I think green might be good for "as long as this creature is equipped" effects. That seems like the area of equipment that would fit best in green's color pie.
And if you're willing to let it return, living weapon could be good for black.
Green might be able to use 'Whenever you cast equipment' effects, though that might fit better with blue.
Living weapon could certainly make a return, but I need to find a way to make it feasible in the context of the world. I'm fine with implementing living weapon, partially because I like the mechanic, but mostly because it was barely implemented in the Scars block.
What do you guys think White should do? Blue might have 'whenever you cast equipment' effects, and Red could have 'whenever an equipped creature attacks' effects. We already discussed black and green, but I'm not sure what white would do.
White could have benefits for having equipped creatures. Some would care if they're equipped, and intants/ sorceries could care if any creature (you control) is equipped. White and red love equipment, and blue loves artifacts, so those three shouldn't be too hard.
So equipment-matters colour pie is currently along the lines of... W: Equipped creatures matter U: Artifact spells matter B: Graveyard fetching R: Equipped attackers matter G: Equipping creatures matters
Unless I'm missing something, which is entirely possible. I know that black will probably have 'Living Weapon' return, but I think this is the general idea.
Could we actually make living weapon in green too? Seems like something green might do with equipment, and Germ seems like a very G/B creature type. And is there any way we could make "natural" equipment? Green would be all over that.
Wood and leather for equipment, a possible subtype for clerics and druids, and a whole bun ch of other possibilities. What would it entail, though? I don't like making subtypes without meaning.
I meant a way that they could be created naturally (i.e. formed from the earth, no human intervention). Might be weird, but could also be cool if done well.
Maybe there could be equipments that "instead of paying this cards mana cost, sacrifice a {land type}." Mountain for stone, forest for wood. Maybe there should be a mechanic for that.
It would certainly be flavorful. Plains could be for rope-based weapons, islands could make coral or ice-based weapons, and swamps could be for bone weapons.
Hm, so maybe we should have some big legends with bigger legendary equipment in this set. You're the master, @NokiSkaur. What should the legends be like?
If we went with the "Pit Fighting" theme we bounced around earlier, I would suggest making two cycles of Legends, and two cycles for their equipment--Two cycles at Mythic, and two at rare respectively. However, this could easily change with time.
Or he can make it, but only for a few seconds for every hour not using it? It could slowly become more and more consistent over a span of multiple months.
Here's a list of things we currently have worked out. Anything with an asterisk next to it has yet to be explained, and anything with a question mark has yet to be decided.
Mechanics: Living Weapon Adept Third (?) Fourth (?)
Subtypes: Mechanic (?)* Dealer (?)*
Subtypes and mechanics that are both unknown and undecided are directly linked--Mechanic with Trap Tokens, and Dealers with Weapons Dealing.
Mechanics will either create 1/1 trap tokens with defender that deal 1 damage upon death, or give abilities to traps. Dealers will allow you to pay mana for a reward, but you need to give up an equipment. What do you guys think?
Comments
I think that's something that'll return eventually. It's just too unique of an area to not design in.
The five Legendary equipments should be coloured, except for the one that belongs to the possible artifact champion.
Mono black might have a 'sac equipment for power' archetype. It'll appear in other colours as well, but it will be most prominent in black.
Green might be a fatty archetype with minimal, if any, equipment hate.
And if you're willing to let it return, living weapon could be good for black.
Green might be able to use 'Whenever you cast equipment' effects, though that might fit better with blue.
Living weapon could certainly make a return, but I need to find a way to make it feasible in the context of the world. I'm fine with implementing living weapon, partially because I like the mechanic, but mostly because it was barely implemented in the Scars block.
So equipment-matters colour pie is currently along the lines of...
W: Equipped creatures matter
U: Artifact spells matter
B: Graveyard fetching
R: Equipped attackers matter
G: Equipping creatures matters
Unless I'm missing something, which is entirely possible. I know that black will probably have 'Living Weapon' return, but I think this is the general idea.
Wood and leather for equipment, a possible subtype for clerics and druids, and a whole bun ch of other possibilities. What would it entail, though? I don't like making subtypes without meaning.
Wow... I read that completely wrong. For some reason, I thought it said you wanted to make 'natural' a subtype.
Ooh... that would be fun. That would probably work best as a cycle at uncommon or common, rather than a full-on theme of the set.
It would certainly be flavorful. Plains could be for rope-based weapons, islands could make coral or ice-based weapons, and swamps could be for bone weapons.
It's your idea, mate. No need to credit me.
If we went with the "Pit Fighting" theme we bounced around earlier, I would suggest making two cycles of Legends, and two cycles for their equipment--Two cycles at Mythic, and two at rare respectively. However, this could easily change with time.
@NokiSkaur Who should be our heroes?
Perhaps Gideon, but he can barely sustain his invulnerability? Playing with the concept of Gideon's Defeat, I guess...
Or he can make it, but only for a few seconds for every hour not using it? It could slowly become more and more consistent over a span of multiple months.
Walkers:
Gideon
Nahiri/Saheeli/Daretti (?)
Unnamed Native/Akroan Walker*
Themes:
Sacland equipment
Flipcard equipment (?)
Weapons Dealing (?)*
Trap Creation (?)*
Scrap Tokens
Mechanics:
Living Weapon
Adept
Third (?)
Fourth (?)
Subtypes:
Mechanic (?)*
Dealer (?)*
Subtypes and mechanics that are both unknown and undecided are directly linked--Mechanic with Trap Tokens, and Dealers with Weapons Dealing.
Mechanics will either create 1/1 trap tokens with defender that deal 1 damage upon death, or give abilities to traps.
Dealers will allow you to pay mana for a reward, but you need to give up an equipment. What do you guys think?
That's one of the themes--It's not expandable enough for a full mechanic in my opinion.
I don't know. I'm asking the community right now. I have ideas, but they probably aren't as good as I think they are.
Also, you don't need to mention people in their own thread.