Post by msmyall on Dec 30, 2018 14:26:41 GMT
Hey everyone,
Essentially I am attempting to make a set extending the color pie. Hate it, love it, demonize it, praise it. In any case, I am hoping to get some card ideas, mechanical concepts, and other such ideas from those on this forum.
So with this in mind, and without further contemplating below are the images for each of the colors and concepts I am attempting to create.
P=Purple
L=Yellow
O=Orange
E=Brown
K=Pink
D=Gold
I=Beige
N=Turquoise
V=Silver
S=Gray
So with yellow my thoughts are for everything it does to be fleeting, and feel short sighted. Effects last only the turn it enters the battlefield. A lot of one off things, cards that leave and reenter the battlefield. Exiling would also be something they like to clear the slate quite frequently. Creature wise I could see them valuing illusionary ones that disappear when targeted. Make them particularly heavy on spells, ligher on creatures.
Now Orange is very focused on permanency, and continuation of effects. Like an enchantment that causes a creatures enter the battlefield effect to instead occur in another way. Extra turns would also be an obvious option being that its element is time. Possibly a few ways to degrade creatures via "aging" them. Other effects that make until end of turn last longer, such as end of next turn or indefinitely. A couple of other thoughts of mine are effects that follow their course. Such as lasting a number of turns, then end with no way to prolong them.
Okay now I know everyone is going to see Brown, and immediately think green. However I believe there is enough creative space for it to be different. Mostly by focusing on the idea of adaptation, change, and transformation. Give it a lot of focus on counters both +1/+1 and -1/-1, as well as cards that transform or have different states. I will leave two card designs that I figured would be frequent in brown, but not as much as in other colors. Also if anyone knows of Spikes from early MTG, I see aspects of them working in Ants, Termites, or other hive/colony based insects that would make brown their home.
Now simply put it wouldn't be a legendary dinosaur, but you get the idea I am sure.
Pink is a color all about one thing Peace and nonviolence is a staple. They have very few if any combat oriented spells, or destroys effects. Instead they like to bounce creatures back to hands. Many of their effects require each player to do something, or grants all creatures including opponents bonus's. It would help those whom pursue noncombat, while punishing those whom commit combat. Now this means that its primary way to win games would be alternate win conditions, which would be what sets it apart the most.
When it comes to the color gold many of us think of greed. Well it could also account for commerce, and similar things. I figure gold would rely a lot on converted mana costs. Pay X for effects, and have a lot of effects that any play could activate if they pay the mana for it, if this is done the owner of the card gets a token that can be sacrificed to gain mana. It would also have effects that improve the more you own, such as requiring greater lands, creatures, or similar.
Now for Beige I figured I would really play into the "Rift" concept. Having them basically be interdimensional and interplanar beings, so in short you could say aliens. They would have creature and spell building effects, something like splicing. Just how "Splice onto Arcane" works, except that there would instead be "Splice onto Enchantment" as well as creature, sorcery, instant, and lands. Other effects they would have would allow them to alter based on stack size. That or other effects based on game state that are normally unused, or unseen. In any case the stranger, and more bizarre the effect the more it would call Beige home in my original thoughts of it.
With the wonderful and ridiculous Turquoise, I would like to imagine it as very much inspired by storms. Just as the ocean can be calm, mysterious, and dangerous depending upon the weather that be. I would see a lot of effects changing game state, that or effects that require a game state in order to function. One thing you do not see a lot of that could potentially call Turquoise home would be dice rolling for effects based on a result, and coin flips. Such as a creature called living storm whose power and toughness are X/X, where when it enters the battlefield and at the beginning of each turn roll a dice, and the result -1 becomes its new power and toughness until you next roll.
As we make our way towards the end of the list we find ourselves at silver, a color of superstition. I see it requiring a lot of quirky things to happen. Such as a creature that is a one drop 3/3 but it can only attack or block in a turn where a sorcery has been played. I also see devotion and "Gods" playing a common role and theme as well among silver cards. Imagine cards that say "You can only cast this if X happens", superstition is rife with possibilities for mechanics.
Now when it comes to Gray, I know a lot of people will dislike the idea. But its entire goal is to slow down the game, so that it has a chance to win. I figure it would slow down opponents via long taps of opponents creatures, causing everything to enter the battlefield tapped. Then give Gray creatures Untap abilities, instead of tap abilities. Give it beefy high cost creatures, with few options but to slow the game down. Increasing mana costs of foes spells, all creatures entering are weaker, tapped creatures do not untap until the controllers end step, etc.
So in short, what I am looking for primarily is the following
Essentially I am attempting to make a set extending the color pie. Hate it, love it, demonize it, praise it. In any case, I am hoping to get some card ideas, mechanical concepts, and other such ideas from those on this forum.
So with this in mind, and without further contemplating below are the images for each of the colors and concepts I am attempting to create.
P=Purple
L=Yellow
O=Orange
E=Brown
K=Pink
D=Gold
I=Beige
N=Turquoise
V=Silver
S=Gray
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So my basic most idea for the color purple would be that it is very sneaky. Cards would avoid damage, be capable of adopting new creature types, new colors. They would also take on traits of various psionic abilities. But then throw in a secondary element and make gems, and gemstones a big part of it. Give them resonating powers etc. Avoidance, cheap tactics, but not altogether too powerful. Relying on hit and run tactics, favoring a bait and trap scenario as well.So with yellow my thoughts are for everything it does to be fleeting, and feel short sighted. Effects last only the turn it enters the battlefield. A lot of one off things, cards that leave and reenter the battlefield. Exiling would also be something they like to clear the slate quite frequently. Creature wise I could see them valuing illusionary ones that disappear when targeted. Make them particularly heavy on spells, ligher on creatures.
Now Orange is very focused on permanency, and continuation of effects. Like an enchantment that causes a creatures enter the battlefield effect to instead occur in another way. Extra turns would also be an obvious option being that its element is time. Possibly a few ways to degrade creatures via "aging" them. Other effects that make until end of turn last longer, such as end of next turn or indefinitely. A couple of other thoughts of mine are effects that follow their course. Such as lasting a number of turns, then end with no way to prolong them.
Okay now I know everyone is going to see Brown, and immediately think green. However I believe there is enough creative space for it to be different. Mostly by focusing on the idea of adaptation, change, and transformation. Give it a lot of focus on counters both +1/+1 and -1/-1, as well as cards that transform or have different states. I will leave two card designs that I figured would be frequent in brown, but not as much as in other colors. Also if anyone knows of Spikes from early MTG, I see aspects of them working in Ants, Termites, or other hive/colony based insects that would make brown their home.
Now simply put it wouldn't be a legendary dinosaur, but you get the idea I am sure.
Pink is a color all about one thing Peace and nonviolence is a staple. They have very few if any combat oriented spells, or destroys effects. Instead they like to bounce creatures back to hands. Many of their effects require each player to do something, or grants all creatures including opponents bonus's. It would help those whom pursue noncombat, while punishing those whom commit combat. Now this means that its primary way to win games would be alternate win conditions, which would be what sets it apart the most.
When it comes to the color gold many of us think of greed. Well it could also account for commerce, and similar things. I figure gold would rely a lot on converted mana costs. Pay X for effects, and have a lot of effects that any play could activate if they pay the mana for it, if this is done the owner of the card gets a token that can be sacrificed to gain mana. It would also have effects that improve the more you own, such as requiring greater lands, creatures, or similar.
Now for Beige I figured I would really play into the "Rift" concept. Having them basically be interdimensional and interplanar beings, so in short you could say aliens. They would have creature and spell building effects, something like splicing. Just how "Splice onto Arcane" works, except that there would instead be "Splice onto Enchantment" as well as creature, sorcery, instant, and lands. Other effects they would have would allow them to alter based on stack size. That or other effects based on game state that are normally unused, or unseen. In any case the stranger, and more bizarre the effect the more it would call Beige home in my original thoughts of it.
With the wonderful and ridiculous Turquoise, I would like to imagine it as very much inspired by storms. Just as the ocean can be calm, mysterious, and dangerous depending upon the weather that be. I would see a lot of effects changing game state, that or effects that require a game state in order to function. One thing you do not see a lot of that could potentially call Turquoise home would be dice rolling for effects based on a result, and coin flips. Such as a creature called living storm whose power and toughness are X/X, where when it enters the battlefield and at the beginning of each turn roll a dice, and the result -1 becomes its new power and toughness until you next roll.
As we make our way towards the end of the list we find ourselves at silver, a color of superstition. I see it requiring a lot of quirky things to happen. Such as a creature that is a one drop 3/3 but it can only attack or block in a turn where a sorcery has been played. I also see devotion and "Gods" playing a common role and theme as well among silver cards. Imagine cards that say "You can only cast this if X happens", superstition is rife with possibilities for mechanics.
Now when it comes to Gray, I know a lot of people will dislike the idea. But its entire goal is to slow down the game, so that it has a chance to win. I figure it would slow down opponents via long taps of opponents creatures, causing everything to enter the battlefield tapped. Then give Gray creatures Untap abilities, instead of tap abilities. Give it beefy high cost creatures, with few options but to slow the game down. Increasing mana costs of foes spells, all creatures entering are weaker, tapped creatures do not untap until the controllers end step, etc.
So in short, what I am looking for primarily is the following
- Input on what mechanics or keywords to give each color
- Ways to change or modify each color to feel as if it has more of its own identity
- Potential cards (existing & custom) that could be added into such a color
- Comments about how MTG does not need more colors
Now, begin bouncing ideas.