@Scott_Anderson I'll try to help by judging all the cards for Modern, Standard and other formats like commander.
Aether Archipalago is a strictly worse version of Reflecting Pool.
The most convenient way to make a legendary land that MTG has been using in the past years is to make it a colorless land with a great activated ability in the correct archetype (Hall of Heliod's Generosity, Geier Reach Sanitarium, Inventor's Fair, Nykthos Shrine to Nyx).
@Scott_Anderson also, regarding Antoneta le Guen, she is WAY too powerful and pretty much unprintable for the following reasons:
1. She dodges Assassin's Trophy, Fatal Push, Dismember, Drown in the Loch and can't be blocked by Death's Shadow, all of which are extremely popular. It also dodges a turn-1 Thoughtsieze due to Flash.
2. A free 3/3 can simply not be printed, especially when it pretty much has haste. Goblin Guide has much greater disadvantage as a 2/2 with haste that has no protection AND costs 1 mana AND isn't legal in Pioneer. Meanwhile, this card just asks you to pitch a Lava Spike or something and you have a 3/3.
3. Flash makes it so that it can chump block Goblin Guide and Monastery Swiftspear, which would make the entire meta dissolve into "Mulligan obsessively for Antoneta le Guen while playing burn." because in of itself it beats burn.
4. It can allow a turn-3 Burn Wins with even the most mediocre of hands when going second (T0 Flash in Antoneta, T1 Goblin Guide/Monastery, Then turn 2 a single Bolt, swing next turn for lethal.).
5. WotC has promised to not print any more standard-legal Pitch Spells, and most free spells in standard end up getting banned and as such are a bad idea to print there.
I'd say scrap the card and just make a non-pitch spell.
@ScottAnderson The cards I'm currently working on, i.e. Legion City, have so far been Blue/Red vs. Itself, but I think, given the nature of the Aurum Corporation, I can work Abzan into the cards. I'm not sure if I can properly pull off UR vs. WBG, but I could put the Corporation in Abzan colors on the basis of philosophy and practices - especially the WB - with a few cards leaking into UR.
And if no one else wants Temur vs. Orzhov, I still have the Nexus cards to work with, but I don't feel any particular need to work on two separate tribe conflicts.
Because the power creep has really increased a significant amount the past few years.
And it seems WOTC did this on purpose for whatever reason, which is a tad bit disappointing and lame.
It was fine to me during Amonkhet and Ixalan, it was kind of natural increase after years of the same power level roughly. You gotta progress forward...
But after looking at some of the cards in the most recent sets, it looks like its already increased and it's only been a couple of years!
But that's just my current opinion. Maybe it's just my ignorance and nostalgia since I haven't played in years.
@Leaf_Juggernaut I’m sorry that was a silly joke. Homelands was at a dismally low power level and additionally almost unplayable based on the strange collection of cards in it.
I looked at my color pie spreadsheet and saw that white could have pro-black and didn’t put more thought into it than that.
There are two other creature cards which represent her earlier in her life but this card is meant to be the apex of her power.
I’ll keep thinking. The lore is coming to me subsequent to designing the cards, so there’s room to overhaul her main card (and there might be a 4th Antoneta creature card too... not sure yet)
@leaf_juggernaut I don’t know the power level now versus where it was in 2016, which is the last time I competed regularly in paper Magic. The last set I know well is Dominaria.
I think Origins hit a sweet spot. Khans block was okay but maybe a little high on the complexity scale. What do you think?
What Leaf, Ranshi and I propose is that there are ten little stories and each Cardsmith would handle one or more of them.
In each story, the main conflict would be between a three-color faction and a two-color faction where all five colors are represented.
The fiction behind this is thin but all of these little stories will happen in the same plane and within solar-system scale travel distance of one another. There are 15 "island planets" floating in the aether near one another. Five are dominated by one color of mana. The other ten have all colors but they are each in conflict. You will tell the story of one of those ten conflicts.
There is not overarching story so don't worry about interfering with someone else too much.
We have decided that most mechanics are okay to use, with the exception of those meant for multiplayer or Conspiracy etc.
We will do our best to enforce color pie conformity.
***Listed Cardsmiths here are willing to give the spot to someone who has no spot
So think up a two-faction pair as listed above and then think up a little story that you can represent in cards. It does not have to be perfect or extensive. Just something simple like "cowboys and indians" or "pirates versus superheroes"
For instance I'm doing "crusaders versus druids" more or less, and specifically the life of one general in that conflict.
Small sets A2 and A3 will give a different mix of cards. With luck I will be able to get each faction the same number of cards and the same mix of rarities.
Set B1 (unnamed large set) will be a mirror image of A1. B2 and B3 will mirror A2 and A3.
I'm still working out the slots for the small sets.
Comments
It will be a land card in the first large set, and then be the name of the second small set.
Here is a proposal for the ability of the card:
Comment there if you would
Naya v Dimir @DrakeGladis
Grixis v Selesnya @Leaf_Juggernaut
Esper v Gruul
Bant v Rakdos @AxNoodle
Jund v Azorius
Sultai v Boros @Scott_Anderson
Abzan v Izzet @TheWanderer
Temur v Orzhov @TheWanderer***
Jeskai v Golgari
Mardu v Simic @Scott_Anderson ***
***Listed Cardsmiths here are willing to give the spot to someone who has no spot
Aether Archipalago is a strictly worse version of Reflecting Pool.
The most convenient way to make a legendary land that MTG has been using in the past years is to make it a colorless land with a great activated ability in the correct archetype (Hall of Heliod's Generosity, Geier Reach Sanitarium, Inventor's Fair, Nykthos Shrine to Nyx).
1. She dodges Assassin's Trophy, Fatal Push, Dismember, Drown in the Loch and can't be blocked by Death's Shadow, all of which are extremely popular. It also dodges a turn-1 Thoughtsieze due to Flash.
2. A free 3/3 can simply not be printed, especially when it pretty much has haste. Goblin Guide has much greater disadvantage as a 2/2 with haste that has no protection AND costs 1 mana AND isn't legal in Pioneer. Meanwhile, this card just asks you to pitch a Lava Spike or something and you have a 3/3.
3. Flash makes it so that it can chump block Goblin Guide and Monastery Swiftspear, which would make the entire meta dissolve into "Mulligan obsessively for Antoneta le Guen while playing burn." because in of itself it beats burn.
4. It can allow a turn-3 Burn Wins with even the most mediocre of hands when going second (T0 Flash in Antoneta, T1 Goblin Guide/Monastery, Then turn 2 a single Bolt, swing next turn for lethal.).
5. WotC has promised to not print any more standard-legal Pitch Spells, and most free spells in standard end up getting banned and as such are a bad idea to print there.
I'd say scrap the card and just make a non-pitch spell.
Can she still be pro black?
The cards I'm currently working on, i.e. Legion City, have so far been Blue/Red vs. Itself, but I think, given the nature of the Aurum Corporation, I can work Abzan into the cards. I'm not sure if I can properly pull off UR vs. WBG, but I could put the Corporation in Abzan colors on the basis of philosophy and practices - especially the WB - with a few cards leaking into UR.
In short, I'll take Abzan vs. Izzet
Because the power creep has really increased a significant amount the past few years.
And it seems WOTC did this on purpose for whatever reason, which is a tad bit disappointing and lame.
It was fine to me during Amonkhet and Ixalan, it was kind of natural increase after years of the same power level roughly. You gotta progress forward...
But after looking at some of the cards in the most recent sets, it looks like its already increased and it's only been a couple of years!
But that's just my current opinion. Maybe it's just my ignorance and nostalgia since I haven't played in years.
Thoughts?
1. Hosing the color which is the enemy colors to both of the allied colors.
2. Hosing the card's own colors (typically reserved for B/W creatures)
3. Hosing each color that isn't in its own colors (typically reserved for 3 color cards)
4. Choosing a color to hose (typically reserved for U/W)
As you can see, a W/R card fufills none of the requirements for hosing a color.
Seems cool. I didn't grow up with older mtg cards but they seem fun. I can definitely try to make some.
Lets see if other people are onboard for that power level.
I looked at my color pie spreadsheet and saw that white could have pro-black and didn’t put more thought into it than that.
There are two other creature cards which represent her earlier in her life but this card is meant to be the apex of her power.
I’ll keep thinking. The lore is coming to me subsequent to designing the cards, so there’s room to overhaul her main card (and there might be a 4th Antoneta creature card too... not sure yet)
Lol. Gotcha now.
No wonder. I was looking at the gatherer and some of the cards seemed kind of iffy. But, I figured it was an experiment
I think Origins hit a sweet spot. Khans block was okay but maybe a little high on the complexity scale. What do you think?
First what is with the Naya v Dimir and stuff like that?
What Leaf, Ranshi and I propose is that there are ten little stories and each Cardsmith would handle one or more of them.
In each story, the main conflict would be between a three-color faction and a two-color faction where all five colors are represented.
The fiction behind this is thin but all of these little stories will happen in the same plane and within solar-system scale travel distance of one another. There are 15 "island planets" floating in the aether near one another. Five are dominated by one color of mana. The other ten have all colors but they are each in conflict. You will tell the story of one of those ten conflicts.
There is not overarching story so don't worry about interfering with someone else too much.
We have decided that most mechanics are okay to use, with the exception of those meant for multiplayer or Conspiracy etc.
We will do our best to enforce color pie conformity.
The latest assignments are like this:
Naya v Dimir @DrakeGladis
Grixis v Selesnya @Leaf_Juggernaut
Esper v Gruul
Bant v Rakdos @AxNoodle
Jund v Azorius
Sultai v Boros @Scott_Anderson
Abzan v Izzet @TheWanderer
Temur v Orzhov @TheWanderer***
Jeskai v Golgari
Mardu v Simic @Scott_Anderson ***
***Listed Cardsmiths here are willing to give the spot to someone who has no spot
So think up a two-faction pair as listed above and then think up a little story that you can represent in cards. It does not have to be perfect or extensive. Just something simple like "cowboys and indians" or "pirates versus superheroes"
For instance I'm doing "crusaders versus druids" more or less, and specifically the life of one general in that conflict.
Each Color
12 commons
10 uncommons
8 rares
Rakdos
2 common hybrid
1 uncommon gold
Selesnya
2 common hybrid
1 uncommon gold
Gruul
2 common hybrid
1 uncommon gold
Dimir
2 common hybrid
1 uncommon gold
Azorius
2 common hybrid
1 uncommon gold
Golgari
1 common gold
2 uncommon hybrid
1 uncommon gold
Simic
1 common gold
2 uncommon hybrid
1 uncommon gold
Boros
1 common gold
2 uncommon hybrid
1 uncommon gold
Orzhov
1 common gold
2 uncommon hybrid
1 uncommon gold
Abzan
1 rare creature
1 rare instant
1 rare sorcery
1 rare enchantment
Temur
1 rare creature
1 rare instant
1 rare sorcery
1 rare enchantment
Jeskai
1 rare creature
1 rare instant
1 rare sorcery
1 rare enchantment
Mardu
1 rare creature
1 rare instant
1 rare sorcery
1 rare enchantment
Sultai
1 rare creature
1 rare instant
1 rare sorcery
1 rare enchantment
Artifacts
2 common vehicles
3 uncommon vehicles
3 rare vehicles
7 uncommon artifacts
5 rare artifacts
Lands
1 uncommon land
2 rare lands
20 basic lands
ALSO
Each cardsmith gets 1 Mythic slot
Small sets A2 and A3 will give a different mix of cards. With luck I will be able to get each faction the same number of cards and the same mix of rarities.
Set B1 (unnamed large set) will be a mirror image of A1. B2 and B3 will mirror A2 and A3.
I'm still working out the slots for the small sets.
Here is the current card slot document:
https://drive.google.com/file/d/1BnhSRV88l1vWkxMvMrqfQ9Ib4PUNqFKI/view?usp=sharing
Sets A2 and B3 will mirror and sets A3 and B2 will mirror.
It will have uncommon slots in two of the small sets but I haven't got them sorted out yet.
And of course you can use monocolors, hybrids and two-color golds to tell your story too.
I'm fine with giving it up. I'm sure you'll do a better job since I'm not a huge grixis fan.
I just kind of like Selesnya since it's the first guild I ever played with.