Skeletons In My Closet: A Community Design Extravaganza

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Fri, 2017-06-02 23:49
marioware2
Moderator
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(Before you ask, no, this will not be taking the place of Pyrulea. Ever so slowly, that set will carry on.)


Skeletons In My Closet

~•~

Anyone remember this? A couple years back, Cancelion (RIP) started a series of articles on how to build a set from the ground up. The idea was awesome but unfortunately he lost the motivation to continue, leaving a lot of neat set ideas stranded. I proposed today that we bring this back, and in response Jacqui-pup had one of the coolest ideas for a community project to date:

Multiple people designing wildly different sets off of the same skeleton.

Most of you know that WotC designs their sets based off of a skeleton that looks something like this:

White Commons Skeleton
CW01: Creature, CMC1, tapper
CW02: Creature, CMC1/2, ETB effect/set keyword
CW03: Creature, CMC2, upside bear
CW04: Creature, CMC2, grows/life gain
CW05: Creature, CMC2/3, keyword
CW06: Creature, CMC3, (conditional) keyword
CW07: Creature, CMC3/4, flying
CW08: Creature, CMC3/4/5, token maker
CW09: Creature, CMC4/5, team pump
CW10: Creature, CMC4/5, tap/untap
CW11: Creature, CMC5/6, flying
CW12: Creature, vanilla
CW13: Instant, combat-based removal
CW14: Instant, CMC1, combat trick
CW15: Instant, CMC2+, pump spell
CW16: Instant/Sorcery, life gain/enchantment removal
CW17: Instant/Sorcery, team pump
CW18: Enchantment - Aura, beneficial
CW19: Enchantment - Aura, removal

So the game here is this: We will all be making independent sets (see, I told you this wasn't taking the place of Pyrulea), but we will all be adhering to a set skeleton of my creation (through much iteration). This will give us a nice happy medium of an alike process as in Cancelion's idea, while removing the burden of creating articles to tell you how to make a M:tG set from my shoulders.

The project will be broken up into fifteen tasks, each taking place over the course of one week:

Tasks wrote:
1. Mindmap
*2. Worldbuilding
*3. Mechanical development
4. Arcuns/story cards
4. White commons
5. Blue commons
6. Black commons
7. Red commons
8. Green commons/colorless commons
10. White/Blue uncommons
11. Black/Red uncommons
12. Green/colorless uncommons
13. White/Blue/Black rares
14. Red/Green/Multicolored/Colorless rares
15. Mythic rares

*Note: Steps 2 and 3 can be swapped depending on if you're building your set top-down (2->3) or bottom-up (3->2). This will depend on the subject of your mindmap.

Anyone interested, please make a reply below where your set will be iterated over the course of the project. I will supply a skeleton when the time comes, but for now I'll leave you with the first step in the process, which for me is a mindmap (Cancelion can tell you more about those). Mine is posted below. I hope you'll join me for this awesome project! Everyone, enjoy!

Mindmap
DEATH
  • Sacrifices for rituals
  • Commune with the spiritual realm
  • Couriers between worlds in the form of ANIMALS
  • Death viewed as noble progression to spirit realm
ANIMALS
  • Primal animals of the grasslands, desert, and jungle
  • Animal/human hybrids
    • More powerful than most regular humans
    • Communicate with other animals and spirits
    • Fabled to have given humans basic needs (food, fire, shelter)
    • Characters used in STORYTELLING
  • Used as sacrifices to the ancestral spirits
  • Used to communicate with spirit realm
SPIRITS
  • Ancestors watch over the people
  • Possession of the host
  • Communicate in the form of ANIMALS
  • Plants and animals have souls
WITCH DOCTORS
  • Control the plane with power, trickery, and guile
  • Some are truly trying to help, others are wicked
  • Communicate with the dead
  • Serve as conduits for the SPIRIT realm
  • Herbal medicine
  • Divination
  • Sacrificial rituals
STORYTELLING
  • History chronicled through stories
  • Stories told mostly of ANIMAL/human hybrids
  • Character based on Anansi, spider storyteller
  • Stories told through music and dance as well as verbally

Worldbuilding
Geography
Kahembo: Central city-state, led by powermongering and malevolent witch doctors and surrounded by impassable desert (Kajwanga)
Kafyabar: Mythical city of trickery, where Tumbwehs displayed their cunning and guile
Bourasa: Mythical city of wealth, where noble Tumbwehs flaunted their riches and pauper Tumbwehs were left to fester in misery
Ndengo: Mythical city of power, where gladiator Tumbwehs fought nobly in battle to be claimed all-powerful
Kajwanga: Harsh, unsurvivable desert surrounding Kahembo
Majagani: Rain summoned by the witch doctors to sustain life; when there is danger of an uprising, the witch doctors incur a drought to quell the mutiny
Mekini Oasis (landmark): Through the dunes, a small patch of life sustains itself on runoff from rain (Majagani); here, storytellers and vagabonds gather to share their tales
Faji Shrine (landmark): Shrine where citizens of Kahembo go to honor and commune with the dead
Kalosi Temple (landmark): Temple in the center of Kahembo, where witch doctors preach their doctrines and their devoted servants and slaves work. Temple is surrounded by a dense ring of jungle, which in turn is surrounded by sweeping hilly grasslands filled with small towns, ultimately surrounded by the Kajwanga

Inhabitants
Humans (WUBRG): mostly in Kahembo, but those who stray from their ancestor's path wander to Mekini
Tumbwehs (WUBRG): human-animal hybrids, shunned for being different, either enslaved in Kahembo or living a nomadic life in Mekini

Khalfan Amidi: Head of house, leader of witch doctors who cares only about power and domination; rules with an iron fist
Saleh Amidi: Head of hospice, leader of witch doctors who genuinely cares about her people but is also driven mad with power; rules with an open heart
Am'atambi: Self-proclaimed last survivor from Kafyabar; storyteller in Mekini; spider-human hybrid
Fakadeh: Self-proclaimed last survivor from Bourasa; storyteller in Mekini; peacock-human hybrid
Sirif: Self-proclaimed last survivor from Ndengo; storyteller in Mekini; lion-human hybrid
Rehengi: Drove of humans who have sworn themselves to the Amidi witch doctor rules
Kamona: Enslaved Tumbwehs working in the Kahembo fields
Malika Khazra: Vagabond who rescues Kamona and leads disavowed humans to the safety of Mekini

Mechanics
- Mechanic representing storytelling through the eyes of a Tumbwehs
- Mechanic representing the rift between worlds (the real world, the ancestral world, and the world of stories)
- Mechanic representing the spiritual connection of an animal conduit or Kahemboan witch doctor priest
- Mechanic representing oppression of the witch doctors
- Mechanic representing the magical power of the witch doctors

Storyline
- Amidi witch doctors oppress the region of Kahembo with tyranically, power-crazed rule
- Am'atambi, Fakadeh, and Sirif spin stories of the olden days with the dream of one day bringing their characters back to life

Mechanics
Mechanic 1 wrote:
Mechanic representing storytelling through the eyes of a Tumbweh

For this mechanic, I wanted something that either mechanically or flavorfully felt like the telling of a story. Luckily, WotC already had the perfect mechanic waiting for me. As the Tumbwehs tell their stories of the past, threads become entwined as their characters leap between stories seamlessly, often showing up in multiple places at once for the sake of narrative. It's no secret now that my keyword to represent the storytelling of Am'atambi and company will be with the returning keyword Entwine, which perfectly fills my need for an instant/sorcery keyword as well.

Mechanic 2 wrote:
Mechanic representing the rift between worlds (the real world, the ancestral world, and the world of stories)

Early on in developing mechanics for this set I decided I wanted to reuse enchantment creatures. The Tumbwehs are the perfect conduit for enchantment creatures, as they are physical manifestations of creatures from tales past. To represent the different worlds and their links between one another, I crafted the following keyword:

Eidolic <cost> (You can cast this card for its eidolic cost. If you do, create a token that's a copy of it as it enters the battlefield, except it isn't a creature.)

While the wording may get some iteration down the line, the effect will stay as-is. It's complex, so I'll keep it limited at common. That being said, here's an example of a common card with this effect!

Shanse's Servant 1 mana symbolWhite mana symbol
Enchantment Creature - Cat Human Common
At the beginning of your upkeep, you gain 1 life.
Eidolic 3 mana symbolWhite mana symbolWhite mana symbol
2/2

Mechanic 3 wrote:
Mechanic representing the spiritual connection of an animal conduit or Kahemboan witch doctor priest

This was the mechanic that first drove me to enchantment creatures. I've been looking for a home for this mechanic for awhile, and this seemed like the perfect place for it. I'm actually changing the flavor of it a bit as well. Now, it will be representing the link that the spirits leave behind, such that animal conduits and priests can commune with them.

Remnant (When this creature dies, you may return it to the battlefield as an Aura with enchant creature attached to target creature you control it could enchant.)

Here's an example of the effect in practice!

Ndengo Challenger 2 mana symbolGreen mana symbolGreen mana symbol
Enchantment Creature - Bear Human Common
Trample
Remnant
Enchanted creature has trample.
3/3

In general, I'm leaning towards Remnant granting just the abilities of the card it's on, and not the P/T. If I feel that it needs the P/T buff as well, I may consider making it an activated ability from the graveyard, but only time will tell!

Mechanic 4 wrote:
Mechanic representing oppression of the witch doctors

This one was fairly straightforward. I had a mechanic already geared around creatures dying and was looking for a mechanic meant to represent the witch doctors exploiting their servants and slaves. The rest was pretty much clockwork.

Mechanic 0 wrote:
Mechanic representing the magical power of the witch doctors

I spent awhile brainstorming a mechanic for this spot, but nothing really gave me what I was looking for. Here's the perfect example of why I said not to marry yourself to your original ideas. I didn't like this mechanical slot, plain and simple, so I won't be using it. Mechanic 5, you're out the door!

Advocate of the Just


Story cards

Archetypes
WU archetype
My White/blue mana symbol archetype is Aura control. This is, unsurprisingly, a control archetype.

UB archetype
My Blue/black mana symbol archetype is Remnant tempo. This includes creatures that die to generate incremental advantages for yourself and is a control archetype.

BR archetype
My Black/red mana symbol archetype is creature sacrifice. This is a synergy archetype.

RG archetype
My Red/green mana symbol archetype is Entwine. This features spells with entwine and creatures that synergize with those spells - however, since the synergies aren't forced, this is a midrange archetype.

GW archetype
My Green/wite mana symbol archetype is Eidolic two-enchantments-matter. This is a midrange archetype.

WB archetype
My White/black mana symbol archetype is Exploit. This is a synergy archetype.

UR archetype
My Blue/red mana symbol archetype is Mini-aura Prowess. This is an aggro archetype.

BG archetype
My Black/green mana symbol archetype is Enchantment sacrifice. This is a synergy archetype.

RW archetype
My Red/white mana symbol archetype is team Auras. This features the plan of putting small auras on many different small creatures and is an aggro archetype.

GU archetype
My Green/blue mana symbol archetype is hexproof. This is a midrange archetype.


White commons







Blue commons







Black commons







Sat, 2017-06-03 00:02
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

Shouldn't it be 2 and 3 that are switched depending on method? You can do mindmaps for mechanical themes, but doing a mindmap after worldbuilding is kind of weird imo

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Sat, 2017-06-03 00:04
marioware2
Moderator
marioware2's picture

You are absolutely right!

Thu, 2017-06-29 00:15
Yoshi
Community Award
Yoshi's picture

Reply! Big smile

Update: i'm late here goes


update 2 mechanics
things I need:
- player focused; you should feel like one of the competitors in the Ascension
- represent the traps of the tower: Returning traps! White mana symbol > All other colors. Represents traps.
- Climb - Whenever this creature attacks and isn't blocked, <effect> Red mana symbolGreen mana symbol > White mana symbolBlue mana symbolBlack mana symbol. Represents progress through the tower.
- Rethink <cost> (<cost>, Discard this card: Exile the top two cards of your library. Until end of turn, you may play those cards.) Blue mana symbol Black mana symbolRed mana symbol primary, Green mana symbol secondary. Represents rethinking a plan or scheme on the spot and improvising, as much of the tower is based on instinct and the ability to react. Rethink provides a way to potentially avoid traps you're afraid of or to walk into them through an exiled spell.
- Surge <cost> (You may cast this spell for <cost> if you cast two or more spells this turn.) - Synergizes with rethink.

Surge, Climb and Rethink push the format towards being fast, for those that wait in the tower are also those that perish, but fear not. Traps help reign in the speed a little bit.

Working on an alt-color pie at the moment. Check me out in forum games!
If you need help with a community project, just message me and I'll be glad to help.

I stand with the specimen.

Sat, 2017-10-07 18:41
Cajun
Cajun's picture

Cancelion wrote:
In my Steampunk set, I knew I wanted "artifacts matter" to be a notable (but not Mirrodin-level) mechanic, but I also wanted to stray away from just creating an artifact set. Let's mull over the mindmap... artisans, architects, geniuses... Renaissance, invention, inspiration... a-ha! It's not just an artifact set - it's a set about invention, sparks of genius and masterpieces!
He knew too much.
Mindmap
It's awfully Grimm out here

Faerie Tales
Dark-age tech leaves people at the mercy of the elements, and the fey.
Low-powered magic, aside from witches, most magic happens to people rather than them using it.
In place of casters are magical items and creatures, nixie or mermaids, tiny elves, gnomes or dwarves, unicorns, trolls, perhaps dragons, and plenty of the fey folk.
Once upon a time, there was a ________________
Dreams do come true
Be careful what you wish for...
Princesses, Knights, Kings and Queens, evil or otherwise
Cleverness beats strength, just don't outsmart yourself
Oral retellings make the stories more embellished or more friendly as time goes on.
People turning into birds (constantly. seriously.)
Birds pecking peoples eyes out
Impossible quests solved by chance, cheating, and wordplay
Talking animals
Abduction and abandonment, Foundlings and Changelings
So much eavesdropping.
Rags to riches, Riches to rags

Environment
Idyllic towns under giant castles
Usually lighter take on a darker reality.
Emphasis on the forest, sometimes dangerous, sometimes sheltering
The world is fickle, you may be randomly cursed or blessed for your minor action, inaction, or ignorance
Few people care about the world outside their tiny sphere

The Players Grimm
Creatures: The Frog Prince, The Big Bad Wolf, Magic fish, Musicians of Bremen, Rumpelstiltskin, The Golden Goose, The Wise Lion
Princesses: Rapunzel, Cinderella, Sleeping Beauty, Snow White
Kids: The Boy Who Went To Learn What Fear Was, Hansel and Gretel, Red Riding Hood, Tom Thumb

Initial thoughts
Grimmworld is a harsh world of cruel whimsy. But the Grimmworldians mostly ignore it, apparently happy to live in their sprawls of idyllic denial. Just stay out of the forest, and everything will be fine. Just stay in the village, mind your manners around the talking wolves, and don't ask questions when children inevitably go missing. They were naughty children that deserved it after all. Now you go on and do your chores, and surely one day you'll be richly rewarded...

Possible Mechanical Themes
Transformation, both physical and social
Faewald, the forest entrance of the Fey Lands
Royalty, but not via 'the monarch'
Quests
the denial conspiracy and investigation of it
Disappearance

Legendary Openings
"The Investigator", a gestalt newcomer to the genre. For those that saw the '05 Grimm Brothers, the brothers are about my starting point for this person. Basically his job has always existed, but has always been done by a handmaiden or listening to sleeping people or w/e before now. Is not a planeswalker but may know one.
"Miss Rot", a young woman who seems content to travel between Faewald and reality, and is said to wear a cloak made of the flayed skin of every creature, even human and fey.
"Weksenwulf", a horrible beast guarding the Faewald, rumored to be able to take any creature's form. The only way to know if a creature is Weksenwulf in disguise is the large scar it maintains on every change, given to him by Miss Rot.
"The King", every fairy tale village needs a king to make people do terrible things. Thinking Red mana symbol or White/black mana symbol
"The Puppet", either an unusual changeling or a mercy for a dead child, The Puppet is a doll given life by a fey. Unfortunately, the blessing of life was cursed or incomplete, and The Puppet is falling apart. With every word, The Puppet unravels, until one day her own words will do her in.

@Week Two: I dunno how you expect to build a set for three weeks without a single card design Stick out your tongue

Worldbuilding nearly done
Between mapping and building, I'm recalibrating the theme.
Faerie Noir
Background
Taking the now kiddified German (and some french) tales and reverting them to 'cheery perception, harsh reality' leads to a world where few people see the world as impossibly dangerous and cynical, while the rest of the world is oblivious. Enter Noir, the French style of depressing, cynical reality in the aftermath of WW2, best known for the detective stories where no one is right and at the end of the day, happily ever after is a lie. Expand Grimmworld past the Rhine and here we go.

Geography
Nocheim, The Low Lands - Most Grimmworldians live in the rolling clearings in villages ranging from tens to thousands. No matter the size, each village looks like an idyllic little hamlet, each indistinguishable save for the size, ranging from singular houses to the massive Voercian Sprawl along the Renois River. The forest surrounding the areas is mostly normal but still littered with entrances to Faewald, letting the fey in, and mortals out.
Renois River - Dividing the Lowlands and Uplands is the Renois River, a river that flows from the Faewald. The river carries magic from the world of the fey, ranging from dangerous and unpredictable at the source to minor and rare effects at the far reaches. Voercia has been built around a particular bend where the magic is thick but the danger is minimal.
Hauheim, The High Lands - Hauheim contains both the grand castle, and much of the untouched forests that hide the Faewald
The Faewald - The mortal world fades away into a realm of beautiful nightmares. The Faewald is home to the Fey Folk, immortals ranging from Elves and Devils to Faeries and Imps. The fey's concept of morality, if it truly exists, doesn't match up with mortals in the least, so those who wander in, or who run into fey who have wandered out, are left at the mercy of the whims of whoever they find.

Inhabitants
The Sidhe (Faerie, Spirit, White mana symbolBlue mana symbolBlack mana symbol)
- From far beyond the Faewald come the Sidhe, smaller and typically more benevolent creatures more like modern fairies. The Sidhe are less likely to interact with mortals, but are far more likely to work with humanity instead of treat them like toys. Not that they won't ever do it though...
The Fey Folk (Elf, Imp, Devil, Blue mana symbolBlack mana symbolRed mana symbol)
- The fey closer to home are far less friendly, ranging from tricksters to full on psychopaths in the eyes of mortals. The fey are wicked, smart, and unpredictable, a nasty combination for all that stumble on them.
The Monsters (Beast, Wolf, Bear, Shaman, Black mana symbolRed mana symbolGreen mana symbol)
- The fey are not the only monsters nearby, although they've had a hand in some of the "normal" monsters. This also encompasses the people who have escaped into the forest, and the witches and such hiding out there. While the common (and uncommon) wolves and bears abound, twisted creatures such as the Weksenwulf and the Weaver Queen lay claim over the forest.
The Villagers (Human, Red mana symbolGreen mana symbolWhite mana symbol)
-
The Highlanders (Human, Elf, Green mana symbolWhite mana symbolBlue mana symbol)
-

Characters
King Matthias - While not truly evil, the King is far more self-centered and will put his whims above the struggles of his subjects. With enough show and magic from the Renois, most don't bother to question him.
Ermitt, the Investigator - Years ago, Ermitt was a bit too determined and crossed the Sidhe and was left with a curse of misfortune. Nothing ever quite goes Ermitt's way, which is never a good place to be as the King's primary investigator. Ermitt has managed to keep his job (and his head) by keeping himself miserable.
Miss Rot - A little girl wandered into the forest, and with the help of a wandering fey, became the first mortal to trick Weksenwulf in order to enter the Faewald. She would become the courier of the fey, traveling between the world of mortals and the fey with ease, although having to deal with Weksenwulf nearly ever time, the creature desperate to kill the one creature that has bested it. Miss Rot, or Red, earns her name from the cloak that never leaves her back, a putrid red artifact sewn from the flayed skin of every creature known to man and fey, including Weksenwulf.
Weksenwulf - The eternal guardian of the Faewald, Weksenwulf was a alpha wolf touched by the fey, becoming a nigh unkillable shapeshifter. Weksenwulf can take the form of any creature it has killed, though each form now retains the flayed scar given to it by Miss Rot. The wolf still hunts the girl every time she goes through the Faewald, hungry for revenge.
Aosi, The Pale King - The lord of the Sidhe, a fey normally willing to work with the humans, but always demanding a price. Aosi draws at least one exception with Ermitt, an investigator that got a little too nosy in the ways of the Sidhe.
Sybille, the Doll - A mother gave birth to a dead child, and a changeling fey took "pity" on the mother, granting life to the child's doll. Sybille was cursed, or blessed according to her mother, to speak only truths. Every word she speaks rings so true that they unweave the lies that hold the child together. One day, the child will speak herself to death. Now aware of her situation, Sybille rarely speaks at all.

Walker Openings - From most to least likely, using 2-3 unless Skeleton says otherwise.
Gomm - Nocheim native and geomancer, Gomm has had dealings with the fey, but prefers to give them, and Grimmworld as a whole, a wide berth. Colors: Red mana symbolGreen mana symbol. Mechanical focus: Artifacts and lands.
Lucien - Hauheim native and swordmaster, Lucien seeks to test his skills against the toughest opponents across the Multiverse. Lucien is far more connected to Grimmworld and is an infrequent addition to the King's royal guard. Colors: Lucien is BRGW but likely shows up here as Green mana symbolWhite mana symbolBlack mana symbol. Mechanical focus: Removal and giant tokens.
Mei Liva - The mistress of secrets has come to Jodrix to learn the secrets of the fey, and some of their powers along the way. Already immortal, Mei doesn't fear their retribution, but desires the power for herself. Colors: Mei is Blue mana symbolBlack mana symbol. Mechanical focus: Discard and card manipulation. Previous cards: Origins contest, Oirohpo
Yuno Moonchasher - Grimmworld had some plot scribblings to start up in a few years, and I may seed that plot here, though technically Yuno isn't a 'walker yet (ie as of Ophorio). Yuno is a small and supportive 'walker. Colors: Yuno is White mana symbol. Mechanical focus: Superfriends and weenies support. Yuno offers incremental value instead of game-ending ultimates. Previous card: Contest
K - A planar wanderer. No one remembers who he is, or where she comes from, or where they are going. Who were we talking about again? Colors: K is Blue mana symbol. Mechanical focus: Flicker and non-interaction (unblockable, hexproof, etc.).

Storyline
I've had lots of cases I didn't like. The case of why I can't sleep, where my wife had gone, what Aosi might spring on me while my back is turned, but I'd go through them all again to avoid this one.
"She's missing!" the king had cried, the whole castle learning at once. "They've taken her!"
The princess was gone, not a trace of her or a captor. Only one possibility. Girl had gotten herself snatched by the fey. No doubt his royal headache had crossed Aosi again and he was done playing around. She wasn't dead, not yet at least. They aren't subtle about that. So someone's gonna have to go save her. And of course, that someone is me.
Gonna need more than luck this time. I've got some foundlings to track down.

Mechanics - Will be comparing what I'm aiming for to existing mechanics, will likely bring at most 1 back.
WUB Sidhe - A mystic or far-off mechanic, something that works or affects a zone other than the battlefield. Should feel like Forecast, though likely not that specifically. After a bit more thought, I'm wondering if I can incorporate Conspiracies into constructed. They would be fitting for the Sidhe and the current world.
UBR Fey - A cruel mechanic, and possibly a symmetric one. Tribute is a fitting starting point that has potential as a returning mechanic.
BRG Monsters - Biggest contenders are a brutal or ambush style combat mechanic (Bloodrush kinda fits both sides), or a transformation mechanic, with Monstrosity also being a good choice to make the full return.
RGW Villagers - The villagers don't bring much to a fight, and live through folklore over fighting. I want to link this to noncreature spells, similar to Conspire. Conspire itself is highly unlikely, especially if Conspiracies make a return as well, but it captures the feel I want to replicate.
GWU Highlanders -

Aight, decided on the spelling. The immortals are the fey or the Fey Folk, but Faewald will remain because Faeries will be showing up. Anytime fairies is said is a meta reference to the modern fairy, from Tinkerbell to Cinderella.

Mechanics are usually where I have the hardest time in a set. This is why my sets other than Ophorio have so few mechs.

Mechanics under construction
Mechanic One wrote:
An off-the-battlefield mechanic to represent the distance and duplicity of the Sidhe
Devise (Choose a conspiracy you own from outside the game and put it into the command zone.)
This is very specialized so it might not stick as a main mechanic. Grimmworld/Jodrix would have a handful of Conspiracies, and some that will be better to devise than start the game with for Limited. Likely in addition to the skeleton instead of part of it. Alternatively:
White mana symbolBlue mana symbolBlack mana symbol Glimpse N (Put the top N card of your library into your graveyard.)
The spell would then care about the cards it glimpsed. Most likely they would have a common restriction, like 'for each nonland' or 'for each noncreature' Effect in practice:
Fey's Awakening White mana symbol
Instant Common
Glimpse 2 (Put the top 2 cards of your library into your graveyard.)
Create a 1/1 white Spirit creature token for each noncreature card ~ glimpsed.
Mechanic Two wrote:
A brutal mechanic that shows the cruelty of the fey
The fey demand payment, but will happily reward those who pay the price.
Blue mana symbolBlack mana symbolRed mana symbol Extract N (As you cast this spell, you may pay up to N life.)
From Beyond 2 mana symbolBlack mana symbol
Instant Common
Extract 2 (As you cast this spell, you may pay up to 2 life.)
Target creature gets -X/-X until end of turn, where X is 2 plus the amount of life From Beyond extracted.

Mechanic Three wrote:
An ambush or big transformation mechanic for the hidden monsters and people in the woods.
Black mana symbolRed mana symbolGreen mana symbol Monstrosity returns, but evolves. Monstrosity is an action, so it can be used outside of Theros' [mana]:Monstrosity N. New tech in action:
Monster Bear 2 mana symbolBlack mana symbol
Creature - Bear Beast Common
When you sacrifice a creature, monstrosity 2.
3/1
Mechanic Four wrote:
A creature/spell mechanic for the folklore of the villagers
After some thinking, I think a graveyard mechanic works best here, and it's been changed to better suit the spells+creature aspect I'm after.
Red mana symbolGreen mana symbolWhite mana symbol Ancestry to [color] (Each White mana symbol in in the mana costs of cards in your graveyard counts toward your ancestry to white.)

Mechanic Five wrote:
Royalty mechanic (this faction is more bottom up than top down)
Memorialize [cost]: ([cost], Exile this card from your graveyard: Create a token that's a copy of it except it's an enchantment. Memorialize only as a sorcery.)
Green mana symbolWhite mana symbolBlue mana symbol Memorialize commons will largely be tap/sac effects
edit: doing some rearranging. Memorialize has moved to Bant (makes more sense in Blue mana symbol than Red mana symbol anyway), Eminence has been dropped for Naya ansectry, and glimpse now mills to interact with these two grave mechanics.
Factions are going to be set up UBw, BRu, RGb, GWr, and WUg, or ally primary w/ third color secondary. Currently undecided if this is a tri-set, is currently lacking a good colorless mechanic like Cycling or Morph if it is. Cycling is probably too good with ancestry compared to the others.
gruselkindenwenten now that noncommittal rare is part of the lineup

Oh yeah there's multiple of these buggers running about.

Story Cards

Arcuns Are a Go
I want the two ally archetypes to work together so drafting shards makes sense. I am draft chaff so may have strategies/names wrong at the minute.
WB Life-Matters Synergy. Combine the power of the sidhe and the fey to make everyone suffer and profit from it along the way.
Your Life is in My Hands

UR Shenanigans Aggro/Midrange. Own the grave, the battlefield, and your hand with an aggressive deck with answers to back it up.

Get Out the Way Imps Coming Through

BG Monsters Aggro. Nothing's holding these beasties back, and monstrosity is going to run over anything that tries.

Not The Monster You Expected

RW Graveyard Midrange. Between Ancestry, Glimpse, and Memorialize, RW has a lot of power locked in the graveyard, and will use it to scale their threats and answers.

Did You Think I Was Gone For Good

GU Memorialize Control. Combine hard-to-kill enchantments and card advantage to outmaneuver your opponent at every turn, then finish the game with the same pieces.

Back to Haunt You

WU Self-Mill Synergy. Glimpsing away your deck may not look like the greatest plan, but with memorialize coming back out and a few helpful sidhe along the way, there will be plenty of benefits to be reaped. Jodrix will contain a few more Feldon's Cane effects than normal for this archetype in particular.

Hello There

UB Attrition Control. Whittle your opponents away while you thwart their meager schemes. The fey will abuse some of the sidhe's glimpse, and their own Extract to pay with life you weren't using anyway.

This Is Going To Hurt A Lot

BR Fire Sale Midrange. Nothing's too good for you, even your own allies are only as good as you can throw them. If there's something on the field you want gone, you can haul it away or make its owner pay.

Everything Must Go

RG Spells Aggro. Who said wizards can't join the fight? Slinging spells is the best way to power up your ancestry to sling even better spells. Just make sure you finish the job before you run out of gas.

You Would Like Me Angry

GW Enchantment Synergy. The old favorite returns with some new friends, some of whom don't like staying dead. With every new enchantment you and your creatures grow stronger and your opponents flounder.

The New Old School
Arcuns filled and rendered, story cards cleaned up, Jodrix symbol v1 is a go.

White Commons Complete

Notes: Brownie point if you caught the Child of Night reference harmless coincidence.
Memorialize Auras aren't winning people over, so Tower has been adjusted.
Ancestry is a go with a new player in the ring. Eminence, meet thy maker.
Flex spot goes to a shard common so the colorless can be artifacts.
edit before blues: Ancestry has been reworked to count cards of a color in the grave rather than mana symbols (is super fiddly and affecting design), but unlike devotion double-counts multi-color cards, which is a double-dip I can live with.
Blue Commons Complete
Black Commons Complete
start off with some simple stuff while we wait for the official skeleton. Memorialize hate card, glimpse support card, and a tiny stab wound.

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Mon, 2017-07-17 08:07
Ziolang
Ziolang's picture

UPDATE 6/15/17 Ok so I've decided on my direction. Polynesian inspired is out simply because it requires more than I feel capable of. So I'm just going to cheat and use this opportunity to do Boravel. Even more convenient is the fact that I've already produced a wiki-page for Boravel a while ago so here goes.

Part 1 and 2 Mind Map and Development
Boravel Mind Map

Part 3 Mechanics
Manifest
Dominion (Your dominion is equal to the number of different names among lands you control.)

UPDATE 6/28/17 Added Arcuns and a pair of Story cards.

Arcuns






Story Cards


Update 7/07/17 Added white commons. Missing one or two, though.

White Commons



















UPDATE 7/17/17 Added blue commons

Blue Commons










Avatar by vanevil.deviantart.com; commissioned for me

Sat, 2017-06-03 12:07
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

marioware2 wrote:
(Before you ask, no, this will not be taking the place of Pyrulea. Ever so slowly, that set will carry on.)

Woot! Can't wait Winking smiley

That aside: Cool idea! Sadly I'm too swamped with Half Life 3 other stuff right now, so I won't be able to participate..

@Cajun: Your card's name basically translates to "stealing a scary kid" - not sure if this is your intention Big smile

As Photobucket wants me to pay 400$/year to link to my images, I'll relocate all renders.

Wed, 2017-06-07 20:30
Neottolemo
Neottolemo's picture

This is the worst idea i have ever had and i will probably replace it
Mindmap

Ghost (the band) set
Devil/Fallen angel figure revered by the masses -> Associated with light -> Wields some kind of hammer
St. Michael analogue as (one of the) main antagonist(s) -> Has a flaming sword
Devil's Pope figure
Masks
Ghouls and zombies
Apocaliptic world -> Deserts, fire, icy wastes -> Arcane civilizations that are on the brink of crumbling -> The rebels are trying to take over them, especially the most stagnant and Bant-like ones (why was Bant Blue mana symbol at all btw?)
Revels
Insurrection, spite -> Who is it that they're rebelling against? Immobilism, probably?
Unity
Ambition to change
Goats, flies
Clerics
Power fantasy embodied by the fallen angel figure's son
Rituals
Freedom
Stars are important and associated with the Devil analogue
Darkness associated with the God analogue -> Obscurantism?

Sat, 2017-06-03 14:20
Cajun
Cajun's picture

@daij: The intention was more 'creepy kidnapper' (really just smashed gruselig, kinder, and entwenden together) but I don't know how German grammar works. I'd say 6/10, "Eh, good enough".

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Sat, 2017-06-03 14:38
Neottolemo
Neottolemo's picture

I don't think you can make that all one word, since the adjective refers to the kidnapper and not to the child. I'm not German, but I've studied the language for a few years: 'gruselig Kindenentführer' would by my guess.

Sat, 2017-06-03 14:43
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

It's "Gruseliger Kindsentführer" in German Winking smiley

As Photobucket wants me to pay 400$/year to link to my images, I'll relocate all renders.

Sat, 2017-06-03 15:37
Cajun
Cajun's picture

Thanks, but I'd rather have a Rumpelstiltskin-y monster name than a literal translation. If Gruseligerkindsentführer or something reads as a better one I'm all ears for changing it, but Gruselkindentwenden looked like a good compromise of those and being mostly readable/pronounceable by non-Germans.

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Sat, 2017-06-03 16:02
grishnax
grishnax's picture

I'm tentatively interested.

Fri, 2017-06-16 17:51
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
jacqui-pup's picture

Ok, because you all sucked at giving me good suggestions for this set

KSASTRAKHAN
(Soviet-inspired frozen hell plane)

Mindmap
Russian futurism emphasizes speed, brutality, modernity, rejection of the past.
Mechanically augmented humans in accordance with Russian cosmism, seeking to expand to every plane of existence.
Quoth Marinetti: "We want to demolish museums and libraries, fight morality, feminism and all opportunist and utilitarian cowardice."
You know, fun stuff!
Attempts at immortality, possibly vampiric?
Vast, frozen plains with no fauna sans water bears and occasional parasites, and massive bears
Frozen-over chernozem which could be useful if not for government policied

Mechanical
"Draft your own basics" set; the only land available to you is Snow-Covered Wastes.
Larger than average number of artifact creatures; Moriok Replica-type cards taking the place of creatures in the skeleton.
Mechanics:
Enlist. (Put the top card of your library onto the battlefield face-down. It's a 2/2 colorless creature.)
Toil [i](Your toil is the number of tapped creatures you control.)

Detain (returning; alternative to tapping stuff to not strengthen toil)

Draft will be based around mono-color probably b/c not enough sources to consistently splash. Alternately, mono-Snow-Covered Wastes is a deck.

White mana symbol: Aggressive weenie rush. Blue mana symbol: The enlist color. Self-bounce to get card advantage. Black mana symbol: Self-mill? Red mana symbol: Artifacts matter. Green mana symbol: Ramp

[center]"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." --Mark Rosewater

Wed, 2017-06-07 16:45
marioware2
Moderator
marioware2's picture

Just a reminder to everyone that this will be updating to its next step on Friday, so get your mindmaps done and dusted before then A happy smile

Fri, 2017-06-09 23:30
marioware2
Moderator
marioware2's picture

Phase two: Worldbuilding/Mechanics

Hey all! Welcome back! This is phase two in the three phases before we're actually going to design cards (except Cajun, the hooligan). Today's phase depends on whether you're doing your set top-down or bottom-up, but fear not! I have you covered either way.

If like me you're doing your set top-down, Cancelion did an excellent job in his original post describing the worldbuilding aspect. Here is my worldbuilding exercise, if you're interested:

Worldbuilding
Geography
Kahembo: Central city-state, led by powermongering and malevolent witch doctors and surrounded by impassable desert (Kajwanga)
Kafyabar: Mythical city of trickery, where Tumbwehs displayed their cunning and guile
Bourasa: Mythical city of wealth, where noble Tumbwehs flaunted their riches and pauper Tumbwehs were left to fester in misery
Ndengo: Mythical city of power, where gladiator Tumbwehs fought nobly in battle to be claimed all-powerful
Kajwanga: Harsh, unsurvivable desert surrounding Kahembo
Majagani: Rain summoned by the witch doctors to sustain life; when there is danger of an uprising, the witch doctors incur a drought to quell the mutiny
Mekini Oasis (landmark): Through the dunes, a small patch of life sustains itself on runoff from rain (Majagani); here, storytellers and vagabonds gather to share their tales
Faji Shrine (landmark): Shrine where citizens of Kahembo go to honor and commune with the dead
Kalosi Temple (landmark): Temple in the center of Kahembo, where witch doctors preach their doctrines and their devoted servants and slaves work. Temple is surrounded by a dense ring of jungle, which in turn is surrounded by sweeping hilly grasslands filled with small towns, ultimately surrounded by the Kajwanga

Inhabitants
Humans (WUBRG): mostly in Kahembo, but those who stray from their ancestor's path wander to Mekini
Tumbwehs (WUBRG): human-animal hybrids, shunned for being different, either enslaved in Kahembo or living a nomadic life in Mekini

Khalfan Amidi: Head of house, leader of witch doctors who cares only about power and domination; rules with an iron fist
Saleh Amidi: Head of hospice, leader of witch doctors who genuinely cares about her people but is also driven mad with power; rules with an open heart
Am'atambi: Self-proclaimed last survivor from Kafyabar; storyteller in Mekini; spider-human hybrid
Fakadeh: Self-proclaimed last survivor from Bourasa; storyteller in Mekini; peacock-human hybrid
Sirif: Self-proclaimed last survivor from Ndengo; storyteller in Mekini; lion-human hybrid
Rehengi: Drove of humans who have sworn themselves to the Amidi witch doctor rules
Kamona: Enslaved Tumbwehs working in the Kahembo fields
Malika Khazra: Vagabond who rescues Kamona and leads disavowed humans to the safety of Mekini

Mechanics
- Mechanic representing storytelling through the eyes of a Tumbwehs
- Mechanic representing the rift between worlds (the real world, the ancestral world, and the world of stories)
- Mechanic representing the spiritual connection of an animal conduit or Kahemboan witch doctor priest
- Mechanic representing oppression of the witch doctors
- Mechanic representing the magical power of the witch doctors

Storyline
- Amidi witch doctors oppress the region of Kahembo with tyranically, power-crazed rule
- Am'atambi, Fakadeh, and Sirif spin stories of the olden days with the dream of one day bringing their characters back to life

If you're doing your set bottom-up, then here's a quick primer on how to develop your mechanics:

Mechanics
Since I will be doing my worldbuilding first (as my set is top-down), I'll use official M:tG sets to write this blurb. There are two ways in which you can build your set bottom-up: Player-focused and Clan-focused. I'll start with a player-focused bottom-up world: Kaladesh.

When creating your set bottom-up, you need to decide what mechanically you want the player to feel like when they're playing the set. Kaladesh was based on the feeling of being an inventor, hence its artifact-heavy theme. It had two major keywords that lended themselves to this feeling:

Crew/Vehicles, which were large-scale inventions; and
Fabricate, which was small-scale inventions (both little robots and equippable upgrades).

These two keywords combined managed to flesh out the entirety of feeling like an inventor, as they covered large contraptions, small autonomous creatures, and personal accessories. Your results may vary when approaching this - I would suggest two to three keywords that focus on developing your mechanical theme.

In general, you will want at least two of your keywords in this category to play well together. Fabricate and Crew played well together in Kaladesh, as you could either create a small creature to crew a small ship or create a big creature to crew a big ship. Another example of keywords aligning is Bestow and Heroic in Theros, where bestowing a creature onto a creature with heroic would trigger the heroic ability. This is especially important when designing bottom-up, as mechanical cohesion matters much more in that case. You'll notice in top-down worlds that the mechanical cohesion still exists, yet is much less explicit. Note, for instance, Aftermath/Embalm in Amonkhet. Both trigger from in your graveyard, yet they don't particularly mesh with one another, alluding to the top-down theme of death that the world has.

In contrast, you can also develop your world as a clan-focused world. Recently we saw this in Khans of Tarkir, where the world was broken up into five different clans, each with their own individual color wedge and mechanic. If you are doing this, the first thing you have to decide is what colors your clans will be. The options are:

  • Monocolored
  • Ally dual-colored
  • Enemy dual-colored
  • Shard tri-colored
  • Wedge tri-colored
  • Four-colored

It is technically also possible to do uneven color distribution (for instance, GW/UBR/WU/BRG), but for clarity and design purposes Wizard sticks with five evenly-distributed clans. If you are doing this, determine what each tribe will be doing mechanically and build upwards from there. It is possible that not all of the tribes have a specific mechanic (for instance, B/G in Amonkhet has a -1/-1 counter theme which is not represented by a mechanic), but more than likely you will have four or five keywords to represent your clans.

Finally, there are smoothing mechanics, which are used to grant cohesion across all five colors. Kaladesh had energy. Khans had Morph. These are generic mechanics that allow you to bleed flavor across all of the colors in your set, making the set mesh in a way that it otherwise would not. I would suggest having exactly one smoothing mechanic.

This brings the total of mechanics up to three to six mechanics, with no more than 40% of your mechanics being pseudomechanics. I believe these are the minimum/maximum that you should go in order to have a cohesive yet non-repetitive set. Remember that you can use returning mechanics as well as new mechanics, which can take some of the weight off of yourself creatively as well as give a starting point for a mechanical theme.

If you have any comments, concerns, or questions, feel free to say 'em! I'll be checking in all week to see how everyone is doing thus far. A happy smile

Tue, 2017-06-13 23:04
marioware2
Moderator
marioware2's picture

Hey hey hey,

Don't forget to do your worldbuilding/mechanics before Friday, when the next step will be posted! Looking forward to seeing what everyone comes up with!

Wed, 2017-06-14 20:09
RJ
RJ's picture

Is it too late to jump on this train?

mindmap
we're bringing monarch back
strong tribal theme
new stuff, push the boundaries of colors
don't mess with the pie, just make the diameter bigger
(each color goes more toward its archetype)

I almost always design bottom-up, since flavor is more difficult for me than mechanics are difficult for me.

mechanics
white: merciful - this creature always deals 1 less than lethal damage to creatures
blue: predestine - perform both the scry and fateseal actions
black: bleed - bleed counters will increase the damage a creature or player takes from combat
red: exhort - paying the exhort cost will cause a creatures power and toughness to double until end of turn, sometimes also granting an extra keyword
green: tenacity - when you cast a creature spell, creatures with tenacity gain +x/+x until end of turn, where x is that creature spell's power
all: abandoning a spell while it is not the top item on the stack will either return it to your hand or return a portion of the mana spent to cast it
all: verdant - effect scales off of each colored mana in the cost you paid with mana from a basic land

Please ignore the clearly insane electrical engineer behind the instrument panel. His meds won't wear off until Thur- it's Friday?? Already?! Oh dear.

Wed, 2017-06-14 18:47
marioware2
Moderator
marioware2's picture

Welcome to the group, RJ! It's never too late to join Big smile

I like your start - here's how I'd word exhort, as it looks like it might be weirdly technical:

Warscarred Admiral Red mana symbol
Creature - Human Soldier Rare
Haste
Exhort 1 mana symbolRed mana symbolRed mana symbol (Double this creature's power and toughness until end of turn.)
Whenever you exhort ~, it gains double strike until end of turn.
1/1

Technically I think the correct way would be to say "This creature gets +X/+Y until end of turn, where X is its power and Y is its toughness", but everyone knows what "double" means and it's used in M:tG in other contexts.

Wed, 2017-06-14 20:09
RJ
RJ's picture

Thanks!

I was planning on wording it with the +X/+Y, since I'm OCD about that stuff.

Please ignore the clearly insane electrical engineer behind the instrument panel. His meds won't wear off until Thur- it's Friday?? Already?! Oh dear.

Thu, 2017-06-15 17:36
Gorgonzola
Gorgonzola's picture

@marioware2: If so, all aboard the hype train!

Mindmap
Mostly elementals and incarnations
Strong "spells matter" theme
More powerful instants and sorceries, slightly nerfed creatures
"Having more cards of the same name in the deck" matters Weird smile
No mythics
Enemy-colored, rare chance of a five-colour
Hybrid mana
Predators; everything wanna kill you

Mechanics
White/black mana symbol: Transmogrify <cost> (<cost>, Exile this card from your graveyard: Target spell you control becomes a copy of this card.)
Blue/red mana symbol: Patience - Whenever a spell you don't control is countered, <effect>
Black/green mana symbol: Putrefy - <cost>, Exile this card from your graveyard: <effect>
Red/white mana symbol: Assist <cost> (<cost>: Exile this card from your hand assisting a creature you control. When that creature dies, put this creature onto the battlefield tapped.)
Green/blue mana symbol: Dominate N (Whenever a creature with less power than this creature dies, put N counters on this creature.)
Non-evergreen return: Flashback

I just dont understand why people pay thousands for a piece of cardboard.
Why just don't play some casual? Gee, it isn't even fun to play with, and especially against.

Fri, 2017-06-16 22:55
marioware2
Moderator
marioware2's picture

Step #3 will be mechanics for top-down worlds, and worldbuilding for bottom-up worlds. If you are doing worldbuilding, follow the wonderful steps that Cancelion outlined in the post I have linked to previously. If you're doing mechanics, read on!

Mechanics
Next stop: Mechanics!

If you remember, I added a "Mechanics" section to my worldbuilding with a brief summary of the themes I wanted to portray with my mechanics. If you didn't, that's fine - I would suggest doing that first so that you have a general idea of where you're going, but it's not required. Also, an important note: Don't tie yourself to an idea. You'll see more of this idea as I unravel my mechanics.

So, without further ado, here is what I was working with!

Mechanic 1 wrote:
Mechanic representing storytelling through the eyes of a Tumbweh

For this mechanic, I wanted something that either mechanically or flavorfully felt like the telling of a story. Luckily, WotC already had the perfect mechanic waiting for me. As the Tumbwehs tell their stories of the past, threads become entwined as their characters leap between stories seamlessly, often showing up in multiple places at once for the sake of narrative. It's no secret now that my keyword to represent the storytelling of Am'atambi and company will be with the returning keyword Entwine, which perfectly fills my need for an instant/sorcery keyword as well.

Mechanic 2 wrote:
Mechanic representing the rift between worlds (the real world, the ancestral world, and the world of stories)

Early on in developing mechanics for this set I decided I wanted to reuse enchantment creatures. The Tumbwehs are the perfect conduit for enchantment creatures, as they are physical manifestations of creatures from tales past. To represent the different worlds and their links between one another, I crafted the following keyword:

Eidolic <cost> (You can cast this card for its eidolic cost. If you do, create a token that's a copy of it as it enters the battlefield, except it isn't a creature.)

While the wording may get some iteration down the line, the effect will stay as-is. It's complex, so I'll keep it limited at common. That being said, here's an example of a common card with this effect!

Shanse's Servant 1 mana symbolWhite mana symbol
Enchantment Creature - Cat Human Common
At the beginning of your upkeep, you gain 1 life.
Eidolic 3 mana symbolWhite mana symbolWhite mana symbol
2/2

Mechanic 3 wrote:
Mechanic representing the spiritual connection of an animal conduit or Kahemboan witch doctor priest

This was the mechanic that first drove me to enchantment creatures. I've been looking for a home for this mechanic for awhile, and this seemed like the perfect place for it. I'm actually changing the flavor of it a bit as well. Now, it will be representing the link that the spirits leave behind, such that animal conduits and priests can commune with them.

Remnant (When this creature dies, you may return it to the battlefield as an Aura with enchant creature attached to target creature you control it could enchant.)

Here's an example of the effect in practice!

Ndengo Challenger 2 mana symbolGreen mana symbolGreen mana symbol
Enchantment Creature - Bear Human Common
Trample
Remnant
Enchanted creature has trample.
3/3

In general, I'm leaning towards Remnant granting just the abilities of the card it's on, and not the P/T. If I feel that it needs the P/T buff as well, I may consider making it an activated ability from the graveyard, but only time will tell!

Mechanic 4 wrote:
Mechanic representing oppression of the witch doctors

This one was fairly straightforward. I had a mechanic already geared around creatures dying and was looking for a mechanic meant to represent the witch doctors exploiting their servants and slaves. The rest was pretty much clockwork.

Mechanic 0 wrote:
Mechanic representing the magical power of the witch doctors

I spent awhile brainstorming a mechanic for this spot, but nothing really gave me what I was looking for. Here's the perfect example of why I said not to marry yourself to your original ideas. I didn't like this mechanical slot, plain and simple, so I won't be using it. Mechanic 5, you're out the door!


This exercise gave me four mechanics, which contain three creature mechanics and one instant/sorcery mechanic. Your results may vary, but you should make sure to have at least two creature mechanics and at least one instant/sorcery mechanic (they can be shared).

Finally, we get to do the thing Cajun did week 1: Make a juicy rare that shows off some of the flavor of your world! It can be anything - a creature, a sorcery, an artifact - rares and mythic rares will not be part of the skeleton, apart from number. All it should do is give an idea of what your world will look like. Here's mine:

Advocate of the Just

Sat, 2017-06-17 07:30
Gorgonzola
Gorgonzola's picture

@jacqui: Isn't Enlist more or less manifest?

I just dont understand why people pay thousands for a piece of cardboard.
Why just don't play some casual? Gee, it isn't even fun to play with, and especially against.

Sat, 2017-06-17 12:14
Ziolang
Ziolang's picture

@Gorgonzola That's what I thought. But you can't turn them face up so it's more of just a gimmicky way of making creature tokens. I'm intrigued to see how it's used.


Avatar by vanevil.deviantart.com; commissioned for me

Fri, 2017-06-30 16:13
RJ
RJ's picture

Step three complete!

Mindmap
we're bringing monarch back
strong tribal theme
new stuff, push the boundaries of colors
don't mess with the pie, just make the diameter bigger
(each color goes more toward its archetype)
Mechanics
white: merciful - this creature always deals 1 less than lethal damage to creatures
blue: predestine - perform both the scry and fateseal actions
black: bleed - bleed counters will increase the damage a creature or player takes from combat
red: exhort - paying the exhort cost will cause a creatures power and toughness to double until end of turn, sometimes also granting an extra keyword
green: tenacity - when you cast a creature spell, creatures with tenacity gain +x/+x until end of turn, where x is that creature spell's power
all: abandoning a spell while it is not the top item on the stack will either return it to your hand or return a portion of the mana spent to cast it
all: verdant - effect scales off of each colored mana in the cost you paid with mana from a basic land
Worldbuilding
After a week's worth of thinking about this, I have an idea for a story that takes place over multiple sets. So that's a thing.

The noble houses of Regathnia have ruled since before anyone can remember. However, they know that they haven't ruled since the beginning of time.

Because they aren't actually in charge.

A powerful piece of magic was woven long ago that restricts their authority to specific aspects of life. Each house has control over very specific elements of creation, and no house can infringe upon another's authority. While it would appear to anyone on the outside as though the houses work smoothly together in most aspects of government, all members of the Esteemed know the truth: they aren't not at each other's throats because they get along. They're not at each others throats because their very survival depends on cooperation.

Each house naturally wants total control, but each fears the consequences for overstepping their bounds. Because not all of the 'rules' laid down by the ancient piece of magic are known, each house treads carefully in this world of political intrigue, manipulation, and careful positioning. Because the Ukase only gives its warning once.

Shiny
Render


Ordain the Future 5 mana symbolBlue mana symbolBlue mana symbol
Predestine 7. (To predestine 7, look at the top seven cards of each player's library, then put those cards on the top or bottom of their owner's libraries in any order.)
Tempting offer - Draw a card, then each opponent may draw a card. For each opponent who does, draw a card.

Please ignore the clearly insane electrical engineer behind the instrument panel. His meds won't wear off until Thur- it's Friday?? Already?! Oh dear.

Wed, 2017-10-11 08:10
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

I'd like to open by saying that I love the fact that mario's example white commons skeleton allows for a creature CMC breakdown of 1, 2, 2, 2, 2, 3, 4, 5, 5, 5, 5. Or, if like some Eastern cultures you're wary of the number four, 1, 2, 2, 2, 2, 3, 3, 3, 5, 5, 5.

Anyway, top-down, with the central concept of a Harvest Festival

Mindmap
-Peaceful
-Scarecrows
-Superstition, fae
-Traditions
-Farmers, woodcutters
-Community
-Food, feasts, drinking
-Costumes, plays, roleplaying
-Autumn, orange, warmth, leaves
-Clear night skies, bright heavy moon
-Scythes, pitchforks, woodaxes
-Hunting
-New beginnings, rebirth, rest
-Lowkey, not mundane but quaint
-Lovers, quiet passion, rivalries/feuds born and resolved before dawn
-Music, bards, group songs
-Contests
-Pagan
-Corn dollies
-Decorations
-Witches, apothecaries
-Hedge magicians, firebreathers
-Pilgrims, travelers
-Local lord mingling with commoners
-Stories, legends
-Youthful adventures in mundane woods rendered fantastical by imagination

Worldbuilding
Geography
-Maedryd: The plane in general
-Crinster: Small farming village, with a population numbering only a few dozen, located in the belly of a rocky valley
-The Tameid: A river running near Crinster
-Fionndunon: The name of the valley Crinster rests in
-Maghbri: A large stretch of woodland clinging to the walls of Fionndunon.
-Arline's Hut: The home of a local witch.
-The Lappowen Estate: Home of the local lord and his family.
Inhabitants
-Humans (all colours)
-Spirits (bant)
-Old Arline: A witch who's treated with a mixture of acceptance, respect, and wariness. Provides simple remedies to the villagers and helps with failing crops.
-Anwyl Lappowen: The aging but sturdy lord of Fionndunon.
-Heifeyd Lappowen: Anwyl's wife. A reclusive figure with a penchant for woodcarving.
-Selma Lappowen: Anwyl and Heifeyd's daughter, a reckless youth who's yet to meet a dare she won't (try to) meet
-Sloane Lappowen: The other child of Anwyl and Heifeyd, and Selma's twin. A charming young man with an aptitude for singing
-Varne Blaen: A grouchy and weathered woodcutter living on the outskirts of Crinster. His prickly exterior hides a paternal instinct towards the other inhabitants of the village (young and old alike)
-Turi Blaen: Varne's grandson, a quiet dreamer who's subdued personality is at odds with his sociable habits
-Gwynn Coakley: An anxious but caring individual. Came to the village from afar and works as a farmhand
Mechanics
-Small creatures
-Citizen type (tribal?)
-Lands matter/"Enchant land"
-Fickle and/or flexible
-Using creatures to gather resources
-Storytelling
-Enchantment/Aura subtheme
Storyline
-???
-Generally plan on this being more atmosphere than story beats
-Slice of life // cross-section of life in Crinster

Mechanics
-Embody (Enchanted creature is a copy of this card except for its types.) White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol

Fate of the Wayward 1 mana symbolBlue mana symbol
Enchantment - Aura Persona Common
Enchant creature you control
Embody (Enchanted creature is a copy of this card except for its types.)
Whenever ~ becomes tapped, you may tap another target creature.
3/2

-Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.) Blue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
{Stolen aggressively from Pyrulea}

Fertile Fields 2 mana symbolGreen mana symbol
Sorcery Common
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. You gain 3 life.

-Rapport--Whenever CARDNAME and at least one other creature you control become tapped, {effect}. White mana symbolBlue mana symbolRed mana symbolGreen mana symbol

Crinster Lout Red mana symbol
Creature - Human Citizen Uncommon
Rapport--Whenever Crinster Lout and at least one other creature you control become tapped, ~ gets +2/+1 until end of turn.
1/2

-Nourish # (To nourish #, put # +1/+1 counters on this creature or create # 1/1 white Citizen creature tokens.) White mana symbolBlack mana symbolRed mana symbolGreen mana symbol

Familial Patriarch 2 mana symbolGreen mana symbol
Creature - Human Citizen Common
When Familial Patriarch enters the battlefield, nourish 2 (To nourish, put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
0/1

RARE
Hrydred, Lord of Dawn 2 mana symbolGreen mana symbolGreen mana symbol
Legendary Enchantment - Aura Persona Rare
Enchant creature you control
Embody (Enchanted creature is a copy of this card except for its types.)
Trample
Other creatures you control get +1/+1 as long as Hrydred, Lord of Dawn is tapped.
5/4

Arcuns
WU - Rapport/Control
WU Arcun 1 mana symbolWhite mana symbolBlue mana symbol
Creature - Human Wizard Uncommon
Vigilance
2 mana symbol, Tap symbol, Tap an untapped creature you control: Tap target permanent. Scry 1.
2/3

UB - Mill/Control
UB Arcun 1 mana symbolBlue mana symbolBlack mana symbol
Creature - Human Shaman Uncommon
Whenever you cast a noncreature spell, target opponent puts the top X cards of his or her library into his or her graveyard, where X is the number of land cards in that player's graveyard.
1/4

BR - Go Wide Aristocrats/Synergy
BR Arcun 3 mana symbolBlack mana symbolRed mana symbol
When ~ enters the battlefield, nourish 3. (To nourish 3, put three +1/+1 counters on this creature or create three 1/1 white Citizen creature tokens.)
1 mana symbol, Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
2/2

RG - Defenders/Synergy
RG Arcun 2 mana symbolRed mana symbolGreen mana symbol
Creature - Scarecrow Uncommon
Defender, reach
1 mana symbolGreen mana symbol, Tap symbol: Create a 0/2 green Scarecrow creature token with defender and reach.
1 mana symbolRed mana symbol, Tap symbol: ~ deals damage to target player equal to the number of creatures with defender you control.
2/4

GW - +1/+1 Counters/Midrange
GW Arcun 2 mana symbolGreen mana symbolWhite mana symbol
Creature - Human Knight Uncommon
Lifelink
Whenever ~ attacks or blocks, put a +1/+1 counter on ~ and each other creature you control with a +1/+1 counter on it.
2/2

WB - Auras/Synergy
WB Arcun White mana symbolBlack mana symbol
Creature - ??? Uncommon
Whenever you cast an Aura spell, put two +1/+1 counters on ~.
0/1

UR - Rapport/Aggro
UR Arcun Blue mana symbolRed mana symbol
Creature - Human Wizard Uncommon
Flying
Rapport -- Whenever ~ and at least one other creature you control become tapped, ~ deals 2 damage to target player.
1/3

BG - Tokens/Aggro
BG Arcun Black mana symbolGreen mana symbol
Creature - Human Citizen Uncommon
When ~ enters the battlefield, nourish 1. (To nourish 1, put a +1/+1 counter on this creature or create a 1/1 white Citizen creature token.)
Whenever a creature token you control attacks or blocks, it gets +X/+X until end of turn, where X is ~'s power.
1/1

RW - Rapport/Aggro
RW Arcun Red mana symbolWhite mana symbol
Creature - Human Soldier Uncommon
Rapport -- Whenever ~ and at least one other creature you control become tapped, nourish 1. (To nourish 1, put a +1/+1 counter on this creature or create a 1/1 white Citizen creature token.)
2/1

GU - Creature Bounce/Midrange
GU Arcun 2 mana symbolGreen mana symbolBlue mana symbol
Creature - Human ??? Uncommon
When ~ enters the battlefield, nourish 2, then return a creature you control to its owner's hand. (To nourish 2, put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
2/2

VIPS

Note: Might ditch Aestrid; the sub plot revolving around her might mess with the tone too much

White Commons
CW01: Creature, CMC1, tapper
Autumnal Haunt White mana symbol
Creature - Spirit Common
Flying
Whenever Autumnal Haunt attacks, you may tap another target creature.
Most spirits don't begin to rouse until the first snows blanket the valley. But 'most' is a far cry from 'all'.
0/2

CW02: Creature, CMC1, ETB effect/set keyword
Crinster Watch White mana symbol
Creature - Human Soldier Common
When Crinster Watch enters the battlefield, scry 1.
Rapport--Whenever Crinster Watch and at least one other creature you control become tapped, scry 1.
1/1

CW03: Creature, CMC2, upside bear
Loyal Hound 1 mana symbolWhite mana symbol
Creature - Hound Common
When Loyal Hound enters the battlefield, nourish 1. (To nourish 1, put a +1/+1 counter on this creature or create a 1/1 white Citizen creature token.)
1/1

CW04: Creature, CMC2, grows/life gain
Lord's Draftsman 1 mana symbolWhite mana symbol
Creature - Human Citizen Common
Rapport--Whenever Lord's Draftsman and at least one other creature you control become tapped, put a +1/+1 on Lord's Draftsman.
1/1

CW05: Creature, CMC3, keyword
Keeper of Day 2 mana symbolWhite mana symbol
Creature - Human Cleric Common
Vigilance
Nonwhite, nonartifact spells you cast cost 1 mana symbol less to cast.
1/3

CW06: Creature, CMC3, (conditional) keyword
Hunting Companion 1 mana symbolWhite mana symbolWhite mana symbol
Creature - Hound Common
Rapport--Whenever Hunting Companion and at least one other creature you control become tapped, Hunting Companion gains first strike until end of turn.
3/2

CW07: Creature, CMC4, flying
Anwell's Hawk 3 mana symbolWhite mana symbol
Creature - Bird Common
Flying, vigilance
2/3

CW08: Creature, CMC4, team pump
??? 2 mana symbolWhite mana symbolWhite mana symbol
Creature - ??? Common
Other creatures you control get +1/+0.
2/4

CW09: Creature, CMC5, tap/untap
??? 3 mana symbolWhite mana symbolWhite mana symbol
Creature - ??? Common
Flash
When ??? enters the battlefield, you may untap any number of creatures you control.
3/3

CW10: Creature, CMC6, flying
??? 3 mana symbolWhite mana symbolWhite mana symbolWhite mana symbol
Creature - Bird Common
Flying
When ??? enters the battlefield, nourish 2. (To nourish 2, put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
2/1

CW11: Creature, vanilla
Hidden Whisper 1 mana symbolWhite mana symbol
Creature - Human Citizen
Brought back to life by a spirit eager for a body, s/he struggles daily to both maintain control of his/her own mind as well as to avoid having his/her affliction come to light.
3/1

CW12: Instant, combat-based removal
Gwynn's Consternation 3 mana symbolWhite mana symbol
Instant Common
Put target attacking or blocking creature on top of its owner's library.
Scry 1, then draw a card.
"Have a breath, Gwynn. It's a rabbit, not a bandit."
--Sloan Lappowen

CW13: Instant, CMC1, combat trick
Serene Labor White mana symbol
Instant Common
Target creature gets +0/+5 until end of turn. Scry 1.

CW14: Instant, CMC2+, +X/+X combat trick
??? 2 mana symbolWhite mana symbol
Instant Common
Put a +1/+1 counter on each of up to two target creatures.

CW15: Instant/Sorcery, life gain/enchantment removal
Day's Divide 1 mana symbolWhite mana symbol
Instant Common
Choose one--
• Destroy target enchantment.
• Return target enchantment card from your graveyard to your hand.

CW16: Instant/Sorcery, team pump
Worthy of Adoration 1 mana symbolWhite mana symbol
Sorcery Common
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.

CW17: Enchantment - Aura, beneficial
Invigorating Tales 1 mana symbolWhite mana symbol
Enchantment - Aura Common
Enchant creature
Enchanted creature gets +0/+2 and has "Whenever this creature becomes tapped, you gain 1 life for each Aura you control."

CW18: Enchantment - Aura, removal
Under Scrutiny 1 mana symbolWhite mana symbol
Enchantment - Aura Common
Enchant creature
When Under Scrutiny enters the battlefield, draw a card.
Enchanted creature can't attack or block alone.

CW19: FLEX
Fate of the Willful 2 mana symbolWhite mana symbol
Enchantment - Aura Persona Common
Enchant creature
Embody (Enchanted creature is a copy of this card except for its types.)
Whenever Fate of the Willful becomes tapped, you may put a +1/+1 counter on target creature.
3/3

Blue Commons
CU01: Creature, CMC 1, evasion
??? Blue mana symbol
Creature - Human Rogue Common
??? can't be blocked.
Rapport--Whenever ??? and at least one other creature you control become tapped, ??? gets +2/+0 until end of turn.
0/1

CU02: Creature, CMC 2, upside 2/1
Generous Brewer 1 mana symbolBlue mana symbol
Creature - Human Citizen Common
When Generous Brewer enters the battlefield, each player puts the top three cards of his or her library into his or her graveyard.
2/1

CU03: Creature, CMC 2/3, vanilla
Idle Farmhand 1 mana symbolBlue mana symbol
Creature - Human Citizen Common
For much of the year, work is done from dawn to dusk. Sweat soaking the fields, as people work hard to feed their families. But the Harvest Festival is a time to relax. A time to celebrate the fruits of your labour, and connect with the people who you share the land with.
0/5

CU04: Creature, CMC 3, flying
Keeper of Time 2 mana symbolBlue mana symbol
Creature - Human Wizard Common
Flying
Nonblue, nonartifact spells you cast cost 1 mana symbol less to cast.
2/2

CU05: Creature, CMC 3, upside 2/3
Scolding Matron 2 mana symbolBlue mana symbol
Creature - Human Citizen Common
Rapport--Whenever Scolding Matron and at least one other creature you control become tapped, draw a card, then put a card from your hand on the bottom of your library.
2/3

CU06: Creature, CMC 3/4, soft removal (bounce/deeptap/shrink/etc)
Watchful Sheepdog 3 mana symbolBlue mana symbol
Creature - Hound Common
Tap symbol, Tap an untapped creature you control: Tap target creature. That creature doesn't untap during its controller's next untap step.
2/1

CU07: Creature, CMC 4, flying
Frightened Flock 2 mana symbolBlue mana symbolBlue mana symbol
Creature - Bird Common
Whenever another creature enters the battlefield, Frightened Flock gains flying until end of turn.
"Don't go throwing rocks at them crows, Tommy."
--Matron Gilly

3/2

CU08: Creature, CMC 4, ETB card advantage/selection
??? 3 mana symbolBlue mana symbol
Creature - ??? Common
When ??? enters the battlefield, look at the top four cards of target player's library. Put any number of those cards back on top in any order and the rest into their owner's graveyard.
3/3

CU09: Creature, CMC 5, flying
Solitary Drake 4 mana symbolBlue mana symbol
Creature - Drake Common
Flash
Flying, defender
3/5

CU10: Creature, CMC 6, drawback fatty
Stubborn Ox 4 mana symbolBlue mana symbolBlue mana symbol
Creature - Beast Common
Stubborn Ox doesn't untap during its controller's untap step.
Whenever two or more other creatures you control become tapped, untap Stubborn Ox.
5/7

CU11: Instant, counter creature spell
Tipsy Temptations Blue mana symbolBlue mana symbol
Instant Common
Counter target creature spell. That spell's controller puts the top X cards of his or her library into his or her graveyard, where X is that spell's converted mana cost.
"I'll be right out. Just one last round of drinks before I go."
--Ten-Toe Joe

CU12: Instant, CMC 2, unsummon
Turi's Distraction 1 mana symbolBlue mana symbolBlue mana symbol
Instant Common
Return target nonland permanent to its owner's hand.
Scry 1, then draw a card.
"Grandfather! Shouldn't you be enjoying the festival?"
--Turi Blaen

CU13: Instant, CMC 3, counter target spell (unless...)
??? 2 mana symbolBlue mana symbol
Instant Common
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Counter target spell unless its controller pays 3 mana symbol.

CU14: Instant, CMC 3/4, draw two cards
Elder's Tale 3 mana symbolBlue mana symbol
Instant Common
Scry 1, then draw two cards. Each opponent puts the top three cards of his or her library into his or her graveyard.
To most, the stories are a bore to suffer through. For the attentive, they're a font of wisdom.

CU15: Instant/Sorcery, tap creature(s)
Time's Divide 1 mana symbolBlue mana symbol
Instant Common
Choose one--
• Tap up to two target permanents.
• Untap up to two target permanents.

CU16: Sorcery, card selection
??? 4 mana symbolBlue mana symbol
Sorcery Common
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Draw a card for each tapped creature you control, then put two cards from your hand on the bottom of your library in any order.

CU17: Enchantment - Aura, beneficial (grants flying)
Charlatan's Trick 1 mana symbolBlue mana symbol
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 and has flying.

CU18: Enchantment - Aura, removal
Weary Bones 3 mana symbolBlue mana symbolBlue mana symbol
Enchantment - Aura
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step and has "At the beginning of your upkeep, put the top two cards of your library into your graveyard."

CU19: FLEX
Fate of the Wayward 1 mana symbolBlue mana symbol
Enchantment - Aura Persona Common
Enchant creature
Embody (Enchanted creature is a copy of this card except for its types.)
Whenever Fate of the Wayward becomes tapped, you may tap another target creature.
3/2

Black Commons
CB01: Creature, CMC 1, upside 1/*
Night Market Lookout Black mana symbol
Creature - Human Rogue Common
Whenever Night Market Lookout becomes tapped, each opponent loses 1 life and you gain 1 life.
1/1

CB02: Creature, CMC 2, upside bear
Solitary Gravetender 1 mana symbolBlack mana symbol
Creature - Human Cleric Common
Whenever another creature dies, untap Solitary Gravetender.
Nothing but ashes rest beneath the tombstones. Ashes and memories.
2/2

CB03: Creature, CMC 2/3, deathtouch
Keeper of Night 2 mana symbolBlack mana symbol
Creature - Human Cleric Common
Deathtouch
Nonblack, nonartifact spells you cast cost 1 mana symbol less to cast.
1/3

CB04: Creature, CMC 2/3/4, discard creature
Ill Kept Secrets 2 mana symbolBlack mana symbol
Sorcery Common
Target player discards a card.
Create two 1/1 white Citizen creature tokens.
Gossip always draws a crowd.

CB05: Creature, CMC 3, upside flying 2/1
Wings of Superstition 2 mana symbolBlack mana symbol
Creature - Bat Common
Flying
When Wings of Superstition enter the battlefield, each player sacrifices a creature.
2/1

*CB06: Creature, CMC 3, (french) vanilla
Festival Dancer 1 mana symbolBlack mana symbolBlack mana symbol
Creature - Human Rogue Common
As merriment swept across the village of Crinster, a few deft fingers swiped purses.
3/3

CB07: Creature, CMC 3/4, soft removal (-1/-1)
Crinster Barmaid 2 mana symbolBlack mana symbolBlack mana symbol
Creature - Human Citizen Common
When Crinster Barmaid enters the battlefield, target creature gets -1/-1 until end of turn.
"Another ale, on me."
2/4

CB08: Creature, CMC 4, 4/2 upside
Maghbri Trapper 3 mana symbolBlack mana symbol
[i]Creature - Human Citizen Common
Sacrifice another creature: Maghbri Trapper gets +2/+1 until end of turn.
4/2

CB09: Creature, CMC 5, minor upside, 4+ power
Miserly Patriarch 3 mana symbolBlack mana symbolBlack mana symbol
Creature - Human Citizen Common
When Miserly Patriarch enters the battlefield, nourish 2. (To nourish 2, put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
"What good are children if they won't replace my thatching when I tell 'em to?"
3/2

*CB10: Creature, (french) vanilla, T > P
??? 1 mana symbolBlack mana symbol
Creature - ??? Common
Lifelink
1/3

CB11: Instant, regenerative combat trick
Selma's Gamble 2 mana symbolBlack mana symbol
Instant Common
Target creature gets +1/+0 and gains indestructible until end of turn.
Scry 1, then draw a card.
"Trust me, I think I saw someone pull this off years ago."
--Selma Lappowen

CB12: Instant, deathtouch OR lifelink combat trick
Night's Divide 1 mana symbolBlack mana symbol
Instant Common
Choose one--
• Target creature gets +1/+2 and gains deathtouch until end of turn.
• Target creature gets +2/+1 and gains lifelink until end of turn.

CB13: Instant, CMC 5, hard removal OR large -X/-X
??? 4 mana symbolBlack mana symbol
Instant Common
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Destroy target creature.

CB14: Instant/Sorcery, CMC 2/3, conditional removal
Tipsy Stumblings 1 mana symbolBlack mana symbol
Instant Common
Target creature gets -2/-2 until end of turn. If that creature is tapped, it gets -4/-4 until end of turn instead.

CB15: Instant/Sorcery, CMC 3, draw two cards
Old Arline's Wisdom 1 mana symbolBlack mana symbolBlack mana symbol
Instant Common
Scry 2. You draw two cards and you lose 2 life.
"My body may be slow, but my mind is sharper than ever"
--Old Arline

CB16: Sorcery, CMC 2/3, double disentomb
Shallow Burial Black mana symbolBlack mana symbol
Sorcery Common
Return up to two target creature cards from your graveyard to your hand. You lose 2 life.
As winter falls, it becomes more important than ever to purge the dead before waking spirits turn them into new homes.

CB17: Sorcery, CMC 3/4, opponent discards two cards
Bump in the Head 3 mana symbolBlack mana symbol
Sorcery
Harvest (You may tap an untapped creature you control as you cast this spell. If you do, reduce this spell’s mana cost by that creature’s power.)
Target player discards two cards and puts the top two cards of his or her library into his or her graveyard.

CB18: Enchantment - Aura, removal
Dead Weight Black mana symbol
Enchantment - Aura Common
Enchant creature
Enchanted creature gets -2/-2.

CB19: FLEX
Fate of the Ambitious 1 mana symbolBlack mana symbol
Enchantment - Aura Persona Common
Enchant creature
Embody (Enchanted creature is a copy of this card except for its types.)
Whenever Fate of the Ambitious becomes tapped, each opponent loses 1 life and you gain 1 life.
3/3

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Thu, 2017-06-22 04:22
ThatDude9795
ThatDude9795's picture

I might just jump in here cuz it may help me with my set.updated 6/21/17

Mindmap
Sacrifice
Gods
Mesoamerican
Graveyard kinda matters
Shards
Jungles, Jungle, and more jungle (Plants?)

Worldbuilding
Sabaya is a vast plane mostly covered in jungles and wildlife. I has bountiful amount of mana running through its leylines so much so that almost anything can tap into it. The people here seem to be rather indigenous, or not technologically advanced. The seem to fear the gods of this plane and make constant sacrifices to them. The people, and even some animals, will take time out of their day to praise these divinities.

Among the people of the plane there are 5 different school of magic and thoughts, tied to each god:
The School of Noct Blue mana symbolBlack mana symbolRed mana symbol - Following the God of the Underworld, this school focuses on bring back the dead for their own use. This can be anything from constructing the gorgeous temple, to all out wars. This school has also found a way to feed of the energy of the dead, making their other spells more powerful.

The School of Aktes Red mana symbolGreen mana symbolWhite mana symbol - Aktes is the god of all thing natural, as such his followers try to live more natural lives. They tend to use their magic to heal and grow. They try not to use silly enchantments or artifacts to help them, as the have a inner peace and strength when the feel more connected with the jungles.

The School of Khaba Black mana symbolRed mana symbolGreen mana symbol - The follower of Khaba are power hungry. They seek destruction and chaos. They hit hard and try to hit fast, starting a lot of feuds between kingdoms. They only use the best of the beasts and spend most of their energy on the taming and conjurations of monsters.

The School of Laklakan White mana symbolBlue mana symbolBlack mana symbol - These follower are the most like to be found write stories through hieroglyphs, making simple contraptions, and design the architectural wonders of this plane. They don’t use their magic for offence and are more likely to be on the defensive, making sure their structures and are always properly fortified.

School of Rhanme Green mana symbolWhite mana symbolBlue mana symbol - The followers of Rhanme always seem to be natural born leaders, and find themselves making decisions on the battlefield. However, the are also seen to be the law keepers of the land and try to promote peace and serenity among the people of the plane.

The Jungle Creatures - The animals of the jungle can be very dangerous as they are given ample space to grow. The jungles sprawl all over the plane and seem to be very dense. Some creatures have so much strength, the people will praise them, as to try and keep them from hurting them.
But on this plane, it's not just the fauna you need to be worried about.

mechanics - WiP
White mana symbolBlue mana symbolBlack mana symbolR:Green mana symbol Praise X (During your upkeep, tap x creatures you control. As long as these creatures remain tapped this creature is praised.)
Praise Example
Crocodilian Behemoth2 mana symbolGreen mana symbol
Creature-Crocodile Common
Praise 1
As long as ~ is praised, it has +2/+2 and trample
2/2

Blue mana symbolBlack mana symbolRed mana symbol: Deadcast (When you cast this spell, copy it for each creature put into the graveyard from the battlefield this turn.)
Deadcast Example
Burn to the Bone Red mana symbol
Instant Common
~ deals 1 damage to target creature or player
Deadcast

Red mana symbolGreen mana symbolWhite mana symbol: Natural - As long as you control five or more untapped lands,
Natural Example
Aktean Druid 1 mana symbolGreen mana symbol
Creature - Elf Druid Common
Natural- As long as you control five or more untapped lands, ~ has hexproof.
Tap symbol: Add Green mana symbol mana to your mana pool
1/1

Black mana symbolRed mana symbolGreen mana symbol: Monstrosity X (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Monstrosity Example
Ashen Adder 2 mana symbolRed mana symbol
Creature - Snake Uncommon
3 mana symbolRed mana symbolRed mana symbolMonstrosity 2
When ~ becomes monstrous deal 4 damage to target player.
2/2

White mana symbolBlue mana symbolBlack mana symbol: ???
SOmething Eventually

Green mana symbolWhite mana symbolBlue mana symbol: ???
No Idea

Wed, 2017-06-21 05:52
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

OK, let's talk mechanic shop. Doing this in reverse order because that's where New Post brought me.

@ThatDude: Three of your mechanics encourage the player to not play the game. Either by permatapping your creatures, telling you not to run artifacts or enchantments, and discouraging you from combat.

Praise I feel would be heavily improved if it was an activated ability that left the creature praised until the start of your next turn, or something like that. Let's your creatures shift loyalties, or block when you really need them to. As-is, Praise is a more versatile but also more cumbersome Devour, which is a mechanic that created a lot of feel bad moments.

Natural is a narrow enough condition that building a deck that gets around it is pretty easy. Hell, I'm pretty sure most decks don't run enough artifacts or enchantments to turn it off as is. Meaning it needs to be balanced around always being on, turning it into a drawback mechanic as sometimes an opponents deck will just shut down your entire field.

Gravestorm is just as dangerous as Storm, due to its interactions with self-mill. Meaning it has three potential power levels. 1) It's good enough to fit in a general deck, and becomes busted in decks built to abuse it. 2) It's weak enough that it only gets played in decks that break it. 3) It's weak enough that no one plays it.

Final note: Pacifism discourages interactive games, and also the example card can just be played in the pre combat main phase.

@HerziQuerzi: Hey.

@RJ: Barring edge cases (aka combining with red burn or black -1/-1), Merciful is a drawback mechanic. Drawback mechanics are a great way to kill hype. Also, the interaction between Merciful and Bleed is unclear, which is a problem when both are in the same set. Similarly, Merciful undermines both Exhort and Tenacity (when using the aforementioned edge cases) since it doesn't matter how big they get.

Exhort and Tenacity are both limited atomic bombs, easily capable of dominating a board when removal isn't as common or efficient. And being high potential multiplicative effects means both need to be pretty expensive to avoid easy abuse.

Fateseal effects are easily made oppressive. Abandon does nothing in the vast majority of games. Verdant is fine, but is also a harder to use Converge (encourages multicolor, but discourages the mana base necessary to support that multicolor).

@marioware: Use Weave you coward.

Eidolic is neat, with what I imagine is a deep design pool. However, Remnant feels like it serves a very similar purpose and would go on creatures with similar abilities. Not sure the two have enough room to coexist in the same set without stepping on each other's toes.

I like the mechanical synergy between Exploit and Eidolic/Remnant.

@Gorgonzola: Transmogrify doesn't work with targeted spells. More importantly, Transmogrify, Putrefy, and Flashback are all doing the same thing. They're all paying a cost to exile from your grave for an effect. Choose one (preferably not Transmogrify since it's very clunky) and focus your attention there.

Patience has no business being red, either mechanically or thematically. It's the opposite of what red's about. It's blue and maybe white, if you're pulling out the mana tithes. On top of that, it's horrifically narrow in it's usage.

Assist looks like it wants to be Bestow. Dominion turns itself on. That is to say, as it bigger, more creatures have less power than it, and thus trigger it. But on top of that, the bigger it gets, the more your opponent is forced to chump block it, thus feeding into it even more.

Unless you're doing exactly a faction set (and even then) mechanics don't need to be so strictly forced into specific color patterns.

@jacqoui: Enlist is straightforward and simple. A good backbone mechanic, though I'm not sure what kind of design space it has to work with; it's manifest without the built in ability to flip. Meaning pretty much any and all design space is forced onto the Enlist generators themselves, or on parasitic cards.

Toil is also straightforward and simple. Feels kind of bland without any other mechanics interacting with to add depth.

Third verse same as the rest for detain. You have three filler-esque mechanics and nothing to tie them together or add depth.

@Ziolang: Dominion is neat, though most of its value will come from constructed rather than limited, unless you pull some land shenanigans (difficult when we're gonna be working with a fixed skeleton).

@Cajun: Eminence, especially in limited where boards tend to get clogged, will always be indiscriminately huge, drastically lowering its variance/build aroundness.

Glimpse might want to put the cards either on the bottom or in the grave so that chaining them isn't so predictable. Grave would probably be better between the two, due to Memorialize. Which, by the way, I really like.

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Wed, 2017-06-21 06:05
Cajun
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HerziQuerzi wrote:
@Cajun: Eminence, especially in limited where boards tend to get clogged, will always be indiscriminately huge, drastically lowering its variance/build aroundness.

Glimpse might want to put the cards either on the bottom or in the grave so that chaining them isn't so predictable. Grave would probably be better between the two, due to Memorialize. Which, by the way, I really like.

Glimpse to grave and cutting eminence were done just a few minutes ago for those reasons actually. Sounds like they were good moves Big smile

Cajun's Explorations
Planeswalker Template Overhaul
fluffyDeathbringer wrote:
I dunno, Cajun has a habit of doing Dubiously Working new rules stuff

Wed, 2017-06-21 06:14
Ziolang
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@Herzi If need arises at the end of this challenge, I will add or remove land shenanigans as needed. Thanks for the positive response! Also, on a side note, I'm pretty sure your rare kills itself.


Avatar by vanevil.deviantart.com; commissioned for me

Wed, 2017-06-21 06:45
marioware2
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I'm a bit hesitant as well to use both Eidolic and Remnant, but I think the design space is different enough that I'll be able to make it work, especially since this will be a very enchantment-creature heavy set and Eidolic will be limited at common. For reference, I plan on Eidolic featuring mostly upkeep/end step triggers and ETB effects while Remnant will be creature buffs. In general, keeping Eidolic out of the creature buff area should help alleviate some of the overlap, though I'm still keeping my rare!

I love Personas. Good luck with the art

Wed, 2017-06-21 07:28
HerziQuerzi
Creative Direction Award Best Mechanic Award
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Ziolang wrote:
Also, on a side note, I'm pretty sure your rare kills itself.

It sure does! I'll change it to "Enchanted creature is legendary".

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Wed, 2017-06-21 11:35
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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You're not wrong technically with enlist being manifest but bad. Part of me wants to just bring back manifest, but it is a rules hurdle.

I think the other option I have is making it choose between being a cantrip or a bear, like

Flesh Summons 1 mana symbolWhite mana symbol
Sorcery Common
Enlist. (Look at the top card of your library. Put it into your hand or onto the battlefield face-down as a 2/2 creature.)

[center]"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." --Mark Rosewater

Wed, 2017-06-21 16:23
marioware2
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@Jacq: On one hand, I like that version of Enlist, but on the other hand it really narrows down the design space because some colors can't do the first and some colors can't do the second. I'd still go with it... just please don't put "When ~ deals combat damage to a player, enlist" on a white creature!

Thu, 2017-06-22 02:42
HerziQuerzi
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marioware wrote:
ETB effects

Won't this give you a bunch of dead enchantments clogging the board?

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Thu, 2017-06-22 02:59
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
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I mean it's either token generation or a cantrip, both of which are acceptable in every color.

Also, Mario loves enchantments that do nothing, remember

[center]"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." --Mark Rosewater

Thu, 2017-06-22 03:02
HerziQuerzi
Creative Direction Award Best Mechanic Award
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I think he meant it'll limit your ability to make cards that Enlist multiple times; be that all at once or every time you do X.

Tru, I forgot about mario's secret affair with do nothing cards.

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Fri, 2017-06-23 19:16
HerziQuerzi
Creative Direction Award Best Mechanic Award
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Changed Rapport from

{effect} if CARDNAME and another creature you control are tapped.

to

Whenever CARDNAME and at least one other creature you control become untapped, {effect}.

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Sat, 2017-06-24 08:04
marioware2
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BETTER LATE THAN NEVER

This week, we're finally making cards! Here is a link to a blank skeleton set file. The skeleton is actually in the set details, but you don't need to worry about that for now. Our challenge this week is twofold: Story cards and Arcuns.


Story cards have evolved over the past few years into a sequence of cards that tells the story of your set. This allows you to mold the rest of the set in line with your story, giving you a framework for the rest of your set's development outside of simple flavor. For the purposes of this set, all of our story cards will be rare or mythic rare, since there is no skeleton outline for those rarities. Here is what my storyline looks like:

Story cards

Later, I will likely write the story to correspond with these cards. That part, of course, is optional.


Arcun is a term that thehuw, god rest his soul, created to describe the multicolored uncommon that defines its two-colored pair's archetype within a set. These are all creatures in recent history, though if you have a specific need *cough* personas *cough* to deviate from that, it is certainly allowed.

When creating archetypes for your set, you want at least two each of the following categories: Aggro, midrange, control, synergy. The remaining two can fit into any of the categories. This lets your archetypes play out in limited in a more balanced way, as there will likely be a balanced split of aggression levels among decks.

To craft your arcuns, first decide what your archetypes are going to be! Mine are a work in progress, but you can see their humble beginnings below:

WU archetype
My White/blue mana symbol archetype is Aura control. This is, unsurprisingly, a control archetype.

UB archetype
My Blue/black mana symbol archetype is Remnant tempo. This includes creatures that die to generate incremental advantages for yourself and is a control archetype.

BR archetype
My Black/red mana symbol archetype is creature sacrifice. This is a synergy archetype.

RG archetype
My Red/green mana symbol archetype is Entwine. This features spells with entwine and creatures that synergize with those spells - however, since the synergies aren't forced, this is a midrange archetype.

GW archetype
My Green/wite mana symbol archetype is Eidolic two-enchantments-matter. This is a midrange archetype.

WB archetype
My White/black mana symbol archetype is Exploit. This is a synergy archetype.

UR archetype
My Blue/red mana symbol archetype is Mini-aura Prowess. This is an aggro archetype.

BG archetype
My Black/green mana symbol archetype is Enchantment sacrifice. This is a synergy archetype.

RW archetype
My Red/white mana symbol archetype is team Auras. This features the plan of putting small auras on many different small creatures and is an aggro archetype.

GU archetype
My Green/blue mana symbol archetype is hexproof. This is a midrange archetype.

This leaves me with two aggro, three midrange, two control, and three synergy archetypes. Your results, of course, may vary.

Wed, 2017-06-28 16:52
marioware2
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Hello all! This is your friendly mid-week reminder to get your arcuns and story(/flavor for HerziQuerzis and the like) cards done before Friday. Wouldn't want anyone to fall behind *looks shiftily at the entirety of the thread other than Cajun*

Wed, 2017-06-28 22:44
HerziQuerzi
Creative Direction Award Best Mechanic Award
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Don't worry boss, I'm done nine of the ten arcuns. Also, would legendaries work for the story/flavor half?

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Wed, 2017-06-28 23:12
marioware2
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The story/flavor half can be anything that helps set the tone for your set, as long as they're rares!

Thu, 2017-06-29 01:29
HerziQuerzi
Creative Direction Award Best Mechanic Award
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well, so much for my common legendaries

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Thu, 2017-06-29 20:45
Ziolang
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Done with Arcuns and two story/flavor cards. I'll have to finish story cards at another time cause I'm still not 100% sure what to highlight yet~


Avatar by vanevil.deviantart.com; commissioned for me

Fri, 2017-06-30 06:00
marioware2
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I've updated my arcuns with art and names -- just in time for white commons A happy smile

Fri, 2017-06-30 06:26
HerziQuerzi
Creative Direction Award Best Mechanic Award
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Posting these in a separate post as well as editing into my main post in an attempt to foster more discussion in here for those that want it. Story/Legendaries should hopefully be finished soon.

Arcuns
WU - Rapport/Control
WU Arcun 1 mana symbolWhite mana symbolBlue mana symbol
Creature - Human Wizard Uncommon
Vigilance
White mana symbolBlue mana symbol, Tap symbol, Tap an untapped creature you control: Tap target permanent. Scry 1.
2/3

UB - Mill/Control
UB Arcun 1 mana symbolBlue mana symbolBlack mana symbol
Creature - Human Shaman Uncommon
Whenever you cast a noncreature spell, target opponent puts the top X cards of his or her library into his or her graveyard, where X is the number of land cards in that player's graveyard.
1/4

BR - Go Wide Aristocrats/Synergy
BR Arcun 3 mana symbolBlack mana symbolRed mana symbol
When ~ enters the battlefield, nourish 3. (To nourish 3, put three +1/+1 counters on this creature or create three 1/1 white Citizen creature tokens.)
1 mana symbol, Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
2/2

RG - Defenders/Synergy
RG Arcun 2 mana symbolRed mana symbolGreen mana symbol
Creature - Scarecrow Uncommon
Defender
1 mana symbolGreen mana symbol, Tap symbol: Create a 0/2 green Scarecrow creature token with defender.
1 mana symbolRed mana symbol, Tap symbol: ~ deals damage to target player equal to the number of creatures with defender you control.
2/4

GW - +1/+1 Counters/Midrange
GW Arcun 2 mana symbolGreen mana symbolWhite mana symbol
Creature - Human Knight Uncommon
Lifelink
Whenever ~ attacks or blocks, put a +1/+1 counter on ~ and each other creature you control with a +1/+1 counter on it.
3/3

WB - Auras/Synergy
WB Arcun White mana symbolBlack mana symbol
Creature - ??? Uncommon
Whenever you cast an Aura spell, put two +1/+1 counters on ~.
0/1

UR - Rapport/Aggro
UR Arcun Blue mana symbolRed mana symbol
Creature - Human Wizard Uncommon
Flying, haste
Rapport -- Whenever ~ and at least one other creature you control become untapped, ~ deals 2 damage to target player.
1/2

BG - Tokens/Aggro
BG Arcun Black mana symbolGreen mana symbol
Creature - Human Citizen Uncommon
When ~ enters the battlefield, nourish 1. (To nourish 1, put a +1/+1 counter on this creature or create a 1/1 white Citizen creature token.)
Whenever a creature token you control attacks or blocks, it gets +X/+X until end of turn, where X is ~'s power.
1/1

RW - Rapport/Aggro
RW Arcun Red mana symbolWhite mana symbol
Creature - Human Soldier Uncommon
Rapport -- Whenever ~ and at least one other creature you control become untapped, nourish 1, then creatures you control get +1/+0 and gain haste until end of turn. (To nourish 1, put a +1/+1 counter on this creature or create a 1/1 white Citizen creature token.)
2/1

GU - Creature Bounce/Midrange
GU Arcun 2 mana symbolGreen mana symbolBlue mana symbol
Creature - Human ??? Uncommon
When ~ enters the battlefield, nourish 2, then return a creature you control to its owner's hand. (To nourish 2, put two +1/+1 counters on this creature or create two 1/1 white Citizen creature tokens.)
2/2

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
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Fri, 2017-06-30 17:00
marioware2
Moderator
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Reflections on Herzi's arcuns:

WU: I think this would look a little better with an activation cost of 2 mana symbol rather than White mana symbolBlue mana symbol, but otherwise I like it.
UB: UGHGHGHGHHH
BR Arcun: A HOUSE, I TELL YOU. THIS GUY IS A HOUSE
RG: I generally prefer my scarecrows with defender to also have reach, because flavorfully if they can't block crows then what are they even doing...?
GW: I think this needs to start smaller or cost more. This is a 4/4 lifelink as soon as it ever engages in combat and the amount that it can grow your team is kind of nonsensical.
WB: Lots of people doing enchantments and aura stuff! Cute card, if maybe a little gross in that it becomes a 4/5 for two mana after your second aura.
UR: oof. What a beating.
BG: Honestly? This could stand to be a 1/2 if you really wanted to get it in there. It's totally fine as-is though.
RW: I can't immediately tell if this is as busted as it looks, but it looks pretty busted. If there was a single card to watch if you ever playtested this set, I'd flag this guy.
GU: I think I'd prefer the self bounce to be a "you may" ability, because otherwise you can't make it a 4/4 on an empty board which feels kind of sad.

Fri, 2017-06-30 17:11
Ziolang
Ziolang's picture

So are we using the white common skeleton from the initial post or are we waiting for a more official one?


Avatar by vanevil.deviantart.com; commissioned for me

Fri, 2017-06-30 17:53
marioware2
Moderator
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I'll have an official one up today with my next update, but it's very similar to the one in the original post.

Sat, 2017-11-04 17:39
RJ
RJ's picture

Here we go!
After much consideration and a decent amount of focus-grouping, I tweaked the mechanics a bit.
Sorry for no renders - those will go up when I get back from vacation.

Mindmap
we're bringing monarch back
strong tribal theme
new stuff, push the boundaries of colors
don't mess with the pie, just make the diameter bigger
(each color goes more toward its archetype)
Mechanics
white: Merciful (If this creature would deal damage to another creature, it deals that much damage minus 1 instead. If that creature survives, it has been spared.)
blue: Predestine N (To predestine N, look at the top N cards of each of two player's libraries. Put at any number of them on the bottom of their owner's library in any order and the rest on top of their owner's library in any order.)
black: Bleed (Whenever this deals damage to a creature or a player, that creature or player gets a bleed counter.)
red: Exhort <cost> (<cost>: If this creature hasn't been exhorted this turn, it gets +X/+Y until end of turn and becomes exhorted until end of turn, where X is its power and Y is its toughness. Exhort only as a sorcery.)
green: Tenacity (Whenever you cast your first creature spell each turn, this creature gets +X/+X until end of turn, where X is that spell's power.)
all: Abandon -- You may move this spell to your graveyard if it is not on top of the stack. If you do, <effect>.
all: Verdant -- <optional trigger> <effect> for each mana spent to cast it that was produced by a permanent with a basic land type.
Bleed Counters
Whenever a creature with a bleed counter on it is dealt damage, it takes one additional damage for each bleed counter on it.
Whenever a player is dealt damage, he or she loses one life for each bleed counter he or she has.
Note that bleed counters do not trigger off effects that require a player to pay life or effects that say "target player loses N life".
Worldbuilding
Multiple sets have been spawned from this idea. So that's a thing.

The noble houses of Regathnia have ruled since before anyone can remember. However, they know that they haven't ruled since the beginning of time.

Because they aren't actually in charge.

A powerful piece of magic was woven long ago that restricts their authority to specific aspects of life. Each house has control over very specific elements of creation, and no house can infringe upon another's authority. While it would appear to anyone on the outside as though the houses work smoothly together in most aspects of government, all members of the Esteemed know the truth: they aren't not at each other's throats because they get along. They're not at each others throats because their very survival depends on cooperation.

Each house naturally wants total control, but each fears the consequences for overstepping their bounds. Because not all of the 'rules' laid down by the ancient piece of magic are known, each house treads carefully in this world of political intrigue, manipulation, and careful positioning. Because the Ukase only gives its warning once.

Shiny
Render


Ordain the Future 5 mana symbolBlue mana symbolBlue mana symbol
Sorcery Rare
Predestine 7. (To predestine 7, look at the top seven cards of each player's library, then put those cards on the top or bottom of their owner's libraries in any order.)
Tempting offer--Draw a card, then each opponent may draw a card. For each opponent who does, draw a card.
Story Cards
Ukases Warning
Ukase's Warning X mana symbol
Instant Rare
Spend only colored mana on X. X must be at least four.
Destroy up to one permanent, then tap up to X other permanents.
Soul Fire
Soul Fire 5 mana symbolBlack mana symbol
Sorcery Mythic Rare
As an additional cost to cast ~, sacrifice a creature.
~ deals damage equal to the sacrificed creature's power to each opponent. You gain life equal to the sacrificed creature's toughness.
Permanent Injunction
Permanent Injunction 2 mana symbolWhite mana symbolWhite mana symbolBlue mana symbolBlue mana symbol
Instant Mythic Rare
Counter target spell.
For the rest of the game, spells with the same name as that spell can't be cast.
Genesis Day
Genesis Day 4 mana symbolGreen mana symbolGreen mana symbol
Sorcery Rare
Look at the top four cards of your library. You may put a creature card, a land card, and an enchantment card from among them onto the battlefield. Put the remaining cards on the bottom of your library in any order.
Ukases Judgment
Ukase's Judgment X mana symbol
Sorcery Mythic Rare
Spend only colored mana on X. X must be at least seven.
For each opponent, destroy up to one permanent that player controls, then tap up to X other permanents target player controls.
Arcuns
WU
WU is a Control archetype.

WU Arcun 1 mana symbolWhite mana symbolBlue mana symbol
Creature Uncommon
Merciful
Whenever ~ spares a creature, predestine 1.

UB
UB is a Control archetype.

UB ARcun 1 mana symbolBlue mana symbolBlack mana symbol
Creature Uncommon
Verdant -- When ~ enters the battlefield, draw a card for each mana spent to cast it that was produced by a permanent with a basic land type.
Whenever a player bleeds, you may untap ~.
2/3

BR
BR is an Aggro archetype.

BR Arcun 1 mana symbolBlack mana symbolRed mana symbol
Creature Uncommon
Frist strike
Bleed
Exhort Black mana symbolRed mana symbol
3/2

RG
RG is a Ramp archetype.

RG Arcun 1 mana symbolRed mana symbolGreen mana symbol
Creature Uncommon
Exhort Red/green mana symbol, tap an untapped creature you control
3/2

GW
GW is a Midrange archetype.

GW Arcun 1 mana symbolGreen mana symbolWhite mana symbol
Creature Uncommon
Vigilance, lifelink
Verdant -- ~ enters the battlefield with a +1/+1 counter on it for each mana spent to cast it that was produced by a permanent with a basic land type.
1/3

WB
WB is a Synergy archetype.

WB Arcun 1 mana symbolWhite mana symbolBlack mana symbol
Creature Uncommon
Merciful
Bleed
2/3

BG
BG is and archetype that I'm calling Everything Dies for lack of a better word.

BG Arcun 1 mana symbolBlack mana symbolGreen mana symbol
Creature Uncommon
~ gets +1/+1 for each player who is bleeding.
Tenacity
1/2

GU
GU is a Synergy archetype.

GU Arcun 1 mana symbolGreen mana symbolBlue mana symbol
Creature Uncommon
Hexproof, trample
whenever you cast your first creature spell each turn, you may look at the top card of each player's library.
3/3

UR
UR is an Aggro archetype.

UR Arcun 1 mana symbolBlue mana symbolRed mana symbol
Creature Uncommon
Abandon -- You may move this spell to your graveyard if it is not on top of the stack. If you do, add Blue mana symbolRed mana symbol to your mana pool.
Whenever you cast an instant or sorcery spell, you may exhort target creature.
3/2

RW
RW is a Midrange archetype.

RW Arcun 1 mana symbolRed mana symbolWhite mana symbol
Creature Uncommon
Merciful
Whenever ~ spares a creature, it deals 1 damage to that creature's controller.
2/3

Please ignore the clearly insane electrical engineer behind the instrument panel. His meds won't wear off until Thur- it's Friday?? Already?! Oh dear.

Fri, 2017-06-30 23:35
Ziolang
Ziolang's picture

@RJ Bleed is an insanely wordy mechanic that you would be required to explain the whole effect on commons, uncommons and most rares. But as it's a keyword, you're allpwed to take wording shortcuts. Here's an attempt at what it would like maybe:
Bleed (Put a bleed counter on creatures or players dealt damage by this. Creatures or players with bleed counters are dealt normal damage plus the number of bleed counters on them.)

That's a lot of text, but it could work I guess.


Avatar by vanevil.deviantart.com; commissioned for me