Gentrification (WIP Set)

Login or register to post comments
Fri, 2017-04-14 04:42
donovan_Du_Bois
donovan_Du_Bois's picture


"Everything Changes"

Name: Gentrification
Set by: Donovan_Du_Bois
Cards: 274
Plane: Ravnica
Mechanics: Clockwork, Deception, Filigree, Gamble, Synthesize, The Color Purple
Tagline: "Everything Changes"


Teaser



The Gildas Artisans
The Gildas Artisans
Recommended Listening

The Gildas Artisans are a large group of craftsmen, artists, musicians, and other creative types under the leadership of the artistic master, Laetia Defour. The Gildas Artisans combine a desire to create with the desire to serve the community. Its members forge and design much of Ravnica’s weapons and art. Ascetic beauty and intricate detail are their goals. They want the people of Ravnica to use their talents for expression and purpose. They oppose restriction and the unnecessary disruption of the community.

Laetia Defour, Master Artisan is the founder and leader of the guild, and beyond that they are divided into Facets based on preferred form of artistic expression. The artists work on commissions for other guilds and the general public, and use the revenue and influence to work on private projects and endeavors. The activities of the guild are run by the Facets, each led by a Master, and each with its own sphere of influence, commodities, and commission list. Creativity and inspiration guide the artists' actions, and they often work together to leave their mark on Ravnica. Members of Gildas are driven by a desire to form a community centered on artistic expression, and will brook no interruption to their process.

Parun

Laetia Defour is the founder and current leader of the Gildas Artisans. She is a master of artistry, and a powerful mage capable of bringing her art to life. She directs the guild and represents it, but spends much of her time mastering any and all forms of artistic expression she can find. She delegates much of the guild work to the Facet Masters, and Eorlund Giles, the Master of Applied Arts, guides the guild in defending itself.

Facets

The Gildas Artisans are divided into Facets, which are shifting groups of people who complete commissions for the guild in exchange for instruction by the masters as well as guild membership. Membership to the guild includes instruction, collaboration, and funding for private projects. Currently, there are five Facets, dedicated to several related forms of artistic expression, each one led by a master who ultimately answers to Laetia. The number of Facets is malleable, depending on the demands of the Ravnican public, artist’s interests, and the presence of a master.

Visual Arts. The Facet of visual arts includes drawing, painting, sculpture and printmaking.

Performing Arts. The Facet of performing arts includes acting, directing, and all manner of stage performance.

Applied Arts. The Facet of applied arts includes metalworking, leatherworking, enchanting, and rune crafting.

Decorative Arts. The Facet of decorative arts includes architecture, fashion-design, furnishings-design, interior-design, and all manner of crafts.

Musical Arts. The Facet of musical arts includes the performing and composition of music.

Glaza the Grand Atelier

Many of the artists create in the large workshops of Glaza, a guildhall built of crystal. The large building houses all manner of workshops, galleries, stages, and forges. Each Facet is given a section of the building to shape to the artists needs. At the center lies a massive showroom where artists can sell their creations and not a day goes by without a contest, exhibition, or performance.

Roles Within the Gildas Guild

Artist. The Gildas Artists perform, create, design, and complete commissions for the guild. The entire guild is built on their hard work and creative intuition. Some perform at functions, others create pieces for other guilds or the general public.

Master. These powerful and established mages have come to be considered masters of their particular Facet. The provide guidance and instruction to the guild, as well as attend to the daily operations the keep the guild functioning.

Karat. The muscle of Gildas, they use the exceptional arms, armor, and enchantments crafted by the guild to protect and expand its territory. Often trained smiths and acrobats, they treat battle as the ultimate performance, and take great pride in their ability to turn the battlefield into a stage.

Canvas. Behind each great painting is a canvas. This group is not as interesting, but just as vital to the life of the guild. Salesman, gatherers, messengers, and patrons of all kinds fill the canvas ranks.

Shaper. These mages are masters in creating subtle and beautiful enchantments. These enchantments are knows as filigree, and are added to weapons, tools, clothing, and other goods used by the guild. Guild members can rely on these enchantments even if they have no formal training in magic.

Gildas Attitudes Toward Other Guilds

Azorius: "They create only restriction. But they claim to serve the community, and we respect that goal."
Boros: "When used to defend the peace they are powerful friends. When used to restrict and control they are dangerous enemies."
Dimir: "A group of thieves who create nothing and hoard the ideas of others."
Gruul: "Unpalatable, at best."
Golgari: "Despite all their effort, their creations lack any form of artistry or vision."
Izzet: "Brilliant visionaries, but everything they craft explodes. They are best to be left to their own devices."
Orlais: "They use their beauty and grace to hide daggers and death threats."
Orzhov: "They appreciate ascetic, but their obsession with death and taxes is distasteful"
Rakdos: "An insult to artistry, their performances are ghoulish and deranged."
Selesnya: "Many of their creations are beautiful, but they limit themselves to the natural world."
Simic: "Artists in their own way, but they think too little of the good they could do for others."
Timore: "They distance themselves from the rest of Ravnica, and add nothing new to the world."


The Timore Scribes
The Timore Scribes
Recommended Listening

Ravnica is no stranger to disaster. The city has been through many tough and disastrous challenges, yet still the ambition and selfishness of those in power continue to put Ravnica in danger time and time again. The Timore Scribes believe that these disasters arise when the city fails to learn from the past or prepare for the future. Utilizing tireless clockwork minions and dangerous time magic, the Timore seek to prevent Ravnica’s next disaster by interrupting events which threaten the delicate balance of the guilds.

Parun

Tiberius was not always a being of clockwork, he was once a Simic Cytocaster; a master or using cytoplast to heal the sick or injured. During the great tragedy caused by Momir Vig, he nearly died as all of the cytoplast that had been used to treat his wounds was ripped from his body to become part of Experiment Kraj. Tiberius kept himself alive by sealing himself in time, and was later revived by a close friend and Izzet engineer, Dargo Sun. Dargo could not repair the extensive damage done by Kraj and instead built Tiberius a construct vessel to house his mind and spirit.

Years later Ravnica narrowly escaped tragedy for a second time. The maze runners nearly unleashed the supreme verdict, which would have destroyed the city in its entirety. It was then that Tiberius formed the Timore Scribes, and with the help of Dargo, began his mission to defend Ravnica from ruin. Today the guild is large, and Tiberius has used its rescores to learn everything he can about the city’s past and predict its future. Because of his vast knowledge he has become known as Tiberius the Living Lore.

Past, Present, and Future

The Timore Scribes divide themselves into Hours. There are four Hours; Dawn, Midday, Dusk, and Midnight. Each Hour is lead by its own Second who all work directly with Tiberius, formally known as the Century. Other members of the guild are collectively referred to as Moments of their respective Hour.

Hour of Dawn. This Hour is primarily concerned with recording and organizing history. This hour includes messengers, journalists, and scholars, who work together to build the clearest picture of Ravnica’s past and present. They also report the news to the public, competing with the Dimir who often use the news to misinform.

Hour of Midday. This Hour is primarily concerned with preventing violence between the guilds. This hour uses clockwork soldiers, scouts, and spies to prevent the guilds from coming into conflict. Sometimes by warning the Rakdos of an incoming Boros raid, sometimes by encouraging the Izzet to field test their inventions on their own turf.

Hour of Dusk. This Hour is primarily concerned with the construction and maintenance of the guilds Clockwork Automata. From the soldiers, to recorders, to messenger tubes, and Nanoso itself, these engineers and designers keep the guild working optimally.

Hour of Midnight. This Hour is primarily concerned with predicting and manipulating the future. Using all manner of scrying and divination, they determine what to change and how best to do so. They can then use dangerous time magic to make sure everything plays out correctly, although some events are too massive or important for them to influence.

Nanoso, Infinite Clockwork

The Infinite clockwork of Nanoso is a mystery to many. Constant ticking fills the air and gears of all sizes move in perfect harmony, although no one outside the guild know why. The guild uses the clockwork for communication and to house their workshops and vast libraries. Some claim that Tiberius is connected to the entire contraption, and parts of it appear across large sections under Timore control.

Roles Within the Timore Guild

Scribe. The guilds namesake, its scribes do much of the day to day work of the guild. They record history, report the news, and organize the vast libraries Timore has collected.

Chronomancer. Powerful Timore mages who control or predict the flow of time are known as Chronomancers. They often join the automata in defending the guild and use their magic to influence the present and future.

Clocksmith. These masters of clockwork build the impressive automata the guild uses every day. They design and maintain all the guilds inner workings.

Timore Attitudes Toward Other Guilds

Azorius: "The Senate is well intentioned and far-sighted. But its insistence on caution and control paralyzes it. This is unfortunate, because when they do not act, we must."
Boros: "They could be our allies if they cared as much about the future as they do about the present."
Dimir: "Such a disappointing waste of knowledge and insight. They do nothing but transform information into a currency with which to buy power and privilege."
Gildas: “They do nothing but waste time.”
Golgari: "A bottomless pit of constant recycling, the only future they bring is a mirror of the present."
Gruul: "Those brutes hardly ever think, let alone about the future. They have no place on Ravnica."
Izzet: "Their efforts are to be admired and learned from, if they could break free from their draconic overlord we would be fast allies."
Orlais: "Their 'game' is nothing but a waste of time."
Orzhov: "Their obsession with reviving the past grants them no way to the future."
Rakdos: "Our desire to understand how they function with so little organization is outweighed by our desire to keep all of our limbs."
Selesnya: "Their dedication to peace is impressive, but outweighed by their dedication to the past."
Simic: "We can admire the inventiveness of the Simic, but they only work on problems that no one needs solved."


The Houses of Orlais
The Houses of Orlais
Recommended Listening

There are many on Ravnica who find the guilds distasteful. Among them are shopkeepers, storytellers, and rich socialites. The rich and powerful become easily bored and desire to increase their on social standing. To them status and appearance are set above all things. Thus their culture is renowned for its infighting, with every family engaging on some level in what has come to be known as the Grand Game.

The Game's purpose is one-upmanship of rival aristocrats, often accomplished through elite proxies called bards. In order to rise in the decadent society and among the bloated upper class, much is permitted. The rule of the Game is simply this: all is accepted as long as the player is not caught, up to and including murder. Paradoxically, however, though direct culpability is undesirable, credit and recognition are demanded. Indeed, an individual known as a skilled player is granted discreet respect among his or her peers. Due to this tension the Game is a losing proposition for the uninitiated, and it is said that more blood is spilled in the Game than in any war between guilds.

Parun

Lady Morrigan of House Orlais is widely believed to be the single best player in the Grand Game. After raising her houses status to the very top of the aristocracy, she surprised everyone by announcing Orlais as an official guild of Ravnica. By collecting and exploiting secrets, strings, and lies across the city, she was able to increase her influence and power by becoming a Parun of her own guild. While Orlais offers the rest of Ravnica nothing, it has all the advantages and political powers of the guilds. Many players were initially upset, fearing that the game would become overrun with outsiders who do not understand the rules. However, Newcomers proved useful tools to the powerful, and provided the Game with new pieces. Lady Morrigan remains the best player to this day, evading literal and figurative assassination at every turn.

A Game of Houses

Orlais is only one of the many houses who participate in the Grand Game. There are currently thirteen Major Houses and twenty-seven Minor Houses all lead by the Superior House. The Superior House is decided by the Lords and Ladies who are Heads of the Major Houses. Morrigan, Lady of House Orlais is the only person who has ever been elected and House Orlais is the only House to become the Superior, although many scheme for the title. Minor houses can be started by anyone who has a Lord or Lady of a Major House as a patron, and can be elevated to Major House by a vote from the current Major Houses. No Minor house has ever been elevated.

Eledar the Midnight Palace

Eledar is the most opulent location on all of Ravnica. Ballrooms, gardens, stages, and galleries make up only a portion of the massive estate. Balls and galas are held daily, all of Ravnica’s rich and powerful socialites make a weekly appearance at least. Masquerades are by far the most popular spectacle as they provide the perfect environment for the Game. The palace constantly changes décor, theme, and even layout. This is done under the guise of pure opulence, but is in fact a method of preventing anyone from mapping the estate and receiving an edge in the Game.

Roles Within the Houses of Orlais

Silverhand. The Order of the Silverhand have dedicated themselves to serving the Houses of Orlais. While on the surface they appear as simple servants and messengers, in reality they perform a vital role in the Game. Always allowed to wear a mask, they have complete anonymity with which to act. A spilt drink and ruined dress can remove a player from the Game for a night. Members of the Silverhand often work for a specific House, and many of the Minor Houses have been created by former Silverhand members as a reward for their service.

Bard. Music, masks, cosmetics, and dancing are cornerstones of the Orlesian society, so the sprawling masquerade balls naturally become battlefields of the Game. Both allies and enemies are traditionally invited to such events, which gave rise to the institute of the Bards: traveling musicians also trained in espionage, larceny, illusion, and assassination. Matching wits with them is one of the Game's major thrills, and the nobles welcome bards with open arms even when suspecting ill will. Control of these agents is an important part of the Game.

Aristocracy. These men and women are elite players of the Game, serving only their house, and frequently using others as pawns in their work. They constantly seek to raise their social status and match wits with exciting opponents. The aristocracy is prone to wearing very elaborate masks in public, which helps their illusions go unnoticed in the vast sea of masked faces.

Orlais Attitudes Toward Other Guilds

Azorius: "Dull bureaucrats, but they play the role well."
Boros: "The Boros are limited in their vision but useful in their willingness to execute. Their passions are the strings by which they may be played.”
Dimir: "Not afraid to get their hands dirty, but they need to learn to enjoy life more."
Gildas: “Their work is beautiful, but they are so dedicated to their craft that they care nothing for formalities.”
Golgari: "Take our corpses and our trash, and don't forget to take your stink with you."
Gruul: "The Gruul are a cautionary tale. They remind us why we play such sophisticated games."
Izzet: "They are often lost in thought, and a moment of unawareness could be your last while playing the Game."
Orzhov: "They value the finer things in life, but they value that life too much to experience the thrill of the Game."
Rakdos: "They could be interesting opponents if they were more subtle and less deranged."
Selesnya: "They are impossible to understand or manipulate."
Simic: "They have no desire to play the Game, and we have no desire to become mutants."
Timore: "The Timore are reclusive altruists, they don’t fit into our game very well."


The Plan

The current plan is to reveal one or two cycles of cards for the guilds each week. I have a few already finished, and will also be posting short descriptions of each guild.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Fri, 2017-04-14 06:37
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Oh, this looks positively intriguing. Looking forward to seeing what crazy shenanigans Primer in Purple-class Purple has been up to this time!


Spoiling monthly, attempting to conclude by Dec 2017
Looking for fun? Try Battle Boards!

Fri, 2017-04-14 06:51
Gorgonzola
Gorgonzola's picture

I agree with Zephyr, but... isn't Deception a forced-to-keyword? You may just say At the beginning of your upkeep, you lose 1 life. without keywording that. Otherwise, it is a great idea (purpelz), and I'd like to see that develop, too.

My battle board is HERE!
Spooky scary skeletons send shivers down your spine. Shrieking...

Tue, 2017-04-18 03:38
donovan_Du_Bois
donovan_Du_Bois's picture

The Gildas Artisans
Recommended Listening

The Gildas Artisans are a large group of craftsmen, artists, musicians, and other creative types under the leadership of the artistic master, Laetia Defour. The Gildas Artisans combine a desire to create with the desire to serve the community. Its members forge and design much of Ravnica’s weapons and art. Ascetic beauty and intricate detail are their goals. They want the people of Ravnica to use their talents for expression and purpose. They oppose restriction and the unnecessary disruption of the community.

Laetia Defour, Master Artisan is the founder and leader of the guild, and beyond that they are divided into Facets based on preferred form of artistic expression. The artists work on commissions for other guilds and the general public, and use the revenue and influence to work on private projects and endeavors. The activities of the guild are run by the Facets, each led by a Master, and each with its own sphere of influence, commodities, and commission list. Creativity and inspiration guide the artists' actions, and they often work together to leave their mark on Ravnica. Members of Gildas are driven by a desire to form a community centered on artistic expression, and will brook no interruption to their process.

Parun

Laetia Defour is the founder and current leader of the Gildas Artisans. She is a master of artistry, and a powerful mage capable of bringing her art to life. She directs the guild and represents it, but spends much of her time mastering any and all forms of artistic expression she can find. She delegates much of the guild work to the Facet Masters, and Eorlund Giles, the Master of Applied Arts, guides the guild in defending itself.

Facets

The Gildas Artisans are divided into Facets, which are shifting groups of people who complete commissions for the guild in exchange for instruction by the masters as well as guild membership. Membership to the guild includes instruction, collaboration, and funding for private projects. Currently, there are five Facets, dedicated to several related forms of artistic expression, each one led by a master who ultimately answers to Laetia. The number of Facets is malleable, depending on the demands of the Ravnican public, artist’s interests, and the presence of a master.

Visual Arts. The Facet of visual arts includes drawing, painting, sculpture and printmaking.

Performing Arts. The Facet of performing arts includes acting, directing, and all manner of stage performance.

Applied Arts. The Facet of applied arts includes metalworking, leatherworking, enchanting, and rune crafting.

Decorative Arts. The Facet of decorative arts includes architecture, fashion-design, furnishings-design, interior-design, and all manner of crafts.

Musical Arts. The Facet of musical arts includes the performing and composition of music.

Glaza the Grand Atelier

Many of the artists create in the large workshops of Glaza, a guildhall built of crystal. The large building houses all manner of workshops, galleries, stages, and forges. Each Facet is given a section of the building to shape to the artists needs. At the center lies a massive showroom where artists can sell their creations and not a day goes by without a contest, exhibition, or performance.

Roles Within the Gildas Guild

Artist. The Gildas Artists perform, create, design, and complete commissions for the guild. The entire guild is built on their hard work and creative intuition. Some perform at functions, others create pieces for other guilds or the general public.

Master. These powerful and established mages have come to be considered masters of their particular Facet. The provide guidance and instruction to the guild, as well as attend to the daily operations the keep the guild functioning.

Karat. The muscle of Gildas, they use the exceptional arms, armor, and enchantments crafted by the guild to protect and expand its territory. Often trained smiths and acrobats, they treat battle as the ultimate performance, and take great pride in their ability to turn the battlefield into a stage.

Canvas. Behind each great painting is a canvas. This group is not as interesting, but just as vital to the life of the guild. Salesman, gatherers, messengers, and patrons of all kinds fill the canvas ranks.

Shaper. These mages are masters in creating subtle and beautiful enchantments. These enchantments are knows as filigree, and are added to weapons, tools, clothing, and other goods used by the guild. Guild members can rely on these enchantments even if they have no formal training in magic.

Gildas Attitudes Toward Other Guilds

Azorius: "They create only restriction. But they claim to serve the community, and we respect that goal."
Boros: "When used to defend the peace they are powerful friends. When used to restrict and control they are dangerous enemies."
Dimir: "A group of thieves who create nothing and hoard the ideas of others."
Gruul: "Unpalatable, at best."
Golgari: "Despite all their effort, their creations lack any form of artistry or vision."
Izzet: "Brilliant visionaries, but everything they craft explodes. They are best to be left to their own devices."
Orlais: "They use their beauty and grace to hide daggers and death threats."
Orzhov: "They appreciate ascetic, but their obsession with death and taxes is distasteful"
Rakdos: "An insult to artistry, their performances are ghoulish and deranged."
Selesnya: "Many of their creations are beautiful, but they limit themselves to the natural world."
Simic: "Artists in their own way, but they think too little of the good they could do for others."
Timore: "They distance themselves from the rest of Ravnica, and add nothing new to the world."

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2017-04-15 15:40
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Seems fairly consistent with slight-attacking/permanents-matter focus from previous White mana symbolPurple Mana for MTG Extra. Liking this guild description layout.


Spoiling monthly, attempting to conclude by Dec 2017
Looking for fun? Try Battle Boards!

Sat, 2017-04-15 16:46
marioware2
Moderator
marioware2's picture

Glaza, the Grand Atelier should REALLY be Legendary.

Sat, 2017-04-15 16:54
Cajun
Cajun's picture

I'm guessing you missed the original Ravnica? Vitu-Ghazi, the City-Tree, Skarrg, the Rage Pits, Rix Maadi, Dungeon Palace.

Cajun's Explorations
M15 Mainframe - Coming Soon
Coming attractions: Daisite Outlaws, Relidon Redux, Chronicles of Kamigawa?
Brace yourself, finals incoming

Sat, 2017-04-15 18:30
donovan_Du_Bois
donovan_Du_Bois's picture

@marioware2 - Like Cajun said, none of the guildhalls from Ravnica are legendary.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2017-04-15 22:19
marioware2
Moderator
marioware2's picture

Yeah, sorry - late at night when I posted that. What I meant was that it shouldn't be named like a legendary unless you have a REALLY compelling reason. I think it would be fine as "Grand Atelier".

Sat, 2017-04-22 18:28
donovan_Du_Bois
donovan_Du_Bois's picture

The Timore Scribes
Recommended Listening

Ravnica is no stranger to disaster. The city has been through many tough and disastrous challenges, yet still the ambition and selfishness of those in power continue to put Ravnica in danger time and time again. The Timore Scribes believe that these disasters arise when the city fails to learn from the past or prepare for the future. Utilizing tireless clockwork minions and dangerous time magic, the Timore seek to prevent Ravnica’s next disaster by interrupting events which threaten the delicate balance of the guilds.

Parun

Tiberius was not always a being of clockwork, he was once a Simic Cytocaster; a master or using cytoplast to heal the sick or injured. During the great tragedy caused by Momir Vig, he nearly died as all of the cytoplast that had been used to treat his wounds was ripped from his body to become part of Experiment Kraj. Tiberius kept himself alive by sealing himself in time, and was later revived by a close friend and Izzet engineer, Dargo Sun. Dargo could not repair the extensive damage done by Kraj and instead built Tiberius a construct vessel to house his mind and spirit.

Years later Ravnica narrowly escaped tragedy for a second time. The maze runners nearly unleashed the supreme verdict, which would have destroyed the city in its entirety. It was then that Tiberius formed the Timore Scribes, and with the help of Dargo, began his mission to defend Ravnica from ruin. Today the guild is large, and Tiberius has used its rescores to learn everything he can about the city’s past and predict its future. Because of his vast knowledge he has become known as Tiberius the Living Lore.

Past, Present, and Future

The Timore Scribes divide themselves into Hours. There are four Hours; Dawn, Midday, Dusk, and Midnight. Each Hour is lead by its own Second who all work directly with Tiberius, formally known as the Century. Other members of the guild are collectively referred to as Moments of their respective Hour.

Hour of Dawn. This Hour is primarily concerned with recording and organizing history. This hour includes messengers, journalists, and scholars, who work together to build the clearest picture of Ravnica’s past and present. They also report the news to the public, competing with the Dimir who often use the news to misinform.

Hour of Midday. This Hour is primarily concerned with preventing violence between the guilds. This hour uses clockwork soldiers, scouts, and spies to prevent the guilds from coming into conflict. Sometimes by warning the Rakdos of an incoming Boros raid, sometimes by encouraging the Izzet to field test their inventions on their own turf.

Hour of Dusk. This Hour is primarily concerned with the construction and maintenance of the guilds Clockwork Automata. From the soldiers, to recorders, to messenger tubes, and Nanoso itself, these engineers and designers keep the guild working optimally.

Hour of Midnight. This Hour is primarily concerned with predicting and manipulating the future. Using all manner of scrying and divination, they determine what to change and how best to do so. They can then use dangerous time magic to make sure everything plays out correctly, although some events are too massive or important for them to influence.

Nanoso, Infinite Clockwork

The Infinite clockwork of Nanoso is a mystery to many. Constant ticking fills the air and gears of all sizes move in perfect harmony, although no one outside the guild know why. The guild uses the clockwork for communication and to house their workshops and vast libraries. Some claim that Tiberius is connected to the entire contraption, and parts of it appear across large sections under Timore control.

Roles Within the Timore Guild

Scribe. The guilds namesake, its scribes do much of the day to day work of the guild. They record history, report the news, and organize the vast libraries Timore has collected.

Chronomancer. Powerful Timore mages who control or predict the flow of time are known as Chronomancers. They often join the automata in defending the guild and use their magic to influence the present and future.

Clocksmith. These masters of clockwork build the impressive automata the guild uses every day. They design and maintain all the guilds inner workings.

Timore Attitudes Toward Other Guilds

Azorius: "The Senate is well intentioned and far-sighted. But its insistence on caution and control paralyzes it. This is unfortunate, because when they do not act, we must."
Boros: "They could be our allies if they cared as much about the future as they do about the present."
Dimir: "Such a disappointing waste of knowledge and insight. They do nothing but transform information into a currency with which to buy power and privilege."
Gildas: “They do nothing but waste time.”
Golgari: "A bottomless pit of constant recycling, the only future they bring is a mirror of the present."
Gruul: "Those brutes hardly ever think, let alone about the future. They have no place on Ravnica."
Izzet: "Their efforts are to be admired and learned from, if they could break free from their draconic overlord we would be fast allies."
Orlais: "Their 'game' is nothing but a waste of time."
Orzhov: "Their obsession with reviving the past grants them no way to the future."
Rakdos: "Our desire to understand how they function with so little organization is outweighed by our desire to keep all of our limbs."
Selesnya: "Their dedication to peace is impressive, but outweighed by their dedication to the past."
Simic: "We can admire the inventiveness of the Simic, but they only work on problems that no one needs solved."

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Thu, 2017-04-20 09:34
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Time counters on permanents being a main focus is an interesting way to distinguish this from main MtG while keeping it within reasonable design.

At this point, I'm interested in seeing what Synthesize would do more of (As Yoshi has note, it's a fixed Meld that might actually be smoother to implement than Meld) and how you plan to work Deception being a drawback keyword. Normally I wouldn't advocate for Deception being in a set, but given that you're trying to explore outwards and create your own meta (and you're doing a pretty decent job at it) I think you deserve a bit of flex room to explore these kinds of things.


Spoiling monthly, attempting to conclude by Dec 2017
Looking for fun? Try Battle Boards!

Fri, 2017-04-21 00:14
Robot_Face
Robot_Face's picture

This is probably my favorite implementation of purple I've seen so far. That being said, I'm worried that Kipos might not be distinguishable enough from Simic and Orlais seems a bit similar to Dimir. I've barely seen any of either of them, though, so I could be completely wrong. A happy smile
Regarding Synthesize, will there be any cards that have effects based on what they're synthesized with?
Nanoso, Infinite Clockwork does deviate from the guild halls in that it only works with the guild keyword. The original guild halls worked well with their guilds, but this will literally only be useful in this set with this guild.

I like to think about the color pie. I am primarily Blue, secondarily Red, and tertiarily Green.
Come help me make Purple! Alternate purple mana symbol

Fri, 2017-04-21 03:49
digiman619
digiman619's picture

Forgive me for asking, but how will you be generating the purple mana?

Fri, 2017-04-21 17:51
donovan_Du_Bois
donovan_Du_Bois's picture

This set is intended to be used with my previous set Primer in Purple. Purple will apear on lands just like every other color.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sun, 2017-04-23 17:41
donovan_Du_Bois
donovan_Du_Bois's picture

The Houses of Orlais
Recommended Listening

There are many on Ravnica who find the guilds distasteful. Among them are shopkeepers, storytellers, and rich socialites. The rich and powerful become easily bored and desire to increase their on social standing. To them status and appearance are set above all things. Thus their culture is renowned for its infighting, with every family engaging on some level in what has come to be known as the Grand Game.

The Game's purpose is one-upmanship of rival aristocrats, often accomplished through elite proxies called bards. In order to rise in the decadent society and among the bloated upper class, much is permitted. The rule of the Game is simply this: all is accepted as long as the player is not caught, up to and including murder. Paradoxically, however, though direct culpability is undesirable, credit and recognition are demanded. Indeed, an individual known as a skilled player is granted discreet respect among his or her peers. Due to this tension the Game is a losing proposition for the uninitiated, and it is said that more blood is spilled in the Game than in any war between guilds.

Parun

Lady Morrigan of House Orlais is widely believed to be the single best player in the Grand Game. After raising her houses status to the very top of the aristocracy, she surprised everyone by announcing Orlais as an official guild of Ravnica. By collecting and exploiting secrets, strings, and lies across the city, she was able to increase her influence and power by becoming a Parun of her own guild. While Orlais offers the rest of Ravnica nothing, it has all the advantages and political powers of the guilds. Many players were initially upset, fearing that the game would become overrun with outsiders who do not understand the rules. However, Newcomers proved useful tools to the powerful, and provided the Game with new pieces. Lady Morrigan remains the best player to this day, evading literal and figurative assassination at every turn.

A Game of Houses

Orlais is only one of the many houses who participate in the Grand Game. There are currently thirteen Major Houses and twenty-seven Minor Houses all lead by the Superior House. The Superior House is decided by the Lords and Ladies who are Heads of the Major Houses. Morrigan, Lady of House Orlais is the only person who has ever been elected and House Orlais is the only House to become the Superior, although many scheme for the title. Minor houses can be started by anyone who has a Lord or Lady of a Major House as a patron, and can be elevated to Major House by a vote from the current Major Houses. No Minor house has ever been elevated.

Eledar the Midnight Palace

Eledar is the most opulent location on all of Ravnica. Ballrooms, gardens, stages, and galleries make up only a portion of the massive estate. Balls and galas are held daily, all of Ravnica’s rich and powerful socialites make a weekly appearance at least. Masquerades are by far the most popular spectacle as they provide the perfect environment for the Game. The palace constantly changes décor, theme, and even layout. This is done under the guise of pure opulence, but is in fact a method of preventing anyone from mapping the estate and receiving an edge in the Game.

Roles Within the Houses of Orlais

Silverhand. The Order of the Silverhand have dedicated themselves to serving the Houses of Orlais. While on the surface they appear as simple servants and messengers, in reality they perform a vital role in the Game. Always allowed to wear a mask, they have complete anonymity with which to act. A spilt drink and ruined dress can remove a player from the Game for a night. Members of the Silverhand often work for a specific House, and many of the Minor Houses have been created by former Silverhand members as a reward for their service.

Bard. Music, masks, cosmetics, and dancing are cornerstones of the Orlesian society, so the sprawling masquerade balls naturally become battlefields of the Game. Both allies and enemies are traditionally invited to such events, which gave rise to the institute of the Bards: traveling musicians also trained in espionage, larceny, illusion, and assassination. Matching wits with them is one of the Game's major thrills, and the nobles welcome bards with open arms even when suspecting ill will. Control of these agents is an important part of the Game.

Aristocracy. These men and women are elite players of the Game, serving only their house, and frequently using others as pawns in their work. They constantly seek to raise their social status and match wits with exciting opponents. The aristocracy is prone to wearing very elaborate masks in public, which helps their illusions go unnoticed in the vast sea of masked faces.

Orlais Attitudes Toward Other Guilds

Azorius: "Dull bureaucrats, but they play the role well."
Boros: "The Boros are limited in their vision but useful in their willingness to execute. Their passions are the strings by which they may be played.”
Dimir: "Not afraid to get their hands dirty, but they need to learn to enjoy life more."
Gildas: “Their work is beautiful, but they are so dedicated to their craft that they care nothing for formalities.”
Golgari: "Take our corpses and our trash, and don't forget to take your stink with you."
Gruul: "The Gruul are a cautionary tale. They remind us why we play such sophisticated games."
Izzet: "They are often lost in thought, and a moment of unawareness could be your last while playing the Game."
Orzhov: "They value the finer things in life, but they value that life too much to experience the thrill of the Game."
Rakdos: "They could be interesting opponents if they were more subtle and less deranged."
Selesnya: "They are impossible to understand or manipulate."
Simic: "They have no desire to play the Game, and we have no desire to become mutants."
Timore: "The Timore are reclusive altruists, they don’t fit into our game very well."

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sun, 2017-04-23 17:27
ZephyrPhantom
Moderator
ZephyrPhantom's picture

>Orlais
>Vivienne is used as art for Morrigan
>The Grand Game

I chuckled. Pretty good grafting of a faction.

Why does Purple Mana for MTG ExtraBlack mana symbol get flickering?


Spoiling monthly, attempting to conclude by Dec 2017
Looking for fun? Try Battle Boards!

Sun, 2017-04-23 17:41
donovan_Du_Bois
donovan_Du_Bois's picture

@ZephyrPhantom - I love my references. Honestly the guild didn't start out this way, but it became more and more alike, until I just embraced it.

Alternate purple mana symbolBlack mana symbol doesn't get flickering, that is an early version of Eledar (Orlais was once Blue mana symbolAlternate purple mana symbol, guess I saved the old version), I'm changing it right now.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.