Post by Daij_Djan on May 20, 2024 22:37:30 GMT
Challenge said:
You are to apply for the lead designer of the next Universes Beyond limited product with non-Magic IP of your own choosing (including previously vistied ones like LoTR and Fallout).To convince MaRo that you're prepared, you need to make a draft (not Magic archetype) of the draft archetypes (the Magic one). Orcish Bowmasters and The One Ring comes after. (Please don't)
Design two or more signpost uncommons for your UB limited format, and make a brief description of the archetypes regarding your entries.
Please remember: You're not allowed to vote for yourselves. For further information please look at the CotW Rules.
{sdfkjgh}
The Great Pyramid of Djelibeybi
Legendary Land
: Add .
At the beginning of your upkeep, put a time counter on The Great Pyramid of Djelibeybi.
, , Remove all time counters from The Great Pyramid of Djelibeybi: The next time target nonland permanent you own would be put into a graveyard from the battlefield, exile it instead with X time counters on it, where X is the number of time counters removed from The Great Pyramid of Djelibeybi this way. If that permanent doesn’t have suspend, it gains suspend. Activate this ability only if The Great Pyramid of Djelibeybi has one or more time counters on it.
Assassins' Guildhouse
Legendary Land
Whenever a creature or planeswalker dies, put a bounty counter on Assassins’ Guildhouse. If that permanent had a bounty counter on it, put two bounty counters on Assassins’ Guildhouse instead.
: Move a bounty counter from Assassins’ Guildhouse onto target creature or planeswalker. Activate this ability only as a sorcery.
, Remove X bounty counters from Assassins’ Guildhouse: Add X mana in any combination of and/or .
Fools' Guildhouse
Legendary Land
: Add .
, : Target player copies target instant or sorcery spell with mana value of X. That player can’t choose new targets for the copy.
is all about suspend, rescuing your permanents from danger into suspend, time counters, and stagnating the game until the opponent concedes out of frustration, or the end of turn 5 past end-of-round time, whichever comes last. Oddly enough, it isn't a Control or a Tempo deck.
is all about being very genteel, the manners of the very highest of the upper crust, and observing and enforcing social mores, fatally if necessary. It's quite informative to compare and contrast their immediate neighbors
is all about going through the motions, doing things by rote, and getting results that are always missing something--like how the provided example disallows choosing new targets, or a counterspell that doesn't counter anything unless you pay extra mana. may kill things, but all players benefit (some in more intangible ways); is an embarrassing slog for all involved, noboy's having any fun at all, everybody just wishes it'd all end (either via the game itself, or YOU KNOW WHO showing up and provinding the Ultimate, Final Relief for everyone involved), and it'll be the most pushed for Constructed. I want it to be so unfun that nobody plays it in spite of it being the strongest, most dominant color pairing, because nobody likes to torture themselves that much. I won't be happy unless every pro becomes a Drake meme over it, choosing literally anything else, even with them all knowing that SadClownFace is the archetype that wins every single time, no matter what.
The Great Pyramid of Djelibeybi
Legendary Land
: Add .
At the beginning of your upkeep, put a time counter on The Great Pyramid of Djelibeybi.
, , Remove all time counters from The Great Pyramid of Djelibeybi: The next time target nonland permanent you own would be put into a graveyard from the battlefield, exile it instead with X time counters on it, where X is the number of time counters removed from The Great Pyramid of Djelibeybi this way. If that permanent doesn’t have suspend, it gains suspend. Activate this ability only if The Great Pyramid of Djelibeybi has one or more time counters on it.
Assassins' Guildhouse
Legendary Land
Whenever a creature or planeswalker dies, put a bounty counter on Assassins’ Guildhouse. If that permanent had a bounty counter on it, put two bounty counters on Assassins’ Guildhouse instead.
: Move a bounty counter from Assassins’ Guildhouse onto target creature or planeswalker. Activate this ability only as a sorcery.
, Remove X bounty counters from Assassins’ Guildhouse: Add X mana in any combination of and/or .
Fools' Guildhouse
Legendary Land
: Add .
, : Target player copies target instant or sorcery spell with mana value of X. That player can’t choose new targets for the copy.
is all about suspend, rescuing your permanents from danger into suspend, time counters, and stagnating the game until the opponent concedes out of frustration, or the end of turn 5 past end-of-round time, whichever comes last. Oddly enough, it isn't a Control or a Tempo deck.
is all about being very genteel, the manners of the very highest of the upper crust, and observing and enforcing social mores, fatally if necessary. It's quite informative to compare and contrast their immediate neighbors
is all about going through the motions, doing things by rote, and getting results that are always missing something--like how the provided example disallows choosing new targets, or a counterspell that doesn't counter anything unless you pay extra mana. may kill things, but all players benefit (some in more intangible ways); is an embarrassing slog for all involved, noboy's having any fun at all, everybody just wishes it'd all end (either via the game itself, or YOU KNOW WHO showing up and provinding the Ultimate, Final Relief for everyone involved), and it'll be the most pushed for Constructed. I want it to be so unfun that nobody plays it in spite of it being the strongest, most dominant color pairing, because nobody likes to torture themselves that much. I won't be happy unless every pro becomes a Drake meme over it, choosing literally anything else, even with them all knowing that SadClownFace is the archetype that wins every single time, no matter what.
{melono}
- Creating food and boosting creatures with them.
- Creature tokens, they hurt. Impact Tremors reprint.
- Punish opponent's tokens/food. Damage to all.
- Sacrifices to profit. Return and reuse.
- Tapping, stunning and cycling.
- Creating food and boosting creatures with them.
- Creature tokens, they hurt. Impact Tremors reprint.
- Punish opponent's tokens/food. Damage to all.
- Sacrifices to profit. Return and reuse.
- Tapping, stunning and cycling.
{vizionarius}
Eeyore Broody downer feel with graveyard stuff.
Tigger Chaotic, high energy, wreck stuff.
Rabbit Rules everywhere, nervous energy.
Pooh Emotion and nature wisdom, growth feel, food.
Piglet Good natured, timidity, sneak by.
- Winnie the Pooh
Eeyore Broody downer feel with graveyard stuff.
Tigger Chaotic, high energy, wreck stuff.
Rabbit Rules everywhere, nervous energy.
Pooh Emotion and nature wisdom, growth feel, food.
Piglet Good natured, timidity, sneak by.
{emberfire17}
- Sheikah: ninjas, sneaky evasive shenanigans
- Gorons: lots of exiling and noncombat damage
- Gerudo: big buff smashy creatures
- Rito: flying and lifegain
- Zora: enchantments and drawing
- Zelda
- Sheikah: ninjas, sneaky evasive shenanigans
- Gorons: lots of exiling and noncombat damage
- Gerudo: big buff smashy creatures
- Rito: flying and lifegain
- Zora: enchantments and drawing
{hergusbergus}
The theme of jund decks would be how sacrifices matter. They must be made.
The theme of sultai decks would be how graveyard synergies matter.
The theme of esper decks would be how mana rocks matter. Ever heard of ramp in these colors?
The theme of grixis decks would be how instants, sorceries, and Assembly-Workers are cool. Wanted to try a kindred theme of a niche creature type.
- Inscryption
The theme of jund decks would be how sacrifices matter. They must be made.
The theme of sultai decks would be how graveyard synergies matter.
The theme of esper decks would be how mana rocks matter. Ever heard of ramp in these colors?
The theme of grixis decks would be how instants, sorceries, and Assembly-Workers are cool. Wanted to try a kindred theme of a niche creature type.
{BinaryBolas}
: Conjoined - Build your board with two or more nonland permanent types to gain advantage.
: Play auras that enchant creatures and equipments.
: Make creature tokens and grow them with various buffs.
- Elden Ring
: Conjoined - Build your board with two or more nonland permanent types to gain advantage.
: Play auras that enchant creatures and equipments.
: Make creature tokens and grow them with various buffs.
{elchetibo}
Spirits Midrange - Restless and reckless! The spirits of Lordran still have a few tricks up their ragged sleeves. Even in death they may help you out.
Fungi Ramp - These fun guys do pack a punch! Don't let them fool you due to their quirky appearance. If mushrooms contain no fat, these specimens are all muscle.
Hydras Go-wide - A many-headed problem... Wherever they want, whenever they want, however they want, hydras will always get their ways. Don't try to exterminate them, you'll make things worse!
Equipment Matters - Lordran's finest! The kingdom is a dangerous place, why don't you become the knight in shiny armor to fix this?
- Dark Souls
Spirits Midrange - Restless and reckless! The spirits of Lordran still have a few tricks up their ragged sleeves. Even in death they may help you out.
Fungi Ramp - These fun guys do pack a punch! Don't let them fool you due to their quirky appearance. If mushrooms contain no fat, these specimens are all muscle.
Hydras Go-wide - A many-headed problem... Wherever they want, whenever they want, however they want, hydras will always get their ways. Don't try to exterminate them, you'll make things worse!
Equipment Matters - Lordran's finest! The kingdom is a dangerous place, why don't you become the knight in shiny armor to fix this?
{Idea}
Cult of Diablos Blood Counters (and artifacts)
The cult of Diablos has infiltrated every corner of power, society and influence for centuries and kept a subtle stranglehold on things behind the scenes, which they use to secretly gather the possessed - people inflicted with a terrible disease which is secretly a mark of excessive magical power and being a descendent of the heroes and/or the demon diablos. They wish to use them to research their blood and perfect these pills called the Beads of Diablos which can grant great power and immortality.
This draft archetype would feature blood counter generation and cards that could benefit from blood counters or (because the series also has ancient powerful artifacts that would likely be featured in artifact slots) artifacts more generally. They would also have a lot of cards with access to the disguise or cloak mechanics.
Shadow Garden Flash Matters
Shadow Garden, the organization led by Cid Kagenou/Shadow, or 99% of the time more accurately by his second in command, Alpha. They consist of a group of hero descendants who were afflicted with magic overload until they were cured and thus could manage their massive power. They act in secret, using Cid's knowledge and their own skills to grow in status with their public fronts, while acting in the shadows to disrupt the cult's plans and take down their facilities.
Mechanically, this draft archetype would care the most about day/night as a mechanic, using the new keyword Double Life, but its biggest focus would be Flash matters. Its cooler when the shadowy agency makes a last-minute appearance after all, especially since you can more reliably trigger the night that way. The draft archetype would feature instants and flash, abilities with mana costs to be able to do something, and cards that care you casting stuff on your opponent's turn or trigger once every turn
The day of the People's Knight, soldier and warrior tokens
Caught in the middle of conspiracies and conflict in the shadows are the various kingdoms and peoples of that world. This faction and draft archetype encompasses most of them and seeks to portray their weaknesses, strengths and determination alike.
It would be a more aggressive draft archetype, and one which cares about day and knights, soldiers and warriors, specifically in the form of token generation and wide-boosting. To this end it also features the Celebration pseudo-mechanic which rewards you for getting something out - whether it's two permanent spells for day, or two tokens.
Reanimation Vampires / Lawless City
Vampires in the Eminence in Shadow are mainly known for manipulation blood and regenerating. So pretty classic vampire stuff. That being said, they do have the capacity to shed vampiric weaknesses via abstaining from blood, though this also can drain their power, and there is or was a faction of them dedicated to doing this. So besides needing it to cover the green, that is one reason, vampires at least ideologically motivated to move to a simpler and less ambitious life. That being to fully cover my basis I am also bringing in the independence faction known as the Lawless City (which the vampires presently inhabit) which includes the likes of the Juggernaught, a green name if I ever heard one.
As a draft archetype this would center around creatures with ETB abilities, letting them die and bringing them back, as well as some night-caring.
Green World
No card for this one, but since none of the green archetypes would have that much in green focus if we're using the Universes Beyond material, there would be a final green archetype that is more or less just simple green stuff - big creatures, a bit of ramp... As well as some more generic cards that could help either archetype that uses green. Flavor-wise, this would just be the world at large, such as widlife, the Mist dragon, etc...
- Eminence in Shadow
Cult of Diablos Blood Counters (and artifacts)
The cult of Diablos has infiltrated every corner of power, society and influence for centuries and kept a subtle stranglehold on things behind the scenes, which they use to secretly gather the possessed - people inflicted with a terrible disease which is secretly a mark of excessive magical power and being a descendent of the heroes and/or the demon diablos. They wish to use them to research their blood and perfect these pills called the Beads of Diablos which can grant great power and immortality.
This draft archetype would feature blood counter generation and cards that could benefit from blood counters or (because the series also has ancient powerful artifacts that would likely be featured in artifact slots) artifacts more generally. They would also have a lot of cards with access to the disguise or cloak mechanics.
Shadow Garden Flash Matters
Shadow Garden, the organization led by Cid Kagenou/Shadow, or 99% of the time more accurately by his second in command, Alpha. They consist of a group of hero descendants who were afflicted with magic overload until they were cured and thus could manage their massive power. They act in secret, using Cid's knowledge and their own skills to grow in status with their public fronts, while acting in the shadows to disrupt the cult's plans and take down their facilities.
Mechanically, this draft archetype would care the most about day/night as a mechanic, using the new keyword Double Life, but its biggest focus would be Flash matters. Its cooler when the shadowy agency makes a last-minute appearance after all, especially since you can more reliably trigger the night that way. The draft archetype would feature instants and flash, abilities with mana costs to be able to do something, and cards that care you casting stuff on your opponent's turn or trigger once every turn
The day of the People's Knight, soldier and warrior tokens
Caught in the middle of conspiracies and conflict in the shadows are the various kingdoms and peoples of that world. This faction and draft archetype encompasses most of them and seeks to portray their weaknesses, strengths and determination alike.
It would be a more aggressive draft archetype, and one which cares about day and knights, soldiers and warriors, specifically in the form of token generation and wide-boosting. To this end it also features the Celebration pseudo-mechanic which rewards you for getting something out - whether it's two permanent spells for day, or two tokens.
Reanimation Vampires / Lawless City
Vampires in the Eminence in Shadow are mainly known for manipulation blood and regenerating. So pretty classic vampire stuff. That being said, they do have the capacity to shed vampiric weaknesses via abstaining from blood, though this also can drain their power, and there is or was a faction of them dedicated to doing this. So besides needing it to cover the green, that is one reason, vampires at least ideologically motivated to move to a simpler and less ambitious life. That being to fully cover my basis I am also bringing in the independence faction known as the Lawless City (which the vampires presently inhabit) which includes the likes of the Juggernaught, a green name if I ever heard one.
As a draft archetype this would center around creatures with ETB abilities, letting them die and bringing them back, as well as some night-caring.
Green World
No card for this one, but since none of the green archetypes would have that much in green focus if we're using the Universes Beyond material, there would be a final green archetype that is more or less just simple green stuff - big creatures, a bit of ramp... As well as some more generic cards that could help either archetype that uses green. Flavor-wise, this would just be the world at large, such as widlife, the Mist dragon, etc...
{Daij_Djan}
: mechanic focus: Transfigure (I know there technically already exists a single card featuring a different mechanic of that name)
: mill, mechanic focus: Confound
: Deatheater theme, caring about creature cards getting into graveyard from anywhere
: Potions aggro
: Beast tribal
- Harry Potter
: mechanic focus: Transfigure (I know there technically already exists a single card featuring a different mechanic of that name)
: mill, mechanic focus: Confound
: Deatheater theme, caring about creature cards getting into graveyard from anywhere
: Potions aggro
: Beast tribal
Please message me immediately if you notice a discrepancy in your entry or another's entry.