The Huwb

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Sat, 2016-05-28 17:12
thehuw
thehuw's picture

thehuw's Set Huwb

> MSE Visitor: Locate Huwb.

A bronze fence encircles the HUWB, the only point of access being a pair of ancient, dilapidated GATES a way off the beaten path. It is not a large building; in fact, it looks decidedly small, sad, even, through the thick sheets of rain currently trying their hardest to flood the valley yet again. Nonetheless, blue-green light emanates from within, and with it the promise of warmth and shelter - and how can you turn that down?

The Huwb
Land Uncommon
Whenever you draw cards, you may look at the top card of your library.
Tap symbol: Add Colorless mana symbol to your mana pool.

A weather-beaten sign beside the track you're about to leave proclaims that this is the "SET HUWB OF THEHUW, ARTIFICER OF SORCEROUS RECTANGLES".

> Enter.

You hustle through the verdigris-stained gates and knock hard at the door, the murky rain staining your clothes outside and in. An ebullient DOORKEEPER greets you and bids you remove your coat, her damaged left arm arc-faulting violently but apparently causing her no distress. As you take her advice, what appears to be the contents of a small ocean gushes off it in rivulets, soaking the flagstones - yet you are astounded to see that the water evaporates in a dry grey mist the moment it touches the green-tinted rock.

Eager Attendant 3 mana symbol
Artifact Creature - Construct Advisor Uncommon
Whenever another creature enters the battlefield under your control, scry 1.
1/2

The doorkeeper leads you through to an ANTECHAMBER, and you find yourself flanked on both sides by circular glass portals to the outside, where the rain continues to hammer down. The soft jade glow of mana-fueled lanterns seems to ripple the air slightly, as though you are underwater, but everything remains crystal clear. The antechamber is sparsely furnished, with a few large NOTICE BOARDS along the far wall and a BLAST DOOR at the central point of that same edifice, crackling, buzzing and occasional loud swearing still audible even behind the heavy bronze.

A sign above the door reads as follows: "All cards, mechanics and settings presented on these boards are free and open source, and can be used in your own works as you wish. Credit is appreciated but not absolutely necessary." You briefly note that the list does not include characters, before reading a small addendum below: "Please ask me before using any characters included here, but it's probably fine."

> Examine notice boards.

You draw close and take an EXTENDED GANDER.

Complete

Stratopol Block

Stratopol (STP)
Outwit the City
Codename: Mitchell
Cards: 269
Released: June/July 2016
I think this is the best concept for a set I've come up with thus far, and it's the first one I actually resolved into a full-on large set. Conceived during exam season and built mechanically almost entirely over two weeks of nonstop design and tweaking, it's a wonderful fever dream of a set, and I'm really pleased with how it's come out overall.

Minisets

The Magnificent Eighty-Seven (M87)
Lose the Plot, Win the Game
Codename: Gilbert
Cards: 87
Released: September 2015
This was my first ever set release. It was extremely rushed, I designed an awful lot of it while drunk, and, while I still like a lot of individual designs (and I do hope to return to plot counters someday), the set in its current form is overall pretty poor. I leave it here for posterity, and in the hope that one day I'll go back and revamp it.

From the Vault

These are small packages of fifteen cards based on a theme, much like canonical From the Vault sets. However, instead of reprinting old cards, these are all new, and, instead of being all mythic, the skeleton is 5 uncommon, 7 rare and 3 mythic. I also aim to weave in bits of flavor that I don't really get the chance to touch on in my larger sets.

The links in this section will take you directly to the Mediafire download link for the set file, since I don't consider these micro-projects large enough to warrant their own threads.

Dualities (FVDU)
Making Flippy-Floppy
Codename: Walpole
Cards: 15
Released: 19 June 2016
Theme: Double-faced cards

In Progress

Stratopol Block

Metrogeddon (MGD)
Bend or Break
Codename: Webb
Cards: 181
Released: Winter 2016/17
The second set in the Stratopol block. With Harper incapacitated, Urafina's plans to invade the City of Patterns begin in earnest, and Apostrophe, Varoly and Obris find themselves caught in the middle of a full-scale apocalypse.

Fathom Block

Fathom (FTH)
From the Wreckage
Codename: French
Cards: 269
Released: Spring/Summer 2017

Saunders
Cards: 181
Released: Late 2017

Duel Decks

Fry vs. Laurie
Cards: 60/60
Released: ???

Articles, Writings and Other Stuff

Cardsmithing

How Rare Is This?
A reference guide to which effects "belong" at which rarities. Never guaranteed to be 100% accurate or comprehensive.

Story

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Sat, 2016-05-28 20:32
digiman619
digiman619's picture

If nothing else, 20 bonus points for the pun/portmanteau

Tue, 2016-08-09 20:25
thehuw
thehuw's picture

A Knight of Nowhere, pt. 1

Spoiler:
In a log cabin tucked away in the woods, in a chair facing a fire that hasn't roared in years, Astave Olarde sits back, raises a glass of the Bervante wine he's dangerously close to running out of, and proposes a toast to nowhere.

Mr Olarde's homeland no longer exists. A conflagration of epic proportions, raised from the aether by a cult of nihilistic pyromancers, laid Bervant to waste not so long ago, and took the rest of the plane with it. The only piece of Serafin that had escaped desolation was a strange, sad little island nation called Harrolan, plucked from the land just as the world-devouring flames consumed the seas around it. Mr Olarde, a modestly successful spice merchant, was trading in Harrolan when the calamity struck, and, though his entry documents have long since expired, there he remains.

Now Harrolan is one of the fabled Magnificent Isles, and its people have built a new life and a new identity for themselves in this strange new patchwork world. A world of foreigners, they call it. If that's the case, Mr Olarde muses, then he is twice a foreigner. Not of this world, and not of this Isle.

He drains the glass. The wine has long since aged past its best, but it still tastes of fair Bervant, of his dog and his shopfront. He has a dog now, of course, but she's not right - she's purebred and snooty and regards him more with acceptance than adoration. She's slumped in the guest chair now. She has never had to fight for it.

Glass breaks. Startled, Mr Olarde slams his fist down, and his glass breaks. He decides that he is probably being robbed, and that the best way to survive this unfortunate occurrence is to hold his ground until the culprits have done their worst.

Behind the chair, someone thuds against the ground, hard. And after them, several more someones, clattering with various farming tools and screaming "burn 'im!" at the top of their lungs.

Perhaps, Mr Olarde thinks, he is not being robbed after all. Perhaps he is being murdered. This really is a sorry state of affairs.

One voice rises above the bedlam as a body backs into his chair from behind. "No witch! No witch! No -" It's strangely accented. Not Harrolish. This one must be from another isle, and clearly he does not want to be burned as a witch, which makes what is about to happen terribly unfair in the mind of Mr Olarde.

The merchant rises to his feet and wheels, snatching up his dagger from the table beside him. The yelling of the mob subsides at once, and half a dozen youths draw back from the small man they've been holding lit matches dangerously close to.

Mr Olarde opens his mouth, about to hit the intruders with some truly legendary Bervante invective, but, before he can so much as compose an opening salvo, they're gone. He takes a few seconds to wind down from verbal assault mode, and takes a closer look at the exhausted, panting man sprawled on the floor behind his chair. This odd trespasser out is short, wiry, bluish-skinned, and clad in an outfit the likes of which Mr Olarde has never seen before, which he's currently bleeding into in several places.

Mr Olarde wonders why anyone with the kind of hardware capable of hurting someone this badly would flee in terror from a rotund merchant with a knife. Mr Olarde is not in the mood to argue.

He kneels. "How badly are you hurt?"

"Not," the blue man lies.

"How badly are you really hurt?"

The blue man sighs. "I will live. I will be good."

Mr Olarde extends a hand, which the wiry little man gladly takes it and eases himself up into a sitting position, letting out a groan of pain. "What's your name?" asks the merchant.

"Stranger."

Mr Olarde laughs, a deep, heavy belly-laugh that probably lasts a fraction too long. "No, your name."

"Stranger," repeats the blue man, somewhat nonplussed.

Another laugh, and Mr Olarde gets to his feet again, carefully extricates the dog from the guest chair, and gestures to it. "Do you drink wine, Stranger?"

Stranger seems to turn this over in his head for a moment, then slowly shakes his head - more bafflement than refusal. Mr Olarde smiles and reaches for the bottle.

"You do now. First guest I've had in years." He fills a glass to the brim and hands it to Stranger, who takes it gingerly, shaking hands spilling a little on the floor. "I've a lot of hospitality saved up."

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Tue, 2016-08-09 23:20
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Quite nice, I almost expected Mr. Olarde to be a Knight for a second. That being said, I really like The Isles implementation in general and how you write life there - I've had similar ideas pitched to me by others, but none really get the right balance between "believable" and "ideal enough to function" like this one does. Well done!


On hiatus
Looking for fun? Try Battle Boards!

Mon, 2016-08-29 14:31
thehuw
thehuw's picture

Character Huwb

A brief summary of all the major Huwniverse characters you've met so far.

Planeswalkers

Aia Varoly
Colors: White mana symbol
Species: Human
Homeland: Drilidia, Magnificent Isles
Allegiance: Thousand League
Appearances: Stratopol block
One of five planeswalkers among the Thousand League striving to impress its council and become its new dictator. She's currently a very definite underdog, and is struggling to close the gap with her rivals by attempting an armed takeover of Stratopol.

Obris Rook
Colors: Blue mana symbolBlack mana symbolGreen mana symbol
Species: Human
Homeland: Elnoch, Arrale
Allegiance: None
Appearances: Stratopol block
The exiled heir to the throne of Elnoch, Obris' family were executed in a bloody republican coup not long ago, and his inheritance was scattered to the planes by one of his father's agents. He's now following the trail and picking up the pieces of the legacy he needs to reclaim his homeland.

Frai Harper
Colors: White mana symbolBlue mana symbol
Species: Human?
Homeland: Stratopol, Magnificent Isles
Allegiance: Stratopol
Appearances: [i]Stratopol block
The inscrutable, incorruptible and seemingly immortal governor of Stratopol. She was responsible for rescuing the city's original inhabitants from their planet's sun going supernova, and her work alone has kept it running.

Macaria
Colors: Blue mana symbol
Species: Human
Homeland: Saprazzo, Mercadia
Allegiance: The Magnificent
Appearances: None yet
A direct agent of the Magnificent, the being who saves and curates the Magnificent Isles. She's currently on Stratopol researching the mysterious infohazards that seem to be affecting the plane's vedalken.

Urafina
Colors: Blue mana symbolBlack mana symbol
Species: Lich
Homeland: Unknown
Allegiance: Uran Combine
Appearances: None yet

Agathi Colwyn
Colors: Green mana symbol
Species: Human
Homeland: Kalonia, Shandalar
Allegiance: None
Appearances: Battle Boards
A mostly self-taught artificer whose old tribe was slaughtered by an errant hydra. Originally set on finding the mythical Timechanger to turn back time and rescue her family, she has long since drifted off-course and is now a wanderer, improving her artifice and helping others where she can.

Arto Schalfen
Colors: Blue mana symbol
Species: Human
Homeland: Selhoff, Innistrad
Allegiance: None
Appearances: Battle Boards
A mind mage and academic obsessed with correcting the perceived inefficiencies of the human brain - more specifically, his own. Recently, an unstable reaction between the enchantments and hypnotic triggers in his mind accidentally created a psychic nightmare being called Father Naclos, who now cohabits his mindspace.

Non-Planeswalkers

Apostrophe
Colors: Red mana symbolGreen mana symbol
Species: Human
Homeland: Stratopol, Magnificent Isles
Allegiance: Stonesire Rebellion (questionable)
Appearances: Stratopol block
A transient youth blessed with remarkable speed and agility, recently taken in by the Stonesire Rebellion. Apostrophe doesn't quite believe in the revolution's values and goals, but it's more interesting and hospitable than the odd jobs she used to run as a package courier, and that's good enough for her.

Nimbus
Colors: Red mana symbolGreen mana symbol
Species: Orc
Homeland: Stratopol, Magnificent Isles
Allegiance: Stonesire Rebellion
Appearances: Battle Boards
The leader of the Stonesire Rebellion. Nimbus believes that the Stonesire, a prominent character in orcish folklore, is a real, godlike being imprisoned within Stratopol, and that defeating Frai Harper will allow him to free it and return the City of Patterns to its rightful ruler.

Correlate
Colors: Blue mana symbolRed mana symbol
Species: Vedalken
Homeland: Stratopol, Magnificent Isles
Allegiance: Stonesire Rebellion
Appearances: Battle Boards
Nimbus' right-hand man. He was sacked from his previous job at the Great Library after being caught stealing books, and since then he has studied the forbidden art of triangulation, using the essences of living beings to create temporary portals to the future.

Astave Olarde
Colors: Green mana symbolWhite mana symbolBlue mana symbol
Species: Human
Homeland: Harrolan, Magnificent Isles
Allegiance: Knights of Nowhere
Appearances: None... yet
Twice an exile, "Mr Olarde" (as he always calls himself) is from another part of the plane Harrolan was rescued from, a part now forever lost. Presently he is the leader of the Knights of Nowhere, an errant order operating across the Magnificent Isles that has learned a secret technique to travel between them without weave tides. The "A Knight of Nowhere" story series will chronicle how he got there...

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Tue, 2016-08-30 19:53
thehuw
thehuw's picture

Huwbjectives

Alright, gather 'round, all. Now seems as good a time and place as any to talk about and clarify my MSE goals for the foreseeable future. I'm going to start winding down my MSE activity from the peak it's recently hit fairly soon, so you won't necessarily be getting day-to-day updates - so, in the meantime, here's a brief summary of what I'm going to be working on for a while.

Black Collar, Four-Four Heart and Broken Britannia
Let's get the bad news out of the way first: these sets are canceled for the time being. I won't say forever - I hope to return to this setting and storyline someday - but this isn't exactly a hiatus either, as Black Collar as it stands is not in a remotely salvageable state and the other two don't exist yet as anything more than skeletons and story beats.

Metrogeddon
This is priority numero uno. Stratopol has been a triumph, both as a set and for me as a designer, and I'm legitimately very excited to work on the follow-up. The hardest part might actually be the story, as it's multi-threaded and somewhat chaotic, but I have a solid mechanical basis, a reasonably final design skeleton, and a few individual cards ready to roll. I anticipate this being done by early winter - most likely November or December.

Fathom
This is the start of my second major block. For this, again, I have mechanics and a skeleton in place, though fewer actual designs than I have for Metrogeddon. I plan to work on both in parallel, but as Fathom is larger and represents a new world with new characters (and a couple of familiar faces!). I'm not going to reveal too much just yet, but I can tell you that it has a nautical theme and two rather different mechanical focuses, and that I'm very excited for it.

The Black Cube
This is going to be my running side-project for moments when I get sick of Metrogeddon and Fathom. It's planned to be a 360-card, standalone, all-custom cube, with a twist: black is significantly stronger than the other colors, but it's a little rarer and (here's the kicker) you cannot use basic Swamps, instead relying on nonbasics and other fixing to produce this elusive color.

Duel Decks: Fry vs. Laurie
This is still happening, though I'm not sure when. It's actually already been finished, twice, but both times I wasn't happy enough with the end product to call it a day.

The Magnificent 87: Thousand League Approved Edition
Heh, maybe.

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Sun, 2016-09-04 12:59
thehuw
thehuw's picture

Huwniverse Timeline

Subject to change. All dates measured by Stratopolitan Reckoning (SR). Events outside the Magnificent Isles are marked in grey.

SR 0000: Stratopol is founded as an offworld refuge from its original plane, with Frai Harper as civic leader.
SR 0617: Stratopol is added to the Magnificent Isles. Frai Harper sparks, though the exact trigger moment is unknown.
SR 1038: The Uran Combine is founded, led by the rogue biomancer Urafina.
SR 1111: The Thousand League is founded on Fortress Karav, unifying a dozen former micro-states under the leadership of Vaustus Karavian.
SR 1337: Urafina invades and annexes Kadra, forcing its native orc population to flee to Stratopol and settle there.
SR 1375: Elnoch, an imperial nation on the plane of Arrale, is wracked by a bloody republican coup, deposing the reigning Rook dynasty. Obris Rook, the only surviving member of the royal family, sparks and escapes.
SR 1379: For the first time, the Magnificent directly recruits a planeswalker to his service: Macaria, a human loremage from Saprazzo, Mercadia.
SR 1382: Vaustus Karavian is assassinated by agents of the Uran Combine. Witnessing his death causes Aia Varoly, one of his lieutenants, to spark. Karavian's council assembles and declares the five other planeswalkers in the League as interim leaders, with the proviso that they will choose one after thirty years to become a more permanent dictator.
SR 1403: Present day. Urafina attempts an invasion of Stratopol, and, with Harper incapacitated and the city already in disarray from an attempted rising,

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Tue, 2016-11-08 11:51
thehuw
thehuw's picture

Magus of the Locket
a short story based on my CotW entry of the same name

Spoiler:
Morning

Today's the day. Today, he will finally reclaim his memories.

The old man eases old bones down into an even older chair, and scoops up a tiny silver trinket from an equally ancient desk. He turns it over and over, holds it up to the light, lets the long, tarnished chain pool in his palm. In particular, he takes another look at the back side of it. Much of his knowledge may be lost, but that crest on the back of the locket, a falcon resting atop a crystal ball, is most definitely his.

Wear. Open. Remember. The voice rumbles through his mind as soon as he sets eyes on the crest. It's his own voice, but distant, somehow other. A recorded message from the locket. The old man mutters thanks to his past self for his ingenuity.

He puts a pot of tea on to brew and spoons the remnants of last night's broth into a bowl, casting a simple cantrip to warm it up. Mundane flame would have sufficed, but he's impatient - and, besides, he's warming himself up, too. Transplanting one's entire history into a locket is no small feat, and his old identity may well have powers beyond imagining. Best not to go in completely cold, as it were.

Wear. The chain around his neck feels like an old friend, the chill of the metal subsiding quickly against skin flushed with excitement.

Open. Slipping the tiny golden key into the lock takes longer than it ought to in fingers weakened by old age and shaking with anticipation. Twice the old man almost drops it, but he finds his mark eventually, and twists, and the locket pops open with a gentle click.

Remember. He ought to eat first, fortify himself, but he can wait no longer. Eyes closed. Mind open. Even a cursory exertion of his third eye finds the locket, seething with thoughts, feelings, images - almost too many to be contained. He takes a deep breath, spends a moment calming and centering himself, and then he's falling, spinning, tumbling headlong back into his own past.


Afternoon

The desk is strewn with conjured paper, and animate quill pens dance over them, recording the minutiae of a long and very eventful life.

The headmistress lays down his essay and stares at him for a long minute, eyes full of childish wonder. When she manages to speak, it's a single breathless word: "how?"

Vadro (for that, he now recalls, is his name) has been sat in position for hours on end, clutching the locket and reveling at last in the joy of reminiscence.

The student becomes a teacher. Dozens flock to his side, to learn, to collaborate, and sometimes simply to follow. Over the years, dozens become hundreds.

The broth remains uneaten. With a wave of his hand, he wills it back into the pot and closes the lid. Should keep for a couple more days. All he hungers for at the moment is more knowledge. More memories.

He takes many lovers, some for a night, some for a decade. Men, women, humans, elves, spirits, gods - all are drawn irresistibly to his genius.

His whole body seems to crackle with eldritch potency, and, experimentally, he draws up swirling motes of red mana into a roaring sphere around a mile from his house and detonates it. An almighty boom echoes from the mountains, and, glancing out of the window, Vadro spies a smoking crater in the side of a nearby rock face.

When the Unbidden come, shrieking and despoiling, all eyes are on him to respond, and he does not disappoint them. Conjuring thousands of servitors, shaking heaven and earth with the force of his invocations, he and his disciples hold whole legions at bay. For a time.

Testing out the other side of his strength, he breaks into a low, quiet chant, and watches as the stone reassembles itself, good as new.

There are more, always more, and they come faster, harder, without pause. Kings and generals turn to him for a solution, because he always has one, but, for perhaps the first time in his life, Vadro finds himself out of ideas.

Truly, truly remarkable. Why, and how, could he possibly let such power slip away?


Evening

Vadro has snapped the locket shut and slammed it back down on the desk, but the memories will not stop coming.

He has found a way. There's one source of boundless mana left, and, as the Unbidden continue their relentless advance, he knows he has to use it.

Mutters become groans, then cries of anguish. Vadro clutches at his hair, drops to his knees, trying desperately to banish the tortured screams and brutal visions from his mind. So many deaths. So very many. He was only trying to help - but that, he knows, is no excuse.

Villages die and communities collapse at a stroke as fuel for the cause. As the death toll mounts, so does his determination. Before long he has taken more lives than the Unbidden ever did - or could.

He snatches up the quills as they jot down the last details of his sins, snapping them one by one with bony crunches. With a single click of his fingers, the pages are consumed by hellfire, reducing his autobiography to ashes, then to dust, then, at last, to nothingness.

Inevitably, the people he has sworn to protect turn on him, disarm him, drive him out. His name is a curse now, his memory only a trauma.

He should never have remembered. He should have left the locket alone and lived on in blissful ignorance. He must undo today. He has no other choice.

He rots in exile for a time, spending his days staring into the distance. Before long, he knows he cannot live with the atrocities that stain his soul. He readies a spell to wipe away his memories, to make him clean again.

As the spell takes hold and that all-too-familiar tickle in the back of his brain signals the memories starting to fragment, he makes a promise to himself that soon he will face up to his guilt. Soon, he swears. Soon, but not tonight.

Then the bottom falls out of Vadro's consciousness, and all, for a moment, is forgiven.

Then the bottom falls out of Vadro's consciousness, and all, for a moment, is forgiven.


Morning

Today's the day. Today, he will finally reclaim his memories.

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Sun, 2016-12-04 07:40
Leviathan

Gotta say I'm very impressed with your work on Stratopol, and look forward to seeing how the rest of the block comes out. This seems like a really fun set to play with, especially with mechanics like straight and triangulate. I'm also posting to let you know I'm thinking of appropriating Concord into my set since its monocolored and really fits with the theme I'm pushing...if that's OK with you of course!

Mon, 2016-12-05 08:25
thehuw
thehuw's picture

You're very welcome to use concord in your set - in fact, I'd be flattered! Just to reiterate for everyone's benefit: unless otherwise noted, you are all free to reuse my mechanics, reprint my cards, write stories on my planes, etcetera, without permission, though I'd appreciate it if you give credit where possible (and let me know, so I can see what you've done with 'em). The only think I ask that you consult me about is using my characters, and even then I'm unlikely to say no except in special circumstances.

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Thu, 2016-12-08 14:01
thehuw
thehuw's picture

Anomalies
a primer for a new card type

Anomalies are a new card type which will feature in my upcoming sets. Like planeswalkers, they are complex, and will rarely, if ever, appear below mythic rare.

To explain this new card type, we shall take a look at an example. This is VEE-32, known by the codename "Paper Late". (The balancing on this card is not final, as anomalies are still in very early development.)

Anomalies are permanents, and can be cast during your main phase when you have priority; however, they have no single mana cost. Each anomaly has three different wyrds, which take the form of three separate boxes of rules text, each with its own cost. You may cast an anomaly spell for any one of these costs, and must declare which as you cast it; the anomaly enters the battlefield with the chosen wyrd active, and has all of that wyrd's rules text. (You may wish to mark this with a marker, but that marker is not an object in game terms and cannot be manipulated.)

Example: I cast VEE-32: "Paper Late". If I cast it for 2 mana symbolBlue mana symbolBlue mana symbol, it enters the battlefield with its first wyrd active. If I cast it for 2 mana symbolBlue mana symbol, it enters with its second wyrd active. I cannot have both wyrds active from the outset, though, even if I have 4 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol - I must choose one.

Once per turn per anomaly, again during your main phase when you have priority, you may do one or both of the following (which comprise a single activated ability):

  • Stabilize: Deactivate a wyrd that is currently active, removing its text from the anomaly and removing a number of flux counters equal to that wyrd's converted mana cost (see below for more on flux counters).
  • Expand: Activate a wyrd that is not currently active by paying its cost, adding its text to the anomaly. An anomaly may have any number of wyrds active at once. You cannot activate a wyrd you deactivated this turn.

Example: I control "Paper Late" with its first and second wyrds active and six flux counters on it. I deactivate the first wyrd to remove four flux counters from the anomaly. I may then pay 3 mana symbolBlue mana symbol to activate the third wyrd, but, since I deactivated the first this turn, I cannot pay 2 mana symbolBlue mana symbolBlue mana symbol to activate it again.

While on the stack, an anomaly's converted mana cost is derived from the cost of the wyrd you used to cast it. On the battlefield, its converted mana cost is derived from the sum of all its active wyrds. In any other zone, an anomaly's converted mana cost is zero.

All anomalies are affected by the "legend rule" - if you ever control more than one with the same name, you must choose one and put the rest into the graveyard.

If an anomaly ever has no wyrds active for any reason, it is put into the graveyard as a state-based action.

Anomalies can be attacked and damaged like players can. The rules for attacking an anomaly and redirecting damage effects to an anomaly are exactly the same as those for planeswalkers. Anomalies are dealt damage in the form of flux counters, and an anomaly is destroyed whenever there are flux counters on it equal to its current converted mana cost.

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Thu, 2016-12-08 16:20
Neottolemo
Neottolemo's picture

I was expecting the cmc of Anomalies to be that of the sum of all their wyrds like it is for split cards, and I think they could work without the anomaly uniqueness rule, but alright.

I think the main trouble with the augment template is that there's normally no room for flavour, so pretty much every card with the mechanic has to be a flavour homerun even without flavourtext, which can be difficult at times. Then again, levelers and planeswalkers have the same trouble, so, there's that. Planeswalkers are mythic only, though. Are anomalies also supposed to be mythic only? That'd make the anomaly uniqueness rule make more sense.

If you were to name another anomaly, where would you start from? Like, what is a naming scheme or what are some naming conventions that could work for them and be flavourful and convey what they can do?

Thu, 2016-12-08 16:47
thehuw
thehuw's picture

Anomalies are going to be a mythic-only thing, yeah, and the AUR exists mainly because each is a unique creature.

To elaborate a bit: Anomalies are strange, abstract beings capable of travelling between planes, although they definitely do not have planeswalker sparks. Most of them have very exotic forms that sometimes even stretch beyond what we'd generally think of as a "creature" or "being" - they can take the form of places, collections of objects, indistinct beings of energy beings, or even alien thoughts and feelings.

Anomalies are spread so thinly, and are such confusing creatures, that most of them don't have anything approaching generally accepted names. Thus, the names on the cards are the codenames they're given by a tight-knit organization or planeswalkers (if you can call two people an organization). Each one gets a code: VEE (Volatile Extraplanar Entity) followed by a two-digit number - there are currently thought to be exactly one hundred anomalies, though it's not known whether all of them are still alive or active, so the numbers range from 0 to 99.

Each anomaly also broadcasts a specific telepathic signature on a wavelength that even most actual telepaths can't track. Fortunately, one of the two people who currently classify anomalies can detect their signatures, and interprets them as a name; he's a rather offbeat sort, and anything from mythological allusions to seemingly meaningless phrases to dated interplanar pop culture references can qualify as a codename to him. Usually it's something at least vaguely associated with the anomaly in form or function - "Paper Late", for example, is a being of pure information which constantly "updates" itself with new knowledge - but sometimes it's just something he likes the sound of. A few examples of existing anomaly codenames:

  • VEE-60: "Panic Room" (a ghostlike being which commandeers security systems, however low-tech they may be, and forces them into high alert)
  • VEE-67: "Chains of Light" (takes the form of, er, chains of light)
  • VEE-97: "Letter of the Law" (compels strict, absolute obedience to rules, regardless of intent or who's imposing them)
  • VEE-48: "Break Infinity" (associated with alien mathematics which can compress infinite quantities into a finite state)
  • VEE-02: "Abundance" (makes colors, sounds and sensations more vibrant in its presence)
  • VEE-20: "Sit Down" (makes people sit down)

If anyone's interested in designing an anomaly of their very own, I do want to keep some semblance of an "official" list, which I have in a master file on my computer. Let me know what color(s) of anomaly you'd like to design and I'll give you a number - the rest is up to you.

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Fri, 2016-12-09 11:32
Guitarweeps
Friendly MSE Designer
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Did I miss how you get flux counters on the anomaly?

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Fri, 2016-12-09 12:37
thehuw
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"Anomalies are dealt damage in the form of flux counters."

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Fri, 2016-12-09 14:35
Guitarweeps
Friendly MSE Designer
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Ah I see. Yes, very hard to evaluate these without playing them. Interesting though.

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Sat, 2018-01-06 22:34
thehuw
thehuw's picture

Mechanics Huwb

This post will serve as a compilation of all the mechanics I've designed that I think are good enough to keep around. All these mechanics are free for reuse! I'd appreciate being credited, but it's not absolutely essential.

Concord - When (trigger), reveal the top card of your library. If it's (one of this card's colors or has a basic land type that matches one of this card's colors), (effect).
Primary colors: Green mana symbolBlue mana symbol
Appearances: Stratopol

Coven (This creature's activated abilities cost 1 mana symbol less to cast for each ability with a mana cost activated so far this turn.)
Primary colors: Red mana symbolGreen mana symbolWhite mana symbol

Deploy (To deploy, create a 1/1 white Soldier creature token or put a +1/+1 counter on a Soldier you control.)
Primary colors: Red mana symbolGreen mana symbolWhite mana symbol

Diminish (To diminish a spell or permanent, reduce its converted mana cost by 2 until end of turn. If its converted mana cost is reduced to 0, exile it.)
Primary colors: X mana symbolBlue mana symbolBlack mana symbol

Earth mana (Alternate earth mana symbol must be paid by tapping an untapped artifact you control.)
Primary colors: Red mana symbolGreen mana symbol

Hardened (A nontoken creature with power greater than its converted mana cost is hardened.)
Primary colors: All

Impatience (Each land card you discard while casting this spell pays for 2 mana symbol.)
Primary colors: Red mana symbol

Infohazard (cost) (You may cast this spell for its infohazard cost as it becomes revealed from your hand or library.)
Primary colors: Blue mana symbolBlack mana symbolRed mana symbol

Ochre mana ( may be paid with 1 mana symbol or by exiling two cards from a single graveyard.)
Primary colors: X mana symbol

Pale (cost) (Each Colorless mana symbol you spend to cast this spell pays for 2 mana symbol.)
Primary colors: Black mana symbolGreen mana symbolWhite mana symbol

Patience (cost) (If this creature / permanent would become untapped, you may pay (cost) to put a +1/+1 / charge counter on it instead.)
Primary colors: White mana symbolBlue mana symbol

Reliquary (Whenever an artifact enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
Primary colors: Green mana symbolWhite mana symbol

(type) syndicate (You may tap any number of untapped (type) creatures you control as you cast this spell. It enters the battlefield with that many +1/+1 counters on it.)
Primary colors: White mana symbolBlack mana symbol
Appearances: Stratopol

Straight (A straight is a sequence of nonland permanents you control with consecutive converted mana cost.)
Primary colors: Red mana symbolWhite mana symbol
Appearances: Stratopol

Triangulate N (You may cast this spell by tapping two or more untapped nonland permanents you control whose converted mana costs and colors add up to this card's.)
Primary colors: Blue mana symbolRed mana symbol
Appearances: Stratopol

Unrest - (effect) if your life total changed this turn.
Primary colors: Black mana symbolRed mana symbol

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Sun, 2017-01-22 22:27
thehuw
thehuw's picture

Maurer and Sxali

Spoiler:
“Shut up a second.” A thin shadow, jangling like a ring of keys in the fickle lanternlight, draws to a halt on the cave wall, arms half-outstretched. “My third eye’s flaring up.”

“Again?” retorts the shadow’s companion, a smoother, more confident silhouette. “You sure this time?”

“Shush! Let me just… open up.” He presses two fingers to his temple and shuts his eyes as tightly as he can, lips forming the shapes of words stolen from half a dozen worlds.

“Well?”

“Air tastes of pain. Someone got wasted here, recently, and I don’t think it was a clean kill.” He licks his lips. “Ow. Yeah, they didn’t go down quietly.”

“The air tastes of – new one on me,” sighs his partner, cutting herself off before she can summon up too much outrage. Whatever helps him interpret the cues his mind throws at him, she supposes. “You think this is where Ngara got to?”

“I think that’s where Ngara got to,” says Maurer. He points to a pale patch on the cave floor, a circle a couple of feet wide. “Can you scan that, Sxali?”

“Sure.” She drops to one knee and fishes out an off-white disc, waving it in the air a few inches above the stone and closing her right eye to focus on what her monocle tells her. “Mostly grist, some light metals… ah. Ossea.” She takes a second sweep. “A lot of ossea.”

Maurer winces. “So either Ngara spilled some milk here, or…”

“Or we should keep our guard up.”

As if on cue, a strange, low noise, like air blown over a bottleneck, echoes around them, and Sxali is back on her feet and braced to fight or flee in an instant. Maurer covers her back, clutching at his Avacynian pendant and whispering a quick prayer. Neither of them carries anything a local would recognize as a weapon, of course, but between them they have enough tricks in their pocket to inflict a very bad day on most aggressors. The strange keening rises in pitch and volume, building slowly to a brain-melting screech that would almost certainly set both investigators reeling if they hadn’t heard much, much worse.

“Here!” cries Sxali, and Maurer spins on one heel to meet their quarry. Its coiling, shimmering body is not so much darkness as unlight, and its single crimson eye cuts straight into his soul like a heated dagger, forcing him to avert his gaze, if only for a moment. He yanks up one sleeve, revealing an assortment of talismans hanging on a bracer, and pulls one from the strings, brandishing it in front of him. A nimbus of orange light bursts forth and the creature recoils, spitting out vile epithets in an alien tongue.

“Can you pin it?” he yells over the din.

Sxali’s fingers play over the micronic leash in her pocket, ready to draw it and wrestle with the darkness. “I don’t know!”

“Wrong answer!” he shoots back with a wicked grin. “Bring it down!”

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Wed, 2017-12-13 19:54
marioware2
Head Administrator
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I think it's funny that this has become a hub for bot activity, of all places.

You designed some sort of mechanic checking if a creature's... toughness is greater than its power, maybe? I think that was good enough to keep in your mechanics section.

Wed, 2017-12-13 20:02
thehuw
thehuw's picture

I don't recall such a mechanic - you might be thinking of hardened?

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Set Huwb
They/them pronouns, please.
Praise Vectron.

Wed, 2017-12-13 20:15
marioware2
Head Administrator
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I read this list SIX TIMES and didn't see Hardened. Sometimes I hate my own eyes