JRPG/ Isekai plane concept
I've had an idea for a world for some time now that I think would be fun to make with others in the community (like with the Rezatta set).
Mechanics: Hero's Journey Activate effects to turn a specific creature into its legendary hero version at the end.
adventure
Party
Amass
Horde (multikicker to create 1/1 tokens with effects if X tokens are created)
Venture into Dungeon?
Draft archetypes are
W/U: Knights of Humanity (knight tribal)
W/B: The (Un)Holy Church (enchantments and sacrifice)
W/R: Defenders of the Villages (Soldier tribal)
W/G: Hero's Party (hero creatures and hero's journey effects)
U/B: Assassin's Guild (Control)
U/R: Artificer's Guild (artifacts and constructs)
U/G: Advanturer's Guild (adaptability and adventure)
B/R: Demon King's Army (Demons and amass)
B/G: Unnatural Monsters (summoning circle enchantments to create "unatural" monsters)
R/G: Natural Monsters (goblins, slimes, etc and horde mechanic)
new card types:
Hero
Monster
Summoning Circle (for encahntments)
Manaform
Hero's Journey (new side deck card type)
If anyone is interested in this please let me know. I still have to finish Multiverse United and Rise of Phyrexia before I can focus on this project though.
Mechanics: Hero's Journey Activate effects to turn a specific creature into its legendary hero version at the end.
adventure
Party
Amass
Horde (multikicker to create 1/1 tokens with effects if X tokens are created)
Venture into Dungeon?
Draft archetypes are
W/U: Knights of Humanity (knight tribal)
W/B: The (Un)Holy Church (enchantments and sacrifice)
W/R: Defenders of the Villages (Soldier tribal)
W/G: Hero's Party (hero creatures and hero's journey effects)
U/B: Assassin's Guild (Control)
U/R: Artificer's Guild (artifacts and constructs)
U/G: Advanturer's Guild (adaptability and adventure)
B/R: Demon King's Army (Demons and amass)
B/G: Unnatural Monsters (summoning circle enchantments to create "unatural" monsters)
R/G: Natural Monsters (goblins, slimes, etc and horde mechanic)
new card types:
Hero
Monster
Summoning Circle (for encahntments)
Manaform
Hero's Journey (new side deck card type)
If anyone is interested in this please let me know. I still have to finish Multiverse United and Rise of Phyrexia before I can focus on this project though.
Comments
Here are a few thoughts and suggestions for your project that would help others be able to partake:
Here's some examples
https://mtgcardsmith.com/view/roof-top-nuisance?list=set&set=72464
Draft Types: r/g: natural monsters and u/b: assassin's guild and fits color wise into r/b: Demonking's army.
https://mtgcardsmith.com/view/jorina-tiny-reaper?list=set&set=72464
Draft Types: w/b: (Un)Holy Church and w/g: Hero's Party (is a hero, but hero journey cards will only show up in this set)
Introducing Shirena, demon Queen and lover of the Planeswalker Hero Character and her associated journey. (Note that she doesn't specify to attach her specific journey to herself. Some creatures, such as the hero planeswalker will attach their specific hero journey card to themselves.)
Shirena Frontside: https://mtgcardsmith.com/view/shirena-demon-princess
Shirena Backside: https://mtgcardsmith.com/view/shirena-hero-walkers-lover?list=set&set=74591
Shirena's Throne Ascension Hero Journey Chapters 0 to 4.
https://mtgcardsmith.com/view/shirenas-throne-ascension
https://mtgcardsmith.com/view/shirenas-throne-ascension-1
https://mtgcardsmith.com/view/shirenas-throne-ascension-2
https://mtgcardsmith.com/view/shirenas-throne-ascension-3
https://mtgcardsmith.com/view/shirenas-throne-ascension-4
If you have any questions about the Hero Journey mechanic, just let me know.
First cycle: Slime cycle (all zero mana, 0/1 with a self sacrifice for an effect)
Glory Slime
Creature - Ooze Knight
2W, sacrifice Glory Slime: Create two 1/1 white Soldier creature tokens.
(fits W/U, W/R, and W/B drafts archetypes)
Chrome Slime
Artifact Creature - Ooze
1U, sacrifice Chrome Slime: Return target creature to its owner's hand. If you own that creature, you may cast it as it it has flash this turn.
(fits U/B, U/R, U/G archetypes)
Assassin Slime
Creature - Ooze
2B, Sacrifice Assassin Slime: Destroy target creature an opponent controls. If you control a creature that shares a creature type with that creature, this ability costs 2 less to activate.
(fits U/B, B/W, B/G archetypes)
Devilish Slime
Artifact Creature - Ooze Monster
3R, sacrifice Devilish Slime: Amass Demons 2.
(Fits U/R, R/B, R/G archetypes)
Slimy Helper
Creature - Ooze Monster Hero
2G, sacrifice Slimy Helper: Destroy target artifact or enchantment.
(fits W/G, G/R, G/U archetypes)
Metal Slime
Artifact Creature - Ooze
2, sacrifice Metal Slime: Draw a card.
Second cycle: Common Hero cards (these do not generate hero journey cards)
Knight Captain of _____ 2W
Creature - Human Knight Hero c
First strike
1W: Create a 1/1 white Soldier creature token.
2/3
(fits W/G, W/U, W/R archetypes)
(Blank in name would be an in-world location that hasn't been named yet)
Protector of the Forge 2U
Artifact Creature - Knight Hero c
Flash
When Protector of the Forge enters the battlefield, tap target creature an opponent controls.
1/1
(fits W/U, U/R, U/B archetypes)
Renowned Manaform 2B
Creature - Manaform Hero c
Menace
Whenever you sacrifice a creature, Amass Demons 2.
3/3
(fits B/G, B/W, B/R archetypes)
Hero of the Horde 2R
Creature - Goblin Soldier Hero c
Horde 2
When Hero of the Horde enters the battlefield, if its Horde cost was paid three or more times, Amass Demons 4.
2/2
(fits R/G, R/W, R/B archetypes)
Manaform Adventurer 2G
Creature - Manaform Adventurer Hero c
Reach
Creatures you control that share a creature type with Manaform Adventurer have Ward 1.
3/3
(Fits G/B, G/W, G/U archetypes)
Gate Protector 3
Artifact Creature - Golem Hero c
Defender
Blocking creatures you control get +0/+3 until end of turn.
1/2
I want to know what you all think of these common rarity cycles (due to the slimes having zero power they count as non-creature cards for the set skeleton)
I know that it's probably too late to really change your mind on how to make your set work, but the one thing that I feel I should share is the fact that the "Monster" creature type really feels out of place, mostly because... there's plenty of monsters if you check the creature types, and it's a bit silly to think that a Dragon is less monstrous than a Dragon Monster.
BUT, You may be able to still keep the concept by adding cards with the "Monstrosity" keyword, which would allow for cards that synergize with activated abilities and creatures that BECOME Monstrous, which is a status that is applied once you activate Monstrosity.
In the same fashion, you could make use of the Role enchantments that appeared in the new Eldraine set, or perhaps the Explore mechanic from the Ixalan set?
Edit: Think of it as a way to separate out intelligent creatures verses more feral, instinctually driven members of that species, hence being monsters