The Hinterlands: A Set About Climate Change
http://mtgcardsmith.com/user/DragonlordKokusho/sets/6716
The Hinterlands is a harsh landscape and a world coming out of an ice age. As such it features the return of the Snow mechanic from... well, Ice Age block, but with plenty of new twists. There are many snow-matters mechanics, from creatures that require you to have snow lands in play, as well as a new mechanic, Recover, that removes the Snow type from permanents. There is a wide variety of life in the Hinterlands, from Yeti in the mountains, birds, elemental dryads, sea creatures great and small, wolves, as well as humanoids like Elves and Humans.
Creature Types:
Dryads - Any Color
Elves - Green
Snow Beasts - Blue/White (The Yeti)
Humans, White/Green
Merfolk, Mundane Sea Creatures - Blue
Wolves, Green/Black
Hounds - Black
Faeries - Blue/Red
Elementals - Red (Golem like creatures)
New Mechanics:
Recover: "Place a nature counter on target Snow permanent. It loses the Snow type." At higher rarities, we have cards that care about permanents that have been recovered (permanents that have nature counters on them). One example is an enchantment that lets you gain life whenever you tap a land with a nature counter on it for mana.
Explore N: "Sacrifice N basic lands. Search your library for up to that many basic lands plus one that do not share a type with any of the sacrificed lands and put those lands into play tapped. Then shuffle your library." Explore is one of the reasons I expanded my first few ideas into a whole set, I wanted to make a mechanic that helps to counter color screw with out being insanely rampy. Most often you Explore for 1 or 2. However, I do have one mythic which has the words "Explore X" on it.
Returning Mechanics:
Landwalk, Convoke, Snow-Covered Basics
Planeswalker: Garruk, Heroic Shaman
This is Garruk's home plane - but when he returned home, he found himself in a landscape much colder than the one he left... his return began the change from ice age to global warming, and that's basically where we are in the story. Eventually, Garruk realizes that this is a parallel world from his true home, but with two worlds trying to exist in the same corner of the Blind Eternities, as the block continues, a little warm weather is going to be the least of everyone's worries. Can Garruk find a way to save his plane before both worlds destroy each other?
I do want one more Walker for this set, and then Ugin and Teferi in the second set. Teferi and Garruk want to save both worlds no matter what, and Ugin wants to let things happen, regardless of the loss of life (kind of like his attitude in BFZ block.)
The Hinterlands is a harsh landscape and a world coming out of an ice age. As such it features the return of the Snow mechanic from... well, Ice Age block, but with plenty of new twists. There are many snow-matters mechanics, from creatures that require you to have snow lands in play, as well as a new mechanic, Recover, that removes the Snow type from permanents. There is a wide variety of life in the Hinterlands, from Yeti in the mountains, birds, elemental dryads, sea creatures great and small, wolves, as well as humanoids like Elves and Humans.
Creature Types:
Dryads - Any Color
Elves - Green
Snow Beasts - Blue/White (The Yeti)
Humans, White/Green
Merfolk, Mundane Sea Creatures - Blue
Wolves, Green/Black
Hounds - Black
Faeries - Blue/Red
Elementals - Red (Golem like creatures)
New Mechanics:
Recover: "Place a nature counter on target Snow permanent. It loses the Snow type." At higher rarities, we have cards that care about permanents that have been recovered (permanents that have nature counters on them). One example is an enchantment that lets you gain life whenever you tap a land with a nature counter on it for mana.
Explore N: "Sacrifice N basic lands. Search your library for up to that many basic lands plus one that do not share a type with any of the sacrificed lands and put those lands into play tapped. Then shuffle your library." Explore is one of the reasons I expanded my first few ideas into a whole set, I wanted to make a mechanic that helps to counter color screw with out being insanely rampy. Most often you Explore for 1 or 2. However, I do have one mythic which has the words "Explore X" on it.
Returning Mechanics:
Landwalk, Convoke, Snow-Covered Basics
Planeswalker: Garruk, Heroic Shaman
This is Garruk's home plane - but when he returned home, he found himself in a landscape much colder than the one he left... his return began the change from ice age to global warming, and that's basically where we are in the story. Eventually, Garruk realizes that this is a parallel world from his true home, but with two worlds trying to exist in the same corner of the Blind Eternities, as the block continues, a little warm weather is going to be the least of everyone's worries. Can Garruk find a way to save his plane before both worlds destroy each other?
I do want one more Walker for this set, and then Ugin and Teferi in the second set. Teferi and Garruk want to save both worlds no matter what, and Ugin wants to let things happen, regardless of the loss of life (kind of like his attitude in BFZ block.)
This discussion has been closed.