All three cards are excellent work. I love your poem!
I am unsure about Dungeon because it’s a new mechanic and I haven’t seen it in play.
As a target, Dungeon feels like a planeswalker in that if you have it out, it diverts resources from a player who would otherwise be putting pressure on his opponent’s life total. Having it out on the battlefield, holding a “prize,” is a way to divert that pressure. So even though is can’t attack or block, it has value.
It can be symmetrical. Rather than playing it on your side of the table, play it in the middle of the table in the red zone. Anyone can attack it and block for it.
This is a good mechanic. It is not something I would use in my deckbuilding but that’s a different issue. It is a legit idea and I like it.
The tricky part is balancing it in a way that makes it useful and worth putting in your deck.
Hmm, true. As lands they produce mana. In a red zone that would be confusing. Could any player tap it for mana?
I have been thinking of how it would be played out for someone who includes it into their deck.
-Play dungeon- Attack Phase -Attack Dungeon uncontested to defeat it and activate its prize-
I guess if you are desperate you could just play it for a mana and hope you can defeat it before your opponent.
You could also play it to hope to take off pressure from being attacked.
Still wondering, is it worth including in a deck?
With the new way where other players can defend it, that will be a bigger risk for including it in your deck, but it would still be your mana.
-Play dungeon- This dungeon could be protected by your opponents creatures. -Decide carefully before attacking it-
Other than that they just make mana. I think a colorless mana + prize could provoke an enemy to attack it, but they might not want to redirect their attackers.
Prize would need to be good enough to make the owner to want to attack it. Maybe the prizes need to be greater to make owner put it into their deck.
I was thinking if we leave it as is, the owner has the advantage to defeat it. If they were in a losing situation and lost their dungeon that would make the owner angry.
If I change it then no player has an advantage of defeating it and the owner gets the mana it produces.
I'm not sure if I want to take an advantage away from the card owner. I do like the idea of the dungeon evenly contested.
I think dungeons power/toughness around 2/2 might be a good place for them if they are evenly contested. I just was thinking evenly contested might be a good design choice but again I am not sure.
Can cards made on these sites be printed off? I wonder what playing with them would be like.
I think only the owner should tap it for mana. I don’t think mana should be the main feature.
The person who plays the land gets the first crack at it, so that’s an advantage that should help to balance the disadvantage of otherwise missing the land drop and the possibility that your opponent gets to utilize it.
Okay. Here. Each one is legendary. Defeating it should be easy but not trivial. Maybe 3-4 toughness? Each one tutors for one card type. Once defeated it goes to the graveyard and the owner gets to put a basic land in play tapped.
So the conqueror gets to tutor for, say, a sorcery. Once defeated, the dungeon is put into the graveyard and replaced by the tutored basic land matching the theme of the dungeon.
What do you think? I made like three mechanics with explanations on this one card, but if Dungeons was a well established card mechanic then in the future a card can say:
Dungeon
Prize: - unique to the dungeon. I was thinking of doing,"Artifact Search" but too much for one card. I don't think it would fit.
Specific Land Search
Any critique please let me know. If it is good I will use this format and re-make the other lands.
Now consider this: lands don't have to tap for mana per se, but they have to involve mana.
Like, lands can crack to find lands that produce mana. Things like Evolving Wilds! Maybe we can cut out the mana ability after all, as long as it cracks for mana.
Here, try this templating and you tell me what you think.
It keeps the owner's actions together and continuous. It is defeated; you sacrifice it; you get the land out; you shuffle.
Then it passes priority to the winner, whoever that might be. They tutor, put card in hand, and shuffle.
That works. For some reason I worry that, tho a land, people will think it can attack as if it was a creature. At first I thought if it didn't say it was a creature people will know it can't attack or block.
It took me a good 72 hours to think this idea through and come up with something that LOOKS like it would work. Would it work? I have no idea! Someone would have to try it out on Cockatrice I think to see how to balance it properly.
If it were real:
This concept would need a tremendous amount of reminder text. With the marketing ability and penetration Wizards can bring to bear, they could pull it off by making players aware of the mechanic without having to print it on the card. But for duffers like us, I think it would be very hard to make it work.
But it's only "real":
On the other hand, this is an imaginary card set. If you like the mechanic, then we can write up a little blurb and put it in the thread with the other new mechanics. I note well that most folks who make up a mechanic do not put reminder text on every card that uses it.
I agree. It is just for fun after all. It was giving me mind rot lol. Yeah the greens I left I was hoping you would. I think that giant lady art you showed me, where she was coming out of the leaves of a tree would make a good one.
I'll try to make a few today after lunch. I have to try and get a short story concept worked on. One of my goals this year is to write a bit each day.
After what we talked about I want to keep our dungeons as they are.
This goes with the theme of the other dungeons I have made. They are good examples of what a dungeon is. I think if this set has more Dungeons I do not have to write the little bit on "Dungeons: Do not attack or block". The five dungeons now made define that. Any other dungeons after this will not need to explain that anymore in this set.
I think that is what you were saying when you put the Hightrunk Carin. I hope we use that card as a rare dungeon.
In my opinion, one cycle of dungeons is the right number. That way we can have dual lands or special legendary lands in the rare slots. These can be callbacks to the places in the story or new takes on the two original Fallen Empires cycles.
However if you want rare dungeons, I will help with that.
2) The uncommons. I have put together a 40-card list here with placeholders for many of them. I have completed example cards for some of them.
If any of the cards I devised are wrong or need to be tweaked or replaced, please let me know so we can make the set the way you envision it.
Thank you. It is probably obvious but this is my first set. I tried this on my own but I went in a strange direction. Learning the history of the set was the right way to go. It is obvious to me you have made a few sets of your own, so thank you again for all your help.
Comments
I am unsure about Dungeon because it’s a new mechanic and I haven’t seen it in play.
As a target, Dungeon feels like a planeswalker in that if you have it out, it diverts resources from a player who would otherwise be putting pressure on his opponent’s life total. Having it out on the battlefield, holding a “prize,” is a way to divert that pressure. So even though is can’t attack or block, it has value.
It can be symmetrical. Rather than playing it on your side of the table, play it in the middle of the table in the red zone. Anyone can attack it and block for it.
This is a good mechanic. It is not something I would use in my deckbuilding but that’s a different issue. It is a legit idea and I like it.
The tricky part is balancing it in a way that makes it useful and worth putting in your deck.
I think I just repeated what you said.
I have been thinking of how it would be played out for someone who includes it into their deck.
-Play dungeon-
Attack Phase
-Attack Dungeon uncontested to defeat it and activate its prize-
I guess if you are desperate you could just play it for a mana and hope you can defeat it before your opponent.
You could also play it to hope to take off pressure from being attacked.
Still wondering, is it worth including in a deck?
With the new way where other players can defend it, that will be a bigger risk for including it in your deck, but it would still be your mana.
-Play dungeon-
This dungeon could be protected by your opponents creatures.
-Decide carefully before attacking it-
Other than that they just make mana. I think a colorless mana + prize could provoke an enemy to attack it, but they might not want to redirect their attackers.
Prize would need to be good enough to make the owner to want to attack it. Maybe the prizes need to be greater to make owner put it into their deck.
I was thinking if we leave it as is, the owner has the advantage to defeat it. If they were in a losing situation and lost their dungeon that would make the owner angry.
If I change it then no player has an advantage of defeating it and the owner gets the mana it produces.
I'm not sure if I want to take an advantage away from the card owner. I do like the idea of the dungeon evenly contested.
I think dungeons power/toughness around 2/2 might be a good place for them if they are evenly contested. I just was thinking evenly contested might be a good design choice but again I am not sure.
Can cards made on these sites be printed off? I wonder what playing with them would be like.
I think only the owner should tap it for mana. I don’t think mana should be the main feature.
The person who plays the land gets the first crack at it, so that’s an advantage that should help to balance the disadvantage of otherwise missing the land drop and the possibility that your opponent gets to utilize it.
Okay. Here. Each one is legendary. Defeating it should be easy but not trivial. Maybe 3-4 toughness? Each one tutors for one card type. Once defeated it goes to the graveyard and the owner gets to put a basic land in play tapped.
So the conqueror gets to tutor for, say, a sorcery. Once defeated, the dungeon is put into the graveyard and replaced by the tutored basic land matching the theme of the dungeon.
What do you think?
White - enchantment or equipment
Blue - instant or equipment
Black - sorcery or equipment
Red - any artifact
Green - creature or equipment
What do you think? I made like three mechanics with explanations on this one card, but if Dungeons was a well established card mechanic then in the future a card can say:
Dungeon
Prize: - unique to the dungeon. I was thinking of doing,"Artifact Search" but too much for one card. I don't think it would fit.
Specific Land Search
Any critique please let me know. If it is good I will use this format and re-make the other lands.
Like, lands can crack to find lands that produce mana. Things like Evolving Wilds! Maybe we can cut out the mana ability after all, as long as it cracks for mana.
Here, try this templating and you tell me what you think.
It keeps the owner's actions together and continuous. It is defeated; you sacrifice it; you get the land out; you shuffle.
Then it passes priority to the winner, whoever that might be. They tutor, put card in hand, and shuffle.
Do you think people will think it can attack?
If it were real:
This concept would need a tremendous amount of reminder text. With the marketing ability and penetration Wizards can bring to bear, they could pull it off by making players aware of the mechanic without having to print it on the card. But for duffers like us, I think it would be very hard to make it work.
But it's only "real":
On the other hand, this is an imaginary card set. If you like the mechanic, then we can write up a little blurb and put it in the thread with the other new mechanics. I note well that most folks who make up a mechanic do not put reminder text on every card that uses it.
I'll try to make a few today after lunch. I have to try and get a short story concept worked on. One of my goals this year is to write a bit each day.
Okay greens are done!
I don't use Cockatrice. I wish there was some way to farm out the commons; have people draft them and playtest them. But for now, it's a good start.
What's next?
This goes with the theme of the other dungeons I have made. They are good examples of what a dungeon is. I think if this set has more Dungeons I do not have to write the little bit on "Dungeons: Do not attack or block". The five dungeons now made define that. Any other dungeons after this will not need to explain that anymore in this set.
I think that is what you were saying when you put the Hightrunk Carin. I hope we use that card as a rare dungeon.
https://mtgcardsmith.com/user/Scott_Anderson/sets/30284
1) The dungeons - the uncommon ones are finished.
In my opinion, one cycle of dungeons is the right number. That way we can have dual lands or special legendary lands in the rare slots. These can be callbacks to the places in the story or new takes on the two original Fallen Empires cycles.
However if you want rare dungeons, I will help with that.
2) The uncommons. I have put together a 40-card list here with placeholders for many of them. I have completed example cards for some of them.
If any of the cards I devised are wrong or need to be tweaked or replaced, please let me know so we can make the set the way you envision it.
SARPADIAN EMPIRES UNCOMMONS:
https://mtgcardsmith.com/user/Scott_Anderson/sets/30300
3) The rares. I have been cooking rares for the last few days. None of them are included in the set though. They are just ideas.
RARE CANDIDATES:
https://mtgcardsmith.com/user/Scott_Anderson/sets/30412
So continue to direct the project and I will help as we go along.
Thank you. It is probably obvious but this is my first set. I tried this on my own but I went in a strange direction. Learning the history of the set was the right way to go. It is obvious to me you have made a few sets of your own, so thank you again for all your help.
I have found some online resource that have helped. But the thing that has helped the most is watching the Razetta set come together.