crossmalaki
0/0 Germ
Posts: 2
Favorite Card: Strength of the Tajuru
Favorite Set: Zendikar and Worldwake
Color Alignment: White, Red, Green
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Post by crossmalaki on Apr 30, 2020 15:01:00 GMT
Dolmarth, Plane of Titans Looking to build a 3-set block around a massive war for control of the Superplane of Dolmarth, which is for some strange reason larger than most other planes in the Multiverse. This isn't to say everything in Dolmarth is massive, just that there is a LOT of territory to fight over on Dolmarth. The major thing I wanted to work with was the idea of two over-factions at war, and the five sub-factions underneath them battling each other as well to try and control more territory. I especially would love to have them use 3-color schemes for this instead of 2-color like Ravnica. The primary over-factions are the Gods and the Titans. The Gods would function similarly to Theros or Amonkhet, being large, indestructible creatures requiring exile effects to remove. The Titans, however, would be equally massive forces, often created by magic rituals to try and take down the gods. I'm still debating what kind of mechanics to give the titans, though Champion is one I thought of pulling in. The primary idea was that the Titans would face down the gods in direct battle, while the Gods followers would do battle with the Titans allies. Another part of this was that I wanted the Titans sub-factions to be more like a group working together than a faction led by a single individual. The Gods Themes- - God of Warfare
- - God of Balance
- - God of Destruction
- - God of Nature
- - God of Industry
Titanic Forces Themes- - Knowledge Unfettered
- - Victory By Any Means
- - Devastation and Regrowth
- - The Power of the Self
- - All Things In Their Place
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Post by ameisenmeister on May 1, 2020 16:41:58 GMT
Sounds interesting. Is there anything you need advice/help with?
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Post by Parasign on May 2, 2020 6:14:21 GMT
I also find this concept interesting. I will say, though, that I would have expected the Gods to be ally-color (since they're the "establishment" of sorts) and the rebellious Titans to be the wedges. This is very much just a personal opinion, of course, and I could seeing it working well either way. Just thought I'd throw in my two cents.
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Post by ameisenmeister on May 2, 2020 11:17:10 GMT
I'd argue that it's just right the way it is because, at least in Greek mythology, the titans are much older than the olympian gods and therefore feel more like old fashioned shard-color to me. Just my gut feeling, though.
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Post by Parasign on May 2, 2020 15:24:48 GMT
I'm aware that's true in Greek myth, but "often created by magic rituals to try and take down the gods" suggests that on this plane the gods are older than the titans.
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Post by ameisenmeister on May 2, 2020 18:06:51 GMT
I'm aware that's true in Greek myth, but "often created by magic rituals to try and take down the gods" suggests that on this plane the gods are older than the titans. Fair point.
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crossmalaki
0/0 Germ
Posts: 2
Favorite Card: Strength of the Tajuru
Favorite Set: Zendikar and Worldwake
Color Alignment: White, Red, Green
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Post by crossmalaki on May 10, 2020 17:34:26 GMT
That's actually exactly what I was going for. The Block's format was mostly supposed to build upon the idea of establishing the gods in the first set, and then the titans rising up in the second. Each of the Titanic factions would have their own way of creating and empowering their titans, which is part of the reason why I was thinking of using the Champion mechanic, to represent how when someone ascends to become a titan, they gain immense power, but when they are defeated as a titan they go back to their old form. As for what I might need help with, one of the big things is figuring out names for the gods, and what sort of powers to give the titans to reflect their "god-killing" potential, since the gods themselves are indestructible. As well as trying to work out some of the mechanics of the sets "Main Character" so to speak, who starts out as a Sparker in the first set and kicks off the creation of the titans, and then has a normal planeswalker card in the third set. How he looks currently is sort of like this: {Carst} Carst, Strength Seeker Legendary Creature - Human Knight First Strike, Haste When Carst, Strength Seeker attacks, put a +1/+1 counter on him. If Carst, Strength Seeker's power is 4 or greater, exile him, then return him to the battlefield transformed under his owner's control. Carst, Macromancer Planeswalker - Carst 1st ability unknown Until end of turn, Carst becomes a 5/5 Human Knight creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. Put 4 +1/+1 counters on each creature you control.
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