I found that back, it can probably help anyone that wants to do a set (I restricted the access to only consultation so no one removes anything by accident now that this is public, but during the contest we could all change anything we wanted without even having to log in ^^ https://drive.google.com/drive/folders/0B3CIGQi9r7NyenZtUUZrdDdhQXM?usp=sharing
@ningyounk Oh, nevermind. I just do so out of habit since Dropbox acts that way. That and we're in a computer programming course with networking involved.
@OneBigBlueSky @Everybody I think that it is very important in this stage of the design to come up with a basic storyline for the plot of the set. What the heck is gonna happen? All we know is that it's Renaissance themed. @ningounk, the reason I had the thing with the command zone is so that your 0/0 sculpted creatures don't just die as soon as they're created. Also, there comes the question of how to create sculpted creatures in the first place. Would some cards say, "begin sculpting a creature in the command zone"? Or do you just have an infinite supply of 0/0 blank creature tokens to put +1/+1 counters on and give abilities?
@MagicChess This is a good point as I know how the command zone eventually becomes necessary for game changing effects. This is from experience of designing primarily for Commander and Modern unified cards.
@ningounk, I mean the creature tokens that aren't done yet; i.e. the ones that you are still giving abilities and power and toughness. Now that I think of it, there is yet another problem: how do you get your sculpted creatures from the command zone onto the battlefield? Is there a casting cost, or what?
I'm not sure, I never directly had input on that to much of a degree. I was more focused on the painting idea and the card draw ability mixed with a few other mechanics that I will propose later.
Unless we're referring to the technical rules and stating that we require the command zone for the sculpting. Once we agree on that, I can help with the design aspects of it.
@modnation675 I'd like to make the decision to keep that cultured animals aspect of the set moving forward, as I think it makes the set more interesting and less directly tied to history.
Continuing the brainstorming process: Nameless Set: Cultured animal society clashes over ideas from great thinkers
And @everyone I will be creating a google folder soon to house all of this, just give me a little while to get that set up. In the meantime, feel free to continue posting brainstorming ideas (tropes, themes, etc.)
Cool, I was just making sure we knew which of us we're posting the Google Drive.
As for cultured animals, I will be looking for tons of artwork today and tomorrow as well. Then I will post them with reference to the image source and artist/creator.
SO I have no real opinion on whats going on (or really know what is happening in general.) but I did try my hand at the Poetry mechanic but I changed it from card draw (a very Blue mechanic) to life gain (a very White/Green mechanic) opinions? The Primavera (Spring)
It would mean a lot, as it would make it so we can reply to comments more easily. Especially as some users more commonly look at the base site without the forums, aside from the comments on their card pages. (Especially when browsing cards!)
May 15 @ningyounk, I'm not so sure about the pencil&paper thing. It's too complicated and irregular, though an interesting idea. The only conceivable way to make it work that I can think of is the following: {condition}: Sculpt a creature with {keyword ability OR power {something} and toughness {something}. A sculpted creature, in this sense, is a blank creature that you give power, toughness, and abilities by sculpting.
This is because of the little token illustration I made right? Look closer, it's supposed to be a cut-out token like in Amonkhet, it's not a creature token in any way XD That's also why you were talking about the Jade Golem I get it now.
I was *NOT* proposing to write each ability on a creature token before casting it. I agree with Modnation675 it's terribly complicated. You cut out the little counters, write an ability on them and put them on another permanent that already exists, like +1/+1 counters are basically counters written "This creatures gets +1/+1.":
Here's an illustration of what I was talking about from the start:
@ningounk, @OneBigBlueSky Ok, we've narrowed it down to two options: @ningyounks ability counters and my Sculpting. I think that both have their pros and cons. Mine is much more complicated, while @ningyounk's is simpler, but more abusable. What I'm saying is, with ningyounk's method, one could take any creature and change it; for example they could give their Glistener Elf flying and load it with +1/+1 counters. It could upset the intended effect of creatures. Of course, not to say it's bad; both have their flaws.
Colour Pie Philosophy time: What is the relation of each colour to Art?
WHITE — Believes art mastery can only be achieved through hard work. Only after years of practice can the artist become truly accomplished. Anyone can improve and become good at what they do if they practice enough.
BLUE — Believes art mastery can be achieved by studying all the techniques. Only those who have been taught the secrets of the greatest masters can hope to equal them one day.
BLACK — Doesn't actually care about mastering any art. While it enjoys the glory that brings you a Masterpiece, it doesn't matter if you stole the idea to someone else, as long as you published it first.
RED — Believes the greatest artists can surprise themselves. True art is free and original, it should come from the heart and not from the brain. Art expresses itself in the most unexpected ways.
GREEN — Believes anyone has some inner talent, and art mastery comes from discovering what are your personal talents and learning how to use them. Only when you know yourself can you give the best you really can.
- WHITE inspires others, creatures pump other creatures on the battlefield. Anthem effects etc.
- BLUE learns things and create a legacy that outlive the ones who found it. The ressources you accumulate are still here after the permanent that gave them to you is long gone, possibly via an artifact or enchantment theme.
- BLACK take ressources from others, it works kind of the opposite of White. (If a White card would say "Exile CARDNAMETHATFLIES from your graveyard: Target creature gains flying." then its black counterpart would say "Exile target card with flying from a graveyard: CARDNAME gains flying.")
- RED produces ressources it doesn't always control. A small amount of random like Cascade can represent that.
- GREEN can enhance itself in a self-sustaining way (evergrowing creatures etc.)
@MagicChess Enchantments have existed since the beginning of Magic and has done what the ability counters would do, I wouldn't worry too much about the concept of ability counters breaking the game. I actually see this as a design upside since this mechanic could get rid of Enchantments long-know worst design issue which is card disadvantage.
Blue is best without enchantments being a main theme as it doesn't have much existing support for it.
As for the idea of removing enchantments for such a reason as yours, I think that's inherently bad design philosophy.
Since this set can have much more detail and gameplay if we make it as a multiplayer set, we need to decide on whether it's 1v1 or multiplayer before making more decisions.
@modnation675 Still brainstorming ^^ Blue enchantments does make less sense than artifacts, but Blue and White zombies were also a first before Innistrad and Amonkhet. Let's put "unlikely" labels on these without closing any door too hastily during the Creative brainstorming.
I don't see the problem in design philosophy? If ability counters are a thing, enchantment auras will mechanically take a little less space in the set and preferentially eat more complex design space that can't be used by the tokens, don't you agree? That's like Bloodrush replacing pump spells in Gatecrash.
Indeed, that's part of the vision of the set: does Renaissance translates to Multiplayer focus? It could be if everyone really wants it, I personally think we have enough restrictions without attempting something this difficult, but a set entirely designed for two-headed giant for instance has never been done so it is original (Oath of the Gatewatch was very tame on that matter). Also Renaissance being a shallow theme, I think we may need to mix it with another theme (like Egyptian + Bolas) to make it work properly. So the second theme could translate to multiplayer more specifically. Once again I think this kind of decision is more for OBBS to take ultimately as it's still his set.
@ningyounk I prefer enchantments being tech cards unless you build a significant theme in the set. Not that I'm denying it as an option.
Sorry for the confusion, it's just the way you formatted this implied enchantments are less reasonable because you spend cards.
"I actually see this as a design upside since this mechanic could get rid of Enchantments long-know worst design issue which is card disadvantage."
As for the multiplayer aspect, I agree with you that it's OBBS's decision and that it depends on what you want in the set. I just know that it allows access to much more engaging mechanics that weren't otherwise possible. Although, I was just asking so that I know what kinds of cards to propose. Rather than trying to change the theme.
@Lujikul Good point, although I think I'll leave the decision to ningyounk and OneBigBlueSky. Especially as I work best when I'm under some sort of restriction.
That and I don't like overtaking control on people's projects. I was mainly just wondering for the scope of what card ideas I can propose.
Comments
Whomever made the prior set should use their account if they have room. Mainly since it would be more permanent than ours.
modnation675@gmail.com
mercyquew@gmail.com
Oh, nevermind. I just do so out of habit since Dropbox acts that way. That and we're in a computer programming course with networking involved.
@Everybody
I think that it is very important in this stage of the design to come up with a basic storyline for the plot of the set. What the heck is gonna happen? All we know is that it's Renaissance themed.
@ningounk, the reason I had the thing with the command zone is so that your 0/0 sculpted creatures don't just die as soon as they're created.
Also, there comes the question of how to create sculpted creatures in the first place. Would some cards say, "begin sculpting a creature in the command zone"? Or do you just have an infinite supply of 0/0 blank creature tokens to put +1/+1 counters on and give abilities?
This is a good point as I know how the command zone eventually becomes necessary for game changing effects. This is from experience of designing primarily for Commander and Modern unified cards.
Briefly mentioned in this comment by MagicChess. But not touched upon further in such terms.
Now that I think of it, there is yet another problem: how do you get your sculpted creatures from the command zone onto the battlefield? Is there a casting cost, or what?
Unless we're referring to the technical rules and stating that we require the command zone for the sculpting. Once we agree on that, I can help with the design aspects of it.
Continuing the brainstorming process: Nameless Set: Cultured animal society clashes over ideas from great thinkers
As for cultured animals, I will be looking for tons of artwork today and tomorrow as well. Then I will post them with reference to the image source and artist/creator.
Yeah, since we couldn't find enough art sources. We decided the creatures would be animals. XD (No joke!)
The Primavera (Spring)
https://mtgcardsmith.com/view/primavera-bard
https://mtgcardsmith.com/view/father-of-verse
https://mtgcardsmith.com/view/warrior-poet
https://mtgcardsmith.com/view/primavera-channeler
https://mtgcardsmith.com/view/find-inspiration
https://mtgcardsmith.com/view/tormented-bard
https://mtgcardsmith.com/view/writer-of-the-primavera
Oh and another Affare card
https://mtgcardsmith.com/view/crafty-dealing
May I ask for our fellow set designers to look at the following post regarding a requested feature that would streamline comments on users' card pages.
Comment Reminders and counter (Feature Request)
It would mean a lot, as it would make it so we can reply to comments more easily. Especially as some users more commonly look at the base site without the forums, aside from the comments on their card pages. (Especially when browsing cards!)
May 15
@ningyounk, I'm not so sure about the pencil&paper thing. It's too complicated and irregular, though an interesting idea. The only conceivable way to make it work that I can think of is the following: {condition}: Sculpt a creature with {keyword ability OR power {something} and toughness {something}.
A sculpted creature, in this sense, is a blank creature that you give power, toughness, and abilities by sculpting.
This is because of the little token illustration I made right? Look closer, it's supposed to be a cut-out token like in Amonkhet, it's not a creature token in any way XD That's also why you were talking about the Jade Golem I get it now.
I was *NOT* proposing to write each ability on a creature token before casting it. I agree with Modnation675 it's terribly complicated. You cut out the little counters, write an ability on them and put them on another permanent that already exists, like +1/+1 counters are basically counters written "This creatures gets +1/+1.":
Here's an illustration of what I was talking about from the start:
Ok, we've narrowed it down to two options: @ningyounks ability counters and my Sculpting. I think that both have their pros and cons. Mine is much more complicated, while @ningyounk's is simpler, but more abusable. What I'm saying is, with ningyounk's method, one could take any creature and change it; for example they could give their Glistener Elf flying and load it with +1/+1 counters. It could upset the intended effect of creatures.
Of course, not to say it's bad; both have their flaws.
WHITE — Believes art mastery can only be achieved through hard work. Only after years of practice can the artist become truly accomplished. Anyone can improve and become good at what they do if they practice enough.
BLUE — Believes art mastery can be achieved by studying all the techniques. Only those who have been taught the secrets of the greatest masters can hope to equal them one day.
BLACK — Doesn't actually care about mastering any art. While it enjoys the glory that brings you a Masterpiece, it doesn't matter if you stole the idea to someone else, as long as you published it first.
RED — Believes the greatest artists can surprise themselves. True art is free and original, it should come from the heart and not from the brain. Art expresses itself in the most unexpected ways.
GREEN — Believes anyone has some inner talent, and art mastery comes from discovering what are your personal talents and learning how to use them. Only when you know yourself can you give the best you really can.
- WHITE inspires others, creatures pump other creatures on the battlefield. Anthem effects etc.
- BLUE learns things and create a legacy that outlive the ones who found it. The ressources you accumulate are still here after the permanent that gave them to you is long gone, possibly via an artifact or enchantment theme.
- BLACK take ressources from others, it works kind of the opposite of White. (If a White card would say "Exile CARDNAMETHATFLIES from your graveyard: Target creature gains flying." then its black counterpart would say "Exile target card with flying from a graveyard: CARDNAME gains flying.")
- RED produces ressources it doesn't always control. A small amount of random like Cascade can represent that.
- GREEN can enhance itself in a self-sustaining way (evergrowing creatures etc.)
As for the idea of removing enchantments for such a reason as yours, I think that's inherently bad design philosophy.
Since this set can have much more detail and gameplay if we make it as a multiplayer set, we need to decide on whether it's 1v1 or multiplayer before making more decisions.
I don't see the problem in design philosophy? If ability counters are a thing, enchantment auras will mechanically take a little less space in the set and preferentially eat more complex design space that can't be used by the tokens, don't you agree? That's like Bloodrush replacing pump spells in Gatecrash.
Indeed, that's part of the vision of the set: does Renaissance translates to Multiplayer focus? It could be if everyone really wants it, I personally think we have enough restrictions without attempting something this difficult, but a set entirely designed for two-headed giant for instance has never been done so it is original (Oath of the Gatewatch was very tame on that matter). Also Renaissance being a shallow theme, I think we may need to mix it with another theme (like Egyptian + Bolas) to make it work properly. So the second theme could translate to multiplayer more specifically. Once again I think this kind of decision is more for OBBS to take ultimately as it's still his set.
I prefer enchantments being tech cards unless you build a significant theme in the set. Not that I'm denying it as an option.
Sorry for the confusion, it's just the way you formatted this implied enchantments are less reasonable because you spend cards.
"I actually see this as a design upside since this mechanic could get rid of Enchantments long-know worst design issue which is card disadvantage."
As for the multiplayer aspect, I agree with you that it's OBBS's decision and that it depends on what you want in the set. I just know that it allows access to much more engaging mechanics that weren't otherwise possible. Although, I was just asking so that I know what kinds of cards to propose. Rather than trying to change the theme.
Good point, although I think I'll leave the decision to ningyounk and OneBigBlueSky. Especially as I work best when I'm under some sort of restriction.
That and I don't like overtaking control on people's projects. I was mainly just wondering for the scope of what card ideas I can propose.