So a few months ago I made cards for this thread
. I fell in love with the idea of a blue aligned plane. Blue is magic of push and pull, matches of wit, and the closest color to chess. I occasionally hear the choicemaking of mtg compared to chess. So, you and me, let's make cards that take that to the next level.
So my view of Vryn is different than the old thread. The information we have shows there are two groups: the separtists and the Ampryn league. They constantly fight. There is also a wealthy class and a poor class. Whether this is a separtist vs Ampryn configuration or a plane covering problem is not known. We know there are mage rings that control the flow of mana.
Why are they at war? Why is there a push and a pull? In my view of Vryn, the Ampryn league and the Separtists are basically equal entities, but it is believed the Ampryns have much more wealth than the Separtists, which makes the Separtists fight for resource gain. The two sides constantly take and retake critical points of the plane. The weird thing here is the need for balance. I see Vryn as a blue-white plane. Balance is important. So, there is a reason balance has to exist. A coalition of powerful mages, including the mysterious Alhammeret from Magic Origin, have an enchantment on the plane. This coalition can get whatever they want as long as mass war and balance between the two sides is kept. They keep this secret closely guarded. Instead, similar to what it seems Alhammeret made Jace do, they foil plans of the warring factions that would shake the balance too much and sometimes fall to committing Genocide for the protection of their power.
Mechanically, reactive elements fit. It is fun to set traps for your opponent to struggle to tiptoe through while on the other side it is fun to piece together a solution to the deep situations your opponent poses. Design cards that add a level of complexity to the board state in a fun way! In my design, which has been on and off for months, I find cards that hit the entire board or cards that react to your opponent catch this idea, but whatever interests you shoot for it! I also used circles whenever possible to lead back to the idea of the mage rings and the classic trope of magic circles.
I made Checkmate and Underdog as opposing mechanics. Many people didn't like them when I first introduced them, so if you have any ideas on how to make them more fun, let me know! I know either mana costs or rarities are off on some of the cards, but they are more for getting ideas into your head.