Post by ZephyrPhantom on Apr 4, 2018 1:14:51 GMT
Set File Download (Click me!)
Heads up, you'll need Advanced Magic Set Editor from our downloads page and my template pack. Ignore any errors; they're not actually messing up the cards, as far as I can tell. (Color indicators are missing on some cards as a result of fixes - if time permits, I'll fix them card by card as well.)
Special thanks to Cajun for reviewing and fixing up the set and the relevant templates. Next steps involve seeing if I can port this to LackeyCCG and hosting a Sealed event at some point.
Heads up, you'll need Advanced Magic Set Editor from our downloads page and my template pack. Ignore any errors; they're not actually messing up the cards, as far as I can tell. (Color indicators are missing on some cards as a result of fixes - if time permits, I'll fix them card by card as well.)
Special thanks to Cajun for reviewing and fixing up the set and the relevant templates. Next steps involve seeing if I can port this to LackeyCCG and hosting a Sealed event at some point.
Previous Changes in 1.3:
1.3.5->1.3.6
Just a few wording tweaks to the best-worst-best of what MSE has to offer. Specifically, Manadrain was axed from Formless One and Herald of the Cherubim was reworded so that they'd actually work if ever used.
1.3-1.3.5
Consumed by the Swarm - Changed to -X/-X, mill 4X (teaching for Drael)
Drael - 4X fixed, Token text fixed
Sate reminder text fixed
Gooey Genesis and Rhiotaurus swapped in Rarity, Rhinotaurus base P/T now 3/3
Mendelas's effigy now includes Signature.
Surha - Tip clarified
Ophanim - now has trample
Formelder - 0-10 change
Ion Handgun - Tapped player ruling added
Kabuto - Changed to two or more
Solar Combat Probe - reminder text added
Microcore - Token has full text of original
Vanila Version - Lands have been multiplied 4x and Invasive cards have been given basic land rarity and multiplied appropriately.
The current required templates list for the main version is shown below - please let me know if any cards still have display issues in the main version. Please also note that Archenemy's Trace is provided separate from the set file due to Archenemy templates using a completely different set template.
Special thanks to fluffyDeathbringer and jacqui-pup for reviewing and fixing!
Update 1.1 - The Tokening
Notable Changes:
- Wordings have been redefined with a big thanks to fluffyDeathbringer for reviewing and fixing wording. "To stack a card" now refers to putting a card under a card, and DEL.07 - DEL.09 (zone resolution rules) have been removed in favor of a ruling regarding an "Overlay zone", which is dedicated specifically to cards under cards and allows terms like exile, shuffle, and return to be used properly in it.
- All cards now have corresponding tokens; Kaur's is demonstrated above. In the event that a token outside of the Delkor set is being created, a miscellaneous Spawn token has also been provided, also depicted above.
- The current required templates list is shown below - please let me know if any cards still have display issues. Vanilla version will come up once wordings in the set file are 99.9% foolproof.
M15 (If your M15 currently does not have :colorless:, reinstall this template or you will see :chaos: symbols on this set and other set's cards.)
MSE Modern Extra
M15 Udelude Extra
Acorntail's M15 Meld Template (last one on the page currently)
M15 Double Faced
M15 Split
M15 Fuse Split
M15 Planeshifted
M15 Tokens
M15 Devoid
M15 Duplex
M15 Gods
M15 Sparkers | M15 Sacrficers
Magic - Modern Pokemon
Modern Conspiracies
Modern Harvester
Futureshifted
Futureshifted Mirrored
Old Style
8th Edition Test Frame
Rules Tip
Abu style (Alpha/Beta/Unlimited Style)
M15 Udelude Extra
ZephyrPhantom's Templates and Mana Fonts Pack
Notable Changes:
- Wordings have been redefined with a big thanks to fluffyDeathbringer for reviewing and fixing wording. "To stack a card" now refers to putting a card under a card, and DEL.07 - DEL.09 (zone resolution rules) have been removed in favor of a ruling regarding an "Overlay zone", which is dedicated specifically to cards under cards and allows terms like exile, shuffle, and return to be used properly in it.
DEL.07 Cards under cards are in the overlay zone. Cards can be moved in and out of this zone, and tokens do not become exiled upon entering this zone.
- All cards now have corresponding tokens; Kaur's is demonstrated above. In the event that a token outside of the Delkor set is being created, a miscellaneous Spawn token has also been provided, also depicted above.
- The current required templates list is shown below - please let me know if any cards still have display issues. Vanilla version will come up once wordings in the set file are 99.9% foolproof.
M15 (If your M15 currently does not have :colorless:, reinstall this template or you will see :chaos: symbols on this set and other set's cards.)
MSE Modern Extra
M15 Udelude Extra
Acorntail's M15 Meld Template (last one on the page currently)
M15 Double Faced
M15 Split
M15 Fuse Split
M15 Planeshifted
M15 Tokens
M15 Devoid
M15 Duplex
M15 Gods
M15 Sparkers | M15 Sacrficers
Magic - Modern Pokemon
Modern Conspiracies
Modern Harvester
Futureshifted
Futureshifted Mirrored
Old Style
8th Edition Test Frame
Rules Tip
Abu style (Alpha/Beta/Unlimited Style)
M15 Udelude Extra
ZephyrPhantom's Templates and Mana Fonts Pack
Revolution of Delkor is now completely unveiled to the public! When I first started this project, I had never thought it would become my first large set ever, but thanks to the help of everyone here, it has grown into something great, something beyond what i had originally dreamed this wacky 150 card set would be.. Thank you to everyone for giving the Overlay mechanic a chance, and letting me demonstrate all the crazy things that could be done with it, and I hope those of you that followed this thread, new or old, appreciated all the crazy goodies my set has unleashed by virtue of being Future Sight pushed to the extreme. Once again, a special thanks to everyone in the opening post that contributed!
Set File v1.0 has been released. Read below for more details!
Set File v1.0 has been released. Read below for more details!
Art copyright Firaxis Games and Sid Meier 2015
"United, we expand."
"Divided, we innovate."
"Alone... what am I?"
Set Trailer - "My Name... is Animara Vectis"
A big thank you to NattyPine for voicing Animara!
Welcome to Delkor, Overlay Network User ZILTREM02435. Care for our theme music?
Promotional Card: Paradigm Leap
"A solid essence of dreams, huh..."
"Indeed. Is it not beautiful, Ani-senpai?"
"Don't call me that..."I mutter uncomfortably."I'm neither a mother, nor a mentor."
"You're a better one than you think." The boy...no, the man besides me gives a heartfelt chuckle as he tosses the sparkling fragment of dream-weaved aether up and down. "But why are you planning to come with me to Delkor? Surely there's bigger, more awesome, and more dangerous things out there that you can experiment with. Colorless mana, you know, or Phyrexi-"
"That's not a toy and you know it." I glare angrily back at him. "Besides, I'm not sure we should tamper with the territory of a god like this..."
"Relax, senpai, it's abandoned! And really, I'm just going to experiment with it once I get back home."
"To try and give a machine a soul. That's not 'just' an experiment, Neo. It's something that the Gods could kill you for if they knew you were tampering with their power source like this." I mutter, putting my hands on his shoulder. "Are you sure there isn't a safer way?"
He sighs. "I don't want to come off as a dick, Animara, but... when did you become such a coward?"
"..."
========================
For a moment, Seronia's thoughts remained silent, before the voices swam in her head once more. He was here. The new one, Onias. She closed her eyes, hoping for those in her head to point her in a direction, to concentrate, to create a spear that would rival Heliod's.
As if by instinct, her body jolted, and she flew, her great wings beating above thick elm trees and her eyes darting between the large stones that signified the border between Orias's domain and Purphoros's mighty forge, which appeared to be oddly silent today. Was he sleeping? Or perhaps the better question was did the Gods ever sleep?
She barely had time to consider those thoughts as she leaped out of the way of another tree that seemed to run at her. The voices were guiding her as a pace so fast now that she could barely keep up.
========================
(BGM: Into the Fire)
"YOU."
Animara shuddered as she slowly moved forward, prepared to fight Theros's god in defense of Neo, but the boy simply pushed his goggles over his eyes and leapt in front of her.
"My responsibility, senpai. And I think you need a lesson in what it means a be a Planeswalker yourself."
"Are you even listening to me?!" The man-like figure roared. It wasn't hard for Animara to surmise who they were dealing with - a new god, one that had likely attempted to take over the void left open by Xenagos's death. "I am Orias, world walkers. Kruphix has spoken of you. Know that you trepass upon my domain; return that which is mine, or you shall fall like Heliod's champion did!"
"What he did was a coward's act." Neo laughed, causing Animara to swivel around in shock. "He stabbed our kind in the back, Onias. Why should we honor that as a threat? Prove to us that you have real, righteous strength!"
"Real, righteous strength?" The deity grumbles, as if taking a second to ponder what was just told to him, then gave a hearty laugh. "Interesting! What do you wager, then, in a trial of combat?"
"A magic that you would be quite unfamilliar with." Neo replied, holding up a hand for Animara to stand back. Blue sparks erupted from his fingertips as the effigy of a small black hole appeared before him, but it disappeared. "A magic that would allow you to fulfill the passions of the gods. I hear you fancy Nyela, but she struggles to acknowledge you, much like the others."
"The power of a world walker to augment my own?" Orias thought. "Very well. If you win, you may take that piece of my domain, and have my blessing! But if you lose, your power is mine!"
========================
(BGM: Emiya - Kawai Version)
She witnessed something many scribes would given their lives for when she arrived. By the power of the god, the surrounding was filled with the essence of dreams - the trees sparkled with crystalline thoughts and stretched out their branches like a cheering audience as as a massive armored centaur bore down on a young man with a strange headband slung over his eyes and a garb she had never seen before.
Orias had challenged this man to trial by combat. But why? Did he seek to become his champion? What did he have that the god would find him worth listening to.
"You dodge well, mortal, but a fight cannot be won with swift feet alone!" Orias roared, as he swung a battle axe back and forth, destroying what appeared to be illusionary Merfolk that leapt back and forth between arcing streams of what appeared to between pure dream essence. "What do you have in terms of sheer power, compared to the Gods! We can judge, create, and destroy as we please!"
(BGM: Checkmate)
"Hit me with your strongest attack, and you will find out!" The boy yelled back, as lightning suddenly crackled around him to form two beings of lightning, alien to her very senses. She swore she could've heard a woman scream "Neo!", but it was drowned out by the god's mighty roar as he channeled his powerful in a massive dreamwoven spear, a colossal oak tree that would surely crush the boy.
"Be prepared, world-walker!" He yelled, hurling the tree as it burst into flame at the boy.
"And so I will be!" The boy yelled, as he began to be surrounded by lines of energy that resembled dreamweft - yet, Seronia could not recognize the essence at all. It was of the same magic that Thessa used, and yet it was so...alien. Could he really be a Planeswalker?
As if to answer he question, the two lightning elementals besides the boy exploded, merging into a powerful spear that smashed back into the God's own. And then...silence. It was like the two spears had never existed to begin with.
Orias had been panting. But the boy had nary a sweat.
"Do you know what we can do, Orias? We have the ability to say 'No.'"
(BGM: Silence)
========================
And just like that, he was gone. Seronia nervously descended towards where Orias had fought the child, but the trees bended back faster than any question she could've asked. He was gone once more, and she was once again left with questions.
========================
"Yeah, sorry about before, senpai. I just...thought it wasn't that bad, you know?"
"It's fine, Neo. I knew you could handle him. I just...need some direction, I suppose."
"It's alright. You know us Delkorians - we always start and end with teamwork. And really...thanks for coming. I couldn't have made this thing without you."
"Thanks, but what was that spell you used earlier? It didn't seem to use any mana..."
"Actually, senpai, it's something I wanted to show you a long time ago..."
"It's beautiful, Neo. Does all of Delkor use this kind of magic now?"
"Yep! We've come a long way from the single city trying to expand outwards, thanks to our ability to Overlay..."
Hello everyone, and welcome to Revolution of Delkor! As I develop this set, some of the things I hope to showcase are:
- A nonviolent win condition theme! Violence is still a surefire way to win, but every color will have a way to win without harming the opponent, if they so choose!
- A mechanic that encourages your permanents to work together!
- Animara's saga takes on a fresh start - "What does it really mean to be a Planeswalker?"
- The mysterious Overlay has allowed the Delkorians to expand beyond their own city with the power of teamwork - but perhaps the greatest threat comes from an internal revolt?
- Tribal for a long-obscure MtG type!
- A Delkorian, a tricky archon, a wanderer seeking to regain power, a "politician", and a Worm! What do they all have in common, you ask? They might just be able to walk across a flat surface....
- Your keywords and mechanics!
Keywords, you say? Well, that's the thing - Delkor is a very forward-minded plane and thus many of it's cards will be designed in a Future Style-esque fashion - that is, many of the cards will use one-off instances of unusual keywords and mechanics that have yet to be seen or might test the limits of the traditional MtG set! To that end, I'd like to open the set to as many unusual mechanic or keyword suggestions as possible from you guys! I'll also be taking a look at Custom Keywords for ideas, so feel free to suggest your favorites from there, too!
I hope everyone enjoyed the initial post, and I'd greatly appreciate any suggestions you guys toss my way. Let's believe in the power of teamwork, amigos!
...what, you think Zephyr or Ani-senpai wrote this post? Haha, joke's on you!
Rulings:
DEL.01 - Overlay costs are defined by an inverted cost symbol on a card.
DEL.02 - To pay an Overlay cost, you must stack two permanents you control that share a color or converted mana cost with the source of the Overlay cost under it.
DEL.03 - You cannot cast a card with an Overlay cost by spending mana. It must be done by stacking two cards that meet the requirements.
DEL.04 - If a card with Overlay is sent to the graveyard, deck, hand, or exile zone, the cards stacked under it are sent there too unless otherwise stated.
DEL.05 - Cards stacked under cards are treated as if they didn't exist unless otherwise checked.
DEL.06 - Expanding on DEL.02 - If a card with cards under it is used for Overlay, then cards under it are added to that stack as well. This is what separates Overlay from similar mechanics that use exile like Imprint - Overlay permanents can be used as fuel for other Overlay permanents, allowing you to give new Overlay cards stronger effects or more 'fuel' for their effects.
DEL.07 - Permanents that go under Overlay permanents are not treated as leaving the battlefield and permanents that return to the battlefield are not treated as entering the battlefield, similar to Phasing.
DEL.08 - However, permanents that do go under Overlay spells do turn into cards until they return. This means any counters on them will be removed.
DEL.09 - Expanding on DEL.07 - it is possible to put/return a card from under a card back onto the battlefield if a card effect states so. In this case, ETB effects do trigger.
Art by TylerEdlinArt
A Primer on the Five Schools of Delkor
Delkor has five schools of thought that are established to give both its homeworlders and outsiders a general idea of what the researchers of this world attempt to improve on.
As one might expect with factions based on the five colors, the problem of cross-school sabotage existed for quite a while, but eventually the Delkorians agreed to the existence of a sixth organization; the Tracers, which attempted to compromise between the philosophies of each school by adapting their talents to more practical applications of each school's science. That's not to say the Tracers are incapable of developing their own forms of magic, though - indeed, their unique form of magic, Tracing, is named as such because it focused on twisting and mimicing the various effects created from various experiments that their schools create. Whereas the normal Delkor student is typically akin to a wizard that prepares spells on a carefully daily basis, a Tracer is more active and ambitious researcher that focuses on a more ready-to-go kit of tricks and traps - preparation and expenses are usually covered for by brokering or saved for some of the most powerful aces up their sleeves...
However, this clash of talents means some Tracers may not even appear to consistently work with the schools they represent; they strive to fill the niches their more orthodox brethen can't; while like most Delkorians, they are actively against killing those that inhabit their fair city, they have less compulsion to avoid actions like injuring, stealing, seducing...or sometimes all three.
Art by Azzedar-san
As a result, the Tracers as they are are the closest thing Delkor has to a concentrated military force; while they seem like a bunch of motley clashing rogues, their mixed skills and mutual creed mean they are surprisingly effective at repelling outside enemies - even "otherwordly" infiltrators stick out to these people like a sore thumb. They tend to leave "otherworlders" that are clearly friends of Delkor alone - some of them have even befriended Planeswalkers following Neo's ascension, but in the time of Drumpf's threat of reign, it has become a necessity for researchers to invest in more covert methods to continue their work while undermining the big man and his otherworldy soldiers. Out of respect for Neo's desire to keep the city safe (and partially also because directly attacking Drumpf would validate his 'racism' propaganda), the Planeswalkers accompanying him support this covert stance, keeping major skirmishes to the wilds - indeed, it seems Drumpf himself may have a grim hand in some accidental 'deaths' in the Delkorian wilds...
The five schools (and their tracers) are:
Ascendamancy
Ascendamancy is arguably the most 'old-fashioned' of the Delkorian schools - life is an amazing thing, so let's make it longer and more enjoyable! This is typically the school most researchers join if they're lacking direction, as the emphasis on community and health usually means extra years to figure out what you're the most proficient in as well as more resilience to accidents that occur in experiments. Ascendancy Tracers, on the other hand, have a tendency to weaponize this additional durability, be it through creating lethal toxins that would kill an unprotected beast or outsider (but are completely harmless to an immunized Delkorian) or ensuring that those in scientific debates don't beat each other to death so they can understand each other first.
Encryptology
"Knowledge is power". While Blue magicians of other planes would take this as a basic part of life, Encryptologists take this statement to its logical extreme; almost all of their research is about gathering more information or increasing the speed at which everyone in the city gains information - in particular, this school is credited with creating the original memory-storing network that Neo would eventually use to develop Overlay Magic. Cryptology Tracers tend to take bigger risks to gain information - usually by intentionally sabotaging the plans of fellow researchers because their hiring researcher's hypothesis calls for it. Since this duplicitous course of action often involves a lack of consent, more trustworthy Crytology Tracers often ask for higher payments as part of it is usually secretly spent reimbursing a sabotage victim's experiment.
Necronology
The school of Necronology represents the other half of the coin that Ascendamancy typically fails to cover - what happens after death, and what can we learn from it? As a result, Necronologists tend to consist of the older citizens of Delkor that decided not to pass on after death, or younger reckless youths that are aware their fields of research have a history of high mortality rate. Interestingly enough, older Necronologists of the plane are usually also considered effective therapists for those that have a thick enough skin, mainly because they've usually seen many years of things at this point and are usually more willing to cut to the chase and address the problem directly. Necronologist Tracers are usually equally blunt - want the most dangerous contraband? It might cost you an arm and a leg - literally. So think twice before hiring them; in fact, the Necronologist Tracer forms have a running gag of printing the most risky parts of their contracts in giant print to make a point that you're about to go to an extreme.
Castcraftimancy
Castcraftimancy is about EXPLOSIONS! DOES ANYTHING ELSE NEED TO BE SAID WE ARE MAKING THE BIGGEST SPELL BLASTING COMBO EVER. OH AND OUR TRACERS GIVE YOU THE CHANCE TO EXPLODE EVEN MORE THINGS, THOUGH WE WOULD PREFER THE BLASTING OF PEOPLE'S HEADS BE KEPT TO A MINIMUM. UNLESS THEY'RE DRUMPF'S EVIL SOLDIERS. THEN BLASTING HEADS IS OKAY.
Biogenesis
Biogenesis started off as an offshoot of Ascendamancy but eventually developed into its own line of thinking and was eventually ratified by the other four schools of Delkor as having enough distinctive material to be its own school. Unlike Ascendamancy, which focuses on the enchancement of life, Biogenesis focuses on the creation of life, and how many different ways the gene pool can mutate in terms of sentient entities. Their genetics theories are widely known for helping encourage Delkor's diversity and tolerance, and it's thanks to them that Delkor's inhabitants continue to grow and expand at a rapid rate. Some do concern themselves with what happens if Delkor was ever to be fully inhabited by the wide variety of civilized folk that currently expand on it, but others argue that there are other worlds out there in the skies - in time, should Delkorians develop a sufficient means of travel, it is possible that they could continue to expand and diversify on empty worlds that have yet to be colonized. While some point out that Neo's ascension means that this would require learning planar travel without a Spark, Biogenesis scholars are usually quick to argue that they believe that Delkor isn't just a 'plane', but rather an infinite series of planes condensed into one possibly infinitely large 'planar area', or as some prefer to call it, a universe. In contrast to them, Biogenesis Tracers tend to be more down to earth, wandering out into the wilds to find unusual samples of life or quickly providing life samples themselves that other researchers may not be skilled enough to make.
However, ever since Neo's ascension, a sixth school has developed to some degree based on the rapid advances in Overlay technology. Some argue it is quite impractical; others feel that it is important to shoot for the limits. The Tracers in particular have made some interesting advances when meeting to experiment based on this line of thought...
DEL.03 - Whenever a permanent uses an activated ability with an Overlay cost, the permanents used to pay that cost go under the permanent that activated that ability.
Ascendamancy is arguably the most 'old-fashioned' of the Delkorian schools - life is an amazing thing, so let's make it longer and more enjoyable! This is typically the school most researchers join if they're lacking direction, as the emphasis on community and health usually means extra years to figure out what you're the most proficient in as well as more resilience to accidents that occur in experiments. Ascendancy Tracers, on the other hand, have a tendency to weaponize this additional durability, be it through creating lethal toxins that would kill an unprotected beast or outsider (but are completely harmless to an immunized Delkorian) or ensuring that those in scientific debates don't beat each other to death so they can understand each other first.
Encryptology
"Knowledge is power". While Blue magicians of other planes would take this as a basic part of life, Encryptologists take this statement to its logical extreme; almost all of their research is about gathering more information or increasing the speed at which everyone in the city gains information - in particular, this school is credited with creating the original memory-storing network that Neo would eventually use to develop Overlay Magic. Cryptology Tracers tend to take bigger risks to gain information - usually by intentionally sabotaging the plans of fellow researchers because their hiring researcher's hypothesis calls for it. Since this duplicitous course of action often involves a lack of consent, more trustworthy Crytology Tracers often ask for higher payments as part of it is usually secretly spent reimbursing a sabotage victim's experiment.
Necronology
The school of Necronology represents the other half of the coin that Ascendamancy typically fails to cover - what happens after death, and what can we learn from it? As a result, Necronologists tend to consist of the older citizens of Delkor that decided not to pass on after death, or younger reckless youths that are aware their fields of research have a history of high mortality rate. Interestingly enough, older Necronologists of the plane are usually also considered effective therapists for those that have a thick enough skin, mainly because they've usually seen many years of things at this point and are usually more willing to cut to the chase and address the problem directly. Necronologist Tracers are usually equally blunt - want the most dangerous contraband? It might cost you an arm and a leg - literally. So think twice before hiring them; in fact, the Necronologist Tracer forms have a running gag of printing the most risky parts of their contracts in giant print to make a point that you're about to go to an extreme.
Castcraftimancy
Castcraftimancy is about EXPLOSIONS! DOES ANYTHING ELSE NEED TO BE SAID WE ARE MAKING THE BIGGEST SPELL BLASTING COMBO EVER. OH AND OUR TRACERS GIVE YOU THE CHANCE TO EXPLODE EVEN MORE THINGS, THOUGH WE WOULD PREFER THE BLASTING OF PEOPLE'S HEADS BE KEPT TO A MINIMUM. UNLESS THEY'RE DRUMPF'S EVIL SOLDIERS. THEN BLASTING HEADS IS OKAY.
Biogenesis
Biogenesis started off as an offshoot of Ascendamancy but eventually developed into its own line of thinking and was eventually ratified by the other four schools of Delkor as having enough distinctive material to be its own school. Unlike Ascendamancy, which focuses on the enchancement of life, Biogenesis focuses on the creation of life, and how many different ways the gene pool can mutate in terms of sentient entities. Their genetics theories are widely known for helping encourage Delkor's diversity and tolerance, and it's thanks to them that Delkor's inhabitants continue to grow and expand at a rapid rate. Some do concern themselves with what happens if Delkor was ever to be fully inhabited by the wide variety of civilized folk that currently expand on it, but others argue that there are other worlds out there in the skies - in time, should Delkorians develop a sufficient means of travel, it is possible that they could continue to expand and diversify on empty worlds that have yet to be colonized. While some point out that Neo's ascension means that this would require learning planar travel without a Spark, Biogenesis scholars are usually quick to argue that they believe that Delkor isn't just a 'plane', but rather an infinite series of planes condensed into one possibly infinitely large 'planar area', or as some prefer to call it, a universe. In contrast to them, Biogenesis Tracers tend to be more down to earth, wandering out into the wilds to find unusual samples of life or quickly providing life samples themselves that other researchers may not be skilled enough to make.
However, ever since Neo's ascension, a sixth school has developed to some degree based on the rapid advances in Overlay technology. Some argue it is quite impractical; others feel that it is important to shoot for the limits. The Tracers in particular have made some interesting advances when meeting to experiment based on this line of thought...
DEL.03 - Whenever a permanent uses an activated ability with an Overlay cost, the permanents used to pay that cost go under the permanent that activated that ability.
Well, it does now.
3.25.2016 If a player drafts Archenemy's Trace during a limited draft, they may be provided with an additional copy of Omnimancy.
3.25.2016 If a player drafts Archenemy's Trace during a limited draft, they may be provided with an additional copy of Omnimancy.
Special Thanks to:
jacqui-pup, for suggesting the mechanics that would be developed into Tracer Phantom!
fluffyDeathbringer, for Erode!
Yoshi, for Conceal!
The secret Brushwagg Navy WAGG ops for Lifescry! (jk, I made this one.)
The set file contains additional rulings, cut flavortext, and special notes, as well as several tip cards explaining the properties of Overlay and Cards under Cards. Omnimancy is provided separately from the set file as Archenemy cards do not use the same format as a regular set does in MSE.
Additionally, you may notice cards now have gold borders. This is in the event that it gets added to the MSE plugin, as it is likely to be a gold-borded set. (Note: DFCs do not appear to have a gold border option and thus do not have the border color change.)
Please post here if you experience any issues with viewing the set. Thanks!
====
Here's a Special Thanks to everyone that's contributed mechanics and designs to this set!
fluffyDeathbringer for: Scorched earth, Bloodcast, Camaraderie, Mantra, Intervention, Erode, Duel, Aetherize, Timeskip!
Neottolemo for: Zealotry, Headbutt, :purple: alt cost, Seppuku, Engage, Brilliance, Slumber, Sun's kiss, the card that inspired Equestrian Rally, Flock, Hail, :orange: alt cost, :pink: alt cost, Bloodforged, :altemana: alt cost !
thehuw for: Dreamcraft, Syndicate, Chain, Clutch, Straight, Triangulate, Infohazard!
Yoshi: Pilot, Negamorph, Otherworldly, Conceal, Reincarnate, Spellcraft, Tip, Surha's origin, Demoralize,
jacqui-pup, for Overlay rework suggestion, the mechanics for Tracer Phantom and Drumpf's Bastion, Fiddle, inspiring the Fiddler cycle, Distill, Manadrain, Bewitch, Illuminate, quirky monohybrid mana design, negative mana, Raritycraft, old-style wording, Reprocess, Mill, Leak, the concept of unusual Duplex cards, the original version of Reiterative Pyrologist, "reverse dominance", the time traveling race known as the Djanim!
marshmellow, for his brilliant legitimate application of half mana and "half cards" to his upcoming Segovia set! Stay tuned for its release!
The original Averlos:Liberty's development team, for Steelforge! This mechanic was originally named "Manifest", but Tarkir's block required it to be changed in name.
Marzen64, for his great love of penguins, giving Delkorians a great love of Walrus-style punching, Vote-based triggers, suggesting the combination of Haste/Defender, Land Spells, Viral!
jrzman, for Time Fractures!
Horizons, for inspiring massive Storm Crows, suggesting the combination of Double strike/Defender, the idea of "Keyword tribal!
Inverness, for Wards!
Spruder, for Zones!
WindyDelcarlo, for Ultima!
Anuttymous, for inspiring Snow-themed fortifications!
Korakhos, for Winconcycling!
TuchandRoll, for Reversal!
fluffyDeathbringer, jacqui-pup, and Yoshi, for suggesting multiple themes and mechanics that were mashed up for the Time of Tim's Finale!
MysticalOctopus, for inspiring Shieldscrapper with Conscience!
The Mious dev. team, for Erratic!
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Community Spoilers Credit section: A special thanks to:
fluffyDeathbringer - For spoiling Animara's Paradigm Leap and the Persona Summoner Spirits!
jacqui-pup - For delivering Emperor Drumpf's announcement of Wall-based domination!
Neottolemo - For writing about a Figment of Kaur's twisted majesty, Drael's discovery of the artificial Eldrazi, the Revolutionary Prototyping Series!
Korakhos - For a puzzling spoiler of a powerful card!