Dogs of War - Multi-player Expansion

Thu, 2012-02-16 22:09
Styrofoamking
Styrofoamking's picture

Hello! First time here. I understand if I'm being a bit arrogant for posting this in this forum, but I was eager to see if anyone else wanted to jump aboard.

DOGS OF WAR
The plane of Aberbach is world of a hundred nations. The continent spanning empires of the past have left only splintered regions, ruled by warring princes and dukes. While some are powerful enough keep their own standing armies year round, most are less stable- they wait until their borders are threatening before really preparing for war. They call upon the Dogs of War, the many mercenary companies that exist in Aberbach, in order to fulfill any military needs they might have. These companies are lead by infamous captains and warlords, who command legions of unscrupulous marauders for hire. They don’t care who is right and who is wrong- only which side is supposed to pay, and which side is supposed to die.
Dogs of War is an expansion based around multiplayer games, especially Commander. Most cards are split into one of two categories: Companies & Mercenaries.

Companies – These are creatures that don’t just work well in a multiplayer game, they work better. They aid you and your allies, and will stay loyal no matter what your opponent throws at them.
Mercenaries – Mercenary forces are powerful for their cheap cost- but they are also willing to work for anyone who’s able to pay them more!

Forces are divided into 5 color Wedges. Each wedge has two loyal “tribes”, and 1 treacherous mercenary tribe. As for the races, expect to see the return of some older races- orcs, ouphes, aven- as well as some interesting color changes on existing ones – green ogres, blue dwarves, black pirates, white centaurs.

Auckenheim – WRB – A highland nation of rolling plains, moors and hills. The lower regions have become home to the Company, the Freelancers- a group of strict, battle-worn knights and fierce giant soldiers. Their numbers are small, however, so even are forced to use the help of the chaotic kobold clans. The kobolds are fickle and disorganized, but are plentiful in number, and always handy when cannon fodder are needed.
Mechanics – Not many new ones – flanking, protection, and first strike. Much like Boros, a bit of emphasis on blocking and attacking restrictions. The kobolds add a fast r/b token generator that also combos well with oooold cards or battle cry.

The Alliance of Nikisa – UGR – One of the most developed nations on the continent, the Nikisa’s company is not a group of fighters- instead, they consist of the Union of Artificers. The head of the guils are the veldakins, who craft the many massive and intricate warmarchines. Once they have made the artifacts, they dare not trouble themselves with them again- instead, they send the curious Ouphes to maintain them (and occasionally run them, sabotage them, or steal parts for new ones.) However, when brute force is absolutely required, they are known to call upon the ogre mercenaries- brainless creatures that will work for anyone, so long as they get shiny baubles in return.
Mechanics – Lots of artifact abilities (and counter artifacts too), with some normal counter abilities too. Ogres mostly have trample, although they combo with artifacts well.

The Sacred Lands – GWB – The Sacred Lands house the oldest monuments and ritual sites on the plane. They are carefully cared for the Holy Order- run by centaurs, who weave powerful enchantments to protect them, as well as the dangerous shades who guard it in the next world. When they wage war outside of their lands, they do so for one reason only- to show the world the might they wield, in order that they may be left alone. At times, however, they Order must find themselves allied with the Hunters – warlike faeries from the Sacred Land woods. The Hunters will join in any side they feel amuses them- whether you want their help or not.
Mechanics – Lots of landwalk, land manipulation, and enchantments. Some pumpers (like the shades) will return, with a few card with hexproof.

The Casaggio Isles – RWB – The Western coastal regions of Cassagio are a string of separate volcanic islands. For centuries, the Orc tribes warred with the dwarven alchemists who sought the hidden treasures of the isles- but one invention brought an end to their conflict- the invention of blastpowder. Once the orcs witnessed the power of such an explosive power, they bowed to the dwarves, and joined them as willing partners in destruction. Princes call upon the Cassaggio Artillery when they need a castle defended or destroyed. In order to do business with the mainland countries, however, the company is forced to travel through the ports of the Slothkin- a group of extremely lazy, thieving, and cowardly kithkin militia. The only way the Artillery are allowed to enter the ports at all is through corrupt deals and bribery- such as agreeing to pay exorbitant hiring fees for Slothkin regiment that has no interest in fighting.
Mechanics- Tappers for the Win! Reds are based on the orcish artillery (t: damage to anyone, drawback), blues are tappers & tims, while white has archers.

Scaarbone – GUB – The Eastern coast of the continent houses the Thieves Company of Scaarbone. The black-hearted pirates steal any riches they can get their hands on- and then leave it to the elf brigands to safely smuggle it through the forests to black markets throughout the land. Their fast ships and speed, of course, also make them invaluable spies for anyone who can pay it. When all of the roads are crawling with lawmen, however, sometimes the Thieves Company is forced call upon a force even faster than they are- the scrupulous aven mercenaries.
Mechanics – Lots of low powered barely-blockables, with magpie card stealers. Some bouncers, too, especially amongst the avens.

~~~~~~~~~~~~~~

Obviously, I'd love help from anyone who's interested, and have 10-20 cards already done (will post soon), but here a few other things that I have planned.

~ Like Kamigawa, all rares & mythics are legends. Not only does this add flavor, but it means it could be possible to DRAFT a Commander deck.

~ There's a lot of old-school love in this set, so any other old-schoolers are more than welcome. The only reason I didn't include more thallids, thrulls, efreets, and homarids is that I'm saving them for the NEXT expansion (Bringers of War- an Archenemy set.)

~ Expect a lot of cards that act completely random in multiplayer- ex. a cycle of one-drops based on Ghazban Ogre, 10 more mongers (5 of which are 3-color legends.) I even plan 4 more Phelddagrif cards, so players can build Group Hug decks in all colors.

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Spoiler:

Fri, 2012-02-17 01:01
Inanimate
Inanimate's picture

I wouldn't make a cycle of legendary mongers; the ability isn't cool enough to warrant a legendary creature.

Be careful of how many mechanics you include!

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Fri, 2012-02-17 03:47
Styrofoamking
Styrofoamking's picture

Mongers: Here's what I got so far:

Two color mongers

Spoiler:
Snaremonger – 3 mana symbolWhite/blue mana symbol – Kithkin Wizard Monger
[: Tap target creature. Any player may activate this ability.
3/3

Cloudmonger – 3 mana symbolBlue/black mana symbol – Bird Rogue Monger
Flying
2 mana symbol: Return target creature other than Cloudmonger to its owner’s hand. Any player may activate this ability.
3/2

Hatemonger – 3 mana symbolBlack/red mana symbol– Kobold Cleric Monger
2 mana symbol: Target creature must attack this turn. Any player may activate this ability.
3/3

Quakemonger – 3 mana symbolRed/green mana symbol – Ogre Shaman Monger
2 mana symbol: Target creature gains trample until end of turn. Any player may activate this ability.
3/3

Squirrelmonger – 3 mana symbolGreen/wite mana symbol – Faerie Druid Monger
2 mana symbol: Put a 1/1 white/green Squirrel token into play. Any player may activate this ability.
3/3

Legendary mongers

Spoiler:
Kiyanla, the Auramonger - 1 mana symbolGreen mana symbolWhite mana symbolBlue mana symbol – Legendary Centaur Monger
A 2/W hybrid mana symbol.A 2/W hybrid mana symbol.: Put any enchantment from your hand onto the battlefield. Any player may activate this ability.
4/4

Ariella, the Hexmonger, - 1 mana symbolBlack mana symbolWhite mana symbolBlue mana symbol – Legendary Dwarf Monger
A 2/U hybrid mana symbol.A 2/U hybrid mana symbol.: Exile any instant from your hand. Until end of turn, you may play it without paying its casting cost. Any player may activate this ability.
4/4

Caseen, the Corpsemonger- 1 mana symbolBlack mana symbolRed mana symbolBlue mana symbol – Legendary Shade Monger
A 2/B hybrid mana symbol.A 2/B hybrid mana symbol.: Put any creature from your graveyard unto the battlefield. Any player may activate this ability.
4/4

Div Abec, the Firemonger- 1 mana symbolBlack mana symbolRed mana symbolGreen mana symbol – Legendary Orc Monger
A 2/R hybrid mana symbol.A 2/R hybrid mana symbol.: Exile any sorcery from your hand. Until end of turn, you may play it without paying its casting cost. Any player may activate this ability.
4/4

Nassir, the Beastmonger- 1 mana symbolWhite mana symbolRed mana symbolGreen mana symbol – Legendary Faerie Monger
A 2/G hybrid mana symbol.A 2/G hybrid mana symbol.: Put any creature from your hand unto the battlefield. Any player may activate this ability.
4/4

As for abilities, there won't actually be too many NEW ones per se... rather I'll be taking existing abilities, sticking an ability label on them, and making a theme out of them.

Examples:

Red, Blue, & White tappers that deal damage have their ability labeled as "Volley." If I were to rewrite a prodigal sorcerer in Dogs of War, it would read:
"Tap symbol Volley - Prodigal Sorcerer deals 1 damage to target creature.

Likewise, the Elven Rider ability would be condescended (and updated) to read,
"Dodge (Can't be blocked except by creatures with flying and/or defender).

Likewise, I took the Ghazban ability (making it "Treacherous") and altered it for a cycle. Other cards would affect "all creatures with Treacherous."

Spoiler:
Kithkin Blackguard – Kithkin Mercenary – White mana symbol
First Strike
Treachous - At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Kithkin Blackguard.
2/1

Ogre Blackguard – Ogre Mercenary – Red mana symbol
Trample
Treacherous - At the beginning of your upkeep, if a player has more artifacts than each other player, the player with the most artifacts gains control of Ogre Blackguard.
2/2

Aven Blackguard – Bird Mercenary – Blue mana symbol
Flying
Treacherous - At the beginning of your upkeep, if a player has more cards in his hand than each other player, the player with the most cards gains control of Aven Blackguard.
2/1

Hunting Blackguard – Faerie Mercenary – Green mana symbol
Dodge (Can only be blocked by creatures with flying and/or defender.)
Treacherous - At the beginning of your upkeep, if a player has more enchantments on the battlefield than each other player, that player gains control of Hunting Blackguard.
2/2

Kobold Blackguard – Kobold Mercenary - Black mana symbol
When Kobold Blackguard comes onto the battlefield or changes controller, that new controller puts a 0/1 black Kobold token creature into play.
Treacherous - At the beginning of your upkeep, if a player has more creatures on the battlefield than each other player, the player with the most creatures gains control of Kobold Blackguard.
2/1

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Fri, 2012-02-17 04:08
Inanimate
Inanimate's picture

Nassir being a Faerie is weird; they are flavorfully stuck in Blue/black mana symbol. Further, some of those abilities are kinda dangerous; for instance, Caseen and Nassir could lead to some very oppressive decks that just swarm out incredibly high-cost guys every turn. Stuff like that shouldn't be repeatable. Tapping would be a fairer cost, but impossible to monger... I'd rework them.

The Blue/black mana symbol monger has an out of color ability -- black should not be getting repeatable bouncing like that.

General tip: repeatable abilities are always far more powerful than other abilities. The more times it can be activated, the better. Compare Shock to Prodigal Pyromancer to Flameblast Dragon -- which still has a limitation on it, activating only once per turn.

Most of these abilities are fine, but some of them pushed the limits of balanced. Compare Elvish Piper to Nassir, for instance.

You can't reference pseudo-keywords like Treacherous. Anything in italics isn't rules-text, but is reminder-text; which technically doesn't exist in the rules.

Also, I would recommend against pseudo-keywording pinging. Pseudo-keywords are a good way to say "Oh, this card cares about ____". Your card just muddles up the textbox, and doesn't support flavor well at all.

Why not have a keyword based around tapping (something red, white, and blue do fairly often; red/white weenies like attacking, white/blue likes tapping to tap.)?

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Fri, 2012-02-17 04:42
Styrofoamking
Styrofoamking's picture

Faeries: Well, I'm trying to put them back in green for this... reminiscent of Scryb Sprites and Rubinia Soulsinger. Luckily, only the SMALLER ones fly (the big ones ride).

Cloudbouncer - You're right, but I couldn't find a better one. My original version had "2 mana symbol: Return a creature card from your graveyard to your hand." However, it didn't fit any of the wedges, so I thought I'd try the aven out. Any thoughts?

Balance - A true statement, but I think some of is slightly balanced by the fact that ANYONE can use them. The more players you face, the less broken it becomes. Nassir, actually, was modeled after Timmy, Power Gamer (which, I confess, is an unglued card). If you think it goes too far, let me know if there's any good fixes. Raise the ability cost? Lose the A 2/G hybrid mana symbol. and just make it 4 mana symbol? Raise the rarity?

Quote:
You can't reference pseudo-keywords like Treacherous. Anything in italics isn't rules-text, but is reminder-text; which technically doesn't exist in the rules.

Also, I would recommend against pseudo-keywording pinging. Pseudo-keywords are a good way to say "Oh, this card cares about ____". Your card just muddles up the textbox, and doesn't support flavor well at all.

For Treacherous and Volley, I was basing it off of "Morbid".
Keyword in italics - Thing it does.

Thus, they the RWB-ers have
Volley - Tap symbol: Deals Something to target something.

Blackguards and creatures that change controllers a lot would have
Treacherous - Details on how this card changes hand.

Would I not be allowed to have an effect on "target creature with Volley"?

My other thought was to give them a really obscure class type, like "artillerist." That way I could target them and only them, without needing a keyword.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Fri, 2012-02-17 05:03
Inanimate
Inanimate's picture

I think making them uniformly 4 mana symbol would definitely help on limiting their abuse, but there are still issues.

Dramatic Entrance and Zombify are two very good cards, and both of them are captured in colorless, repeatable form in your mongers. Though any player can activate them, a deck built to abuse them will usually make this 'symmetry' far less than symmetrical.

I get the gist of the cycle (play things for free from various zones), but yeah. Playing things for free is easily the most dangerous ability on the game.

By the way, I just realized your shard-legendaries go directly against your wedge-set; why not just use the slot filled by these legendaries to make lords for each wedge?

And yes, "target creature with Volley" is equivalent to looking for reminder text, which is impossible. Sorry!

"Artillerist" is a nice way of going about it, but how about a real word -- "Fusilier". I would recommend against making very many cards that care about Fusiliers; you don't want to make a very parasitic wedge in a multicolor set, as it makes drafting difficult.

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Fri, 2012-02-17 15:32
Styrofoamking
Styrofoamking's picture

Wedge versions? Hm. Let's see how that might look:

Spoiler:
Kiyanla, the Auramonger - 1 mana symbolGreen mana symbolWhite mana symbolBlack mana symbol – Legendary Centaur Monger
4 mana symbolPut any enchantment from your hand onto the battlefield. Any player may activate this ability.
4/4

That works, as the WGB are all about enchantments. Lands would also work too (either as a drop or a fetch.) Or, we could let them necro enchantments from the graveyard.

Ariella, the Hexmonger, - 1 mana symbolRed mana symbolWhite mana symbolBlue mana symbol – Legendary Dwarf Monger
4 mana symbolExile any instant from your hand. Until end of turn, you may play it without paying its casting cost. Any player may activate this ability.
4/4

Works decently. The WRU company isn't ALL about instants, but they are plenty in those colors in other blocks. If we're dropping the "drop" version, we could also go with "untap target creature."

Caseen, the Corpsemonger- 1 mana symbolBlack mana symbolGreen mana symbolBlue mana symbol – Legendary Shade Monger
4 mana symbolPut any creature from your graveyard unto the battlefield. Any player may activate this ability.
4/4

This one doesn't work as well. I suppose a little bit of necro is okay, but I didn't want to use too much in this set (mostly because Innistrad uses so much.) I guess I could also make it a reusable Coercion, or just simple "draws a card". (the BUG set is all about drawing and discarding).

Div Abec, the Firemonger- 1 mana symbolBlack mana symbolRed mana symbolWhite mana symbol – Legendary Orc Monger
4 mana symbol Exile any sorcery from your hand. Until end of turn, you may play it without paying its casting cost. Any player may activate this ability.
4/4

Again, works okay. As a non-drop, maybe it works as a Relentless Assault? If so, that would have to be limited in some way.

______, the ___Monger- 1 mana symbolBlue mana symbolRed mana symbolGreen mana symbol – Legendary Faerie Monger
4 mana symbol: Put any ARTIFACT from your hand unto the battlefield. Any player may activate this ability.
4/4

Change it to artifacts, which works with this company better.

If we need to nerf some, some options are:

a. Limit to one a turn. (this means players will still drop stuff during OTHER people's turns, but helps block some of the infinite combos.
b. Limit to one a turn AND when you can use sorceries. This is such a big nerf that I'd be tempted to put the A 2/W hybrid mana symbol. back in.
c. Vary the activation cost. So, the enchantment drop might be 3 mana symbol, while the necro or creature drop is 5 mana symbol+
d. Raise the cost SUBSTANTIALLY, but lower it for multiplayer. Ex. 7 mana symbol: Ability. This player costs 1 mana symbol less for every other player in the game, to a minimum of __. Thus, the more people that benefit from it besides yourself, the cheaper it gets.

Artillerist IS a real word, but that's not to say Fusilier isn't MUCH better.

In general, my approach to cards is "good bonus for X, better bonus for Y". So, an instant might say:

Man the Ramparts - White mana symbol - Instant
Choose one - untap target creature, it gets +1/+1 until end of turn; or untap two target Fusiliers, they get +1/+1 until end of turn.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Mon, 2012-02-20 01:24
Inanimate
Inanimate's picture

Artillerist didn't show up as a real word on spellcheck, so I assumed! My bad.

Also, that's perfect. Ghoulcaller's Chant indicates a few vertical and horizontal cycles along those lines would probably be okay.

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Tue, 2012-02-21 17:31
Styrofoamking
Styrofoamking's picture

Will post the updated version soon (on my other computer), but here were the MASTERS of the Companys (the mythic rares that run the whole show.) Still unsure of mana costs and stats, but I thought I'd throw out the abilities:

_______ , the Master of Constructs - _Green mana symbolBlue mana symbolRed mana symbol
If ___ is your commander, you may include creatures and artifacts that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
X mana symbolBlue mana symbol,Tap symbol: Exile a creature card in your hand with a casting cost equal to X. Put an artifact creature token into play that’s a copy of that creature, except that it is colorless and a Construct in addition to its normal types. Use this ability only when you could use a sorcery.
1 mana symbol: Add one mana of any color to your mana pool. Use this only for casting costs, activation costs, and upkeep costs of Artifacts.

[alt- make it only work with Black & White cards? raise the cost?)

__________, the Spirit Guide - _Green mana symbolWhite mana symbolBlack mana symbol
If ___ is your commander, you may include creatures that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
Exile a Red creature from your hand: Add G or B to your mana pool.
Exile a Blue creature from your hand: Add W or B to your mana pool.

______ , Pressgang King- _Green mana symbolBlue mana symbolBlack mana symbol
If ___ is your commander, you may include creatures that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
3 mana symbol: Put a creature card from your hand into play. If that creature attacks, blocks, or uses an ability that causes it to tap, sacrifice it at the end of turn. Play this ability only when you could cast a sorcery.

_______, Brothers of Order and Chaos- _ White mana symbolRed mana symbolBlack mana symbol
If ___ is your commander, you may include creatures that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
3 mana symbol: Exile a creature card from your hand- put a copy of it into play, except that it is White, Red, and Black, has haste, and must attack this turn if possible. Sacrifice it at the end of turn.

____________ , Hexmaster Red mana symbolWhite mana symbolBlue mana symbol
If ___ is your commander, you may include instants that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
Red/white mana symbol Red/white mana symbol: Add Green mana symbol to your mana pool. Use this ability only when casting instants. Any instants cast in this way with references to “green” are changed to “red” or “white” (your choice).
Blue/red mana symbolBlue/red mana symbol: Add Black mana symbol to your mana pool. Use this ability only when casting instants. Any instants cast in this way with references to “black” are changed to “red” or “blue” (your choice).

OR
____________ , Hexmaster Red mana symbolWhite mana symbolBlue mana symbol
If ___ is your commander, you may include instants that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
X mana symbolWhite mana symbolTap symbol: Exile a Green instant from your hand: Prevent the next X damage that would be dealt to target creature or player.
X mana symbolRed mana symbolTap symbol:, Exile a Black instant from your hand: Deal X damage to target creature.

Why have these? Well, I wanted to make it possible to draft a commander deck, but I also know that it's tricky given the limited number of cards. So I wondered, "what would happen if you could pull cards from other colors, without breaking the color pie?"

Of the above, I am happiest with the Construct commander. Not only does he allow you to build construct versions of of creatures, but his secondary ability lets you play colored artifacts from Alara and Mirrodin with impunity.

The Spirit Guide one is nice in that it's a break from the others, and fits thematically (he's only allowed to exile creatures in this way), but I can see potential for abuse in Constructed.

I'm less happy with the pirate commander, the RWB guy, and the RWU caster (although, at least the second version includes a Tap ability.)

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Spoiler:

Wed, 2012-02-22 10:20
Kagerowrs

Interesting. So a Commander who is practically pointless to have, but very useful if you're planning to make a deck that doesn't use Progenitus...

Although I have to say, Putting a creatre with 3 mana symbol looks somewhat dangerous for obvious reason - Sneak Attack

Wed, 2012-02-22 16:05
Styrofoamking
Styrofoamking's picture

Useless? Hardly a cheering description.

The Construct maker seems pretty handy, it basically makes any creature cast for converted cost (including its activation costs). That one I think has other uses.

Sneak Attack - yeah, the RWB one is a living Sneak Attack, while the Pressganger is the same thing with a blue/fog elemental twist. The casting cost isn't set on 3... I'm using that as a placeholder. 3 is a minium of the cost.

Hm. Well, maybe there's a way to make it more universal:

__________, the Spirit Guide - _Green mana symbolWhite mana symbolBlack mana symbol
If ___ is your commander, you may include creatures that aren’t part of your commander’s colors in your deck (you may not cast them as normal.)
Exile a creature card from your hand: Add Green mana symbol, Black mana symbol or White mana symbol to your mana pool. You may only exile one creature of any color in any given turn (if it's multicolor, pick which color it represents from its existing colors)

Hexmaster
X mana symbolWhite mana symbolTap symbol, Discard a Green, white, or blue instant or sorcery from your hand: Prevent the next X damage that would be dealt to target creature or player.
X mana symbolRed mana symbolTap symbol, Discard a Black, red, or green instant or sorcery from your hand: Deal X damage to target creature.
X mana symbolBlue mana symbolTap symbol, Discard a white, blue, or black instant or sorcery from your hand: Counter target spell unless its controller pays X.

Or, maybe I could make a it based on the casting cost of the commander (you know, how it increases?)

Knight of Chaos & Order - Red mana symbolWhite mana symbolbmana:
Whenever __ comes into player, search your library, graveyard, or hand for a non legendary creature with a casting cost less than the cost you paid to put Knight unto the battlefield and exile it.

3 mana symbolTap symbol Put a token onto the battlefield that's a copy of the exiled card, except that it is red, white, and black. It gains haste. Exile it at the beginning of the next end step.

Thus, it's a mimic vat that HUNTS OUT the card you want to copy, but can only copy a card that is less than you paid to cast the commander.

Thus, it naturally gets bigger as the game goes on. 2 cost the first time, then 4, then 6, etc.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Mon, 2012-02-27 17:27
Styrofoamking
Styrofoamking's picture

I have a few more cards ready to post up, but before I do, I'm curious if anyone else is interested in adding cards of their own. I'm really grateful for the feedback so far, but if it doesn't seem to spur any creature for anyone else, it might make more sense for me to move it to the "Card Showcase" thread.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Mon, 2012-02-27 17:42
Kagerowrs

@Styrofoamking - While I did said useless. That is term for non-commander play only. Able to use other color without actually getting to them is amazing advantage. Maybe you could make a commander who have ability like a Celestial Dawn too.

While my definite favorite is Master of Constructs, I think it is better to have White mana symbol then Green mana symbol, or Black mana symbol. I don't think artifact works well with green.

Mon, 2012-02-27 19:36
Styrofoamking
Styrofoamking's picture

Well, I've decided to rethink those. I already have the mongers with the "fetch creatures." However, I want to make them work well with drafters, so I'll instead give them abilities that are good stand-alone, but also work with other cards in the set. Examples:

Spoiler:
____ , Knight of Order and Chaos 1 mana symbolWhite mana symbolBlack mana symbolRed mana symbol
Creature - Human Knight M Mana for MTG Extra
Attacking creatures you control gain +2/+0.
Protection from Red.
Whenever __ attacks, you may pay X mana symbolRed mana symbol. If you do, target player suffers X damage. That player then puts into play X 0/1 red and black Kobold tokens onto the battlefield. If you target yourself, they gain haste and enter the battlefield tapped and attacking.
3/3

____ , Lord of the Hunt1 mana symbolWhite mana symbolBlack mana symbolGreen mana symbol
Creature - Faerie Warrior M Mana for MTG Extra
Forestwalk, Plainswalk, and Swampwalk.
Target player other than yourself gains control of target land you control: Target creature gains landwalk of the type of land given until end of turn. (Ex. if you gave a forest, gains forestwalk; if a non-basic land, gains non-basic landwalk.)
3/3

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Wed, 2012-02-29 16:55
Styrofoamking
Styrofoamking's picture

So, I've hit a teeny bit of a block. Namely, I am planning my skeleton of 160ish cards (I didn't want to overdue my first set), only to find that I haven't enough room to explore all of the different guilds. I can hint at them, but it's hard to build a strong "theme" when you can only spend 3 or so cards on any set. 5 separate factions is a lot to get across (I mean, Ravnica only did 4 in it's starter, and it had more cards.)

So, my question: should I-
~Expand the number of cards that are in the set
~Keep the guilds as a loose theme, without really stressing them.
~Focus on 3 or so factions, and save more for the next expansion (I had originally hoped the next set to be themed around Planechase, but oh well.)
~Abandon the factions completely, and focus on fun mercenary cards that would make for an interesting multi-player game.

Thoughts?

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Sun, 2012-03-04 15:35
Carn13
Carn13's picture

Expand the set to ~180-200, and if you still can't define them, make them a loose theme.

Sun, 2012-03-04 15:50
Styrofoamking
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Thanks for the advice!

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Spoiler:

Sun, 2012-03-04 16:21
Carn13
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Welcome. I'm a big multiplayer fan, so I'm interested in the development of this , especially the "draft a Commander deck" part. Not sure you have a big enough card pool with a regular Booster Draft, maybe up it to 6 packs/person for a Commander Draft?

Mon, 2012-03-05 04:34
Styrofoamking
Styrofoamking's picture

Drafting Commander - Well, the fact that every Rare & Mythic is a legend will help a little.

Other thoughts about making EDH more draft friendly:
~The singleton rule is lifted for non-legendary cards.
~Players may include dual color cards OUTSIDE their commander, but may not use any land or mana of colors outside. (So, if you had a Red mana symbolGreen mana symbol commander, you could have a Green/wite mana symbol card, but could only use Green mana symbol to pay for it.)

Although, as you said, more packs might be needed. I don't mind if it's a 100 card or not, but it has to be enough to last 40 life.

EDIT

Having finished an expanded skeleton, I've come to the following conclusion:
~Making 5 different fully-fleshed out factions in one set is just too hard- even with all of the commons and uncommons put together, there's just not enough.

~I'm having the opposite problem with the rares & mythics. I was hoping for a handful of generals to lead each group - instead, I would have 9 legendary figures for each wedge.

So, my conclusion is this:
~I will take the Ravnica rout. Rather than 5 three-colored wedges, there are 10 2-color sets- half friendly, half enemy.
~Each legend will be tied to 3 friendly colors, or to the wedge.
>> Thus, from the pool of 10 factions, each commander will be picking 2 overlapping groups.

Drafting - any non-legendary dual-card may be picked, even if it has a color NOT in the pie.
Legendary cards may only be used if ALL colors match the commander's colors.

New Faction types

Spoiler:
WU - Wizard - Tappers
WB - Knights - First Strike & cheap fliers
WR - Kithkin & Human - Archers (pinging attackers & blockers)
WG - Centaurs - Enchantments
UB - Aven - Magpye
UR - Dwarves - Direct damage timmies
UG - Ouphes - Artifact & counter abilities
BR - Kobolds - tokens
BG - Dryads & Shades - Landwalk
RG - Ogres - Trample, Artifact Sacking

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Wed, 2012-03-07 21:46
Carn13
Carn13's picture

I suggest, for the factions, that you use a strategy or flavorful ideal to unify them rather than a mechanic. The mechanic should reinforce the flavor or strategy, not vice-versa. If you want ideas, I'd be happy to help.

Wed, 2012-03-07 23:38
Styrofoamking
Styrofoamking's picture

Okay, let's break it down then. I'll list lots of potential races, which can be picked up, added to, or dropped as need be.

Spoiler:
WU - The wizards and the scholars. They use familiars to fight their battles, and would much rather be eating pheasant than be out on the battlefield. When a prince would hire them- when a lord is outnumbered, they turn things into a stalemate. Races this fit (we can take our pick) - Humans, Dwarves (which are also blue in this plane), Veldakin, Kithkin, Aven.

WB - The Mercenary Knights. They are Western ronin, loyal vassals who have lost their land and lords. They have no home, and are hired to fight for whoever can pay. Some still have a shred of honor left, while others have given up all pretense to having it. Not much variation in strategy, but if it's not broke, don't fix it. When a prince would hire them- when you want seasoned fighters you hit hard and fast. Races - Human, Loxodon, Giant.

WR - Archers and Siege engines. Have a castle under siege? Hire them to man your ramparts and pick off anyone who dares rise against you. While it's not their strongest suit, they can also build siege towers and mantlets to storm or castles, although it might be a long process. Races - Kithkin, Humans, Orcs, Giants, Manticores

WG - Keepers of the Old Ways. Druids who weave magics that are older than written word. They are not bought easy, but are often suckers for a sob story, and be convinced to help anyone who is the underdog. When you would hire them - when you don't want to defend yourself against the current threat, but rather want a ward against threats for the next hundred years. Races - Centaurs, Kor, Treefolk, Fairies, Leonin

UB - The Pirate Lords - They control the water ways, raiding as they wish and running seaside towns like feudal lords. When you would hire them - when you want to spy on your enemies, want something smuggled, or want someone surprised. Races - Human, Aven. (Merfork would also work too.)

UR - (This one's changed slightly). The manipulators. Using everything from magic to seduction to sowing misinformation, they will twist opposing creatures into your control. When you would hire them - A gift that keeps on giving, they are an ally that grants you new allies- of course, no one trusts them, so who knows how long before they are helping your opponent beguile you. Races - Dwarf, Merfolk, Fairies, Human

UG - Option one - Artificers Guild - The special scientists that tinker with devices and war machines. Ask someone else for an Ogre- but they can get you a Juggernaut. The veldakin are the makers of the items- however, they are far too busy and important to run day to day maintenance, so they delegate that to the Ouphes. The ouphes are decent at fixing the machines, but in their fiddling, they have also learned many ways to sabotage other's machines and magics too. When you would hire them - when you want a machine built, fixed, or broken. Races - Ouphes, Veldaken. (Thoughts - this could be a fun group, but would require a decent amount of artifacts to work. I don't want to turn the set into another Mirodan. Also, if their strength is something that is colorless and anyone can draft, it makes it hard to play them limited.)

UG - Option 2 - Reduce the spy- role of the UB, and make the UG the spies (inspired by Edric, Spymaster of Trest). The elves can travel any undeveloped country without being seen, and can hear information half a mile off. The Avens can grant an unparalleled account of battlefields and positions. When you would hire them - when you want someone spied on, or want information delivered quickly without being intercepted.

BR - Kobolds - The slavers. Their numbers are made up of hordes of kobolds, lead into battle by orcs, cyclops, and backstabbing kobolds that would gleefully enslave their own kind. It is within their power to enslave their opponents, but not very efficiently- they are bullies, preferring to outnumber their enemies, or pick on foes weaker than them. - Races - Kobold, Orc, Cyclops

BG - The Elder Ones - The oldest and most unpredictable of allies, as they fight for amusement rather than coin. They include the Wild Hunt- a collection of insanely powerful fey riders, who attack as they wish and disappear like phantoms. They also include the deadly barrow spirits, which nothing more than a loose collection of negative emotions pointed in a direction like a cannon. When you would hire them - Only the foolish or the desperate would beseech their help- although, sometimes they will offer it, whether you want it or not. - Races - Faeries, dryads, shades, skeletons, treefolk, horrors

RG - No clue. This was going to be Ogres in Green, but that's not enough. I was also going to go with Artifact sacking, but again, that might be hard without an overload of artifacts in the set. Much as I LOVE Ravnica, I don't want them to be another Gruul. That being said, most of the other green have been on the "small" side, so this would be the best place to stick some fatties. Maybe if we go with Viashino? Or Insectiods, like with Xira Arien? Bug-men that aren't savage or priestly, but deadly. Maybe glass cannons, like a sentient Deadly Insect. One way or another, if they are going to have some larger creatures, it would make sense to have them tied to a bigger race of beasts (of one race or another), or have some larger race allied with them (giants, cyclops, ogres.)

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Wed, 2012-03-07 23:58
Carn13
Carn13's picture

That looks good, flavor really opens up design space. Insectoids in R/G sound interesting, maybe a spin on the classic "Hive Mind" trope? Or would that be a more G/W idea?

Thu, 2012-03-08 03:53
Styrofoamking
Styrofoamking's picture

Well, centaurs fit for green white. They have horses for a lower half, which just screams out "open plains".

Let's see how insects could splash - Some famous insect abilities:

Ant Queen - makes creatures. R, W, or B
Army ants - destroy land. Very r, with b
Shockers (unfortunate name) - Are Wheel of Fortune variants. Combine this with Xira Arien, and you have a bit of a card theme.
deadly insect - shroud. W or U.
Devouring Swarm & Dross Hopper - sac a creature. Very G/B, but could be GR too.
Cockroaches - return to hand. B, some phoenixy reds do the same.
Ambush Bug, Mortipede - haste, target creature /all creature must block. THAT could work.
Scarab - draw a card. G, U, B
Nantuku - a lot of tap abilities and pumpers, and graveyard fetch. very white.
Various - Come into play with +1/+1 counters
Trample - the big guys

So, what if there were like bees, in that there was different castes? The weak ones tend to the hive and sack themselves, the strong drones are the ogre sized muscle, and the queens are the wizards?

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Thu, 2012-03-08 08:41
Inanimate
Inanimate's picture

Ant Queen's effect isn't very Red mana symbol at all.
Deadly Insect's style of shroud ("I play fair", as opposed to "I am protected") is normal for green.

I think an intelligent hive-mind falls under White mana symbolBlue mana symbolGreen mana symbol, but a primitive hive-mind, a giant savage intelligence made of a hive of insects, is a very different beast (har har) altogether. Try that!

Also, Red/green mana symbol has shamans, not wizards.

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Thu, 2012-03-08 23:14
Styrofoamking
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Considering it's red, I thought a hive mind of damage for a set card card would be interesting. Ex.

Vespoid Fire Queen - 2 mana symbolRed mana symbolRed mana symbol
Creature - Insect Shaman Blue mana symbol
Flying
Whenever Vespoid is dealt damage, it deals that much damage to each creature and player.
X mana symbolTap symbol: Deal X damage to Vespoid Queen. Spend only red mana to pay for this.
2/3

Thus, the grunts don't have a hive mind, but the rarer queens have effects that "radiate" out.

Or, for a green

Vespoid Wurm Caller - 2 mana symbolGreen mana symbolGreen mana symbol
Creature - Insect Shaman Blue mana symbol
Tap symbol: Tap any number of green or red creatures. For each creature tapped, add Green mana symbol or Red mana symbol to your mana pool. Use this only to cast pay for casting costs of creature spells.
2/3

(Oh, and Vespoid is a working title)

Considering they could have nests underground, wurms could also be part of their group too. They know how to lure them out, and use their tunnels to their advantage.

EDIT
Sorry, not the best examples, but I was running out the door in a hurry. Fixed them a bit.

One more, to see how green's "draw cards" and weak ping effects, like Bee Sting, could tie in with red.

Vespoid Shock Troop - 2 mana symbolRed mana symbol
Creature - Common
Flying
Whenever Vespoid Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.
Sacrifice Vespoid Shock Troop: Vespoid Shock Troop deals 1 damage to target player.
1/1

As another angle, we could go with R/G being Gorillas. Would give a heavy group of hitters, with a land based theme.

Gorilita Irregulars - 1 mana symbolRed/green mana symbol
Creature - Ape Berserkers Blue mana symbol
Gorilita Irregulars cannot attack unless you control a mountain.
Gorilita Irregulars cannot block unless you control a forest.
3/2

Land destruction is also a really hard tactic to use in multiplayer... I wonder if it's possible to do some creatures and spells that make land-destruction more powerful in multiplayer, without breaking it in one-on-one.

Inanimate: "Ant Queen" is a little red, in that Red has a lot of goblin token generators. Green's got it beat in the token generator department.

Deadly Insect - oh, I know Green has shroud too, but I was looking for colors OUTSIDE their own. If a certain color like U or B pulled them more than R did, it would make insects in G/R harder to believe.

The other trend I noticed a lot of was that a lot of Insects are glass cannons. They're top heavy, with high power, low toughness, and an added ability (trample and shroud generally). Top heavy fits with red really well, while trample fits with green. This would be especially important in the workers and drones, who aren't as important as the queens and body-guard drones.

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Fri, 2012-03-09 05:10
Inanimate
Inanimate's picture

Red token generators are usually pretty poor, and one-time. Green gets repeatable; white gets instant protection.

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Fri, 2012-03-09 12:04
Styrofoamking
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Inanimate - You're right, I concede. I guess saber ants would be a better fit for R/G, given it's connection with damage.

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Mon, 2012-03-12 00:44
Styrofoamking
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Maybe I'm just having cold feet, but I think I'll go with the gorillas.
current G groups:
GW - constructive, enchantments
GU - evasion, card draw
GB - land acceleration & landwalk

current r groups
rw - fat bottoms and pingers
ru - controllers
rb - token makers

So, having something that destroys opposing lands and sacking your own would work well. When combined with the GB, you get land fetchers and land sackers. With RB, you can sac lands OR tokens. With GU, you have "magpye" effects that trigger when hurting opponents combined with trample. With GW, you have enchantments to bolster your creatures.

RW & RU have the weakest connection, other than getting rid of pesky things that direct fighting can't solve.

Theme - Gorilla Clans
The Clans are tribes of intelligent gorillas that destroy all in their path. The older tribes are more reserved, taking only what they need to survive, leaving what's left over alone.
The younger tribes, however, have discovered something dangerous- fire. The young braves set fire to fields and towns, relishing in the power of destruction for destruction's sake. The brutish members can be bought with baubles and beads, while the elders know the true value of human money.

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Spoiler:

Mon, 2012-03-12 02:12
Inanimate
Inanimate's picture

RW is the color of weenies, and aggressive buffs. Skillful Lunge, Thunder Strike, Boros Recruit, Cerodon Yearling, Skyknight Legionnaire, etc.

RU is the color of spellcraft, which can be spell-control (Shock, Cancel, Unsummon, etc.), or just flat-out piercing all defenses (Artful Dodge, Lightning Bolt, and any bounce)

Also, Saber Ants would shift well as this:

Cutlass Ants 1 mana symbolRed mana symbolGreen mana symbol
Creature - Insect
Whenever Cutlass Ants is dealt damage, you may put that many 1/1 green Insect creature tokens onto the battlefield.
3/1

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Mon, 2012-03-12 03:14
Styrofoamking
Styrofoamking's picture

First off, thanks for the tips.

RW - I'll try to work some aggressive weenies in. At the moment, I kind of like the "archer" feel, which has worked well with a few cards.

CW06 - 2 mana symbolWhite mana symbol
Tap symbol deals 1 damage to target attacking or blocking creature. If you control a mountain, is also deals 1 damage to that creature's controller.
1/2

rw -1 mana symbolRed mana symbolRed mana symbol
Tap symbol deals 2 damage to creature or player and 3 to you. If you control a plains, it deals 1 damage to you instead.
2/3

The "big" creatures I have in mind for RW are the ettins (which I showed in the clinic), and manticores (which used to have that archer kick- Crimson Manticore)

RU - Bouncing is good. I also hope to have some control effects too, as both of those colors fit it. For the cheaper creatures, though, it makes sense to have "panic" bleed into blue slightly- what's "cannot block" but a very weak mind-control? I mean, blue already controls "must attack", with sirens.

CR08 - 1 mana symbolRed mana symbol Haste. When ~ comes into play, if you control an island, target creature cannot block this turn.
2/1

CU04 - 1 mana symbolBlue mana symbol
Creature - merfolk.
Tap symbol: Target creature must attack this turn if able. Use this ability only if you control a mountain.
1/3

Of course, they'll also have the best instants and counters, but my major focus is creatures at the moment (maybe because they're more fun.)

RG - I think I'll make Gorillas the major races, with insects being the secondary, if I have space.

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Thu, 2012-03-22 13:18
Styrofoamking
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I just realized I never gave a name for the Plane (although, I think I'll still call it Dogs of War, instead naming it after the plane.

Ideally, it's something very middle-age German, to give the feel of the Holy Roman Empire - countries.

How's Lanzkayne?

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Mon, 2012-03-26 00:05
Inanimate
Inanimate's picture

Lanzkayn looks cleaner, unless that 'e' is a part of the pronunciation.

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Mon, 2012-03-26 02:56
Styrofoamking
Styrofoamking's picture

It does. Does it look "real" enough? I'm not a fan of fantasy settings that look like someone took a bunch of uncommon letters and threw them together with a few random apostrophes. "Lanzkain", "Landzkayn", "Lanzkan."

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Mon, 2012-03-26 06:57
Inanimate
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Lanzkain looks sleekest, Lanzkayn doesn't look bad (the y just sticks out)

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Mon, 2012-03-26 09:48
Styrofoamking
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Than Lanzkain it is!

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Wed, 2012-03-28 02:47
Styrofoamking
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Okay, I'm brainstorming some of the mythic leaders. Here's my thoughts:

~They need to complement ALL THREE of the two color factions they incorporate.
~They need to play with "ownership" in some way.

Wedges

Spoiler:
Roryander the Smuggler King Black mana symbolGreen mana symbolBlue mana symbol
Legendary Creature - Elf Pirate Rogue M Mana for MTG Extra
Whenever a creature attacks one of your opponents, it gains Intimidate until end of turn.
"Stealth, bribery, butchery... I don't care how it gets through, so long as it does."
3/2

Lord Drolga - 3 mana symbolGreen mana symbolRed mana symbolBlue mana symbol
Legendary Creature - Ape Barbarian M Mana for MTG Extra
Trample
Whenever Lord Drolga deals combat damage to a player, you may gain control of target land or creature that player controls
6/5

(I confess... inspired by Gorilla Grodd)

Archmage ____ - 2 mana symbolRed mana symbolBlue mana symbolWhite mana symbol
Legendary Creature - Dwarf Wizard M Mana for MTG Extra
Tap symbol: Exchange control of target creature you control and target creature an opponent controls. Each creature deals damage equal to its casting cost to the its new controller.
3/5

________, Knight of Chaos and Order - 2 mana symbolWhite mana symbolRed mana symbolBlack mana symbol
Legendary Creature - Human Knight
Protection from Red
All attacking creatures you control gain +2/0 under end of turn.
Whenever ~ attacks, you my pay X mana symbolRed mana symbol to deal X damage to target player. If you do, that target player may put X 0/1 red and black Kobolds with haste into play. If you target yourself, they come into play attacking.
3/3

Friendlies

Spoiler:
_____ , Deathmage - 1 mana symbolWhite mana symbolBlue mana symbolBlack mana symbol
Legendary Creature - Wizard M Mana for MTG Extra
All white, blue, and black creatures you control gain, "Tap symbol: Destroy target tapped creature. That creature's controller gains control of this creature."
3/4

_____ - 2 mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Legendary Creature - Warrior M Mana for MTG Extra
Whenever ~ attacks, you may gain control of target land controlled by the defending player.
Sacrifice a land, a red, green, or black permanent: Add Red mana symbolRed mana symbol, Green mana symbolGreen mana symbol, or Black mana symbolBlack mana symbol to your mana pool.
5/3

__________, Dealer in Nightmare - 1 mana symbolBlack mana symbolBlue mana symbolRed mana symbol
Legendary Creature - Human Wizard M Mana for MTG Extra
Whenever an opponent discards a creature card into the graveyard, you may pay Black mana symbol. If you do, put the creature into player under your control with Haste. Sacrifice at the start of your next end step.
4/3

______, - 1 mana symbolWhite mana symbolBlue mana symbolGreen mana symbol
Legendary Creature - Centaur Druid M Mana for MTG Extra
Whenever you destroy, exile or counter an enchantment card owned by an opponent, you may put it onto the battlefield under your control.
Blue, Green, and White non-creature spells cost 1 mana symbol less to cast.
4/5

____________________ - 1 mana symbolWhite mana symbolRed mana symbolGreen mana symbol
Legendary Creatuer - _____ M Mana for MTG Extra
Whenever ~ attacks, each attacking creature gains Provoke until end of turn.
All auras on creatures you control gain, "If this creature is blocked, it gains +4/+0 and trample until end of turn."
5/4

I have more done, but they're on another computer.

EDIT

Made small adjustments, like giving the Knight Protection Red, so he won't be blocked by the kobolds he generates.

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Spoiler:

Wed, 2012-03-28 00:02
Inanimate
Inanimate's picture

Is Drolga's name backwards supposed to be "Ag-lord"? It fits.

G/W/R dude should probably just say "All enchanted creatures have..."

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Wed, 2012-03-28 02:50
Styrofoamking
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Lord D- Actually, I mispelled it, as I wrote it down from memory. "Lord Droligga". Although, we can do Ag-Lord too (it's one letter away from a palindrome.)

GWR - Have to disagree on that one. I'm human and not immune to mistakes, but I thought of the wording carefully on that one for a few reasons:

If it says, "all enchanted creatures", it affects your opponents too.

If you say "all enchantments you control", then negative enchants on your opponents get the bonus too.

If you say "all enchanted creatures you control," then the bonus only applies once. Instead, "All auras on creatures you control gain," a blocked creature you control gets +4/0 for EACH enchantment on him. That includes negative enemy enchantments on your creature too!

I'm not sure what to do with the Green mana symbolWhite mana symbolBlack mana symbol one. Green mana symbolWhite mana symbol are pro-enchantment, White mana symbolBlack mana symbol are knightly (vigilance and first strike), and Green mana symbolBlack mana symbol are landwalk and land acceleration.

Some thoughts on possible mechanics:

Green mana symbolWhite mana symbol: target forest you control becomes an aura with "enchanted creature gains +2/+2". Attach to target creature. It is still a land. Black mana symbolWhite mana symbol: ditto, swamp, -2/-2

(I love the "make an enchantment out of nothing", but it doesn't play with ownership or control any.)

Faerie Warrior (fairie knight?)
Forestwalk and Swampwalk.
Target player other than yourself gains control of target basic land you control: Target creature gains landwalk of the type of land given until end of turn. (Ex. if you gave a forest, gains forestwalk)"
(I really really really like the "give land to someone else: give landwalk" combo. However, it doesn't include White in the bargain much, as it doesn't have any play with enchantments.)

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Spoiler:

Thu, 2012-03-29 02:51
Styrofoamking
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I'm still trying to think of neat keywords to include, and something hit me- what if I went the Rhystic route, and gave them amazing abilities that players could "pay" to prevent?

Or, what if each creature had a double-edged ability?

Gaseous Sentry
Prevent all combat damage Gaseous Sentry would deal and receive. Any player may pay 2 mana symbol to make it lose this ability until end of turn.
2/2

Likewise

Kherstone Reaver
First Strike. Cannot block.
2 mana symbol: Until end of turn, Kherstone Reaver loses first strike and may block as normal. Any player may play this ability.
3/1

Thus, it starts with a special ability (with a drawback), but any player can pay to get rid of the advantage AND the disadvantage.

Or, to try and keyword it:

Bribery 2 mana symbol - ability(ies) (Any player may pay 2 mana symbol - if a player does, ~ loses these abilities until end of turn.)

I know you're not supposed to have negative keywords, but if it's a con AND a pro, does that make it allowed?

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Fri, 2012-03-30 02:33
Styrofoamking
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Two more Keyword thoughts:

White mana symbolRed mana symbol - I loved the idea of making a faction based on archers and Orcish Artillery, but as someone mentioned, RW is the color of aggro. Having a bunch of tappers didn't seem to sit right. So, I'm stealing Elite Javelineer mechanic for a keyword:

Volley X (Whenever CARDNAME blocks or is blocked, it deals X damage to target attacking or blocking creature.)

So, it has the same archer range, but encourages players to use them as attackers and blockers. With variants of course.

Siege Manlets 2 mana symbolWhite mana symbol
Creature - Human Soldier Colorless mana symbol
Volley 1 (Whenever CARDNAME blocks or is blocked, it deals 1 damage to target attacking or blocking creature.)
If you don't control a Mountain, Siege Manlets has Defender.
1/5

Orc Besiegers 2 mana symbolRed mana symbol
Creature - Orc Soldier
Volley 1 (Whenever CARDNAME blocks or is blocked, it deals 1 damage to target attacking or blocking creature.)
If you don't control a Plains, Orc Besiegers cannot block.
3/2

*****************

Blue mana symbolBlack mana symbol - The Pirates. Stealing, raiding, destroying, the whole nine yards. I don't want too much graveyard play, so I thought, why not the Abyssal Specter ability?

Extort 1 (Whenever CARDNAME deals damage to a player, that player discards one card.)

Most of the black pirate cards would have Extort or grant it. Meanwhile, most of the blue would be unblockables (or intimidates) or grant unblockable.

I don't think every faction needs its own keyword, but I think a few might help grant a unique feel to the set.

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Fri, 2012-03-30 03:56
Inanimate
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Abyssal Specter's ability doesn't need to be keyworded, especially since your flavor (extortion) isn't the flavor of Specters (insanity), but instead stuff like, I don't know... Temporal Extortion (punishers).

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Fri, 2012-03-30 10:09
Styrofoamking
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Well, the feel of a lot the Dogs' black kind of mirrors the black of Mercadian Masks. They have cards like Alley Grifters, Corrupt Official, and Extortion. (To be honest, I picked the keyword name, and only found out just now that there was a discard ability about it.)

I think it sells their sabotage mission well. When you spy on someone (which is Green mana symbolBlue mana symbol's theme) they keep the original, and you gain knowledge too (card draw). With Black mana symbolBlue mana symbol, it's more of "we found out what you're up to, but it doesn't matter now, because we just destroyed it completely for it."

Although, after you've mentioned that, part of me is tempted to make them Specters instead of humans. However, the idea of Specters working for money seems weird.

Punishment- What if it gave them a choice? Obviously, not as great as "gain a turn", but "whenever cardname deals damage, that player must do X or X happens"?

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Wed, 2012-04-11 15:24
Styrofoamking
Styrofoamking's picture

So, here the big keywords I'm looking at:

Loyal: ~ can't attack its owner. - a simple one that can go on any rarity.

Bribe <foo> (If this creature dies, exile it. At the beginning of any upkeep, any player may cast this by paying <foo>. If no player does, return it to its owner's graveyard.) - this one's a little trickier. Anyone think a Common would be fine with this, or should I leave it to Blue mana symbol and higher?

Pseudo-keyword - Embolden - Whenever your commander comes into play, [effect].

Sabotage - Cost (Pay Cost: target player gains control of cardname. Use this ability as a sorcery.) - Again, this is a really tricky concept. Would this be too complex for common?

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Now, I'm tempted to have some effects linked to each faction, but perhaps having the 4 keywords PLUS 5-10 keywords on top of it might be waaaay too much. Ravnica had 1 keyword per faction, but spread them over 3 sets.

Some thoughts if I/we do go that route:

White/black mana symbol - Sally Forth (amount) - When cardname is declared as attacking, you may pay . If you do, you may put a Knight from your hand with a converted casting cost of (amount) or less onto the battlefield with haste, attacking. Tap it if it doesn't have Vigilance.

Red/white mana symbol - Volley (#)- Whenever ~ blocks or is blocked, it may deal # damage to target attacking or blocking creature.

Green/wite mana symbol - Ambience - If ~ is enchanted, {effect}. - A pseudo stolen from Guitar.

Blue/black mana symbol - Extort - If ~ deals damage to a player, that player discards a card {maybe at random?}. - Maybe I should add an alternate option, like, "that player must lose 3 life or discard a card.", or something, so it really is extortion.

Green/blue mana symbol - Dodge - ~ can only be blocked by creatures with flying and/or with reach. - I suggested this one a while back, when I first joined. It didn't get a lot of love.

Black/red mana symbol - Deserter X - ~ comes into player with X +1/+1 counters on it. If damage would be dealt to ~ and there's a +1/+1 counter on ~, prevent that damage, remove a +1/+1 counter from ~, and put a 0/1 red Kobold token into play. (Probably waaaay too long to keyword, but that's the ability I'm tempted to try out.)

Although, when I think about it, White/blue mana symbol, Blue/red mana symbol, Black/green mana symbol, and Red/green mana symbol don't have or need a new keyword.

White/blue mana symbol - bureucrats - I was thinking about using the Aysen Bureaucrats as a model... locking down creatures if they met condition X.

Blue/red mana symbol - Controllers and lurers - The weaker ones would twist creatures into doing certain things (can't activate abilities, must attack), but bigger ones would borrow or steal opponent's creatures.

Black/green mana symbol - Landwalkers and pumpers.

Red/green mana symbol - non-creature destruction (a la Creeping Mold) and trample.

So, that'd end up with, what, 4 or 10 keywords? Which ones should I cut?

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