Aegiran - Rising Tides
The set login information is
Username: Aegiran-RisingTides
Password: Private Message Me For The Password
This is a free to join community set. It would be a good idea to leave a comment with your card so others will know who made it.
This is a Pirate themed set, so please keep that in mind with the art direction and card creation.
White: Royal Navy - Law enforcement, customs and peacekeeping. They rely on Oakharbor to craft their boats, armory and rations. Employs common sailors with soldiers, knights and clerics. Other creatures include seagulls, mastifs and falcons.
Blue: Mimirie Trade Guild - Seekers of commerce, markets and trade routes. They rely on the Bloodmoon for highly trained mercenaries to protect their cargo. Employs skilled sailors with mystics, rogues and sellswords. Other creatures include Merfolk, sharks/fish and giant sea creatures.
Black: Haelstrom Raiders - The true pirates of Aegiran. They attack, board and pillage anything that is weaker than them to turn a profit. They rely on no other faction, but will do their dirty work for them, at a price. They employ demented sailors, turncoats, mutineers and common criminals. Other creatures include Zombies, Skeletons and the spirits of drowned sailors.
Red: Bloodmoon Marauders - They choose to sail the open waters of the sea for freedom and adventure it offers and will go to war with anyone or anything that tries to contain them. They rely on Haelstroms trade for high profit items to fuel their black market and slaves to train as mercenaries. They have very few sailors with true nautical skill and rely more on captured sailors. They employ mercenaries, sellswords and free-spirited adventurers. Other creatures include
Green: Oakharbor Artisans - They prefer community, stability, growth and defense. This is the only color that values land as much, if not more than, the sea. They rely heavily on the trade guilds to move their products. They employ farmers, craftsment, entrepreneurs and monks skilled in unarmed martial combat. Other creatures include Naga, snakes and hydras.
I will try to work on custom mechanics for each faction but feel free to create your own. Just remember that this is a place to post any and all pirate cards you would to see made, the factions and lore are just there to be guidelines and help get the creative juices flowing. Please do not delete any of the cards that get posted unless they are disgusting and/or obscene.
Username: Aegiran-RisingTides
Password: Private Message Me For The Password
This is a free to join community set. It would be a good idea to leave a comment with your card so others will know who made it.
This is a Pirate themed set, so please keep that in mind with the art direction and card creation.
White: Royal Navy - Law enforcement, customs and peacekeeping. They rely on Oakharbor to craft their boats, armory and rations. Employs common sailors with soldiers, knights and clerics. Other creatures include seagulls, mastifs and falcons.
Blue: Mimirie Trade Guild - Seekers of commerce, markets and trade routes. They rely on the Bloodmoon for highly trained mercenaries to protect their cargo. Employs skilled sailors with mystics, rogues and sellswords. Other creatures include Merfolk, sharks/fish and giant sea creatures.
Black: Haelstrom Raiders - The true pirates of Aegiran. They attack, board and pillage anything that is weaker than them to turn a profit. They rely on no other faction, but will do their dirty work for them, at a price. They employ demented sailors, turncoats, mutineers and common criminals. Other creatures include Zombies, Skeletons and the spirits of drowned sailors.
Red: Bloodmoon Marauders - They choose to sail the open waters of the sea for freedom and adventure it offers and will go to war with anyone or anything that tries to contain them. They rely on Haelstroms trade for high profit items to fuel their black market and slaves to train as mercenaries. They have very few sailors with true nautical skill and rely more on captured sailors. They employ mercenaries, sellswords and free-spirited adventurers. Other creatures include
Green: Oakharbor Artisans - They prefer community, stability, growth and defense. This is the only color that values land as much, if not more than, the sea. They rely heavily on the trade guilds to move their products. They employ farmers, craftsment, entrepreneurs and monks skilled in unarmed martial combat. Other creatures include Naga, snakes and hydras.
I will try to work on custom mechanics for each faction but feel free to create your own. Just remember that this is a place to post any and all pirate cards you would to see made, the factions and lore are just there to be guidelines and help get the creative juices flowing. Please do not delete any of the cards that get posted unless they are disgusting and/or obscene.
This discussion has been closed.
Comments
It is pronounced A-Gear-On
If you are interested in joining, just leave a comment and either I, someone else on the project or a forum moderator will send you the password.
White ability is Seize (When this creature enters the battlefield, target opponent exiles a permanent he or she controls until this creature leaves the battlefield.)
Red ability is Mutineer (When this creature enters the battlefield, gain control of target creature with power less than or equal to this creature's power until end of turn. Untap that creature. It gains haste until end of turn.)
Blue ability is Insured X (When this permanent is put into the graveyard from the battlefield, draw X cards.)
I think Raid would be a great mechanic for this set too.
Detain - White/Blue
Renown - White/Black
Confiscate - Blue/White
Insure - Blue/Green
Exploit - Black/Green
Plunder - Black/Red
Dash - Red/Green
Raid - Red/Black
Landfall - Green/Red
Parley - Green/Blue
Detain (Until your next turn, target creature can't attack or block and it's activated abilities can't be activated.)
Renown (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
(Confiscate) - When this creature enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, (ability).
Insure X (When this card becomes exiled, it's owner draws X cards.)
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
Plunder (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
Dash {x} (You may cast this spell for it's dash cost. If you do, it gains haste, and it's returned from the battlefield to it's owner's hand at the beginning of the next end step.)
(Raid) - Conditional ability or effect dependent on whether or not you attacked with a creature this turn when you cast this spell, or this permanent enters the battlefield.
(Landfall) Ability or effect that triggers either when a land enters the battlefield under your control, or if a land entered the battlefield under your contol this turn before this spell resolved.
Parley ()
In regards to Exploit, black may only exploit creatures, but green mostly exploits lands to emphasize the fact that they are craftsmen.
Plunder and Confiscate are just Ingest and Eldrazi Processing with a new name, so use them in the same ways.
Renown is meant to express the desire for fame or infamy, to be a famous pirate hunter, or a fearsome pirate captain.
Raid and dash are an expression of boarding enemy vessels or attacking/defending villages on the coast.
Landfall is symbolic of returning home from a voyage at sea.
Exploit is like mutiny, or cutthroat pirate tricks for black, and harvesting resources for green.
Green getting dash is because they have evolved having to defend their ports and villages at a moments notice from pirate and slaver raids.
I am still working on greens last primary and blues last secondary keyword. It will have some kind of damage prevention effect or force players to skip combat for a turn.