Lumehaven community set

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Fri, 2010-09-03 16:33
Anuttymous
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For flavour, we have:

Spoiler:
Set 1) Lumehaven has always been home to both the Bastion of Suns and the Bastion of Moons. Both are intensely powerful magical fields which are revered and used to gain power. The Bastion of Suns has the power of purification from disease and injury, enchantmental qualities, physical enhancement, and resurrection - Auramancers flock here to study the enchantmental magic. The Bastion of Moons has a darker power, which can be used for foresight, deceptive magic, knowledge, and is more focused on temporary magic such as spells - Sorcerers flock here to enhance their sorcery. Planeswalkers consider Lumehaven a must stop to study the Bastions and enhance their magics. The Ota, hearing of the Bastions, come from the multiverse and try to take the Bastion of Suns by force.

Set 2) The Lumehavians try to take back the Bastion of Suns and protect the Bastion of Moons. However, the Ota absorb the power of the Bastion of Suns which makes them stronger than ever. They are able to hold off any attacks.

Set 3) Planeswalkers from another plane show up to drive out the Ota and restore the Bastion of Suns. They use the power of the Bastion of Moons to help them achieve this, however, the darker power has unfortunate side effects when used freely.

[Possibly: Set 4) The planeswalkers become addicted to the Bastion of Moons and fight off the Lumehavians.]

For non-keyword mechanics, we have:

Spoiler:
  • Enchantment creatures
  • Leadership Auras
  • Enchant requirements

For keywords, we have:

Spoiler:
  • Replicate <cost> (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
  • Aura Swap <cost> ({param1}: Exchange this Aura with an Aura card in your hand.)
  • Incessant (When this is put into a graveyard from the battlefield, you may attach any Auras attached to it to any permanents they could enchant.)
  • Ambience - As long as this is enchanted, [effect].

Cards we need wiki:

Spoiler:
Lumehaven

Newest additions:

Skeleton:

Spoiler:
20 basic lands
101 commons: 19 colour, 5 artifact, 1 land
62 uncommons: 11 colour, 2 artifact, 5 land (dual cycle)
50 rares: 9 colour, 4 artifact, 1 land
16 mythics: 3 colour, 1 artifact

cycle 1 (C_09) – enchantment creature cycle with similar effects
cycle 2 (C_11) – enchantment turning into creature cycle
cycle 3 (U_10) – next allied colour replicate cycle (W spell with U replicate, U spell with B replicate, etc.)
cycle 4 (R_06) – Aura cycle with incessant using creature's power/toughness to help

CW01 – creature, small, first strike
CW02 – creature, small, lifegain/lifelink
CW03 – creature, small, vigilance
CW04 – creature, medium, protection (from enchantments)
CW05 – creature, medium, high toughness, +1/+1 counters
CW06 – creature, medium, flying
CW07 – creature, enchantment, small, flash
CW08 – creature, enchantment, small, defender
CW09 – creature, enchantment, small, flying, cycle 1
CW10 – creature, enchantment, medium, flying
CW11 – enchantment, turns into creature, cycle 2
CW12 – enchantment, lifegain
CW13 – enchantment, Aura, locking Aura
CW14 – enchantment, Aura, give keywords
CW15 – enchantment, Aura, +/+ boost
CW16 – instant, destroy enchantment, nonreplicate
CW17 – instant, +/+ trick
CW18 – instant, prevent damage
CW19 – sorcery, two tokens, nonreplicate
UW01 – creature, small, double strike
UW02 – creature, small, high toughness, not defender
UW03 – creature, large, big lifegain
UW04 – creature, enchantment, flying, incessant-giving
UW05 – creature, enchantment, flying, Angel
UW06 – enchantment, Aura
UW07 – enchantment, non-Aura
UW08 – instant, creature removal, nonreplicate
UW09 – instant, enchantment transformer, nonreplicate
UW10 – instant, blink effect, cycle 3
UW11 – sorcery, destroy artifact or enchantment
RW01 – creature, small, vigilance, preventing damage
RW02 – creature, small, Aura-fiddler
RW03 – creature, enchantment, small
RW04 – creature, enchantment, medium, enchantment-focused
RW05 – creature, enchantment, medium/large, Angel, enchantment saving
RW06 – enchantment, Aura, +/+ big boost, incessant, cycle 4
RW07 – enchantment, create creatures
RW08 – enchantment, Aura, lifegain gimmick
RW09 – sorcery, Wrath of God
CU01 – creature, small, Twiddle
CU02 – creature, small, flying, Owl
CU03 – creature, medium, flying, shroud
CU04 – creature, small, vanilla, Crab
CU05 – creature, large, islandwalk/enchantmentwalk, Serpent
CU06 – creature, enchantment, small, bounce, flash
CU07 – creature, enchantment, flying, drawing
CU08 – enchantment, Aura, enchant land
CU09 – creature, enchantment, small, cycle 1
CU10 – enchantment, Aura, unblockable
CU11 – enchantment, turns into creature, cycle 2
CU12 – enchantment, Aura, locking Aura
CU13 – enchantment, Aura, toughness boost
CU14 – instant, hard counter, nonreplicate
CU15 – instant, gain flying
CU16 – instant, soft counter (counter enchantment), nonreplicate
CU17 – instant, bounce, nonreplicate
CU18 – sorcery, one mana cantrip
CU19 – sorcery, mill
UU01 – creature, small, unblockable
UU02 – creature, small, Aura-fiddler
UU03 – creature, enchantment, medium, odd shenanigan
UU04 – creature, enchantment, medium, flying
UU05 – enchantment, non-Aura,
UU06 – enchantment, Aura, control (control Aura and attached permanent)
UU07 – enchantment, Aura, incessant/aura swap
UU08 – instant, heavy counter, nonreplicate
UU09 – instant, whatever else
UU10 – instant, -/- trick, replicate, cycle 3
UU11 – sorcery, card drawing
RU01 – creature, small, flash, give flash
RU02 – creature, medium/large, flying, Sphinx
RU03 – creature, enchantment, shroud, drawing effect
RU04 – enchantment, Aura, incessant
RU05 – enchantment, enter as copy
RU06 – enchantment, quirkiness, incessant, cycle 4
RU07 – instant, more quirkiness
RU08 – instant, I have no idea
RU09 – sorcery, Timmy card with no apparent use
CB01 – creature, small, sac ability
CB02 – creature, small, evasion
CB03 – creature, small, Rat
CB04 – creature, small/medium, flying
CB05 – creature, medium, something else
CB06 – creature, large, regenerate
CB07 – creature, enchantment, small, lifelink
CB08 – creature, enchantment, small/medium, flying
CB09 – creature, enchantment, medium, cycle 1
CB10 – enchantment, non-Aura, whatever
CB11 – enchantment, turns into creature, cycle 2
CB12 – enchantment, Aura, lifedrain
CB13 – enchantment, Aura, boost, aura swap
CB14 – enchantment, Aura, keyword
CB15 – instant, +X/+0 trick
CB16 – instant, removal, -/- end of turn
CB17 – sorcery, another thing
CB18 – sorcery, return from graveyard to hand
CB19 – sorcery, small discard
UB01 – creature, small, deathtouch
UB02 – creature, small, swampwalk
UB03 – creature, small/medium, overpowered with drawback
UB04 – creature, enchantment, small
UB05 – creature, enchantment, medium
UB06 – enchantment, Aura, return from graveyard to battlefield
UB07 – enchantment, Aura, enchant land
UB08 – instant, removal, destroy
UB09 – sorcery, large discard
UB10 – sorcery, replicate ally colour, cycle 3
UB11 – sorcery, lifedrain
RB01 – creature, small, Vampire-ish
RB02 – creature, medium, evasion
RB03 – creature, large,
RB04 – creature, enchantment, flying
RB05 – enchantment, non-Aura, punishing
RB06 – enchantment, Aura, discard-related, incessant, cycle 4
RB07 – enchantment, Aura, activated abilities
RB08 – instant, exile card from graveyard then hand and library
RB09 – sorcery, I don't even know
CR01 – creature, small, Goblin
CR02 – creature, small, Dwarf, can't block this turn effect
CR03 – creature, small, pure vanilla
CR04 – creature, small/medium, high power with drawback
CR05 – creature, small/medium, power boosting
CR06 – creature, enchantment, small/medium, attack each turn if able
CR07 – creature, enchantment, medium/large, first strike
CR08 – enchantment, Aura, power boost
CR09 – creature, enchantment, small, haste, cycle 1
CR10 – enchantment, non-Aura, not sure
CR11 – enchantment, non-Aura, turns into creature, cycle 2
CR12 – enchantment, Aura, boost/keyword, incessant
CR13 – enchantment, Aura, 3 damage, aura swap
CR14 – instant, damage creature or player
CR15 – instant, artifact removal
CR16 – instant, removal, damage
CR17 – sorcery, land removal
CR18 – sorcery,
CR19 – sorcery,
UR01 – creature, small, Dwarf, mana boost
UR02 – creature, small, uses artifacts or lands for boost
UR03 – creature, small, artifact destoyer
UR04 – creature, small/medium, anti-enchantment
UR05 – creature, enchantment, small, tap to deal damage
UR06 – enchantment, non-Aura, deal extra damage
UR07 – enchantment, Aura,
UR08 – instant,
UR09 – instant,
UR10 – sorcery, replicate allied colour, cycle 3
UR11 – sorcery, gain control for one turn
RR01 – creature, medium/large,
RR02 – creature, small, Dwarf, helps Dwarves
RR03 – creature, small, Dwarf, quirkiness
RR04 – creature, medium, flying, Phoenix
RR05 – creature, enchantment, large, flying, Dragon
RR06 – enchantment, Aura, incessant, cycle 4
RR07 – enchantment, Aura, leadership Aura
RR08 – enchantment, non-Aura, mana boosting
RR09 – sorcery, haste copy one turn
CG01 – creature, small, reach
CG02 – creature, small, cost reduction/mana accelerating
CG03 – creature, small, Bear (2/2 for 1C)
CG04 – creature, small/medium, destroy artifact or enchantment
CG05 – creature, medium, +/+ boosting
CG06 – creature, medium, +1/+1 counters
CG07 – creature, medium/large, vanilla
CG08 – creature, large, trample, Wurm
CG09 – creature, enchantment, large, cycle 1
CG10 – creature, enchantment, small/medium, deathtouch
CG11 – enchantment, non-Aura, turns into creature, cycle 2
CG12 – enchantment, non-Aura, anti-flying
CG13 – enchantment, Aura, reach
CG14 – enchantment, Aura, +/+ boost and keyword
CG15 – enchantment, Aura, whatever you think
CG16 – instant, +/+ boost
CG17 – instant, prevent combat
CG18 – sorcery, land search
CG19 – sorcery, lifegain
UG01 – creature, small, cost reduction
UG02 – creature, small, return card from graveyard to hand
UG03 – creature, medium, anti-enchantment
UG04 – creature, enchantment, medium, enchantment-focused
UG05 – enchantment, Aura, lure
UG06 – enchantment, Aura, enchant land, produce more mana
UG07 – instant,
UG08 – instant, creature token
UG09 – sorcery,
UG10 – sorcery, destroy artifact/enchantment, replicate allied colour, cycle 3
UG11 – sorcery,
RG01 – creature, small, tap for lots of mana, Elf
RG02 – creature, small, enchantment destroyer/hater
RG03 – creature, medium, trample haste sacrifice
RG04 – creature, large, nonenchantment-related
RG05 – creature, enchantment, small, enchantment-friendly
RG06 – enchantment, Aura, card drawing, incessant, cycle 4
RG07 – enchantment, Aura, big boost
RG08 – creature, enchantment,
RG09 – sorcery,
CA01 – creature, ambience
CA02 – creature,
CA03 – mana fixing
CA04 –
CA05 – equipment, non-Dwarf-related
UA01 –
UA02 – equipment, Dwarf-related
RA01 – creature,
RA02 – milling/permanent destroying
RA03 – enchantment-based gimmick
RA04 – equipment, non-Dwarf-related, simple but effective
CL01 – nonenchantment, enchantment-based
UL01 – W/U, ambience
UL02 – U/B, ambience
UL03 – B/R, ambience
UL04 – R/G, ambience
UL05 – G/W, ambience
RL01 – enchantment, tap for any colour

Set files:

Spoiler:
Set file

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 16:54
Disposable Hero
Disposable Hero's picture

I actually have a set exactly like you're talking about in stasis right now. Maybe I could contribute?
Aso, for a name - Auratium?

You can call me DH.
These are the rules. Read them.

Fri, 2010-09-03 17:21
Aedan Fire
Aedan Fire's picture

*snip*

Anyways, I liked the 4th point you made, its a good one! But, anywho, I think makinging a set like that has a lot of potential.

Fri, 2010-09-03 17:17
windandfire
windandfire's picture

It sounds like a very awesome idea, one I wouldn't be surprised to see sometime (outside of Jrzman's Refraction). I say go for it, although I'm not one for community sets, I find it too hard to keep everyone's submissions and current versions in my mind.

"I will do science to it." - Kimiko “Thunderbolt” Ross
"I can wire anything directly into anything - I'm the professor!" - Professor Hubert J. Farnsworth
"Our tanks can't hold aggro of that magnitude!

Fri, 2010-09-03 17:35
Anuttymous
Administrator
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Quote:
I actually have a set exactly like you're talking about in stasis right now. Maybe I could contribute?
Aso, for a name - Auratium?

I would appreciate any ideas you've have stored away. In fact, if yours is quite small, I would hope you wouldn't mind merging it with this? Up to you of course, just thought I'd ask.
And I wanted the name to begin with Lumi because most of the enchantment-y cards used before were like that: Luminarch Ascension; Lumithread Field; Lucent Luminid; and others, and they were the inspiration for this.
Though, I realise those cards are all white, so I'm thinking Lumi-whatever can be the white part of the set. Arcana can be blue, based on Arcanum Wings, perhaps?

Any ideas for others, people?

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 17:37
Wavy
Wavy's picture

why does Lucent Liminid cost 5 for a 3/3?
D:

Fri, 2010-09-03 17:42
Anuttymous
Administrator
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And the fact that it's an enchantment as well. Meaning it can be used in many different ways that normal creatures couldn't be, and Wizards didn't want that to be abused, so they made sure it wouldn't be as worth it.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 17:56
windandfire
windandfire's picture

It can also fly

"I will do science to it." - Kimiko “Thunderbolt” Ross
"I can wire anything directly into anything - I'm the professor!" - Professor Hubert J. Farnsworth
"Our tanks can't hold aggro of that magnitude!

Fri, 2010-09-03 17:58
lord_joakim
lord_joakim's picture

Leadership auras are a must since they're flavorful (Especially with the tag you gave it, leadership aura. Sounds awesome!), flavorful (Seems like the auras you use in Warcraft and Diablo), and potentially mechanically simple. They're also very simple to do.

Aura swap is all right, but a bad keyword since it's easily abused and very narrowly implemented - why I see Proliferate as a somewhat bad mechanic too. Regeneration is a good action keyword, for example, since it usually deals with the regenerated permanent.

Enchant requirements are a good idea.

Some really confusing ones, sure, but NOT enchant weird cards in weird zones like your example. Stick out your tongue

And enchantment creatures are easily implemented, therefore suggested.

I'm not very fond of nonaura enchantments that tap to effect other permanents or things than the enchanted permanent.

Fri, 2010-09-03 18:27
Anuttymous
Administrator
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Quote:
It can also fly

That was said before my post, but the owner deleted it for whatever reason.

Quote:
Aura swap is all right, but a bad keyword since it's easily abused and very narrowly implemented - why I see Proliferate as a somewhat bad mechanic too. Regeneration is a good action keyword, for example, since it usually deals with the regenerated permanent.

I was wondering about Aura Swap's power too, it would limit the power of cards we can put in, otherwise we'll have Eldrazi Conscriptions third turn... Oh wait Stick out your tongue
But it does open up possible Evermind type Auras that require Aura Swap, thus giving them huge boosts, like Daybreak Coronet.

I agree on Spellweaver Volute not being included. It makes little sense. Maybe just one or two somewhat confusing Auras, at rare/mythic.

I don't really like tapping enchantments (isn't that what coloured artifacts were made for?) but since Wizards have already gone past that, I guess it can't hurt to push it further.

Thanks for the feedback, guys. Currently working on a somewhat hazy backstory. Any suggestions (or cake) would be most welcome.

[edit=1]Oh, in case anyone wonders: I won't be using any Futureshifted templates for the cards. Just in case anyone wondered.[/edit]

[edit=2]Right. How about this:
Set 1) The Ota, a big powerful force of unknownness, is trying to conquer the Bastion of Suns.
Set 2) The Ota conquers the Bastion of Suns, and turns its attention to the plane.
Set 3) The Ota is killed, but his death spawns lots of things.

This is purely from the flavour text of Lumithread Field, because there isn't much else out there.
Also, there are the Vindr stormchasers, aligned with blue mana, who... Chase storms. Like advanced weathermen. They appear on Second Wind.
And there's a guy called Elek Longbeard, who is presumably red.

Don't suppose anyone wants to have their own try at this?[/edit]

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 18:36
Disposable Hero
Disposable Hero's picture

I'm not big on factionization in sets; factions make trouble, unless they only appear in names and flavor text.
As for Auratium, here's all the cards I had:

Spoiler:

Myth Shaper 2 mana symbolWhite mana symbol
Creature — Human Shaman (R)
Whenever an enchantment enters the battlefield under your control, you may search your hand, library, and/or graveyard for an enchantment card with the same name as that permanent and put it onto the battlefield. If you searched your library this way, shuffle it.
2/3

Reality’s Bane 2 mana symbolWhite mana symbolWhite mana symbol
Sorcery (R)
Destroy all creatures that aren’t enchanted and aren’t enchantments. They can’t be regenerated.
Reality eats up the time of the living, leaving little to dream. Sometimes, dream bites the hand that feeds it.

Sunlit Lands 2 mana symbolWhite mana symbol
Enchantment — Aura (C)
Enchant Plains
Whenever enchanted plains is tapped for mana, you may gain 1 life and add White mana symbol to your mana pool.

Sunprism Angel 4 mana symbolWhite mana symbolWhite mana symbol
Enchantment Creature — Angel (U)
Flying, vigilance
Light dances off every glimmering facet of her body in a spectacle that even the most gifted of poets could not describe.
4/4

Vedalken Corporal 3 mana symbolWhite mana symbolWhite mana symbol
Creature — Vedalken Soldier (C)
When an enchantment enters the battlefield under your control, you may put a +1/+1 counter on a creature you control.
2/6

Wrathlance 1 mana symbolWhite mana symbol
Instant (C)
Wrathlance deals 3 damage to target creature.
2 mana symbolWhite mana symbol, Tap an untapped enchantment you control: Return Wrathlance to its owner’s hand. Activate this ability only if Wrathlance is in your graveyard.

Arcane Mastery 3 mana symbolBlue mana symbol
Enchantment (C)
3 mana symbolBlue mana symbol, Tap symbol: Counter target spell.
Blue mana symbol: Untap target enchantment.
The best wards are the ones that don’t need help to function.

Boon Disablement Blue mana symbol
Instant (C)
Counter target enchantment spell.
“You didn’t need that ward, did you?”

Cloudslicer Drake 3 mana symbolBlue mana symbolBlue mana symbol
Creature — Drake (C)
Flying
Cloudslicer Drake is unblockable as long as it’s enchanted.
3/3

Countershielding 2 mana symbolBlue mana symbolBlue mana symbol
Enchantment — Aura (R)
Enchant player
Spells enchanted player casts can’t be countered.
The best ward is the one that saves more wards to come.

Shimmering Lands 2 mana symbolBlue mana symbol
Enchantment — Aura (C)
Enchant Island
Whenever enchanted plains is tapped for mana, you may gain 1 life and add Blue mana symbol to your mana pool.

Wardbound Leviathan 1 mana symbolBlue mana symbol
Creature — Leviathan (M)
You can only cast Wardbound Leviathan if you control five or more enchantments.
Islandwalk
5/5

Dark Conspirator 2 mana symbolBlack mana symbol
Creature — Human Minion (R)
Dark Conspirator is unblockable.
Black mana symbol, Tap symbol, Sacrifice Dark Conspirator: Add Black mana symbolBlack mana symbolBlack mana symbol to your mana pool. Spend this mana only on enchantment spells.
3/1

Don't know if this'll be of any help, as the set is incomplete, but it's a start, I guess.

You can call me DH.
These are the rules. Read them.

Fri, 2010-09-03 19:00
Icarael
Icarael's picture

I have a set developed around enchantments and artifacts. It's called Hekaton, and it has a theme of enchantment and artifact tokens.

"Take the bridge, men! Victory! Victory is ou - Retreat! RETREAT!"
Arrival of the Eldrazi Community Set

Fri, 2010-09-03 19:19
Anuttymous
Administrator
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Quote:
I'm not big on factionization in sets; factions make trouble, unless they only appear in names and flavor text.

Not faction, just the place. Think of it as the Sejiri of... Whatever we decide the plane is called.
Do you mind if I use all of those cards? I don't want to be stealing any ideas or anything. And I think Auratium might not be such a bad name, if no one else suggests anything good.

Icarael, how big is Hekaton? If you want, you can merge it in as well? A nice big community set.

Anyways, if no one has any better ideas for a storyline, we can just build as we go on along.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 22:17
lunar
lunar's picture

Anuttymous: Probably not relevant, but what if the Ota themselves (and their minions) were enchantment creatures, and the non- enchantment creatures of the plane thought of them as... invaders? Winking smiley

I love the leadership enchantments. Maybe do a cycle of them.

When you die, you lose a very important part of your life.

Fri, 2010-09-03 22:30
Anuttymous
Administrator
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Glad to see the leadership enchantments are catching on well. If you want to do a cycle, do one, and tell us! It's what community sets are for!

The Ota (just realised it's a race or something, not one thing Stick out your tongue) can be Enchantment creatures, but then Lucent Liminid would seem rather out of place, taking over Lumithread Field. So I guess their could be the Ota, evil enchantment creatures, and then the Lumina (just thought that one up, I like it, anyone else like it?) are the good Enchantment creature. Ota are Black/Red and Lumina are White/Blue and green are neutral with plenty of anti-enchantment.

Sound good people?

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Fri, 2010-09-03 23:17
lunar
lunar's picture

As long as the anti-enchantment isn't OP, so green would be balanced.

When you die, you lose a very important part of your life.

Sat, 2010-09-04 07:43
Guitarweeps
Head Administrator
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From the flavor text and the future sighted card I don't think the Ota are "evil" or black/red in a sense. I think they should be enchantment creatures who view themselves as higher life forms then others and take it as their task to "cleanse" the world of the lesser beings.

Check out my updated set hub.

Site Administrator

Sat, 2010-09-04 09:05
lunar
lunar's picture

Seriously. It sounds that the Ota are very hard-line white. Very authoritarian.

When you die, you lose a very important part of your life.

Sat, 2010-09-04 12:25
Anuttymous
Administrator
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Actually, I like that idea. My way was straying more towards the Eldrazi storyline, and I don't really want to copy that. How about the Ota being white/blue, Lumina can be where they live. Then the residents of the plane (Auratium if we don't get any suggestions) can be all colours. Any other people got any suggestions?

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Sat, 2010-09-04 13:42
Guitarweeps
Head Administrator
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Luma/Lumina sounds more like a thing or characteristic, kind of like Etherium of Esper. Maybe Luma could be the word they use to describe "enchantment" creatures. After all, the residents of this plane wouldn't go around saying they are "enchantment" beings, maybe they refer to themselves as Luma beings. And any other beings that are not enchantments, they could either convert to Luma or "cleanse". What do you think?

On another note, I like tapping enchantments. In a sense tapping just replaces "you may activate this ability only once per turn". All enchantments really are is colored artifacts anyways (until Esper scewed it a little).

Check out my updated set hub.

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Sat, 2010-09-04 13:59
Anuttymous
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I'm not too keen on tapping enchantments, because it then seems pointless having artifacts as well, but I think we'll include them anyway, as they open plenty of design space.
Also, Luma sounds like a perfect thing to describe the Ota. I think we can use Luma just like Esper used Etherium. Good call, 'Weeps.
Maybe Lumina could still be the place though, or something with a similar name.

Everyone in agreement of the Arcana? Blue can be the Arcana. Considering the flavour text of Arcanum Wings I think the Arcana can be more like a religious cult devoted to the Ota, who live in the sky - "the sky villas of their peers". Sounds like the Ota could live there, no?

So...

White - Ota (Enchantment creatures, made of Luma, living in Lumina in the skies)
Blue - Arcana (Enchantment utilisers, devotees to the Ota)
Black -
Red -
Green -

I'm thinking green can be the most anti-Ota threat, due to it being the most anti-enchantment colour (excluding white from the equation).
Red can maybe be a threat to the Arcana, trying to stop them polluting the inhabitants of Auratium (any plane suggestions still welcome).
Black?
Ideas?

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me anything you need

Sat, 2010-09-04 14:22
Icarael
Icarael's picture

@Anuttymous: I haven't completed Hekaton yet, but I can offer up several cards to be reprinted in your set.

"Take the bridge, men! Victory! Victory is ou - Retreat! RETREAT!"
Arrival of the Eldrazi Community Set

Sat, 2010-09-04 14:26
Guitarweeps
Head Administrator
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Well, green and red would probably be the most against enchantments since they are colors based on the naturalmore than the others. But I like the idea of the Ota not just destroying non-Luma beings but converting them which they could be present in all colors.

We start a lot of community projects by trying to define what each color will do. I think that kind of limits the design a little. How about we plan out the world and culture. They can fall into whatever color makes sense afterwards. Like the Arcanum could be any color creature really right?

Should we name the plane like Auras? That kind of suggests that Luma was always present. Or could the story be about the Ota recently beginning their "cleansing" and Luma being fairly new.

EDIT: Also, maybe totem armor could return for the Ota which is why they feel superior and "immortal" to other beings.

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Sat, 2010-09-04 15:23
Anuttymous
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Quote:
I haven't completed Hekaton yet, but I can offer up several cards to be reprinted in your set.

That would be most helpful, I'd really appreciate it. And of course, any other cards you can think of.

Quote:
We start a lot of community projects by trying to define what each color will do. I think that kind of limits the design a little. How about we plan out the world and culture. They can fall into whatever color makes sense afterwards. Like the Arcanum could be any color creature really right?

Yes, I think that's a good idea.

So, basically same as what I wrote, but ignore the colours.

Ota - Lot of white, but spread out to all colours due to their 'cleansing' (Luminating/Illumination maybe?).
Arcana - Devotees of the Ota. Consist of all colours. Not 'cleansed/Luminated' but use enchantments to symbolise their devotion to the Ota.
CULTURENAME/Other residents of the plane - Against the Ota, feeling that the plane is being invaded, not cleansed. Lots of red/green, but all colours.

Sound good?

Quote:
Should we name the plane like Auras? That kind of suggests that Luma was always present. Or could the story be about the Ota recently beginning their "cleansing" and Luma being fairly new.

Well, suggestions for names are very welcome, I don't particularly want to have Aura in the name, because, as you said, it makes it sound like they've been there since it began, rather than invaded the plane, on their plane-to-plane cleansing/Luminating quest, trying to cleanse the multiverse.

I want to return Totem Armor, but looking at the list at the top they are mostly Aura already, and there should be plenty of non-Aura enchantments.

I think that's the story/background mostly done.
Onto mechanics?

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Sat, 2010-09-04 21:12
Guitarweeps
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Ooh, great stuff Anuttymous. I absolutely love the luminating/illumination idea. Not sure which one to use. Luminating goes with what we've been talking about and the flavor background from Future Sight, but illumination sounds cool too and it kind of hints at the belief in "higher beings" aka illuminated.

Arcana - Maybe they could be devotees you strive to become illuminated someday? They serve the Ota and then when they have proven their worth they can transgress to a higher being?

Ota - If they are doing plane to plane cleansing wouldn't that make them all planeswalkers? Or are they just led by some planeswalkers?

Do you plan on reprinting all those cards? I thought we were just using them for the flavor text and mechanic inspiriation with a reprint or two. I just think it would be totally awesome to aura swap a totem armor onto something in response to a removal spell.

Anyways, if we have decided on the Ota and Arcana we have actually only worked out half the story/setting. The other half would be the other beings and what the plane was before the Ota came.

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Sat, 2010-09-04 21:32
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Quote:
Arcana - Maybe they could be devotees you strive to become illuminated someday? They serve the Ota and then when they have proven their worth they can transgress to a higher being?

Thing is, if the Ota are going around trying to cleanse planes at a time, why would they deny people for any reason? Trying to think of how they can be unilluminated, yet still want to be...

I think the idea of a planeswalker leading them is fantastic. We can have a Luma planeswalker, much like the Etherium Tezzeret.

We can reprint some of the ones that include flavour, but the rest we can leave. Basically, just Lumithread Field, Arcanum Wings, Emblem of the Warmind, and possibly a couple others. People can still Aura Swap a Totem Armor onto their creature anyway, so long as they got themselves some Rise of the Eldrazi cards. No need to make more.

I guess we have really only done half the story, so lets try to finish it nice and quick before people get bored. We don't need to go in depth yet, we're just setting something up so we know what direction we want our cards to go in.

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Sat, 2010-09-04 22:05
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They are prideful and think themselves above other beings. Maybe they don't think they are above other beings because of their lumination, maybe they become luminated as a blessing as a higher being. In order to become luminated you have to prove your worth. What do you think?

Actually I think it might be more interesting if a planeswalker was enlisted to help them rather than being the leader.

A couple ideas for the other residents:

I was thinking that it would be cool if the Elves became divided over this, some of them choosing lumination and the rest rejecting it as an abomination to the natural order of things.

Also, we could have a nomadic tribe or race that accepted the Ota's idealism but were rejected as being a lower life form or such thus breeding intest bitterness and resentment.

I think it would be cool to include centaurs as a common race for this set.

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Sat, 2010-09-04 22:23
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Okay, centaurs were random, but why not?

I like the idea with the elves, that gives us something to put in green, with random centaurs.
Also, I personally prefer the Ota being Luminated because they were chosen by a higher presence, rather than going on a rampage Luminated plane after plane. It gives us something to do with the Arcana (not chosen, but working towards it) and doesn't feel like copying the Eldrazi.
Maybe a planeswalker became Luminated because they were... A planeswalker, which is very special. Something worth Lumination.

And I'm happy with the nomadic rejects. Maybe mostly red/black, but no specific colour.

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Sun, 2010-09-05 00:30
lunar
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Each color should have humans + nonhuman race (White having Ota, as an example).

There are enchantments of all colors but white, blue and red have the majority.

Everyone loves elves. Green and black (not red) should be the major anti-enchantment colors.

..whew, that was alot. Stick out your tongue

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Sun, 2010-09-05 10:02
Guitarweeps
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lol, yeah the centaurs were random, I just wanted to use centaurs for some reason. A happy smile

I like the idea of the higher presence, that is interesting. At some point we would have to flesh that out but I suppose we can start without going into all the details. So what were the Ota before being Luminated? Hmmmm....

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Sun, 2010-09-05 13:06
Anuttymous
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Well, the Ota before being Luminated weren't the Ota. They were the residents of Auratium/PLANENAME. They were the more powerful residents, who - due to a planeswalker's interference (?) - a higher presence Luminated them, and the rest falls into place as we've said so far.

Any more points we need to flesh out, or shall we move into more interesting terrain for mechanics?
Like I said before, we don't want to make the storyline too deep or anything, otherwise we're restrictions our design space. We'll complete the story later, based on the cards and mechanics we make.

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Mon, 2010-09-06 09:16
lunar
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Anuttymous: Please, please, please no tap enchantments. So worthless mechanically, and they muddle the fine line between enchantments and creatures. Plus, they're not flavorful.

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Mon, 2010-09-06 14:29
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Well, I agree, but it depends what other people what. I believe we're done with the story for now, so we can discuss mechanics.

So, out of the list at the top what do people want most, and what do people not want at all.
Also, what other ideas do we want. We've possibly got Totem Armor, if it's popular enough, and we still need one non-Enchantment-based keyword and one returning keyword. Totem Armor could be the returning keyword if no one suggests anything else.

So... Mechanics?

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Mon, 2010-09-06 16:03
Icarael
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How about Transmute/Transfigure?

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Mon, 2010-09-06 16:38
Guitarweeps
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What about a mechanic that puts auras on your creatures as you cast them (or anything else really)? Examples:

"When this enters the battlefield, you may put an Aura card from your hand (graveyard?) onto the battlefield attached to this."

"When this enters the battlefield, you may look at the top N cards of your library. You may put an Aura card onto the battlefield attached to this."

"When this enters the battlefield, exile cards from the top of your library until you exile an Aura card that costs less. You may attach it to this. Put the exiled cards on the bottom in a random order."

Just some ideas, and yes that is cascade for Auras... I figured it would help reduce the card disadvantage that Auras offer.

EDIT: Got another idea:

Enhancement/Illuminated - As long as this is enchanted, EFFECT

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Mon, 2010-09-06 16:40
Icarael
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@Illuminate- I have a mechanic like that in Hekaton, except it's called Modify.

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Mon, 2010-09-06 17:50
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Icarael, care to share this Modify? I want to see the wording, even if you don't want it in this set. Up to you to put it in or not, it's the community's after all.

Guitarweeps, I think some of those mechanics are definitely going to be occuring. I like them, although not sure about the Cascade style one. Maybe we can have them all as non-keyword mechanics? Them, and others?

How about as a keyword: "When this is put into a graveyard from the battlefield, you may attach all Auras attached to it to target permanent they could enchant."
Or words to that effect.

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Mon, 2010-09-06 18:56
Guitarweeps
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I like that one Anuttymous. That would def make a great mechanic and help solve the card disadvantage issue. The only thing is, should it be a keyword of the permanent or the Aura? I think it would make more sense if the Aura had the keyword and then it could "replace" the concept of totem armor. And about the wording. I am not sure we would need the "from the battlefield" or "they could enchant" parts. Hmmm...

And, yes, I was thinking that mine maybe non-keyworded. We will see.

Also, is Aura Swap in for sure?

EDIT: Enchantment spells might be a good fit here too.

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Mon, 2010-09-06 22:59
Anuttymous
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I think if we put it on the Aura it might make it a bit too powerful. Totem Armor only happens once. The Aura continually coming back. Rancor all over again. I think having it on the enchanted creature/permanent would probably be best.

I like Enchantment spells, that seems like a nice think to put in.

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Tue, 2010-09-07 00:11
Guitarweeps
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Good point

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Tue, 2010-09-07 07:02
Anuttymous
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And are we agreed on the points at the top? Tapping enchantments don't seem very popular, whereas leadership auras do. Any in the list you specifically do or don't like.

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Tue, 2010-09-07 09:14
lunar
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I always thought that the Urza's block was an Enchantment themed block.

...Not that you can't repeat themes. Winking smiley

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Tue, 2010-09-07 14:22
Anuttymous
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Urza's block was artifacts, I think. And lots of overpowered cards that screwed Magic and got banned pretty quick.

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Tue, 2010-09-07 16:08
Guitarweeps
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Urza also had an underlying enchantment theme. The trick is to do the theme in a completely different way.

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Tue, 2010-09-07 18:14
Anuttymous
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Well, I'm fairly certain there weren't many Enchantment Creatures in Urza's. And this set won't have any scarily breakable cards.

So, for mechanics, we have: See top.

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Tue, 2010-09-07 19:03
A Tactical Waffle
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Other way around. Urza had an enchantment theme with an underlying artifact theme, just the few artifact themed cards in it were very broken, so people remembers them.

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Wed, 2010-09-08 14:38
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Ah, I see.

We do still need a name, so suggestions would be nice. I don't want it to be stuck as Lumi-something forever.
As said before Lumi-something might not be the best idea, because the plane didn't contain Lumi-anything until the Ota appeared.

Auratium is the only suggestion we have so far. Anyone else, or are we using it, with the permission of DH, of course.

[edit]Oh, and we also need to do this Bastion of Suns thing. Just a quick, what is it, what's it for and similar background. Then, people can suggest a card for it. But background for it comes first. And a set/plane name!!![/edit]

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Wed, 2010-09-08 23:56
Guitarweeps
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I don't think we HAVE to have a name yet. It can stay codenamed for a little bit.

I kind of would like it if the Bastion of Suns was not made into a card, just a part of the story. But I suppose that would depend on what it is exactly. I looked up bastion on dictionary.com; didn't really help make sense of it...

Anyways, I was thinking about spell enchantments and I wanted to try something different. I was thinking that it would be cool to have enchantments that actually have a relevant enchantment effect but also have a spell-like quality upon casting or upon saccing.

Here are some ideas for mythics:

Spoiler:
Phenomenon of Time 2 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Enchantment - M
When you cast ~, take an extra turn after this one.
You may look at the top card of your library. (You may do this at any time)

Phenomenon of Spirit 3 mana symbolWhite mana symbolWhite mana symbol
Enchantment - M
When you cast ~, put two 2/2 white Spirit creature tokens with flying onto the battlefield.
Creatures you control get +1/+1.

Phenomenon of Rage 2 mana symbolRed mana symbolRed mana symbol
Enchantment - M
When you cast ~, after the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Creatures you control have haste.

The more practical sac cards:

Spoiler:
Essense of Clairvoyance 1 mana symbolBlue mana symbolBlack mana symbol
Enchantment - U
Opponents play with their hands revealed.
Sacrifice ~: Look at target player's hand and choose a nonland card. That player discards that card. Activate this ability only when you could activate a sorcery.

Essence of Growth 1 mana symbolWhite mana symbolGreen mana symbol
Enchantment - U
Whenever a creature enters the battlefield, gain 1 life.
Sacrifice ~: Put a +1/+1 counter on each creature you control.

Spark Braids Red mana symbolRed mana symbol
Enchantment - R
Whenever you cast a red spell, add Red mana symbol to your mana pool.
Sacrifice ~: Add Red mana symbolRed mana symbol to your mana pool.

Random idea:

Aspect of Decay 3 mana symbolBlack mana symbolBlack mana symbol
Enchantment - U
When ~ enters the battlefield, return a creature card from your graveyard to the battlefield. ~ becomes an Aura attached to that creature.
Enchanted creature gets +1/-1 and has intimidate.

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Thu, 2010-09-09 15:27
Anuttymous
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Some good card ideas, hopefully we'll get some people overlooking them and commenting. I will do so in a moment.

Bastion: a group that defends a principle; "a bastion against corruption"; "the last bastion of communism"
Sounds to me that the Bastion of Suns was a group of (perhaps white) people/creatures against the Ota. Hence why it felt the need to attack. I also though, maybe this is a cycle? Bastion of Suns, Bastion of Seas, Bastion of Moons, Bastion of Earth, Bastion of Nature, or something like that? As "a group that defends a principle" it couldn't be represented by one card, but it would give us flavour. Of course, as "a group" the flavour text of Lumithread Field would be slightly off - "its light". Maybe they could be a rare land cycle? Honestly, though, I don't like the sound of 5 different Bastions, it just seems askew to me, don't ask why. I think maybe there should just be a Bastion of Suns and a Bastion of Moons, and perhaps the Bastion of Suns is taken by the Ota and used as a stronghold, whilst the Bastion of Moons holds fast? We'll see what other ideas come in, and choose the more popular out of them.

Anyway, thanks for the cards, looks like we might be getting onto cards about now, so...

The Phenomena are a great way of getting the commonly seen mythics/rares into a set without upsetting the flavour - the Time Warp card, the World at War card. We might keep it to just a few though, as I don't like mythic cycles much. Just use the Phenomenom idea for certain things, not a cycle.
The sacrificing cards are quite good, but I don't know if we're going to be utilising much multicolour in the set, so we'll have to see. Also, Spark Braids seems rather powerful.

[edit]Just found something that we could perhaps bring back. A very Leadership Aura type card: Breath of Fury. Maybe a cycle of this kinda thing?[/edit]

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Thu, 2010-09-09 20:00
Guitarweeps
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Maybe the Bastion of Suns could be some sort of epic being/presence which granted the Ota Lumination. Maybe it is the God/guardian of the plane. And then they became proud and turned on it in order to prove themselves more powerful/exalted then their blessor. I think whatever we decide it will have a stronger flavor being by itself not in any type of cycle.

Yeah, I wasn't really thinking that a cycle of phenomenon was necessary. We should have a few cycles at lower rarities for the enchantments if we choose to go this route. I was thinking that we should be low on the multicolor but it might be cool to do an ally color cycle or something.

Servant of the Bastion 1 mana symbolWhite mana symbolWhite mana symbol
Creature Enchantment - Human Cleric R
Incessant (When this leaves the battlefield, you may attach any Auras attached to it to another target permanent they can enchant.)
Whenever you cast an enchantment spell, you may gain 2 life. If you do, put a +1/+1 counter on ~.
I will never partake of the bastardization the Ota offer their converts.
2/3

This card implies that there could be some that served (or serve, maybe they haven't conquered it yet!) the Bastion of the Suns and acheived "perfection" without heading down the prideful path of the Ota.

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Thu, 2010-09-09 23:26
lunar
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Idea here: the Bastions are a cycle of lands (not Enchantment lands, that would be broken) that are being "illuminated" (invaded) by the Ota, and the non-Ota inhabitants of the plane retaliate by giving the Ota a kick in the rear.

...Or maybe not. There could be not just one Bastion but five (I think you've already said that), one Bastion for each color.

What i'm trying to say here is that the Bastion(s) are places, not "beings".

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