thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Jun 5, 2020 6:23:02 GMT
Maybe if the person making the first post gave a more detailed description of the plane and especially the mechanics of it? Right now we're basically coming up with the mechanical identity of the plane entirely from scratch every round, which is pretty hard.
|
|
|
Post by ameisenmeister on Jun 5, 2020 11:24:25 GMT
Perhaps you could post some artwork that encapsulates the flavor of the set. Just like real Magic handles it.
|
|
|
Post by gamma3 on Jun 6, 2020 1:48:28 GMT
I agree with thaneofglamis - It needs a balance of flavor and mechanical direction. A single card doesn't really feel like enough of a jumping off point to me. I understand that the point is to leave the mechanics to be open-ended so that they can be defined over the course of the entries, but even something as simple as "this set has an enchantments matter theme" or what have you would, in my opinion, be extremely helpful.
|
|
|
Post by ZephyrPhantom on Jun 6, 2020 4:04:57 GMT
I think the suggestions given so far are all pretty good - it sounds like in general the Booster Pack Game prompts should have more 'hooks' to make cards for, bte they mechanical directions or artwork to inspire top down designs.
As of right now, I will be putting the following in the next prompt - if this does well, I'll make a note in the OP that these are being considered as unofficial guidelines for future prompts:
I'll give roughly a day for anyone who wants to give last minute feedback, but otherwise, the new prompt goes up within 24 hours.
|
|
|
Post by gamma3 on Jun 6, 2020 14:42:06 GMT
I think your last bullet point is a bit vague, otherwise, looks good
|
|
|
Post by ZephyrPhantom on Jun 6, 2020 22:30:47 GMT
I think your last bullet point is a bit vague, otherwise, looks good That point is mainly there just to get people to post more cards to describe the plane - I feel like a recurring problem recent rounds have had is that one example card is just too broad and that leads to things going off-kilter or too vague to be worth it very fast. With that said, your next set is: Castles of LamarkiaArt by Alena AenamiLarmarkia is a plane where castles are king. Well, to be more precise, castle placement is king. The artistic value of a kingdom's castle is considered an important part of the plane's culture, with many feudal regions built around a grand castle situated in an aeshetically pleasing area. Endless-Mason Workshop Artifact Whenever a Fortification you control enters the battlefield, you may untap ~. : Add . Art by Jan UrschelNeedless to say, there is only so much subjectively beautiful land in the world, and some kingdoms are stuck with 'ugly' sinkholes and ruined no man's lands as as their keep. These families, embittered with the plane's obsession with artistic placement of castles, seek a new order to be made in the world... Fulminator Mage Creature — Elemental Shaman Sacrifice Fulminator Mage: Destroy target nonbasic land. 2/2 “Burn, suffer, and mock a legacy we did not choose no more.”This is a lands matters set, which is reinforced through the use of the Fortification card type first featured on Darksteel Garrison. How heavily multicolor plays into the factions is up to the designer's interpretation - I've left enough room open so that the 'rebels' can be any series of monocolor or multicolor combinations involving and/or , which in turn would leave the remaining colors/combinations as those who want to keep the status quo. Common #1Aerial Aegis Artifact — Fortification Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)Hopefully this is enough to encourage a 14 card pack - as an additional reminder, if you feel the submissions are a bit slow at any point in time, you can submit additional cards beyond your first submission as long as the submissions aren't consecutive. (Your overall performance will be judged as an average of all the cards you submit.) Good luck!
|
|
thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Jun 7, 2020 17:41:13 GMT
Common #2Groundbreaker Creature - Beast When ~ enters the battlefield, destroy target artifact or fortified land. 4/2
|
|
|
Post by gamma3 on Jun 8, 2020 22:34:15 GMT
Common #3Alright, lands matter means common lands which means my entry is Blossoming Sands. Just kidding. Pristine HilltopLand ~ enters the battlefield tapped. When ~ enters the battlefield, if you control two or more other lands, scry 2. : Add .
|
|
|
Post by fluffydeathbringer on Jun 9, 2020 21:15:34 GMT
ngl that list of guidelines for an intro post is pretty daunting and I will definitely not be doing all of that if I win. more than I've been doing so far for sure, but I'd cut that down somewhat. 1 artwork and 1 example card aside from the common would work just fine
Imperious Heir Creature - Human Noble (common 4) Haste
, Sacrifice Imperious Heir: Gain control of target land you don't control until end of turn, then untap it. Activate this ability only any time you could cast a sorcery spell. "You have one day to leave my new summer house -- in chains, if need be."
1/1
|
|
|
Post by ameisenmeister on Jun 12, 2020 19:13:21 GMT
|
|
Matt
0/0 Germ
Posts: 6
|
Post by Matt on Jun 14, 2020 18:53:36 GMT
|
|
|
Post by fluffydeathbringer on Jun 16, 2020 12:26:37 GMT
Fellgrove Avenger Creature - Dryad Zombie (common 7)
Deathtouch Fellgrove Avenger can't block. Each kingdom in Lamarkia rests on what was once wilderness. The wilderness hasn't forgotten that.
2/2
|
|
|
Post by burntsquirrelman on Jun 22, 2020 2:00:48 GMT
Spell-Mason Fortifier Creature - Human Artificer (Common #8) : Attach target fortification you control to target land you control. 3/4
|
|
|
Post by ameisenmeister on Jun 22, 2020 18:35:46 GMT
|
|
|
Post by fluffydeathbringer on Jun 27, 2020 9:01:23 GMT
since we have a red artifact destroyer I can now push my evil "white should only have enchantment removal instead of naturalizes" agenda, but with a twist
Purist's Disdain Instant (common 10)
Destroy target enchantment or Fortification. "Wood on soil is all you need to live. Decadence fattens the body and softens the soul." --Fuijon, elder survivalist
|
|
thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Jun 28, 2020 3:07:47 GMT
Servants' Annex Artifact - Fortification ( #1) Whenever fortified land becomes tapped, create a 0/1 white Serf creature token. Whenever a creature you control dies, you gain 1 life. Fortify "Our servants should be grateful. They have the privilege to live in our grand halls instead of shivering in the mud!"
|
|
|
Post by burntsquirrelman on Jun 28, 2020 4:18:09 GMT
Castle Blueprints Enchantment (Uncommon #2) At the beginning of combat, you may tap an untapped land you control. If you do, up to one target creature can't be blocked until end of turn. If that land is fortified, target up to two creatures instead. "Look, right there, it's a back door entrance."
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jun 28, 2020 8:15:14 GMT
Lessons in the Leaves Instant As an additional cost to cast ~, sacrifice an artifact. Draw four cards. "You may be surprised at you can learn when you abandon your lofty castle and take a simple walk in the groves just beyond your clinically beautiful gardens." —Fuijon, to Princess Beatrice of Therondia
|
|
|
Post by fluffydeathbringer on Jul 2, 2020 17:02:50 GMT
Legendary Creature - Elemental Shaman Trample
You may spend mana as though it were mana of any type to pay the costs of abilities of permanents you control but don't own. Whenever Scythe-Queen Kalaz deals combat damage to a player, gain control of target land they control and all permanents attached to it until she leaves the battlefield. 4/2
|
|
|
Post by ZephyrPhantom on Jul 2, 2020 20:21:37 GMT
Looks like providing a detailed prompt that got people talking was the way to go after all. Thanks for the submissions guys, expect a judging within 24-48 hours. I'll also include my thoughts on loosening the restrictions when I judge.
|
|
|
Post by ZephyrPhantom on Jul 6, 2020 3:25:42 GMT
thaneofglamis Groundbreaker:My first thought was to immediately compare things like Wild Celebrants and Batterhorn, which this card matches up to pretty neatly for artifact destruction. I think the LD mode pushes it a bit, though: compare Avalanche Riders, Goblin Ruinblaster, Faultgrinder, etc..., and you'll all notice that they have a tendency to be to prevent it from being too easy to get land destruction in draft - seeing as I have Fortifications as common, I imagine this hits at least one land each time it appears. Having it appear frequently at is thus a bit risky and perhaps too punishing to Fortifications, I suspect.....would be a great though. Solid execution of a design but feels like it's at the wrong rarity for a draft. Servants' Annex:Been a while since I've seen Serfs and I like the multiple archetypes this one promotes - either it's a constant chump block that gums up the board or a consistent aristocrats supplier. Almost like a slower super budget Bitterblossom in the right deck, too. I think it's a tad pushed - definitely better than Nuisance Engine since you only pay mana once but I think the equip-like nature and high frequency of Fortification removal running around in this environment means that I won't be thinking of Mavren Fein, Dusk Apostle right off the bat either. Pushed but justifiably so. I'm not 100% sure how to rate it, but I'd love to playtest it. Overall: I know creature-based payoffs are super pushed nowadays but I think you still walked a bit of a fine line (even by today's standards) in an effort to push said payoffs. I like your designs but I think some changes could be made. gamma3 Pristine Hilltop: I'm honestly surprised I didn't see at least one more land design besides this one. A nice simple effect that could fit into any set but also captures the lore document I wrote out quite nicely. I was thinking some flavortext would be nice, but on further reflection, I like the simplicity of it as is. Not sure if it's intentional btw but it feels like this card represents the idea of planning blueprints via scrying for fortifications really well. Yes, it ETBs tapped, but at this rarity, most lands with this kind of ability do anyway. I think you scaled this correctly relative to Zhalfirin Void and New Benalia - it's certainly not the card advantage machine Mystic Sanctuary is but not every land of this kind should be. Set-ready, and reprint-ready to boot. Overall: Sometimes less is more. You made a good single quality submission that makes me feel like you read the prompt and let me draw my own conclusions. fluffydeathbringer Imperious Heir: A creature-ritual that riffs on steal effects, and pretty clever in the sense that it steals Fortifications too. I think what primarily bothers me is that I can't tell whether I should make the comparison to Claim the Firstborn where you can do a major 1-mana swinging steal pretty easily (albeit at different phases in the game) or if this is closer to your average Act of Treason effect - perhaps I'm overthinking this but even looking at Wrangle I feel like this should cost maybe at , especially with the potential to form Voltron-Fortification lands. I do think is the right place for it, though. I'd be keeping an eye on this in playtest. Fellgrove Avenger: General flavor common, gets the Vorthos thinking about the wilds, balanced by Boot Nipper standards. Not much else to say here, it's a decent pack filler. I suppose Boot Nipper makes me wonder if one could better tie this into Larmakia mechanics but that's probably a bit too nitpicky. Purist's Disdain: Good expression of your stance, I'd say. Reminds me of something like Glass Casket where the card stays within the expectations of the color pie but reflects the designer's view. Going to take a wild guess that Fuijon is ::WG:: but otherwise this is really strong submission. Set-ready, effective demonstration of your design philsophy. Scythe-Queen Kalaz: Hmmm. I like that you took note of Fulminator Mage being hybrid and you clearly were intending to build up to this archetype based on Fermat's submission, but the big question lurking over my head is.... is stealing lands really okay in MonoGreen? I try to be lenient when it comes to bends or even breaks but I think Green mass-stealing artifacts and lands is really pushing it for a set that hasn't exactly said anything about being Planar Chaos-esque or warped by something Bolas/Phyrexia tiers of threatening. If she was I think I could see myself agreeing but as is I feel like this combination of hybrid and effect is either in the wrong set or just missing something to sell me. Overall: I feel like you had one really strong submission (Purist's Disdain) and then the rest are great ideas at their core but also kind of all over the place in terms of balance or design. I think I'd feel better about my overall rating here if the land-steal archetype didn't feel...off somehow. Feels like there are knobs that need to be adjusted a bit more, though I appreciate the heart you put into the flavor - there's a story waiting to be told here. ameisenmeister Splendid Vista: I'm pretty surprised this exact design doesn't exist already. Gift of the Gargantuan but costs 1 more for more flexibility, seems perfectly fine to me. Breathing Frontage: Gift of Paradise but more resilient, less fix-y and without the lifegain. No complaints here, solid adaptation of an existing design niche. Set-ready, I feel like you costed this well. Overall: Looking at the designs you made I can see you aimed to fill primarily green slots and in that regard I think you succeeded. Breathing Frontage excites me the most with the way you used the equip cost and tweaked the knobs to make it match a comparable card while offering its own benefits. Splendid Vista's pretty generic, but it works for the setting and there definitely is merit in finding new ways to print variations of fairly common effects that don't feature the set mechanic. Matt : Crashing Coastline - Keeping Twiddle and its many tap-based variants in mind I think you could pull an Ice Over of sorts here and have this apply to creatures, too. Otherwise, I think this is a really neat take on Unsummon-style effects thats gives a sort of common removal without Overall: May need playtesting/tweaking? But I think you could print this as-is and it'd still be fine, if potentially a little situational. I really like that this is both an Unsummon and Twiddle riff without flat out saying it's the former. burntsquirrelmanSpell-Mason Fortifier: Effectively the set's Auriok Windwalker. Cute interplay against the Dryad right before it in limited. I like that this turns Aerial Aegis into a combat trick. Castle Blueprints: Interesting that it isn't just your turn. I sense a deliberate opportunity to let people play politics, haha. I like that it's not an Aura and yet is Aura-esque - it would be interesting to see what kind of deck formed around this in limited, especially since on-damage trigger creatures do seem to be in this set. Overall: Relatively straightforward designs, I can see what they're balanced around but also try to encourage on their own. Not entirely sure if you could jam both a high number of Fortifications and Creatures, but I'd certainly be curious to see someone try in hypothetical Standard land. FermatLessons in the Leaves: Wow, this is super cheeky, taking a very type of card draw effect and trying to turn it into something fitting of 's usual "I hate these specific things!" type effects. I like that you built on fluffy's initial setup for the land-stealing theme from the common but I think this nails the implied Gruul-steal-stuff archetype better by getting the player to figure the synergy. It definitely pushes the limits of what can do but I do have to admit artifact destruction and restricted card draw are in 's wheelhouse, so I think this gets a pass. Set-ready, and bonus points for appealing to the EDH crowd with a unique and set-appropriate restriction for hypothetical standard. Set-ready. Overall: There's several attempts to implement Green card advantage in this pack. I think yours is the most interesting take - you incorporated the artifact theme into Green without making it feel out of place. Really strong submission. I think we had a number of great submissions here but I think my favorite submissions tended to be simple cards that demonstrated how the set could be used to churn out some really unusual designs that still made sense in the pie. My top picks were: {Spoiler}1st: Fermat - There were several attempts to express a unique design vision in this set but I like that you tackled the difficult challenge of making an artifact payoff in Green that didn't feel super forced for the sake of the set. I also think your approach to paying attention to other cards in the set was the most thought out - you clearly took note of both fluffy's cheap land/fortification stealing creature and ameisenmeister's one-mana Green fortification that ramps you into this. It could be super powerful in the wrong environment, but I'll admit I'm on the side of wanting to see just what kind of impact it has, especially due to its restriction. 2nd: Matt - A very clever combination of Unsummon and Twiddle style effects to produce a set-appropriate anti-Fortification and soft land 'removal' for in limited. Doesn't feel like a bend at all and could go straight to print in this hypothetical set. Honorable mentions: Everyone else, really - You all had strong ideas and at least one card I liked a lot, but the competition was really stiff as well. As for re: "The requirements could be toned down a bit" - I agree with leaving it up to the winner's discretion but I think this game definitely works better when the initial set description is more detailed - I feel like this round produced some of the most unique/interesting ideas I've seen for both Fortifications.set and forum games in a while. I think at least 1 artwork + 2 cards is okay but I really think having at least one sentence about of the mechanical/flavor identity of this plane goes a long way as well, even just as a nudge of sorts to tie it all together.
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jul 6, 2020 4:48:42 GMT
Thanks for the win, ZephyrPhantom. I'll post the next challenge in a bit, folks. I just have some RL stuff to attend to at the moment.
|
|
Matt
0/0 Germ
Posts: 6
|
Post by Matt on Jul 7, 2020 15:03:58 GMT
Congrats on the win! Can't wait to see what's next!
|
|
Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
|
Post by Fermat on Jul 8, 2020 6:27:26 GMT
Welcome to Berg.Art by derrickSong (deviantART) Art by NM-art (deviantART) Berg is a plane where civilizations exist on the slopes of an immeasurably massive mountain. It is so large that no one has ever reached its summit, its base, or even its other side. Its sheer expanse gives the illusion of normality, but its inhabitants know better. There are no true plains, only plateaus; no true seas or oceans, only vast lakes. This peculiar geography has made its mark in its inhabitants' culture.
Records show that as recently as 200 years ago, entire nations and ways of life had ceased to exist following landslides and avalanches. As such, magic geared towards flight are greatly revered and quakes are greatly feared. Mining is monitored very closely, making items that utilize ores and metals rather rare. Cities try to build themselves as high up as possible and never completely aligned vertically with other cities to minimize the risk of affecting or being affected by other settlements during such tragic events. It also provides advantage during battles. That said, following expected meteorological patterns, cities too far up suffer from lower temperature and lower atmospheric pressure, and while humans and other humanoids of greater constitution are known to have acclimatized somewhat, particularly when enhanced by magical means, there is a limit. The city of Prakt is the marker for settlers as to this limit.
Prakt, meaning "splendor" in the ancient tongue, was founded roughly a millennium ago by a wizard of untold power who had allegedly managed to make the surrounding area impervious to weathering and erosion. The city was abandoned only roughly 150 years since its founding, as its denizens found the environment simply too harsh. Most exhausted their magic just maintaining the enchantments necessary to survive. The difficulty in maintaining crops and livestock as well as the lack of cities willing to traverse inhospitable terrain to trade only added to the city's inevitable abandonment. It is said that the city's founder was the last to leave. He was the only wizard with enough magical reserves to maintain the necessary enchantments to survive while having a sizable surplus for other tasks both mundane and grandiose. This was in addition to allegedly having giant blood, giving him a brawn not commonly found in arcane practitioners. Curiously, the legends speak of him traveling further up the slopes, never to be seen again.Art by Alayna (deviantART) The plane had been in relative peace, until onerous sounds began echoing down the slopes. Vague but somehow chilling sounds that have slowly but surely been increasing in volume... What could they possibly be?Themes:• "unstable" lands — this can be shown in different ways. You may demonstrate a player getting too much from the land and causing landslide by sacrificing the land. You may also decide on a different mechanic, say one that "exerts" a land, then puts a waste counter on it, with reminder text saying that "lands with waste counters on them produce colorless mana instead of any other type." • land destruction — again, because of the relative fragility of the landscape, some wizards use this to their advantage, unmindful of the consequences. As this is primarily a / / effect, / can have variants, such as tapping, exiling, and bouncing. • flying or desire thereof • quake-type effects • common and uncommon artifacts are universally nonmetallic flavor-wise • umbra-type Auras • the unknown threat is up to your discretion Reprint:Terra Eternal Enchantment All lands have indestructible. There is a reason why Prakt still stands, and it's not luck.Common #1Anxious Scholar Creature — Human Wizard Whenever a land leaves the battlefield, ~ gains flying until end of turn. "Huh, who knew being skittish can be a lifesaver?" —Chandra Nalaar2/2
|
|
|
Post by ZephyrPhantom on Jul 8, 2020 6:47:41 GMT
Common #2Tumble to the Base Instant Exile target creature or land you control, then return that card to the battlefield under your control. The lowest of Berg call it everyone's home, for the slopes will push all there in time.I noticed the Scholar is okay with LTBs, so this seemed like a good opportunity to make a card or two that shows how even the simplest of common effects like Cloudshift could be tweaked to fit the set's themes and mechanics. It also plays nicely with sets that feature Landfall (and funnily enough, is a hard counter to the previous set's Fortification mechanics).
|
|
thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Jul 8, 2020 7:31:15 GMT
Common #3: Icicle Rain
Sorcery As an additional cost to cast ~, sacrifice a Mountain. ~ deals 4 damage to target creature and 1 damage to each other creature. Goblin marauders saw at the bases of icicles to lay deadly traps for passersby.Maybe this could be part of the same Standard as Lamarkia... Also bringing back ice-themed red spells from Kamigawa because I said so.
|
|
xylophone
1/1 Squirrel
Posts: 51
Favorite Card: Hymn to Tourach
Color Alignment: White, Blue, Black
|
Post by xylophone on Jul 14, 2020 19:18:03 GMT
common #4 I think arcane could be an interesting mechanic to try and rework for the plane considering the kinds of magic it requires, and the flavor for this reprint was too good to pass up. Crack the Earth Sorcery - Arcane Each player sacrifices a permanent. Mining operations never stay covert for long.
|
|
thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Jul 15, 2020 3:15:08 GMT
We need a creature! Common #5:
Creature - Yeti Landslide 2 (As an additional cost to cast this spell, you may sacrifice a land. If you do, put two +1/+1 counters on it.) 4/3
|
|
|
Post by ameisenmeister on Jul 28, 2020 22:20:46 GMT
|
|
thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
|
Post by thaneofglamis on Aug 2, 2020 5:58:27 GMT
Common #7 Stonefall Elemental
Creature - Elemental Haste, trample
Whenever a land you control leaves the battlefield, ~ gets +1/+1 until end of turn.
1/1
|
|