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Post by fluffydeathbringer on May 8, 2023 17:08:47 GMT
common 3
Surly Survivor Creature - Orc Warrior Lifelink
Whenever Surly Survivor attacks alone, it gains deathtouch until end of turn.
"You people left us behind, and you don't even know why? You're no longer welcome. Go back to your angels, or I'll send you to them."
2/2
I'm thinking B/X pseudo-exalted themes
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on May 8, 2023 18:33:36 GMT
Common 4 Skyfloor Guide Creature - Cephalid Scout Discard a land card: Target creature can't be blocked this turn. Wise explorers seek knowledge from the locals first.1/2 I didn't see where any blue creature types have been defined. So at the bottom there are cephalids! Also need an outlet for all those extra lands from exploring.
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Post by fluffydeathbringer on May 8, 2023 23:00:36 GMT
common 5
Dig Too Deep Sorcery Billow 3 (When you cast this spell, reveal the top three cards of your library. You may cast a nonland card with an equal or lesser mana value from among them without paying its mana cost. Put the rest of the cards on the bottom of your library in a random order.) CARDNAME deals 3 damage to any target.
Some expeditions to the ground had results that reached the skies.
billow's reminder text doesn't leave much room for FT on a hypothetical render so this one's pretty ambiguous on what it actually is, feel free to do whatever
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Post by dangerousdice on May 10, 2023 22:46:51 GMT
Common #6"In myth and legend, Evil spirits known as Aelictors bound their creator within the earth before fleeing to the skies. Although undoubtedly fictitious and the product of the Ancient's imagination, areas of concentrated power known as Ley-Locks do dot the surface. We build towers in those locations to ward off potential threats and as power conduits, although I think those who claim that the Aelictors will descend and murder us all are preposterous and-" "But what about the sightings? What-" "Bah! The very idea that anything lives in the sky beyond the occasional bird or dragon is childish and will not be tolerated in this lecture!" Ley-Lock Prospector Creature - Cephalid Wizard When Ley-Lock Prospector enters the battlefield, Build a Tower. (As you build a tower, you get a tower emblem of your choice if you don't have an uncompleted tower. Then, put a construction counter on your emblem.) : Scry X, were X is your Tower's Height. "This looks like a suitable site. Level ground, high mana concentration, Low wildlife..." - Alfonsa, Tower Prospector1/4 Observation Tower Emblem - Tower [Capstone]: Whenever you Build, draw X cards, where X is half the number of construction counters on Observation Tower, rounded up. [III]: At the beginning of your endstep, name a card, then you may have target player mill five cards. if the named card is milled this way, draw a card. [II]: Whenever you scry, name a card, or reveal a card, you may have target opponent reveals their hand to you. {I}: At the beginning of your upkeep, you may reveal the top card of target player's library. Each tower level should be worth for each level. ([I.] should be worth , [II] should be worth , etc.) I'm leaving the other towers a bit ambiguous for anyone else who decides to take a crack at it. I also think it would be fun to have a little first encounter/alien conspiracy mixed in here or there.
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Post by fluffydeathbringer on May 10, 2023 23:07:00 GMT
Common #6"In myth and legend, Evil spirits known as Aelictors bound their creator within the earth before fleeing to the skies. Although undoubtedly fictitious and the product of the Ancient's imagination, areas of concentrated power known as Ley-Locks do dot the surface. We build towers in those locations to ward off potential threats and as power conduits, although I think those who claim that the Aelictors will descend and murder us all are preposterous and-" "But what about the sightings? What-" "Bah! The very idea that anything lives in the sky beyond the occasional bird or dragon is childish and will not be tolerated in this lecture!" Ley-Lock Prospector Creature - Cephalid Wizard When Ley-Lock Prospector enters the battlefield, Build a Tower. (As you build a tower, you get a tower emblem of your choice if you don't have one. Then, your emblem gains its next ability.) : Scry X, were X is your Tower's Height. "This looks like a suitable site. Level ground, high mana concentration, Low wildlife..." - Alfonsa, Tower Prospector 1/4 I'm leaving the towers themselves a bit ambiguous for anyone else who decides to take a crack at it. I think it would be fun to have a little first encounter/alien conspiracy mixed in here or there. so there are different Tower emblems with their own several abilities? this means that anyone who wants to use Towers also has to come up with the emblems themselves and all of their tiers so that cards with tower synergy can be balanced at all, which is a lot of empty space to ask to fill
anyway, common 7
Aspirant of the Heavens Creature - Bird Warrior Flying Whenever a creature you control attacks alone, it gains flying until end of turn. "Our people have served the people, waiting for our chance to ascend -- and now, the Empyreans notice us at last!"
1/1
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Post by dangerousdice on May 10, 2023 23:43:13 GMT
Common #6"In myth and legend, Evil spirits known as Aelictors bound their creator within the earth before fleeing to the skies. Although undoubtedly fictitious and the product of the Ancient's imagination, areas of concentrated power known as Ley-Locks do dot the surface. We build towers in those locations to ward off potential threats and as power conduits, although I think those who claim that the Aelictors will descend and murder us all are preposterous and-" "But what about the sightings? What-" "Bah! The very idea that anything lives in the sky beyond the occasional bird or dragon is childish and will not be tolerated in this lecture!" Ley-Lock Prospector Creature - Cephalid Wizard When Ley-Lock Prospector enters the battlefield, Build a Tower. (As you build a tower, you get a tower emblem of your choice if you don't have one. Then, your emblem gains its next ability.) : Scry X, were X is your Tower's Height. "This looks like a suitable site. Level ground, high mana concentration, Low wildlife..." - Alfonsa, Tower Prospector 1/4 I'm leaving the towers themselves a bit ambiguous for anyone else who decides to take a crack at it. I think it would be fun to have a little first encounter/alien conspiracy mixed in here or there. so there are different Tower emblems with their own several abilities? this means that anyone who wants to use Towers also has to come up with the emblems themselves and all of their tiers so that cards with tower synergy can be balanced at all, which is a lot of empty space to ask to fill
anyway, common 7
Aspirant of the Heavens Creature - Bird Warrior Flying Whenever a creature you control attacks alone, it gains flying until end of turn. "Our people have served the people, waiting for our chance to ascend -- and now, the Empyreans notice us at last!"
1/1
I meant for it to be left open if anyone wanted to make stuff for it, but that is a lot now that I consider it. Should I make a tower to go with it, or should I just leave it?
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Post by fluffydeathbringer on May 10, 2023 23:46:05 GMT
I meant for it to be left open if anyone wanted to make stuff for it, but that is a lot now that I consider it. Should I make a tower to go with it, or should I just leave it? yeah if you're going with this then I'd say at least make one tower
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Post by dangerousdice on May 11, 2023 0:12:18 GMT
I meant for it to be left open if anyone wanted to make stuff for it, but that is a lot now that I consider it. Should I make a tower to go with it, or should I just leave it? yeah if you're going with this then I'd say at least make one tower Thoughts? I'm not really sure how to balance an emblem.
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on May 11, 2023 4:44:37 GMT
Common 8 Angel Vane Artifact When you reveal an Angel creature card from your deck, you may pay and sacrifice ~. If you do, put that card onto the battlefield under your control. , : Target creature you control gains vigilance until end of turn. It knows which way the wind is blowing.
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Post by fluffydeathbringer on May 11, 2023 15:56:30 GMT
Thoughts? I'm not really sure how to balance an emblem. since the mechanic implies several different Towers, I'd suggest keeping them simple; one mechanical theme (scry/ramp/damage/etc.), simple progression of abilities within that theme, three or four abilities max. like level up creatures in a way
either that or make a simpler entry that doesn't require you to balance emblems
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Post by vizionarius on May 16, 2023 16:22:55 GMT
Hope to see the pack finish up, but I'll plan to judge on Friday if no further entries come until then.
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on May 17, 2023 2:39:21 GMT
Common 9 - let's finish this! Empyrean Growth Instant Target creature without flying gets +4/+4 until end of turn. Left below but never abandoned.
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Post by melono on May 17, 2023 16:26:29 GMT
Map of Ancient Ruins Artifact - Treasure ~ enters the battlefield tapped. , Sacrifice ~: Add one mana of any color. , , Sacrifice ~: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. COMMON 10 Go get yer uncommons
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moweda
3/3 Beast
Posts: 164
Favorite Card: Psychic Vortex
Color Alignment: Blue, Black, Red
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Post by moweda on May 17, 2023 16:48:28 GMT
Uncommon 1: Traversable Aether Land : Add . Sacrifice ~: You may play an additional basic land this turn. Activate only as a sorcery. Life on top, life at the bottom. Nothing in the middle.
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Post by vizionarius on May 25, 2023 18:11:23 GMT
Any takers for the final 3 cards to wrap up the booster?
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Post by fluffydeathbringer on May 25, 2023 18:49:29 GMT
Soul Censure Sorcery Target player reveals their hand. You choose a nonland card with mana value X or less from it, where X is the greatest power among creatures you control. That player discards that card. "We cannot change the truth, but we can take away their desire for it." --Semeni, North Wind
going back to the slow battleship themes implied in the original prompt, I think this'd have reasonable X numbers in such a format
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Post by dangerousdice on May 25, 2023 21:01:09 GMT
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Post by fluffydeathbringer on May 27, 2023 21:12:08 GMT
Mythic
Enchantment - Saga I: Put a flying counter on each creature you control. II: Remove any number of counters from any number of nonland, non-Saga permanents. III: Destroy your choice of all nonland permanents with counters on them or all nonland permanents without counters on them.
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Post by vizionarius on May 30, 2023 17:28:12 GMT
The pack finished, awesome! I'll judge in the next 24ish hours. Edit: Sorry, work got a little out of hand this week. Plan to spend some time this weekend on judging.
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Post by fluffydeathbringer on Jun 10, 2023 19:31:13 GMT
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Post by vizionarius on Jun 10, 2023 21:13:20 GMT
Sorry everyone for the wait. These last few weeks were bonkers. I'll be done with some major things happening IRL tomorrow night. So will be able to take the time to judge.
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Post by vizionarius on Jun 12, 2023 19:40:47 GMT
Alright, sorry for the long wait everyone! {Background}At the startup I work for, a massive pivot a month ago led to 30 out of 48 people getting let go, so the remainder of us had to finish up projects with a lot fewer people but the same deadlines that have been promised to clients. Then the dance studio I own with my sister had its June show this past weekend and we had a ton of work to do for theater prep, etc. Now that some major client projects have been handed off and the show is done, I have more time. Feedback
pernicious [4.5/5]Archaeologist: Excellent common with a great story-driven flavor text. Shell feels excellent in white, but the name of the ability feels a little off for this particular creature. Love the ability, though; a nice new variant on ward! [4.5/5]Fermat [4.5/5]Blissful Ignorance: A great common with a nice story-driven flavor text. The effect fits the name and flavor perfectly. I just fear that it may be a little weak if there are not enough artifacts in the set. Maybe having it target "up to one target artifact" so you can still gain life with it? [4.5/5]fluffydeathbringer [4.3/5]Surly Survivor: I like the choice of Orc for the sky floor dwellers. Well-costed, and it's a nice take on the Samurai/Warrior effect from NEO. Love the story-driven flavor here, and I like the use deathtouch to deter blocking. Lifelink works nicely too. [5/5]Dig Too Deep: I'm happy to see the return of billow! Well-costed for the 3 damage to anything and billow 3. Agree on the sorcery type. The flavor text is a little cryptic, but that's alright by me; definitely hints at an "oops" moment with the card name as well. [5/5]Aspirant of the Heavens: A solid common flier! Good flavor text (thought it seems to be missing a phrase around the second use of "people"). The bird would have to be pretty big to make a larger creature fly, but the 1/1 body doesn't make it seem like it is that big. Maybe a spirit (to make it grant flying in non-physical ways), or if it was a 3/3 for 4ish mana, or if it limited the size of the creature who can get flying from it? It does fill a missing spot in the set. [4/5]Soul Censure: Amazing flavor text! Goes in hard on the Empyreans having questionable moral character. The power-level of this card I think is pretty low. By the time you cast this with X equal to around 3, it's likely turn 3 or 4. By then, your choice of cards in the mv<=3 range is going to be few. I'm not sure what the connection between creatures you control, the Empyreans, and your opponent's hand is with relation to Soul Censure. The name of the card feels more like a spell that would discard creature cards than something that cares about the power of your creature. I'd want this spell to do something a little more/different. Maybe you gain life equal to X if no card is discarded? Or add to the casting cost and have the spell have billow X, and not have it care about your creatures' power? A discard card fits a missing space in the set, though. [3.5/5]The Promised Calamity: Happy to see a Saga! This one has great flavor! The 1st chapter alone might be enough to win a game. The 2nd chapter feels a little weak as a stand-alone ability, but it does set up for a one-sided board wipe with chapter 3 (and kills off Planeswalkers). I'm not sure it's mythic-proportions in effect, but since it does depict a mythic-proportion event, I think it fits. Flavor-wise, it neatly divides the board into the sky and the sky floor, then goes on to show how that division affects the outcome. It doesn't really do too much if you don't have creatures, and makes you wait for 3 turns before it truly has its "calamity" effect, so it makes it a bit weaker in those situations. [4/5]moweda [4.625/5]Skyfloor Guide: Cephalids work well! I like the use of the extra lands from explores, and the mechanic fits the flavor really well. Excellent flavor text, too! [5/5]Angel Vane: I like this a lot, actually! Works really well with explore and billow, and still has an effect even if you never hit an Angel with it. The card and its effects feel correctly costed. Vigilance fits. And having a Vane feels so flavorful for this set and what it does (it senses the winds, which can reveal top cards, and if it senses an Angel, it can summon it; love it)! Good flavor text too (I'd have just had " ... the wind blows."). [5/5]Empyrean Growth: (oops, back-to-bak posts; all good, though) I think I understand where you're going with it, but it feels a little off compared to where the rest of the flavor direction is going with previous submissions, where the Empyreans have possibly left the sky floor dwellers behind, whereas your card points to the opposite. The effect feels very strong (I think generally better than Giant Growth), but it also seems strange that flavorfully, Empyreans grant a boost to non-flyers. Maybe if it gave +3/+3 and reach to a non-flyer, and flip the flavor from being an aid from the Empyreans, to being a boost against them? It does fill a missing spot in the set. [3.5/5]Traversable Aether: The is really neat. I like this ability a lot, and the flavor is neat in that it does some more world-building. It interacts with explore, and grants you an extra mana for a turn (you can get to 2 mana on turn 1). I like that you can't chain these (since they are not basic). It feels like the Spirit Guides with more steps and in colorless. I think it's a very interesting design and would love to try it. Feels like a card that would be printed to aid as a cross-set synergy with another set printed near it that cares about landfall things. [5/5]dangerousdice [3.5/5]Ley-Lock Prospector: This feels a little complex for a common, since it introduces a new mechanic that feels fairly complex, and also refers to it in another of its abilities as well. You also would have to know all towers available to be built, and have to remember what each does, which I think is already a no go (I see similarities to it to Dungeons, but I wasn't a fan of those either). Love the little intro study to it, and the flavor text works well, and I like the idea of building towers. However, I would prefer to stay away from emblems for this, since it makes it impossible to interact with, and towers don't really feel like emblems. I'd have liked it a lot more if "build a Tower" had the following reminder: "To build a Tower, put a construction counter on a Tower you control. If you don’t control one, create a colorless Tower artifact token first" (basically the text for amassing armies). Then have the creatures that build towers care about the height of your tallest Tower, but the Tower itself do nothing on its own. That way, commons that create towers and have another ability that refers to them wouldn't feel too complex. I quite like your Cephalid as a 1/4 scry engine that starts off at scry 1. Though since built in the right deck, it could easily get to scry 3 or 4, the ability feels undercosted at 2 mana (maybe set it to ?). Overall I like the idea of Towers, and having a repeatable scryer based on Towers feels good, but I'm not the biggest fan of your implementation of Towers. [2/5 for the design as is, but 4.5/5 for introducing the Tower as a possible concept to be used]Razzelda, Stormy Heir: I like the enemy-colored 2-color Legendary! Fun flavor text. I'm not a fan of it doing nothing if you don't have a finished Tower. I'd rather that it get a bonus if you have a finished Tower or a Tower with some height. I like that it has a build based on some trigger, and damage being dealt feels good for that trigger. Maybe if the abilities cost a lot more, like / , , but the costs were reduced by the height of your Tower? I do like having the Tower theme. Draw and damage fits well. [4/5]melono [4.5/5]Map of Ancient Ruins: Very flavorful! Great name, love that it's a Treasure, and I like the basic land search. A good common mana fixer that I'd be happy to take early in a draft. Would have loved a short flavor text. [4.5/5] Result
The winner is ... will post in a couple of hours. Have to rush to a meeting. >.<moweda, with an average score of 4.625, but also a good number of designs! Runner-up is fluffydeathbringer with a solid 4.3 average score throughout the most number of submissions. Overall I'm very happy with where the pack ended up. Thank you all for participating, and thank you for your patience while my life got back under control!
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Post by vizionarius on Jun 17, 2023 0:11:40 GMT
Looks like moweda hasn't been on for a couple of weeks now... will wait till Monday. If they don't pop in till then, let's have fluffydeathbringer on the next set.
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Post by vizionarius on Jun 19, 2023 18:44:02 GMT
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Post by fluffydeathbringer on Jun 19, 2023 20:48:17 GMT
long ago, the world of Werchrin was forever altered by a startling discovery: seelenite, a magical metal that conducts mana at a staggering rate. it started an industrial revolution, allowed the people to overthrow their king and create a new socialist meritocracy, elevated technological advancement and living standards to levels undreamt of... but brought with it a terrible price.
generations after the seelenite boom, a strange plague swept across Werchrin's streets. an intense, irresistible, almost supernatural paranoia spread across household after household, seemingly incurable and horrifyingly infectious. the works of society collapsed as no one came to work or maintained services; and now, Werchrin has devolved to a world of rats trapped in a gilded cage, frantically fighting for resources and safety...
some mechanical themes to start off with: - Madness in all colors, but mostly BR - strong artifact and graveyard themes
common 1:
Scurry to Safety Instant Return target creature to its owner's hand. If you controlled it, scry 2. "The old landed nobility, too good for the streets, now running down the alleys like so many rats... exquisite." --Thomar, Hand of the Horror
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Post by vizionarius on Jun 19, 2023 21:36:38 GMT
C#02
Nightmare Trinket Artifact ~ enters the battlefield tapped. , , Sacrifice ~: Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card. Activate only as a sorcery. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
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Post by melono on Jun 20, 2023 21:03:07 GMT
Paranoid Citizen Creature - Human Citizen Vigilance Whenever another creature enters the battlefield, ~ gets +1/+0 until end of turn. "What was that? Who's there!?"1/2 Common 3
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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 Jun 21, 2023 6:36:50 GMT
Common #4Wall of Garbage Creature — Wall Defender When ~ enters the battlefield, target creature gets -1/-1 until end of turn. So terrible is its stench that even the most crazed have to pause to gather themselves.0/4
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Post by vizionarius on Jun 21, 2023 16:49:37 GMT
C#05
Ruinous Urge Instant As an additional cost to cast ~, discard X cards. Choose up to X target artifacts. Each of those artifacts deals 1 damage to its controller. Destroy those artifacts. Paranoid that his possessions will kill him in his sleep, Silan destroyed all that he had.
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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 Jun 21, 2023 22:41:02 GMT
Common #6Manic Dismantling Instant Hysteria (Each card you discard from your hand while casting this spell pays for .)
Destroy target artifact or enchantment. "What's that? Keep it away!"
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