Post by elf491 on Oct 20, 2018 6:00:47 GMT
I've been wanting to make a set for a while, and have wanted to make this specific one for about two years now, ever since the ideas first struck me. I was trying to get back into MTG after a hiatus, and one of the sets that was new to me was the Khans of Tarkir. Alara was one of my favorite sets of all time, so I was super excited to be see that wizards had printed another 3-color set while I was away... only to realize that actually, they hadn't. While I do think the Khans block is cool, it's not what I would consider a real 3-color set- more like half of a block, if that. As such, I wanted to make a 'true' 3-color set, but I obviously want to do something new. I also really like Lovecraftian horror, and thought that this could be a cool theme as well. As such, I want to combine these ideas together into one cohesive whole.
The first direction of the set design then becomes obvious. If I'm making a 3-color matters set, I need to define those 5 different 'factions' or color combos. They need their own flavor, significant themes that can define both their lore and their game play, a particular place or role in the world itself, and enough support within the set to make building and playing 3-color a viable, even ideal, strategy. Below I will list for each faction as much info as I can to give an idea of the direction I want to take them.
Jungles of Kothe, aka The Great Blight:
Colors: Green, Blue, Black
Description: A vast maze a overgrown marshlands and heavy jungle stretching on for as long as anyone has ever been able to explore. Many have attempted to explore the jungles that cover most of the plane's southern continent, but few have returned alive, and even fewer sane enough to recount the many horrors lurking in the canopied shadows. It remains one of the least understood and most mysterious places on the plane.
Mechanic: Wither- Short, simple, and rather effective. If there are any other suggestions for a mechanic, feel free to let me know!
Strategy: Play good value creatures, chip away at the strength of your opponents creatures, and have access to plenty of destructive control options while also maintaining a decent board.
Associated Creatures: Vampires, Naga, Zombies, Beasts
Twilight Forests:
Colors: Black, Green, White
Description: Far in the north lie the Twilight Forests, so named because of the cycle of the sun throughout the year, causing a brief time of near constant daylight, a longer period of near total darkness, and vast periods of constant twilight grey. The land is bleak, with ancient evergreen forests interspersed with rolling, icy tundra. The land is cold, and the people and creatures that inhabit it must adapt or perish in this unforgiving environment.
Mechanic: Solitary- Basically an effect that rewards you for having very few creatures, possibly even just one. Not sure if this is the name I want to stick with. There would also be cards that reward you for having few creatures by affecting the board, preventing you from just losing to a creature swarm.
Strategy: Play a few very powerful creatures, and control the board to get them through.
Associated Creatures: Treefolk, Humans, Werebeasts- Really want to include various werebeasts, and these colors seem like the best option for them. Not totally sure though.
Anverak Badlands:
Colors:
White, Black, Red
Description:
The Badlands cover the northern part of the southern continent, and wrap slightly around the western side of the Sea of Mists. While settlements near the coast can be quite prosperous, the majority of the Badlands are stretches of burning sand sandwiched between towering mesas and box canyons. Many of the springs that can be found in the desert are fetid salt springs that spell death for any trying to drink them. The heat and lack of water is deadly for the unprepared, and the canyons can be difficult to navigate unaided.
Mechanic:
Honestly, not sure on this one. Was thinking maybe something that could surprise your opponents with a trap, but I'm really not sure.
Strategy: The most aggro of the color options, play decent amounts of creatures and use your board state as a constant threat.
Associated Creatures: Dwarves, Gnaru (humanoid hyena creatures), Nomadic Human Tribes, Giants
Sea of Mists, aka The Eye of the World:
Colors: Red, White, Blue
Description: The Sea of Mists is a large inland sea that separates the northern and southern continents. Where the sea meets the shore is a relatively safe area, and has given rise to some of the most prosperous cities on the plane. However, not even the most daring sailors will venture into the deep waters of the sea. Massive blankets of fog cover the interior of the sea, which has never been significantly explored. What little is know tells of a massive chain of volcanic mountains that spear through the waves, sinister mists that play tricks on the mind, and titanic horrors arisen from the darkest depths of the waters.
Mechanic: Mirage- You may cast this card for its Mirage cost as though it had flash. If you do, it gains 'Whenever this permanent becomes the target of a spell or ability, return it to its owner's hand.'
Strategy: Focus on deception and trickery, leaving your opponents always off balance as to what you will do next. Focuses on indirect creature removal and flashing in important cards.
Associated Creatures: Illusions, Drakes, Krakens, Spirits
Krakentooth Archipelago:
Colors: Blue, Red, Green
Description: A popular destination for pirates and other unsavory individuals, the Krakentooth Archipelago is a volcanic peninsula and island chain jutting into the tropical seas to the west of the Sea of Mists. It is a good source of trade and commerce, assuming shipments aren't raided. Much of the archipelago is know, as it can be explored via sea, but mapping the interior of the larger islands can be challenging, as the tropical jungles host many ferocious and territorial creatures.
Mechanic: Territorial- similar to soulbond, but bonds with your lands instead of other creatures.
Strategy: Play aggresive creatures and use them to beat your opponent to death. Creature based combat tricks and removal.
Associated Creatures: Merfolk, Viashino, Faeries, Elementals
The Old Ones:
The final big theme of the plane is one that can be found in all of the different environments and color combinations. As I did say this set was partially inspired by Lovecraftian horror, horrors will have a significant presence all over the plane. This will include at least a little support in every color, as well as a cycle of 3-color legendary horror creatures. I intend on making these creatures all interact with the exile zone in some way, allowing players to recur them. After all, these otherworldly beings can never truly die, simply slip out of reality as we know it for a while. While there will be a few effects outside of the legendaries that interact with exile in this manner, I don't want the effect to become too overbearing, so it will be rather limited to some of the most powerful cards in the set. Each legendary horror will also have its own cult of mortal followers attempting to summon it from the great beyond...
That's where I'll leave everything for now, but I do plan on updating this thread with more info as I have time/develop new idea to incorporate. If you have any feedback or questions on either the lore side or gameplay side (especially in terms of core mechanics for the set), I would love to hear them!
The first direction of the set design then becomes obvious. If I'm making a 3-color matters set, I need to define those 5 different 'factions' or color combos. They need their own flavor, significant themes that can define both their lore and their game play, a particular place or role in the world itself, and enough support within the set to make building and playing 3-color a viable, even ideal, strategy. Below I will list for each faction as much info as I can to give an idea of the direction I want to take them.
Jungles of Kothe, aka The Great Blight:
Colors: Green, Blue, Black
Description: A vast maze a overgrown marshlands and heavy jungle stretching on for as long as anyone has ever been able to explore. Many have attempted to explore the jungles that cover most of the plane's southern continent, but few have returned alive, and even fewer sane enough to recount the many horrors lurking in the canopied shadows. It remains one of the least understood and most mysterious places on the plane.
Mechanic: Wither- Short, simple, and rather effective. If there are any other suggestions for a mechanic, feel free to let me know!
Strategy: Play good value creatures, chip away at the strength of your opponents creatures, and have access to plenty of destructive control options while also maintaining a decent board.
Associated Creatures: Vampires, Naga, Zombies, Beasts
Twilight Forests:
Colors: Black, Green, White
Description: Far in the north lie the Twilight Forests, so named because of the cycle of the sun throughout the year, causing a brief time of near constant daylight, a longer period of near total darkness, and vast periods of constant twilight grey. The land is bleak, with ancient evergreen forests interspersed with rolling, icy tundra. The land is cold, and the people and creatures that inhabit it must adapt or perish in this unforgiving environment.
Mechanic: Solitary- Basically an effect that rewards you for having very few creatures, possibly even just one. Not sure if this is the name I want to stick with. There would also be cards that reward you for having few creatures by affecting the board, preventing you from just losing to a creature swarm.
Strategy: Play a few very powerful creatures, and control the board to get them through.
Associated Creatures: Treefolk, Humans, Werebeasts- Really want to include various werebeasts, and these colors seem like the best option for them. Not totally sure though.
Anverak Badlands:
Colors:
White, Black, Red
Description:
The Badlands cover the northern part of the southern continent, and wrap slightly around the western side of the Sea of Mists. While settlements near the coast can be quite prosperous, the majority of the Badlands are stretches of burning sand sandwiched between towering mesas and box canyons. Many of the springs that can be found in the desert are fetid salt springs that spell death for any trying to drink them. The heat and lack of water is deadly for the unprepared, and the canyons can be difficult to navigate unaided.
Mechanic:
Honestly, not sure on this one. Was thinking maybe something that could surprise your opponents with a trap, but I'm really not sure.
Strategy: The most aggro of the color options, play decent amounts of creatures and use your board state as a constant threat.
Associated Creatures: Dwarves, Gnaru (humanoid hyena creatures), Nomadic Human Tribes, Giants
Sea of Mists, aka The Eye of the World:
Colors: Red, White, Blue
Description: The Sea of Mists is a large inland sea that separates the northern and southern continents. Where the sea meets the shore is a relatively safe area, and has given rise to some of the most prosperous cities on the plane. However, not even the most daring sailors will venture into the deep waters of the sea. Massive blankets of fog cover the interior of the sea, which has never been significantly explored. What little is know tells of a massive chain of volcanic mountains that spear through the waves, sinister mists that play tricks on the mind, and titanic horrors arisen from the darkest depths of the waters.
Mechanic: Mirage- You may cast this card for its Mirage cost as though it had flash. If you do, it gains 'Whenever this permanent becomes the target of a spell or ability, return it to its owner's hand.'
Strategy: Focus on deception and trickery, leaving your opponents always off balance as to what you will do next. Focuses on indirect creature removal and flashing in important cards.
Associated Creatures: Illusions, Drakes, Krakens, Spirits
Krakentooth Archipelago:
Colors: Blue, Red, Green
Description: A popular destination for pirates and other unsavory individuals, the Krakentooth Archipelago is a volcanic peninsula and island chain jutting into the tropical seas to the west of the Sea of Mists. It is a good source of trade and commerce, assuming shipments aren't raided. Much of the archipelago is know, as it can be explored via sea, but mapping the interior of the larger islands can be challenging, as the tropical jungles host many ferocious and territorial creatures.
Mechanic: Territorial- similar to soulbond, but bonds with your lands instead of other creatures.
Strategy: Play aggresive creatures and use them to beat your opponent to death. Creature based combat tricks and removal.
Associated Creatures: Merfolk, Viashino, Faeries, Elementals
The Old Ones:
The final big theme of the plane is one that can be found in all of the different environments and color combinations. As I did say this set was partially inspired by Lovecraftian horror, horrors will have a significant presence all over the plane. This will include at least a little support in every color, as well as a cycle of 3-color legendary horror creatures. I intend on making these creatures all interact with the exile zone in some way, allowing players to recur them. After all, these otherworldly beings can never truly die, simply slip out of reality as we know it for a while. While there will be a few effects outside of the legendaries that interact with exile in this manner, I don't want the effect to become too overbearing, so it will be rather limited to some of the most powerful cards in the set. Each legendary horror will also have its own cult of mortal followers attempting to summon it from the great beyond...
That's where I'll leave everything for now, but I do plan on updating this thread with more info as I have time/develop new idea to incorporate. If you have any feedback or questions on either the lore side or gameplay side (especially in terms of core mechanics for the set), I would love to hear them!