I was mainly meaning that most existing cards aren't designed around different interactions for differing colors. Other than purely beneficial effects for the most part.
It's slightly more common in spells though rather than permanents.
Face down permanents are always 2/2, according to the rules. It's the only way morph/manifest can stay relatively uncomplex, and it helps with the original two face-down cards from alpha (and they're still very complex). Facedown permanents need to have defined stats. Also, making four color commons is very hard. I was working on a four color set a little while ago (albeit, not very hard) and I discovered that these types of cards tend to be the simplest. https://mtgcardsmith.com/view/mindshift-shaman https://mtgcardsmith.com/view/goblin-scholar https://mtgcardsmith.com/view/valleyborn-paladin Cards with two different hybrid mana tend to be hard, though they can work. You need to find two (or more) effects that can be done in two color pairs, and need to feel connected. They also tend to be more confusing. Lastly, I think the maw should be colorless. It will help fix the environment more than five color would
Another reason why not to use Crystallize, in my opinion.
Not every card in the set needs to be four or five colours--I could just make a cycle or two for four-coloured commons.
I don't understand what you mean by 'fix the environment.' Would you care to elaborate? One of the reasons the Maw is chrome is because everything goes through it, and I don't understand why a perpetually 5-coloured area would be colourless.
@NokiSkaur for one thing, there's a lot of similarities (lore-wise) between colored and colorless. But I feel colorless would be better, since it can go in any deck, even if the player isn't interested in four-color decks. I just feel colorless would be better for the environment; plus it would make it feel very strange which seems good for the Maw. Four color cards, with some colorless instant/sorceries would make an interesting environment.
I see. I thought that you were referring to the new <> mana, not just generic. Maybe you are referring to <>. I really can't tell. It certainly would set it apart from everything else in the set, though I do feel that having practically six colours without it being colourless matters would feel cluttered. I guess the same could be said about chrome...
I see. I guess that pure generic creatures would explain the unknown threat of the Maw, though it may be difficult not to blame Eldrazi with that setup.
I do want to let you know, I built more of this world than I'm letting on. I'm used to building DnD worlds, so a lot of the details have already been worked out in my mind, but I want other input so I don't paint myself in a corner.
I've got names for the continents, but each continent has multiple three-coloured factions. I'll have to look at my original messages to tell you the names for factions.
This discussion is now closed. I built this world too much at the beginning, and I can't get the original vision out of my head. If I had put in less thought at the beginning and just started with a concept and a couple mechanics, I might have been able to take advice. I'm scrapping Mundara, and starting something else--The death of one world is the birth of another.
Comments
It's slightly more common in spells though rather than permanents.
True... I keep on forgetting that sets don't exist in a vacuum.
Also, making four color commons is very hard. I was working on a four color set a little while ago (albeit, not very hard) and I discovered that these types of cards tend to be the simplest.
https://mtgcardsmith.com/view/mindshift-shaman
https://mtgcardsmith.com/view/goblin-scholar
https://mtgcardsmith.com/view/valleyborn-paladin
Cards with two different hybrid mana tend to be hard, though they can work. You need to find two (or more) effects that can be done in two color pairs, and need to feel connected. They also tend to be more confusing.
Lastly, I think the maw should be colorless. It will help fix the environment more than five color would
Another reason why not to use Crystallize, in my opinion.
Not every card in the set needs to be four or five colours--I could just make a cycle or two for four-coloured commons.
I don't understand what you mean by 'fix the environment.' Would you care to elaborate? One of the reasons the Maw is chrome is because everything goes through it, and I don't understand why a perpetually 5-coloured area would be colourless.
I see. I guess that pure generic creatures would explain the unknown threat of the Maw, though it may be difficult not to blame Eldrazi with that setup.
I do want to let you know, I built more of this world than I'm letting on. I'm used to building DnD worlds, so a lot of the details have already been worked out in my mind, but I want other input so I don't paint myself in a corner.
Glint (Flying): Birds, Insects
Glint (Non-flying): Elves, Vyran, Shamans
Dune (Flying): Dragons, Gryphons
Dune (Non-flying): Goblins, Humans, Lizards
Ink (Flying): Aven, Gryphons, Birds
Ink (Non-flying): Kithkin, Humans, Monks
Witch (Flying): N/A
Witch (Non-flying): Merfolk, Leviathans, Elementals
Yore (Flying): Crows, Spirits
Yore (Non-flying): Zombies, Skeletons
I've got names for the continents, but each continent has multiple three-coloured factions. I'll have to look at my original messages to tell you the names for factions.
Tixalni:
-Moxnatt Empire: WUG (Prominent)
-Curch of Dexatt: WUG
-Krikment Army: WGR (Prominent)
-Dafkl Renegades: WUR
Puntarr:
Tribe Nak: GRB (Prominent)
Deta Mercenaries: GBU (Prominent)
Mont's Devotees: GRB
Guardians of Lemi: GRU
Nagashim:
No known factions.
Loku:
Bartiku: C
Larkit Merchants: RWG (Prominent)
Makull Bloodline: RBW (Prominent)
Artuni Militia: RBW
Phantirda:
Miltaa, Tixalni Exile: BRUW (Prominent)
Pronduk, the Shadow: BUWR (Prominent)
http://www.mtgsalvation.com/forums/magic-fundamentals/custom-card-creation/478974-4-color-design-philosophy-now-with-actual
Tixalni:
-Moxnatt Empire: The sky is the only true safety, and unity is the only true life.
-Curch of Dexatt: For each war, a time of peace. For each life started, another must end.
-Krikment Army: Peace is a necessity, but can only be maintained through bloodshed
-Dafkl Renegades: No known phikosopy. (Dafkl is a prison)
Puntarr:
Tribe Nak: Survival, through any means necessary.
Deta Mercenaries: Knowledge is power, and it must be protected.
Mont's Devotees: Fear of death is pointless.
Guardians of Lemi: The Mont is oppressive, and Puntarr should be protected from them.
Nagashim:
No known factions.
Loku:
Bartiku: No known philosophy. (The Bartiku are similar to Felidar)
Larkit Merchants: The world will advance inevitably. Why wouldn't someone help its progress?
Makull Bloodline: The Makull are superior to other Mundaran bloodlines. Proof will come eventually.
Artuni Militia: Survive the war, and take no sides.
Phantirda:
Miltaa, Tixalni Exile: Mundara is a waste of space, and needs to fall.
Pronduk, the Shadow: Mundara should survive, but there are unavoidable problems. Killing the problems is the only true solution.