I propose that there are 5 enemy coloured groups, each with a certain mechanic. @Rednaxela's Thund with Blue/Red with Pulse is one so far.
I've got a new faction called the Akagin. The Akagin form when the mana produced by the Staroveks creates a dark spirit, whose inhabitance causes rocks, fungus, moss and other plants to form around the starovek, and soon this body gains sentience. They use Black and Green mana, live as long as their starovek heart has mana, and when another Akagin dies, others take their fungus, rocky body and mana. The Akagin are not afraid of death, as they know they will live on in another body, do not kill others for their mana and power (which they think is disgraceful), and often with designate who they wish their body to be inherited by. They are hunted by planeswalkers for their starovek hearts, although they are difficult to kill. Some planeswalkers destroy the bodies and take the mana, which causes the other Akagin to not become stronger.
I think their mechanic should revolve around death benefiting others, so I have created one called Salvage: Salvage N (When this creature dies, distribute N +1/+1 counters among any number of target creatures you control).
Here are a few Akagin cards:
P.S. Akagin Moldfarmer is supposed to be rare. More on the way!
My suggestion for a tribe (and we can narrow my Intervention mechanic to just them) can be Blue/Green. We'll call them The Issirh. The Issirh can be a group of living minds, ethereal beings that have a vaguely humanoid shape and are obsessed with "the way things are supposed to go."
Green is a colour that fundamentally believes in Destiny and acceptance, believing there is a way things are supposed to go. While Black is the colour that most rejects this, Blue does not agree entirely. While Blue loves the idea that there are rules to the universe and they can be understood and utilised, it does not inherently believe in Fate (however, it is not viscerally opposed to it the way Black is). When you combine both outlooks, you get a group that believes there is a way Things Are Supposed To Go and they have the means to change things. Green provides the life force to fuel Blue's change, and Green is content with change if it's in the right direction and at the right speed.
So the Issirh can be Elementals/Spirits/Illusions that have some sort of consensus on how things are supposed to go, and use their Intervention mechanic to repeatedly nudge things in the right direction. Whether they intervene on a battle between planeswalkers or not is entirely up to their mysterious designs.
Great idea @ShadowKnight1224! Maybe a mechanic could be something around tapping?
Maybe when a creature is tapped, something happens? For example, lets call this mechanic Fateshift. It triggers whenever a creature becomes tapped. Fateshift - Whenever a creature becomes tapped, you may pay (1)(u). If you do, draw a card.
This is just a suggestion, (not a very good one at that!) and I bet that you @Shadowknight1224 can create a much better one.
@Tomble123 That's a good idea! That said, I already submitted a mechanic on page 1-2 (Intervention), so I don't think I'm allowed to do another one?
The way I imagined Intervention fitting Blue/Green is that they both like to cast instants. Blue has counters, sure, but also a lot of instant-speed effects, and Green has a ton of combat tricks. Between the both of them, they have ways of dealing with most of what's on the board.
You can suggest multiple mechanics, don't worry. As long as I can tell that though went into them, it's fine. Just remember, the winner is judged on all aspects of their submission; this includes both quantity and quality.
All right, took me a while, but I think I found a simpler version of Intervention that captures the feel I'm going for. Intervention is a mana discount if you cast it outside your turn, and each card with Intervention does something extra if it enters the battlefield with Intervention.
There's three possible ways you could work contraptions into the storyline:
1) The Staroveks can power almighty constructs, aka contraptions. 2) Urza comes, and starts making them. 3) if we go with the faction idea, there can be a colorless/contraption faction.
Maybe some goblins messing around with artifacts were magically teleported to Sunya, and when they found the staroveks they thought they were perfect for their devices. They could form the R/W faction. Goblins, with the mechanic Assemble!
Yes, I realised it was a terrible idea: the contraptions created too many rules issues, weren't original enough, and were too weird. So I deleted them.
So, give everything submitted a tangible baseline, I'll be giving each mechanic a rating from 1-10. These relate directly to the ranks of the Storm Scale, which if you're not familiar with, check the OP. It has a link to a small primer on it. Anyways, on to the judging!
Mechanics
unicornsareevil13579 Resourceful - Rank 8: This is way too powerful of an ability to keyword, since you're essentially keywording the abiltity "1: Put a +1/+1 counter on this creature. Activate this ability only once." It would have to be changed to probably include a cost of some sort, or creatures would have to be costed as if they always had the +1/+1 counter on them. Inexistence - Rank 9: Random mechanics almost always end up being feel-bad, which is not something we want to pursue. There are ways to make randomness without flipping coins, and this would have to be changed in that matter. Resistance to [thing] - Rank 5: A damage only protection isn't that valuable, and there's a reason protection itself has been reduced to deciduous. Still, if done right, I could see this having a place in the set (although the reminder text would need to be reworded). Disguised - [color] - Rank 10: No. Just...no. Not only would this be disastrous to the rules, but there would be no way to avoid color pie breaks with this. Even the card you gave as an example was a color break - and I don't want to do something like that in this set. Manaworth - Rank 4: This is an interesting mechanic, and it reminds me of a pseudo I came up with a while back called Manaburst. However, this would work better as either an implicit mechanic (think Processors), or a pseudo mechanic. Striped - Rank 5: Outside of a color-matters set, I don't see much use for this ability, and besides, it a free out on various protection and protection-like effects. At the very least, this should include a cost. [land type]bound - Rank 8: This is a no as well. Keywording "This creature doesn't untap during your untap step" is a horrible idea, and is intrinsically feel bad. Goliath - Rank 3: This is a good one, and keywording the BFM "super menace" is something MaRo has said they've considered as well. While I'm iffy on the name, I definitely could see this going into a set focusing on a war.
Silumgar915 Abandoned N - Rank 9: So this is an Annihlator...that only hits creatures you control? That's not a good idea, especially with higher numbers, as it becomes a one-sided board wipe...on your side! Sorcerer's power N - Rank 9: So lets see...this reduces the cost of instant, enchantment and sorcery spells to the indicated number of generic mana. Are you asking to break the color pie? A red deck would just have to put down one card that does this, and they could cast any colored card. I don't want to do something that gives red access to enchantment destruction and counterspells.
Mordecai Starovek subtype - Not necessarily a mechanic, but I should point out that as of now, there are no subtypes in Magic that carry rules baggage. I think it would be better just to give them the legendary supertype.
ShadowKnight1224 Intervention - Rank 3: As MaRo has found, mechanics that change how you pay for a spell almost always end up being a good thing. This would encourage playing on opponent's turns, but also has the limitation of only going on Instants or anything with flash. Still, I could see this becoming a nice mechanic.
Rednaxela Pulse - Rank 3: I personally love energy, and I really hope that Aether Revolt does more with it. As it stands, Pulse is a nice simple mechanic, and I really like that! While fitting energy into Sunya might be difficult, this mechanic has me seriously considering it.
ArienStorm Duel Rank 4: I really like this idea, but it carries quite a bit of rules baggage. If duel was to be put into Sunya, it would have to be a major theme, just to allow for people to realize what it does. Inspiration counters Rank 6: Again, a cool idea, but carries a lot of rules with it. This requires that inspiration counters become a major part of the set, if they do make it in.
FireWolf767 Natural armor N - Rank 8: As I've already pointed out, this is just Absorb, and as such, can only rank as high as Absorb does.
Wakosaru Douse - Rank 6: While Sunya will have a good amount of planeswalkers in it, that doesn't change the fact that this is a very niche pseudo. It could work, but most of the time, it would just be doing nothing. Rare-and-down 'walkers - Rank 7: This is a very risky thing to do, and I can already say that your one example of a common walker is way to strong. Pulling these guys down all the way to common will require an insane amount of tweaking and balancing.
AustinSmith Subordinate - Rank 4: I like this, and it would definitely encourage you to play planeswalkers. It may fit, depending on the amount of planeswalkers making it into the set.
cwwolfpack76 Hunt N - Rank 5: An interesting idea, although more dangerous than you might think. After all, what happens if you hunt 4, and your opponent reveals Emrakul? Not only did you lose whatever creature you were fighting with, but now you gave them a free Eldrazi. Consume N - Rank 6: Another interesting idea, but has the power to become overwhelming. This one would require some careful balancing work. Ascend - Rank 5: I really like this one. The only problem I have with it is that the defender seems frivolous. At best, you traded 1 1/1 for another. It's very unlikely that you'll be able to use these creatures for attacking anyways.
Tomble123 Fungus Tribal - Rank 4: Not nessecarily a mechanic, but a great idea. If implemented throughout the set, it could be really cool. There will need to be some counterplays built into the set as well, but those can come later. Salvage N - Rank 5: An interesting twist on Modular. I like it, but we would have to be careful with it's power. Unlike most mechanics, it would be most powerful on creatures with low toughness.
KimJongMartin Volatility - Rank 9/5: This one gets two rankings because as it stands, it's a horribly random mechanic, and those never work out. However, it has potential to be modified, maybe to use a revealed card's converted mana cost?
If you notice that I've missed you, or something's wrong with my judging, just point it out! I'll try to fix it asap!
I'll get around to judging cards soon, so keep a look out for that! Also, if you want some more detailed feedback, just PM me. I'll be glad to explain to you my reasoning!
Tbh, I don't really want volatility in the set...Maro has said before they want to take randomness out of MtG, and I think ti would be worse for Sunya...
Comments
http://mtgcardsmith.com/view/jiryu-alpha-hunter
http://mtgcardsmith.com/view/xengtaru-lord-of-gorgon-bog-1
First two show aggression
http://mtgcardsmith.com/view/toruuk-the-shepard-of-souls
http://mtgcardsmith.com/view/arkrous-of-the-iron-flame
The last two are defense.
I've got a new faction called the Akagin. The Akagin form when the mana produced by the Staroveks creates a dark spirit, whose inhabitance causes rocks, fungus, moss and other plants to form around the starovek, and soon this body gains sentience. They use Black and Green mana, live as long as their starovek heart has mana, and when another Akagin dies, others take their fungus, rocky body and mana. The Akagin are not afraid of death, as they know they will live on in another body, do not kill others for their mana and power (which they think is disgraceful), and often with designate who they wish their body to be inherited by. They are hunted by planeswalkers for their starovek hearts, although they are difficult to kill. Some planeswalkers destroy the bodies and take the mana, which causes the other Akagin to not become stronger.
I think their mechanic should revolve around death benefiting others, so I have created one called Salvage: Salvage N (When this creature dies, distribute N +1/+1 counters among any number of target creatures you control).
Here are a few Akagin cards:
P.S. Akagin Moldfarmer is supposed to be rare.
More on the way!
My suggestion for a tribe (and we can narrow my Intervention mechanic to just them) can be Blue/Green. We'll call them The Issirh. The Issirh can be a group of living minds, ethereal beings that have a vaguely humanoid shape and are obsessed with "the way things are supposed to go."
Green is a colour that fundamentally believes in Destiny and acceptance, believing there is a way things are supposed to go. While Black is the colour that most rejects this, Blue does not agree entirely. While Blue loves the idea that there are rules to the universe and they can be understood and utilised, it does not inherently believe in Fate (however, it is not viscerally opposed to it the way Black is). When you combine both outlooks, you get a group that believes there is a way Things Are Supposed To Go and they have the means to change things. Green provides the life force to fuel Blue's change, and Green is content with change if it's in the right direction and at the right speed.
So the Issirh can be Elementals/Spirits/Illusions that have some sort of consensus on how things are supposed to go, and use their Intervention mechanic to repeatedly nudge things in the right direction. Whether they intervene on a battle between planeswalkers or not is entirely up to their mysterious designs.
Maybe when a creature is tapped, something happens? For example, lets call this mechanic Fateshift. It triggers whenever a creature becomes tapped.
Fateshift - Whenever a creature becomes tapped, you may pay (1)(u). If you do, draw a card.
This is just a suggestion, (not a very good one at that!) and I bet that you @Shadowknight1224 can create a much better one.
The way I imagined Intervention fitting Blue/Green is that they both like to cast instants. Blue has counters, sure, but also a lot of instant-speed effects, and Green has a ton of combat tricks. Between the both of them, they have ways of dealing with most of what's on the board.
With all this mana lingering about, as well as a frikkin' war going on, it's going to be pretty crazy, isn't it?
My mechanic reflects that. It is:
Volatility (Roll a six-sided die as you cast this spell.)
Depending on how popular that card is, I may make more cards with the ability.
Get any last-minute changes in, guys!
There's three possible ways you could work contraptions into the storyline:
1) The Staroveks can power almighty constructs, aka contraptions.
2) Urza comes, and starts making them.
3) if we go with the faction idea, there can be a colorless/contraption faction.
Yes, I realised it was a terrible idea: the contraptions created too many rules issues, weren't original enough, and were too weird. So I deleted them.
Mechanics
unicornsareevil13579
Resourceful - Rank 8: This is way too powerful of an ability to keyword, since you're essentially keywording the abiltity "1: Put a +1/+1 counter on this creature. Activate this ability only once." It would have to be changed to probably include a cost of some sort, or creatures would have to be costed as if they always had the +1/+1 counter on them.
Inexistence - Rank 9: Random mechanics almost always end up being feel-bad, which is not something we want to pursue. There are ways to make randomness without flipping coins, and this would have to be changed in that matter.
Resistance to [thing] - Rank 5: A damage only protection isn't that valuable, and there's a reason protection itself has been reduced to deciduous. Still, if done right, I could see this having a place in the set (although the reminder text would need to be reworded).
Disguised - [color] - Rank 10: No. Just...no. Not only would this be disastrous to the rules, but there would be no way to avoid color pie breaks with this. Even the card you gave as an example was a color break - and I don't want to do something like that in this set.
Manaworth - Rank 4: This is an interesting mechanic, and it reminds me of a pseudo I came up with a while back called Manaburst. However, this would work better as either an implicit mechanic (think Processors), or a pseudo mechanic.
Striped - Rank 5: Outside of a color-matters set, I don't see much use for this ability, and besides, it a free out on various protection and protection-like effects. At the very least, this should include a cost.
[land type]bound - Rank 8: This is a no as well. Keywording "This creature doesn't untap during your untap step" is a horrible idea, and is intrinsically feel bad.
Goliath - Rank 3: This is a good one, and keywording the BFM "super menace" is something MaRo has said they've considered as well. While I'm iffy on the name, I definitely could see this going into a set focusing on a war.
Silumgar915
Abandoned N - Rank 9: So this is an Annihlator...that only hits creatures you control? That's not a good idea, especially with higher numbers, as it becomes a one-sided board wipe...on your side!
Sorcerer's power N - Rank 9: So lets see...this reduces the cost of instant, enchantment and sorcery spells to the indicated number of generic mana. Are you asking to break the color pie? A red deck would just have to put down one card that does this, and they could cast any colored card. I don't want to do something that gives red access to enchantment destruction and counterspells.
Mordecai
Starovek subtype - Not necessarily a mechanic, but I should point out that as of now, there are no subtypes in Magic that carry rules baggage. I think it would be better just to give them the legendary supertype.
ShadowKnight1224
Intervention - Rank 3: As MaRo has found, mechanics that change how you pay for a spell almost always end up being a good thing. This would encourage playing on opponent's turns, but also has the limitation of only going on Instants or anything with flash. Still, I could see this becoming a nice mechanic.
Rednaxela
Pulse - Rank 3: I personally love energy, and I really hope that Aether Revolt does more with it. As it stands, Pulse is a nice simple mechanic, and I really like that! While fitting energy into Sunya might be difficult, this mechanic has me seriously considering it.
ArienStorm
Duel Rank 4: I really like this idea, but it carries quite a bit of rules baggage. If duel was to be put into Sunya, it would have to be a major theme, just to allow for people to realize what it does.
Inspiration counters Rank 6: Again, a cool idea, but carries a lot of rules with it. This requires that inspiration counters become a major part of the set, if they do make it in.
FireWolf767
Natural armor N - Rank 8: As I've already pointed out, this is just Absorb, and as such, can only rank as high as Absorb does.
Wakosaru
Douse - Rank 6: While Sunya will have a good amount of planeswalkers in it, that doesn't change the fact that this is a very niche pseudo. It could work, but most of the time, it would just be doing nothing.
Rare-and-down 'walkers - Rank 7: This is a very risky thing to do, and I can already say that your one example of a common walker is way to strong. Pulling these guys down all the way to common will require an insane amount of tweaking and balancing.
AustinSmith
Subordinate - Rank 4: I like this, and it would definitely encourage you to play planeswalkers. It may fit, depending on the amount of planeswalkers making it into the set.
cwwolfpack76
Hunt N - Rank 5: An interesting idea, although more dangerous than you might think. After all, what happens if you hunt 4, and your opponent reveals Emrakul? Not only did you lose whatever creature you were fighting with, but now you gave them a free Eldrazi.
Consume N - Rank 6: Another interesting idea, but has the power to become overwhelming. This one would require some careful balancing work.
Ascend - Rank 5: I really like this one. The only problem I have with it is that the defender seems frivolous. At best, you traded 1 1/1 for another. It's very unlikely that you'll be able to use these creatures for attacking anyways.
Tomble123
Fungus Tribal - Rank 4: Not nessecarily a mechanic, but a great idea. If implemented throughout the set, it could be really cool. There will need to be some counterplays built into the set as well, but those can come later.
Salvage N - Rank 5: An interesting twist on Modular. I like it, but we would have to be careful with it's power. Unlike most mechanics, it would be most powerful on creatures with low toughness.
KimJongMartin
Volatility - Rank 9/5: This one gets two rankings because as it stands, it's a horribly random mechanic, and those never work out. However, it has potential to be modified, maybe to use a revealed card's converted mana cost?
Whew! That's a lot of text, so I'll hold off judging actual cards at the moment. So, as it stands, here's the average score for all entries (note that this can, and will, change once card design is taken into account):
@unicornsareevil1357 - 6.5
@Silumgar915 - 9
@Mordecai - Undefined
@ShadowKnight1224 - 3
@Rednaxela - 3
@ArienStorm - 5
@FireWolf767 - 8
@Wakosaru - 6.5
@AustinSmith - 4
@cwwolfpack76 - 5.3
@Tomble123 - 4.5
@KimJongMartin - 9 OR 5
If you notice that I've missed you, or something's wrong with my judging, just point it out! I'll try to fix it asap!
I'll get around to judging cards soon, so keep a look out for that! Also, if you want some more detailed feedback, just PM me. I'll be glad to explain to you my reasoning!
Tbh, I don't really want volatility in the set...Maro has said before they want to take randomness out of MtG, and I think ti would be worse for Sunya...
I think you maybe saw "wolf" and gave me FireWolf67's score.