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bury the year

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[quote name='Aesirson' timestamp='1356351348' post='6100888']
I know it's broken, it was just an example of how it could look like.
Anyway, since the giants are partly blue, does this mean that they are very intelligent? (contrary to the common picture of giants as stupid)
[/quote]

[quote name='Rinne' timestamp='1356309111' post='6100465']
[b]Giants:[/b] For the most part nomadic, giants are very family-oriented. Both highly intelligent and casually vicious, they are driven by a genetic impluse to codify. Unlike humans, who just want to collect hap-hazardously, giants tend to want to figure out the inherent madness of Arkhos' dreamy environs.
(work in progress blah)
[/quote]

This should explain it. Imagine them with more of a Titan or cyclops sort of image.

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General consensus for the castland cycle is that they're balanced well, provided that you remove the basic land types. So essentially, the cycle is:

[b]Wooded Meanders
Land {R}[/b]
[img]http://forums.mtgsalvation.com/images/smilies/manat.gif[/img]: Add [img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img] or [img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img] to your mana pool.
Wooded Meanders enters the battlefield tapped unless you have cast a green spell or a blue spell this turn.

That should be okay. It's less pushed this way.

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I guess that could work too - I had an argument for keeping the land types but lost it. :/

Anyways, saw a mechanic something like this elsewhere and modified it a bit. What do people think?

Backup/Rescue {C} [i]({C}: Put this card onto the battlefield from your hand tapped and blocking target creature. Backup/rescue only during combat after blockers are declared.)[/i]

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If you want to keep the land types, do it. I kinda want to also. We have no fetchlands and we're probably gonna have very little basic land type searchers, so we can.

It does seem fine, although quite defensive. I'm not sure how it works if you're the one attacking. I'm bad at rulings like that. Where would it fit flavour-wise?

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Backup seems like a mechanic that owuld fit mostly for humans. Are we going to have a mechanic for each of the tribes, or just one collective mechanic unique for the set?

Anyway, I came up with some interesting cards for the fungus/black/green tribe.


[b]Goregan the Swampdweller[/b] - {5}{B}{B}
[u]Legendary Creature — Hydra[/u]
When Goregan enters the battlefield, put 7 +1/+1 counters on it.
When Goregan takes damage, remove X +1/+1 counters from it and place X black Serpent token on the battlefield, where X is the amount of damage that Goregan took.
[i]"I was surprised to find anything alive in this hellhole. I use the term 'alive' loosely." - Tibalt[/i]
0/0

[b]Fungal Adaptation[/b] - {1}{G}{B}
[u]Enchantment[/u]
Token creatures you control are Fungus types besides their usual type.
Fungus you control gain +1/+1 and have "Sacrifice a token, add {G} or {B} to your mana pool."

Not sure if Fungal Adaptation is broken or not and if it name really fits. Also not sure if Goregan's name and flavour text fits the flavour of the set. What do you guys think?

EDIT: Also grammar.

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5 mechanics is crowding. I think we've temporarily gone for Safeguard, Flashback and Reverb for the set until we can figure out something more exciting than Safeguard. I figure that each tribe has a theme going on though.

The Fungus tribe is essentially a token tribe. But I figure that Saprolings on this world are a fungal life form anyway, so it's iffy flavour-wise. You could easily just let it apply to Saprolings and Fungus creatures. Stops people from trying to play more into Spirit territory (which is also a token tribe).

I actually came up with some quite similar to Goregan a week ago for the set. If I can dig it up, I'll post it.

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[quote="Aesirson"][b]Goregan, the Swampdweller[/b] - {5}{B}{B}
[u]Legendary Creature — Hydra[/u] [M]
When Goregan enters the battlefield, put 7 +1/+1 counters on it.
If damage would be dealt to Goregan, prevent that damage. Remove a +1/+1 counter from Goregan and put a 1/1 black Serpent creature token onto the battlefield for each 1 damage prevented this way.
[i]"I was surprised to find anything alive in this hellhole. I use the term 'alive' loosely." —Tibalt[/i]
0/0

[b]Fungal Adaptation[/b] - {1}{G}{B}
[u]Enchantment[/u] [U?]
Saprolings and Fungus you control [s]get +1/+1 and[/s] have "Sacrifice this permanent: Add {G} or {B} to your mana pool."[/quote]

Love the idea behind Goregon - two of the mythic cycles could be bicolored "race champions" and monocolored "legendary beasts." The only big problem is that hydras aren't black - the way that it's generating tokens, I think it'd be green. Fungal Adaptation seems a bit iffy - I don't think the pump is needed.

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If we have five multicolour champions at mythic, I think I'd rather have 5 monocolour creatures with off-colour ability activations on them at rare (like Daybreak Ranger//Nightfall Predator).

- Cycle of 5 Legendary monocolour creatures
- 4 other assorted mythics
- [img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img] Tribe champion
- [img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manaw.gif[/img] Tribe champion
- [img]http://forums.mtgsalvation.com/images/smilies/manaw.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img] Tribe champion
- [img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img] Tribe champion
- [img]http://forums.mtgsalvation.com/images/smilies/manag.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manau.gif[/img] Tribe champion [b](Kiora)[/b]
- [img]http://forums.mtgsalvation.com/images/smilies/manab.gif[/img][img]http://forums.mtgsalvation.com/images/smilies/manar.gif[/img] [b]Tibalt[/b]

Note that not all of the Legendary creatures should be massive. I was considering a low-cost aggro Minotaur for red.

I agree with Fungal Adaption not granting a +1/+1 bonus. Seems like a very white effect. I think you could let the Saprolings and Fungus give any colour of mana instead. Much more elegant.

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[b]Waves of Lethe[/b] - {1}{U}{U}{U}
[u]Sorcery[/u]
Target player shuffles his or her hand into the library. Then, that player picks up the top 10 cards of his or her library and puts 7 of those cards into his or her hand. Shuffle the rest of the revealed cards into the library.
Flashback {3}{U}{U}{U}
[i]"I'm going to become an adventurer. No wait, I want to be a baker!"[/i]

Just a small idea I got when I read about Lethe Lake on MTG Salvation. My grammar is still sub-par, but you'll have to deal with it [color=#008800] :([/color]

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[quote][b]Ysola, the Inquiring[/b] {4}{U}{U}
[u]Legendary Creature — Sphinx[/u] (M)
Flying
Whenever Ysola, the Inquiring deals combat damage to a player, look at that player’s hand. You may exile a nonland card in it.
{X}: You may play a card with converted mana cost X exiled with Ysola without paying its mana cost.
[i]Your mind is as her own.[/i]
4/5[/quote]

Idea for the blue member of the mythical creatures cycle. Thoughts?

@Aesirson: Mana costs are (usually) written XNWUBRG, where N is the number of colorless mana. Waves of Lethe would then be 1UUU and the flashback would be 5U. This also feels uncomfortably close to Wheel of Fortune, and [s]probably[/s] most likely is even better.

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It's still a very red effect, so shifting it to blue seems strange in my opinion. I imagine a Lethe Lake-related spell to do with discard. Blue gets occasional discard now, and boosting it up for flavour sounds fun. I probably wouldn't mind Waves of Lethe in Red, but it wouldn't fit with flavour ;-;

Brings me on to Ysola nicely. Pretty broken for a 5-drop. Definitely needs to be about 6U. At 6U, I guess it could be a 4/6. Note that stuff like Olivia and Bloodline Keeper as big, but cheap, fliers were some of the flaws on Innistrad's Limited format.

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Only problem is at that point, you'd be better off playing something like Silent-Blade Oni. Sure, it's bicolored and lacks flying, but you get the spell for free. I can see bumping the cost up to 5U and maybe dropping the P/T, but anything more may be excessive. (And yes, I realize I'm thinking more casual format with that mindset. :-\)

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Also, Rai. Saw the thread at MTG:S, and although using "you have resolved" instead of "you have successfully casted" may work, since resolved is already a game term (re: Ashling) and it's always been used in a passive instead of active voice, I don't think that suggestion would work without a lot of kludginess.

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I kinda agree. Resolving seems like a more ability-related choice for words. Successfully casted seems cleaner, and referring directly to the 'casting matters' theme is a plus to aesthetics.

Another opinion:

[quote]It's actually even worse. "Successfully cast" used to be on cards, but it didn't mean "resolved". You'll notice that cards that used to say "successfully cast" now just say "cast". Under the current rules, once you've put a spell on the stack, paid its costs and so forth, you've finished casting it (presumably successfully). Once the spell is on the stack and waiting to resolve, any "casting" is done and over with.

"Resolved" is what you should use if that's what you want. I think that word is simple enough to work even at common.[/quote]

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We could just do what your original idea for the mechanic was, in that the spell doesn't have to successfully resolve but must be of the same color.

[i]Reverb[/i] — If you have casted another (color) spell this turn, ...

In the example above, the (color) part will always be the same, and will be any of the colors on a multicolored spell. Because of that, we shouldn't have too many (if any) multicolored spells with reverb just yet, although I think that's something we've already agreed upon. Could also word it as the Slipstream variant you had.

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My problem with that was that it heavily discourages multicolour. Even drafting two colours just becomes silly. Considering we have 5 enemy colour combinations, it might not be the best idea. When I was trying out that mechanic, I made it for what was a heavily monocolour set.

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Filled out the white bit of the design skeleton some more.

[spoiler=Design Skeleton]CW01 creature, small, 1 drop, can attack for 2 or more
CW02 creature, small, flying
CW03 creature, small, tapper
CW04 creature, small, 2/2
CW05 creature, small, flash
CW06 creature, small
CW07 creature, small, sacrifice ability
CW08 creature, small, flying
CW09 creature, small
CW10 creature, medium, flying, lifelink
CW11 creature, medium, vigilance
CW12 creature, medium
CW13 instant/sorcery - Human modal card
CW14 instant/sorcery - destroy attacking monster variant
CW15 instant/sorcery - token making
CW16 instant/sorcery - white flashback
CW17 instant/sorcery - exile removal
CW18 instant/sorcery -
CW19 enchantment - stat-boost Aura
CW20 enchantment - Pacifism variant
CU01 creature
CU02 creature
CU03 creature
CU04 creature
CU05 creature
CU06 creature
CU07 creature
CU08 creature
CU09 creature
CU10 instant/sorcery - Merfolk modal card
CU11
CU12
CU13
CU14
CU15
CU16
CU17
CU18
CU19
CU20
CB01 creature
CB02 creature
CB03 creature
CB04 creature
CB05 creature
CB06 creature
CB07 creature
CB08 creature
CB09 creature
CB10 creature
CB11 instant/sorcery - Spirit modal card
CB12
CB13
CB14
CB15
CB16
CB17
CB18
CB19
CB20
CR01 creature
CR02 creature
CR03 creature
CR04 creature
CR05 creature
CR06 creature
CR07 creature
CR08 creature
CR09 creature
CR10 instant/sorcery - Giant modal card
CR11
CR12
CR13
CR14
CR15
CR16
CR17
CR18
CR19
CR20
CG01 creature
CG02 creature
CG03 creature
CG04 creature
CG05 creature
CG06 creature
CG07 creature
CG08 creature
CG09 creature
CG10 creature
CG11 creature
CG12 instant/sorcery - Fungus modal card
CG13
CG14 instant/sorcery - token making
CG15
CG16
CG17
CG18
CG19
CG20
CA01 artifact creature
CA02 artifact equipment
CA03 artifact equipment
CA04 artifact equipment
CA05 artifact
CL01
CL02
UW01
UW02
UW03
UW04
UW05
UW06
UW07
UW08
UW09
UW10
UW11
UW12
UU01
UU02
UU03
UU04
UU05
UU06
UU07
UU08
UU09
UU10
UU11
UU12
UB01
UB02
UB03
UB04
UB05
UB06
UB07
UB08
UB09
UB10
UB11
UB12
UR01
UR02
UR03
UR04
UR05
UR06
UR07
UR08
UR09
UR10
UR11
UR12
UG01
UG02
UG03
UG04
UG05
UG06
UG07
UG08
UG09
UG10
UG11
UG12
UA01 artifact creature
UA02 artifact equipment
UA03
UA04
UA05
UA06
UL01
RW01
RW02
RW03
RW04
RW05
RW06
RW07
RW08
RU01
RU02
RU03
RU04
RU05
RU06
RU07
RU08
RB01
RB02
RB03
RB04
RB05
RB06
RB07
RB08
RR01
RR02
RR03
RR04
RR05
RR06
RR07
RR08
RG01
RG02
RG03
RG04
RG05
RG06
RG07
RG08
RZ01
RZ02
RZ03
RZ04
RZ05
RA01
RA02
RA03
RA04
RL01 Castland
RL02 Castland
RL03 Castland
RL04 Castland
RL05 Castland
RL06 Utility land
RL07 Utility land
RL08 Utility land
RL09 Utility land
RL10 Utility land
MW01
MW02
MW03
MU01
MU02
MU03
MB01
MB02
MB03
MR01
MR02
MR03
MG01
MG02
MG03
LW01
LW02
LW03
LU01
LU02
LU03
LB01
LB02
LB03
LR01
LR02
LR03[/spoiler]

People should start to design a few cards for the set now, using the guidelines. Something like this format:

CW08 CARDNAME 2W
Creature - Spirit {C}
Flying, first strike
[b][2/1][/b]

If you can't think of a name, put CARDNAME in the name slot. If you want to keep typing open when we fix all the cards' flavour, then just put TYPE. Make sure you put the card code before the card as seen, so we all know what slot the card is competing for. There are a lot of slots with little specifications at all. Abuse those to be more imaginative. Obviously, don't submit for completely empty slots, but [b]feel free to copy-paste this skeleton into a new post and fill maybe a few slots out[/b].

That is also indeed my submission for the CW08 slot.

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