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Post by melono on Apr 25, 2024 19:16:40 GMT
Call to Undeath Enchantment - Aura Enchant creature When enchanted creature dies, return that card to the battlefield under your control. It becomes a black Zombie in addition to its other colors and types. "Schwon has called you. You are simply yet to hear."
Common 01 An existing effect, but the flavor of zombie added to it felt fitting.
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Post by vizionarius on Apr 25, 2024 20:52:47 GMT
C02
Sarinian Islecrafter Creature - Human Wizard When ~ enters, create a basic colorless Island land token with vanishing 3. (It enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)Adamant -- If at least three blue mana was spent to cast this spell, the token has vanishing 6 instead. The best legacy an Islecrafter can have is to create an island that surpasses their own lifetime.2/3 Notes: I think adamant is a good fit for a moni-color theme. Also, I wanted to capture the flavor of Sarin having to battle the sea to make islands. I also have been playing with token lands as a design space lately. Also, both blue and red seem to have a very temporal feel to them, so thinking of those two as having some vanishing to it.
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Post by Idea on Apr 26, 2024 2:19:32 GMT
Given how the setting is established here of the plane being all about this excessive, chocking abundance of mana and nature, and now that vizionarius has introduced land production on blue in this set in a common card that doesn't seem like a one-off effect, I would like to introduce a "mana value matters" theme as a possible angle. The lore and some means have been introduced to enable higher mana value cards to be more prominent in a set like this, after all. Common #3Overbundant - If [...] has a greater mana value, [effect].
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Post by vizionarius on Apr 26, 2024 3:34:31 GMT
C04
Cliffslide Catastrophe Sorcery Choose up to two -- * ~ deals 4 damage to target creature. * ~ deals 2 damage to target creature. * Destroy target artifact. The cliff took with it Marak and his ox... or was it his plow.Note: Wanted to capture the dynamic nature of the mountains, and also some of the anti-artifact effects that would be helpful if the set has an artifact theme.
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Post by melono on Apr 26, 2024 9:34:48 GMT
Gravity Fatigue Enchantment - Aura Enchant creature Enchanted creature can't attack or block if its power is 4 or less. "Our first wall is invisible, but oh so effective." -General Gabriella of the Royal Angellicum Army Common 05 already I believe.
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Post by vizionarius on Apr 29, 2024 20:30:17 GMT
C06
Slatar ExpanseLand - Plains (: Add .)~ enters tapped. When ~ enters, put a vigilance counter on target creature you control. The bright sun and flat terrain makes for excellent visibility, ideal for observing foes and subjects alike.Edit: Added a +1/+1 counter as well. Edit 2: Removing the mixing of counters and removing the payment, so no more and +1/+1. (Will update render later.) Note: Having some lands that give a small benefit at common felt like a good way to add more mana into the set by replacing some weaker spells with lands.
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Post by Idea on Apr 29, 2024 20:45:34 GMT
Common #7Edit: Emerge is a mechanic I think fits very well in this set, thematically, in flavor and building on the mechanical theme I brought up earlier. A more expensive creature taking over from a smaller thing, abundance drowning out what was there before. It also works very well for the various beings you might encounter on this plane: An angel emerging from the heavens, sea monsters rising from the depths as the sea takes the land away, undead emerging from swamps or bodies being possessed, raiders emerging from the mountains on unsuspecting passerbies, enormous monsters leaping out to their prey...
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Post by vizionarius on Apr 29, 2024 22:15:21 GMT
C08
Lifesteel Awakener Artifact Creature - Dryad Druid When ~ enters, create a token that's a copy of target land you control, except it's a 4/4 green Beast artifact creature in addition to its other colors and types. "Awaken, breathe, and take shape according to your nature!"1/1 Note: Adding some further identity to Lifesteel, and also giving some love to 4-power matters, mana accel, and a nice Emerge sacrifice target. It also works well with the lands that have enters effects.
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Post by melono on May 3, 2024 18:49:19 GMT
Aggrevating Ogre Creature - Ogre Warrior Trample When ~ enters, choose one: • Destroy target artifact. • Goad up to one target creature. "I break your puny toy, puny human." 4/2 common 9
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Post by vizionarius on May 4, 2024 17:18:37 GMT
C10
Adamantine Golem Artifact Creature - Golem Defender Adamant -- When ~ enters, if at least three mana of the same color was spent to cast this spell, scry 2. These sturdy guardians glow a faint green when nearby a pure mana surge.0/5 Note: Looking to expand on adamant, as well as provide a blocker against the 4-power creatures. It also fills the 3-mana colorless creatures with scry that we've been seeing in recent sets.
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Post by fluffydeathbringer on May 8, 2024 20:51:38 GMT
judging in 24 if no new entries by then
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Post by Idea on May 8, 2024 23:11:19 GMT
Ok, so once again to summarize what's been introduced so far: Mechanical themes: - G/W Artifacts
- W potential lifegain theme
- (B) Zombie tribal
- (U) Vanishing / time counters (in land token particularly)
- Adamant - presumably likely to indicate monocolor favorability, though a bicolor theme is canon.
- Land token production
- Overabundant mechanic, mana value theme
- small benefit lands
- Emerge
- potential (R) ogre tribal. Type caring.
- Potential 4 power theme
Overall, a lot of land production, a touch of tribal, some stuff that cares about Timmy value (high mana cost, high power...) Lore: - The Averlos plane has overabundant nature and mana, and a still developing civilization. It's regions/factions are Slatar (W), Sarin (U), Schwon (B), Vuzchori (G), and Medisa (R)
- A metal of unknown origin has appeared over the plane, referred to as lifesteel and connected to the G/W colors
- Types displayed: Ogres (R), Zombies (B), Humans (U and W), Dryads (G, artifact), golem (colorless), also angels are known to be present in (W).
- General Grabriella
- An invisible wall
- Sometimes corpses in Schwon are stitched with other parts before being possessed / reanimated
Uncommon #1
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Post by vizionarius on May 9, 2024 22:44:53 GMT
U02 Harvesting Bogmage Creature - Zombie Wizard Deathtouch At the beginning of your end step, if you sacrificed a nontoken permanent this turn, create a basic colorless Swamp land token with vanishing 3. "No death shall go to waste."2/2 Edit: Increased cost by . Felt too strong of a ramp.
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Post by melono on May 10, 2024 14:29:17 GMT
Uncommon 3
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Post by Idea on May 10, 2024 15:08:03 GMT
Mythic #1
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Post by fluffydeathbringer on May 10, 2024 16:39:10 GMT
Judging in 48
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Post by fluffydeathbringer on May 12, 2024 16:16:18 GMT
- Call to Undeath: simple common with an appropriate cost and flavourful trinket text, solid. 4/5
- Gravity Fatigue: broad enough as a Pacifism downgrade that it being at common isn't too egregious, loses some points for the render FT being formatted wonkily. 2/5
- Aggrevating(sic) Ogre: Goad makes no sense in a set that's not specifically geared towards multiplayer and detracts from the design, 2/5
- Inhabitant of the Waves: slightly undertuned imo, could either have lower MV or higher stats. still, overall decent. 3/5 - total: 2.75/5
- Sarinian Islecrafter: can't really vibe with land tokens at all rarities across all colors; in paper magic, they would create an immense amount of clutter and require a great quantity of paper tokens/dice/whatever to be able to use. while Treasure tokens are slightly a color-agnostic thing now, I think more permanent land tokens are a form of ramp I don't think all colors should get, at least not without color-appropriate restrictions. the tokens having vanishing also makes the rarity issue worse, as now a hypothetical Averlos draft environment will include having to keep track of several land tokens and their different vanishing values. Sarinian Islecrafter in particular makes this even worse by having several different vanishing values on the same card. in terms of color pie, just getting a mana rock on ETB is definitely not blue, at the very least not at common frequency. all these issues compounded drag this into a 1/5
- Cliffside Catastrophe: super not into three-mode modals at common either, but this is less egregious than Islecrafter, so 2/5. cool card, not common
- Slatar Expanse: putting two kinds of counters on the same creature could be fine, but again, not at common, since it's awkward to keep track of. Ikoria didn't do this at common for a reason. 2/5
- Lifesteel Awakener: copying any land at common? at least this one's a power level issue, not a complexity one. 2/5
- Adamantine Golem: ok, now this is a proper common. efficiently-costed and limited-playable wall that rewards the monocolor theme in a simple and clean way. 3/5
- Harvesting Bogmage: land tokens on black make me raise an eyebrow, but at least this is a black-appropriate way of doing it and at a proper rarity. ramp at MV4 would be shite in general, but in an implied high-MV environment like this, it's fine. low 3/5 - total: 2.166666.../5
- Overhunt: good way to implement the high MV theme, cost is appropriate for the relative ease of achieving the condition. if the intent is for the buff to complement the fight, the card should give the buff before the fight effect: as written, it doesn't. not sure if that's intentional, but I assume it's not, so 2/5
- Rejoined Raider: good way of using emerge with balanced costing for the value, but the base cost could just be 3BB tbh. still, 3/5
- Gavary Geomancer: the effect's a nicely-red way of doing land tutoring, and while the effect's functionally worthless by the time you're hardcasting this, the emerge option makes it relevant. 3/5
- UoUn, The One who Holds: too much text. no idea's worth 11 lines. it would be better for this to have no emerge and just let you sac creatures to reduce its mana cost on any cast, because this isn't getting hardcast anyway. the reanimate's certainly impactful and the ward prevents getting blown out right after your big power play, but you can't use X for the ward granting: X needs to have the same value on every instance in the same card, and the ward here scales off each individual creature's MV. overall, I just can't give this higher than 2/5. - total: 2.5/5
melono wins, followed by Idea and vizionarius
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Post by melono on May 13, 2024 9:14:02 GMT
Tyftw! Goad wasn’t a good option for this, I agree. Next up: Atlanteis
Welcome to the fully underwater world of Atlanteis. A world inhabited by of course all kinds of sea creatures, and also Merfolk that share their form with these creatures. What does that mean? It means that Merfolk are creature types like Merfolk Octopus, Merfolk Fish or Merfolk Shark. Never just Merfolk. Planeswalkers would also be transformed to relevant Merfolk hybrids would they visit, just like how they would shrink when visiting Segovia. The magic of this realm is not very pronounced, as it is more of a communication with the relevant ecosystem than it is outright sparkly magic. The colors are divided amongst five underwater biomes: Red for the Red Reefs. Coral Reefs are this biome’s manasource. en.wikipedia.org/wiki/Coral_reef Black for the Abyssal Deep. The mana here is interspersed in the darkness, and accumulates near dead organisms, the larger the better. en.wikipedia.org/wiki/Whale_fall & en.wikipedia.org/wiki/Abyssal_zone Green for the Kelp forests. This biome’s mana source is its giant plants. en.wikipedia.org/wiki/Kelp_forest Blue for the Sand Stretches. Shoals with an occasional sandbar sticking above the wave, where filter feeders thrive. Above the water here are endless storms that make sure none dare to go above the surface. The mana is taken from the granules of sand that are characteristic for the biome, as well as the cloudless storms above. en.wikipedia.org/wiki/Shoal White for the Big Open. The great open ocean, where schools of fish, krill and predators like some whales thrive. Mana comes from all around the sea water and the shining sun above, and disperses the further into different biomes you go. en.wikipedia.org/wiki/Photic_zoneSocieties in this plane are not very pronounced, though do exist for some more sociable Merfolk. In the end, the law of nature reigns supreme. Multicolor does exist, especially for the creatures that move between biomes or live on the edges of them. Here’s a simple example card, and then off you go. Swiftstrike Swordfish Creature - Merfolk Fish ~ has first strike while attacking. "It didn't even know what pierced it."3/1 Also, you get bonus points for flexing any real-world knowledge that is incorporated into a card. Reference a wiki or the like as well to make it extra legit.
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Post by vizionarius on May 16, 2024 22:54:27 GMT
C01 Abyssal Jellyfish Creature - Jellyfish Luminescent (When this creature blocks or becomes blocked, you may exile it. Return it to the battlefield under your control at the beginning of the next end step.)When ~ enters, exile target card from a graveyard. If it was a creature card, you gain 1 life. It's like a game of hide and seek.2/2
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Post by Idea on May 19, 2024 16:32:27 GMT
I was sitting here thinking once again for these primal worlds (well, this one is more just lacking in many proper civilizations than primal, but still) what blue would look like. I did find it interesting how blue here lives in almost islands in reverse. Regular blue has islands that have a ton of water compared to the other lands, but in Atlanteis the islands have a greater chance of actual dry land than the others, even though its quite dangerous. To live so quite close to surface suggests to me a longing for the sky and to see what is beyond the surface of the water. It seems to me that blue here is driven by its curiosity and its desire to challenge norms and conventions to obtain more and better knowledge, to understand the world around it and tap into it either for the pure pleasure of discovery of some way to improve its lives. Common #2Flying fish developed the adaptation that gives them their name seemingly to avoid the great variety of predators they are subject to. On top of the ability to leap they even appear to have camouflage. All in all, pretty evasive creatures, and with them going (even if only briefly) above the water's surface they seemed pretty fitting for the blue idea I was going for. I considered giving it an ability to make it unblockable, but flying fits well thematically, and given the nature of this set I imagine there's going to be very little flying even in blue or white, as there isn't much justification for things to have flying in an underwater set. In other words, flying is borderline unblockable if such prospects turn out to be true and I'm not overlooking anything major. Oh one more thing that makes it fit in blue: Apparently a group of flying fish is called a Shoal.
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Post by gamma3 on May 19, 2024 17:28:13 GMT
C03 Stalking Greatmaw Creature - Shark CARDNAME can't be blocked by more than one creature. When you see kelp rustle, it could just be the current. But why take that chance?6/6 Decided to go for some low-hanging fruit on my first entry, filling the role of a big green common beater in our underwater world. Render coming when I'm at my pc instead of on my phone.
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Post by vizionarius on May 20, 2024 5:44:32 GMT
C04 Razor Reefs Enchantment Tidal (At the beginning of your upkeep, put a tide counter on this permanent, then if there are three or more tide counters on it, remove all of them.)Whenever one of more tide counters are removed from ~, it deals that much damage to any target. Don't be near when the tide subsides.Note: Bringing back tide counters. Just putting it on a 3-turn clock instead of 4.
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Post by Idea on May 20, 2024 10:19:33 GMT
C04 Razor Reefs " style="max-width:100%;"] " style="max-width:100%;"] Enchantment Tidal (At the beginning of your upkeep, put a tide counter on this permanent, then if there are three or more tide counters on it, remove all of them.)Whenever one of more tide counters are removed from ~, it deals that much damage to any target. Don't be near when the tide subsides.Note: Bringing back tide counters. Just putting it on a 3-turn clock instead of 4. Maybe Tidal could be Tidal N, so as to allow the number to be variable? Common #5
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Post by gamma3 on May 20, 2024 22:17:13 GMT
C06 Read the Currents Sorcery If you control two or more permanents with tide counters on them, scry 2. Draw two cards. A divination variant. Also plays a little bit into the flavor of monitoring ocean currents to help predict large-scale weather patterns, though I understand that is a bit of a stretch. Not quite sure if I'm implying a UR tidal archetype, or if it's something all colors are using.
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Post by vizionarius on May 21, 2024 4:29:17 GMT
Maybe Tidal could be Tidal N, so as to allow the number to be variable? My design went through a couple of iterations and I thought about doing that, but I settled on three for all. I didn't want there to be so much to keep track of. It's already a lot that timestamp determines how many counters something has, but at least things reset at the same rate for each permanent. I thought about adding the counters to players, but I didn't want all the effects to be so synced up.
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Post by Idea on May 21, 2024 12:57:35 GMT
My design went through a couple of iterations and I thought about doing that, but I settled on three for all. I didn't want there to be so much to keep track of. It's already a lot that timestamp determines how many counters something has, but at least things reset at the same rate for each permanent. I thought about adding the counters to players, but I didn't want all the effects to be so synced up. Fair enough. Personally, I think individual numbers are more practical for something like this, and coordinated via player counters would be more interesting, make more sense and likely be easier to remember. I'll leave it at that though, it's your mechanic at the end of the day, so those are just my two cents. Common #7
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Post by vizionarius on May 29, 2024 7:55:10 GMT
C08
Submerged FlatsLand Tidal (At the beginning of your upkeep, put a tide counter on this permanent, then if there are three or more tide counters on it, remove all of them.): Add or . Activate only if there are one or more tide counters on ~. The tides control the flow of mana between the ecospheres.
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Post by melono on Jun 7, 2024 8:02:24 GMT
Imma let this continue until next week in the weekend, then I'll judge it. So not yet this weekend.
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Post by Idea on Jun 7, 2024 10:24:58 GMT
I considered making this green-red cause apparently two of the habitats for seahorses are seagrass (which I considered close enough to kelp though it isnt the same) or coral reefs, and also judging by the multicolor so far the multicolor is allied pairs. The card didn't end up justifying that though and to be honest I do think the image fits green better as well. Common #9Seahorse facts I found out today: * They have camouflage * Wikipedia at least describe part of their body as 'body armor' * They have prehensile tails they use to grab onto things (like the seagrass or corals) and often found to be resting that way. I'm not finding the info again but I recall reading this also helps them from being dragged away by currents, which greatly inspired the card design. vizionarius thanks for the suggestion on Drift
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Post by vizionarius on Jun 7, 2024 18:50:51 GMT
Idea : Oooh, drift is really neat! A suggestion to clean up the wording a bit; feel free to ignore it if you don't like it. Drift <value> (At the beginning of your upkeep, you may pay <value>. If you don't, ~ drifts until your next turn.)Then later, you can just reference whether it's drifting: ~ has <thing> as long as it's not drifting.
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