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Post by vizionarius on Nov 16, 2022 5:21:10 GMT
Thanks for the win lordpat! I'll post a prompt tomorrow while I wait for my flight back home.
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Post by vizionarius on Nov 16, 2022 20:12:30 GMT
Interra is a world completely within the insides of a plane. It is a land of caverns, as well as vast underground seas. No light enters this underground world from the world's sun, but that doesn't mean that there is a total absence of light. In fact, there are numerous bioluminescent life-forms living inside the depths of Interra. The vast majority of the creatures are non-sentient beings that live in harmonious symbiosis with their surroundings. There are two major sentient life-forms; one, the Markin, swimming in the underground rivers and seas, and another, the Trokin, crawling in the dryer cave systems and caverns. They trade with each other, but have fragile diplomatic relations, where there is a sense of distrust of each other. Both sentient cultures' legends and folk-tales speak of The Grand Inversion, an ancient event that created the Vast Ceil that shields and protects all life. Most Markin welcome this protection and view the Vast Ceil as the giver of life and carer of the weak. Most Trokin view it as an unnecessary force that allows the undeserving weak to survive. There are mythological beings who are said to live in a world where they swim through an endless air ocean, but nobody alive has seen such beings. Some believe that these beings will visit and bring about The Grand Reversion, where the Vast Ceil breaks. Feel free to take this story where you wish; I don't want to give too much, but here are some visuals that might be helpful, all from DALL-E.
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Post by vizionarius on Nov 28, 2022 18:16:07 GMT
Bump for entries.
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Post by melono on Nov 28, 2022 21:08:40 GMT
Common #1
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Nov 29, 2022 20:21:41 GMT
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Fermat
8/8 Octopus
Posts: 436
Favorite Card: Force of Will
Favorite Set: Guildpact (set when I started playing)
Color Alignment: White, Blue, Black
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Post by Fermat on Nov 30, 2022 0:57:18 GMT
Common #3I thought it would be a neat idea to have a day/night pattern here that is dictated by the organisms.
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Post by lordpat on Nov 30, 2022 14:34:35 GMT
Sharded Turtle Creature - Turtle When ~ enters the battlefield, create a Prism token and gain 3 life. ( It's an artifact with ", : Add one mana of any color.") Most wish their life in the caverns to be slow and quiet. Many beings worship turtles as symbol of balance and peace.3/4 Trying to make multicolor at common work, besides it makes sense in a cavern set.
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Post by vizionarius on Dec 13, 2022 19:03:22 GMT
Liking the entries so far! Bump for hopes to finish the pack.
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Post by lordpat on Dec 20, 2022 2:43:08 GMT
Back to back posting? Anyway Look for the Forgotten Cure Enchantment - Expedition Expedition 3 (When this enters the battlefield, exile the bottom three cards of your library face down into a pile. You may look at the top card of it at any time. When you would draw a card you may instead put the top card of your pile into your hand.)When the last card exiled by ~ is put into your hand, sacrifice it, then put two +1/+1 counters on target creature you control and gain 5 life.
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Post by vizionarius on Jan 3, 2023 20:46:19 GMT
Thanks for keeping the pack going! Bumping for the new year!
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Post by twintania on Jan 9, 2023 1:11:47 GMT
Common #6Is human OK?
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Post by vizionarius on Jan 19, 2023 23:56:13 GMT
If there are no further entries, I plan to judge this at the end of next week.
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Jan 20, 2023 22:58:55 GMT
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Post by twintania on Jan 21, 2023 14:32:49 GMT
Common #8
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Post by lordpat on Jan 21, 2023 15:35:46 GMT
Falling Stones Sorcery Falling stones deals 4 damage to target creature or planeswalker. You may sacrifice an artifact or a land, if you do, draw a card. The falling rocks are feared by some, but the nomad cultures see it as I sign of renawal and a need to move on with their pilgrimage.
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Post by twintania on Jan 21, 2023 21:45:05 GMT
#common 10pernicious It is detached as soon as it enters the battle field. It needs a trick like Animate Dead, gaining enchant forest when it etb is late though.
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Jan 31, 2023 18:40:03 GMT
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Post by twintania on Feb 1, 2023 16:20:06 GMT
Uncommon #2
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Post by vizionarius on Feb 16, 2023 0:21:29 GMT
Bump for the last 2 entries, then I'll judge
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Feb 21, 2023 12:21:21 GMT
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Feb 22, 2023 14:06:34 GMT
Rare #1Well someone has to steal the show for this pack. Trokin Terramancer Creature - Insect Druid When Trokin Terramancer enters the battlefield, you may sacrifice a land. If you do, search your library for a land card, put it onto the battlefield tapped, then shuffle. Landfallen-- Whenever a land you control leaves the battlefield, search your library for a basic land card, put it on the battlefield tapped, then shuffle. 3/1 Decided to make Landfallen here lands you control rather than lands in general as I feel the less symmetrical version will play better. Anyways, this is probably a very strong card, but one that's hard to judge. Does seem pretty good in a landfallen deck though.
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Post by vizionarius on Feb 22, 2023 16:43:16 GMT
Thanks everyone for the collective effort, and for getting the pack to a finish! I aim to judge this today. Feedbackmelono Markin Cavediver: Strong start to the pack. Love the flavor text, and spelunking N is a neat ability that makes for interesting decisions. I'm glad you get the land back when it dies, otherwise it would be too much of a drawback. Even this way, it might be a little cumbersome to play with. Power level seems right. Nice art choice. pernicious Fungal Hulk: Straight-forward biggie with a fun flavor text. Good art. Feels strong, but not excessively so. Seems there was a pushback against going lots of multicolor, but I can image a small number in the set. This fits well in that. Mossify: Haha, awesome flavor text! I like the green "removal" here. Very flavorful and fits the setting so well! Permeating Darkness: The first instant in the pack! I like that it's a better-costed Darkness that makes use of Night. Neat flavor text as well. Clean design. Moldbreaker Pickaxe: Great flavor! First artifact of the pack, and fitting for uncommon. I like that it basically gives the equipped creature retroactive spelunking 1. Not sure if this is what you intended, but the way you have it phrased is that the Equipment needs to leave for the lands to return. I think it would have been better if it tied the land return to the equipped creature instead. The cost/power of the card feels good, though. Fermat Shimmering Gecko: I like the flavor of the plane where day and night are dictated by the creatures, instead of the day/night dictating the creatures themselves. Neat twist/re-using of an existing mechanic in your bioluminescent ability! Well-costed/powered card. Great flavor text that highlights the mechanic. Feels like a supporting card that introduces the mechanic, would have been nice to see a "first strike while attacking if its day" or something like it, to make use of the day/night cycle on the card directly. lordpat Sharded Turtle: Solid creature, and I like the Prism token idea! Nice flavor text. I'm glad you didn't keyword creation of Prism tokens, since I don't think there should be too too many being created; but a few cards supporting it fits well. Glad you thought of color fixing for the pack! Look for the Forgotten Cure: Like the enchantment subtype and expedition N is an interesting twist on hideaway N. If there are cards with scry, this can be a much more interesting mechanic as well. Putting the counters and gaining life feels good here as a reward for completion. Falling Stones: The first non-permanent! I like how it ties in with the landfallen ability as well as giving use to the Prism tokens once they are not needed anymore. Great world-building flavor text here. 4-mana at sorcery for 4 damage feels weak, even if it can draw. I think could have been 5 damage or an instant to trigger some landfallen effects as a combat trick. twintania Seeker of the True Light: I like that you added a Human here as a Scout. Feels like an explorer from the "alien" world outside of the caverns. Your art choice retains this mystery and foreign-ness to a race that is usually the most familiar to us. Great flavor text, and I like the landfallen ability (maybe with a different name, though, and with only your lands triggering it and not anyone's land), and the scry on this, as it works well with both of the existing keywords in the pack: spelunking N and expedition N. Crashing Earthworm: I like the mechanical tie-in of the day/night cycle where the card cares about whether it's day or night. The land-sac payment works with landfallen, and likely would be used as a finisher, and not something that you just keep using. At a common, it feels just a little complex. I like the abilities and the feel of things becoming more scary with darkness. (Note that worms and wurms are different.) I wish it had spelunking and its ability wasn't a land-sac, but putting the "spelunked" land into the grave as a one-time effect, to tie in with that mechanic more. But it's a great design this way too. Mosssymbiotic Balloonfrog: Haha, that image is great. Glad you're continuing with the day/night matters. Introducing color matters here is an interesting direction. I might have wanted it to be "blue or <some other color>" to make it a force less mono-blue. Would have preferred if instead of that, it just had bioluminescent. Tunnelrunner: Our first enemy-colored gold card. Fitting for uncommon. Really neat design with using reach on a mole in a cave set, and combining it with unblockable is awesome flavor too! It feels appropriately costed and colored, and I like the re-use of landfallen. foureyesisafish Trokin Terramancer: The first non-Human creature with a class in the pack! Fitting for rare. It's also our first insect of the pack. It's nice land-fetcher that plays well in the set, and outside of the set, is amazing with the actual fetch lands. I like your "fix" on landfallen. I think it's better that way too. I wish it's first ability was something to do with spelunking instead of sacing a land, but that wouldn't have been as flavorful as your design. I wish it was higher toughness than 1. Maybe just as a 4-mana 2/2. ResultOverall I'm quite pleased with how the pack turned out! Landfallen turned out to be the main popular mechanic here, and I'm not surprised, since it feels like a wide design space (like landfall is). I like that most of the creatures just have a single subtype (so no classes), highlighting that most of the creatures don't really have cultures. Where classes were used, I liked their use. It would have been nice to see some more use of spelunking and bioluminescent. With the number of cards using landfallen, I was a little surprised/sad to see the lack of land cards. I think some lands with abilities that cause them to be saced, or returned to hand, or exiled for N turns, would have made for a nice way to add some more consistency to landfallen. Or even if they had ETB effects for re-use when they return after they are returned from spelunking. The flavor of the set came through really nicely in these cards, and I think the designs do have good cohesion, and made me be more interested in exploring the world more. Thank you everyone for participating over the last few months! Three people stood out here: pernicious , lordpat , and twintania . Third place is pernicious, with card designs that fit well into this set, but not necessarily cards that add major mechanics to the set, but uses introduced ones well. They are flavorful and clean designs. Second place is lordpat with the creation of a couple of neat mechanics (Prism tokens and expeditions), and a card that works well with landfallen. First place is twintania with designs that added meaning to the day/night mechanic, introducing the landfallen mechanic and using it in various ways, and having designs that overall fit very nicely with existing mechanics designed by others as well. Overall their designs felt like they shaped the pack the most. Thanks everyone!
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foureyesisafish
7/7 Elemental
Posts: 388
Favorite Set: Ikoria: Lair of the Behemoths
Color Alignment: Blue, Red, Green
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Post by foureyesisafish on Feb 23, 2023 23:07:12 GMT
Thanks everyone for the collective effort, and for getting the pack to a finish! I aim to judge this today. Feedbackmelono Markin Cavediver: Strong start to the pack. Love the flavor text, and spelunking N is a neat ability that makes for interesting decisions. I'm glad you get the land back when it dies, otherwise it would be too much of a drawback. Even this way, it might be a little cumbersome to play with. Power level seems right. Nice art choice. pernicious Fungal Hulk: Straight-forward biggie with a fun flavor text. Good art. Feels strong, but not excessively so. Seems there was a pushback against going lots of multicolor, but I can image a small number in the set. This fits well in that. Mossify: Haha, awesome flavor text! I like the green "removal" here. Very flavorful and fits the setting so well! Permeating Darkness: The first instant in the pack! I like that it's a better-costed Darkness that makes use of Night. Neat flavor text as well. Clean design. Moldbreaker Pickaxe: Great flavor! First artifact of the pack, and fitting for uncommon. I like that it basically gives the equipped creature retroactive spelunking 1. Not sure if this is what you intended, but the way you have it phrased is that the Equipment needs to leave for the lands to return. I think it would have been better if it tied the land return to the equipped creature instead. The cost/power of the card feels good, though. Fermat Shimmering Gecko: I like the flavor of the plane where day and night are dictated by the creatures, instead of the day/night dictating the creatures themselves. Neat twist/re-using of an existing mechanic in your bioluminescent ability! Well-costed/powered card. Great flavor text that highlights the mechanic. Feels like a supporting card that introduces the mechanic, would have been nice to see a "first strike while attacking if its day" or something like it, to make use of the day/night cycle on the card directly. lordpat Sharded Turtle: Solid creature, and I like the Prism token idea! Nice flavor text. I'm glad you didn't keyword creation of Prism tokens, since I don't think there should be too too many being created; but a few cards supporting it fits well. Glad you thought of color fixing for the pack! Look for the Forgotten Cure: Like the enchantment subtype and expedition N is an interesting twist on hideaway N. If there are cards with scry, this can be a much more interesting mechanic as well. Putting the counters and gaining life feels good here as a reward for completion. Falling Stones: The first non-permanent! I like how it ties in with the landfallen ability as well as giving use to the Prism tokens once they are not needed anymore. Great world-building flavor text here. 4-mana at sorcery for 4 damage feels weak, even if it can draw. I think could have been 5 damage or an instant to trigger some landfallen effects as a combat trick. twintania Seeker of the True Light: I like that you added a Human here as a Scout. Feels like an explorer from the "alien" world outside of the caverns. Your art choice retains this mystery and foreign-ness to a race that is usually the most familiar to us. Great flavor text, and I like the landfallen ability (maybe with a different name, though, and with only your lands triggering it and not anyone's land), and the scry on this, as it works well with both of the existing keywords in the pack: spelunking N and expedition N. Crashing Earthworm: I like the mechanical tie-in of the day/night cycle where the card cares about whether it's day or night. The land-sac payment works with landfallen, and likely would be used as a finisher, and not something that you just keep using. At a common, it feels just a little complex. I like the abilities and the feel of things becoming more scary with darkness. (Note that worms and wurms are different.) I wish it had spelunking and its ability wasn't a land-sac, but putting the "spelunked" land into the grave as a one-time effect, to tie in with that mechanic more. But it's a great design this way too. Mosssymbiotic Balloonfrog: Haha, that image is great. Glad you're continuing with the day/night matters. Introducing color matters here is an interesting direction. I might have wanted it to be "blue or <some other color>" to make it a force less mono-blue. Would have preferred if instead of that, it just had bioluminescent. Tunnelrunner: Our first enemy-colored gold card. Fitting for uncommon. Really neat design with using reach on a mole in a cave set, and combining it with unblockable is awesome flavor too! It feels appropriately costed and colored, and I like the re-use of landfallen. foureyesisafish Trokin Terramancer: The first non-Human creature with a class in the pack! Fitting for rare. It's also our first insect of the pack. It's nice land-fetcher that plays well in the set, and outside of the set, is amazing with the actual fetch lands. I like your "fix" on landfallen. I think it's better that way too. I wish it's first ability was something to do with spelunking instead of sacing a land, but that wouldn't have been as flavorful as your design. I wish it was higher toughness than 1. Maybe just as a 4-mana 2/2. ResultOverall I'm quite pleased with how the pack turned out! Landfallen turned out to be the main popular mechanic here, and I'm not surprised, since it feels like a wide design space (like landfall is). I like that most of the creatures just have a single subtype (so no classes), highlighting that most of the creatures don't really have cultures. Where classes were used, I liked their use. It would have been nice to see some more use of spelunking and bioluminescent. With the number of cards using landfallen, I was a little surprised/sad to see the lack of land cards. I think some lands with abilities that cause them to be saced, or returned to hand, or exiled for N turns, would have made for a nice way to add some more consistency to landfallen. Or even if they had ETB effects for re-use when they return after they are returned from spelunking. The flavor of the set came through really nicely in these cards, and I think the designs do have good cohesion, and made me be more interested in exploring the world more. Thank you everyone for participating over the last few months! Three people stood out here: pernicious , lordpat , and twintania . Third place is pernicious , with card designs that fit well into this set, but not necessarily cards that add major mechanics to the set, but uses introduced ones well. They are flavorful and clean designs. Second place is lordpat with the creation of a couple of neat mechanics (Prism tokens and expeditions), and a card that works well with landfallen. First place is twintania with designs that added meaning to the day/night mechanic, introducing the landfallen mechanic and using it in various ways, and having designs that overall fit very nicely with existing mechanics designed by others as well. Overall their designs felt like they shaped the pack the most. Thanks everyone! For reference, Terramancer was very much a mix of Springbloom Druid and Primeval Herald. It has Herald's statline and the equivalent of their ramp ability, but also have Springbloom's burst ramp potential. The toughness I feel helps balance some of the more... nuts potential of the card.
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Post by twintania on Feb 25, 2023 9:54:39 GMT
Thx for the win. Now I am preparing next challenge. Please wait a few days. As you foureyesisafish and vizionarius mention, landfallen should be triggered by self lands according to recent style. But I like land destruction so I couldn't help making it triggered by all lands, nevertheless there's no land destruction in the pack. And vizionarius , is landfallen an awkward naming? If you are OK, I want you to tell me what would you name it.
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Post by twintania on Feb 26, 2023 22:38:47 GMT
Escyrart: Struggle of the Art Spiral Direct / Matayoshi / Dan MoraConceptEscyrart is a plane of the art. In there, ten factions fight each other with their works as their weapons. Some fight because the destruction is their art and others fight to protect their works. {Color Philosophy} For each view, I pick up one color as a criteria. Then I tell you how its friendly colors and its enemy colors see it.
View of Authority White is the color of authority. Prestigious orthodoxes define what is right, and what is the art. Blue is also concern with what is the true art. But they don't depend on the authority. Their way to the true art is criticism and intelligence. Green see the art is not a mind game for limited intellectuals but an entertainment for everyone. Red hates the authority. They are punk and radical. They sometimes destroy orthodoxical arts or overpaint demure pictures. Black ignores authority. They don't want others to understand their works. They are outsider artists.
View of Style For blue, the art is static. They like works which complete when they're done. Text and pictures are their favorite. For red and green, the art completes when it is played. Music and theatre are played by various people and have many variations. The difference between them is that red focuses on an individual and green on group. An artist group or a play can be red if a leading part has tremendous weight in it. White. the blue's friend, likes the art whose shape remains. The difference between blue is that they exhibit their work in space and the audience can see from various angles and interact with it. Their works are statue, architecture, fashion etc. Black transcendent this opposition. The art can be found in everywhere and the creator is not needed. Collapsed bridge, abandoned ruin, paused project, everything is the art. The concept art is their way though they are on the edge of vanity.
Note that these above are only a tendency. Blue is the primary color of text arts. But a novel about a forest life can be green and dadaism poem can be black. {Factions} There are two sets of combination of friendly colors. Logos LiteratureLogos Literature is a group of few skillful writers. The most powerful subfaction in them is the writers of philosophical poems. Most of their works can't be understood by the masses but they are the essence of insight and wisdom accumulated through a long time. Their quotes altars reality and dominates human minds. LIQUIDLiquid is a fashion brand whose slogan is "Movement to Fashion". Some of their clothes are moving like ripples, or some others have animating pattern. During combat, their clothes hardens to protect the wearer and transform to bind, sever or thrust the enemy. The ArtistsThe Artists doesn't have specific art style. They are professionals of criticism and modification. They try to find weakness of art works created by others and changes into "better" one. People claim them plagiarists, but they don't think they are defiling the art. Rather than that, they think they are the true seekers of the ultimate art. Raging ScreamRaging Scream is the popular name of an outsider painting trend. They never called themselves Raging Scream because they have never established an union. Without one's knowledge, their works, which have weird and strong presence, are called so. MythmakersThey think the art is the change and the result of it. With an end, an art completes. And furthermore, an ended work sometimes starts to be another art, like an architecture becomes a ruin. They are the terrorists who try to destroy living legend to make it an existence in myth. Immortal ChordImmortal Chord is a school of music which overwhelmed the problem of limitation bases on mortality by necromancy. Their music doesn't change since the composer lives forever and they plays themselves own music. The founder of this necromantic music movement is a lich who is now playing a music which has performance time is over five hundreds years. Steps to AwarenessSteps to Awareness is a dance group who secretly aims to give everyone a spiritual awakening. Their music and rhythm percolate the audience's unconsciousness and open their mind, and their hypnotic movements urge them to see their inner space. Their ardent wish is to invoke the day when all seeds they sowed will burgeon and all consciousness meld into one great will. MorfMorf is a performance artists. Their stage doesn't require any theatre. Their play starts in a street, at a station, in your bathroom, everywhere. They suddenly starts a situation. For example one tells you that "Hey, please conceal me! I am chased by mafia." in a street. Before you get free from the perplex, another one, a little boy, who running towards you cries "Catch him, he is knitting my drink!" You can't grasp his phrase and also incoherence with the first man confuses you. And here comes the third person and they let other people involves in them. This is their art. A sudden and extemporaneous play without a scenario nor actors' consensus is their way. Cloudwoods SchoolCloudwoods School is a school of flower. Their art is flower arrangement, gardening and floral architecture. Their works has a zen mind. The beauty of flowers are easily acceptable but the true meaning of their works is obscure and arcane. Their strength is not only animating flowers. Their gardens and homes are their force field of scent. LighthouseLighthouse is a theatre company appealing to popular taste. Their gaudy and vivid light techniques are the production of deep analysis about which color and what staging influences the audience's mind. They are the master of inducing emotion and it is told that they can brainwash with their illumination. {References} Image of LIQUID. Designed by Philips Design. See more about moving clothing. Image of Raging Scream. Art by Lewis Wain. See more about outsider art. Approximate image of Mythmakers. Probably photo by MESSYNESSY. conceptual art on wikipedia. Maybe Hyperart Thomasson helps you to understand it. A music whose playtime is 639 years. Reference for Immortal Chord. Captured from John Cage Organ Project Halberstadt ASLSP. See more. Reference for Morf. Photo from The Gilbert and Lila Silverman Fluxus Collection Gift. See Happening on wikipedia. Image of Cloudwoods School. Work by Mika Ohtani. This is Japanese flower arrangement, Kado. Probably, it is wilder and rampant compared to flower arrangement you know. See more. Image of Lighthouse. See more.
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Post by vizionarius on Feb 27, 2023 18:54:10 GMT
And vizionarius , is landfallen an awkward naming? If you are OK, I want you to tell me what would you name it. It's not awkward, but I feel that it doesn't quite capture what it does. Due to landfall existing, "landfallen" almost feels like its referring to a land that caused a landfall trigger to occur. Or a land that has been put into play this turn. I get more of a feeling of the "land settling into place" than leaving the battlefield. I do like the reference to "landfall," so I'd keep the word "land" in there at least. A name that has more of a transition word or leaving word sense to it would be good. Some examples that come to mind (just a some quick examples): - Landbreak - Landcrush - Landrift - Landthrow - Landpass Edit: Your set has an awesome feel to it! Look forward to participating!
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Post by ameisenmeister on Feb 27, 2023 20:48:45 GMT
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pernicious
8/8 Octopus
Posts: 440
Favorite Card: Mistmeadow Skulk
Favorite Set: Shadowmoor block
Color Alignment: Red
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Post by pernicious on Feb 28, 2023 13:12:46 GMT
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Post by ameisenmeister on Feb 28, 2023 19:46:29 GMT
A fitting reprint from Ixalan.
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Post by melono on Feb 28, 2023 20:09:11 GMT
Going off of ameisenmeister their crazy fun ability, let's have a spell with it: Common #4 I believe
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