coffee
0/0 Germ
I tend to go quiet for long periods. My apologies to anyone who wants to speak with me.
Posts: 22
Favorite Card: Zhulodok, Void Gorger
Favorite Set: Commander Masters
Color Alignment: Black, Green, Colorless
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Post by coffee on Jun 19, 2024 17:49:52 GMT
My pet project for MSE is called Hêllow the Abyss, a story-based set with a theme focus. I already have a rough lore and flavour for the world of Hêllow and its different regions, and now I'd like to bring it to life as a fully-fleshed-out version of the set, possibly even as a community project. Should I choose to pursue collaboration with other members or if anyone is interested in starting a collaboration after viewing this post, I will create a thread in the Community Projects board so we can start planning the sets. I prefer not to divulge too many details as I want the finished block to be a surprise for those who don't participate. However, I will outline the key details here: Block name: Hêllow the Abyss (Hêllow is pronounced like "halo") Set size(s): not sure Themes: Fire, Darkness, good and evil, Set 1-specific themes: Follows the protagonist's journey through hell (or the abyss), monocolour vs. multicolour If you are interested in this project, please leave a comment below. Thank you for checking out my idea, and have an amazing day! --Coffee-- (P.S. I borrowed someone else's basic sentence formatting for this as I am bad with words.)Attachments:
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coffee
0/0 Germ
I tend to go quiet for long periods. My apologies to anyone who wants to speak with me.
Posts: 22
Favorite Card: Zhulodok, Void Gorger
Favorite Set: Commander Masters
Color Alignment: Black, Green, Colorless
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Post by coffee on Jun 20, 2024 0:40:30 GMT
These are some mechanics I have come up with that I am thinking about including in the set. {Hellspawn Mechanic} {Hellspawn Mechanic} {Burn Mechanic} {Bleed Mechanic}
The Factions/Races I am currently thinking about including are: Main Factions - Races Hêllow Flame Guardians (WBR) - Angels The Drunkards Trap (UBR) - Vampires/Elves The Demon Lords army (UBR) - Imps/devils/demons/tiefling Luther's kin (UBG) - Elves/Vampires The Grease Mokeys (UBG) - Satyr/insects Major sub-factions - Races Myliths Horde (BU) - Insect dragon horror the gate watch (RW) - Angels Arizen of the Pits (UR/WB) - Humans/Zombies the VoidRift Alliance (UR) - Humans/Azra/Harpies Minor Sub Factions - Race/Mechanics the Phyrexian Remainder (UBG) - Toxic Wild Slivers (all colors) - Mutate the Abyss Guard (Colorless) - Eldrazi Protection
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Post by fluffydeathbringer on Jun 20, 2024 15:03:49 GMT
- hellspawn is definitely way too broad to be a good batch keyword. it requires keeping track of an impractical amount of creature types, most of which aren't even in the set you're making, and most of those types have nothing to do with hell even in the vaguest flavour sense. my advice is to just pick out 3-5 types and stick with those (Demons, Devils, Imps, Tieflings, and Azra would work best imo) - as written, burn counters do nothing if they're on players, but they apply to creatures and players, so that should be fixed. you also can't really put Burn on any instant-speed damage, because as written, burn counters are only checked at your end step and they disappear on every player's untap step; not sure if that's intentional, but it limits the mechanic to be pretty much useless considering the lack of impactful payoff. also, there's no reason for this mechanic to be a counter: since they functionally get removed at the start of the next turn anyway, this would be much simpler as "Burn (If this would deal noncombat damage to a creature, it deals that much damage minus 1 to that creature and 1 damage to that creature's controller instead.)". effectively the same, but doesn't require an entire reminder card - bleed counters are written pretty ambiguously; as written, it implies that all creatures get -1/-1 permanently for each bleed counter left on permanents and players after a bleed counter has been removed, which is hilariously OP for a keyword that's supposedly going to appear across the set. - also, you definitely do not need two of these complex counter-style mechanics; requiring you to keep track of two kinds of counters that stick around for several turn cycles and have effects when removed ramps the set's overall complexity to unreasonable levels, even with the reminder cards. the fact that one of these has a keyword protecting against the mechanic and the other doesn't just makes things worse
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