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.

Comments

  • I'm sure others would be interested in chipping in here and there. If you have premium, you can add their creations to your set. When you run dry on an idea for a card, or no that you need a certain card but don't have the time or energy to do it, that's when you can post here to challenge others to create the card for you. Just remember to be happy with the results you get, even if they arent your own.

    Here are a few thoughts and suggestions for your project that would help others be able to partake:
    1. Ensure cards fit well within the existing Magic ecosystem.
    2. Hero's Journey, Amass, Horde, and others: Make sure these mechanics are well-defined and have clear rules. It's also important to consider how they interact with existing Magic mechanics before going public with them. Or just set up a feedback and tweak approach, but make sure the mechanic remains consistent on all cards in your set. (So, get it right before starting.)
    3. Hero, Monster, Summoning Circle, and Hero's Journey: make sure their rules are well-defined, and players can easily understand how they work. Consistency and clarity is key to our understanding of your imagination.
    4. Consider typing your card's name and card text into an ai art generator, then snip an image vs creating a card with no image. This can save time.
    5. Engage with us on here to keep up in the loop on your set. You can get feedback, share ideas, and collaborate with others who are interested in your project.
    6. Quality is more important than speed. Sets can be exhausting, and the sense of completion can kill your project's quality.
  • Are the Artifical color ("New Color") allowed?
  • What do you mean by artifical color?
  • He's talking about the purple nurples he created. Purple mana cards... @TheGamingBolasChannel - if you show @FireOfGolden what it takes to create a set, maybe they can spend the next decade creating a purple nurple set.
  • @TheGamingBolasChannel
    Here's some examples

    These are artifical colors, meaning they don't have their own basic lands. Making land that produces artifical color harder to come by. It will cost either GGBB or YY to cast Planet Demolition, while Pandemonium Ophidian costs either 1BBRR or 1PP. Pink uses white and red as well. Artifical color is focused to only one type of the card. Pink is only strong as long as creature is present, Purple does same as blue/red, but it gives off randomly effect that would normally found in other colors, Yellow only messes with the lands, perhaps alter it.

  • This ser will stick to just the known five colors of magic.  It would be confusing for other people while designing cards if there were new colors they had to deal with.
  • @jpastor ; I'm well aware of all of those points you made.  Since it'll be some time before I put effort into this the mechanics should hopefully be better understood and made clearer by then. (I'm also kinda busy with two jobs)
  • Since I'm having some of the misc cards for Multiverse United and Rise of Phyrexia will be from this plane I'll post them here so you all can see an idea of how this set will work (They will all be designed around this set's draft archetypes)

    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)
  • So theres something here for it, here is how Hero Journey cards and the creatures that make them function.

    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.
  • edited November 2023
    Here are two common rarity cycles I plan on having in this.

    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 like the concepts, specially the ooze cycle. There’s a wording issue on chrome slime. The ability should say “ 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”.
  • edited November 2023
    thanks for pointing that out.  Also fixed it
  • @smax765 ; Do the cards in those cycles feel proper for commons?
  • Excepting the gate protector (for common the buff should be +0/+2), the rest is OK.
  • alright.  I'll fix that in my master spreadsheet for this project.
  • https://drive.google.com/drive/folders/19F3CzbRF4QyG0Tdi9QsHN6SY8kWXNFzu?usp=drive_link  this link should bring you all to the folder with all of the sheets I have for this project.  You should also be able to comment on it so let me know if anything is wrong
  • edited December 2023
    This set idea seems rather fun, I would like to help out if possible, @TheGamingBolasChannel.

    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?
  • edited December 2023
    I get the point with the monster type and the use of Monstrosity, but I want to be able to differentiate non monster and monster versions of creatures on this plane.  For example, there will be a Goblin hero creature alongside there also being a Goblin Monster creature.  Its meant to show if something is a monster according to this plane's laws.

    Edit: Think of it as a way to separate out intelligent creatures verses more feral, instinctually driven members of that species, hence being monsters
  • Ah, I understand. Well, as long as you have a clear view of what you want for your set, go for it! I did help in the making of Rezatta (vaguely), so if you need more second opinions or ideas for cards, you can always ask. I'll be glad to help :)
  • all right.  thanks for letting me know.  I'll likely want help with playtesting
  • https://drive.google.com/drive/folders/1yxB4erJPQEaoKzk4zrJvm6nhlkWXhqPJ?usp=drive_link  Here is a link to my google drive folder where I have been putting down the card ideas.  I've gotten through the commons at this point and would like to make sure they make sense as commons
  • Any feedback on the cards currently would be appreciated
Sign In or Register to comment.