is pretty awesome.
Let's have the catfolk have the occasional really rare ruined artifact, but mainly be about forcing things back down to a natural level. Lots of artifact and enchantment destruction, to complement their general white-red aggression skills.

Also the catfolk with big beasts of burden sounds awesome. We've basically just made weaponized Khajit Caravans, and it makes me happy.
>>
Rereading the google doc, I noticed we were missing a name for Dogan when he's ascended. how about the name we had for the flip of the ascension engine?
The Doom of Gor Galatho sounds like a pretty good name for a newly ascended deathmachine.
>>
>>45926162
That's a great name and exactly what I had in mind for Ascended Dogan. >>45926077
Besides beasts of burden, we need some kind of flying creature for them as well. Moths were suggested earlier, but I think we can come up with something cooler.
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>>45926162
Speaking of the Ascension engine, it really needs a new effect. Too wordy, and it doesn't even work. The mana it would produce would just drain from the mana pool at the end of the untap step.
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>>45927471
It could be like a more expensive W/B version of Plague Boiler. Perhaps it could give you Angel Horror tokens for each of your own creatures that are killed/exiled?
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>>45928684
Sounds like a good start.
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>>45923134
Maybe more into reusing the old rather than churning out something new?

Just remembered this card while typing that sentence.
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I think we should take another note from Shadowmoor and have our selkies posses tamed kelpies. Though I think they should be more like amphibious horse/hippo creatures rather than the fat round beasts they were in in Shadowmoor.
Since selkies themselves are not that fast on land do to basically being seal-taurs, they would ride on the more nimble kelpies to get around on land.
We can play off of the original myth of their lethally sticky skin by instead having kelpie pups that bond to a particular selkie at a young age. Sort of like the who Airbender/Air Bison dynamic in A:TLA.
>>45931842
Catfolk would be more acceptable of salvaging equipment over other artifacts. Selkies might have some sort of artifact recycling mechanic or spell, but I don't really know how that could work.
Maybe an artifact or enchantment that puts scrap counters on itself whenever an artifact is put into the graveyard from anywhere, and you can remove those scrap counters to search for an artifact of equal amount and put them into you hand.
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bump-o
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>>45932229
From what little we have about the selkies, enchantments feel like a better fit for them than artifacts.
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>>45934366
I Agree.
Something interesting to consider, is that we couldn't decide if it was the dorfs or selkies that at one point made weirds?

Perhaps it can be fluffed as selkies being magic programmers of the Weirds at one point?
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>>45935169
What if no one really made them?
Or the 'extinct' elves somehow created them on accident in their experiments, and not noticing the blue ooze they had created was sapient, they flushed the primordial ooze down the drain.
It would be cool to have the first Weird as a legendary creature, perhaps a URG Weird that encompasses both the UR dwarven influenced kind and the UG selkie influenced ones.
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>>45935710
Yeah that's the idea with weirds. they're sort of like the robots from Engine heart. Used to serve really basic ergonomic purposes, as infrastructure and construction machines... that have pretty much over time developed sentience. A sentience plagued by childlike curiosity and innocence. which is both cute and sad.



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