Hey, because the whole thing about the Rebirth(Cause I can't spell it in French) is enlightenment, do you think that elated could become enlighten? I know it's a bit off, but I really can't stand to see (Insert french word here) being the name of a mechanic @ningyounk.
I definitely don't want to keep the word "Renaissance" as the name of the mechanic, though technically it's the same name in English as in French when it designates the era x) The idea would be to find a made-up name based on the word "Renaissance" that would label both the rebirth of Serra and the new age that follows on the plane of Rezatta. Whenever I put "New order" or stuff like that in a title, it's basically the same thing I'd like to use.
That said, it's hard to find a name that fits those restrictions, so Enlighten could definitely be an option otherwise.
About Fox of Flowers:
It could fit, but the multicoloured uncommons have a very precise role (they point you towards the draft archetype) so we'll have to define first what are the ten bicolour draft archetypes before we know if it could fill that slot. For the ally-coloured ones, it's pretty easy, they have to be the same as the three-coloured themes that are supported at common, so GW has to be about Serran life, a good point for this design ^^ Fox of Flowers hint at an aggro/midrange version of the archetype though, we'll need to see if it fits once we distribute the different types of archetypes among the colours (we don't want half the draft archetypes to be draw-go control or turbo aggro for instance).
Alright, I went through a lot of google translate on the word reborn, translating it in 20 different languages and back, so I now give you the final phrase in french! des gens nés? Which apparently translates in english to "people born"
Maybe make it mythical? And I think that +2/+1 feels kind of aggro...don't know if that's what Selesnya is in Rezatta, but overall, she's a lot better. Only suggestion is make the last ability a little more flavorful. Like, somehow, she plays a song! I dunno.
New Serra concept. Personally, I really like how this one turned out. I probably should have reduced it from +2 to +1, but it might still work(?) @ningyounk @The-DM
Well, I want it to be forced serran life gain. Also, in my opinion, serran life is always better to have @The-DM. And the ability is to banish your own creatures, like Teferi. And I want the last ability to be something you us often.
That Eco card is interesting though I'm a little afraid you would mix the tune counters with regular +1/+1 counters. I'm not sure they're different enough from +1/+1 counters that they justify using a different type of counters. The card could give +1/+1 counters and say "creatures you control get +1/+1 for each +1/+1 counter on them" for instance, it would do roughly the same as what this card is doing. That would require a GW +1/+1 counters-matter archetype though, which is definitely a possibility.
The +2 would feel a little weak on a 7-mana planeswalker I think, though adding the instant speed thing is a cool idea — but I don't think it works rules wise and it would take a LOT of space on a planeswalker card. That's a bit too novel so it would require a planeswalker design entirely dedicated to the idea rather than a random one-of ability.
I don't think the emblem would be very fun to play against, it's uninteractive and it would drag the game really long on top of feeling a bit crushing. It's important that the cards feel fun to play against as well as with them, so it's better to avoid play patterns that makes you unable to loose without ending the game ^^
___
I've started thinking about the draft archetypes a bit, here's where I'm at for now:
The five ally-coloured ones have to be the same as the three-coloured common themes:
WU: Second spell matters (control/disruptive) — Snowball value by casting spells 2 by 2. UB: Art recursion (combo/control) — Abuse ETB abilities of Art creatures BR: Turbo Suicide (aggro/disruptive) — Pay life to hit harder and faster RG: Odd-life growth (midrange/aggro) — Your creatures grow when your life total is odd. GW: Serran life (midrange/control) — Protect your serran life to keep generous bonuses.
The five enemy-coloured ones have to be something that is useful to the two ally-coloured themes they're intersecting with, while doing something different and overall offering a diversity of game plans. Here's a first try:
WB: Intersecting GWB Serran life and RBW Turbo Suicide, the logical link between the two seem to be life gain and loss. So it would be WB Life Swings (Disruptive/Midrange), I picture it would reward you when you gained life as well as when you lost life, probably by growing creatures like Ajani's Pridemate and maybe protecting them.
UR: Intersecting WUR Second spell and RGU Odd-Life growth, I can't see an obvious link between the two so I figured it was a good place to make an UR Discover-matters (disruptive/control) archetype because discover is very synergistic with the Second Spell archetype, and the ramp from the Odd-Life growth archetype will help cast the discovered spells. I figured it would have a hazardous play style, consistently adjusting your plans as the opportunities present themselves.
BG: Intersecting UBG Art recursion and WGB Serran life, it's probably the most difficult to find a link I think. I figured the play style had to be pretty slow and controlling anyways, so I tried a classic BG Graveyard (combo/midrange) archetype in that slot. It's very synergistic with what the Art recursion is trying to do anyways, and the Serran life plan does revolve a lot about creatures protecting your life total so it couldn't hurt to make them more resilient by bringing them back from the dead. It's probably a very grindy archetype.
RW: Intersecting the WUR Second spell and BRW Turbo Suicide archetype, the perfect link between the two has to be RW Weenies (aggro/disruptive) since it wants you to vomit your hand in the early game anyways. It's a very agressive archetype that wants to go wide with small creatures and pump them to kill the opponent before they have a chance to stabilise.
GU: Intersecting RGU Odd-life growth and UBG Art recursion, the link here seems to be the focus on creatures so I figured it was the right spot to make a GU Masterwork (midrange/combo) archetype. The goal is to make one big, protected and evasive creature using the masterwork mechanic, with the blinking ability of the Art archetype to quickly change masterwork when needed.
Of note, this is just a first pass, the archetypes could really be anything, we'll have to explore different options ^^ I made some mock-ups to illustrate the idea behind each of the above archetypes, it's important to remember that those cards are NOT in the card file, they're just examples. So, feel free to propose any type of archetype and/or uncommon gold signpost card. Here are the mock-ups:
Exile target creature until end of turn doesn't work. It'd have to be something like "Exile target creature, then return it to the battlefield at the beginning of the next end step."
Serra Reborn needs a massive rework overall. It feels underwhelming at the moment.
Comments
COLORLESS —
Could this work for uncommon? I was bored and found a fox and a violin art.
About Renaissance:
I definitely don't want to keep the word "Renaissance" as the name of the mechanic, though technically it's the same name in English as in French when it designates the era x) The idea would be to find a made-up name based on the word "Renaissance" that would label both the rebirth of Serra and the new age that follows on the plane of Rezatta. Whenever I put "New order" or stuff like that in a title, it's basically the same thing I'd like to use.
That said, it's hard to find a name that fits those restrictions, so Enlighten could definitely be an option otherwise.
About Fox of Flowers:
It could fit, but the multicoloured uncommons have a very precise role (they point you towards the draft archetype) so we'll have to define first what are the ten bicolour draft archetypes before we know if it could fill that slot. For the ally-coloured ones, it's pretty easy, they have to be the same as the three-coloured themes that are supported at common, so GW has to be about Serran life, a good point for this design ^^ Fox of Flowers hint at an aggro/midrange version of the archetype though, we'll need to see if it fits once we distribute the different types of archetypes among the colours (we don't want half the draft archetypes to be draw-go control or turbo aggro for instance).
des gens nés?
Which apparently translates in english to "people born"
https://mtgcardsmith.com/view/eco-silent-musician
(Selesnya is quite aggro. Ask my brother. He plays a selesny populate, and if he's lucky, he'll swing for 5 on turn 2.)
None of them.
Bee-Cloven, the Satyr Pianist
Human
or
Human Rogue
EX:
https://scryfall.com/card/m15/209/yisan-the-wanderer-bard
I still think that some other type might work better.
There's gotta be SOMETHING.
New Serra concept. Personally, I really like how this one turned out. I probably should have reduced it from +2 to +1, but it might still work(?)
@ningyounk
@The-DM
*Sigh*
: If you were to gain life, you
may gain that much serran life
instead.
+1 : Exile target creature until
end of turn. It's owner gains 2
serran life. You may activate
this ability any time you
could cast an instant.
-6 : You make an emblem
with "At the beginning of
your upkeep, you gain 4 life."
[4]
Maybe?
That Eco card is interesting though I'm a little afraid you would mix the tune counters with regular +1/+1 counters. I'm not sure they're different enough from +1/+1 counters that they justify using a different type of counters. The card could give +1/+1 counters and say "creatures you control get +1/+1 for each +1/+1 counter on them" for instance, it would do roughly the same as what this card is doing. That would require a GW +1/+1 counters-matter archetype though, which is definitely a possibility.
LordTachanka123
The +2 would feel a little weak on a 7-mana planeswalker I think, though adding the instant speed thing is a cool idea — but I don't think it works rules wise and it would take a LOT of space on a planeswalker card. That's a bit too novel so it would require a planeswalker design entirely dedicated to the idea rather than a random one-of ability.
I don't think the emblem would be very fun to play against, it's uninteractive and it would drag the game really long on top of feeling a bit crushing. It's important that the cards feel fun to play against as well as with them, so it's better to avoid play patterns that makes you unable to loose without ending the game ^^
___
I've started thinking about the draft archetypes a bit, here's where I'm at for now:
The five ally-coloured ones have to be the same as the three-coloured common themes:
WU: Second spell matters (control/disruptive) — Snowball value by casting spells 2 by 2.
UB: Art recursion (combo/control) — Abuse ETB abilities of Art creatures
BR: Turbo Suicide (aggro/disruptive) — Pay life to hit harder and faster
RG: Odd-life growth (midrange/aggro) — Your creatures grow when your life total is odd.
GW: Serran life (midrange/control) — Protect your serran life to keep generous bonuses.
The five enemy-coloured ones have to be something that is useful to the two ally-coloured themes they're intersecting with, while doing something different and overall offering a diversity of game plans. Here's a first try:
WB: Intersecting GWB Serran life and RBW Turbo Suicide, the logical link between the two seem to be life gain and loss. So it would be WB Life Swings (Disruptive/Midrange), I picture it would reward you when you gained life as well as when you lost life, probably by growing creatures like Ajani's Pridemate and maybe protecting them.
UR: Intersecting WUR Second spell and RGU Odd-Life growth, I can't see an obvious link between the two so I figured it was a good place to make an UR Discover-matters (disruptive/control) archetype because discover is very synergistic with the Second Spell archetype, and the ramp from the Odd-Life growth archetype will help cast the discovered spells. I figured it would have a hazardous play style, consistently adjusting your plans as the opportunities present themselves.
BG: Intersecting UBG Art recursion and WGB Serran life, it's probably the most difficult to find a link I think. I figured the play style had to be pretty slow and controlling anyways, so I tried a classic BG Graveyard (combo/midrange) archetype in that slot. It's very synergistic with what the Art recursion is trying to do anyways, and the Serran life plan does revolve a lot about creatures protecting your life total so it couldn't hurt to make them more resilient by bringing them back from the dead. It's probably a very grindy archetype.
RW: Intersecting the WUR Second spell and BRW Turbo Suicide archetype, the perfect link between the two has to be RW Weenies (aggro/disruptive) since it wants you to vomit your hand in the early game anyways. It's a very agressive archetype that wants to go wide with small creatures and pump them to kill the opponent before they have a chance to stabilise.
GU: Intersecting RGU Odd-life growth and UBG Art recursion, the link here seems to be the focus on creatures so I figured it was the right spot to make a GU Masterwork (midrange/combo) archetype. The goal is to make one big, protected and evasive creature using the masterwork mechanic, with the blinking ability of the Art archetype to quickly change masterwork when needed.
Of note, this is just a first pass, the archetypes could really be anything, we'll have to explore different options ^^ I made some mock-ups to illustrate the idea behind each of the above archetypes, it's important to remember that those cards are NOT in the card file, they're just examples. So, feel free to propose any type of archetype and/or uncommon gold signpost card. Here are the mock-ups:
Serra Reborn needs a massive rework overall. It feels underwhelming at the moment.