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 29, 2023 0:28:40 GMT
Mythic Rare #1Saphira of the South Legendary Creature — Elder Dragon Flying Other creatures you control get +0/+1. Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power. , Sacrifice a creature with toughness greater than its power: Counter target spell. If that spell was a Zombie spell, draw cards equal to its mana value. 3/5 Focuses on higher toughness since Turtles tend to have that P/T pattern. They even enhance it. That's not to say they're entirely benevolent, as illustrated with the activated ability. In truth, the buff has a second purpose in increasing their sacrifice options. P.S. Oh! You DM, melono ? Cool! I've been making homebrews for a while now. I mainly focus on spellcasters.
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Post by melono on Jun 29, 2023 15:58:50 GMT
Fermat - Nice, I think most people here are DM material with the whole creating games thing. And hey, maybe you can write your spellcaster adventures for another booster pack prompt if you didn't already. Imma try to judge this weekend or maybe friday if I got time, so edits are allowed still. Oh, and if anyone has something they really wanted to post, you can post the foil of the pack.
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Post by melono on Jul 2, 2023 12:36:42 GMT
So, what’s hips and happening in Isla Fasia? {Spoiler} ameisenmeister - Whitewater Trawler: A pretty cool effect. A 2 mana mill three creature is already reasonably good, but having it be stuck to general toughness on your field makes this something that can go much further than just a mill three. Flavors are also very tasty, and creates a world for the turtles with just a few lines. fluffydeathbringer - Muster the Fallen: A 2-for-1 in white, with very white flavor. Weenielove. Making the death god (partially) white is a good call. Would you believe I didn’t actually think much about the colors when I made this world? Well, it isn’t made for Mtg originally so it shouldn’t be that weird. I like it, and it gives more to white in getting creatures from the graveyard. pernicious - Onyxia’s Follower: An okay card in general, with an alright ability. But I don’t really see any frog come back in the flavor of its mechanics. Flavor text helps create what Onyxia is about though, and that does very much fit the mechanics. vizionarius - Poisonvine Thicket: The card is fitting for a jungle biome, and its main new mechanic is of course “impassable”. Which in the case of this card, a defender that can grant co-blockers deathtouch, is amazing. I have question marks in the case of making it a keyword, and thus it needing more cards which I can’t really think of good ones for, but maybe a cycle would already be enough. It’s a good card on its own, and I wonder what other Impassable cards would look like. fluffydeathbringer - Complacent Aarakocra: A simple card in its abilities, but very flavor-granting and powerful still. A 3/1 flyer for 2 is great, but the needing another attacker really helps bring it down a bit, but still makes it good for red’s hard attacking desire. Flavortext and name and mechanics work together well and give an insight into the Aarakocra’s paradise. ameisenmeister - Onyxia’s Boon: An instant that is strong in its multiple choices. Wording seems weird because of how it targets and then you choose, but with what it wants to do, it is correct due to the entwine. It only entwines its boons around the target creature. It’s pretty alright. vizionarius - Porous Turtlefolk: Not really digging this. Absorb 3 makes this an extra annoying 2/4, which can also be returned from the grave with no big deal, except a bit more mana than usual. And talking about mana, this could be cast for only blue. And the grave ability as well. And that grave ability is not very blue. I suppose there is precedent with Embalm and Eternalize, but the Revive being able to be done always (unlike Embalm and Eternalize), I’m a bit less enthused for that to be in blue. Flavorwise it’s pretty good, but why is it not a skeleton instead of a zombie? Come on, it fits skeleton just fine! fluffydeathbringer - Draconic Conclave: Hmm, feels pretty blue-green, but it being a mono-color, yeah, I see it being blue. Flavorwise, really cool, and would be great to be cast in combination with one of the dragons on your field. Its power level is quite up there with it very possibly being a 2 or 1 mana draw 2 cards in plenty decks. But I think it is actually quite in line with more current draw spells. pernicious - Cleansing Blaze: The card is good in its draft environment, and is probably pretty much a dud everywhere else. Unless red has real tough burn cards that standard rotation around. Its flavor builds on the lackadaisical nature of the Aarakocra. Good at what it does. vizionarius - Sunken Treasure: The card itself is pretty cool. A really good utility artifact that works well with the previously established Revive. I’m less amazed about the flavor though, as it mentions the drowned being the only ones to find it, but this world has turtlefolk… thaneofglamis - Switchgrass Stalker: Flavorful wraith, really sad for the dryad . Its ability is also very cool. You of course want the draw, but it giving a scry makes it less unappealing casting it before you can exile the two cards from your grave. Also, works with the Sunken Treasure of vizionarius. vizionarius - Turquoise Lagoon: There hasn’t been a lot of mixing colors yet in this set, but hey, we don’t know the rest of the cards. Flavortext is on point. Ability-wise… it’s a knock-off Flooded Grove. Not very excited for it. thaneofglamis - Dryad’s Defense: Furthering entwine from previously is cool. Its ability, or rather abilities, are strong, and work pretty well with entwine. Using it as protection with hexproof, then slapping some extra +1/+1 counters on if you’ve got the mana, it’s good shit. Fun to play, and versatile. Fermat - Saphira of the South: Yeah, one of the Elder Dragons! Fitting, of course. Its abilities are great, defense boosting, and I like that blue is attacking with defense finally. The previous established anti-zombie comes back here too. And caring about toughness with the turtlefolk-leader, that’s great. And throwing its minions at the problem with no care, very dragon. WHEW, that’s a lot. But it’s a lot of good stuff! Really liked pretty much all of your cards, so very nice! But, winner… {Spoiler} I will go with fluffydeathbringer their Complacent Aarakocra. It might be simple, but it’s great and really spoke to me. Second is Fermat with the elder dragon, and third is thaneofglamis with Switchgrass Stalker. Really good stuff everyone, thanks for participating!
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Post by fluffydeathbringer on Jul 2, 2023 18:38:36 GMT
thanks for the win, and welcome to Ephemire.
(agathexu)
once, Ephemire was a quiet, subdued plane, very much by intent: the serenities of its meadows and cities were enforced by the Ancestors, seemingly all-powerful giant gods whose sole interest seemed to be to maintain a respectful, peaceful status quo. whether that status quo was equally respectful or peaceful for everyone was a matter of some debate, of course -- or would have been, had debate really been allowed by the Archons, their "elected" puppet government, or their assassins behind the scenes. as it was, though, Ephemire's citizenry learned to develop a stiff upper lip and carry on as best they could...
...until one day, a youth named Remy unearthed an ancient artifact and, as a result of a careless wish, eradicated the Ancestors -- and, in the process, changed Ephemire itself forever. people, objects, and even places are now turning into intangible phantoms that flicker between existence and nonexistence, and the condition is spreading. now, will Ephemire continue to carry on in complacency, or is this the beginning of a new order?
themes to get started with: - Enchantments and enchantment creatures all across the board - low-fantasy - 1900's Europe aesthetics
Common 1:
Enchantment Creature - Human Soldier When CARDNAME enters the battlefield, exile target creature an opponent controls until CARDNAME leaves the battlefield. 2/3
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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 Jul 3, 2023 11:56:59 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 Jul 3, 2023 12:05:52 GMT
Common #3Phasing Pistol Artifact — Equipment Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)Equipped creature gets +2/+0. Equip "But how? We searched him and was sure he wasn't carrying!"Using Bonesplitter as the reference for costing could bite me in the end, but eh... Anyway, phasing seems like it'd fit this plane well.
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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 Jul 6, 2023 18:30:58 GMT
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Post by melono on Jul 6, 2023 20:13:01 GMT
Assassin for the Archons Creature - Human Rogue You may cast ~ as though it had flash if you control an Archon or if you pay more to cast it. ( You may cast it any time you could cast an instant.) When ~ enters the battlefield, destroy target creature or planeswalker an opponent controls that was dealt damage this turn. 3/2 Common 5
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Post by vizionarius on Jul 6, 2023 20:20:17 GMT
C#06
Phaseshifters' Tuning Enchantment - Aura Enchant creature you control Phasing (This phases in or out before you untap during each of your untap steps. While it’s phased out, it’s treated as though it doesn’t exist.)~ enters the battlefield phased out. Enchanted creature gets +3/+0 and has first strike. The Phaseshifters have found that certain tunings yield intermittent power spikes.
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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 Jul 7, 2023 16:46:34 GMT
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Post by vizionarius on Jul 7, 2023 17:44:16 GMT
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Post by melono on Jul 7, 2023 19:02:28 GMT
Fragile Frightener Enchantment Creature - Horror Phasing ( This phases in or out before you untap during each of your untap steps. While it’s phased out, it’s treated as though it doesn’t exist.) Haste. When another creature enters the battlefield under your control, sacrifice ~. 3/2 Common 09
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Post by vizionarius on Jul 7, 2023 20:35:11 GMT
C#10Misphased Peasant Instant Create a 1/1 white Peasant creature token with phasing. (It phases in or out before you untap during each of your untap steps. While it’s phased out, it’s treated as though it doesn’t exist.)Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)Their wife has yet to call them by the wrong name.
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Post by lordpat on Jul 11, 2023 3:27:50 GMT
Flickering Spark Sorcery Scry 2, then exile the top card of your library. You may play it this turn. Rebound. (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Post by Idea on Jul 12, 2023 22:16:04 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 Jul 13, 2023 22:17:44 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 Jul 18, 2023 1:39:03 GMT
Rare #1 Avery Moors, Usurper Legendary Creature — Human Assassin Deathtouch Phasing Whenever ~ enters the battlefield or phases in, you may pay . If you do, destroy target creature or planeswalker. 1/3 "The Archons always thought they were untouchable. They thought wrong."
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Post by vizionarius on Jul 18, 2023 1:59:15 GMT
Extra#01
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Post by fluffydeathbringer on Jul 18, 2023 2:12:48 GMT
thanks for the entries. judging in 48
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Post by fluffydeathbringer on Jul 20, 2023 2:47:09 GMT
I'll be honest, judging phasing is going to be pretty rough, since the only creatures with the mechanic are from practically eons of power creep ago. so that part will partially be based on those and partially on general case-by-case vibes about the mechanic and card. also, looks like Evanescent wasn't a very popular mechanic to work with; I was using that as a test run for a possible set mechanic, so it's good to know I should probs replace that, thanks for the data. I think the issue was that it has to exist at common, and static enchantments don't really get to do a lot of things at common
- Sudden Displacement: costing looks fine given Run Aground, adding shuffle is a bit too spicy for common, though, since the last time wizards did "target thing gets shuffled" at common was Deglamer all the way back in Lorwyn. imo shuffling is already annoying, adding more of it at common rarity should be reconsidered. it's not a major issue, though, so this is ultimately still 3/5 - Intruder from Beyond: being both a flash blocker and a rescue makes it a pretty efficient and versatile common. no canon precedents, but I don't think this is too pushed. 3/5 - Blink Gate: not sure how relevant "hexproof as long as it's attacking" is practically but it's still a cool thing to slap onto an Aura like this at common. 3/5 - Camera Obscura: pretty sure you rules-wise can't choose phased-out permanents "as though they existed", because they don't exist in the first place, and frankly, I'm not a huge fan of this kind of "I know this specific idea I had doesn't work within the rules, so I'll bend rules around it to make it work" design in the first place. mostly because of the non-functionality, 1/5 - 2.5/5
- Phasing Pistol: yeah, honestly, making this a free Bonesplitter seems like a decent call since you'll only have access to it half the time. 3/5 - Avery Moors, Usurper: considering phasing's janky balance implications, I'd say this looks balanced for something you only get every other turn. being able to cast it as a Chupacabra is fine, and while getting a 2B kill every other turn is oppressive, the turn limitation gives your opponents at least some leeway to play around it and attack you with the creatures they play, so it's not completely unmanageable. but even with that said, the ability's a bit too overtuned, given it can also destroy walkers and has a limited window of opportunity to remove the source of. I rate things out of 5 so I don't _have_ to do half-measures, so I will give this a very cautious and low 3/5 because I do like the concept
- 3/5
- Assassin from the Archons: bit jank to have this care about Archons when the lore blurb said they were eradicated, but maybe I was a bit too unclear about that? as a card, though, this seems well-balanced, given Jarl of the Forsaken, so that makes it a 3/5 despite the minor flavour jank - Fragile Frightener: I think the issue with phasing is that, inherently, it introduces a lot of complexity at common, so common designs should have less going on to maintain a smooth common-level complexity. I think this has just enough moving parts to skate past that limit for me, so I can't give it more than 2/5. cool card. not common. - 2.5/5
- Phaseshifter's Tuning: this would be fine at common complexity-wise if not for the core "enters phased out" bit, which, while cool and rife with potential, does make the design a bit too involved at common for my tastes. can't help but dock a point for that, so 2/5 - Oxen Paradox: the base effect of the enchantment is a bit pushed for common but acceptably so in my opinin, and the overall design is interesting and effective in a way that elevates it above just a 3/5. 4/5 - Misplaced Peasant: so if I'm reading this right, you only ever get to have one Peasant at a time, and you don't even get to attack with the one you create if you cast this at instant speed before your turn. Raise the Alarm got a somewhat recent Jumpstart reprint, so I'm fairly comfortable using that as a yardstick here. this one's neat in concept but unignorably weak in execution. can't go higher than 1/5 on this, chief - Phased/Evanescent reminder: I do legitimately appreciate the extra touch you put into my prompt (seriously, I'm touched), but I also can't give any extra points for it. 5/5, but it phased out
- 2.333333.../5
- Flickering Spark: fairly weak on its base cast, but the rebound makes the overall advantage not negligible. I think it could be a bit more pushed, but as is, 3/5 is appropriate
- Vanishing Procession: definitely a rare in terms of moving parts, game impact, and the way it messes with the core mechanics of phasing. I also don't think this really works, either, since phased-out things are treated as though they don't exist and the delayed trigger wants to refer _to_ phased-out things? not entirely sure, but until I find out that's not the point, the fact this doesn't function sadly nets it a 1/5
two players tied, so I rolled a winner at random. congrats, Fermat
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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 Jul 24, 2023 1:50:24 GMT
Thanks for the win, fluffydeathbringer. I'm a tad busy at the moment with RL stuff, so I'm not sure how soon I can come up with at new challenge. If it's okay with everyone, I humbly invite the player who tied with me, lordpat, to go ahead and post a challenge if they manage to come up with one faster than I can.
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Post by lordpat on Jul 24, 2023 2:26:59 GMT
I actually do have a thought out idea that could be cool for the challenge. I would have no problem stepping in, if fluffy agrees.
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Post by fluffydeathbringer on Jul 24, 2023 8:15:35 GMT
I actually do have a thought out idea that could be cool for the challenge. I would have no problem stepping in, if fluffy agrees. yeah, that's fine
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Post by lordpat on Jul 24, 2023 21:35:58 GMT
Conquerers of Ilharem
credit: merl1ncz on Deviant Art Ilharem is a beatiful, perfect world. It is dominated by five empires of unique greatness, every single one of them being better than the rest. I will provide a short summary of each empire as well as a fun fact about them, but be careful not to indulge too much in escapism! These are not real places! Ustendal, The Humble Blade. Ustendal is, clearly and without a shadow of a doubt, better than the rest. To those unfortunate enough to not be born in Ustendal, they don't have to worry, as The Orders of Shilka seek to conquer other nations so that they can serve their empire. Freedom, housing, food, culture, these are all little cost for joining the great empire of Ustendal. And they will definetly serve some useful specific role assigned to them once they do. Whenever a captain conquers a region, they are awarded the honor to write the name in the Grand Scroll. In fact, conquering land is handsomely rewarded, provided they pledge absolute allegiance to the Emperor Frako. Naturally, this means that military training is greatly encouraged in Ustendal. Sadly, not everyone is smart, competent and honorable. Some believe that Ustendal is not better than the rest. Fortunately, with enough military preasures, everyone seems to end up agreeing towards becoming their colony. Hurray! Fun fact: Any time they take over another land, they sign a "Feather of Hope" agreement to make it all official. As part of the agreement, the leader of the conquered must say "Thank you for conquering me" to make it clear that they have now understood that Ustendal is indeed better than the rest. Rumok, Pefection Incarnate. "At the heart of Rumok are three things: efficiency, efficiency and efficiency". - Senate leader Rumoni
Indeed, with their marvelous technology and machines they are able to do amazing things. Rumok's society is fundamentally about perfection, everything and everyone is like a cog. The small cogs, the conquered as well as the poor workers of Rumok, are easily replacable but still a part of the grand design. The big cogs, the grand scientists, philosophers, artists, they are much more important, so society is built to accomodate their needs. Regardless, feeling like a cog is trully one of the most wonderful of human experiences. If you are a megagenuis or your father is a member of the Mylax Council (which are about the same thing), you'll be offered positions to fullfill your maximum potential. Otherwise, well, you'll need to fit your role well. Otherwise, you might be discarded. While power, machines, progress, technology are fundamental, it's all for the sake of the Grand Clock. Indeed, the Grand Clock is a super computer (or well, it's mostly a clock) that outputs a single number every day. The objective? To make that number as high as possible, obviously. Maybe it requires following rules such as "paint every other house in a block magenta" or "feed the fish to cyan turtles", but the greatest intelectuals are constantly trying to figure out how to solve this great problem to someday take Ilhem to the next stage of the grand design. Fun fact: Smaller nations are great subjects for experimenting what things make the Grand Clock tick. Some creative ideas include: causing disease, starvation, killing monarchs and council members, testing strange magic on a population. These might sound cruel, but they are absolutely necessary for progress' sake. Sometimes Rumok is kind enough that when they are done experimenting, they conquer these smaller nations which tend to be in need of order and resources. Oras, The Supreme. You probably read the description of the previous two empires and though "how quaint". No, if you want something in life, then earn it. There are plenty of schools for assassins, thieves, necromancers, warriors, provided you can pay. Don't like who's in charge? No worries, organize a revolution, overthrow the leader and then become the tyrant yourself. Smaller nations (and even other empires) can be useful assets in your quest for greatness. Pillage them, conquer them with demons and dragons, make them sign dark contracts so that they serve you. Sometimes you might need to collaborate with other warlords, to use "forbidden" magic, but in Oras, everyone is used to doing what is necessary to achieve their goals. Maybe things are dark, gloomy, riddled with disease and polution, but in Oras, you can be that dark, gritty assassin you always wanted to be. As for leaders, structure and everything else? No need to go in much detail. Things are built from money and labour. Leaders come and go by the minute, there is a Hall of Supreness for whoever is in charge, though the title of that person also comes and goes by the minute. Want leaders? Structure? Everything else? Earn. It. Fun fact: No. In Oras, everything is serious, brute and dark. There is no fun. Ashkala, Riders of North. Ashkala is all about the great pleasures of life. Watching a beautiful sunset, drinking some wine, burning a small village to the ground. Overseen by a great warrior King, Ashkala is a place of both opulence and battle. Battle is almost a cathartic experience in Ashkala. The rich tend to be behind the ranks, planning, doing shamanism, enjoying the mentioned sunset and wine. The poor tend to be in the front, always willing to take their life to their very end to achieve victory, usually though their mix of control over the natural elements and good old fashioned stabbing. While definetly warmongering, they are also The Living Market, as they are always trading, getting resources such as spices, food, beasts, percious minerals. And to those they refuse? Well, those insolents can have a fun time burning. You'll find the following village you trade with will be a lot more... considerate towards your offers. Ashkala are also great explorers, amazing sailors and scouts, always looking for a new land to commerce with. Have you dreamt of being a pirate? Explore anciet ruins? Break everything in your way? In Ashkala, everything is about having fun. Violent rituals, monstrous hunts, wonderful seights, destruction of property, vandalism, throwing your annoying neighbour off a cliff. You can finally do the things you always wanted to do! Fun fact: Those that resist the reign of Ashkala are put in Arenas to have brutal fights to the death. A trully amazing sight to behold, and there is nothing that can go wrong when you put powerful warriors that all despise you in the same place in front of civilians. Lumona, The Grand Cult. Lumona is a place where you can be one with nature. See, everyone has their place. Some are powerful rulers, druids, warriors; and clearly, some people where born for it. Every other empire and smaller nation is sadly misunderstood, they believe that they are in charge of their own destiny. But Lumona is obviously the truthful ruler of the world and they will work dilligently so that everyone finds their place in it. People in Lumona have a healthy devotion to the Greater Beasts of Lumon. They provide them the unique ability to master the wild arts and tame all sorts of beasts, and in return, they only ask for food. Sometimes this is as easy as having entire populations' harvest go to them. Sometimes they are more picky, but forunately weather they are the weak, the traitors, the enemy, there are always people whose rightful place is some beast's stomach. But it doesn't stop there, of course, the Feast of Lumon is a grand party that is held twice or so every year. There people play games, spare fun battles, bond with beasts, and the Elvan Masters then choose the most dignified among the young participants to be the meal of none other than Lumon itself! As you can imagine, being such a large honor, people are willing to do anything to get the attentions of the Elvan Masters. Fun fact: Lumona has no specific ruler, the Elvan Masters are a group of elite druids of multiple different cities, which tend to focus on a specific type of fauna. For example, on Riverpeak, they adore birds, rocs and all sorts of flying beasts.
Mechanics/General Description OK, OK, WE GOT IT. Ilharem stinks. It is a "grimdark" take on magic (like warhammer) but with a more traditional fantasy aesthetic. I want to see each color at its worst, obnoxious, pompus, arrogant, violent, petty, etc.Seeing how the conquering part is important, I'd still advice going for exploration/renassaince art but that is up to you. The set should feel like you are gaining resources, creating armies, usually in less than ethical ways. It should also feel combat oriented, but watch out about hyper aggresion: it should be combat oriented but not fast. Aside from the 3 color factions, hybrid mana is a mechanical theme, usually to reflect smaller nations, backstabing/etc and to show how willing and desperate people are for allies, but not as to push a monocolor theme, so use frequently but probably cards should have a single hybrid mana symbol. Each faction has a unique mechanic, which I will leave up to you with the sole exception of: - Renowned - TBD - TBD - TBD - TBD I also introduce a brand new mechanic, campaigns which should hopefully encourage combat whilst also giving small value over time to avoid it becoming hyper aggresive: And that is it! Here is the first common as it's usual: Common #1 Novice of the Order Creature - Human Soldier Renowned 1. (Whenever this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) It is an honor to serve. It's a bigger honor to be served.
2/1 Finally some suggestions: 1-feel free to add some humor to the cards. Contrast and irony are good ways to flavor grimdark imo. 2-commons should be playable, avoid narrow edgecards unless there is a very good reason for them. 3-keep complexity in check, specially again on commons. Good luck peeps and sorry for the long read!
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Post by Idea on Jul 24, 2023 23:19:28 GMT
So, in my view, the fundamental aspect of Grimdark is hopelessness. In the moment to moment there may be rays of hope of course- but in the grand scheme of things there is a definitive, oppressive air that nothing can or should matter, that all is ultimately fruitless, that hope is swallowed up by the grim reality. Nonetheless, though many succumb to that atmosphere, many continue to strive. In deciding to make a card for Rumok, I thought about what would fit a that faction mechanics-wise and in light of the themes. At its core, obsession to the point of madness is what makes Rumok grimdark. They are ruthless and boundless, believing in this grand plan from arbitrary clues from the clock, and have utterly divorced from the realities of what they are doing in the name of advancing that plan. They protect themselves from reality by seeking to escape it - in future through perfection, in the present through divorcing their minds from what's in front of them. I felt few things could represent that as well as randomness and dice rolling, but for one that tends to get complex when it's on focus, and for two blue and white don't scream dice rolling normally. Their ruthlessness and experimenting for the sake of advancing their experiments brought to mind a very invocative mechanic for this kind of world: Exploit. Both the name, and the fact it always works by saccing one of your own seems quite fitting for a grimdark world, and one an otherwise more lighthearted card I feel could also work well with the ironical aspect it's going for. The mechanic I will add for Rumok is exploit, and I will particularly (albeit I have no control over what cards others make of course) try to use it to regulate randomness. I think this makes good on the flavor contrast of the Rumok between madness and brilliance, between the whimsical randomness and the dark exchange, between the grimdark world one can't control that black sees and the attempt to reign it in by white/blue. Experiment, to whatever cost, to make sense of the random signals of the clock - forgetting the price you already paid for that meaningless knowledge. Common #2
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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
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Post by thaneofglamis on Jul 25, 2023 1:52:49 GMT
Continuing with defining the factions' mechanics, I think Lumona needs a strategy somewhere between Naya stompy and Cabaretti go-wide:
Common #3:
The littler creatures pledge themselves to the beasts, who go on the offensive. It's a little more of a bend in red than in green and white, but I think it's fine in small numbers, like connive in white.
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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 Jul 26, 2023 19:11:20 GMT
Common #4
A creature kills whenever a creature that was dealt damage by it this turn dies.
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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 Aug 3, 2023 14:00:22 GMT
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Decembra
0/0 Germ
Posts: 3
Formerly Known As: Decembra
Favorite Card: Blood Moon
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Post by Decembra on Aug 4, 2023 16:51:29 GMT
Common #7 Seize the Estate Enchantment - Campaign (Whenever you attack with one or more creatures, put a glory counter on this. Transform at III.)I & II: Creatures you control get +1/+0 until end of turn. III: Create a Food token. Farmland Estate Land , : Add one mana of any color. Estate owners in Ashkala and Lumona are the envy of many. Too many.Thought process: - I wanted to try my hand at a Campaign, so I chose colors & factions that seem to facilitate creature combat and aggression. - I like the idea that Campaigns could be triggered multiple times a turn with extra combat steps, so I tried to make each chapter relevant to combat math. The first two chapters can stack and the final chapter can pad your life total for the backswing. - The reward at the end of the Campaign is thematic to the two RGX regions (food and domain) and helps you navigate the aftermath by having access to any color, which is always nice in a tricolor block.
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