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  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    Quote from IcariiFA »

    Card-wise though, I can't really give an impressions based on "mechanic X" without having an idea what that is and whether or not it makes your implementation interesting.

    How about now? Smile
    Posted in: Custom Card Creation
  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    UPDATE

    'Mechanic X' is
    Convert (cost) (cost, discard this card: Put a 1/1 colourless artifact creature token onto the battlefield. Convert only as a sorcery.

    Convert gives Esper artifact creatures, and feeds Grixis graveyard synergy.

    Cards in original post updated with convert
    Negation Tech added to original post

    More mechanical exploration and design discussion ahead.
    Posted in: Custom Card Creation
  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    Hybrid mana is in the set, as you said, it helps to make things work more smoothly.
    Keywords are mainly in the primary colours, as you would expect.
    The percentage of multicolour will be pretty consistent across rarities but lower rarities will still have less. Multicolour at lower rarities is also mostly two colour, where the majority of three colour and almost all four colour are absent.
    I have some mechanic ideas in mind, but as this set is still supposed to be early in design, they are completely open to change. I will keep some of your suggestions in mind.
    Posted in: Custom Card Creation
  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    The set isn't about modularity. The set is about the idea of the modular factions. The basis of the set is the Alara shards, which is why it is set on Alara, the modular multicolour system is an expansion of what Alara had. In order to make the four variant colour combinations play together in the way I described previously, there is need for some linear design. Otherwise, what's to stop people whatever they want? It is different from Invasion, it's supposed to be. Invasion's design just isn't interesting in modern day where we have had many multicolour themed sets. The point of having factions that vary in colour within themselves is to introduce a new and interesting way to do multicolour.
    'Allowed to mix and match any way you want' is going directly against the idea of the set.
    Posted in: Custom Card Creation
  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    Hi.
    As you said, there is the usual difficulties with four colour design, and there is a number of other colour combinations supported in addition to make things more complex. This is why this set is risky. Fortunately, the modular system makes four colour design easier and gives more room to focus on other problems (there are a lot of them).
    Posted in: Custom Card Creation
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    UPDATE
    Initial Playtesting Complete: Results to Come
    Further Playtesting Continues

    In other news; I posted a thread discussing my ideas for a different set in the same standard as this one. It's based around a unique multicolour system and is set on Alara. Link below (Fate of Alara)
    Thank you.
    Posted in: Custom Set Creation and Discussion
  • posted a message on FATE of ALARA: Multicolour Faction Systems (Exploratory Design)
    Hello
    Currently, I am playtesting Runin, my a norse-mythology based set. As this will take some time and I don't want to make changes to the set until I have some results, I have been thinking about some other ideas of mine. This is the main one.
    Most of you will know the Shards of Alara block and some of you have probably thought about what will happen next in that storyline and if (probably when) they will do a follow-up block. As with Runin, this block will be a two-set structure featuring evergreen mechanical changes (prowess is evergreen, landwalk and intimidate are gone).
    On to the block information!
    As you can probably guess, this is a multicolour set. HOWEVER, what you probably wouldn't have guessed is that this set introduces a unique and frankly dangerous concept as the block's MAIN THEME. Out of all the block ideas I have had, this is the most wacky. I won't keep you waiting any longer, the new theme is modular multicolour factions. What does that mean? Well... Invasion, the first multicolour set, featured a general sort of mish-mash of multicolour design. There was not supposed to be any concrete faction structure or anything, you just played whatever. Ravnica block came back with this new idea, a rigid faction system that wanted you to play only a specific set of multicolour combinations. Fate of Alara is somewhere in-between. To explain this all more clearly, here is a flowchart (or whatever) of how the faction system works in the set.

    Ally-Colour Two-Colour -(shared themes)- Ally Three Colour Shard -(shared themes)- (Ally Two-Colour Primary) Four Colour

    Yes. That does say four colour. This is a standard set, with four colour. Because nothing could possibly go wrong, right? Anyway, to explain why this all exists, the general idea is that in limited gameplay you start by choosing a two-colour combination. Then you can choose to add colours or stay in two colour, the median being the shards on which the system is based. The explanation for this is that the two and four colours are variations from the shards of Alara, which are now in a state of fluctuation. The two colours represent a more centralised version of the shards, where more focused goals and structure are represented. On the other hand, the four colours represent an overlap of two allied shards, for example, Grixis ( blue mana black mana red mana ) and Jund ( black mana red mana green mana ) combine to form blue mana black mana red mana green mana , where black mana and red mana are the primary colours. Because the variant factions are new and in competition, they do not have any formal sort of organisation, instead being bands of like-minded individuals striking out for their own cause. The variants and shards are not actually sides of a war, the conflict on Alara is currently too dynamic for that to be so, instead they are shifting groups working together or against each other based on who they are facing and what the circumstances are.
    As you can probably tell, there is a lot going in to this set very early on. As a result, this system is going to integral to the set. Balancing the colours and maintaining the right amount of order will make or break this set. But, I think this is a very interesting idea and has the potential to be an extremely rewarding experience.

    Mechanic Ideas
    Convert (cost) (cost, discard this card: Put a 1/1 colourless artifact creature token onto the battlefield. Convert only as a sorcery)
    Chaotic- (trigger), if you discarded a card this turn, (effect)
    Charge (cost) (Whenever this creature attacks, you may pay (cost). If you do, put a +1/+1 counter on it(
    Might (Your might is equal to the total power of creatures you control)
    Retreat (cost) Whenever this creature would die, you may pay it's retreat cost. If you do, return it to your hand instead)

    SOME CARDS to demonstrate the concept:

    Mastery Command ( white mana blue mana black mana red mana )
    Instant (R)
    Choose two-
    • Your opponents can’t cast spells this turn.
    • Draw two cards, then discard a card.
    • Destroy target nonartifact creature.
    • Copy another target instant or sorcery spell. You may choose new targets for the copy.

    Eternal Chancellor ( 2 mana blue mana black mana )
    Artifact Creature- Spirit (R)
    Flying
    Other artifact creatures you control have flying
    Cards in your hand have convert 2 mana .
    3/3

    Bio-Cleansing ( 2 mana white mana blue mana black mana )
    Sorcery (R)
    Destroy all nonartifact creatures.
    Convert 2 mana

    Vault of Secrets ( white mana blue mana black mana red mana )
    Artifact (R)
    Artifact creatures you control get +1/+1
    tap symbol : Return a random card from your graveyard to your hand. If it doesn't have convert, it gains convert 2 mana .

    Lifeless Servant ( 1 mana black mana )
    Creature- Zombie (C)
    Convert black mana
    2/2

    Negation Tech ( 1 mana blue mana blue mana )
    Instant (U)
    Counter target spell
    Convert blue mana

    Havoc Command ( blue mana black mana red mana green mana )
    Instant (R)
    Choose two-
    • Return target nonland permanent to its owner’s hand.
    • Return target creature card from a graveyard to its owner’s hand.
    • Chaotic Command deals 4 damage to target creature.
    • Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.

    Cruel Tormentor ( 2 mana black mana black mana )
    Creature- Demon (R)
    Flying
    Chaotic- When Cruel Tormentor enters the battlefield, if you discarded a card this turn, target opponent sacrifices a creature.
    4/4

    Insane Experiment ( 2 mana blue mana red mana )
    Instant (R)
    Put the top six cards of your library into your graveyard, Insane Experiment deals X damage to target player, where X is the number of instant and sorcery cards in your graveyard.
    Chaotic- If you discarded a card this turn, return an instant or sorcery card at random from your graveyard to your hand.

    Bone Caster ( blue mana black mana )
    Creature- Zombie Shaman (U)
    Chaotic- When Bone Caster enters the battlefield, if you discarded a card this turn, draw a card.
    2/2

    Wake of Karakos ( 1 mana red mana )
    Instant (U)
    Wake of Karakos deals 3 damage to target creature or player.
    Chaotic- If you discarded a card this turn, Wake of Karakos deals 4 damage to that creature or player instead

    Tormenting Voice ( 1 mana red mana ) (reprint)
    Sorcery (C)
    As an additional cost to cast Tormenting Voice, discard a card.
    Draw two cards

    Conquest Command ( black mana red mana green mana white mana )
    Instant (R)
    Choose two-
    • Target opponent discards a card.
    • Conquest Command deals 4 damage to target opponent.
    • Put two +1/+1 counters on target creature and untap it.
    • Permanents you control gain indestructible until end of turn.

    Groundbreaker Behemoth ( 2 mana black mana red mana green mana white mana )
    Creature- Beast (R)
    Charge red mana green mana
    Whenever a creature you control charges, put a +1/+1 on each other attacking creature you control.
    6/6

    Guardian Thoctar ( 1 mana red mana green mana white mana )
    Creature- Beast (R)
    First Strike
    Charge red mana green mana white mana
    Whenever Guardian Thoctar charges, untap each attacking creature you control
    4/4

    Shadowpelt Nacatl ( 1 mana white mana black mana )
    Creature- Cat Rogue (U)
    Charge white mana black mana
    Whenever Shadowpelt Nacatl charges, each opponents loses 2 life and you gain 2 life.
    2/3

    Behemoth Guard ( 1 mana green mana )
    Creature- Elf Warrior (U)
    1 mana green mana : Move a +1/+1 counter from target creature onto another target creature.
    tap symbol : Untap target creature with a +1/+1 counter on it.
    2/2

    Borderland Ranger ( 2 mana green mana )
    Creature- Elf Scout (C)
    Charge 1 mana green mana
    2/3

    Radiant Command ( red mana green mana white mana blue mana )
    Instant (R)
    Choose two-
    • Creatures without flying can’t block this turn
    • Creatures you control get +1/+1 and gain trample until end of turn
    • Counter target creature spell
    • Put two 1/1 white soldier creature tokens onto the battlefield
    Great Primogenitor ( 3 mana red mana green mana white mana )
    Creature- Beast (M)
    At the beginning of your upkeep, if your might is seventeen or greater, you win the game.
    7/7

    Radiant Call ( 1 mana red mana green mana white mana blue mana )
    Sorcery (R)
    Look at the top seven cards of your library and reveal up to two creature cards from among them. You gain life equal to those card’s total power, then put those cards into your hand. Shuffle the rest into your library.

    Blade of Fireheart ( red mana white mana )
    Creature- Human Warrior (U)
    First Strike
    Whenever Blade of Fireheart attacks, if your might is seven or greater, it gains double strike until end of turn.
    2/2

    Strike Down ( 1 mana white mana )
    Instant (U)
    Destroy target creature with power 4 or greater.
    If your might is seven or greater, you gain life equal to that creature’s toughness.

    Creeping Jungle ( green mana )
    Sorcery (C)
    You may play an additional land this turn.
    If your might is seven or greater, you may play two additional lands this turn.

    Council Command ( green mana white mana blue mana black mana )
    Instant (R)
    Choose two-
    • Destroy target artifact or enchantment.
    • Prevent all damage that would be dealt to you this turn.
    • Exile target permanent you control, then return to the battlefield under its owner’s control.
    • Council Command deals 2 damage to target creature and you gain 2 life.
    Paradigm Shift ( green mana white mana blue mana black mana )
    Sorcery (R)
    Exile all permanents, then return them to the battlefield under their owner’s control.

    Temporal Surveyor ( white mana blue mana )
    Creature- Bird Soldier (R)
    Flash, Flying
    When Temporal Surveyor enters the battlefield, return another creature you control to its owner’s hand
    Retreat 1 mana white mana blue mana
    2/2

    Nacatal Chronoblade ( 2 mana green mana white mana )
    Creature- Cat Warrior (R)
    Trample
    Whenever a permanent is put into your hand from the battlefield, put a +1/+1 counter on Nacatal Chronoblade.
    4/3

    Tezzeret’s Informant ( blue mana black mana )
    Artifact Creature- Zombie (U)
    When Tezzeret’s Informant enters the battlefield, target player reveals their hand
    Retreat blue mana black mana
    2/2

    Arnam’s Follower ( 1 mana blue mana )
    Artifact Creature- Human Monk (C)
    When Arnam’s Follower leaves the battlefield, draw a card.
    1/1

    -

    Please let me know your thoughts on this idea and stay posted for more information (particularly once Runin is nearing completion).

    Thank you for reading Smile
    Posted in: Custom Card Creation
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    Thanks once again for your feedback.
    The Jotnar Lords' design is in hold as overwhelm is not fixed in the set, if overwhelm is replaced they will be changed accordingly.
    Immersturm Bolt is justified in the same manner as lightning strike. Even if 1 mana =/= 1 damage it's only sorcery speed, whereas lightning strike isn't. It's good, yes, but it should be fair.
    High Reinforce numbers are pretty similar to just playing a creature, and more vulnerable to removal. It is certainly not something I want in any large amount but I think the set can support. Costing is open to change based on playtesting.
    I would give a more detailed response, but I am in the process of playtesting so there's not much point making many changes now.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    Hi

    I guess I should be more specific with my design goal, I will update that in a moment
    About the Jotnar lords, you say people would be disappointed by them. Do you mean they are bad design wise or power level wise? If you mean design do you mean boring design (which I don't really see) or broken design (they are pretty standard, don't do anything unfun or counterintuitive or whatnot). If you mean power level I can't see that. Oroborg is exteremely powerful against board stalls, capable of winning the game out of nowhere and the others are similar.
    About reinforce, the balancing of higher reinforce amounts is still open. On some of the commons, perhaps it's a bit to strong. But, keep in mind this set is still being designed, power level is not my primary concern and keep in mind that current sets are not the only reference for balancing. R&D has openly admitted that power level of set components shift significantly over time. The same argument is valid for Immersturm Bolt. All cards are subject to future balancing as well and time will tell where certain cards should be costed at.
    Although it is easier to play and more versatile in it's effect, Decide Fate is not indestructible nor does not have the ability to become a creature. It is a strong card and it may be a bit too powerful but it's not overtly so.
    Darakr Cursemaker is open to changing based on playtesting, as are all the cards. I won't be changing anything significantly unless it obviously needs it until playtesting updates. Darkar Cursemaker, by the way, was designed to be a constructed mono-black prowess card, in a cycle with Norn Apprentice and Suncaster of prowess creatures that have corresponding triggered abilities.
    Mantle equipment doesn't have equip for three reasons:
    • flavourfully, mantle represents magical equipment that is earned, like Thor's Hammer
    • developmentally it is easier and more interesting if the cards only have one way to be equipped
    • it saves space on the card for other abilities

    Thank you again.

    EDIT: (updated)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    SNEAK PREVIEW of SECOND SET

    Because I felt like it.

    Potential New Mechanics (may be moved to the first set but only if it really needs it)
    'Fated' and 'Victorious'

    Speculate Away!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    UPDATE

    Commons added, balancing changes

    -Beginning Playtesting-
    Updates to follow
    Posted in: Custom Set Creation and Discussion
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    Hi
    The design goal is exactly what kind of experience and gameplay I intend to create, one that emulates the style and feel of norse mythology and the norse world. Perhaps this isn't clear, but that's what I mean.
    Honoured is supposed to play differently to some of the other mechanics, so conflicting motivations is fine in moderation. Although it seems as though it's a mechanic about having your creatures die, that's not really what honoured is about. It's the threat of it and the presence of it that makes it what it is. Honoured don't need to die to get value from the ability, decisions made by your opponent will often be otherwise subpar in the presence of Honoured as a modifier. While there is certainly the support and the want to use it just as a death trigger, it's not the only use. Honoured does interact with control decks, it still affects their decision making. They don't have to have creatures, they have removal. Against control, Honoured will often force them to kill a problem creature before combat, giving you time to change your decision making. It's not as big of an effect as it is against creature-heavy decks, but that should be OK, as the mechanic can be balanced with this in mind. To make it clear, the wording of Honoured and it's effects is open to change and it's one of the things I really want to playtest (which I am starting very, very soon)
    Overwhelm has problems I will admit, but I don't think they are not solvable. The real issue in my mind is whether it is worth the effort that would take. Overwhelm is not really in all colours, blue and white only get one card (blue for mechanics reasons, white for flavour and set reasons although I could have more).
    I am happy with my choice of returning mechanics and I am glad you agree.
    I feel that the mythic cycle are justified considering that the titans were also and these cards are quite similar (not a coincidence). Cards in the set are not balanced exactly and I like to make things powerful to start (perhaps a weakness of mine, and a lot of other designers I think). Reinforce 3 is not strong unless costed as such. The raw power of an effect doesn't make it inappropriate at common unless it is vastly game changing. Immersturm Bolt is not overpowered by any means. Bathe in Dragonfire and Lighting Strike and similarly powerful and those are both commons. Burn spells are normally costed as 1cc two damage, 2cc three damage, 3cc 4 damage etc. with sorcery speed adding a damage. It's a good card in limited and is borderline constructed playable but it won't brake anything.
    Decide Fate is balanced based on Athreos. Darakr Cursemaker is potentially unfun with instant speed discard, yes, and is potentially too powerful but Ashiok's Adept exists so a single, rarer example should be developable.
    The reprint number is intentionally quite high, because this set is two set paradigm designed, which means no core set and hence more reprints.
    About mantle: I don't understand the question. Do you mean where are the cards with it, which they are simply under artifacts and lands, at rare, uncommon and common.

    Thank you for your genuinely useful feedback and I would like to hear your thoughts after I post playtesting updates (which is partly why I haven't made any conclusive statements in this response)
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DMS] New Mechanics
    Remembrance is a weaker flashback and a stronger kicker. It doesn't seem different enough from either of them to justify it at all.
    Trance should be your creatures, for the same reasons as IcariiFA listed. I would say nonland permanents to make it stronger but it is difficult to justify flavour-wise in this set and not worth it.
    Posted in: Custom Card Creation
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    UPDATE

    Formatting finished, common cards added

    Playtesting soon
    Posted in: Custom Set Creation and Discussion
  • posted a message on [SER] Serenta - Star of Strife (165/249)
    There is some interesting things here, but to be honest, it seems like the set's basic idea is not really going to work out. You have the design goal of 'a set that inspires vindictive and hateful feeling towards other players strategies and colors' which seems like a mistake right from the start. Vindictive and hateful are not nice words and a set that is based around it seems like it a breeding ground for unfun cards and mechanics. If the design goal is done well, I feel like the set would be very broken. If not, it may just end up as a hodgepodge of design that doesn't really justify itself. I don't see the selling point of 'set of hate'. Is it top down or bottom up? Is it based around interesting gameplay or experience? What is the set supposed to be and is it really something that should be done? I'm not confident that is, even though it is a unique and intriguing idea.
    Posted in: Custom Set Creation and Discussion
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