Let's Planeswalk! A multiverse challenge
So. Let's pretend for a second that we are all planeswalkers, but that none of us are from earth. Could you display your homeplane with in a small set of cards? For this challenge, I want you to make a small, coherent set of cards that are all set on a plane that WoTC has never conceived of, much less visited. This plane constitutes as your entry, and you're only allowed one entry. (You can only have one homeplane after all.) Once you all have introduced me to your homeplanes, I will make a definitive list of the best planes. The person whose homeplane I like the most wins.
Prizes:
1st: 5 Favorites, a follow, and a trophy
2nd: 4 Favorites and a follow
3rd: 3 Favorites and the privilege to choose another Honourable Mention
Honourable Mention: 2 Favorite
Rules:
Your entry has to be new for this contest.
No broken cards
No funny/uncards
Make your entry in the form of a set and link to that set.
(Log out before obtaining the link for the set.)
Please limit the number of planeswalkers on your plane. (Pet peeve.)
Judging criteria
37% Flavor
37% Cohesiveness
26% Creativity
Ends sometime in the future.
Prizes:
1st: 5 Favorites, a follow, and a trophy
2nd: 4 Favorites and a follow
3rd: 3 Favorites and the privilege to choose another Honourable Mention
Honourable Mention: 2 Favorite
Rules:
Your entry has to be new for this contest.
No broken cards
No funny/uncards
Make your entry in the form of a set and link to that set.
(Log out before obtaining the link for the set.)
Please limit the number of planeswalkers on your plane. (Pet peeve.)
Judging criteria
37% Flavor
37% Cohesiveness
26% Creativity
Ends sometime in the future.
This discussion has been closed.
Comments
If so I'll enter: http://mtgcardsmith.com/user/AtheraCollaborationSet for @SuicidalDeity
And this: http://mtgcardsmith.com/user/ForgottenDragons for @Noobsplaysgames
I have 2 of my own sets under construction. And many more collaboration I'm working on.
http://mtgcardsmith.com/user/DragonFaceEater/sets/16279?page=1
The plane is currently being taken over by Ob Nixilis's army of Demon Warriors. Additionally, there are a few crazy wizards out there. There's Moldrik, a wizard crazed by the art of mutation, he made the Poison Team. There's Lorachor, who makes deals with people in need, eventually screwing them over. Lastly, there's a mysterious man who created and studies/studied the manaborn that live in the forest. That's the gist of the plane!
The maximum number of favorites a contest can have for the winner is 5.
@TrippleBoggey3 As big as you like, but I recommend a somewhere around 20 cards to get across the flavor of the plane.
In @MTGCardsmith 's exact words:
Contest Prize Rules
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I don't know what you mean by "proportional".
Proportional, like card numbers proportional to a normal set. 10 commons, 2 rares - 5 commons, 1 rare?
"A plane of ice and beauty, where diverse civilisations and magical traditions find harmony in the cold. They are the stewards and protectors of Nittalaaq, fighting the dangerous emanations of incandescent leylines."
Nittaalaq does not have lava. Instead, the core deep beneath the earth is made of liquid mana (of all colours). This, along with a distant sun, makes the plane eternally icy. However, the civilisations that live in Nittaalaq have adapted; they do not fear the cold.
More importantly, the plane's mana core is so active that the races that dwell in it have to look after the leylines and other places of power and periodically deal with the wild magic therein. When a leyline or place of power accumulates too much mana, it bursts into a wild magic phenomenon, creating beasts, avatars and elementals, spawning terrible natural disasters and overall screwing magic in the area.
Nittaalaq introduces the Wild supertype as a sort of philosophical opposite to the Snow supertype. Snow will represent the forces and magic of Nittaalaq's civilisations, while Wild will represent the plane's natural magic. Playing a Snow deck will involve deliberate decision-making and anticipating danger, while playing a Wild deck will involve random effects, quick thinking and adapting on the fly.
I'll post a link to the set once I've reached an adequate number of cards.
http://mtgcardsmith.com/user/unicornsareevil13579/sets/16231?page=1
@ShadowKnight1224 Can't wait to see it!
I will provide more details later once I think of them, but here are the two I made so far:
The mechanics might be OP, so any suggestions are appreciated.
http://mtgcardsmith.com/user/ShadowKnight1224/sets/16304
There's a planeswalker and an associated card there, because I wanted to provide a positive, heroic example of Red/Black that still fit mechanically and flavour-wise (it doesn't necessarily represent me; I'm Temur). One of the core things about Nittaalaq is the colour cycle I designed (inspired by Kaladesh's aether cycle):
Red inspires. It is Red that brings action and motivation to others, that is the first to act, that turns the tides when all feels lost.
Black procures. Black does whatever it takes to get the power others need to fight the manasurges and keep the plane safe.
Blue contains. Blue's focus is on damage control and de-escalation. Blue neutralises, freezes and locks down manasurges so that others can work unimpeded.
White purifies. White is the colour that actually fixes the manasurges and cleanses the wild magic, creating peace out of chaos.
Green mends. Every manasurge harms the land and its surroundings. Without Green, every victory is Pyrrhic at best. It is Green that brings harmony and mending to the world.
@IanLowenthal If you think the themes of the plane are too split, I don't mind creating more cards to better illustrate the plane and its culture. I admit the Wild cards took up a lot of space and didn't do much when it came to shedding light on the plane's more flavourful aspects.
Defile [cost] (When you cast this spell you may pay [cost]. If you do, search your library for a basic land and put it into your graveyard.
So is my set valid or not?
It's clearer in Creation: You want the players to sac lands for effects and then bring them back, basically adding a quirky step between "pay mana => get effect", which is actually relevant because the quirky step involves lands, which are the sources of mana, so there's a lot of nuance there for players to squeeze value out of.
The problem with Destruction is that it seems to have a similar goal "exile lands => get effect?" but it isn't a cycle, like Creation, it doesn't feel as smooth and intuitive. I think Creation is more or less done, all you really need is a good mechanical balance in mana costs and effects, but otherwise you're set. What you should focus is on what you want Destruction to do in the game and what you want players to feel/do when they're playing Destruction.
Hope this helps!