This is an idea for a (Rare) Black Enchantment that I may/may not use in my Norse/Germanic mythology set.
Call from the Grave 5 [black][black] Enchantment
"At the beginning of your upkeep, count the number of creatures in your graveyard. You may put a 2/2 Zombie token on the field for each creature in your graveyard."
Text should be "At the beginning of your upkeep, create a 2/2 black Zombie creature token for each creature card in your graveyard" as per Rise from the Tides (create wording is being introduced with new set Kaladesh).
After a protracted break, I have some potential changes to address my current dissatisfaction with the mechanics. Alternatives to try out, at least.
The idea is:
-Overwhelm
-Reinforce
removed
-Bloodthirst (the Gruul mechanic)
added
Fated changed to
Fated [cost] (As you draw this card, you may pay [cost] and play with it revealed. It becomes fated.
Now getting effects, at least primarily, when you play the card not when you pay the cost.
The reasons for this being:
Overwhelm has always been kind of a forced mechanic. I don't think it's really that good of an effect.
Reinforce is somewhat of a filler/support mechanic. When adding a returning mechanic in Bloodthirst, there's more reason to ditch it.
Bloodthirst is a perfect mechanic for representing Jotnar/Utangard and plays into the combat theme nicely like I want
The change to fated increases the buildup and tension around a card which suits the themes involved
Since virtually no one is answering my poll, I think I'm just going to go ahead and preference the new lineup.
I will still be keeping the old setup under consideration though as this set (very slowly) moves forward.
Seems great! There's one or two problems as I looked through cards, though:
Marus, Mist Weaver is broken. You not only get a semi-playable 4/6 for 5 and a simple to cast colored costs, you get a temporary cloner, giving you the ability to always at least match most of your opponent's power(which is already solid and super powerful, and would go very far in Standard and Modern; and a permanent "whenever you draw a card, instead search your deck for a card without bothering to shuffle afterwards" giving you not only a tutor every single turn as well as whenever you cast Opt, Serum Visions, etc. which are all blue, but you literally can add an extra draw spell each turn and instant speed change what you want to draw next turn because you can easily memorize(or write down) your deck order. This would be banned so fast it's you wouldn't be able to comprehend the time it spent in legality because it would be so small. At least make it "Whenever you draw your first card in a turn, you may put that card on the bottom of your library. If you do, draw a card."
Other than that, as far as I've read it seems fine, in fact some of the mythics(not the 'walkers) need a little extra Oomf to be worth it. Because some of them are just bad rares, and that's just sad when your mythic is worth less than the rare you pulled last time. Maybe alter costs or speed each on some of them.
The abilities are cool, but again: Mantle being equipable at instant speed would possibly be broken, or you'd have to put it on super weak cards for it to not break formats. Make Mantle trigger during the beginning of combat, then you can follow the combat theme and only do partial rearranging. Also, a may is always good.
Seems great! There's one or two problems as I looked through cards, though:
Marus, Mist Weaver is broken. You not only get a semi-playable 4/6 for 5 and a simple to cast colored costs, you get a temporary cloner, giving you the ability to always at least match most of your opponent's power(which is already solid and super powerful, and would go very far in Standard and Modern; and a permanent "whenever you draw a card, instead search your deck for a card without bothering to shuffle afterwards" giving you not only a tutor every single turn as well as whenever you cast Opt, Serum Visions, etc. which are all blue, but you literally can add an extra draw spell each turn and instant speed change what you want to draw next turn because you can easily memorize(or write down) your deck order. This would be banned so fast it's you wouldn't be able to comprehend the time it spent in legality because it would be so small. At least make it "Whenever you draw your first card in a turn, you may put that card on the bottom of your library. If you do, draw a card."
I believe I already changed this in my other cardfile but I can't check that because of my computer problems right now. You're right that ability ahould obviously be changed. The first time each turn part is a good suggestion too.
Other than that, as far as I've read it seems fine, in fact some of the mythics(not the 'walkers) need a little extra Oomf to be worth it. Because some of them are just bad rares, and that's just sad when your mythic is worth less than the rare you pulled last time. Maybe alter costs or speed each on some of them.
It's difficult for me to act on such feedback without you mentioning which ones you think are underpowered.
The abilities are cool, but again: Mantle being equipable at instant speed would possibly be broken, or you'd have to put it on super weak cards for it to not break formats. Make Mantle trigger during the beginning of combat, then you can follow the combat theme and only do partial rearranging. Also, a may is always good.
It's something that I'd want to test before spendng too much time tinkering, but I've never really gotten much testing done on this set. To be honest, my attention has been on other projects and I'm actually a little down on this set. There's nothing in particular that feels wrong except there is little here that really feels like it's at the level I want it to be. I feel like I might replace a lot of things if I ever come back and really work on it, which is something I'd definitely like to do someday.
It's about time I came back to this set. It's been a while, and I've had my doubts about it, and worked on other projects, but I'm feeling drawn back to this one to at least give it some cleaning up, and maybe we'll finally get somewhere with it beyond concepting.
First things first, I'm going ahead with the mechanics changes to the revised version of Fated, Honored, Mantle and Bloodthirst. I'll be updating the cardfile to reflect these changes and other general edits.
I am also considering changing Mantle to be an ability word on creatures that gives them equipment, not as a condition for equipment to be equipped. This would mean it would be easier to control the color balance, have more difficult or strategically specific conditions without making equipment too hard to use, and avoid the awkwardness of not having any equipment with the equip ability.
The disadvantages being that it would be slightly less flavourful, less novel and distinctive, and would need to be balanced carefully to avoid making high-cost-to-equip equipment too easy to use.
Just finished a pass of all the cards.
Main points
-Reinforce and Overwhelm removed from mechancics, Bloodthirst added
-Removed regenerate and prowess cards
-Updating some cards' wordings
-The Giant legend cycle now all have Bloodthirst and grant a keyword ability to all your creatures with +1/+1 counters
-The God cycle now all have indestructible except when attacking or blocking in line with the fact that all previous gods have had some kind of protection
-The rare dual land cycle are now lands with sacrifice abilities for utility effects
-New planeswalker Gyamus was removed, for being to similar to Vivian, in favour of the first card appearance of Ramaz.
First of all, I will be continuing to work on this set, here, and beyond, despite the impending MTGSalvation shutdown. I will put up a link to wherever I move too soon.
Card Changes
Mistform Colossus
-'Mistform Colossus' -> 'Mistborn Colossus'
This will avoid confusion and aesthetic unpleasantness compared to previous 'mistform' cards, which all had to do with gaining extra creature types.
-'Whenever Mistform Colossus becomes the target of a spell or ability, sacrifice it' -> '...sacrifice it unless you pay '
I felt it would be best to make this card a little less all or nothing.
Armament Master
-'When Armament Master enters the battlefield, you may put an equipment card from your hand onto the battlefield' -> 'When Armament Master enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library' (ala Stoneforge Mystic)
I didn't have an such effect in set, but I did have some equipment cheating cards for playing and equipping, so this felt more unique. I also like that it doesn't encourage you to play the most expensive equipment to get max value.
Deadland Veteran
-'return target creature with power 4 or less from your graveyard...' -> 'return target creature with power 3 or less from your graveyard'.
This was a bit ridiculous at 4 and heavily shifted in value toward the Honored trigger, more so than I'd like. Reducing the power here also provides a little more room to make more interesting.
-Added 'Prevent all damage that would be dealt to Deadland Veteran by instants, sorceries and planeswalkers'.
This ability gives the card a tiny bit more chance of getting its Honored trigger off and makes the card a little more interesting.
Call to the Vordr
-'Prevent all combat damage that would be dealt to creatures you control this turn' -> 'Prevent all combat damage that would be dealt to you this turn'.
The previous version was probably too powerful, especially given the effects worked together quite well, while this version has a slightly less powerful second effect that actually has some diminishing return with the main effect given both are useful for mitigating attacks.
Jotnar Warcaller
-3/3 -> 4/2
Minor buff that fits into the power theme.
Mistform Elemental
-'Mistform Elemental' -> 'Mistborn Elemental'
See Mistform Colossus
Text should be "At the beginning of your upkeep, create a 2/2 black Zombie creature token for each creature card in your graveyard" as per Rise from the Tides (create wording is being introduced with new set Kaladesh).
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
After a protracted break, I have some potential changes to address my current dissatisfaction with the mechanics. Alternatives to try out, at least.
The idea is:
-Overwhelm
-Reinforce
removed
-Bloodthirst (the Gruul mechanic)
added
Fated changed to
Fated [cost] (As you draw this card, you may pay [cost] and play with it revealed. It becomes fated.
Now getting effects, at least primarily, when you play the card not when you pay the cost.
The reasons for this being:
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I will still be keeping the old setup under consideration though as this set (very slowly) moves forward.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I've done a little playtesting. And I'm still looking for pictures.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
The abilities are cool, but again: Mantle being equipable at instant speed would possibly be broken, or you'd have to put it on super weak cards for it to not break formats. Make Mantle trigger during the beginning of combat, then you can follow the combat theme and only do partial rearranging. Also, a may is always good.
I believe I already changed this in my other cardfile but I can't check that because of my computer problems right now. You're right that ability ahould obviously be changed. The first time each turn part is a good suggestion too.
It's difficult for me to act on such feedback without you mentioning which ones you think are underpowered.
It's something that I'd want to test before spendng too much time tinkering, but I've never really gotten much testing done on this set. To be honest, my attention has been on other projects and I'm actually a little down on this set. There's nothing in particular that feels wrong except there is little here that really feels like it's at the level I want it to be. I feel like I might replace a lot of things if I ever come back and really work on it, which is something I'd definitely like to do someday.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
It's about time I came back to this set. It's been a while, and I've had my doubts about it, and worked on other projects, but I'm feeling drawn back to this one to at least give it some cleaning up, and maybe we'll finally get somewhere with it beyond concepting.
First things first, I'm going ahead with the mechanics changes to the revised version of Fated, Honored, Mantle and Bloodthirst. I'll be updating the cardfile to reflect these changes and other general edits.
I am also considering changing Mantle to be an ability word on creatures that gives them equipment, not as a condition for equipment to be equipped. This would mean it would be easier to control the color balance, have more difficult or strategically specific conditions without making equipment too hard to use, and avoid the awkwardness of not having any equipment with the equip ability.
The disadvantages being that it would be slightly less flavourful, less novel and distinctive, and would need to be balanced carefully to avoid making high-cost-to-equip equipment too easy to use.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Main points
-Reinforce and Overwhelm removed from mechancics, Bloodthirst added
-Removed regenerate and prowess cards
-Updating some cards' wordings
-The Giant legend cycle now all have Bloodthirst and grant a keyword ability to all your creatures with +1/+1 counters
-The God cycle now all have indestructible except when attacking or blocking in line with the fact that all previous gods have had some kind of protection
-The rare dual land cycle are now lands with sacrifice abilities for utility effects
-New planeswalker Gyamus was removed, for being to similar to Vivian, in favour of the first card appearance of Ramaz.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
First of all, I will be continuing to work on this set, here, and beyond, despite the impending MTGSalvation shutdown. I will put up a link to wherever I move too soon.
Card Changes
Mistform Colossus
-'Mistform Colossus' -> 'Mistborn Colossus'
This will avoid confusion and aesthetic unpleasantness compared to previous 'mistform' cards, which all had to do with gaining extra creature types.
-'Whenever Mistform Colossus becomes the target of a spell or ability, sacrifice it' -> '...sacrifice it unless you pay '
I felt it would be best to make this card a little less all or nothing.
Armament Master
-'When Armament Master enters the battlefield, you may put an equipment card from your hand onto the battlefield' -> 'When Armament Master enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library' (ala Stoneforge Mystic)
I didn't have an such effect in set, but I did have some equipment cheating cards for playing and equipping, so this felt more unique. I also like that it doesn't encourage you to play the most expensive equipment to get max value.
Deadland Veteran
-'return target creature with power 4 or less from your graveyard...' -> 'return target creature with power 3 or less from your graveyard'.
This was a bit ridiculous at 4 and heavily shifted in value toward the Honored trigger, more so than I'd like. Reducing the power here also provides a little more room to make more interesting.
-Added 'Prevent all damage that would be dealt to Deadland Veteran by instants, sorceries and planeswalkers'.
This ability gives the card a tiny bit more chance of getting its Honored trigger off and makes the card a little more interesting.
Call to the Vordr
-'Prevent all combat damage that would be dealt to creatures you control this turn' -> 'Prevent all combat damage that would be dealt to you this turn'.
The previous version was probably too powerful, especially given the effects worked together quite well, while this version has a slightly less powerful second effect that actually has some diminishing return with the main effect given both are useful for mitigating attacks.
Jotnar Warcaller
-3/3 -> 4/2
Minor buff that fits into the power theme.
Mistform Elemental
-'Mistform Elemental' -> 'Mistborn Elemental'
See Mistform Colossus
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice