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Post by Idea on Jun 7, 2024 19:30:47 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. That's a nice suggestion. I'll take the second part, but I'll keep "pay the drift cost" part since I want to keep the option to use non-mana-based costs.
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Post by vizionarius on Jun 8, 2024 9:18:36 GMT
C10
Thorned Driftwood Artifact - Vehicle Drift--Pay 3 life. (At the beginning of your upkeep, you may pay this permanent's drift cost. If you don't, it drifts until your next turn.)Whenever ~ drifts, until your next turn, the next spell you cast costs more to cast. Crew 2 6/3 Edit: Thanks gamma3 and Idea for the notes. I changed the order of the phrases to make it easier to understand. It's also how we've seen WotC do it.
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Post by Idea on Jun 8, 2024 14:44:53 GMT
Still not a ton of mechanical themes here, though we do have three established mechanics Luminescent (likely just B as it appears to be very specific to the Abyssal Depths), Tidal (WUBRG), Drift (WUBRG). Of the established mechanical themes there's counters matter (WUBRG) and cards bouncing or being exiled matters (UB). Uncommon #1Blue Glaucus, also known as Blue Sea Dragons, are a type of slug that lives in ocean surface. Their most iconic feature is the gas inside them that makes it so they "float upside down" in the water, keeping their blue belly up towards the surface and their silver back towards the ocean. This color scheme makes it so they blend into the environment (camouflage) from both a view above and below. They also use the poison from animals in their diet as their own poison. I was originally going to try to make something with that poison but with a counter theme -n/-0 stuff felt like it would get too clunky or fall into absorb mechanic issues, and stun counters are pretty rooted in blue, so I decided to use allude to the using the poison it eats instead. Edit: Realized the card could create an infinite loop on its own. Made an edit to prevent that.
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Post by gamma3 on Jun 9, 2024 22:37:01 GMT
C10
Thorned Driftwood Artifact - Vehicle Drift--Pay 3 life. (At the beginning of your upkeep, you may pay this permanent's drift cost. If you don't, it drifts until your next turn.)Whenever ~ drifts, the next spell you cast until your next turn costs more to cast. Crew 2 6/3 Maybe "the next spell you cast before your next turn" would read better?
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Post by Idea on Jun 9, 2024 23:34:53 GMT
C10
Thorned Driftwood Artifact - Vehicle Drift--Pay 3 life. (At the beginning of your upkeep, you may pay this permanent's drift cost. If you don't, it drifts until your next turn.)Whenever ~ drifts, the next spell you cast until your next turn costs " style="max-width:100%;"] more to cast. Crew 2 6/3 Maybe "the next spell you cast before your next turn" would read better? Before your next turn doesn't seem to appear on any magic cards. Until does.
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Post by vizionarius on Jun 11, 2024 5:36:33 GMT
U02Pull into the Abyss Instant Counter target noncreature spell. Until the beginning of your next turn's end step, up to one target creature you don't control drifts and gets -1/-1. The depths call for you.
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Post by Idea on Jun 22, 2024 12:23:58 GMT
No big fish research this time, just some really nice art I came across and wanted to make a card out of. Also made a slight tweak of vizionarius 's luminescent mechanic, just changing from "return it to the battlefield under your control" to "return it to the battlefield under its owner's control" which seems more in line with how that kind of effect is made. Hope that's aright. Uncommon #3
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Post by melono on Jun 28, 2024 9:10:23 GMT
Swimming not allowed. Because it’s judgement time! {Spoiler}{Spoiler} vizionarius - Abyssal Jellyfish: Always good to see a jellyfish. I like the idea of a repeatable etb on an exile trigger (especially an etb like the one you chose), but Luminescent I do not like. Mostly because it will give feel-bad experiences. You swing in with a big guy, the big guy gets chump blocked, that’s okay, it’s one blocker less, lolnope, it’s back and can do it again. Idea - Shoal Jumper: I think this is a great representation of flying fish, and you even used a source, which means bonus points. Really like this one and the thought you also put into expanding the desires of the color blue inside the plane. gamma3 - Stalking Greatmaw: It just wouldn’t be an aquatic set without a great big shark. A good spin on the Collosal Greatmaw, which is a solid common (for draft purposes mostly). It’s very solid. vizionarius - Razor Reefs: Concerning the counters, I think it being Tidal or Tidal N would be up for debate during the entire set design. More consistency within a set can help a lot, but the extra N could also help. Maybe that designs in the set should go for Tidal with 3 counters with the name being Tidal 3, but allow the space in a later set to be explored with Tidal N’s where N is not 3. But onto the design. It’s a continuous suspend 3 riftbolt, but it keeps coming back. The best thing is that you can manipulate the counters externally by proliferating or perhaps those rarer counter removers if you need a quick ping. It’s an interesting and somewhat novel design space. Also, back to the homarids with tide counters, that’s a cool callback. Idea - Huntman’s Cache: First; HuntSman’s. Second, it’s a cool extort-like, but, as it concerns the deep, and the fact it’s such a black mechanic, I would expect the card to be black as well. gamma3 - Read the Currents: This is a neat upgrade to cards like Divination that have fallen off quite a bit. It also utilizes the concept of the magic system of the plane well and builds upon a previous entry well. Solid, once again. Idea - Air Smuggler: That’s a neat one. I’ve always liked the -1/-1 counters onto your own creature thing and would love to see more of it in magic. Not sure how confusing it is to mix tide and -1/-1 counters, but it’s probably fine. Speaking of tide counters, this card works well with the tidal card Razor Reefs (if you don’t want to or can target your opponent’s permanents). The blue is a good addition because of the trigger for removing counters NOT being death. Thusly it also works nicely with your Shoal Jumper. Good show. vizionarius - Submerged Flats: Oof, this is a toughie. I like that tide support is even in the lands. I’m not hot on the land only being active two thirds of the time. But thinking about it, you CAN tap it in response to the removal of the counters so you have a mana during your upkeep. How useful that is is limited, but makes this possible cycle a lot better. It’s mostly the turn it enters that is completely manaless. It might need a small upside to compete with modern common taplands though. Like a gain 1 life during tide counter removal. Idea - Seasteed: Seagrass is close enough to the green archetype, not gonna dock points for something like that. The drift mechanic is an interesting one with some new designspace (better than the comparable opposite Echo), but the way it is written on this card confused me for a hot second, as it uses a double negative. On something like this it’s quite obvious what it does though: pay the cost, get the boon. vizionarius - Thorned Driftwood: Mostly thorned towards yourself, oof. Painful, either 2 mana or 3 life every turn. Unless you’re not casting anything of course. It’s really hard to properly evaluate vehicles for me, but I would say this might be undercosted for the hurt it causes yourself, seeing something like Irontread Crusher. Idea - Blue Glaucus: Firstly, I would not have faulted you for bringing stun counters into white, as Detain and tapping creatures are also very white besides blue. Second, funny how there’s a smol dragon in this plane. Very heavy tide-matters card, but that makes it so uncommon is a good slot for it. Good idea to not have it go infinitely big with counters if it sees itself or another of its species. It’s also in a sense a -1/-1 counter counter, as opponent’s counters also count and can go onto the enemy, which is a neat interaction. vizionarius - Pull into the Abyss: Fancy counter. Possible 2 for 1, but for 3 mana with 2 colors, that doesn’t sound too wrong. The addition of drifting is fitting for the set and is fun flavorwise, and even though it’s a bit parasitic, it is not of considerable matter when used outside of the set. The -1/-1 will be more relevant then. Idea - Crustacean Baiter: I do have to say, that’s some great art for the set. I still have my reservations about the luminescent mechanic, but the way it’s used here is a good one. It makes fine use of the repeatability of the etb, as you can name what you saw the last time. It also makes opponents less likely to block in order to avoid other hurt, which feels properly black. {Spoiler}{Spoiler} And unfortunately, no rare this time. And I’m not waiting even longer for it. I got to say, these were all bangers. Either super solid, new design ground, or working further on this new design ground. But I can only give the win to one person. And I specifically choose one card as the winner as well: Shoal Jumper from Idea as I was quite enamored by it. A very cute card. Second I’m putting the counterspell, Pull into the Abyss from vizionarius and third their tidal Razor Reefs. Thanks for playing and good shit!
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Post by Idea on Jul 5, 2024 19:28:13 GMT
Thank you for the win melono ! Now, next up... Liquid THiC, artstation The Great Aellum EscapeStrictly speaking, the plane of Aellum doesn't really have a name. It's a new plane, still a swirling mass of chaotic energies that take and lose form. The presence of a will is enough to shape it, though of course no creature could live in such a place to will it into form. Only a single place has consolidated across the plane, and was quickly shielded by the power of its first inhabitants, creating the isolated city of Aellum. Though Aellum has authority it lacks a de facto seat of power. Nothing exists on the plane beyond its few inhabitants after all, and the plane's unstable nature permeates even within the armillary walls. The mere conception of the city and one's needs is enough to conjure them into being, even if one lacks the intimidate knowledge to formulate the details that would be needed to create something with one's own power. The city is replete with warped and grandiose structures, aesthetic trappings mixing urban and medieval fantasy, and magic-based technology. Things often simply work even if they wouldn't in a plane of more grounded logic. Still, even this much would quickly break down into chaos without some semi-unified vision that enables stability, and a certain innate knowledge of uncertain origin provides it. Nonetheless, the more the population of the city grows, the greater the risks of their wills warping it beyond recognition and breaking down what has been maintained in such precarious conditions. For a long time the Sobran Order ( ) worked from the shadows, using their mind magic to erase thoughts that strayed too far from the city's design and even the act itself. As avoiding witnesses became increasingly difficult, the Order began to operate openly, mixing its peace-keeping duties as guards with its thought-control ones. Even the Sobran aren't omnipresent, however, so their sister order, the Xedot ( ), comes to the rescue. They are the doctors of Aellum and the heart of the people, and experts in restoration, moved by the deep compassion red and white share. Where someone is hurt they show up to fix it, act as diplomatic mediators in conflict and speak on behalf of Aellum's people to the Sobran and Highmakers, and vice versa. The Highmakers ( ) meanwhile are the ones responsible for maintaining, developing and shaping the city, some of the few allowed to mostly freely use the malleable nature of the plane in full force. They are divided into specialist teams, one which specializes in non-living things, dealing with matters like architecture, roads, and technology, while the living specialists sculpt the plant life around the city and offer services to alter people's bodies within the approved lists. Their duties and how they are to shape things is coordinated with the Sobran, and the Xedot are given a seat at the table to offer their perspective. The Nibrium ( ) are an entirely different sort of group, in that they aren't really a group per say even if they are often lumped together by that name. It has become an identifier these free spirits embraced even though they have little connection between each other's small groups. What they share is a tendency to be a nuisance (though rarely too destructive) and commonly some manner of artistic inclination and the slogan "In Nibrium you're free.". It's not uncommon for a Nibrium flash mob to suddenly start a loud performance in public or for people to wake up to see a street painted with a drawing they can't decipher. It isn't always a pleasant show as the Nibrium move about and do what do they only for their own enjoyment, but it can nonetheless prove a break for the monotony of life in Aellum, leading many among its inhabitants to be inspired or even idolize the Nibrium, making them leaders in fashion and artistic trends. There are those who aren't so lucky to receive such approval. In eternal rivalry with the Highmakers and Sobran, the Krund mutants ( ) lurk in shadows in hiding, forever fugitives in the name of their beliefs. Ever since the Sobran came to the limelight, there have been those who believe there should be no inhibitions to the natural process of transformation in Aellum, that one's thoughts should be free, untampered and only what naturally came, whatever warping consequences ensued being simply the ways things were truly meant to be. There those among them who even scorn those unwilling to do this, viewing the reshaping of their bodies as a means to empower themselves. The downside of course is that these changes are difficult to bring back without going somewhere where they would be caught and are often too spontaneous to replicate. The city has long fallen into a status quo, but a change is coming. Cracks are forming in the armillary walls, pouring in gases of chaotic energy into the edges of the city of Aellum. The cracks are growing larger by the hour, and soon a great wave of chaotic energies pours in, slowing eating up the city and transforming it. The plane outside is starting to finally stabilize and Aellum will be consumed in the process. At the forefront are the Avatars of the forces of change that Aellum's wall kept at bay. Panic ensues. There is only one mean of survival: At the top of the treacherous tower at the center of the plane is a vessel constructed by the founders of the city. The few who manage to get past the defenses of the tower and reach it will be able to get in the vessel and survive to see a plane made anew. Will you reach it in time?
I may... have gone a little overboard, haha... Anyways, so yes Aellum is the next plane for the Booster Pack challenge. It's got a mix of ideas and partially based on one of the sets I'm working on. Mechanically this set would have two main themes: - Influence counters - Representing the influence of one's will on the plane's malleable forces, in themselves influence counters don't do anything. However, creatures using influence counters (and the influence mechanic, which checks if one has the greatest number of influence counters on a creature) have abilities that may check if you have the most, check how many you have, or use them in some way. To prevent this from becoming parasitic a card should generally always use influence counters or check them in some way if it has them.
- Some kind of mechanical "time sensitive race" theme. I'll leave to your designs exactly how this manifests, but one of the main mechanical goals here would be to capture the "we're racing for our lives" kind of feeling.
Without further ado Common #1
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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 7, 2024 5:51:53 GMT
Common #2Manage the Outliers Instant Exile target creature with power 4 or greater. Its controller gains 4 life. "The subject's biceps exceeded the approved maximum circumference."
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Post by dangerousdice on Aug 17, 2024 4:12:25 GMT
Been quiet for a bit, so here's a card. Splash 'N Slash Instant - Splash 'N Slash deals 2 damage to any target. You may put an influence counter on up to one creature you control. "A dash of paint here, a bit of property damage there..."
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Post by vizionarius on Oct 28, 2024 18:01:55 GMT
C04
Highline Spires Artifact - Monument Whenever you attack, target creature you control gains flying until end of turn. When it deals combat damage to a player this turn, scry 1. Aellum's spires are often the origin of many an infiltration mission.[5] Monuments can be attacked, and have defense counters.
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