Renaissance Set — Design Phase

145791028

Comments

  • @Gelectrode Sweet design! I really like the idea of pushing the players to Discover for different things! Also, I find it a good idea to have noncreature gold uncommons in the cycle.
    I'm unsure it's the right slot for this card though:
    - It has some memory issues that are difficult to fix.
    - It requires to have strong understanding of the rules and the different card types that exist, a lot of new players would probably try to name "Vampire" or things like this.
    - Nothing really requires this to be multicoloured, I believe it can be monoblue.

    This points towards a monocoloured Rare rather than a gold uncommon I'd say.

    It could be interesting to squeeze a small reward for using Discover on the signpost card as well. Maybe we can come up with a way of saying "when you Discover and actually find what you were looking for", for instance: "Whenever you make a successful discovery, EFFECT"
  • image
    After winter, there always must come spring...
  • edited August 2017
    @TesseretofCarmot21

    It's a bit broken... if you have two of these on the battlefield, you're getting three free mana every turn.
  • edited August 2017
    @TezzeretofCarmot21
    Add "Cumulative upkeep {g}" to make it slightly less OP. Maybe...
  • edited August 2017
    @TezzeretofCarmot21 Yes, I agree with @NokiSkaur, Spring Bloom looks a little too powerful at first glance. Psylian life is the kind of mechanic that can mess up the whole set if we're not careful, because it's not just life, it's free mana ;)
    That's also why I would typically not make any psylian life producer uncounterable. Considering the mechanic's potential to make infinite combos, that would be playing with fire.
    Going the other road, putting the ability on a creature could make it more interactable, and saves us a precious enchantment slot ^^

    @sanjaya666 Cumulative upkeep is not an evergreen mechanic and not part of this set's mechanics, so you would have to write the whole "At the beginning of your upkeep, put an age counter on CARDNAME. Then you may pay (cost) for each age counter on it. If you don’t, sacrifice it." It would make the cumulative upkeep ability five times longer than what the card actually does which is not ideal :/
  • edited August 2017
    Deleted
  • @ningyounk, yes, as I said myself (*cough cough* XD), each set has a set of primary emotions, or rather identities in most instances, that apply to each color. Since every color is complex and layered in terms of theme/emotion, this creates a few tiers: The primary identity or identities, the secondary ones, and the ones that drop in importance to almost desuetude.
    Let me make this more clear: Since this is an emotion-centralized set, downplaying the importance of some emotions actively works against our theme.

    That being said, there do need to be some downplayed emotions/color identities so that, as you said, the set is more "readable." However, in an optimistic set, the downplayed emotions should be the negative ones, not the positive ones.

    Not to say that we want all positive emotions; to clear things up, I wasn't proposing that particular emotion cycle in earnest for this set. I was trying to give an example off the top of my head of more positive versions.

    That was pretty stupid of me to say that solitude covers the rest XD I don't know what the heck I was thinking... :::self-deprecatory laugh:::

    My point was, in general, that since this is an emotion set, my opinion is that we should want to represent all emotions more equally than in other sets.

    @Everybody, we REALLY need to get the story cleaned up before we can move on with the design of the set. So far, we have........

    The world of Rezztta (Resoria? Estoria? What the heck did we choose anyway? XD) is an archipelago locked in an everlasting cycle. Every few decades, mysterious extraplanar entities known as the Muses appear and emotions run wild, soaring to the heights of joy, love, passion, and ambition; but also despair, rage, grief, anger, and greed. The Arrival heralds years of plenty, rejoicing, and artistry. The greatest creations of the greatest artists Awaken and come to life during this time. Strolling down the cobbled streets of a town overlooking the sea dotted with countless islands, one might pass a swirl of colors gamboling through the air: a poem come to life. Or ephemeral music wafting down the avenue with twinkling lights throughout, a song Awakened. Or a sculpture lumbering down, animated by this magic of emotions. Or a multicolored puddle seeping into the cracks in the street, with abstract figures rising up from it and twining around each other, the manifestation of a dance.
    Salendi Kortha, a gregarious painter; Maren Farsight, a wise and introspective poet; Ekoma Rai, a musician whose voice has been silenced, Jennel of Matereth, a stoic and determined sculptor; and Kedrah Selme, a roguishly charming and unabashed plagiarist. These five, three humans, an elf, and an aven, are destined for a fate greater than their wildest imaginings.

    ...cut to the chase...

    Bad people tryin' to harness the power of the Muses, led by a 'walker who is probably an inventor named Vicine and a Da Vinci - inspired character. The characters meet and find out about the plot. Kedrah joins the baddies. Vicine gains power over the Muse of Greed with a Zendikari hedron, but is corrupted by the power and the unadulterated greed coursing through his veins and kills his followers before moving on to try and get the rest of the Grand Muses. Kedrah stabs him in the back (literally and metaphorically) and takes his place, but joins up with the others. Plot twist: the Muses that the guy captured join with the characters and they become the new Muses.

    There are several things we need to clear up. Input?
  • @sanjaya666
    I don't think it's overpowered, actually I don't think you need to let the opponent the choice to ignore the effect, it would probably still be fine. I really like this kind of effects, and they happen to fit super well with the Rogue subtheme of Rezatta!
    If you're doing a curse, you should have the name be "Curse of NAME" though. Another solution would be to make a regular enchantment and have you choose the player at the beginning of each of your end step for instance ^^

    Stealing cards from the top of an opponent's library is less powerful than drawing from your own library because those cards aren't supposed to synergize with yours. Admittedly it's much funnier though x) What I really like is that this curse lets you target yourself like some kind of weird Phyrexian Arena. That would probably be a good twist for this iconic card, by the way!

    image

    Here's a try:

    Kedrah's Arena
    2BB
    Enchantment — Aura
    Enchant player
    At the beginning of enchanted player's upkeep, that player exiles the top card of his or her library face down and loses 1 life. For as long as that card remains exiled, you may look at it, you may cast it, and you may spend mana as though it were mana of any type to cast it.


    @MagicChess
    On Emotions:
    Sorry, I'm really confused by what you said on the emotions, I'm receiving mixed signals and can't really understand in which direction you're trying to push. I think I misunderstand something (sorry), so I'm going to explain the two contradictions I'm receiving, would you mind re-explaining your stance about them for me?

    1) About how we represent one specific colour: There is both a paragraph about representing the emotions in each colour without downplaying some, and a paragraph about which emotion to choose to represent each colour.

    ==> I'm not sure I really understand what you're saying, do you mean you'd like to do some sort of "Muse of X, Y and Z" for each colour to be as exhaustive as possible? Through the Muse cycle, I think the best way is to make some hard choices and stick to one emotion per Muse for readability, but choosing the most "primary" emotions so they are linked to a very broad spectrum of other emotions. For the rest of the set, we're free to depict as many different emotions as we'd like independantly of the five emotions we choose for the Muses, though those five emotions will get the most focus.

    2) About how we represent the balance of emotions in the set: There is both a paragraph about how we should focus on the positive emotions (giving exclusively positive emotions to the Grand Muses notably) to match the optimistic mood we're trying to set, and a paragraph about how all emotions should be represented more equally in an emotion set than in any other set.

    ==> Once again I'm a bit lost ^^" I believe what you're trying to push is for a cycle of Muses like "Joy/Curiosity/Pride/Desire/Love"? I believe positive emotions are very redundant (basically, they're all different flavours of Joy) which would make it very difficult to design interesting and diversified gameplay. More importantly, I believe that letting very important emotions like sadness and anger (or a flavour of them) out of the Muse cycle really undermines the emotion theme of the entire set. We probably can make an optimistic set even with some cards depicting things like sadness. Kaladesh had some really moving cards, they just had a way of presenting nonoptimistic things in a certain elegant way (see below), but if we have to choose between doing the emotions properly or doing only a part of them to keep the set optimistic, I personally think we should always prioritize having good and compelling emotions.

    imageimage


    On the Story:
    You can call the plane how you prefer for now ^^ Actually, it would be interesting to get used to different names and see if we grow fond of one more than the others.

    I'm noticing Vicine is too close to Da Vinci, we might call the Da Vinci character that but we shouldn't give that name to another character, it's going to be confusing otherwise. But Vicine is a real italian word (it's an adjective for close or neighbouring) so it's probably not a very good name option in a vaccum anyway.

    For the plot resolution, I think it would be interesting to make random story cards and see what fits well. For instance, the hedron story is fun, but I don't think there's a way of showing that on the cards (it's fine if we don't show eveything on the cards, but maybe we have better options.)
  • @ningyounk, ah I see XD I really haven't been very clear on this. I apologize; I'll try to explain in a more succinct manner.

    We should be careful of being too restrictive with defined emotions for each color, and of downplaying positive emotions too much.

    I think was being a little (a little?) tactless. I have no wish to disrupt the set-building process, or put down your Muses, which are actually really great. I also was being very blunt in my recent comments, so I really ended up overstating some things. I apologize again; sometimes I think part of me is still back 6 months ago when the set was color-matters with an enchantment subtheme XD

    On a happier note, how many languages do you speak??? You've found real French, Portuguese, and Italian words in my names XD You're a linguist or you have an obsessive habit of translating everything you see... one or the other.
    Either way, you've saved us several times from awkward questions far in the future. "We finished a set called Estoria with a character named Vicine!" "The set is called 'cartoon character' or 'mystery' with a guy named 'adjacent'?"
  • edited August 2017
    Maybe the guys name could be Giovanni. That may be too close to Pokémon...
    EDIT: @ningyounk Your Grand Muse of Love has a typo. It says "Hate".
  • @MagicChess
    Ah I get what you're were saying, we should try to be careful not to have the negative emotions make the greater portion of this set, and make sure to diversify our range of emotions in each colour, independantly of the emotion represented by the grand Muse of that colour ^^ I completely agree, it's good to foresee this kind of problems at the beginning.

    Don't worry, I haven't found your comments blunt or tactless at all personally ^^ And it's okay to get heated up a bit while arguing I completely get that ;) Myself, I hope I'm not too stubborn on this thing, I don't want to impose my vision against everyone else ^^ I'm just trying to make sure what we do makes the most sense, but if you want to come up with a totally different set of emotions I can promise I'll always try to be as objective as possible =)

    Haha I only speak french and english, I studied italian and latin which can come especially handy for this set I and understand a bit of japanese (which is absolutely useless for this set XD) For the portuguese, well all latin languages kinda use the same radicals so all our words look alike x)
  • edited August 2017
    @TezzeretofCarmot21
    Giovanni as a common italian name, I think it's fine to use as long as we make sure the character doesn't physically get too close to the leader of Team Rocket x)

    image


    Oops, good catch on the typo! I'll try to think to correct it on the next iteration ^^
  • I've been thinking on the super "build around me jank card" and all I can think of is something that rewards you for stupid amounts of psylian life, successfully discovering every card type, controlling an absurd amount of art tokens, etc. The problem with that is that by these points, you should already basically be winning, and it's just win more. The one non win-more idea I had is having at least ten psylian life and zero regular life.
  • edited August 2017
    Fixed it.

    image
  • @Lujikul As I understood it, we'd lose Psy life before regular, so it would be very difficult to have Psy life but no normal life. That being said, that does sound like an interesting power boost condition, since it would be rare.
  • @syntheticreign Hence why it'd be jank.
  • edited August 2017
    @Lujikul Hmm it's ok, it's probably the kind of design that will happen naturally, a bit "by mistake", during the process of creating other cards x) Keep in mind we don't need the janky johnny card to be tied to the new mechanics, it's the kind of card that can be a bit out-of-the-blue ^^

    imageimageimage
  • edited August 2017
    @sanjaya666 On Ekoma Rai, I like how she basically never attacks, it gives her a peaceful aura. I'm not sure about the first ability, I feel it lacks in uniqueness. Notably, is she really a discoverer? I don't think we thought of her as a scientist or explorer. That's actually one of the most fleshed out character: she's mute and can express herself though music, how could we show that in Magic terms?

    Maybe something with "reveal a card from your hand" to depict her talking through music (= the card)?
  • image
    Our black walker leads the Omega Society, the society that wants to steal the Grand Muse of Greed!
    (Does this work for flavor? Is it too OP?)
  • @sanjaya666, I agree with @ningyounk. I like the attacking restriction, but Ekoma isn't really an explorer kind of character. Also, we'd definitely need a different image XD
    Maybe...

    Ekoma Rai {1}{u}
    Legendary Creature - Human Bard (or Artist, if we want it for tribal)
    Defender
    Whenever you cast an instant or sorcery spell, exile a card from your hand and Compose X, where X is the converted mana cost of the exiled card.
    Reveal a card from your hand: Ekoma Rai can attack this turn as though it didn't have defender.
    2/4

    Balanced?

    @TezzeretofCarmot21, that image though...
  • @MagicChess Ok, will do it boss.
  • @TezzeretofCarmot21

    That face is the epitome of

    Heeeerrrrrrrmmmmmmmmmmm.............
  • I feel like that Giovanni art is a Mr. Bean photoshop.
  • @MagicChess Compose seem a bit agressive for Ekoma I think^^ (Actually, if she can Compose, she could as well stay a defender herself. That could be a cool card even if not for Ekoma.) Do we want the five legendary creatures to be a Compose cycle? I personally think it can be good to show we can do artists without always relying on Compose.

    @TezzeretofCarmot21 By the Grand Muse of Ugliness, what on earth is this thing? XD
    More serisouly, planeswalker design is one of the most complex. You have to make sure the abilities are telling a story, are linked together, and a couple of details like usually having an ability so the planeswalker can protect itself. I don't really see the story behing this one, I think it needs at least one signature ability. Powerwise, the focus on life for both the main abilities makes it quite weak and unable to defend itself even a little.
  • @ningyounk Yep I will change the image XD and give it some protection
  • edited August 2017
    Deleted.
  • @sanjaya666, I don't know about this version. The first one had synergy with instants/sorceries, which I think was a better thematic fit. Ekoma isn't meant, in my opinion, to be pumped, because that's not really the character. She's a timid musician who can't speak and relies on her lute to do the talking. I just don't see the first ability fitting her character. As for the Compose ability, I guess it works, but my vision wasn't a fattie generator for a big bunch of mana.
    Also, what and where are you searching to get these images??

    @ningyounk, yes, I agree that we shouldn't use Compose for all five; but they should be art-focused, so Compose and psylian life are good things for them to interact with. I have an idea for Maren Farsight, where he lets you use psylian life to get green mana instead of just colorless.

    Maren Farsight {2}{g}
    Legendary Creature - Elf Poet/Artist (?)
    Pay 2 psylian life: add {g} to your mana pool. This mana doesn't empty from your mana pool as steps and phases end.
    Tap three untapped Art creatures you control: Add {g}{g}{g} to your mana pool. This mana doesn't empty from your mana pool as steps and phases end.
    2/3

    A combination of Omnath and Heritage Druid. Maybe the second ability doesn't make sense... Thoughts?
  • edited August 2017
    @MagicChess Yeah, this feels weird anyway. I just googled about "female bard" and found it on Pinterest.
This discussion has been closed.