2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Comic Book Set: Common Design!
    I like scheme as well.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Uncharted Realms Discussions
    Quote from Duke Daemon »

    I mean seriously if they removed that limit cap on Karn, how much more stronger would he be? Would he remember all the old magic of Tolaria and Urza?


    http://mtgsalvation.gamepedia.com/Karn
    Read under Phyrexian Invasion
    Posted in: Magic Storyline
  • posted a message on Uncharted Realms Discussions
    We have to remeber though the sets will problity have the ten planes set in the past, so pre-conflux Bant/Alara, Ravnica when the guild where falling apart/gone? (I think), Dominaria however long in the past, Innistrad before Avacyn? and Lowyn before the great aurora.
    Posted in: Magic Storyline
  • posted a message on Uncharted Realms Discussions
    I wonder if Nissa visted Lorwyn before or after the Lorwyn block story.
    Posted in: Magic Storyline
  • posted a message on Comic Book Set: Common Design!
    For mutants what I ment was maybe we don't need to give them a keyword ablility/action just a general theme. I do like the differnt creature types idea, I do agree that the mutant tribal should be more forced on +1/+1 counters, though we could have a few cards that care about that. A rift on evole, if not bringing it back, seems like a good idea.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Comic Book Set: Common Design!
    Undying in BGw and Super in BRg looks right.

    For super I like the P+T>8, though we could always go with a form of Ferocious that care about creatures with a power of 4 or a toughness of 4.

    Maybe we should have a differnt control mechanic for WUb and have traps play out like curses where in Innistrad? Not meant to draft but able to build a casual limited deck?

    Well if we wanna give any of the forms of valor a go I think Valor 4 could work well since it helps boost up to "super" and imo deals with the issue of putting all your equipment on one guy then having them die. You could in theroy have a few creatures out getting boosted with an equptment each. However I think we should figure out how we want the equpments to build up first. Maybe even broaden the ablility so that it includes all artifacts but design cards that care more about being in equpemnt decks (think Puresteel Paladin)?

    Do we want to give Mutants their own mechanic or just give them strong tribal themes? If you look at the tribes in Innistrad, they had their own themes (self mill with zombies, slith with vampires ect) without having a mechanic. If we do this it frees up some mechincal space and lets us put in another retuning mechanic if we so choose.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Comic Book Set: Common Design!
    One thing that might help is figuring out if we are keeping the same color pair themes. Last we had was;

    Revive mainly WB with support from G
    Traps mainly UB
    Suit Up mainly RW
    Monstrosity mainly RG for monsters and GU for mutants
    and Power 4 still up in the air.

    Do we wana switch things around or try to keep them in these colors?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Comic Book Set: Common Design!
    I've been playing around with three color designs and for RWU one keyword I'm playing around with is Valor (a take on heroic) and maybe one of versions of it could work here*;

    Valor 1.1 (At the beginning of your upkeep if this creature as a permanent you control attached to it ~effect~)

    Valor 1.2 (At the beginning of your upkeep if this creature as a permanent you control attached to it put a +1/+1 counter on it.)

    Valor 1.3 (At the beginning of your upkeep put a +1/+1 counter on this creature for each permanent you control attached it.)

    Valor N 1.4 (This creature gets +N/+N as long as a permanent you control is attached to it.)

    Valor 1.5 (This creature get +1/+1 for each permanent you control attached to it).

    I think Valor 1.2 might fix the issues with Suit Up since it can matter late game, boosts power and helps build creatures up and if the mutants interact with +1/+1 counters it can synergize with them as well. Also I have a mostly aura theme in the three color set with some equpment, so I used permanent to let the creature play with auras or equpments but we could just change Valor so it just works with equipment.
    Posted in: Custom Set Creation and Discussion
  • posted a message on "less likely to do full (land) cycles in a block"
    Quote from Volrath »
    Quote from Zulzanet »
    Hearing stuff like this makes me not want to play standard anymore and as most people have mentioned, maybe I should just divest into Modern/Legacy decks.

    Tribal themes, gone...
    Powerful cards, gone...
    Alternative win-cons, gone...
    Sets with large price variance, gone...

    What else is there to do in standard apart from wasting money?



    There's still tribal. Khans block had lots of dragon tribal. Theron had minotaur and centaurs. Powerful card still exist. Treasure cruise & dig through time for example. I do agree that there are to few alternative win-cons.


    Khans also had warrior tribal as well. It seems like we will seem some tribal sub-theme every block unless its a major theme like it was in Innistrad.
    Posted in: The Rumor Mill
  • posted a message on Uncharted Realms Discussions
    Remember though planeswalker couldn't walk to Ravnica for a long time, atleast during the orignal Ravnica block, so there was a large gap of time no walker was on Ravnica and it seems like it wasn't til after the mending that Ravnica began to attracted walkers again.
    Posted in: Magic Storyline
  • posted a message on Home Plane Planeswalkers
    Quote from a7xjoker33 »


    Though you raise a good point. Hopefully we eventually swing back to more exploratory planeswalkers, but it seems now that many of the new ones are just here for a one block "hey, look at this new cool character!" moment and then they're shelved for some years. Which is just sad is all; Narset, Koth and Ajani are some of my favorite characters, but they seem shelved indefinitely for these new 5 origins/"main focus of the storyline" characters. Maybe it's just me, but I don't feel many were asking for Nissa and Gideon to replace Garruk and Ajani. Seems forced to me, is all.


    I don't know when you started magic but the Shards of Alara block was bascally Ajanis origins story, so it makes sence that they replace him with Gideon since Ajanis origins story was already told and the fact he was very WR at the time means it would be odd for them to make him the white orignas walker.

    To give my answer to the main question of the thread I think its just a simple case of keeping characters organized. Their are 30+ wakers now and its a lot easier to some have them to be staying on one plane (waiting for a bus) for a while, then having every single one having ongoing plotlines that creative have to keep track of.
    Posted in: Magic Storyline
  • posted a message on Ten Worlds...
    Well we do know Chandra is from a new plane for sure and I agree Ravnica is a good bet for Chandra.

    I'm guessing Liliana first planeswalker trip be to the plane where the thrid demon master she is going ater is from, since it could set the stage for Lilianas next storyline.
    Posted in: Storyline Speculation
  • posted a message on Ten Worlds...
    Doug has already answered this
    http://dougbeyermtg.tumblr.com/post/73488442600/was-there-a-rg-god-before-xenagos-ascension-if


    So the idea Gideon killed the old red/green gods is didn't happen because the last red/green god was forgot by mortals long before the currtant storyline. Plus what would be the point? So Gideon and Elsepths story mesh together even more? To esablish that the red/green gods seem to be picked off by white planeswalkers?
    Posted in: Storyline Speculation
  • posted a message on Kiora, Arixmethes in BFZ block?
    Kiora blue comes from how she battles and thinks. A mono green character would have use pure force, while Kiora was only trying to destract Thassa in order to bond with arixmethes.
    Posted in: Speculation
  • posted a message on Journey into Nyx Fat-Pack
    I've been re-writing some of the info I had in this thread about the Theros Pantheon for myself;
    http://www.mtgsalvation.com/forums/magic-fundamentals/magic-storyline/515690-theros-pantheon

    And I remembered that the Born of the Gods fatpack book had some extra info that wasn't in the planeswalker guides and was wondering if the Journey into Nyx had any extra info on the enemey colored gods as well. So if anyone with a Journey into Nyx with a fat pack booklet knows let me know! Smile
    Posted in: Magic Storyline
  • To post a comment, please or register a new account.