Let's Planeswalk! A multiverse challenge

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Comments

  • @IanLowenthal I think I need to retrieve the link through another path. Does this work?

    http://mtgcardsmith.com/user/ShadowKnight1224/sets/16304
  • @TrippleBoggey3

    20 pages isn't long.
  • http://mtgcardsmith.com/user/Yenvon/sets/16351
    My plane's called Larteria. A plane ruled over by elves and artificers. My self-named planeswalker is a human artificer, fed up with being a lower class because of birth. In his mad experiments through dark measures, he opens a portal to Phyrexia. He is quickly enticed by the offers of power, perfection, and freedom, and declares a planar war. Though the rift cannot send the Phyrexians to Larteria, it can certainly pervert the surrounding creatures and landscapes.

    I plan on doing more with this set, but this competition seems fun to enter. Can't wait to hear feedback
  • @Yenvon: It's very flavourful! There are some interesting decisions (like the Red elf), but otherwise I think you capture the feel of a plane corrupted by Phyrexia fairly well. That said, it doesn't feel mechanically unique; it's missing a mechanical twist that makes it your own.

    Hope it helps! :)
  • @ShadowKnight1224 That's a good point, most planes do have their own mechanic that they bring into the game, thanks for the tip. I added a few more cards to it to bring in that aspect. I wanted to separate the human/elf along mana lines, most artificers are blue in cannon, and I love esper, so that's why the red elf is around. I plan on making more red elves as well :P
  • @Yenvon: Looks good! I think the mana refund on Lead Engineer is a bit high, but otherwise it looks pretty interesting and easy to grasp.
  • edited November 2016
    I think I'm going to start making one of these. My plane is called Satheaux, and it is a plane of unmatched diplomatic/political dominance. It is headed by two primary empires: Denasai and Kirvitch. Denasai (blue/white) is an empire of considerable extravagance, dominated by a handful of wealthy noblepersons, all vying for more power. They love their masquerades and balls, but do not mistake their fancy for weakness. Everyone of importance in Denasai plays the game, and they do so well. Denasai prides concealment, wit, and political sagacity. One slightly wrong word in Denasai, and you'll soon find yourself either poor and defamed, or dead.

    Kirvitch (Red/Black) is an empire of domination. Their political game is not about concealing your actions, such as Denasai, but rather prides itself on the outward expression of such intentions. It values power, power, and more power, and any method of obtaining such power is not only permitted, but encouraged. But, this is no group of savages. The laws of Kirvitch bind this interaction into its own game, and Kirvitch is wrought with backstabbings, murders, espionage, demon-summoning, and overall frenzy, where you'll know who's coming for you, but you won't know when. Or how. Or why.

    The empires themselves are surprisingly good friends (on the surface of course. We are in a political game, of course) who enjoy their own political games so much, that they seek not to disturb the others' but at the same time, both constantly seek to undermine each others' authority over the land simply for the resources there (Denasai seeks gold, silver, gems, and other valuables, while Kirvitch seeks ancient troves of past demon worshippers.

    But there is one more group of people caught in the middle; the normal peasants (green). They outnumber both the Denasai nobility and Kirvitch nobility tenfold, but pacts signed by both the Denasai and Kirvitch with an unknown celestial being who instantly steals all magic powers from any peasant born anywhere on the plane. The Denasai and Kirvitch are in complete control, and the chances of them losing that control is slim...

    The set (is a work in progress): http://mtgcardsmith.com/user/RohanDragoon/sets/16408
  • edited December 2016
    (Insert lore here)

    Set link: (Not done)
  • I'll edit this with more lore later but the basic idea is that...

    Burnil has created a realm within his head called Dilvon and has transported his enemy Arcus (My last name is Arcus so....) into this new plane. Despite his magic Arcus can not escape and must battle the nightmares Burnil creates to free himself. Unknown to Arcus and Burnil, a being of nature, called Corlia, has emerged from the forests of this hellish plane. She wishes not to escape Burnils mind but to transform it into a land of peaceful nature.

    Will Arcus smite Burnil within his brain? Will Burnil drive Arcus to the point of insanity? Will Corlia naturalize everything? Find out next right here. http://mtgcardsmith.com/user/unicornsareevil13579/sets/16428

  • what are the rules for this contest
  • @nathanlikes37

    To Quote the Description
    "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.)"

    In simple terms. Make New set, balance cards, no more than 4 planeswalkers.
  • @unicornsareevil13579: It's actually a very interesting take on a plane; one within someone else's mind. It's a cool concept, one that could illustrate some interesting mechanics. Looking forward to it!
  • @ShadowKnifht1224 Thanks. In terms of creatures and play styles I'm going to stick with aggro soldiers, removal control, and land fetch. But their will be some warped mechanics that revolve around chance and exile.
  • @unicornsareevil3579 Well, those are certainly the classics, so I can't fault you for that. WR aggro, UB control and Green ramp are some of the staples of the game!

    Exile and chance sound like very interesting mechanics. I most definitely encourage you to experiment with chance, as that's something I'm also doing in my own set and I think there's a lot of design space there to explore.
  • @Yenvon @unicornsareevil3579 @RohanDragoon You should all put more cards in your sets.

    @unicornsareevil3579 You aren't allowed to make any more planeswalkers. Your plane is mostly blue/black aligned right? You should make more cards that show Burnil's thoughts.
  • @IanLowenthal
    When's the final date? I'm trying to make cards that aren't like the same exact thing, so it's taking me a while to map those things out
  • @IanLowthal I wanted to start with the planeswalker and base cards round them.
  • Bu-b-buh-bu-bu-bu-bu-

    Bu-b-buh-buh- buh...

    R.I.P. Tommia
  • JK. I did put a lot of work into Tommia, but since this contest is here and entries must be new, I guess I'll have to create spoiler cards for a set that I was going to release in the far future. After creating 4 more sets.
  • @RohanDragoon Sometime after Valentine's Day.
  • @IanLowenthal: Is there a limit to how many cards we can add to the set? I've been wanting to illustrate more about the creatures in each of the colours, as well as their cultures, so I was wondering if I could take the set up to 30 cards.
  • Is there a limit for number of legendary creatures? I'm thinking about expanding mine into like an actual 250 card set, so is it bad if I have 6 legendary creatures? By the end of this contest I'll probably have at least 50 cards
  • @ShadowKnight1224 @RohanDragoon

    You can make as many cards as you like. You can also have as many legenaries as you want. Just don't make it a tribal thing like kamigawa.
  • @IanLowenthal, I'm writing a long story, but it'll take time to finish and I'm going on vacation. Can you extend the end date?
  • edited December 2016
    So my plane will be Eraewin.
    For thousands of years, the Eraewin have been safe, guarded by the massive sheets of glaciers around them. They live a normal life, with a king, and an empire. But one day, a man strikes gold. Somehow, news spreads, and empires are envious of them because it's not just a little bit of gold, it's A LOT of gold. People were building houses and sewing clothes made of pure gold. But one plane was looking straight towards them: Tarkir.
    One side of Tarkir is how Sarkhan Vol imagined it. But since his brother was killed fighting off dragon tyrants, he had to travel to that plane. Which meant dragons came into control. But there was no treasure in Tarkir. But that was what dragons needed. In the ruckus, all five of the dragonlords were droven away by 5 rogue dragons who became the new dragonlord. Desperate for gold, they invaded Eraewin and quickly dissolved the glaciers to form a entryway. They had captured an unsuspecting planeswalker and forced him to teach them how to planeswalk. But the Eraewin have never learned how to fight. It is up to the commander Edwin Rehn to drive them out.
    Story of Edwin Rehn
    Edwin was named after the mighty kingdom. But he never felt like he fitted in with the other kids. He always wanted to wield a sword, swing an axe around, or shoot an bow and arrow. But his teacher always scolded him to talking like this.
    "Don't speak brashly," They'd always said. "Eraewin is the safest place in the world. N one cold attack it and no one would attack it."
    But Edwin didn't believe that. In his spare time, he would practice whacking his sword on his father's hay stacks. Eventually, he became so good he could take on Ajani. This planewalker obviously saw his potential. But he couldn't get to him. So he taught Edwin using his friend Jace's telepathic mind to send messages back and forth. Soon Edwin was so powerful, his planeswalker spark was begging to come out. But his village was too calm to have any actions. Until now.
    Is the lore good?
    Cards will be made.
    http://mtgcardsmith.com/user/jchen5012/sets/16609
  • @jchen5012 Well, there's a tiny problem. The reason Phyrexia and the Eldrazi are such big deals is because they can move en masse between planes, which is something planeswalkers cannot do. Pre-mending, there were portals that allowed for the mass transportation of people and things between planes, but that hasn't happened again thus far.

    The closest thing we have is actually in Kaladesh, with Rashmi's invention for teleporting objects across the Blind Eternities making Saheeli Rai fear that, in time, it will allow normal people to build gates between planes, or into the Blind Eternities, and bring terrible things across planes (but it hasn't happened yet, so we don't know if her fears are founded or not).

    I'd also generally advise against drastically altering WotC lore? Like even if I didn't like the way Tarkir turned out, I wouldn't just casually kill off the dragonlords? I dunno, that's just me! :P
  • @IanLowenthal

    Hm...already making plans, but the phrase "Just don't make it a tribal thing like kamigawa." is confusing me since I can't think of a set that hasn't at least supported tribal strategies, if not encouraged it...

    Care to elaborate?
  • edited December 2016
    @RugaQwarrcall

    @IanLowenthal probably means the fact that Kamigawa used the legendary supertype as though it was a tribal theme, rather than referring to what most people consider as tribal. AKA, "don't go overboard with legendaries like Kamigawa did." :P
  • I've updated my set, the Plane of Nittaalaq. There are a couple of creature types I wanted to add (angel and satyr, primarily), but I think this is a good stopping point. My main hope is that the plane came through in the flavour text, art and mechanics, so I would be most grateful for any comments from anyone reading this. Thank you! :)
This discussion has been closed.