Lorwyn/Shadowmoor United Community Set

continued...
Tue, 2012-08-07 22:05
ArcAngle

I think 2 hybrid creature for each tribe could work at common, especially if we used the common tribe aurora cycle I described above.
I think it was also still work if we add another hybrid creature to each tribe. When I built the common skeleton, I put in lots of creatures on purpose.

Spoiler:

Tue, 2012-08-07 22:53
Guitarweeps
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More hybrid is better. Actually, I just thought that hybrid might help with not having enough cards to support each tribe. In fact, I think that we should push for more hybrids then just the 20. Also, I think mono colored commons should have equal distribution across all colors as well as the hybrids. Otherwise you have one color wieghted more or less than the others.

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Tue, 2012-08-07 23:36
Noahlotr
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How about this:

White: 6
Blue: 6
Black: 6
Red: 6
Green: 6
Hybrid: 30

Or even:

White: 4
Blue: 4
Black: 4
Red: 4
Green: 4
Hybrid: 40

I personally prefer the former of these two ideas.

Wed, 2012-08-08 00:38
ArcAngle

I like more hybrid, so I propose the following breakdown (Counting only the costed face of DFCs):

At common, 60 creatures:
5 Mono-White
3 Mono-Blue
4 Mono-Black
3 Mono-Red
5 Mono-Green
4 White-Blue Hybrids
4 Blue-Black Hybrids
4 Black-Red Hybrids
4 Red-Green Hybrids
4 Green-White Hybrids
4 White-Black Hybrids
4 Blue-Red Hybrids
4 Black-Green Hybrids
4 Red-White Hybrids
4 Green-Blue Hybrids

Two other ideas:
Since I haven't seen a good idea for common lands (yet), how about we replace them with a cycle of scarecrows?
Since "Dual Nature" is starting to become one of the set primary themes, how about we use split cards in the non-permanents?

Spoiler:

Wed, 2012-08-08 01:20
Inanimate
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Split cards is a cool idea, and I actually juggled using it myself. Hybrid-splits would be interesting; for instance, one side is Red/green mana symbol and the other is Green/wite mana symbol. Further, double-faced permanents and double-card nonpermanents feels very... right, you know?

However, I think we already have a lot of complexity right now, with transform and hybrid...

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Wed, 2012-08-08 01:26
sommbsnph

:GWsym: and :BGsym: Split
:WUsym: and :BRsym: Split
:UBsym: and :RWsym: Split
:RGsym: and :GUsym: Split
:WBsym: and :URsym: Split

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Wed, 2012-08-08 01:56
Guitarweeps
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I don't think there is a need to do splits and DFC in the same set.

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Wed, 2012-08-08 19:34
ArcAngle

From an end-user perspective, the Auroran DFC will play like split creature cards (ie. either you play one side or the other), unless we have a lot of cards that can transform other cards.

Spoiler:

Wed, 2012-08-08 22:42
Guitarweeps
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Yeah, that is my point exactly.

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Thu, 2012-08-09 17:08
Noahlotr
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I am in favor of ArcAngle's common creature skeleton, except that I am taking Guitarweeps advice and making the mono-colored creatures equally distributed.

4 Mono-White
4 Mono-Blue
4 Mono-Black
4 Mono-Red
4 Mono-Green
4 White-Blue Hybrids
4 Blue-Black Hybrids
4 Black-Red Hybrids
4 Red-Green Hybrids
4 Green-White Hybrids
4 White-Black Hybrids
4 Blue-Red Hybrids
4 Black-Green Hybrids
4 Red-White Hybrids
4 Green-Blue Hybrids

Thu, 2012-08-09 21:36
Inanimate
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Alright, looks good.

What are the playstyles of each tribe going to be? Here are my thoughts:

My thoughts

Boggarts -- Small, aggressive creatures that are mischievous during the day, but lose all cunning and guile in the night, becoming unthinking brutes; the day side focuses on using removal to clear away the field for a quick win, and the night side just focuses on using power and buffs to smash your way through. Their central theme, in both sides, is aggro and powerful, cheap creatures.

Elves -- Proud hunters during the day, their pride for their land and people is forced into self-preservation during the night -- and with the Aurora, their blind prejudice is cleared away, leaving only guilt and regret, and a desire to atone. Their day side uses removal to clear away any threats, and the night side is more defensive, acting as bulwarks to defend the base with, while you swing in with the big guys. Their central theme, in both sides, is mana-production and defense.

Treefolk -- The aforementioned big guys.The champions of the forests of Lorwyn, just as the land becomes corrupted during the Aurora, so do its defenders, who are twisted and gnarled into monstrous and cruel tormentors. These guys are great targets of Green mana symbol mana ramp strategies. The White mana symbol Treefolk act as walls, essentially, while the Green mana symbol Treefolk are the swingers. Black mana symbol Treefolk use act as board-clearers, like Thorntooth Witch or Weed-Pruner Poplar. Their central theme, in both sides, is big guys supported by other creatures and removal.

Flamekin -- The day side burns with the fire of glory and passion, but during the night, their gloryseeking turn into seething ambition, and their zeal turns into burning rage. They are the basic Red mana symbolWhite mana symbol strategy; efficient, combat-loving creatures that work well with combat tricks. The White mana symbol side uses global buffs and creatures that love working together; the Black mana symbol side focuses more on direct damage and wiping the board, plague or pyro style. Their central theme, in both sides, is aggro-armies supported by spells.

Kithkin -- Forever changed by the Aurora, they are still the kindly community they were before, but they've retreated inwards, now seeking a way to overcome the horrors of the Aurora. During the day, they act as defenders and scholars of Lorwyn, leading everyone to a better Lorwyn, a Lorwyn purged of its shadow. During the night, however, the Kithkin go mad with the change, and their 'cleansing' goes too far -- they become zealots for a xenophobic crusade, seeking to wipe out all threats to the Kithkin way. White mana symbolBlack mana symbol is characterized by super-efficient weenies (Black mana symbol uses suicide-style drawbacks to keep up the power) and super-efficient removal, with mass board wipes and targeted annihilation to make sure nothing can threaten the Kithkin way. Their central theme, in both sides, is board control and card advantage.

Merfolk -- The correction of the Aurora has led to the Selkies awakening once again in their native home of Lorwyn (note: Wistful Selkie implied the Selkies are from Lorwyn, so this makes sense in-continuity), which they know like the back of their hand; their wisdom and cunning are valued by everyone. During the night, trapped in the horror of the Aurora, their wisdom of the land must be turned to war, as they fight off the monsters of Shadowmoor; their advisors must become soldiers, their guides forced to fight for their lives. During the day, they play as mana-ramp with stall-tactics, and use untapping of permanents as a style; during the night, they play more with tapping and lock-down strategies. Their central theme, in both sides, is tapping and untapping.

Fae -- The Fae, though liberated from the machinations of Oona and her massive plot to control the Aurora, are still mischievous and conniving tricksters, always scheming and hatching plots. They operate on a morality completely incomprehensible to any mortal, so they can be hardly classified as good or evil. During the day, each scheme is meticulously calculated and premeditated, to account for all possible variables and circumstances; but during the night, they fall out of love with planning and strategy, and instead revel in gleeful sabotage and ransacking, unable to resist any opportunity for a good prank or joke. Playstyle-wise, they are the basic Blue mana symbolBlack mana symbolRed mana symbol strategy, using evasive creatures to push through damage, alongside a basic counterburn/Blue mana symbolBlack mana symbol control strategy.

Giants -- The common joke on Lorwyn is that the giants slept straight through the Aurora, and woke up in the wrong time. The sleeping giants in Lorwyn now wake frightfully grumpy, and though not the savage beasts they are in Shadowmoor, are no longer the wise feudkillers of the old days. However, during the night, the Giants' grump demeanor is lifted, and they return to acting as staunch defenders of the plane, fighting off all manner of beasties that threaten it. During the day, they act as the big Red/green mana symbol creatures that are finishers in their own right; their support spells help them mana-ramp or keep the field small until they hit, whereupon you just smash through for big damage. Their night side works similarly, but the White mana symbol Giants get the benefit of supporting life-gain and stall, and act as a more defensive beater, with vigilance or lifelink to keep you defending while knocking out your opponent's board. Both Giants work fantastically with their smaller counterparts (Boggarts and Flamekin, respectively), as they are essentially finishers for either aggro deck -- but they also work well with the control strategy of the Kithkin, and the ramping of the Elves.

Shapeshifters -- The Changelings, with the correction of the Aurora, have suddenly come into a being of their own; Velis Vel and the Changelings, once unable to create or to innovate, are suddenly liberated from their lives as copycats and mimics, and are now able to freely manipulate their shapes, creating beautiful and stunning beasts that nobody could ever have imagined. Velis Vel is now a bastion of creativity and imagination, a place of beauty and wonder. The Shapeshifters now journey across Lorwyn, seeking shapes not to copy, but to learn from, to adapt and to sculpt into endless forms most beautiful. However, under the night of Shadowmoor, their minds are crushed by fear, and they retreat to ancient instincts, forced into mercurial bodies that warp and gnarl without their volition. Playstyle wise, they are actually pretty unique; Red mana symbolBlue mana symbolGreen mana symbol is a strategy not often seen, and here it manifests as creatures with many options. The day side has many coursing abilities, as I call it, and use lots of temporary changes, like Stream Hopper's temporary flight, or Crag Puca's switching. They basically adapt to whatever situation they need to; and, supporting lots of evasion, with adaptability like Torchling or Morphling, they work great in a counterburn strategy. The Green mana symbolBlue mana symbol side is more Clone based, but also uses stuff like Skinshifter or Primal Plasma. Both sides share the capability to adapt to whatever situation is needed.

Hags -- The Hags were once only rarely seen beyond the Aurora, and are still quite secretive. During the day, they are a superstitious and devout lot, worshiping the various gods of Lorwyn and Shadowmoor (the God cycle, including dudes like Divinity of Pride or Ghastlord of Fugue), their incantations and charms are very powerful, strengthening any warrior or answering any question, but come at steep prices. During the night, however, their superstition and churches disappear, and are replaced by conspiring cabals of witches; they hex and curse the inhabitants of Shadowmoor, and they lose whatever twisted compassion they once had. They act as a generic White mana symbolBlue mana symbolBlack mana symbol control strategy, using counterspells and removal to keep your opponent out of the picture. The day side focuses more on life-gain and life-loss, with blood tithes and essence drains being backed up with a Nyp Gwyllion or Mourning Thrull-alike -- and the night side is basically just the backbone for a Blue/black mana symbol control deck, with stuff like Aether Adept or Merfolk Looter acting as helpful assistants to whatever devious plans you cook up.

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Fri, 2012-08-10 02:49
Guitarweeps
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Seems like you thought these through. I think that shapeshifters should also move to have something in all colors like the elementals? I was thinking that instead of having changeling we could do other methods. For instance:
Blue mana symbol: Choose a creature type. ~ becomes that creature type in addition to its other types and gains flying until end of turn.

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Fri, 2012-08-10 04:06
Inanimate
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That's what I was thinking as well.

And it could be like the elementals of lorwyn; certain shapeshifters focused in Red mana symbolBlue mana symbolGreen mana symbol, with fringe ones outside that?

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Fri, 2012-08-10 14:58
Guitarweeps
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Yeah maybe elementals could shift to just the tribal colors w shapeshifters taking on more and hosting evoke and even retrace to show thier "adaptability"?

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Fri, 2012-08-10 19:20
Inanimate
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Sounds cool. It would definitely be an interesting change.

Do we want to start brainstorming transformation triggers?

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Fri, 2012-08-10 21:51
Guitarweeps
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Hmmm... should tribes have different transformations?

Also, random card idea...

Boggart Shriekrunner 2 mana symbolRed mana symbol
Creature - Goblin Warrior Colorless mana symbol
Haste
When ~ enters the battlefield, target creature can't block this turn.
Evoke Red mana symbol
Sometimes when Klucka was not sure what to do, he would just yell as loud as he could.
2/1

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Fri, 2012-08-10 21:57
sommbsnph

Growing Tree Green mana symbolGreen mana symbolWhite/black mana symbolWhite/black mana symbol(Black mana symbolGreen mana symbol)
Creature Treefolk Red mana symbol
When a Forest enters the battlefield under your control put a Charge Counter on ~.
Remove 2 Charge Counters from ~: Transform ~.
3/3

Treetop Guardian (Green mana symbolWhite mana symbol)
Creature Treefolk Red mana symbol
Reach, Trample, Vigilance, Lifelink
Remove a Charge Counter from ~: Put a 3/3 Green Treefolk Creature token into play.
5/5

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Sat, 2012-08-11 21:29
Inanimate
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Guitarweeps: I think how it works is that Aurora transformation is the most common, but each tribe gets a unique trigger that occurs in the higher rarities sometimes.

You know, looking over the list, I don't think this idea will work well -- there's a lot of tribes, and giving them each a separate identity for transformation while having them work together is difficult. I would recommend making transformation more loose in the higher rarities, but not having 'tribal transformation' as proposed.

Some interesting ideas for higher-rarity transformation cycles:

Creatures with retrace that enter the battlefield transformed if they were retraced
Creatures that transform instead of dying (Like a faster Loyal Cathar-- pseudo-persist)
"As ~ enters the battlefield, you may transform it if you control a [color] creature" (for instance, a Red/white mana symbol Flamekin can enter the battlefield as a Black/red mana symbol Flamekin if you control a Black mana symbol creature)

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Sat, 2012-08-18 23:39
Noahlotr
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Wakey Wakey Eggs and Bakey!

Because every set needs one:

Flametracing 2 mana symbolRed mana symbol
Enchantment Uncommon
Whenever you retrace a spell, Flame Tracing deals 2 damage to target creature.

Maybe we could make a cycle?

Soultracing 2 mana symbolWhite mana symbol
Enchantment Uncommon
Whenever you retrace a spell, you gain 3 life.

Mindtracing
Enchantment Uncommon
Whenever you retrace a spell, draw a card.

Paintracing
Enchantment Uncommon
Whenever you retrace a spell, target player loses 2 life.

Worldtracing
Enchantment Uncommon
Whenever you retrace a spell, search your library for a basic land card and put it into your hand.

Sat, 2012-08-18 23:45
Guitarweeps
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Maybe just "Whenever you cast a spell from your graveyard" to make it less insular?
Worldtracing is crazy since it gets you more retrace ammunition every time. I think that +2/+2 would be better. Mindtracing is pretty crazy too.

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Sat, 2012-08-18 23:51
Noahlotr
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Mindtracing is based on Secrets of the Dead... strictly worse, actually! Yeah, they'll need some tweaks...

Sat, 2012-08-18 23:53
Daij_Djan
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Mindtracking is perfectly fine - since it already exists (using your, less parasitic wording): Secrets of the Dead. And Flametracing is just a weaker Burning Vengeance..

EDIT: Beat by a few seconds Winking smiley

Sun, 2012-08-19 00:44
Guitarweeps
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Good point... Worldtracing does allow you to retrace again right away though.

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Sun, 2012-08-19 00:49
Daij_Djan
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Yes, that one has a very scary interaction with retrace.. Paintracking could on the other side propably be pushed at loosing 3 life for otherwise being so much weaker than Burning Vengence.. (Then lift Soultracking to 4 - which you propably should either way - and think of a nice and new effect for Worldtracking containing the number 5 Winking smiley )

Sun, 2012-08-19 05:41
Inanimate
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You need to lower the cost of the -tracing cycle, or give them more potent effects, to compete with Burning Vengeance and Secrets of the Dead. I like the cycle, though -- but we might want to bump them up to rare, since they are kinda insular, and uncommon space is valuable (to set archetypes in limited).

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Sun, 2012-08-19 14:39
Daij_Djan
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Well, you should think about, what you want the cycle to do. If you want it to be useful for Limited supporting retrace, they need to be uncommon (like each archetype-enabler).
You could actually simply reuse Burning Vengence and Secrets of the Dead, though - it may be me, but I find them perfect in (their colors) flavor and powerwise - though I don't know if you didn't want to use reprints. Instead (and to keep a few more slots at uncommon) you also could simply skip the red and blue part of your cycle. Then you still had three enchantments supporting the archetype while having all five availuable if somebody wants to design a flashback/retrace-deck..

Sun, 2012-08-19 20:00
Inanimate
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Retrace on creatures also fits the best in Black mana symbolGreen mana symbolWhite mana symbol (any recursion of creatures does), so giving those colors the retrace-versions would make sense. Just make it a far more loose cycle, so it's not clear that red and blue are missing out.

River Kelpie is an example of this support from Shadowmoor, by the way.

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Mon, 2012-08-20 20:53
Noahlotr
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How about this?

Soultracing 1 mana symbolWhite mana symbol
Enchantment Rare
Whenever you retrace a spell, you gain 3 life.

Mindtracing 1 mana symbolBlue mana symbol
Enchantment Rare
Whenever you retrace a spell, draw a card.

Paintracing 1 mana symbolBlack mana symbol
Enchantment Rare
Whenever you retrace a spell, target player loses 2 life.

Flametracing 1 mana symbolRed mana symbol
Enchantment Rare
Whenever you retrace a spell, Flame Tracing deals 2 damage to target creature.

Worldtracing 1 mana symbolGreen mana symbol
Enchantment Rare
Whenever you retrace a spell, untap target land.

Mon, 2012-08-20 21:10
Inanimate
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That's pretty much exactly what I was thinking of. Perfect.

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Sat, 2012-08-25 22:22
Noahlotr
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Nice simple example of retrace on a creature. Obviously would have RT.

Unceasing Cinder 1 mana symbolBlack mana symbol
Creature - Elemental Soldier Common
Retrace
2/1

More ideas to wake this up!

Deathfree Captain 3 mana symbolWhite mana symbolWhite mana symbolWhite mana symbol
Creature - Kithkin Soldier Rare
At the beginning of your up upkeep, unify. If are successful, put a 1/1 white Kithkin Soldier creature token onto the battlefield.
Kithkin and Soldiers cards in your graveyard have retrace.
2/4

Nature Reborn 3 mana symbolGreen mana symbol
Instant Uncommon
Shuffle all land cards in your graveyard into your library.

Sun, 2012-08-26 00:06
Inanimate
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Deathfree Captain feels like it has too much going on. The two abilities don't synergize very well.

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Sun, 2012-08-26 15:37
Noahlotr
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Oh yeah I forgot that tokens never go to the graveyard...

Deathfree Captain 4 mana symbolWhite mana symbolWhite mana symbol
Creature - Kithkin Soldier Rare
Vigilance
Kitkin and Soldiers cards in your graveyard have retrace.
4/4

Sun, 2012-08-26 15:42
sommbsnph

I liked the original better.

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Sun, 2012-08-26 19:14
Guitarweeps
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Kithkn are small so this should be a cheaper smaller body. And since the effect is quite relevant keep it simple.
I think it would be easier to come up with ideas if we focused on one or two things at a time instead of just having a blank slate to fill.

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Sun, 2012-08-26 20:15
sommbsnph

We should funtional reprint Life from the loam but returning up to 4 Lands in exchange for losing Dredge.

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Sun, 2012-08-26 22:10
Inanimate
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Let's start at the top of the tribe list, and work our way down? Therefore, our first thing is... to work on boggarts.

Any ideas?

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Mon, 2012-08-27 01:13
Guitarweeps
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We should have a Seioge-Gang Commander/Arms Dealer type card as it woudl work really well with retraced goblins. Maybe like this?

CARDNAME 1 mana symbolBlack/red mana symbolBlack/red mana symbol
Creature - Goblin Warrior Blue mana symbol
When ~ ETB, unify. If you are successful, put a 1/1 red Goblin creature token onto the battlefield.
1 mana symbolBlack/red mana symbol, sacrifice a Goblin: ~ deals 2 damage to target creature or player.
2/2

In general, I thought that the quip mentioned before about the design strategy for boggarts was right on.

Inanimate wrote:
Boggarts -- Small, aggressive creatures that are mischievous during the day, but lose all cunning and guile in the night, becoming unthinking brutes; the day side focuses on using removal to clear away the field for a quick win, and the night side just focuses on using power and buffs to smash your way through. Their central theme, in both sides, is aggro and powerful, cheap creatures.

I think that all those comments could go int he first post too...

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Mon, 2012-08-27 01:32
Inanimate
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A black/red ability dealing damage doesn't feel right.

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Mon, 2012-08-27 17:12
Guitarweeps
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Well shadowmoor had similar bleeds such as Scar. You wont see a red spell putting -1/-1 counters on creaturea anywhere else. I think it works in context.

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Mon, 2012-08-27 23:00
Inanimate
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But design admitted spells like that were a mistake, no?

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Tue, 2012-08-28 01:58
Guitarweeps
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I don't remember that. And then they made New Phyrexia...

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Tue, 2012-08-28 02:07
Inanimate
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Tue, 2012-08-28 05:15
Guitarweeps
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It is interesting, and entertaining as well. I think I read it before but it is good. Especially when about to design some hybrids! I especially liked Primal Forcemage's addition.

Either way, I see this as acceptable. Black usually gets life loss. Damage causes life loss. Black can deal damage with lifegain or -0/-2 which is quite close to what I am trying with this card. Plus it is really flavorful for the theme we are using for goblins, they sac to deal damage. I don't think the stretch is far from what black already could do. I vote yea!

Another simple one:

Boggart Rushbuckler Black/red mana symbol
Creature - Goblin Warrior Colorless mana symbol
Haste
Fast and small means... easy to fall.
1/1

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Thu, 2012-08-30 20:40
Inanimate
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Yeah, those are all justifications, and I do see your point. It just feels weird to see black dealing damage. But it'll probably be fine. (:

And I love that last one. It makes perfect sense. It compensates for the weakness of Raging Goblin with more flexibility.

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Fri, 2012-08-31 00:08
Guitarweeps
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Some simple ones. What should the transormation be for boggarts?!

Schwamshuckler Gang 3 mana symbolRed/green mana symbolRed/green mana symbol
Creature - Goblin Warrior Blue mana symbol
Trample
4/4

Guerrila Recruits Red/green mana symbolRed/green mana symbol
Creature - Goblin Colorless mana symbol
Retrace
2/1

Boggart Pyrocist 1 mana symbolRed mana symbol
Creature - Goblin Colorless mana symbol
When ~ dies, you may have it deal 2 damage to target creature.
1/1

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Fri, 2012-08-31 07:36
Inanimate
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Two common 2/1 retracers is a bad idea. Guerilla Recruits could stand to be a 1/1 or something?

Also, are we still doing unique transformation triggers? If so, Boggarts could transform when sacrificed, or something? (And have a theme of sacrifice on the Black/red mana symbol side)

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Fri, 2012-08-31 09:59
Guitarweeps
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I can't remember but I think we decided against it for simplicity's sake. I didn't know there was another 2/1 retracer.

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Fri, 2012-08-31 18:21
Inanimate
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Well, I suggested against it, but I don't think other people ever chimed in.

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Sat, 2012-09-01 03:58
ArcAngle

Can we move the Retrace Enchantment cycle to uncommon to make Retrace more significant in Limited?

I've also got a lot of cards to share (warning, I'm horrible with names):

"Shared Cycle", a bunch of cheap spells that count the number of cards in your hand that share a creature type with permanents you control.

Spoiler:
Shared Hope White mana symbol
Instant Common
Reveal your hand. Target player gains 2 life for each card in your hand that shares a creature type with a permanent you control.

Shared Cunning Blue mana symbol
Instant Common
Reveal your hand. Counter target spell unless its counter pays 1 for each card in your hand that shares a creature type with a permanent you control.

Shared Pain Black mana symbol
Instant Common
Reveal your hand. Target creature gains -1/-1 until end of turn for each card in your hand that shares a creature type with a permanent you control.

Shared Desire Red mana symbol
Instant Common
Reveal your hand. Shared Desire deals 1 damage to target creature or player for each card in your hand that shares a creature type with a permanent you control.

Shared Strength Green mana symbol
Instant Common
Reveal your hand. Target creature gains +1/+1 until end of turn for each card in your hand that shared a creature type with a permanent you control.

A 10 card Enchantment cycle that care about creature types.

Spoiler:
? 1 mana symbolWhite/blue mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and flying. If enchanted creature is a Kithkin or a Merfolk, it gains an additional +1/+1.

? 1 mana symbolBlue/black mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and intimidate. If enchanted creature is a Faerie or a Hag, it gains an additional +1/+1.

? 1 mana symbolBlack/red mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and haste. If enchanted creature is an Elemental or a Goblin, it gains an additional +1/+1.

? 1 mana symbol:Red/green mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and trample. If enchanted creature is a Giant or a Goblin, it gains and additional +1/+1.

? 1 mana symbolGreen/wite mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and vigilance. If enchanted creature is an Elf or a Treefolk, it gains an additional +1/+1.

? 1 mana symbolWhite/black mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and lifelink. If enchanted creature is a Hag or a Kithkin, it gains an additional +1/+1.

? 1 mana symbolBlue/red mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature is unblockable. If enchanted creature is a Faerie or a Shapeshifter, it gains +1/+1.

? 1 mana symbolBlack/green mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and has “2 mana symbol: Regenerate”. If enchanted creature is an Elf or a Treefolk, it gains an additional +1/+1.

? 1 mana symbolRed/white mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and first strike. If enchanted creature is an Elemental or Giant, it gains an additional +1/+1.

? 1 mana symbolGreen/blue mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +1/+1 and hexproof. If enchanted creature is a Merfolk or Shapeshifter, it gains an additional +1/+1.

The Complete Auroran Creature Cycle. I tried to make each creature unique, without stretching the colour pie to much.

Spoiler:
? White/black mana symbolWhite/black mana symbol
Creature — Hag Shaman Common
Lifelink
Aurora Blue/black mana symbolBlue/black mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/2
///
?
Creature — Hag Rogue Common
When ? deals damage to a player, they discard a card.
2/2

? Blue/black mana symbolBlue/black mana symbol
Creature — Faerie Warrior Common
Flying
Aurora Blue/red mana symbolBlue/red mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/1
///
Groundling Prankster
Creature — Faerie Rogue Common
When Groundling Prankster deals damage to a player, draw a card.
1/1

Flamekin Cavalier Red/white mana symbolRed/white mana symbol
Creature — Elemental Knight Common
First Strike
Aurora Black/red mana symbolBlack/red mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/2
///
Ashenmoor Raider
Creature — Elemental Warrior Common
Intimidate
“We thought we knew the limits of suffering and oppression.
We were wrong.”

2/2

Grenwahl Watcher White/blue mana symbolWhite/blue mana symbol
Creature — Kithkin Soldier Common
Aurora White/black mana symbolWhite/black mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/3
///
Grenwahl Crusader
Creature — Kithkin Warrior Common
3/2

Hungry Boggart Black/red mana symbolBlack/red mana symbol
Creature — Goblin Rogue Common
Haste
Aurora Red/green mana symbolRed/green mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/2
///
Rampaging Boggart
Creature — Goblin Warrior Common
When Rampaging Boggart becomes blocked, it gains +1/+1 for each creature blocking it.
“I like the new boys. They know how to have fun.”
3/1

Ironfist Behemoth 4 mana symbolRed/green mana symbolRed/green mana symbol
Creature — Giant Warrior Common
Trample
Aurora 4 mana symbolRed/white mana symbolRed/white mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
6/6
///
Stonebreaker Goliath
Creature — Giant Warrior Common
Double Strike
4/3

Moonglove Harvester Black/green mana symbolBlack/green mana symbol
Creature — Elf Warrior Common
Deathtouch
Aurora Green/wite mana symbolGreen/wite mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
1/2
///
Repentant Winnower
Creature — Elf Knight Common
Vigilance
“To my horror, I discovered that the ugliness inside was fouler that any eyeblight”
2/2

Oakgrove Tender 2 mana symbolGreen/wite mana symbolGreen/wite mana symbol
Creature — Treefolk Shaman Common
T: Add 1 mana of any color to your mana pool.
Aurora 2 mana symbolBlack/green mana symbolBlack/green mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/4
///
Rotroot Ancient
Creature — Treefolk Warrior Common
Reach
4/3

Selkie Waymaker Green/blue mana symbolGreen/blue mana symbol
Creature — Merfolk Shaman Common
T: Untap target land.
Aurora White/blue mana symbolWhite/blue mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
1/1
///
Merrow Laneguard
Creature — Merfolk Soldier Common
T: Tap target creature.
1/1

Smiling Shapeshifter Blue/red mana symbolBlue/red mana symbol
Creature — Shapeshifter Common
1: Smiling Shapeshifter becomes a creature type of your choice until end of turn.
Aurora Green/blue mana symbolGreen/blue mana symbol (You may play this creature for its Aurora cost. If you do, put it into the battlefield transformed.)
2/2
///
Warded Mimic
Creature — Shapeshifter Common
Hexproof
2/2

A proposal for the rare land cycle. I put a different allied and opposing pair on each side, making each pairing share one colour and have nonadjacent colours for the others.

Spoiler:
?
Land Rare
T: Add Green/wite mana symbol to your mana pool.
You may put ? into play transformed.
///
?
Land Rare
T: Add Black/green mana symbol to your mana pool.

?
Land Rare
T: Add White/blue mana symbol to your mana pool.
You may put ? into the battlefield transformed.
///
?
Land Rare
T: Add Red/white mana symbol to your mana pool.

?
Land Rare
T: Add Blue/black mana symbol to your mana pool.
You may put ? into the battlefield transformed.
///
?
Land Rare
T: Add Green/blue mana symbol to your mana pool.

?
Land Rare
T: Add Black/red mana symbol to your mana pool.
You may put ? into the battlefield transformed.
///
?
Land Rare
T: Add White/black mana symbol to your mana pool.

?
Land Rare
T: Add Red/green mana symbol to your mana pool.
You may put ? into the battlefield transformed.
///
?
Land Rare
T: Add Blue/red mana symbol to your mana pool.

Spoiler:

Sat, 2012-09-01 04:31
Guitarweeps
Friendly MSE Designer
Guitarweeps's picture

Those lands are ridiculously good. They are actually arguably better than the duals lands that currently net over $50 a pop.
A lot fo good ideas though. i totally forgot about aurora. I need to play around with that...

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