Set Name: Teerna Roon
Set Symbol: Triangle ("play" button)
Plane: Teerna Roon
Number of Cards: 228
Expansion Code: TNR
Welcome to Teerna Roon. The Land of Secrets is a world of technology, luxury, and drudgery. A highly stratified society, humans, elves, dwarves, giants, and vedalken strive for a digital afterlife in The Otherworld.
Heavily influenced by cyberpunk and film noir, Teerna Roon is foggy, rainy, full of computers and constructs, and a bit of a police state. The wealthy live comfortable lives; the poor must struggle. Gremlins feast on the electricity that fuels the plane, and gremlin catching is one way to rise in status.
New Mechanics
Glitch (cost) (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its glitch cost.)
Reboot (cost) ((cost), return this card from your graveyard to your hand)
Reverse Engineer (cost) (When an artifact enters the battlefield under your control, you may pay (cost). If you do, create a copy of that artifact. It gains haste. Sacrifice it at the end of your turn.)
Transfer (cost) (When this creature dies, if it is enchanted, you may pay (cost) to move one of its enchantments to another creature you control. Activate this ability only once per turn.)
Network: When an enchantment enters the battlefield under your control, creatures you control gain XYZ until end of turn
Official website here, full card list here, MSE file here
Wow. I like it, at least for all the work you've put into it.
There's a lot to go through on the website, so I'll come back and edit this post with the biggest concerns or praise as I read more.
But right now I'd recommend breaking the 'Story' section down a bit, and making it simpler to understand. Start with a short section describing Teerna Roon and Otherworld, then have a link to a bigger story.
Skimming through the story, and a few of the cards, it doesn't seem to mesh well with the flavour of Magic. It's too sci-fi and at times too similar to real life. Of course, there's room for science and machines and even robots in Magic - but they're mostly done through a fantastical perspective. 'Online', 'microtransaction' and 'nanobot' are too hard-sf or real-world. WotC likes to avoid the latter outside of Un sets.
Though, those terms might fit fine if this were an expansion for a sci-fi card game.
I'm impressed that there's art for every card. Did you make it all yourself?
EDIT:
It would help to have a separate part of your website that goes into detail on the new [and returning] mechanics – both on a rules and flavour standpoint.
-You might consider eliminating the Resources section...to be honest, few consumers would be interested in that sort of thing.
-When can Reboot be used? It would help to add a few words to the reminder text for the mechanic, like 'only as a sorcery' or 'at any time'.
-'Network' seems like a worse version of Constellation – in that, the creatures with Network don't trigger it themselves. Which seems odd, considering the flavour.
-Also, you don't need the 'all' in front of 'creatures you control.
-Not much to say about Transfer. It seems fine, if a little weak.
-
-Reverse Engineer seems really ripe for abuse. There are lots of ways to cheat out powerful artifacts – Tinker, Cascade, Affinity, Reanimation. Now I get to copy that artifact for just 1 or 3?
-Glitch: Hmm. Looks like Echo by another name. Also not the best fit between name and function. Maybe something like 'Unzip' or 'Update'?
[Why are there so many rares and mythics, compared to commons?]
-Ragged Bird seems broken, and just flat out better than all the other Reverse Engineer cards I've seen. Extra moxen? Lotuses? Artifact lands? Metalworker?!
-The Lab Coat [which has too long of a name] seems a bit too powerful for a common, especially if this set revolves around Auras. I'd recommend bumping it up to uncommon or rare, or removing the 'enchantments' part.
-Security Badge: Study up on recent cards and how they format such abilities. You don't need the 'pay' – just put the mana symbol, then the tap, then the colon.
-Short Circuit: This should cost more, as costing colorless [and thus being available to any color] is an upside on top of two Naturalizes.
-Upgrade Vendor: Too powerful for a common.
-Corporate Hitman: Black doesn't do the whole 'destroy enchantments' thing.
-Gaes Cycle: Did you misspell 'Geas'? I don't see any reason not to use that term.Also, try to make them more unique, more different from the Vow cycle. The Vows are just awkward in one-on-one games [standard/modern/legacy] – there, they might as well just give the creature Defender.
-Net Tourist: Just a terrible uncommon. Move it to common, and maybe give it something else/reduce its cost.
-Upgraded Virtual Ghost: It's combo potential is REALLY high. Animate Dead, Dance of the Dead, Necromancy, not to mention high cost artifacts or enchantments like Omniscience or like, Lattice or Immortal Sun.
-Ayva: 5 damage is a lot for free.
-Dahut is just way too good. Free creatures? I mean, tutors do exist.
-Finavere is missing a power/toughness.
-Canta: Just...what? How? That glitch cost is NOT enough of a downside for that 'your enchantments are free this turn' ability. Free Omniscience? Or just let an Enchantress Storm deck win?
Thanks for the comments! I definitely need to do some further refining on the website, and your comments help a lot.
This set was created as a birthday gift for my husband. He loves sci fi, particularly cyberpunk. I asked him once what kind of Magic set he'd like to see, and he said cyberpunk, while acknowledging that would never really happen. I decided to lean in to that, though yeah, it's not something you'd ever actually see.
Yup, I did the art for every single card. I vastly overestimated my abilities and the amount of time it would take, so I did far more digital manipulations than I originally wanted to. I had had grand plans for the art that were largely scrapped. However, now I'm in art school -- SmART School, in fact, which was founded by Rebecca Guay. Life is funny like that.
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Set Symbol: Triangle ("play" button)
Plane: Teerna Roon
Number of Cards: 228
Expansion Code: TNR
Welcome to Teerna Roon. The Land of Secrets is a world of technology, luxury, and drudgery. A highly stratified society, humans, elves, dwarves, giants, and vedalken strive for a digital afterlife in The Otherworld.
Heavily influenced by cyberpunk and film noir, Teerna Roon is foggy, rainy, full of computers and constructs, and a bit of a police state. The wealthy live comfortable lives; the poor must struggle. Gremlins feast on the electricity that fuels the plane, and gremlin catching is one way to rise in status.
New Mechanics
Official website here, full card list here, MSE file here
There's a lot to go through on the website, so I'll come back and edit this post with the biggest concerns or praise as I read more.
But right now I'd recommend breaking the 'Story' section down a bit, and making it simpler to understand. Start with a short section describing Teerna Roon and Otherworld, then have a link to a bigger story.
Skimming through the story, and a few of the cards, it doesn't seem to mesh well with the flavour of Magic. It's too sci-fi and at times too similar to real life. Of course, there's room for science and machines and even robots in Magic - but they're mostly done through a fantastical perspective. 'Online', 'microtransaction' and 'nanobot' are too hard-sf or real-world. WotC likes to avoid the latter outside of Un sets.
Though, those terms might fit fine if this were an expansion for a sci-fi card game.
I'm impressed that there's art for every card. Did you make it all yourself?
EDIT:
-You might consider eliminating the Resources section...to be honest, few consumers would be interested in that sort of thing.
-When can Reboot be used? It would help to add a few words to the reminder text for the mechanic, like 'only as a sorcery' or 'at any time'.
-'Network' seems like a worse version of Constellation – in that, the creatures with Network don't trigger it themselves. Which seems odd, considering the flavour.
-Also, you don't need the 'all' in front of 'creatures you control.
-Not much to say about Transfer. It seems fine, if a little weak.
-
-Reverse Engineer seems really ripe for abuse. There are lots of ways to cheat out powerful artifacts – Tinker, Cascade, Affinity, Reanimation. Now I get to copy that artifact for just 1 or 3?
-Glitch: Hmm. Looks like Echo by another name. Also not the best fit between name and function. Maybe something like 'Unzip' or 'Update'?
-Ragged Bird seems broken, and just flat out better than all the other Reverse Engineer cards I've seen. Extra moxen? Lotuses? Artifact lands? Metalworker?!
-The Lab Coat [which has too long of a name] seems a bit too powerful for a common, especially if this set revolves around Auras. I'd recommend bumping it up to uncommon or rare, or removing the 'enchantments' part.
-Security Badge: Study up on recent cards and how they format such abilities. You don't need the 'pay' – just put the mana symbol, then the tap, then the colon.
-Short Circuit: This should cost more, as costing colorless [and thus being available to any color] is an upside on top of two Naturalizes.
-Upgrade Vendor: Too powerful for a common.
-Corporate Hitman: Black doesn't do the whole 'destroy enchantments' thing.
-Gaes Cycle: Did you misspell 'Geas'? I don't see any reason not to use that term.Also, try to make them more unique, more different from the Vow cycle. The Vows are just awkward in one-on-one games [standard/modern/legacy] – there, they might as well just give the creature Defender.
-Net Tourist: Just a terrible uncommon. Move it to common, and maybe give it something else/reduce its cost.
-Upgraded Virtual Ghost: It's combo potential is REALLY high. Animate Dead, Dance of the Dead, Necromancy, not to mention high cost artifacts or enchantments like Omniscience or like, Lattice or Immortal Sun.
-Ayva: 5 damage is a lot for free.
-Dahut is just way too good. Free creatures? I mean, tutors do exist.
-Finavere is missing a power/toughness.
-Canta: Just...what? How? That glitch cost is NOT enough of a downside for that 'your enchantments are free this turn' ability. Free Omniscience? Or just let an Enchantress Storm deck win?
-How is Failed Negotiation a green effect?
This set was created as a birthday gift for my husband. He loves sci fi, particularly cyberpunk. I asked him once what kind of Magic set he'd like to see, and he said cyberpunk, while acknowledging that would never really happen. I decided to lean in to that, though yeah, it's not something you'd ever actually see.
Yup, I did the art for every single card. I vastly overestimated my abilities and the amount of time it would take, so I did far more digital manipulations than I originally wanted to. I had had grand plans for the art that were largely scrapped. However, now I'm in art school -- SmART School, in fact, which was founded by Rebecca Guay. Life is funny like that.