Flesh out the story more and let the cards shape from the story itself not make cards into a story because general in my opinion the flavor of the total set would seem off.
And I completely agree...What you see is what I thought up in less than 5 minutes and scribbled down on a piece of paper...More will come soon
Meta Ooze 2 u/g
Creature-Plasma Slime C
Mutate 2GU (You may pay 2GU, exile this card, place this card’s mutation from your sideboard into play.) Your worst nightmare comes from a tiny ball of slime.
0/4
Turns into
Primos, Mutant Ruler
Creature-Plasma Mutater M
Mutate from Meta Ooze
Shroud
2/U2/G: Mutate target creature into a Plasma Guard or Plasma Soldier.
4/3
The leader of the u/g which makes
Plasma Guard
Creature-Plasma Soldier U
First Strike
Vigilance
3/1
and
Plasma Soldier
Creature-Plasma Soldier U
T: Target creature gets +1/+1 until end of turn, untap it.
1/2
Refurbish WU
Tribal Sorcery-Automaton U
Choose one: Place a +1/+1 counter on target creature with clockwork and untap it, or place 2 +1/+1 counters on target creature with clockwork and tap it.
Time Thief WB
Creature-Human Minion R
Shadow
Whenever Time Thief deals damage to a player, remove a +1/+1 counter from target creature, put that counter on Time Thief. If that creature has clockwork, remove 2 counters instead but place only one on Time Thief. At the end of your turn, if Time Thief has a power greater than 4, sacrifice it.
1/1
Automaton Peacekeeper 2WWU
Artifact Creature-Automaton R
Clockwork 5
Trample
Whenever Automaton Peacekeeper attacks, you may sacrifice target creature you control, then choose one: Automaton Peacekeeper gets +X/+X until end of turn where X is the sacrificed creature’s power, or, destroy target permanent with mana cost X, where X is the power of the sacrificed creature.
0/0
Automaton Guard 1UW
Artifact Creature-Automaton C
Clockwork 2(Automaton Guard enters the battlefield with 2 +1/+1 counters on it. Whenever Automaton Guard attacks, blocks or is tapped for an ability, remove a +1/+1 counter from it.)
Whenever Automaton Guard blocks, Place a +1/+1 counter on it instead.
0/0
A back-story (of sorts): This entire block takes place on a currently un-named island in a currently un-named plane (sorry, haven't thought enough into it yet). The island has been isolated from essentially the rest of the multiverse for eons. The island's inhabitants have evolved, undisturbed into their own tribal niches each made up of two colors of the mana spectrum. During the first set, Primeval Utopia 5 of these tribes, each with their own form of primeval magic are introduced W/,W/,R/,U/,R/. Initially, W/U had the power to control time itself on the island and therefor, turned themselves into automatons to stay mostly i mortal (they do take a steam-punk theme). Until W/B (a tribe made up of minions) sent an elite group of thieves that are now called time thieves to steal the secrets of time control. They actually got away with stealing half of W/U's ability and can now control the future where W/U can now only control the past. This leads to a bitter dispute which turns into a bitter stalemate as the two tribes (minion Vs. Automaton) threaten to tear the fabric of time apart. Meanwhile W/R is part of a 3-way rivalry that threatens to literally tear the island apart in a physical sense which will be introduced later.
W/U: keepers of the past and records
Sub type: Automaton
Ability: Clockwork x
Ultimate Ability: Rewind
W/B:thieves and minions
Sub type: Minion
Ability:currently undecided
Ultimate ability:Fast-Forward
R/G:beasts
Sub type: Chimeras, beasts, vishino, goblins etc.
Ability:Currently undecided
Ultimate ability:see above
U/G:scientists (comparable but much cooler than the simic)
Ability and Ultimate ability: Mutate (I so wanted evolve but Wizards beat me to it :mad:)
Sub type: mainly plasmas
W/R: haven't got that far yet
This set emphasizes tokens because mutate causes creatures to be swapped with ones on the sideboard which were made tokens for simplicity. There also fusion monsters which will be introduced later.
Go Chained to the Rocks
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
It attracts mountain you control
Other party will control it was chained to the rocks but was chained to Rocks until it leaves the battlefield, but you enter the creature has been the subject battlefield, of exile. (That creature will return under the control of its owner.)
OMG I almost fell out of my seat...Thank you Google Translater
I forgot to add that each black deck must have a rare or mythic black creature of ANY of the listed types to serve as a gravemaster with the same rules as the others and the humans must have a hero/leader in the form of a mono-white rare or mythic human.
I wish for nothing...
I wish I had a falcon
And I completely agree...What you see is what I thought up in less than 5 minutes and scribbled down on a piece of paper...More will come soon
Creature-Plasma Slime C
Mutate 2GU (You may pay 2GU, exile this card, place this card’s mutation from your sideboard into play.)
Your worst nightmare comes from a tiny ball of slime.
0/4
Creature-Plasma Mutater M
Mutate from Meta Ooze
Shroud
2/U2/G: Mutate target creature into a Plasma Guard or Plasma Soldier.
4/3
Creature-Plasma Soldier U
First Strike
Vigilance
3/1
Creature-Plasma Soldier U
T: Target creature gets +1/+1 until end of turn, untap it.
1/2
Tribal Sorcery-Automaton U
Choose one: Place a +1/+1 counter on target creature with clockwork and untap it, or place 2 +1/+1 counters on target creature with clockwork and tap it.
Creature-Human Minion R
Shadow
Whenever Time Thief deals damage to a player, remove a +1/+1 counter from target creature, put that counter on Time Thief. If that creature has clockwork, remove 2 counters instead but place only one on Time Thief. At the end of your turn, if Time Thief has a power greater than 4, sacrifice it.
1/1
Artifact Creature-Automaton R
Clockwork 5
Trample
Whenever Automaton Peacekeeper attacks, you may sacrifice target creature you control, then choose one: Automaton Peacekeeper gets +X/+X until end of turn where X is the sacrificed creature’s power, or, destroy target permanent with mana cost X, where X is the power of the sacrificed creature.
0/0
Artifact Creature-Automaton C
Clockwork 2(Automaton Guard enters the battlefield with 2 +1/+1 counters on it. Whenever Automaton Guard attacks, blocks or is tapped for an ability, remove a +1/+1 counter from it.)
Whenever Automaton Guard blocks, Place a +1/+1 counter on it instead.
0/0
W/U: keepers of the past and records
Sub type: Automaton
Ability: Clockwork x
Ultimate Ability: Rewind
W/B:thieves and minions
Sub type: Minion
Ability:currently undecided
Ultimate ability:Fast-Forward
R/G:beasts
Sub type: Chimeras, beasts, vishino, goblins etc.
Ability:Currently undecided
Ultimate ability:see above
U/G:scientists (comparable but much cooler than the simic)
Ability and Ultimate ability: Mutate (I so wanted evolve but Wizards beat me to it :mad:)
Sub type: mainly plasmas
W/R: haven't got that far yet
This set emphasizes tokens because mutate causes creatures to be swapped with ones on the sideboard which were made tokens for simplicity. There also fusion monsters which will be introduced later.
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
あなたがコントロールする山を魅了
岩に鎖でつながれたが戦場を離れるまでロックスに鎖でつながれたが戦場、追放の対象とされているクリーチャーに入ると相手がコントロールします。 (そのクリーチャーは、そのオーナーのコントロールの下に戻ります。)
It attracts mountain you control
Other party will control it was chained to the rocks but was chained to Rocks until it leaves the battlefield, but you enter the creature has been the subject battlefield, of exile. (That creature will return under the control of its owner.)
OMG I almost fell out of my seat...Thank you Google Translater