Welcome to Nocturnia

edited November 2015 in Custom Card Sets
Welcome to the Nocturnia Block! The plane of Nocturnia is an epic fantasy world with a dark tone. While not gothic in theme, it is not much unlike the plane of Innistrad, in the way that nothing is as it seems; everything has a darker or brighter side to it. It is a world where angels are not to be trusted readily, and demons are occasionally not as malicious as they seem. Nocturnia is also a time of great strife, riddled with plague, famine, and war.

The Nocturnia Block consist of 3 sets:
-Set 1: Nocturnia
-Set 2: Nightfall
-Set 3: Daybreak

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The Factions:

-(WUG) The Kingdom of Iylvail: This kingdom is the oldest still standing, boasting a several thousand years. Through their willingness to rely on and cooperate with each other, they are the most powerful and vast of all the nations. However, not all is well in Iylvail. They may be the most safe from the monsters of Nocturnia, but this safety comes with a price. The government of Iylvail demands absolute conformity, and anyone caught breaking the law or disobeying a decree is either punished severely or forced to submit through force or often mind magic. As times grow darker, the situation worsens, and Iylvail has become even more focused on "true unity", and some worry that their minds won't be their own for long.

-(WRG) The Eldarian Rebels: The Eldarians were originally part of Iylvail, or the Dyminion. They split off from these powers because they felt oppressed, and felt no more safe within their walls than outside of them. So, they decided to band together against the horrors and the tyrants of the world, and to make the City of Eldra'khel, deep in the heart of the Ny'eca forest/jungle. As you'd expect, the Eldara mainly consist of humans, elves, aven, angels and other creatures commonly associated with justice, freedom, and nature. The Eldara have an especially close bond with the griffons of Nocturnia, or Gryphs, as they call them.

-(BRG) The Northmen: These nomadic barbarians wander across the Khul'Shar Mountains, through Dyrewood Forest, and occasionally through Ny'eca as well. Not much is known about them, except that they are a free-spirited and wrathful people, and value freedom to do what they want, when they want. Not much was thought of them when they first arrived, but tensions truly began when Iylvail and the Dyminion both sent missionaries to try to "civilize" them. The Northmen did not take this kindly. They lashed out at the missionaries, slaughtering them all, and sparking a war between the nations that is still going on to this day.

-(UBR) The Ulbyss Cult: The source of most of the evil on the plane of Nocturnia, the Ulbyss consist of vampires, werewolves, cultists, merfolk, revenants, and wights, and everything that goes bump in the night. A foul, diseased, and dark place, Murkwater Bog is where many of these sickly creatures dwell, preparing for raids, performing dark rituals, and tormenting any poor soul foolish or unlucky enough to wander across their path. These horrors have been around for longer than anyone can remember. Lately, however, their numbers have grown disconcertingly large. The days seem to grow shorter, the nights are longer, shadows take on a life of their own. Some try deny it. Some are preparing to escape it. Others are preparing to endure it. But no one can deny that something dark looms on the horizon.

-(WUB) The Dyminion Empire: Though still fairly young (only several decades old) , the Dyminion Empire has grown quite quickly. Tired of the extreme control of the Kingdom of Iylvail, and drawn to the tales of an ancient kingdom with untold treasures, a small group of mages departed for the Umbersands, a desolate wasteland, where they founded their empire. The Umbersands was once lush and the heart of a wealthy and powerful empire, which drew its wealth from a pact the king made with a demon. Eventually the king angered the demon, and his kingdom fell to plague. Today the Dyminion is also founded on infernal pacts and necromancy, not for evil but for the power to protect themselves. The people of the Dyminion believe that if you are to survive in this world, you must be willing to do whatever it takes to gain power. Anyone who cannot do this is as good as dead.
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New Mechanics:

-Day and Night: Magic games start out during the day, and then 2 turns after that it changes to night. Whenever it changes to day, it changes to night 2 turns after. Whenever it changes to night, it changes to day 2 turns after.

-Transform: Just like in Innistrad, there shall be transforming cards in Nocturnia. The difference is, very few will be werewolves.

Faction Keywords (2 per faction):

-Suppress (Whenever another creature enters the battlefield under your control, put a -1/-1 counter on target creature you don't control without a -1/-1 counter on it)
This mechanic is mainly W/U and so is used by Iylvail and The Dyminion.

-Unite (Whenever this creature or another creature enters the battlefield under your control, you may unite those creatures. As long as those creatures are united, they are both treated as one creature with both names, one combined power and toughness, all types and colors from both creatures, and all abilities from both creatures. All counters on those creatures stay on those creatures and all equipment and enchantments attached to those creatures stay attached. Those creatures stay united for as long as you control them)
This mechanic is mainly G/W and so is used by Iylvail and The Eldarians.

-Uprising N (As long as this creature has the lowest base power or is tied for lowest base power on the battlefield, it gets +N/+N)
This mechanic is mainly R/G and so is used by The Eldarians and The Northmen.

-Wrath N (Whenever you are dealt damage by a source an opponent controls, you may discard a card. If you do, this creature deals N damage to that player. Sacrifice it at the beginning of your next end step)
This mechanic is mainly B/R and so is used by The Northmen and the Ulbyss.

-Blight N (This creature enters the battlefield with N -1/-1 counters on it. Whenever this creature deals damage to another creature, you may move a -1/-1 counter from this creature onto that creature.)
This mechanic is mainly U/B and so is used by The Ulbyss and The Dyminion.
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For those of you who are interested in helping out, I do accept card submissions, but I won't be giving out the password for the account. Instead, just post your card(s) with the art here (http://forums.mtgcardsmith.com/discussion/831/noc-block-card-submissions-nocturnia) so that I can make it on the main account. I won't use all submissions for sure, but I will definitely look at and consider every card. Those that I do include will be credited to the original creator, of course.

Ok, so anyway, if you'd like to learn more about the world of Nocturnia, here are some links to get you started:

The Nocturnia Block Card Page: http://mtgcardsmith.com/user/NocturniaBlock

The Planeswalkers Guide to Nocturnia, Pt. 1 - The Inhabitants of Nocturnia: (Coming Soon)

Lore Galore - Tales of Adventure and the Past: (Coming Soon)

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