Novea Remastered
Sat, 2015-08-29 05:33 | |
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Cajun
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![]() Updated Novea File Many planes lay across the Multiverse, but few and far have been crafted by hands a mortal mind can understand. The plane of Novea is the work of a novice planeswalker, a brief work of love, quickly forgotten and abandoned when things grew difficult. Hopefully that will not become the story of the set of Novea Novea is a world of untapped potential. Many creatures are underdeveloped, many being simple nymphs left by the planeswalker to maintain the world in his absence. Each creature explores the sets mechanics in it's own way, so Novea is a small set with no new keywords, which is a neat idea, but it may crash and burn. Original Post
In the beginning...
The void of the Multiverse shrieked in his skull, trying to rend his power from his bones. Skirnon tried to hold his focus on the darting line of red mana among the darkness and inside out spheres, his only lifeline in the horror that was the Blind Eternities. Everything was wrong here, the familiar square pentagons of Dominaria replaced by a vortex swirling in four directions at once, changing from blood red to octarine to a bright orange purple all while remaining black as night. Wisps of blue collected around the jagged red mana line, and shortly after a river of green rushed down to follow them both. He felt a flicker of hope. Few planes would have mana stores that strong and diverse, Dominaria was so loved for that reason. In the back of his mind he knew they were too thin to be Dominaria, but the creeping madness of the Eternity were beginning to overpower what little logic the walker had to begin with. All the wisps spun and coiled together at the boundary of a plane, his own line surged forward towards whatever waited on the other side. The world is born...
Skirnon hung in the dead of space, staring at the sentient sun. The thought had long since left his head, a manifestation of emotion now seemingly residing on the star that created it. He could still hear it, the Lotus' thoughts invading his own, but never matching the strength of its birth. And yet, he couldn’t shake the first thought. There was something wrong with this lifeless plane. His own magic couldn’t do much, but all that green he had seen coming in… Fill the seas...
The avatar of growth continued on its way, the dirt and seed falling from it had grown alongside him, now replaced by boulders and swaths of greenery falling to the earth, with pieces of the creature occasionally crumbling off to form dryads to tend to the world where Terra could not. Skirnon marveled at the manifestation. His grip on red mana could barely shape the world compared to the endless conversion of green mana into stone and vegetation. An uncomfortable atmosphere...
A bruised and dirty planeswalker floated just above the sparkling world of Novea once more. In the walkers absence, Rylei had managed to cover half of his plane in water. A grin cut Skirnon’s scars. The embodiment of chaos had gotten lazy, likely hadn’t changed her tricks in years. But in the meantime, he had found a way to alter his own. Skirnon drew deep, taking blue mana from his temporary home of Pguqium. The end of the beginning...
Two purple eyes glared down at the flooded plane. Novea was overrun with naiads and sylphs, the happy nymphs of the other avatars torn to shreds and hunted across the final rocks of the world. The work of the Terra had been overthrown, his own work… Orria and Nadei
A fluffy grey tail fell from the forest canopy, poking around in the forest air as if watching the stillness around it. Nothing was foolish enough to hear the snicker that followed. The tail flicked back up into the trees. Branches moves without a sound as the monkey leapt from the trees, rolling across the ground until her feet connected with the ground and she sprung into the air, leaping along the receding forest towards the edge of the sea. Her fur shined in the dawn’s light as she scanned the shore. The Dance of the Nymphs
The smoke from a dozen fires spiraled up into the starless night. Eight Gorrans danced within the ring of fire, weaving in and out of the blazing pits. EIght shadows stalked across the fire’s glow, eight masks gleaming as they turned to face it. Nearly every eye was lost in the motions, following the tale of life and death that was the Dance of the Nymphs. Well, young dancer, what will it be?
Esycf turned from the dark grin of the goddess. Her flock had already accepted, trading their scales for feathers as their Mother made them one with her creations. It would seem that it is. A viny black hand extended to the dancer. Maybe you just haven’t accepted it. “No.” Esycf raised her sword, but kept it mindfully distant from the Mother. “You may have swayed a few. But you haven’t won. This isn’t over.” Her wilted wings flared as she backed away from the corrupted goddess, backed out of the ancient graveyard. Of course not. She cackled at the retreating nymph. No, this is just the beginning. After countless years of apparent peace among the Sundancers, their star had suddenly forsaken them. Their harmony had shattered. Their isolation, broken. Their prosperity, turned to agony. Nymphs could not escape reality. As the world around them grew vicious, they were offered three choices. Suffer, fight, or turn to mortality. Unlike the dancers, the sylphs thrived in the absence of Aerolius. Without her guidance, many more grew erratic and destructive, but without her restraint, their power grew as well, and the spirits of the sky have learned to twist the land for themselves. Following the path of a Gorran outcast years ago, many of the humans would look to the world beyond their Mother's swampland. As the tribes shrunk, the remaining Gorrans found themselves overrun by the monsters of the forest. Sometimes taken in by the beasts' caretakers, and sometimes the nymphs were taken in by them. Rylei too descended to her trench of Ralora, her presence still known but her face seldom seen as the sylphs dominate the skies above the seas. With their leader uncertain, the naiads divided between conquest and civility, pulling the merfolk from the surface to fight amongst their own beneath the waves. With Mother Nature on the move and the naiads distracted, the nymphs and their new allies are free to take a stand against the corrupted goddess overtaking the plane. What the dryads may lack in subtlety and tactics, they more than make up for in brute force and numbers. Closing Design Notes Daybreak will explore what Novea only hinted at, the effects of the Mending on the five emotion avatars. Being fragments of the psyche of a pre-Mending Planeswalker, each of the constructs contained a fraction of his power, though none alone could replicate a spark to leave. Nonetheless, the Mending hit these five, just like the rest of the Multiverse, but other than presenting them as creatures, Novea shed little light on the change.
Cajun's Explorations - Cajun Style Templates - High Noon Reloaded
fluffyDeathbringer wrote: I dunno, Cajun has a habit of doing Dubiously Working new rules stuff |
Reserved
Cards Spoiled: 65/150 (In thread, can see them all here. Still working a bit of balance and story though.)
Cards Designed: 150/150
Cards Finished: 150/150
-Sky Lotus
mermaids?
I had wanted to keep the 5 Avatars pure colors, and I had been nervous of 4cmc Lotus even. Guess I overvalue defense.
-Sunwing
Sunwing has flying on your turn, so opposite of reach.
-Dawnsong
Kinda expected it. Moving to uncommon.
-Hexproof
Very true. It's why I kept it on a small body. Will certainly change it if no one likes white Hexproof
-Fallen Sundancer
Quirky is basically the point. She's at the top of my cut list though, so if she remains unpopular she's gone.
-Scion of Death
Of any land. It's a more in-color and cooler 'can't be blocked' that does have a workaround. I suppose it doesn't have that 'Protection from everything' feel if you don't know how Landwalk would work
- Mono-
Selkies (though they are mostly phased out) and undines are fierce and chaotic creatures. Just because they live in water doesn't mean they have to be blue.
-Veiled Charmer
This is weak Provoke, which was evenly split in red, green and white.
-Blue Vigilance
Always a thing I wanted to see outside of Time Spiral, but I know not everyone does. Left it on her to test the waters more than anything.
-Mother Nature
The whole set is trying to turn colors on their head. White Satyrs, Blue Monkeys, Red Mermaids. The set started on the idea that Nature outside the rocks and the plants is actually pretty dark, with right makes right and each creature trying to survive at any cost.
A lot of cards seem under powered, and the lore is (no offence) is pretty terrible. You seem to over estimate planeswalkers, they are just things with expanded life spans and the ability to enter and survive and most importantly leave the blind eternitys. It is true they are often powerful, but this is after a long time, collecting mana bonds with many planes, getting enough power to make a plane takes God knows how long, and you say the Planeswalker is a novice? The planeswalker uses all 5 colours of mama, a feat so difficult only the so called most powerful wizard in history achieved it. Also why is the ocean red?
Sun: red or less likely white
Earth: red or less likely green
Ocean: blue without a doubt
Sky: Also blue without a doubt
Life: Green.
It's pretty much shown white and black have no part in the physical world
Also you have the sun as white AND unstable when white is the colour of order
Sorry for being such a lore nazi. I hope you find this useful though.
here my battleboard
http://magicseteditor.sourceforge.net/node/10446
an here my set
http://magicseteditor.sourceforge.net/node/10415
Yes, but it says novice planeswalker, the mending was what a hundred years ago now? Interesting thought, what happens to dark hand spark when he traveled to before the mending?
here my battleboard
http://magicseteditor.sourceforge.net/node/10446
an here my set
http://magicseteditor.sourceforge.net/node/10415
-A lot of cards seem under powered
That's why I'm here.
-the lore is pretty terrible.
It certainly is a rough cut, and with what you point out later, obviously too rough a cut. Most people aren't into the heavy story stuff, so I hadn't launched it yet.
-You seem to over estimate planeswalkers
As fluffy said, pre-Time Spiral walkers. I didn't spell it out partially because implied, partially for a later reveal. So, uh, revealed I guess. I'm not sure which side of the Mending the set itself takes, but I'm not sure it matters unless there have to be NewWalkers in your set after TS.
-a feat so difficult only the so called most powerful wizard in history achieved it.
A ha! A better lore nazi than I am, cause other than a shot in the dark at Urza I actually didn't know that.
By novice, I'm aiming at this guy has 'access' to the five colors, but not a real deep understanding of or power over them. He's the kid at the table with the 100 card deck whos playing 5 Vampire Nighthawks and 2 swamps. He has the potential to do anything, but attempts to do everything, and in doing so does nothing.
You mention the time to get the mana, writing failure on my part there. Certainly will be far more noticeable gaps in between adding each color. Basically, white didn't work? Lets find some green. Still nothing? Find me red mana! For years until Novea finally breaks him.
-It's pretty much shown white and black have no part in the physical world
Black are primarily the Gorran, the prehistoric humans focused around the power stat. The white Nymphs are on the physical world, they're just fairly reclusive. It wasn't spelled out great because how I set up the post meant I was introducing Sundancers before the plane was made, another thing that'll get cleaned up for an actual lore post. I was expecting more card feedback than lore feedback at first, seems to have been a mistake, at least for something like this.
-Also you have the sun as white AND unstable when white is the colour of order
)
Working on clearing that up! Many by instability I was referring to the star compared to a ball of rock. (Do planes have planets?
-Also why is the ocean red?
I have a counter question. Why is the ocean blue?
To counter your counter question it says on the mtg wiki water is blue. And islands are blue. This is why the ocean is blue. And I'm a real lore nazi. Read possibly every lore article on the wiki and I get annoyed when people make lorwyn walkers because due to mama irregularity lorwyn in a sparkless plane.
here my battleboard
http://magicseteditor.sourceforge.net/node/10446
an here my set
http://magicseteditor.sourceforge.net/node/10415
How to make not under peered cards (I'm an expert at this) start with a power and a toughness, add them together and divide by two, now you have the mama oat. Then throw in an ability or two of the appropriate ability, keyword makes it common or uncommon, more in depth uncommon or rare, mythic and legendary a super somewhat unique ability that makes you become a threat.
here my battleboard
http://magicseteditor.sourceforge.net/node/10446
an here my set
http://magicseteditor.sourceforge.net/node/10415
@pbtenchi: Not necessarily. I don't think you can use such a broad formula.
December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."
-it says on the mtg wiki water is blue. And islands are blue.
My point is water doesn't really have any of the qualities that blue represents. What is logical or thoughtful about water? Is it at all tricky or subtle, does it care about learning? Or is it more a force of chaos, destroying anything it drops enough water on? What about the creatures living in it? Does a shark or a selkie living in blue-green liquid overpower the red of ferocity, emotion, chaos and destructiveness?
The ocean in Novea is not red. The creatures that live in it and tend to it are.
...
here my battleboard
http://magicseteditor.sourceforge.net/node/10446
an here my set
http://magicseteditor.sourceforge.net/node/10415
I dig this set, but I'm a sucker for off-color races. Nymphs in red and monkeys in blue work imo.
formerly jacquipup
"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game."
Sun is pretty much white. Being unstable is little off, but it's acceptable. Nature being black might be unussual, but I like it. After all, death is an importan part of the life cycle.
Oceans (and ocean beings) being tied to red feels wierd. Water itself might not seek knowledge, but zombies are not selfish either. If you look at existing Magic cards, you find, that every aquatic animal is blue, even leviathans, and you have to admit, that shark has nothing on a leviathan. Also MaRo recently wrote an article about blue (about every color actualy) and he mentioned, why water is blue ("Elements of Water/Air—Air and water represent mental processes metaphorically, and have become physical attributes the color leans toward. This also plays into blue's conflict with red, which support the elements of fire and earth.").
On the actual cards:
@pbtenchi: underpowered cards are essential for the health of the game. It's wrong, if all cards in the set are underpowered, but if none are, it's just as wrong. Also, I don't think, your formula works; at least not as intended.
Beastkeeper Dryad - I would probably change it to "add
to your mana pool instead". As it is, some players might not understand, that it's one extra mana.
Scion of Death - I don't like the landwalk. It's essentialy unblockable. You say it can be worked around, but that's only by having no lands at all, so you can block it if you basicaly lost the game. What abou non-basic landwalk?
Undine Hatchery - Should it loose defender forever, or just until end of turn?
Cloudfisher - Vigilance is off color here (it's
) and makes it too good blocker when combined with the other abilities. I would consider lowering its power and boosting toughtness, for its other abilities to be more relevant and make them "for as long as you control Cloudfisher."
Frenzied Sylph - So it's a one time blocker? I don't like this card.
Scull-Crowned Chief - Not even your smaller creatures can block? I suggest either "creatures with power less than Scull-Crowned Chief can't block it" or stronger version "creature you don't control with power less than Scull-Crowned Chief can't block."
The Avatars don't feel particulary legendary (except for the black one, maybe). On the other hand, the two-color creatures feel much more like legends, especialy the
one, which might be too strong.
Other than that, I like your cards, I like especialy Melodae. I didn't find any real color pie brakes (other than the one mentioned) and the cards are nicely designed. If you give me realy (and I mean realy realy) strong flavour reason, why ocean beings are red in this set, it's almost perfect.
And, although I'm not realy good at recognizing power level, most of your cards don't feel realy underpowered, I think it's just fine.
Btw, a plane can be basicaly anything. It can be relatively small space, it can be an infinite expanse of land with lights in the sky, it can be a solar system, a whole universe like ours, it can be planet-like with moon-like suns (Mirrodin), it can even consist of multiple realms (Kamigawa, Theros)... anything you can think of
@pbtenchi: Also try not saying "underpowered", but rather "costed for limited", as MaRo once said
-Beastkeeper Dryad
Yea, fixed the wording
-Undine Hatchery
Sacing the land makes it grow up, permanently loses it. (This effect lasts indefinitely.) could be added if need be, has only shown up 1 of 3 times though.
-Cloudfisher, Skull-Crowned
Left off 'for as long' since she was a small removalable body, not a bad change though.
Skull was a bit of a relic in the file, perhaps it is time to upgrade him.
-Frenzied Sylph
One time blocker or attacker if you (or your opponent) manages to give it haste. Bit like a blue Ball Lightning. It is one of those cards that is a lot more open to changing.
-Avatars and Golds
Open to suggestions to make the Avatars more Legendary. I was mostly concerned with Rylei and Aerolius to a degree, I'll work on a better abilities for them, probably alongside Scion of Death.
I'm not opposed to making the golds Legendary, but I think this commenter on Lord of Extinction explains why I didn't start there: "Not legendary? What God-forsaken hellscape has more than one of these hammerhead shark - leviathan - insect things walking around?"
-Sky Swallower
-1/-0, dropped pro flying(for some reason 3 turn clock didn't occur to me...) and changed his counter ability so he actually has to eat them.
In other cards, I've been working on Fallen Sundancer, currently dropping the quirky super blocker into more trying to redeem herself


Fallen Sundancer
0/2
Defender
When Fallen Sundancer blocks a creature, destroy that creature and Fallen Sundancer.
Not all of those who linger in the night forget their devotion to the Sky Lotus.
Might boost her power so she's less susceptible to a Shock. Turns out this ability showed up in Portal, but no where else, so it's tricky to judge the pricing or popularity of it.
Be back later today, with hopefully a better written creation of Lotus alongside a few white cards.
Loyal Sentry was in Tenth Edition.
formerly jacquipup
"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game."
Aha, knew I remembered it from something else, but my Gatherer-fu must have failed. May redraw the effect or start over then.
Anyway, as promised, a better look into the creation of the Sky Lotus:
At first I wasn't planing to do much with the guy, he was just going to be some general 'the Creator' and the background would be told through Gorran myths or something, but the more I worked with this 'walker the cooler he got. I'm pretty awful at designing walkers (major player in making this pre-Mending), but I like to make Jaya-style or sparker-style variants of the 'walker to kinda outline what the walker should look like. This is Skirnon's.
Today's cards are a pair of mythics related to the story above:
Also looking for thoughts on Sky Swallower v3 who is a bit wordy, but hopefully keeps his rule over the sky without being quite so oppressive.
Further changes to think on regarding the Avatars, Letting Sky Lotus block 8 creatures (likely dropping the no activation ability for it), and having Rylei punch for the number of Nymphs you control/letting each Nymph you control punch something for 1 as an etb.
I think this looks really cool. You're playing with the color pie a whole lot, but I don't see anything wrong with that. While the elemental associations of the colors are important, I think the philosophy is what really defines the colors. Mermaids in red are a little weird, but you do a good job of making them red. Actually, from what I could gather about the white cards, your white nymphs seem to have more than a little green in them.
One thing I'm worried about is that more than half your creatures seem to have the same creature type.
I'm not a real robot, but I have a real face!
-white nymphs seem to have more than a little green in them.
They do have some inspiration in satyrs, so that's probably part of it.
-One thing I'm worried about is that more than half your creatures seem to have the same creature type.
Under half, but yea it's unusual. Helps push the newborn world thing, but can be switched up easily enough. Whites can be spirits, and everyone wants red to be mermaids.
-You're playing with the color pie a whole lot
I'm aiming to mix up the expectations more than the color pie. White can be unpredictable, blue can be aggressive, black can be life, red can live in water, and green
Lapidify is... not super out-of-color (though some people would disagree) but it's kind of weak. Honestly, it's just a wordy way to tap target permanent.
formerly jacquipup
"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game."
It's a temporary lockdown for a creature, artifact, or land, but certainly not great. Perhaps just making it a 'eot/until your next turn' spell instead of the aura.
And it's Song of the Dryads sung by Medusa, not that out of color :P
-It's Song of the Dryads, so it's not monogreen.
Pardon?
No Part 2 yet unfortunately, but I do bring a few changes:
Red Nymphs->Merfolk. Cuts down on Nymphs and they more or less are anyway. That's mostly a 1 for 1 change except for two cards:
Rylei has traded her sharpshooting abilities for something a little punchier, and Undine Hatchery has been changed to make itself a little clearer, it now gets counters off any death but only if it's still Defender'd.
Lapidify has been changed to an instant instead of an aura. Skystrike has been changed so it now bounces attacking creatures rather than Nymphs. Frenzied Sylph has been reworked and will return later alongside its new cycle brethren. In exchange for the Sylph, here's a glimpse of what's to come...
Another step in reworking Scion of Death and Novean Sky Swallower:
These effects aren't super in color but do exist in them.
And some new cards to chew on, courtesy of the Gorrans:
Find out next time on Noveaball Z!@Cajun: For the corpsemother, consider using Thrull tokens?
December 2017 - R32 - "We are more than just rank and file..."
February 2018 - DDH - "Remember that overconfidence is a slow and insidious killer."
From a mechanical standpoint the only things that turn other stuff into lands is the monogreen Song of the Dryads and arguably the monogreen Utopia Vow.
The end result it a temporary shut down of something, which is not green. However, given green's ability to outright destroy those things via Creeping Mold, Acidic Slime, Bramblecrush and so on, it doesn't feel like it's pushing all that much.
If it's not monogreen, what is it supposed to be? Green-Red because Mountain? Green-White or Green-Blue because stall? None of those colors really seem like they should be landifying things.
@yoshi: Maybe not Thrulls, but they don't need to be Spirits if Spirit tribal's a concern.
But why is it not monogreen, and what would it be otherwise? I looked into a bunch of old threads to try to find the answer and the best I got was green doesn't get unconditional creature removal. But somehow Beast Within doesn't break the pie.
Does making it noncreature fix it's not greenness? Now it becomes a Turn to Log Bramblecrush opposed to Desert Twister. Still pretty worthless to Lapidify here were we have no artifacts or planeswalkers, but is that the fix you're looking for?
I agree that mono green shouldn't be getting permanent transformation. It's why I made the thing as a temporary landification, before I even found Song while trying to price the thing. Maybe for SotD throw in white so it's an Oblivion Ring of Exile, but at that point, we're kinda saying monowhite could do this without much trouble...
Green's creature removal has to be tied to its creatures (you kill enemy's creatures by having bigger creatures). Beast Within DOES break the color pie, but not so much (I guess).
You could make it
as it's basicaly temporary Path to Exile. Than again, as you noted, it could as well be mono
. But from time to time, you can make a multicolor card, that could be monocolor, because of flavour, gameplay or whatever.
I've been reading the lore-related discussion here on the thread, and I have a few suggestions:
Hopefully my suggestions are helpful, although I worry it might be too much to ask you to redesign so much of the set.
Nightfall in Equestria - A Friendship is Magic: the Gathering block.
@fluffy
-Make it gold GW.
Probably won't have any gold beside the five 2CCD in this one. But I shall file it away for another day.
@DoomSp0rk
-RED and the nature of the sea
-The sea is very strictly governed by a series of cycles and patterns that dictate everything that happens within.
Well that would be white :P
As I said above, red is less the sea, and more the creatures in it. imo, water isn't any color, it's what you do with it that makes the color. The nereids are incredibly aggressive and unpredictable, and while there is a splash of blue in there, I think they fit nicely into red.
-
is just as suited to embody the concept of the sky or the air
Eh, kinda. It's a distant second but third place passed out before he even made it to the game. The sky nymphs represent more than the sky though, they are spies, they're fairly intelligent, and they are the sneakiest and hardest to catch buggers on the plane until the Capuchins come along. The sylphs really don't have any of the noble causes or for the good of the group mentality. They're a bit like the Lorwyn fae, but less sadistic.
-The sun doesn't have to be restricted to the
colorspace.
"The sun rises on the righteous and the wicked" There's a reason the sun is the white mana symbol, because no matter who you are or what you've done, the sun rises for you. But what happens when it doesn't? The Sundancers are whites core tenants of group above self and devotion to the point of fanaticism to the worst possible degree. Those who think individually or even different from the group get cast out, and even the sun has forsaken them. At night, the individuals fall apart when the group is no longer supported by the Lotus. Yes, the mechanic feels red. The primarily red 'walker that forges the plane makes everything feel a little red, but I think I've kept them within their own philosophies.
Mirrodin did the red sun. I'm aiming at something a little different.
Alright, you've convinced me. I congratulate you: well done, sir.
You've obviously put a lot of thought into this set already, and I look forward to watching it develop.
Seriously, major ups to you.
Nightfall in Equestria - A Friendship is Magic: the Gathering block.
I like your mythics, they're simple, flashy, and get the job done. I have a few suggestions though:
Rylei Tidemother: I think her first ability should read "when ~ enters the battlefield, it deals X damage to target creature, where X is the number of merfolk you control" just tidies it up a bit, unless each merfolk is supposed to be able to target a different creature, in which case "when ~ enters the battlefield, each merfolk creature you control deals 1 damage to another target creature"
Aerolius: I think his ability should be "whenever an opponent draws a card, that player reveals that card"
Infinite dreams: I like this one a lot! I just think you should change the mana cost to 3UUU.
Also, have you considered key wording "as long as it's your turn" effects? For example...
Initiative - As long as it's your turn, [effect]
But it seems like it will only appear sporadically so it's probably not worth it.
-Rylei Tidemother
It is indeed each Merfolk punching something. Looking for a better way to word it, as I think your suggested wording just means they can't punch themselves or perhaps Rylei. That might be to swingy for three though, where the fireball is less so.
-Aerolius
Actually, in light of comments calling her too weak, I'm working on changing her ability right now. This versions a bit of a gossip, but she certainly brings a legendary ability to the table now. Mostly worried that you can 'fail to find' everyone's searches, so I changed it to Guided Passage's wording which should fix that. Like Rylei she may be too pushed for 3, but most people don't like the CCC outside green or black.
She would probably be autoban as a general no matter what we price her :P
-Infinite
I really love my heavy colors, but you do have a point.
-Initiative
For a while I did call it Sunlight, and as I got a more 'not your turn' effects called that Moonlight, but it looked strange. White was the only color really earning it's ability, and I didn't even like it that much, so I ended up dropping all the abilities. Where most sets try to have every card do something different, I'm trying to make no two cards do the same thing, so doing away with the mechanics helped reflect that.
Initiative is a pretty great name that might work for either turn. Would work better as a red ability than for my sun-aligned one though.
-You've obviously put a lot of thought into this set already
When you're screwing with colors this much, gotta make sure you've dotted your i's and crossed your t's. I should have put it off another two weeks to work the story better it seems, but forcing my hand probably resulted in it getting done faster.
Ohkay, been quiet for a while, but with good reason. Novea is very near complete, 150 cards with art done and only a few missing flavor texts. Still some bugs to pick and lots of new things to critique, which you can check out here if you like. Notable changes include upgrading the Fallen Sundancer to our white Legend, changing Corpsemother to Cadaver tokens and 2 life on the sacrifice, as well as revamps for some Avatars:
I still owe you guys 4/5ths of a Novea creation and 2-3 other snippits before 'launch' that'll show off 50ish cards if you don't want to go for the full spoiler. If all goes well that'll all happen this week, with Terra's right here, Rylei and maybe Aerolius' tomorrow.
I've updated a pair of flavor texts for these past two, along with Rylei above for tomorrow's.
The 'spoilers' for today are a pair of land cycles:
You should probably add "until end of turn" for Rylei's second ability:
"Whenever ~ attacks, it gets +1/+0 until end of turn for each merfolk you control."
For the legendary lands, I would suggest having to sacrifice them to activate their last abilities. They seem too powerful to be able to use more than once per card.
On another note the "
,
: add CC to your mana pool" is very powerful because it allows you to have whatever colour of mana without requiring a basic land of that color. I would suggest changing it so that you need one mana of that colour before you can tap the land for two. (That's what I did in my set, at least.)
,
: Add 
to your mana pool"
"
-You should probably add "until end of turn" for Rylei's second ability
Herp, oversight fixed.
Not sure that the green needs a sacrifice, maybe fair point on Sea though. It is typically slower than Magistrate's Scepter but is more effective and harder to kill.
The filters were going to tap for color initially, but nonbasics that did that tend to cipt. I wouldn't quite call it getting out-of-color CC, but that is the end result. C for CC is kinda wonky, but it's probably better than 2 for CC.
Adding sacrifice to Sea of Skies and C->CC, leaving Elrayin unless someone has an argument for sacrifice.
I do agree that the "C for CC" is kind of weird, but as mana filtering (thank you for reminding me what it was called, btw) has only appeared at rare (not counting the signets from original ravnica block) and could only turn a specific color into another specific color, I felt that having "1 for CC" is a powerful filter, especially below rare.
As an upside, all of your lands can have "
: Add
to your mana pool" abilities.
Actually, the Odyssey allied filterlands (Mossfire Valley et al) didn't require colored mana to function, but they were rare and that was all they did - they couldn't even tap for
. I think C --> CC is the right choice here.
formerly thehuw
they/them, please
Aight, mentioned it before but I have a more solid answer for it now: The creation, and these first five story/snippits/whatevers all happen pre-Mending, but the set is post-Mending. It's still 'walker-less, but it has two practical upshoots, the 5 Avatars are depowered from their creation, and someone in the set could spark in the future. Whether or not that second thing happens, that first part is showing up already. Now enough talk,
have at theeit's time for part three:Rylei's title of Tidemother doesn't come from her creation of water, although she is the main source of Novea's water, but from eventually creating the merfolk. Like the Sundancers and dryads before her, these creatures aren't alive in the typical sense, and are more amalgamations of mana than anything. These creatures are sentient and intelligent, but they are not spark-able. I mentioned that many of the colors had a bit of a red shade to them, but red can't exactly have more red, and has a shade of blue.
Along with Rylei's creation, I bring 6 red cards:
And, to replace Fallen Sundancer in the opening lineup with a card I thought was already up there:
The Goreswimmers are very overpowered. They have the Sengir Vampire ability and twice the vampire ability, all in a
2/2.
It's the Sengir ability and twice the Slith ability. Neither is great, particularly on such an eatable body. That being said I thought I changed it to 4 cmc...
Or dock the Slith and up the density,

for +1/+1 counter on player hit or creature kill. One-two turns later than Firewalker but you're not allowed to chump it.
Hokay! That took longer than it was supposed to, partly for life reasons, partly for reasons that'll show up down the line. Either way, finally have Aerolius, which fittingly takes place years after Rylei. Skirnon's changed quite a bit in his travels in between the stories, most importantly, he's picked up a new color.
Disclaimer: Skirnon is not in Novea.As before, another six cards with the snippet (and the fix to Goreswimmers above)
For those of you still lurking, Novea is turning into the first step of something a bit more ambitious. It'll be a while after Novea before the next set hits, to make sure I can pull it off a lot better than this. Novea's background gets pushed and cut a lot due to coming in without a plan and having no time on my hands, so I'm aiming to fix that next time around. The last two bits of background will be posted this week, and then it's six-eight weeks of writing for Relidon which should have an actual story as opposed to 500 words whatever you call these.
Once more into the brink.
Adding a few more cards than normal, since I'm only expecting one more before release.
That last cycle is crazy overpowered. First off they are common and able to be used multiple times a turn. They should surely be uncommon and maybe tap. Cost needs to be adjusted too. Look at Valakut Invoker for reference on the red one.
Check out my updated set hub.
They are 5-mana 2/2s, which isn't nothing. Valakut is also able to hit creatures, where Crash can only hit players, which has its own reference.
I can bring up the activation costs back up to 3CC, but I'd like to take the ability down to the cost rather than make a cycle of 7/8 mana Invokers.
Blightcaller Shaman at the very least has no chance to work at common, such repetative card advantage (plus board complexity) needs to be uncommon.
Same with the windrider monkey. Repeated unsummons is VASTLY too good for a common.
Aight, card advantage taken under heavier consideration. Looking at two possibilities so going text, Utility callers or minivokers:
I dig the minivokers. They're neat.
formerly jacquipup
"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game."
This is the last planned update, other than balancing cards from the comments at the end here and maybe one last chapter time permitting, the set is ready. You can find the cards not shown in this post or the rest of the thread by putting "Forum" in the search bar.
With Skirnon gone, time to look a little closer at Novea and its legends. The initial idea was more of these type of stories, but the Skirnon bit kinda took over for better or worse.
The set looks good mechanically. Though, you do realize you're thematically breaking the color pie by giving red elemental water and white powers of darkness, don't you? Just to name some examples.
Magic: the Gathering; a World of Adventure for Fate Core
I have addressed these in the thread, lemme know if they don't feel complete enough:
From very early on, Novea's goal was to turn color expectations on their head without breaking the pie too hard, and staying in-color. The flavor is unusual, but I think the cards themselves fit their colors.