Cardsmith Set: Arvuren- The Basics
Hey guys, I'm creating a set called Arvuren which will take place on a plane and will have a storyline of its own. So, here's the basics in the plane:
Arvuren is, to put it in simpler words, a ton of smaller planes that melded over time due to an extremely unstable mana base. This unstable mana causes the plane to constantly warp itself and to constantly diverge back into multiple planes. So basically, it's a cycle of unstable mana that turns the neighboring planes into one giant plane, then that one giant plane transitions back into a bunch of smaller planes. As a result, life comes and goes quite a bit and Arvuren is an extremely diverse plane as a result. There are eight fragments of the plane, which are eight parts of the plane that used to exist as seperate planes: Fukari, Msatvir, Martiga, Spiremount, Riserya, Ovelia, Sizilux, and Hrania. Basically, the life and the layout of Arvuren derives partly from what the planes looked like before the melding and also partly from the modifications made through the unstable mana base. Every time a melding occurs, the life remains intact, but they also have to deal with an entirely new set of tribes and customs when going about their daily lives. This results in a plane that goes to war a lot and sees life come and go frequently.
Now, for mechanics and rules changes:
Some of the major mechanics include:
Deprive- A deprived creature's abilities have no effect. Depriving will primarily be centered around the blue and red Kobolds in Arvuren.
Bands with others- Yes, I did just say bands with others. The whole idea of including it is the reinforce the tribal theme of the set.
Paying life: When paying life, there will be two different types of paying life: The original paying life, where the life just goes away, and paying life to another player, which means that the paying player loses the life and the other player gains the life. Paying life to another player can be prevented, and if it is, the player who would otherwise gain life gains no life. The only exception in this is when paying life is a cost in casting a spell, an activated ability, or otherwise.
Land enchantments- Land enchantments will be one of the main themes of the Faerie tribe in Arvuren (which is blue and green). These land enchantments will do many different things, as Arvureni faeries, especially the green ones, are experts at manipulating some of the unstable mana, but not even close to all of it. They are also experts at manipulating the land as well. However, blue Faeries are a bit closer to the Lorwyn faeries in terms of how they act.
"Random" Mechanics- Lots of creatures and other cards in the set will have sort of a "random" mechanic to them, which the randomness will be more for flavor reasons than anything.
-1/-1 Counters- -1/-1 counters will mainly be used by the black and green Naga tribe in Arvuren, but will also be used on some red and black Elementals. Many of these -1/-1 abilities will probably have a +1/+1 ability attached, and some of the Naga will get benefits for having -1/-1 counters on them. Keep in mind when I reference -1/-1 counters, this includes wither, but not infect. Persist may also be included.
Enemy colors- The "enemy pairings matter" theme will be one of the main themes of Arvuren. For the most part, almost every card in Arvuren will cater to enemy pairings and there may even be some cards that hose allied colors.
Painborn- I'm borrowing painborn from another cardsmith (I forgot who came up with it first though) so I can use it with some of the black Shades and also the Naga.
Cumulative Upkeep- Yes, I also said cumulative upkeep (you're probably thinking "Bands with others, cumulative upkeep? This set's gonna suck!). For e ost part, age counters will bet used for positive abilities and will represent the growth in the creature/enchantment/whatever.
I'll have more info about the set, but for now, I don't have it ready yet. Thanks for reading!
P.S. If anyone wants to help with the set, you're more than welcome to.
Arvuren is, to put it in simpler words, a ton of smaller planes that melded over time due to an extremely unstable mana base. This unstable mana causes the plane to constantly warp itself and to constantly diverge back into multiple planes. So basically, it's a cycle of unstable mana that turns the neighboring planes into one giant plane, then that one giant plane transitions back into a bunch of smaller planes. As a result, life comes and goes quite a bit and Arvuren is an extremely diverse plane as a result. There are eight fragments of the plane, which are eight parts of the plane that used to exist as seperate planes: Fukari, Msatvir, Martiga, Spiremount, Riserya, Ovelia, Sizilux, and Hrania. Basically, the life and the layout of Arvuren derives partly from what the planes looked like before the melding and also partly from the modifications made through the unstable mana base. Every time a melding occurs, the life remains intact, but they also have to deal with an entirely new set of tribes and customs when going about their daily lives. This results in a plane that goes to war a lot and sees life come and go frequently.
Now, for mechanics and rules changes:
Some of the major mechanics include:
Deprive- A deprived creature's abilities have no effect. Depriving will primarily be centered around the blue and red Kobolds in Arvuren.
Bands with others- Yes, I did just say bands with others. The whole idea of including it is the reinforce the tribal theme of the set.
Paying life: When paying life, there will be two different types of paying life: The original paying life, where the life just goes away, and paying life to another player, which means that the paying player loses the life and the other player gains the life. Paying life to another player can be prevented, and if it is, the player who would otherwise gain life gains no life. The only exception in this is when paying life is a cost in casting a spell, an activated ability, or otherwise.
Land enchantments- Land enchantments will be one of the main themes of the Faerie tribe in Arvuren (which is blue and green). These land enchantments will do many different things, as Arvureni faeries, especially the green ones, are experts at manipulating some of the unstable mana, but not even close to all of it. They are also experts at manipulating the land as well. However, blue Faeries are a bit closer to the Lorwyn faeries in terms of how they act.
"Random" Mechanics- Lots of creatures and other cards in the set will have sort of a "random" mechanic to them, which the randomness will be more for flavor reasons than anything.
-1/-1 Counters- -1/-1 counters will mainly be used by the black and green Naga tribe in Arvuren, but will also be used on some red and black Elementals. Many of these -1/-1 abilities will probably have a +1/+1 ability attached, and some of the Naga will get benefits for having -1/-1 counters on them. Keep in mind when I reference -1/-1 counters, this includes wither, but not infect. Persist may also be included.
Enemy colors- The "enemy pairings matter" theme will be one of the main themes of Arvuren. For the most part, almost every card in Arvuren will cater to enemy pairings and there may even be some cards that hose allied colors.
Painborn- I'm borrowing painborn from another cardsmith (I forgot who came up with it first though) so I can use it with some of the black Shades and also the Naga.
Cumulative Upkeep- Yes, I also said cumulative upkeep (you're probably thinking "Bands with others, cumulative upkeep? This set's gonna suck!). For e ost part, age counters will bet used for positive abilities and will represent the growth in the creature/enchantment/whatever.
I'll have more info about the set, but for now, I don't have it ready yet. Thanks for reading!
P.S. If anyone wants to help with the set, you're more than welcome to.
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