The Great Empire. Custom Card Set. Help Needed
So I've decided to make a set. I still don't know fully what it will be about, but I have the basic idea. I'm still developing the lore and have barely any cards, but this is basically it:
I still don't know the name of the plane, but on this plane is a large empire situated in the lush fields, forests, and mountains at the heart of the plane. The empire is called Certa and is ruled by an ancient dynasty. The Inner Empire is surrounded by a great Wall. And the cities of the Outer Empire are surrounded by smaller walls. All land on the outside of the Great Wall is desert and steppe. The desert and steppes are home of the Golden Horde, a ruthless nation of nomadic marauders that want nothing but the destruction of the Certian Empire. They mercilessly attack the vulnerable cities of the Outer Empire.
Inside the Inner Empire there is also a multitude of threats. There is a massive forest in the Inner Empire. The outer edge of the forest or the Rim is a peaceful society of many different creatures living in harmony. It consists of Elves, Treefolk, Dryads, Human settlers from the cities and country sides, and more. However no one enters the Deepwoods, or Inner forest. The Deepwoods is home to many murderous creatures including: beasts, witches, cannibals, spirits, and more.
Also there is an unknown threat to the empire lurking right in the heart of its cities, the Resistance movement. The Resistance (I'll try to think of a better name) is plotting to overthrow the ruler and instill a new dynasty. It consists of rogues and assassins of a multitude of creature types.
Lastly are the inhabitants of the mountains and Catacombs (a network of caverns and tunnels running under the whole empire). It is home to wurms, dragons, dwarves, goblins, and more.
Certa colors: white, blue. Creature types: mostly humans, other human-like creatures, some spirits.
http://mtgcardsmith.com/user/Rednaxela/sets/7822 kicker, vigilance
Tax N (At the beginning of your upkeep, you may tap N other untapped creatures you control)
Golden Horde colors: white, red, black. Creature types: humans, some dragons, some ogres and orcs, other.
Merciless-Other attacking creatures you control get ____. Not sure if Merciless even works, so feedback on it would be appreciated. Also: Dash, Menace, and a lot of creatures with first strike and haste. http://mtgcardsmith.com/user/Rednaxela/sets/7805
Strategy: Attack, attack, attack.
Rim colors: white, green. Creature types: elves, humans, dryads, treefolk, other.
Propagate-Whenever a creature token enters the battlefield [effect]. Also: populate, hexproof, creatures with defender and reach.
http://mtgcardsmith.com/user/Rednaxela/sets/7826
Strategy: Tokens.
Deepwoods colors: black, green, blue. Creature types: beasts, human cannibals, witches of any type, fungi, spirits, other.http://mtgcardsmith.com/user/Rednaxela/sets/7903
Decay N-[cost] (You may cast this card for its decay cost, if you do, put N rot counters on it. At the beginning of your upkeep remove one rot counter, if you can't sacrifice this creature.) Also reach, deathtouch, and other stuff.
Resistance colors: black, blue. Creature types: rogues and assassins of many types.
http://mtgcardsmith.com/user/Rednaxela/sets/7823
Coup- When this creature enters the battlefield, if an opponent has the creature with the highest or tied for highest power [effect]. Also: Shroud, deathtouch, unblockable.
Strategy: Discarding, milling, unblockable, destroying.
Catacombs color: red. Creature types: dwarves, dragons, wurms, goblins, other.
Strategy: burn/equipment.
http://mtgcardsmith.com/user/Rednaxela/sets/7872
I will update with more information about the other groups once I get to them. Anything you enter might be remade for the set. I will credit you. If you have ideas for mechanics or other stuff for the other groups, that would be helpful too.
Need a keyword for catacombs. Can't think of one.
I still don't know the name of the plane, but on this plane is a large empire situated in the lush fields, forests, and mountains at the heart of the plane. The empire is called Certa and is ruled by an ancient dynasty. The Inner Empire is surrounded by a great Wall. And the cities of the Outer Empire are surrounded by smaller walls. All land on the outside of the Great Wall is desert and steppe. The desert and steppes are home of the Golden Horde, a ruthless nation of nomadic marauders that want nothing but the destruction of the Certian Empire. They mercilessly attack the vulnerable cities of the Outer Empire.
Inside the Inner Empire there is also a multitude of threats. There is a massive forest in the Inner Empire. The outer edge of the forest or the Rim is a peaceful society of many different creatures living in harmony. It consists of Elves, Treefolk, Dryads, Human settlers from the cities and country sides, and more. However no one enters the Deepwoods, or Inner forest. The Deepwoods is home to many murderous creatures including: beasts, witches, cannibals, spirits, and more.
Also there is an unknown threat to the empire lurking right in the heart of its cities, the Resistance movement. The Resistance (I'll try to think of a better name) is plotting to overthrow the ruler and instill a new dynasty. It consists of rogues and assassins of a multitude of creature types.
Lastly are the inhabitants of the mountains and Catacombs (a network of caverns and tunnels running under the whole empire). It is home to wurms, dragons, dwarves, goblins, and more.
Certa colors: white, blue. Creature types: mostly humans, other human-like creatures, some spirits.
http://mtgcardsmith.com/user/Rednaxela/sets/7822 kicker, vigilance
Tax N (At the beginning of your upkeep, you may tap N other untapped creatures you control)
Golden Horde colors: white, red, black. Creature types: humans, some dragons, some ogres and orcs, other.
Merciless-Other attacking creatures you control get ____. Not sure if Merciless even works, so feedback on it would be appreciated. Also: Dash, Menace, and a lot of creatures with first strike and haste. http://mtgcardsmith.com/user/Rednaxela/sets/7805
Strategy: Attack, attack, attack.
Rim colors: white, green. Creature types: elves, humans, dryads, treefolk, other.
Propagate-Whenever a creature token enters the battlefield [effect]. Also: populate, hexproof, creatures with defender and reach.
http://mtgcardsmith.com/user/Rednaxela/sets/7826
Strategy: Tokens.
Deepwoods colors: black, green, blue. Creature types: beasts, human cannibals, witches of any type, fungi, spirits, other.http://mtgcardsmith.com/user/Rednaxela/sets/7903
Decay N-[cost] (You may cast this card for its decay cost, if you do, put N rot counters on it. At the beginning of your upkeep remove one rot counter, if you can't sacrifice this creature.) Also reach, deathtouch, and other stuff.
Resistance colors: black, blue. Creature types: rogues and assassins of many types.
http://mtgcardsmith.com/user/Rednaxela/sets/7823
Coup- When this creature enters the battlefield, if an opponent has the creature with the highest or tied for highest power [effect]. Also: Shroud, deathtouch, unblockable.
Strategy: Discarding, milling, unblockable, destroying.
Catacombs color: red. Creature types: dwarves, dragons, wurms, goblins, other.
Strategy: burn/equipment.
http://mtgcardsmith.com/user/Rednaxela/sets/7872
I will update with more information about the other groups once I get to them. Anything you enter might be remade for the set. I will credit you. If you have ideas for mechanics or other stuff for the other groups, that would be helpful too.
Need a keyword for catacombs. Can't think of one.
This discussion has been closed.
Comments
So basically, it is an ineffective and hard to use lesser version of trample.
This means Red and Green factions will proportionally have more cards than factions without these colours to compensate?
Here's my thought on your themes:
- Tax: seems like a good spot to be for a mechanic, i think this one is promising. BUT you cannot change the effect if it's an actual keyword ability, and not just an ability word.
- Merciless: it feels too parasitic (works only in limited, just like allies, except allies got a TON of support in every colour to compensate for the parasitic aspect)
- Propagate: the name propagate sounds a bit too much like populate, but otherwise i love the idea, it should be great a priori
- Coup: interesting as well but i have the feeling this one has much less design space, especially if you can only put it on small creatures. Same thing that for Tax, you misused keyword abilities though.
- Mining: this one is rough, i don't see a common that would recquire you to sacrifice a land, it would be extremely tricky for new players to ponder these kind of abilities, and you can only make huge effects (obviously you're not gonna mine to deal even 3 damage) so i see very little design space and i can't think of a single card that would be suited for common with Mining
In general, i think you used a bit too much enter-the-battlefield abilities (already 3/5). There are larger design space, try something that cares about something in a larger way? Like simply caring about artifacts or colorlessness for the Catacombs for instance ^^
Also you used exclusively ability words (they're thematic, like Redoutable, Landfall or Raid, but do a different thing on each card) but you should use some keyword abilities as well (like Bolster, or Delve, or Populate, that always do the same thing and can be used without reminder text) so your set feels more eclectic ^^
Concerning complexity, i think you're in a very good spot, maybe with enough room to add a transversal mechanic like allies or morph (ok maybe not as complex as morph xD) ^^
EDIT: Ok i saw your cards and that you already considered some of what i just said, i'm going to look at them and comment directly on the cards when i got time then ^^
Just so you know, i finished commenting on your cards from the 6 factions ^^
Did you make a set skeleton or something by the way? I feel your factions are a little isolated from one another, other that the natural connections between some of them (obviously the Rim is going to help Certa and the Horde because you want tokens to tap or to attack).
Otherwise, i really like your factions ^^ As i said on your card, my main concerns are:
- Decompose is too strong because it's infinite, and causes too much memory issues
- Mining is not compatible with common, you already have a strong theme with equipments, you should stick to it
- The Rim sounds absolutely awesome, i'm guessing this is your "native" faction
- The Resistance is also very well designed, i have concern about the balance of the game if too much creatures are unblockable though
- The Horde does too much things at a time, you really need to know what they do and what they don't, most of the cards are completely overpowered
- Certa has great potential but i didn't see it exploited yet
Obviously this is only my personal opinion, so take what you want from it I would love to see a Design Skeleton though ^^
- The lack of flying creatures is going to be a problem at some point. With Certa (WU) being both the colour combination usually tied to flying attackers AND a nearly all-human faction, you'll need a way to make them fly at some point. Especially since no other faction take that role.
- The Rim, Certa, and the Horde have a natural synergy (they all need a lot of creatures, and attacking make things tap). I still don't know how to mecanically tie them to Deepwoods, the Resistance, and the Catacombs though.
I tried to create artifact tokens for Certa, that would let the Catacombs care not only about equipments but also artefacts - or even colorless - in general. I call them "crappy thopters" - please don't ever use that name -xD They work like this :
Crappy Thopter
Artifact-Creature
1/1
Flying. This creature doesn't untap during its controller's untap step.
{1}: Untap this creature.
The goal is to make flyers, while helping certa keep blockers even after paying the tax, helping the Horde attacking while keeping blockers, and making tokens for the rim. My biggest problem is that it's probably too complex for a token. But the ability is still interesting for the Certa faction, so i'll leave that here ^^
Decay N-[cost] (You may cast this card for its decay cost, if you do, put N rot counters on it. At the beginning of your upkeep remove one rot counter, if you can't sacrifice this creature.)
Its supposed to be like suspend but in reverse. It helps to get creatures out cheaper and at the same time, fill up your graveyard.
Any feedback would be appreciated.
You already have 3 mechanics set for your factions : Tax, Propagate, and Coup. What you first need to do now is checking what are your restrictions for the remaining three slots.
For instance, you may want a keyword ability that is not as flexible as the first three (something like prowess, or delve, or outlast, or investigate more recently, etc...) but still have enough design space to find cool combinations around it.
You do need a graveyard mechanic for Deepwoods I think. But remember that it must synergize with the other factions. Vanishing doesn't do much to synergize with anything here.
A few things that pop to mind that your set would currently lack are: flying, focus on something else than creatures, colour-fixing, etc...
I wouldn't say my point was that 'it has already been done'. Lots of mechanics are made from other mechanics that already exist but sort of twisted around. So kicker or overload or strive are additional costs you can pay to make a card more effective but Decay is more like Surge in that you get to pay less for a desired card on a special condition, that you know you're going to lose it in a set amount of time.
Honestly, I'd call it something like "Transitory N - {cost}" and have the reminder text be: "You may cast this card for it's Transitory cost. If you do, it enters the battlefield with Vanishing N."
That would let it use an existing and known set of rules as well as not make you have to define lots of new rules for an effect that already exists.
"Transitory N - {cost}" and have the reminder text be: "You may cast this card for it's Transitory cost. If you do, it enters the battlefield with Vanishing N." has a lot of problems:
- First, it doesn't make Vanishing a funnier ability, and i don't think you're starting with a good base if you say "this faction mechanic is self-destructing creatures, do you want to play that?"
- the name "Transitory" is far from being as flavorful ar "Rot", it's even more generic than Vanishing which is really not a good selling point
- A keyword that simply gives you another keyword is REAAAAALLY weird, the first thing everyone would think is "ok so why not just making fading then". Also, you can't assume anyone knows what Vanishing is. This is not evergreen, so you would have to write down the reminder text of Vanishing after the reminder text of Transitory, which doesn't exactly save you space ^^"
My advice on this one would be: find a keyword that synergizes with your other factions AND that's an upside ability. Tax is already part downside, as well as Coup (you need tio play weaker creatures to make it work), that's far enough downsides mechanic ^^
Turbo Wall of Omens - U
{2}{w}
0/4
Transitory 3 - {w}, Defender
When Turbo Wall of Omens enters the battlefield, draw a card.
So you can pay more to get the same value as Wall of Omens or pay less and get the same value but only keep the creature for 3 turns which in this case would make it more like a cantrip.
I'm going to make up a simple example of all-upsides mechanic and how it can interact with other factions:
Thrill [Cost] (T,[Cost]: Return target creature from target graveyard to the battlefield under its owner's control. Then its owner sacrifices it.)
- Simple, keyword ability, always does the same thing but allows you to build around it in different ways
- Fits the colour's part of the colour's pie and the flavour of the faction
- Tap a permanent = help Certa
- I'm sure green and black has plenty of tokens, the Rim is fine with Deepwoods whatever its mechanic is
- Return a big creature from the opponent's graveyard to enable Coup
- The Horde shares black with Deepwoods, just put some "when this dies" ability on those permanents and you're good to go
- The Catacombs, well I don't know what it does so... i'm guessing a lot of "enter-the-battlefield" effects will do the trick for the synergy
This is just an example to pinpoint what questions one should be asking to him/herself while designing a mechanic for a set. Obviously "Thrill" has many flaws, but what's important is that I tried to match the global set's need by wondering what's missing in it. And I fail to see how Vanish/Rot/Transitory does any good for the set as a whole.
The point of keywords is to eliminate repetitive use of longer text to describe abilities. You could give every card you wanted "You may pay {XYZ} instead of the mana cost for this permanent. If you do, it gains Vanishing N" but if you're making a set where a bunch of creatures have it, keywording it isn't a bad idea. Scry replaced regular "You may look at the top N cards of your library. You may put any number of them on top of your library and the rest on the bottom of your library." and hexproof replaced "This permanent can't be the target of spells and abilities opponents control." which showed up for a while on cards like Uril Miststalker before it got keyworded.
As for not being different enough from vanishing, you probably don't watch ChannelFireball or read sites like MTGGoldfish. It's pretty widely commented that "Wizards keeps coming up with different ways to say 'kicker'" meaning alternative cost mechanics are very prominent, very common and not too different. Look at sweep, entwine, splice, replicate, phyrexian mana, overload, strive, bestow and kicker, just to name a few. All of those all you to pay an 'increased' cost (in quotes because it is usually proportional to the effect) to get a greater effect.
Then there's effects like this which let you pay less, instead of more, if conditions are met. Surge, prowl, ninjitsu, etc. The effect he is talking about is pretty much a mix of Vanishing and Evoke. Whether or not that is 'different enough' is your opinion. Nearly all of the keywords I just listed wouldn't qualify as 'different enough' from kicker by those standards.
And as for the flavor, like I said, the keyword I used was just a placeholder. If you want it to be flavorful, call it something else. I could have called it "Hamburger N" for all it matters.
Long story short, what Rednaxela needs to take out of all this: "Rot" is probably not helping your set, you should keep looking for an ability that actually fills holes in your set
Now on the digression with @strongbelieve. To make a short answer : clearly the fact that you felt the need to make an exhaustive lesson on keywords means you took my previous comment as an attack on your Magic knowledge so let me apologize
Nevertheless, it also showed that you were confusing a few things about keywords - regardless of wether making Keyword A : Keyword B was a good idea:
- Evergreen keywords and their non-evergreen counterparts have not the same function. Evergeen keywords are here to shorten very common effects and let the designers use them more often, as you said citing Scry and Hexproof. Non-evergreen keywords like Vanish are here for the flavour - to enhance the "time" theme of Time Spiral for instance. You can only use them without reminder text on rare and mythic rare cards with a lot of text, and even then you should try to avoid doing so.
- You seem to consider Kicker as a model mechanic. Kicker is no longer used by Wizards of the Coast because it's basically keywording every additional cost, eating way too much design space while being very unflavourful. Kicker is a very specific topic, that doesn't make Rot more ok to be that close mechanically to Vanish.
- You clearly confuse additional costs and alternative costs, as you mentionned Phyrexian Mana and Bestow as example of "Kicker-like" mechanics, or mentioned "effects like this which let you pay less, instead of more", etc.