Post by sunsetmage on Oct 25, 2023 21:11:39 GMT
Hey friends!
After the somewhat recent Lord of the Rings set I was tempted to try my hand at making a Harry Potter set.
The set has exactly 360 cards, which means with 1 copy of each a draft cube could be run. I have not tested the power level of the cards. Let me know if y'all have any thoughts, questions, or concerns about the set.
That said, I think I'll introduce the set with some two-color draft archetypes.
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RU- Potions.
All colors have some access to potion-making but red blue is the best.
EDIT: Potions Have been redesigned after testing. The OLD design made use of ingredient counters and had a keyword "simmer".
This led to a couple of problems. Firstly, it was cumbersome putting counters on every simmered card when there are lots. Secondly, while "simmer" is flavorful, I wanted other cards in the set to have access to the stored cards, so I looked for something broader. Finally, counting card types was confusing for artifact creatures and other stuff with 2+ types.
REDESIGN:
This requires less counter-based housekeeping, makes non-potions more friendly with the mechanic, and let a variety of cards be more interactive with what goes into the stash.
WU: Artifact Creatures.
Harness the power of animation to turn ordinary objects into powerful adversaries.
RB: Damage and Deathtouch.
The colors for death eaters and dealing damage. Sometimes the vicious combination of deathtouch plus direct damage effects puts your enemy in dire straights. Other times, you might as well point your damage spells at your own creatures, which can be of use to you under the duress of torture.
BU: Slytherin's Lair.
Black Blue are the king colors for venturing into the dungeon, especially Slytherin's lair. This pair also specializes in creature's sneakily changing type.
WG: Life Gain and Unicorn Hairs.
Powerful rewards come from bumping up your life total.
RG: Nonhumans, +1+1 counters.
Who needs those pesky wand-carriers when you can overrun your opponent with the most powerful monsters of the forest?
RW: Equipment.
The red white pair gives special rewards for bolstering your team with equipment.
WB: Blinky Ghosts.
Lots of exile effects are present, including flicker effects and rewards for exiling things. This card is one enabler:
Green Black: Tokens and Ramp.
Green Black specializes in generating tokens, especially treasure tokens, in order to power out greater threats.
GU: Mill and Weave Memory.
This pair can benefit when your graveyard is stacked. In particular, the weave memory ability can strengthen a member of your team.
Other abilities and themes:
Sparkle - Instants and sorceries with this ability help you venture deeper into a Hogwarts dungeon. Put it back into your library, in the hopes of drawing again later and getting deeper into the dungeon!
Note: Used to shuffle into the library, now tucks on the bottom to reduce shuffling.
Magic Ink - This keyword tacks on an extra effect your tap abilities. Looks like your cards do more than meets the eye!
Rooms - Room is a subtype for some artifacts and lands. There are other new subtypes (Horcrux, Hallow, and Book), but Rooms are the one that has enough support that you might dare to draft around it.
See the full set here: www.mtgnexus.com/customcards/10190-harry-potter-cho/?pp=400&list=images&p=1
Please let me know what you think! I'm excited to hear from people.