Lumehaven community set

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Sat, 2011-01-01 21:04
Guitarweeps
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Once for what?

Yes, the plan was for Kalsoot to show up in a later set. I have some interesting ideas how, not all including him following them.

When they escaped/lost their plane their bodies were changed and their physical form became secondary to their spiritual form (kind of like lumination but different). This is partly the reason that they can transgress the multiverse without being destroyed by the Blind Eternities. They believed that lumination would restore them to a form that would allow them to find their home plane again.

Another idea I just thought of is that when they go into the heart of the magical energy on their plane it simultaneously transports them to the Bastion on Lumehaven and luminates them in the process. With this they could be the only luminated beings on the plane. The residents of Lumehaven are excellent enchanters and auramancers but never were able to achieve lumination. This could then harbor resentment and the Ota eventually overtaking the Bastion in order to try and return home.

Or it could be something else with the Ota wishing to "cleanse" all those who are not luminated. Which would work either separate or in tandem with one of the avenues suggested. Either way, we have to figure it out.

I wonder why I thought we had already? Funny.

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Sat, 2011-01-01 22:10
Anuttymous
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Check the bottom of page 8. Three posts the same.

Well, the idea I had liked was having the Ota being good, or at least not bad, and trying to luminate the people of Lumehaven. But they only chose the higher lifeforms, leaving many unhappy, and thus rebellious.
The question as to why the Ota were there was at one point because they were doing interplanar lumination, but I think that is a bit nonsensical.
Also, considering the plane is called Lumehaven, that would assume it has always been high in enchantmental magic.

Anuttymous the Gathering
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Sat, 2011-01-01 22:48
Guitarweeps
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I deleted the extra posts. Not sure how that happened.

I think all the scenerios had the Lumehaven residents as the protaganists. Although there never was a "good guys" really. It is all relative which is true of most conflicts/wars. In my story there is the lumehaven residents who are simply those who live there (some are "bad" some are "good"), the Ota which were the protective order of there plane and just want to return home or advance lumination to other beings (depending which route we took), and then Kalsoot who is the "bad guy"... or is he? He was wrongly accused and banished. All relative.

Anyways, are you suggestingthe Ota be Lumehaven residents?

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Sat, 2011-01-01 22:53
Anuttymous
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Well, either have the Ota resident of Lumehaven, or we may need to change the name. At least, the name of the plane.

How about the Ota are the protective order, as one of the suggestions said, and something attacks, invade, marauds, etc. causing the Ota to fight back. There aren't enough of them, so they begin luminating powerful residents to help.

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Sun, 2011-01-02 08:16
Guitarweeps
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Even if the Ota are not from Lumehaven, it is still heavily based on enchantment and aura magic so the name makes sense. In your suggestion why do they take over the Bastion like the flovar text they were inspired from? I think if we do that then we might as well not use the term Ota. I think it makes the Ota seem more mysterious and exciting if they are not just some protective order of that plane. I got a couple more ideas though:

1. The Ota are on Lumehaven and are driven back to the Bastion. They retreat deep inside and are luminated. Once they emerge they are able to obliterate the threat but are now imbued with new ideals due to the lumination so they soon turn "against" there own plane cleansing it of mortals or luminating them.

2. The Ota are on Gilderon and are driven back into their "Bastion". Once deep inside they are transported to the Bastion of Suns on Lumehaven as luminated beings. Lumehaven is bewildered by these beings who seemingly spawn from the Bastion but are not from it. SOon conflict seems inevitable and the Ota desparately want to return home. The Bastion seems the only way to do so. But what is the strange connection between these two planes? Why do they both possess the same polar magical energy fields?

3. Starts out the same as above. The Ota take back the Bastion and wreak havoc on Lumehaven cleasing it. Once they begin tinkering in there they make a devastating discovery: They were actually transported through time and they just destroyed much of thier own home.

I think this covers all the bases in different ways except the silly multiverse traveling idea. I think that linking them to the Bastion in some way strenthens the theme and importance of the Bastions.

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Wed, 2011-01-05 14:51
Anuttymous
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I quite like the sound of that third idea, but how do we implement it in cards and flavour texts?

The flavour text on Lumithread Field seems to say that the Ota forced their way in, and conquered the Bastion against the will of others. It also would assume that the "lumination" happened after said action - "took its light for their own."

It does seem that they would have intruded from another plane, otherwise they would have controlled the Bastion for a while already, surely? So motive? I don't think it would have anything to do with getting back home, if so, why take its light for themselves? Can't they just use it to get home and be done?

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Thu, 2011-01-06 00:06
Guitarweeps
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Hmmm. good comments.

In regards to the third idea, I don't think we can really do that. The only way to use cards and flavor text would be if the players were already familiar with the plane (time) that the Ota came from originally. We can't use cards and FT to communicate this on the Ota cards as it would play into a time theme which wouldn't be supported mechanically. In order for this idea to make an useful or memorable impact we would need more time (sets) to represent previous world and current world. Well, it seems a good idea...

The FT regarding teh BAstion could be taken a few different ways.
1. The "taking light as their own" is linked to lumination and so they are not luminated until taking the Bastion. This could then lead to the cleansing.

2. Going into the Bastion luminates them and due to this lust for more power from the Bastion therefore driving them to take the Bastion and possess the "light for their own". I think this may answer your other question. The lumination just creates a hunger for more power and they MUST take it.

I was also thinking that they could know much more than the lumehaven residents about the Bastions (from their own plane) and they are trying to use it to get their plane back, but not in the way we would think. Their plane was destroyed and razed from the assualt. So instead, they are using the Bastions to meld the two planes into one, more so overlay their plane onto Lumehaven, losing it in the process.

Erm, might be too crazy an idea though.

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Sun, 2011-01-09 14:57
Anuttymous
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I like the sound of the Ota using the Bastions to turn Lumehaven into their original plane. But you're right about putting this into the set, without anyone knowing anything about the previous plane. It could be tough.
The lust for power could say a lot about them, though I'm not sure why they would feel the need to luminate other beings in that lust. Are we still going to go for the idea of luminating other beings? Or should we leave it as a select few are luminated, and no more?
I think we also need to sort out the groups we have. One I can remember off the top of my head was the Arcana, I think, who we originally had wanting to be luminated, but not good enough, so they just sucked up to the Ota. There's the Dwarves as well, who just ignore them really. I believe we had a group who weren't allowed to be luminated and thus rebelled.
--MOD EDIT--
Few ideas to fill out the spaces in white...

Auramancer Trainee 1 mana symbolWhite mana symbolWhite mana symbol
Creature - Cleric Blue mana symbol
Incessant
When CARDNAME enters the battlefield, you gain 1 life for each Aura you control.
2/2

Light Fantastic 2 mana symbolWhite mana symbol
Instant Colorless mana symbol
Tap all creatures that are enchanted or enchantments.

Angel Command 2 mana symbolWhite mana symbol
Enchantment - Aura U
Enchant creature
Enchanted creatures you control get +1/+1.
Enchantment creatures you control get +1/+1.

[edit]Oops, double posted because I was replying to a post on a different page, forgot about the above one. Also, can't seem to delete this one...[/edit]

Anuttymous the Gathering
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Sun, 2011-01-09 17:49
Disposable Hero
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Nutty, don't double post. If you do, this'll be the catalyst for a suspension.

Sun, 2011-01-09 19:13
Anuttymous
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My apologies, mon petit ami orange...
I did try to delete and edit the second post into the first, but ... Where's the delete button? I seem to have lost it...

Anuttymous the Gathering
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Sun, 2011-01-09 19:17
Disposable Hero
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I don't exactly know. I still have it, but then again, I can delete and edit any post.

Sun, 2011-01-09 19:20
Anuttymous
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Far as I know, delete has become mod-only. Is it next to "Edit" and "Reply" for you? If so, I don't have it.

Anuttymous the Gathering
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Sun, 2011-01-09 20:47
Disposable Hero
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Yes, it is. I'll take this up with Pich and get to the bottom of it.

Sun, 2011-01-09 20:59
Pichoro
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I'm sorry to keep this thread off-topic, but do you have a delete button now Anuttymous? Or any other regular verified user?

Sun, 2011-01-09 21:35
Anuttymous
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Lemme test...

[edit]Sadly not, Mr Pichoro. Not that I can see.[/edit]

Anuttymous the Gathering
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Mon, 2011-01-10 06:35
Guitarweeps
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A couple days ago I triple posted due to some error. I was able to delete them.

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Mon, 2011-01-10 12:31
Anuttymous
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Really?
I can't seem to find any delete button.

Anuttymous the Gathering
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Mon, 2011-01-10 21:43
Guitarweeps
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Well, maybe they replied to your post which removes the option to delete.
Or maybe there is some strange system issue.
Or maybe (and most likely) I am just way cool.

Anyways, FYI, it is going to be awhile before I even start again on the story. i decided to wait until I get a new computer and that is going to be while since I am working over 80 hours a week and sick. Stick out your tongue

Auravigor Green mana symbol
Enchantment - Aura
Enchant creature
Whenever you cast an enchantment spell, put a charge counter on ~.
Enchanted creature gets +X/+X and has trample, where X is equal to the number of charge counters on ~.

Well, when we went away (sort of) from the "holier than thou" Ota mindset an idea came that Arcana was a city of studying the Bastion. A magic university was there that trained many beings on this plane and others. That would be easy to adjust or scrap though.

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Wed, 2011-01-12 17:06
Anuttymous
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Don't worry about the story. I know it can be tough to write the story (I set myself a 100 Theme Challenge, still got ... 100 to go. That's because I'm still finishing something else off). We can keep this going indefinitely, so I'd rather have a later story and a happy Guitarweeps, than a rushed story and an unhealthy 'Weeps.

You can fit the Arcana into the story when you do it. I'm happy to let you have your way with it. I've given as many ideas as will be helpful, if you want to piece them together, add new ones, remove old ones, that's good by me. Feel free to fiddle.

Auravigor looks decent enough. Having no rarity, I'll assume it's common.

I'll give the blue cards some fillers later, if I can.

Anuttymous the Gathering
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Wed, 2011-01-19 23:51
Guitarweeps
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So, I was thinking about our mechanics and set feel. Honestly, our mechanics are a little bland IMO. Replicate is exciting but it is the repeat. Aura swap is pretty cool, but as an aura based mechanic it is limited. Also, only applies if one is in your hand. Ambience is ok, not exciting but not bad; I think it is good as is.

My real issue is with incessant. As an idea it is really cool but it comes off a little bland IMO. Again, it is aura heavy which is another problem. Also, it doesn't make sense that a character or creature has some strange ability that causes enchantments it is enchanted by live on after they die. I don't see a flavorful connection there at all. Why would you want that ability. I assume that dying folks aren't to upset that there enchantment will be running out. They just don't want to die.

So I was brainstorming a solution. First, I focused on a possible additional mechanic. Then I started focusing specifically on incessant and other possible ways to use it. Then I came up with this:

Essence of the Angel 3 mana symbolWhite mana symbolWhite mana symbol
Enchantment - Aura Blue mana symbol
Enchant creature
Enchanted creature gets +3/+3 and has flying.
Incessant (When this Aura is put into a graveyard from the battlefield, if it enchanted a nontoken creature, put a 0/0 colorless Spirit enchantment creature token onto the battlefield, then attach this to it)

This does a couple things. First it solves the aura card disadvantage problem in a different way then totem armor. IMO, in an extremely flavorful way as well. Second, it really takes the flavor and meaning of the word incessant. Third, it puts the ability where it belongs: on the aura, not the creature. Fourth, continues to support the enchantment theme by making enchantment creature tokens in a flavorful, original way.

So, what do you think of the new direction?

Check out my updated set hub.

Thu, 2011-01-20 20:38
Anuttymous
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I should have picked up on this a little earlier, but we don't have any nonenchantment mechanics. Not for permanents, in this set. I'm thinking of changing Ambience, to a different pseudo keyword.
I like the change to Incessant, requires less thinking, and can be useful for the enchantment count.
Essence of the Angel seems perfectly good. Also looks like a cycle could be made from it, but we'll get back to that.

For Ambience, it needs to be something that people who don't like enchantments can use, and also still fit into the flavour. Any ideas floating around?

Anuttymous the Gathering
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Sat, 2011-01-22 16:53
Guitarweeps
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I am honestly not sure if we have figured out the flavor and setting for the "non-enchantment" beings yet. It is hard to come up with a mechanic that suits that. We could just continue design and come with it as we get deeper into the setting.

I think we should have a slightly higher count than totem armor with incessant. Maybe one of each in each color and rarity and a few oddballs. The commons should be lower P/T, the uncommons higher P/T, and the rares have something really splashy and cool.

Although ambience is a little.... dull... I think it is actually an important part of the set personally. Even if we change it we should still have that effect just not keyworded.

On another note, we don't neccessarily need keywords for non-enchantment permanents. I think replicate is good enough but brainstorm away!

Check out my updated set hub.

Sat, 2011-01-22 23:12
Anuttymous
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Well, when we get some more on the other non-enchantment tribes, and things, I'm sure there will be something we'll think of. And I agree about leaving the ambience effect, just without keyword.
Once you're good and happy with the storyline, don't worry about getting it done for a while, we can single out the groups, and see if a keyword would fit them all.

For now, lets get on with using this new Incessance!

Maybe a cycle of +X/+Y and one keyword Essences for common? Based on animals common in each colour?

Anuttymous the Gathering
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Sun, 2011-01-23 08:42
Guitarweeps
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Uh, well maybe we shouldn't make them based on animals at all cause then it seems like we are just trying to be totem armor. Other than that it would be good to start wtih the basics? Maybe we could all post the cycle in spoilers and then compare the ideas.
Also, before we get started, do you think it would be better if the token started out 1/1 vice 0/0? It would allow us to put it on cards that don't boost toughness but would increase the cost. For instance, Essence of Angel wouldn't be able to be 5 CMC and produce a 4/4 flyer afterwards.
And don't forget that we will need to review all the creatures in the set file with incessant now...

On the story, it is looking like I won't have my computer for a few weeks yet. I am still looking at my options and it is hard since I am trying to order American but live in Germany. Anyways, I don't intend on working on the story at all until then.

Check out my updated set hub.

Sun, 2011-01-23 11:35
Anuttymous
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If you want, I can give the story a good shot? Or at least some rougher plot outlines, just so we know what groups, and storylines we have?
The creatures already with incessant we can just ignore at the end. Maybe leave one rare with the ability (minus the keyword, obviously).
I can see the better point of having them as 1/1 rather than 0/0, as it means the Auras don't need to be +X/+X or at least +0/+X in order to work, however the prospect of 0/0 seems nicer (maybe just for me, don't know), and will be easier to remember, i.e. you only need to check the Aura's effect to know what the creature is, rather than having to also include +1/+1.
But, it will depend on what kind of effects we plan to use.
I'll post a cycle as soon as I'm back on my own laptop (at my Dad's at the time of writing this.)

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Sun, 2011-01-23 13:32
Guitarweeps
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Let's keep it 0/0 for the cycle that we post and then we can look at what it would take to move it to 1/1. At that point we can maybe see which looks and feels better.

On the story, my intention was to write a short story. More so, for personal practice in fiction writing than a desire to control the story. In other words, I don't care if you come up with the major plot points although there are some things that I wanted ot have in the story which I can just let you know and hopefully we can include them. The important part is a good, engrossing story though not personal preference.

First here is a summary of the locations and characters we had before. If you concur with this to start then I am going to put something in the wiki as my computer is not a safe place to store them. Stick out your tongue

Spoiler:
Locations

Elhav – Elven palace city which is right on the borders of the Kabaru forest and Phalan plains.
Forthaw – Dwarven stone palace city built into a mountain by the same name. It is the pride of Dwarves all over the plane and represents their greatest accomplishment. No siege has ever taken it and it has the best natural and forged defenses of anywhere.

Kabaru – Vast forest range with beautiful valleys and hills. Populated by many living beings including a vast variety of predatory beasts.

Vindr – City port set by the sea. Home to stormchasers and many students of the Bastion of Moons.

Arcana – Advanced city with the plane’s best universities mostly devoted to teachings of the
Bastion of Suns; although they also study the Bastion of Moons. Beings from all over the plane come here to study as well as planeswalkers from all over the multiverse.

Revered Bastions – The two Bastions sit at opposite ends of Lumehaven and have very powerful magical energies. Any spells cast within the proximity of a Bastion easily draws mana and is enhanced in power. The Bastions are considered a legendary phenomenon and are both studied heavily and revered. Lumehaven believes that the Bastions balance the natural powers of the world and that if one were to dissipate that Lumehaven would be violently thrown out of balance. The two Bastions share the same fundamentals but are very different:

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.

Bastion of Moons - Has a darker power, which can be used for foresight, deceptive magic such as illisionary, necromancy, mind infiltration/inception, and is more focused on temporary magic such as spells - Sorcerers flock here to enhance their sorcery.

Groups

Vidian mercenaries – Group of a mix of races to include dwarves, humans, elves, and centaurs. They are a nomadic group. They travel the plane trading and hire out as mercenaries. They are often hired across the plane to handle the most dangerous tasks.

Order of Sultai – A strict order of Lumehaven residents who are charged with the study, maintenance, and guardianship of both Bastions. The higher officials are all luminated and that is the striving goal for all within the order. They are further divided into the Enlightened of Suns and Blessed of Moons which work in tandem but believe their efforts to be better than their counterparts.

Ota – Group of aphysical beings which come to Lumehaven in search of the Bastion of Suns power. They are seeking a way to return to physical form and believe the Bastion will provide that. They attempt to do so peacefully but once the Order of Sultai refuse to grant access they turn to violent means.

Artisans of Mutara - A "secret society" that believes that the power of the Bastion of Moons is far superior to the Bastion of Suns. They delve in necromancy, illusion, clockworking, and mind magic. They also believe themselves to be superior to other mages due to incredulous criteria to join the society and a strong sense of brotherhood. They defy the Order of Sultai but do so secretly and indirectly, using agents, illusion, and even clockworking to cover their tracks. many of the higher members hold influential positions throughout the plane. Most operations are based out of hte Vindr area since it is located closest to the Bastions. Many of the Vindr stormchasers are performing studies and tests as agents. There ultimate goal is to breakdown the Order and syphon the power of the Bastion of Suns to the Bastion of Moons believing that they acheive greater power in doing so.

Characters

Ethol Kalliot – Planeswalker and powerful auramancer. Charged with the defense of the Bastions.
Tobius Mallon – Highest official of the Enlightened of Suns and close friend to Ethol. Practices powerful enchantment magic based on “spell-auras” which have powerful effects as they are set and once they dissipate.

Sultan Phillet – Master auramancer of the Order of Sultai. The most powerful auramancer on the plane save Ethol Kalloit (although Ethol has not revealed that). Carefully guards the knowledge of the Bastions as he is very paranoid that in the wrong hands the Bastion’s power could ruin the world.

Fallek Duins - Secret agent working with the Order of Sultai. He is working within the Artisans of Mutara reporting back to the Order. As a master illusionist this is an easy task for him; in fact, it is said that no being even knows what he really looks like. He is well traveled among planes, although he is not a planeswalker. He studied with Jace Beleren at the Arcanum University and has been summoned to his aid on many occasions.

Illion Culban – Elven warrior who has studied both Bastions but does not trust their power. He rallies people not to rely on the power of the Bastions for their own protection.

Elek Longbeard – War-General of the Dwarven empire. Although, he is not a political leader of the Dwarves he is an iconic legend; and therefore has more pull than any other Dwarf alive save the emporer. His accomplishments are known everywhere and he is a powerful fighter and tactician. His ability to win battles has kept an overall peace to the Dwarven cities for decades.

Malvaro Thalken – Human mercenary leading the Vidians. Powerful warrior and geomancer mage. Does not like the reliance on the Bastions for power. He thinks they are weak and should just leave the Bastions be. Although he leads a group of mercenaries, he takes pride in their accomplishments and believes that overall he is bettering life on Lumehaven.

Here are a few of the things that I wanted to do in the story.

Spoiler:
The story that I was going to do would focus on two main characters; Ethol Kalliot, auramancer planeswalker; and Malvaro Thalken, leader of the Vidian mercenaries. Ethol would mainly be dealing with the Artisans of Mutara and information given by Fallek Duins which distracts him from when the Ota get involved until it was too late.

Thalken was inadvertantly working for the Ota; fooled by their illusion magic into taking a mercenary job. He is a good friend to Ethol and helps with the final battle though. He travels with a close Dwarven friend (not Elek).

I planned a fight with a group of necromancers who had enchanted an area and commited mass suicide turning themselves undead. The battle panned out with Thalken losing some of his men who then turned undead due to the aura and turned against him as well. (this was an important part of connecting the story to card mechanics to me)

Like I said though, the important part is a good story and much of what I was planning I didn't include just cause it would change due to our take on the Ota.

Check out my updated set hub.

Sun, 2011-01-23 15:53
Anuttymous
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Okay, that looks good. I don't think there's anything that's need changing or sorting from those, though we'll see as we go.
I'll try to write a rough outline when I'm on my own laptop, some time. If you feel it would be better kept on the wiki, then feel free to add it there, it can be changed later if anything changes.
For now, a common cycle, demonstrating the new Incessant:

Spoiler:
Essence of the Knight 3 mana symbolWhite mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +2/+2 and has first strike.
Incessant

Essence of the Wizard 2 mana symbolBlue mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +1/+1 and has shroud.
Incessant

Essence of the Necromancer 3 mana symbolBlack mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +1/+1 and has "Black mana symbol: Regenerate this creature."
Incessant

Essence of the Dwarf Red mana symbolRed mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +2/+1 and has haste.
Incessant

Essence of the Beast 5 mana symbolGreen mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +3/+3 and has trample.
Incessant

Actually, having done those tests, I think Incessant would be better with 1/1, because most of those ones I felt I was just adding +1/+1 to keep the 0/0 alive.
Maybe a 1/1 would be better. Plus, I don't want it to be too similar to Living weapon.

Anuttymous the Gathering
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Sun, 2011-01-30 13:25
Guitarweeps
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Sorry for the absence...
Yeah, let's try 1/1 then. I think it makes more flavor sense too.

Spoiler:
Aspect of Fire 1 mana symbolRed mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature has haste.
Red mana symbol: Enchanted creature gets +1/+0 until end of turn.
Incessant

Aspect of Life 2 mana symbolWhite mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +0/+3 and has lifelink.
Incessant

Aspect of Wind 2 mana symbolBlue mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature has flying and shroud.
Incessant

Aspect of Might 1 mana symbolGreen mana symbolGreen mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Incessant

Aspect of Fear 1 mana symbolBlack mana symbol
Enchantment - Aura Colorless mana symbol
Enchant creature
Enchanted creature gets +1/+0 and has intimidate.
Incessant

Check out my updated set hub.

Sun, 2011-01-30 22:30
Anuttymous
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They look acceptable, however I'm not sure if we're undercosting Incessant. Maybe it should be increased costwise, or deacreased powerwise, like Living weapon, most of which have a large mana cost compared to a similar non-Living weapon version.

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Mon, 2011-01-31 18:46
Guitarweeps
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Yeah, we probably are, it is so hard to say as it is different than anything else. I was using totem armor as a reference but it is not exactly comparable.

On the flavor side, I was thinking that incessant could be the physical manifestation of the enchantment's aether engergy. I was thinking that we could change the creature type to elemental or something and the cards could be based on elements, feelings, ideas, and effects. As opposed to being based off of physical things like Dwarves, Angels, or Dragons. What sayith you?

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Wed, 2011-02-02 21:09
Anuttymous
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I think elementals sounds good. We can base the cards on more ethereal things.

I was wondering if it would be an idea to have an Aura transferring creature? Maybe as a rare, with Aura Finesse on a stick?

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Thu, 2011-02-03 02:26
werrdna50

For the aura transfer Idea, maybe something like this would work?

Multara Hexmage 2 mana symbolBlack mana symbolBlue mana symbol
Creature--Human WizardRed mana symbol
2 mana symbolBlue/black mana symbolTap symbol:Transfer target aura attached to target creature to target creature
4/3

Name might need some work as well as the mana cost, but, here we go

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Thu, 2011-02-03 18:16
Anuttymous
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Nice, werrdna, but it might seem pointless having a hybrid ability cost, but not mana cost. Also, that seems like something you'd want to attack with, as it's a 4/3, and would feel wasted if kept back.
However, I like the hybrid thing, so I'm going to give a hybrid version a shot, as I believe both blue and white are able to do that kinda thing.

Master Auramancer 2 mana symbolWhite/blue mana symbolWhite/blue mana symbol
Enchantment Creature - Human Wizard Red mana symbol
Defender
Tap symbol: Attach target Aura you control to target enchantment creature you control.
0/4

Seem alright? I was thinking about vigilance, but blue doesn't get vigilance. Maybe just white, or white and blue nonhybrid?

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Thu, 2011-02-03 18:33
werrdna50

That seems better, I just threw this out there without much thought. Looks good.

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Thu, 2011-02-03 19:29
Guitarweeps
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I don't like making it a "wall" cause then it gives you no options. It should be on a normal body therefore giving you the oppurtunity to CHOOSE attack or use the ability.

Also, I don't remember and can't access the set file so are there any other multicolor cards in the set?

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Thu, 2011-02-03 19:51
werrdna50

'Weeps-- There are, excluding Master Auramancer, Five multicolor cards (not lands), about it being a 'wall', how is this:
Master Auramancer 2 mana symbolWhite/blue mana symbolWhite/blue mana symbol
Enchantment Creature--Human Wizard Red mana symbol
Tap symbol: Attach target Aura you control to target creature you control
*Exalted
2/3

*One ability is a little few for a rare, I'm using exalted as a placeholder if any of you have a better Idea, it's probably better than mine.

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Thu, 2011-02-03 20:39
Anuttymous
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Everything should be here. I'll put it into my signature, dunno why it wasn't there to begin with.

And I think one ability is enough, you could just instead reduce mana cots by 1 mana symbol?

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Thu, 2011-02-03 20:47
Guitarweeps
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I can't access the set file because I only have a work computer and can't download MSE.
Well we can't have a one of hybrid so do we want hybrid to be a part of the block?

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Thu, 2011-02-03 22:32
Anuttymous
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I think it would be better to have it nonhybrid. How about this:

Master Auramancer 1 mana symbolWhite mana symbolBlue mana symbol
Enchantment Creature - Human Wizard Red mana symbol
Vigilance
Tap symbol: Attach target Aura you control to target enchantment creature you control.
2/3

I made so it could only move them to enchantment creatures, to limit its uses, seeing as the set contains a lot of Auras, obviously. Plus, it could make Incessant very powerful, so it had to be limited somehow.

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Sun, 2011-02-06 14:35
werrdna50

Master Auramancer looks good.
How do people like this Kicker Cycle?

Spoiler:

Ætheral Column 2 mana symbolWhite mana symbolWhite mana symbol
Enchantment Creature — Ætheral Elemental Common
Kicker 2 mana symbolWhite mana symbol (You may pay an additional 2 mana symbolWhite mana symbol as you cast this spell.)
If Ætheral Column was kicked, Ætheral Column gains Incessant (When this is put into a graveyard from the battlefield, return any Auras attached to it to the battlefield attached to any permanents they could enchant.)
3/4

CARDNAME 2 mana symbolBlue mana symbolBlue mana symbol
Enchanment Creature — Human Devotee Common
Multikicker Blue mana symbolBlue mana symbol (You may pay an additional Blue mana symbolBlue mana symbol any number of times as you cast this spell.)
Put a charge counter on CARDNAME for each time CARDNAME was kicked.
Tap symbol, remove a charge counter from CARDNAME, counter target non-Enchantment Creature spell
2/4

Necromancer for the Bastions 3 mana symbolBlack mana symbolBlack mana symbol
Creature — Beast Zombie Common
Kicker 2 mana symbolBlack mana symbol (You may pay an additional 2 mana symbolBlack mana symbol as you cast this spell.)
If Necromancer for the Bastions was kicked it gains First Strike
Deathtouch
1/3

Subtle Goblins 2 mana symbolRed mana symbolRed mana symbol
Enchantment Creature — Goblin Common
Kicker 1 mana symbolRed mana symbol (You may pay an additional 1 mana symbolRed mana symbol as you cast this spell.)
If Subtle Goblins was kicked, it gains two +1/+1 tokens
I’m not sure how well Goblins can practice subtlety.
2/1

Enchanter of Beasts 3 mana symbolGreen mana symbol
Enchantment Creature — Centaur Common
Kicker Green mana symbolGreen mana symbol (You may pay an additional Green mana symbolGreen mana symbol as you cast this spell.)
If Enchanter of Beasts was kicked target Beast Creature in your hand gains Flash
1 mana symbolGreen mana symbolTap symbol: Target Beast in your hand gains Haste


Rarity might not be right but, here goes.

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Sun, 2011-02-06 18:47
Rusty Keyes
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Those cards are pretty cool. You might want to add a +1/+1 counter or something to the kicked Column and Necromancer so that people have a way of remembering that they have those added abilities.

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Sun, 2011-02-06 19:08
Guitarweeps
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Well, we have already decided to use replicate as our returning mechanic so we will not be using kicker. Feel free to give other ideas though. Also, incessant has been changed to an enchantment ability, see further up the page.

Master Auramancer - First, I don't like vigilance on this. I understand why you want it there, but the problem is that it takes away from a very important part of the card IMO: the decision between attack or ability. Second, it shouldn't be an auramancer as that is someone who casts enchantments not manipulates them. Third, don't make it insular, this would be a cool effect to use with old cards and if you have the enchantment creature restriction it keeps the casual player from throwing this in their deck with Rancor.

Don't worry about it being too powerful as it is easy to remove.

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Sun, 2011-02-06 21:36
Anuttymous
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I see your points Guitarweeps. I think it might be nice to have it as a more power-based creature, but blue doesn't really do that kinda thing. And I'd rather not exclude it. Maybe we could do it monowhite, but have a different, weaker, one-shot uncommon for blue, or something. I'll show you what I mean at the bottom.
Also, the name was mainly just because I couldn't think of anything, so for now we'll use it as a placeholder, and change it if we keep it later on.

Thank for your ideas werrdna, though as said, kicker can't really be used, because we've already decided on our mechanics. Also, the hiccup involving Incessant is mostly my fault, as I should have updated the wiki page so that all the recent info is there. I'll try to get that done after this.

Master "Auramancer" 1 mana symbolWhite mana symbolWhite mana symbol
Enchantment Creature - Human Wizard Red mana symbol
Tap symbol: Attach target Aura you control to target creature you control.
3/3

Trainee "Auramancer" 1 mana symbolBlue mana symbol
Creature - Merfolk Wizard Blue mana symbol
Sacrifice CARDNAME: Attach target Aura to target creature.
2/1

Notice the blue version you don't have to control any of it, i.e. you can reverse the effect of a Pacifism.

[edit]I've sorted out the wiki page now. And the new set file has been put up, if anyone wishes to see it. Thought I'd announce it.[/edit]

Anuttymous the Gathering
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Mon, 2011-02-07 09:03
Guitarweeps
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I like the monocolor versions better I think. I like the sac one, but I think it is more powerful then you realize. It allows you to "steal" your opponent's auras essentially. They will still "control" the aura but it will be on your creature. It should be limited to auras you control but not neccessirly creatures or be a rare as well. Also, I think they should be 2/3 and 1/2 respectively though. I tried to come up with a better name but couldn't really think of it.

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Mon, 2011-02-07 12:30
werrdna50

I also like the monocolor versions
Master "Auramage" 2 mana symbolWhite mana symbolWhite mana symbol
Enchantment Creature - Human Wizard Red mana symbol
Tap symbol: Attach target Aura you control to target creature you control.
2/3

Trainee "Auramage" 1 mana symbolBlue mana symbol
Creature - Merfolk Wizard Blue mana symbol
Sacrifice CARDNAME: Attach target Aura you control to target creature.
1/2

and a new Green this color seems to have the fewest of the monocolor cards

Aurabane Lion 2 mana symbolGreen mana symbolGreen mana symbol
Creature — Beast Uncommon
Trample
Whenever Aurabane Lion does damage to a creature destroy all auras attached to that creature
4/3

Sets completed:
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Mon, 2011-02-07 14:11
Anuttymous
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You need not post the fixed versions up, werrdna, but thanks anyway.
Aurabane Lion is a good idea, though I'd suggest removing trample, otherwise people wouldn't want to block it anyway. The second ability it powerful enough as it is. Also, lions are generally white, but it's a placeholder for now, so it's good.

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Mon, 2011-02-07 19:56
Guitarweeps
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Master Auramage - I think it can be 2/3 and 1WW.

Aurabane Lion - Hmmmm.... well we have a Centaur that destorys auras when unblocked so this might be kind of weird. It does inspire me though....

Old School Dwarf 2 mana symbolRed mana symbolRed mana symbol
Creature - Dwarf Blue mana symbol
First strike
Whenever is blocked by an enchanted creature it gets +3/+0 until end of turn.
3/3

Old School Centaur 2 mana symbolGreen mana symbolGreen mana symbol
Creature - Centaur Blue mana symbol
Trample
Whenever is blocked by an enchanted creature it gets +3/+0 until end of turn.
3/3

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Wed, 2011-02-09 14:01
Anuttymous
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That could lead to a cycle, Guitarweeps, though I think it would be best to leave those to the colours that are more against the Ota/enchantmentness, so not white or blue, maybe.

Also Dellcloven Centaur is artifact or enchantment, and needs to be blocked to stop it. I like the idea of the Aurabane, as it either gets stopped at the cost of all Auras, or an unenchanted creature, or it gets through and hurts. But it can be powerful in this set, so we'll just have one, and have it uncommon.

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Wed, 2011-02-09 17:15
Guitarweeps
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I think it would be better to have it destroy the auras when it blocks or is blocked taht way the aura is gone before damage.

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Wed, 2011-02-09 18:37
Anuttymous
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Not sure. Then they would have to block with a creature that was naturally powerful enough to stop it. The Aura might be the only thing making it able to destroy the Lion. Plus, if it was a 1/1 with an Aura that gave +8/+8 (i.e. a 9/9) and it blocked the Lion, both would be destroyed, I believe, as the Aura would be lost meaning the creature drops back to a 6/1, with 4 damage on it, in effect. The other way, the Lion would survive, and the huge Aura would be lost, and the controller of the Lion loses nothing. That's pretty nasty for an uncommon.

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