This is my first try on making a set. It is called "Eternal Winter" and features the snow mechanic in new, unexplored ways. I'm not sure about the whole storyline yet, so some neutral creature names like "Coldsword Wielder" might change.
Some short information about the set:
I planned to make relations to Ice Age/Coldsnap, but realized I knew too less about those sets - so my set is on a different, new plane.
There are the Isylian, Snow Artifact Creatures made of Coldsteel, which are lead by a yet unknown leader (might become a planeswalker) to dominate the whole plane. They have snow mana in their casting cost.
Since any color can use these creatures, every color gets some way to hose them, too.
I'm not sure about every color's identity in this set, but here are some first thoughts:
Red: Anti-Snow. Efficient ways to destroy Snow Lands. Cards that can't be played with Snow Mana.
Green: Ancient Creatures are frozen in Snow. Ways to accelerate the melting of those creatures. Also, green is the color of Nature. Blizzards, for example, are green and maybe white.
I'm not sure about white, black and blue yet. White and Blue will get freeze effects. Black might become a color which is more often used for multicolored spells than for monocolored.
Keywords:
* Frozen X means: "This permanent comes into play tapped with X freeze counters on it."
and
If it would untap and there is at least one freeze counter on it, it doesn't instead."
and
"At the beginning of your upkeep, remove a Freeze Counter from that creature."
* Freeze is a keyword action. "Freeze target permanent" means "If target permanent doesn't have frozen, it gains frozen."
*Firebound means "You can't spend mana produced by snow permanents to play this spell".
*Affinity to Snow Permanents should be obvious: "This spell costs less to play for each snow permanent you control."
If someone wants to have renders of the cards, I've made them and can send them by e-mail, for example. I just don't have pictures yet.
Because the upload limit is 5 files, I'll have to write down the cards:
Lava Axe Wielder :1mana::symr: Creature - Human Barbarian (C)
:symr::symr: : Destroy target snow creature blocking or blocked by Lava Axe Wielder.
2/1
#1
Magma Elemental :symr::symr::symr: Creature - Elemental (U)
Firebound
Snow Landwalk
Whenever Magma Elemental deals combat damage to a player, you may destroy target snow land that player controls.
2/2
#2
Coldsword Wielder :symw::symu: Creature - Human Soldier
First Strike (U)
Whenever Coldsword Wielder deals combat damage to a creature, freeze that creature. Put one freeze counter on it.
1/1
#5
Fiery Revenge :symb::symr: Instant (C)
Firebound
Destroy target snow creature. It can't be regenerated.
If an Isylian creature is destroyed this way, that creature's controller loses 4 life.
#7
Fiery Specter :1mana::symb::symr: Creature - Specter (U)
Flying
Whenever Fiery Specter deals combat damage to a player, that player reveals his or her hand. Choose a snow card from it. That player discards that card.
2/2
#8
Accelerated Melting :2mana::symrg: Instant (C)
Remove up to four freeze counters from target creature, then untap that creature.
#9
Freeze Lance :2mana::symuw: Instant (C)
Affinity to snow permanents
Freeze target creature. Put two freeze counters on it.
#10
your freeze mechanic doesn't work the way I think you'd want it to work. For starters, one freeze counter and two freeze counters work exactly the same. The next turn the creature's controller gets, the creature loses a counter for the untap step, then loses on on his upkeep so if it had one counter the creature is counterless by the upkeep but doesn't untap until next turn and if the creature had two counters on it, it is counterless on your turn, but again doesn't untap until your next turn.
Suggestion: get rid of the "At the beginning of your upkeep, remove a Freeze Counter from that creature." clause in freeze. It seems to be screwing things up (because I'm assuming that you want the frozen creature to be frozen for an amount of turns equal to the # of freeze counters on it).
Thanks for your comment, but I don't quite get what you mean. Trying to untap does NOT remove a freeze counter; so why are there 2 counters removed? There is no counter removed in the untap stap. The "if it would untap, instead it doesn't" part only means "This permanent cannot untap".
Its worded like this and not like "doesn't untap during your untap step" because you should not be able to untap a frozen creature with Seeker of Skybreak and similar abilities which would defeat the sense and flavor of "Frozen".
What I want Frozen to do (and I think it does right now) is the following:
Turn 1 of Player 1: Player plays creature with Frozen 2. Creature has two freeze counters.
Turn 2 of Player 1: Creature tries to untap, but can't. In Upkeep, Creature loses a freeze counter. 1 freeze counter left.
Turn 3 of Player 1: Creature tries to untap, but can't. In Upkeep, Creature loses the last freeze counter. Creature is now able to be untapped by effects.
Turn 4 of Player 1: With no effects apllied, this is the first time the Creature untaps.
@ Everyone: Feel free to comment the cards, say, what you like, say what you don't like so much; if you have an idea to imrpove something - please post it
I see... I thought it lost a counter every time it would untap. I just read it wrong...
anyways, about your cards: Most of them seem good. The only one I think needs changed is freeze lance. It should loose the affinity for snow and maybe change it to 1U/U/ just because it's way over powered now.
You're right when you say it's strong, but compare it to Arrest or Pacifism or Temporal Isolation, for example, which remove the creature forever unless your opponent has Enchantment removal.
Also, there will be (mostly red/green) cards in the set which remove freeze counters,
Accelerated Melting :2mana::symrg: Instant (C)
Remove up to four freeze counters from target creature, then untap that creature.
#9
for example.
But I'm sure not all of my cards are perfectly balanced, I haven't spent much time on that yet because it's more "writing down ideas" than really making perfect cards right now.
Coldsnap didn't make much snow hate and you should probaly not overdue it either. You want the players to play snow, but a good hate deck against snow would stop any snow strategy. Coldsnap barely had any hate and people still only play snow decks for skred or scrying sheets.
Coldsnap didn't make much snow hate and you should probaly not overdue it either. You want the players to play snow, but a good hate deck against snow would stop any snow strategy. Coldsnap barely had any hate and people still only play snow decks for skred or scrying sheets.
The thing is that playing snow lands gives much more advantage in my set than it gave in coldsnap, you can play the Isylian only if you run snow lands, for example.
This is why a player must choose if he should play snow lands.
Doing so should involve some risks - because otherwise, everyone would just play snow lands because they have no disadvantage by themselves.
By the way, I'm currently working on a storyline which introduces some planeswalkers...
The firebound seems like an interesting way to creature more color problems, which can push things in the direction of 10 colors of mana instead, there being a normal and then a snow.
Freeze/Frozen seems like a suspend effect, but the creature comes into play still, with an interesting tweak towards snow permanents, I like it honestly.
Affinity is brokestend like throwing a frag grenade in a mirror factory... and repeating the process about 50 more times...
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Some short information about the set:
I planned to make relations to Ice Age/Coldsnap, but realized I knew too less about those sets - so my set is on a different, new plane.
There are the Isylian, Snow Artifact Creatures made of Coldsteel, which are lead by a yet unknown leader (might become a planeswalker) to dominate the whole plane. They have snow mana in their casting cost.
Since any color can use these creatures, every color gets some way to hose them, too.
I'm not sure about every color's identity in this set, but here are some first thoughts:
Red: Anti-Snow. Efficient ways to destroy Snow Lands. Cards that can't be played with Snow Mana.
Green: Ancient Creatures are frozen in Snow. Ways to accelerate the melting of those creatures. Also, green is the color of Nature. Blizzards, for example, are green and maybe white.
I'm not sure about white, black and blue yet. White and Blue will get freeze effects. Black might become a color which is more often used for multicolored spells than for monocolored.
Keywords:
* Frozen X means: "This permanent comes into play tapped with X freeze counters on it."
and
If it would untap and there is at least one freeze counter on it, it doesn't instead."
and
"At the beginning of your upkeep, remove a Freeze Counter from that creature."
* Freeze is a keyword action. "Freeze target permanent" means "If target permanent doesn't have frozen, it gains frozen."
*Firebound means "You can't spend mana produced by snow permanents to play this spell".
*Affinity to Snow Permanents should be obvious: "This spell costs less to play for each snow permanent you control."
If someone wants to have renders of the cards, I've made them and can send them by e-mail, for example. I just don't have pictures yet.
Because the upload limit is 5 files, I'll have to write down the cards:
Lava Axe Wielder :1mana::symr:
Creature - Human Barbarian (C)
:symr::symr: : Destroy target snow creature blocking or blocked by Lava Axe Wielder.
2/1
#1
Magma Elemental :symr::symr::symr:
Creature - Elemental (U)
Firebound
Snow Landwalk
Whenever Magma Elemental deals combat damage to a player, you may destroy target snow land that player controls.
2/2
#2
Melt Away :1mana::symr:
Sorcery (C)
Destroy target snow land.
#3
Frozen Baloth :snow::symg:
Snow Creature - Beast (C)
Frozen 3
5/5
#4
Coldsword Wielder :symw::symu:
Creature - Human Soldier
First Strike (U)
Whenever Coldsword Wielder deals combat damage to a creature, freeze that creature. Put one freeze counter on it.
1/1
#5
Cursed Blizzard :5mana::symb::symg:
Snow Instant (C)
Affinity to snow permanents
Destroy target nonsnow permanent.
#6
Fiery Revenge :symb::symr:
Instant (C)
Firebound
Destroy target snow creature. It can't be regenerated.
If an Isylian creature is destroyed this way, that creature's controller loses 4 life.
#7
Fiery Specter :1mana::symb::symr:
Creature - Specter (U)
Flying
Whenever Fiery Specter deals combat damage to a player, that player reveals his or her hand. Choose a snow card from it. That player discards that card.
2/2
#8
Accelerated Melting :2mana::symrg:
Instant (C)
Remove up to four freeze counters from target creature, then untap that creature.
#9
Freeze Lance :2mana::symuw:
Instant (C)
Affinity to snow permanents
Freeze target creature. Put two freeze counters on it.
#10
Isylian Infantry :snow::snow:
Snow Artifact Creature - Isylian Warrior (C)
2/3
Isylian Mage :snow::snow::snow:
Snow Artifact Creature - Isylian Wizard (C)
:snow:, :symtap:: Freeze target creature. Put one freeze counter on it.
1/4
Isylian Paladin :4mana::snow::snow:
Snow Artifact Creature - Isylian Knight (U)
:snow::snow:, :symtap:: Destroy target nonsnow creature.
4/4
I'm looking forward to reading your comments!
Suggestion: get rid of the "At the beginning of your upkeep, remove a Freeze Counter from that creature." clause in freeze. It seems to be screwing things up (because I'm assuming that you want the frozen creature to be frozen for an amount of turns equal to the # of freeze counters on it).
Its worded like this and not like "doesn't untap during your untap step" because you should not be able to untap a frozen creature with Seeker of Skybreak and similar abilities which would defeat the sense and flavor of "Frozen".
What I want Frozen to do (and I think it does right now) is the following:
Turn 1 of Player 1: Player plays creature with Frozen 2. Creature has two freeze counters.
Turn 2 of Player 1: Creature tries to untap, but can't. In Upkeep, Creature loses a freeze counter. 1 freeze counter left.
Turn 3 of Player 1: Creature tries to untap, but can't. In Upkeep, Creature loses the last freeze counter. Creature is now able to be untapped by effects.
Turn 4 of Player 1: With no effects apllied, this is the first time the Creature untaps.
@ Everyone: Feel free to comment the cards, say, what you like, say what you don't like so much; if you have an idea to imrpove something - please post it
anyways, about your cards: Most of them seem good. The only one I think needs changed is freeze lance. It should loose the affinity for snow and maybe change it to 1U/U/ just because it's way over powered now.
Also, there will be (mostly red/green) cards in the set which remove freeze counters,
Accelerated Melting :2mana::symrg:
Instant (C)
Remove up to four freeze counters from target creature, then untap that creature.
#9
for example.
But I'm sure not all of my cards are perfectly balanced, I haven't spent much time on that yet because it's more "writing down ideas" than really making perfect cards right now.
-Steven
My Custom Set: Solescurio
The thing is that playing snow lands gives much more advantage in my set than it gave in coldsnap, you can play the Isylian only if you run snow lands, for example.
This is why a player must choose if he should play snow lands.
Doing so should involve some risks - because otherwise, everyone would just play snow lands because they have no disadvantage by themselves.
By the way, I'm currently working on a storyline which introduces some planeswalkers...
Freeze/Frozen seems like a suspend effect, but the creature comes into play still, with an interesting tweak towards snow permanents, I like it honestly.
Affinity is brokestend like throwing a frag grenade in a mirror factory... and repeating the process about 50 more times...