@ShadowKnight1224 Well, as I quite clearly explained, my mechanic is the same as morbid, so it would be like: Sophisticated - As long as you've cast a noncreature spell this turn, {EFFECT}. Sophisticated - At the beginning of each end step, if you cast a noncreature spell this turn, {EFFECT}. Sophisticated - If you've cast a noncreature spell this turn, instead {EFFECT}. Sophisticated - Whenever {CARDNAME} enters the battlefield, if you've cast a noncreature spell this turn, {EFFECT}. Sophisticated - {COST}: {EFFECT}. Activate this ability only if you've cast a noncreature spell this turn.
{CARDNAME} enters the battlefield tapped. {t}: Add {Colour A} or {Colour B} to your mana pool. {t}, Pay 1 life: Add {Colour C} or {Colour D} to your mana pool.
@unicornsareevil What idea? The amalgamating two guilds together one? I sort of agree with it, but I think we need to focus on an aspect the two color/three color/mono color cards have, and bring it together. For example, with R/W/U/B, R/W can interact with non-creature stuff (red white burn and control are decks), U/W can play control and other instant/sorcery heavy decks and so on.
@KJMartin: Personally, I'd only like the splitting up of colours into pairs if it was symmetrical. So if there's a land that taps for A or B and you can pay life to tap for C or D, I'd like one that does the opposite too.
@unicornsareevil13579 Go ahead and make the cards if you want! I don't have ownership of the ideas or anything.
How about this for the rare land cycle. It's less constricting than battle-lands but have a similar affect that I think would be fare for the mana fixing they would give you.
After discussing it in a PM with the actual set members, we have agreed that artifacts are the way to go for W/U/B/R. The mechanic is just to be colored artifacts.
I was thinking the mechanic could be a version of devour. Make it: (As this enters the battlefield, you may sacrifice any number of artifacts. This permanent enters the battlefield with that many +1/+1 or charge counters on it.) I was thinking there could also be moving, living metal there, that shapes to its own will, although powerful artificers can master it. This makes the land there very unpredictable - the metal could burst through the ground and begin winding its way through the cities you've built. This adds a more R aspect to it. And how about a new creature type for the metal when it forms creatures?
@Camick What do you mean by "The mechanic won't be winning any contests"? I actually really like it. Care to elaborate why it's not very good, or come up with something better?
I have a couple of ideas. Blueless/Saskia-Anti permanent, aggro seems a little boring in my eyes. Whiteless/Yidris-Lots of looting. Massive draw, massive discard. Greenless/Breya-Pillow Fort, maybe go with artifacts(?) again, also seems a little boring. Blackless-Punishes alternate costs and lifeloss. Redless/Atraxa-Tutors, player counters.
You could have a white enchantment like "Whenever a creature attacks you or a planeswalker you control, it's controller gets a vengeance counter. Creatures can't attack you or a planeswalker you control unless it's controller pays {1} for each vengeance counter that player has."
Or a black instant/sorcery like "Target player discards his or her hand and gets a vengeance counter for each card discarded this way. That player loses 1 life for each vengeance counter that player has."
@unicornsareevil13579 One issue I see with that is that you are putting pillowfort in some very dangerous colors, if you're not careful. Besides, vengeance is a very emotional word, which is one of red's core values.
@Luijikul Players could gain vengeance counters for any reason not just attacking. (That was just an example) But maybe Vengeance isn't the right name.
Comments
Well, as I quite clearly explained, my mechanic is the same as morbid, so it would be like:
Sophisticated - As long as you've cast a noncreature spell this turn, {EFFECT}.
Sophisticated - At the beginning of each end step, if you cast a noncreature spell this turn, {EFFECT}.
Sophisticated - If you've cast a noncreature spell this turn, instead {EFFECT}.
Sophisticated - Whenever {CARDNAME} enters the battlefield, if you've cast a noncreature spell this turn, {EFFECT}.
Sophisticated - {COST}: {EFFECT}. Activate this ability only if you've cast a noncreature spell this turn.
Sorry I haven't given you the account details. I will do so when we have the mechanics planned out
What do you think about this cycle of tapped lands:
{CARDNAME} enters the battlefield tapped.
{t}: Add {Colour A} or {Colour B} to your mana pool.
{t}, Pay 1 life: Add {Colour C} or {Colour D} to your mana pool.
What idea? The amalgamating two guilds together one?
I sort of agree with it, but I think we need to focus on an aspect the two color/three color/mono color cards have, and bring it together. For example, with R/W/U/B, R/W can interact with non-creature stuff (red white burn and control are decks), U/W can play control and other instant/sorcery heavy decks and so on.
GRRBBU
RBBUUW
BUUWWG
UWWGGR
WGGRRB
Which involve a (For example with goroth) GR mechanic, a RB mechanic and a BU mechanic.
@unicornsareevil13579 Go ahead and make the cards if you want! I don't have ownership of the ideas or anything.
Fixed the image
Do you wanna join the set?
Sorry for the wait @Everyone, I'm sending round the password now!
Do you wanna as well @Lujikul?
After discussing it in a PM with the actual set members, we have agreed that artifacts are the way to go for W/U/B/R. The mechanic is just to be colored artifacts.
I've been working a bit on the W/U/R/B faction, as well as making some new cards for it. Here are some ideas on it:
I was thinking the mechanic could be a version of devour. Make it:
(As this enters the battlefield, you may sacrifice any number of artifacts. This permanent enters the battlefield with that many +1/+1 or charge counters on it.)
I was thinking there could also be moving, living metal there, that shapes to its own will, although powerful artificers can master it. This makes the land there very unpredictable - the metal could burst through the ground and begin winding its way through the cities you've built. This adds a more R aspect to it. And how about a new creature type for the metal when it forms creatures?
What do you mean by "The mechanic won't be winning any contests"?
I actually really like it. Care to elaborate why it's not very good, or come up with something better?
A small problem with Argentum: it's the original name for Mirrodin, and what the Mirrans end up calling Karn.
Blueless/Saskia-Anti permanent, aggro seems a little boring in my eyes.
Whiteless/Yidris-Lots of looting. Massive draw, massive discard.
Greenless/Breya-Pillow Fort, maybe go with artifacts(?) again, also seems a little boring.
Blackless-Punishes alternate costs and lifeloss.
Redless/Atraxa-Tutors, player counters.
You could have a white enchantment like "Whenever a creature attacks you or a planeswalker you control, it's controller gets a vengeance counter. Creatures can't attack you or a planeswalker you control unless it's controller pays {1} for each vengeance counter that player has."
One issue I see with that is that you are putting pillowfort in some very dangerous colors, if you're not careful. Besides, vengeance is a very emotional word, which is one of red's core values.
Players could gain vengeance counters for any reason not just attacking. (That was just an example) But maybe Vengeance isn't the right name.