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Post by kefke on Aug 6, 2023 15:09:09 GMT
I guess this one might have been a bit too much of a challenge...
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Post by kefke on Aug 15, 2023 18:21:14 GMT
Alright, much as I hate to declare a winner by default, I think I've held this game up long enough. Congrats, viriss!
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Post by viriss on Aug 15, 2023 23:00:25 GMT
Back to expansion #72 - "Kaladesh: World's Fair"
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Post by serraphim on Aug 18, 2023 1:56:13 GMT
Kaladesh, the plane of spectacle and invention. After generations of enjoying an enlightened era and nearing the end of the Inventor's Renaissance, has, through luck or fortune, found itself entering a new era of creation. Thanks to the prodigal artificer, Arnam Skywinder, the world has leapt centuries in technological advancements in mere years. To celebrate this, the city of Ghirapur has arranged the successor of the Inventor's Fair, the World's Fair. This time, the exhibits are open to members from across the endless worlds of the multiverse, not just residents of Kaladesh. Arnam's understanding of the Aether is unrivaled. The realizations he has made has allowed the possibility of harnessing the vital energy from any location, allowing localized power generation, bringing light and luxury to Kaladesh, even to the most impoverished areas. The city has been transformed into city blocks of Arnam's exhibits that aim to show the ease of living coming to the world's near future. From robotic assistance that will help with daily chores and affairs, to improved vehicles that run on an endless power supply, to small metal boxes with little windows that are capable of cooking food from the inside-outwards. Fair goers wander through Arnam's exhibits, awestruck and bewildered, many considering him something of a hero of the new age. As the month's long fair rolls on, patrons wait anxiously for the reveal of Arnam's magnum opus, the World Machine. A massive machine, delivered to Arnam in a dream although some believe by a Nefarious Benefactor, that he claims will allow Kaladesh to not only harness the Aether and the mana of the world, but create it from the void itself. Like many great minds, there are those who seek to rob them of their fame. Hellbent on being recognized as a great artificer, an elder tinkerer named Davin Gearbinder has committed his life to understanding the secrets of Arnam's greatest inventions and to release them, revised or not, under his own name.
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Post by vizionarius on Aug 31, 2023 0:33:46 GMT
On the next visit to Kaladesh, only artifacts use , and only non-artifacts generate . New ability: Attenuate (Each you pay while casting this spell pays for . For each paid with , this permanent enters with one fewer [+1/+1 counters/charge counters] on it.) Inventors' Trinket Artifact Attenuate (Each you pay while casting this spell pays for . For each paid with , this permanent enters with one fewer charge counters on it.)~ enters the battlefield with three charge counters on it. , , Remove a charge counter from ~: Scry 2, then you may exile the top card of your library. You may cast it this turn. Fairgrounds Guardian Artifact Creature - Construct Attenuate (Each you pay while casting this spell pays for . For each paid with , this permanent enters with one fewer +1/+1 counters on it.)
~ enters the battlefield with four +1/+1 counters on it. Vigilance Whenever a creature an opponent controls attacks, you may remove a +1/+1 counter from ~. If you do, remove that creature from combat. (It remains tapped.)2/2 Night Market Aetherbroker Creature - Aetherborn Rogue Deathtouch Whenever ~ deals combat damage to a player, that player loses 2 life and you get (two energy counters). 1/3 Ovalchase Veteran Creature - Dwarf Pilot Haste Vehicles crewed by ~ this turn have haste. At the beginning of your end step, if ~ is untapped, you get (an energy counter). 2/2 Champions' Racer Artifact - Vehicle At the beginning of combat on your turn, you may pay . If you do, ~ gets +1/+1 and your choice of first strike or haste until end of turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)4/2 Nature's Reverence Enchantment Players can't pay to cast spells or to activate abilities. Whenever you would get one or more , you gain that much life instead.
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Post by Idea on Sept 3, 2023 23:39:59 GMT
In the aftermath of the Phyrexian invasion, the city of Garaphur began its reconstruction under the council and with the additional guidance of Pia Nalaar. However, morale was an all time low and paranoia was growing, and with it discontent with the new consulate. Those outside the "legal network" were all too happy to help foment this despite some additional leeway being granted both due to the need for their support and as gratitude for the help during the invasion. More importantly, however, was the reminders of what had trespassed: Destruction, converted bodies from both beyond the plane and from Kaladesh itself, and that mass of glistening oil, for now inactive... presumably. Cleaning things up and returning Garaphur to the shining beacon of peace, safety and innovation it had once been would require keeping a lot of people from their homes and place of work. It would require room to work and to minimize incidents. That criminal underbelly had plans of its own as well. They knew better than to outright incorporate phyrexian technology, but to take inspiration from some of their concepts and designs was not out of the question. Many began "recruiting volunteers" for certain experiments combining metal and flesh, with many aetherborn in particular seeking out these experiments to become the so-called "Filmeld" (from melding with filigree) due to the supposed effect of increasing their longevity. As often happens with inventors in Kaladesh, an idea struck in their moment of need: With Garaphur as the main focus of the invaders, there was much of the world left relatively safe. With their current authority and expertise a container similar to Garaphur's reservoir could be developed, less able to gather aether from the air but able to store it in great amounts. With this in toe they would send-out a large scale expedition, visiting the inventors of the various cities spread throughout Kaladesh, inviting those citie's own inventors to display their prowess in the first ever World Fair! Some with excitement and others with little choice, a great portion of Garaphur departs on this massive expedition. Of course, even with such a large group, the dangers aren't absent. Bandits near Garaphur who eyed the frequent access its citizens had to aether and didn't have the technology to gather it so abundantly would seek out to raid them, especially with the mobile reservoir as a potential prize. Among them would likewise be those who may or not lack the aether, but simply despise what Garaphur is or stands for as a hub of artifice and invention, a taint on the world in the eyes of some even in the plane of Kaladesh. With limited resources in both aether and metal, the artificers are forced to recycle, improvise and adapt. Even so, the World Fair marches on, and cities rich and poor, powerful and feeble, honest and cunning, will seek to impress the inventors and citizens of Garaphur. Will you join the tour as well? Long story short, this return to Kaladesh would feature the citizens of Garaphur visiting various cities throughout the rest of Kaladesh - indeed this is one of the things that has been said could prompt a return to Kaladesh according to an article about where planes fit in the Rabiah scale. I'm thinking it could feature and explore these themes of abundance and squalor, with some cities that clearly fall on the later and others on the former, all seen through the eyes of the people of Garaphur who lived with abundance and would have (following the phyrexian invasion) fallen that much closer to squalor. This could be visible mechanically as well, with Mardu (black, red, white) having the Scrap Together mechanic and many artifacts that quickly go into your graveyard, whereas Simic (blue, green) would get Metalcraft, which only is active if you already have a bunch of artifacts (and yes normally green isn't really all for artifacts but I figured it could work since this is Kaladesh). There could also be a more minor themes with Orzhov (white, black) life gain (and black in particular using life-spending effects for phyrexian-inspired tech cards) and the Gruul (red, green) raiders having blitz. While energy is one of the universal mechanics here, so every color would use it, the set could try to fix the error of energy of being too universal in access and too broad in potential application in a way that would play into the themes by making bigger costs in terms of energy. This would give more of the feeling that you are trying to scrap together enough energy to get by while mechanically rebalancing it by reducing efficiency. Blue would, however, be the most energy-centric color on its own, with tools to make energy-usage more efficient that would be either hard to splash or only make themselves more efficient. Vehicles would probably also show up, but be a much smaller and less significant part of the set, a couple of examples rather than a wide-spanning mechanic. But of course, what's the point of having this whole set based around visiting various places if you don't have anything to mechanically show for it? Sure cities might have their own visual and mechanical identity, but there is something to say about the travel. For one, you have cities - legendary lands at uncommon or rare - that are artifacts in your hand or graveyard. These cities would have the mechanic "Expand", which lets you put a brick counter on the city. This is a way to have a multiples of the legendary land without actually having multiple, allowing that land to produce more mana for each brick counter. But those brick counters may give another bonus, affecting the ability these cities bring as they are part of the World Tour. World Tour is a mechanic that sets a trigger for the next time you tap a land for mana, in other words, you take something of the experience with you as you travel to the next location.
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Post by viriss on Sept 23, 2023 2:00:09 GMT
I wasn't expecting so many multi-card entries! Wow. serraphim I like the idea of turning energy into a creature but then spending to regenerate makes me have to choose where to spend the resource. Maybe a mana cost to give an artifact creature indestructible until end of turn? vizionarius Same choosing between speed and power with Attenuate, though I get why you'd want to balance them with the drawback. Idea These capture a war-torn feel nicely. With syphoning energy and scraping together parts. It's harder to see on "City" and bricks work since you can't expand itself, not without multiple copies I guess. Winner serraphim
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Post by serraphim on Sept 23, 2023 8:20:53 GMT
Thank you, viriss ! I had a lot of fun with your challenge. I can't wait to finally return to the plane of Lorwyn and its darker side Shadowmoor. It's where I really began playing Magic. So for the next challenge...rather than waiting another year to see it, your job is to take me back to Shadowmoor/Eventide.
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Post by Idea on Sept 24, 2023 0:03:00 GMT
So, in the end of the events of Eventide, Lorwyn and Shadowmoor fused back together as the day/night cycle was restored by Maralen, who took Oona's place as queen of the fae. I was unable to find where exactly, but after looking some things up what little we know about the composition of the current Lorwyn-Shadowmoor plane is that Lorwyn's half is dominant but there are elements of Shadowmoor, like the versions of Shadowmoor's races still existing (namely Kithkin) simultaneously with Lorwyn's. One interesting to note about this: The great aurora didn't replace Lorwyn's inhabitants. It transformed them into a version that had a different nature and modified memories. Only a few beings, namely the faeries, stayed untouched. This means that the fusion of the two sides didn't give you both versions of a person - it meant some people were stuck in Lorwyn versions and others in Shadowmoor versions. I think what a new Lorwyn-Shadowmoor set would (or should) bring is first and foremost an exploration of this coexistence - and people dealing with the fact that people they knew are now basically strangers, completely different from whom they once knew. At the same time, Oona while defeated remains conscious and made a new faerie trio to try to return. So while the inhabitants of Lorwyn are pretty much having an existential and societal crisis, and some faeries under the command of Maralen are likely trying to help races settle into their new lives, another faction of faeries is plotting in the background to return the "rightful queen". Mechanically, one of Shadowmoor's most iconic introductions was a greater prominence of hybrid mana, and so I think we'd see that which also calls for a "colors matter" theme. Changelings I think were also a neat addition Lorwynn, but if we assume this set wants to play with color as hybrid mana would suggest, then mimics would make more sense. Perhaps then changelings and mimics, thanks to their shapeshifting abilities, better fused the two versions of themselves than others - something with properties of Changelings AND mimics. Meanwhile, something else was introduced to magic that couldn't find a more iconic place to be in than Lorwynn-Shadowmoor: Day/Night. This mechanic was... pretty poorly received though, so there might be a way to fix it. Ideally its trigger conditions would be fixable, but that's not something one can do without discarding the mechanic entirely, but perhaps we can do "day/nightbound" without transforming. Since we have day and night, a mechanic to help you better avoid casting spells during certain turns would be good, including things like flash. Since this time we'd be exploring some races a bit more in-depth as they deal with the crisis, I think it might be good to let the set have some big focuses, with the rest of the menagerie being dispersed into a few loose cards here or there, or being in a later set. I also think thematically enemy color pairs make the most sense: Elves Kithkin Faeries Giants Merfolk The kithkin would probably be one of the races most haunted by their Shadowmoor versions. Not only do they really care their potential actions they can't remember, but Kithkin more than any other species seem to live for community, even linking themselves mentally. For the first time there is a clash of attitudes in the thoughtweave, paranoia versus open community, but everyone shares a concern that never occurred to the Kithkin before: Fear of their own. While their community remains tight, Lorwynn and Shadowmoor-type kithkin alike feel heavily the family members and friends who became strangers to them, and whom they couldn't fully trust. It's a matter of time until their shared network lets them unite again, but in the meantime they must struggle not just to find themselves, but who they wish to be as a community. (Also, yes, in this case identity crisis would be a reprint) Elves and their role has always been pretty central on this plane, be it as rulers of Lorwynn or survivors in Shadowmoor. With Lorwynn dominant, the Shadowmoor elves found relief and a shared sense of beauty with their fellow kin, and zealousness to preserve it. They lack the haughty attitude of their Lorwynn counterparts though, and gladly accepted a role as the ones acting as the primary fighting force against the "eyeblights", while the Lorwynn elves could minimize how much they got their hands dirty. Lorwynn giants weren't that different from Shadowmoor ones. The red ones still pretty much did whatever they wanted, they still take the super long naps, they still can be territorial. The white aligned ones had more wisdom, stubbornness and apparently liked collecting stuff. Either way Lorwynn giants often took names and purpose from their nap. As the two aspects of the plane fused, many giants saw their other half in dreams. It did little for those still affected by Shadowmoor... but red aligned Lorwynn ones were far more confident in their rampage and even many white aligned ones decided their purpose would be to wander around as they did in Shadowmoor. Only the wisest among their kin foresaw the dire consequences of making their race the enemy of the world by too much travelling and pillaging. Too many turned to this despite the warnings, and the wise weren't enough to stp the foolish. As giants moved more and more, they trespassed upon old territories, leading to enormously destructive clashes. While not to the same extent as the Kithkin, the merrow (merfolk) were quite disgusted by what they became in Shadowmoor as well. But even as they sought to regain their hold over the waters and re-establish their former order and position, they could not stop the impulses of their kin that remained their Shadowmoor selves, not even offer them a legitimate position with their inability to properly communicate. An opportunity was found in the rampaging giants though, and the coveting of their goods by the Shadowmoor merrow. They were put in charge of observation and organizing hunting parties when a giant crossed too far beyond a line, being given permission to cause floods in order to reach and hunt down the offending giant. As mentioned, you have two factions among the faeries. The openly known faction is one which follows the current faerie queen Maralen and travels about to spread word and acceptance of the new way of things, and act as diplomats and peacemakers. Meanwhile, the other faction is still secretly loyal to Oona and actively searching for a means to enable Maralen's dethroning and Oona's return. The new brand of changelings is largely unaffected, only seeming semi-sapient on either aspect. They now incorporate aspects from both, and still reflexively adopt traits based on it being day or night, acting as changelings or mimics.
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Post by Flo00 on Sept 28, 2023 13:02:47 GMT
Changeling Mimic Creatre - Shapeshifter Changeling Whenever you cast a spell with four or more creature types, double Changeling Mimic's power and toughness until end of turn. 2/2
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Post by vizionarius on Sept 28, 2023 21:47:08 GMT
I really like Idea 's take on Day/Night through Dayrise and Nightfall!! That's a great mechanic, and a part of me hopes that that's actually what they'll go with when we go back. I think you're also spot on with the race colors and the story theme. Also, lots of interesting and clean designs. I'm putting my submission here as a way to try to do something a little different than you, but I think you've nailed it.
We've seen Lorwyn/Shadowmoor in a reverse cycle of day (Lorwyn), morning (Morningtide), night (Shadowmoor), evening (Eventide). I propose another prominent time-bound cycle: Seasons. There would be a two-sided card that has the four seasons on it (top and bottom split). They don't have any effect or way to change on their own. Cards can care about them, though. Seasons fit well with Scarecrows: Harvest Scarecrow Artifact Creature - Scarecrow Food , : Choose a color. ~ becomes the chosen color. Add one mana of the chosen color. , , Sacrifice ~: You gain 3 life. During the Feast of All Colors, scarecrows with heads of various colored pumpkins decorate Kithkin gardens.1/3 Let's see some Evoke, the main way to change between Seasons. There would be a cycle of rares with the 2/X hybrid cost: Frostwhisperer Creature - Elemental Flying Evoke Winter (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield. It becomes Winter.)When ~ enters the battlefield, tap all creatures target player controls. Those creatures don't untap during that player’s next untap step. 4/4 We also get Evoke on non-creatures: Autumn Feast Tribal Artifact - Elemental Food Evoke Autumn (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield. It becomes Autumn.)Whenever you sacrifice a Food, put a +1/+1 counter on target creature you control. , , Sacrifice ~: You gain 3 life. There is no feast like the one held each year at Crimsynleaf Village.Season of Searing Tribal Enchantment - Elemental Evoke Summer (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield. It becomes Summer.)Whenever a permanent you control is put into a graveyard, ~ deals 1 damage to any target. If that target is a permanent, remove a counter from it. Withering elementals still visit on the hottest of days.Let's see what's happening with some of the main tribes: Boggart Sneak-Attack Tribal Sorcery - Goblin Put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice it at the beginning of the next end step. Not even an auntie could see him coming!Marrow Conclave Creature - Merfolk Cleric Ward When ~ enters the battlefield, if it's spring, search your library for a Merfolk or Cleric card, reveal it, put it into your hand, then shuffle. , Tap three creatures you control: Create a 1/1 white and blue Merfolk Cleric creature token. 2/4 Kithkin Gardener Creature - Kithkin Citizen When ~ enters the battlefield, if it's summer, search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle. Scry 1. There is nothing more peaceful than some yard work in the summer breeze.1/1 Treefolk Branchflingers Creature - Treefolk Archer Reach : ~ deals damage equal to its power to target creature with flying. Activate this ability only if it's summer or autumn. 2/4 Immaculate's Favor Tribal Instant - Elf Target creature you control gains hexproof from the color of your choice until end of turn. If was spent to cast ~, you gain life equal to that creature's power. If was spent to cast ~, you gain life equal to that creature's toughness. Prepare for Promenade Tribal Sorcery - Elf Create two 1/1 green Elf Warrior creature tokens. If it's spring, they enter the battlefield with a +1/+1 counter on them. "You won't want to miss the yearly processions!" --Aerowyn, Perfect of Lys AlanaAlso, we see some non-black Hags, and see the allied-colored Hedge-Mages: Bloomtide Hedge-Mage Creature - Hag Cleric When ~ enters the battlefield, if you control two or more Forests, you may create a Food token. When ~ enters the battlefield, if you control two or more Plains, you may put a +1/+1 counter on target creature you control. 2/2 And the Fae still prowl the lands: Paintwitch Clique Creature - Faerie Rogue Flying Whenever you cast a spells that targets an opponent and/or a permanent an opponent controls, that opponent and/or that permanent's controller loses 1 life. If it's winter, they lose 2 life instead. Where you find Insult, you know to always look for Injury.2/2 Darkwind Assassin Creature - Faerie Assassin Flying , : Destroy target creature if it's tapped. Otherwise, tap it. It doesn't untap during its controller's next untap step. Activate this ability only if a creature you control dealt combat damage to a player this turn. It cares not whether you're frozen in fear or dead.2/1
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Post by serraphim on Oct 6, 2023 22:04:15 GMT
will judge this weekend.
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Post by serraphim on Oct 10, 2023 0:20:41 GMT
Sorry I've been slow on things. Life has gotten busy in a good way, I'm going to take a break from here for a while, you all take care. Idea I'd think you have a great story and i like idea with a kind of psychological damage spread across the world. Identity Crisis feels like a perfect fit. How each of the races are affected feel appropriate. I'm not sure how the "Dayfall" mechanic would interact with "Daybound" or what silly interactions someone might come up by taking away the system after it has been implemented. Flo00 I'm not sure there are any creatures, besides Changelings, that would trigger this card's ability. I wish there were more Changeling tribal somehow. vizionarius I'm intrigued by the "Evoke Season" idea. Four separate possibilities seems like it might feel like a game of tug-of-war with your opponent. Winner: Idea Congrats.
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Post by Idea on Oct 10, 2023 14:53:06 GMT
Thank you for the win serraphim ! Since we're doing hypothetical sets, let's try this. Picture Magic's original timeline, specifically in which Tarkir is ruled by Khans and Ugin is dead. Without Ugin's scheme with Niv-Mizzet, the opportunity for a god-eternal to take down Bolas never arrived, not to mention a few other advantages such as having Jace Beleren as a mind-controlled minion in the events of hour of devastation. In short, Bolas wins the war of the spark, ascending to the powers he had as an oldwalker, if not greater still. The set for this round depicts the result, deals with the consequences of Nicol Bolas being victorious.
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Post by Idea on Oct 18, 2023 16:16:47 GMT
(just gonna gonna give this a little bump, hoping for entries)
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Post by vizionarius on Oct 18, 2023 18:11:45 GMT
Unfortunately I don't know the lore around this event very well (kinda clocked out as I'm not a super hero fan, so the story didn't seem very interesting to me)... (just did a quick skim on Wiki, and it's still not very cohesive in my mind, but I'll assume that essentially Bolas wanted control of the multiverse and to remove all opposition to his power). So... what would an all-powerful Elder Dragon Planeswalker God do? I guess make claim to all knowledge at any cost... and force everyone to worship him? And reach to all parts of the Multiverse? Bolas' Presence Legendary Enchantment Whenever a creature or planeswalker you control deals damage to an opponent, that player discards a card at random. Whenever an opponent discards a card, you may draw a card. "Thank you for your contribution!"Death of All Hope Sorcery Destroy target creature. Fateseal 3 that creature's controller. (To fateseal 3, look at the top three cards of that player's library, then put any number of them on the bottom of that player’s library and the rest on top in any order.)"May you never wield life again."Bauble of the Sun-God Artifact , , Sacrifice ~: Shuffle target instant or sorcery card from your graveyard into your library. Draw a card at the beginning of your next upkeep. Knowledge is never lost.Grasp of Disloyalty Enchantment - Aura Enchant creature you don't control Whenever enchanted creature attacks or blocks, its controller loses life equal to its power. : Enchanted creature attacks this turn if able. "Yes... do my bidding, loyal minion!"Worshippers of the Elder-God Creature - Zombie Cleric Other creatures you control get +1/+0. Whenever an attacking nontoken creature you control dies, create a 2/2 token that's a copy of it, except it's a Zombie in addition to its other types and has decayed. "You will worship Me even in death."3/3
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Post by Idea on Oct 27, 2023 16:18:09 GMT
hoping for some more entries!
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Post by Idea on Nov 4, 2023 4:27:39 GMT
Alright, I'll be giving feedback tomorrow. Last minute entries are welcome if anyone wants to bring them.
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Post by Idea on Nov 4, 2023 20:02:38 GMT
Well, win by default goes to vizionarius . That being said, here's some feedback: Bola's Presence: Even without the matter of balance, I think this is a bit too oppressive for gameplay balance. During an attack, several creatures hitting could deplete your opponent's hand and draw you a bunch of new cards... but this works even without combat. Oppressive might have been the kind of vibe you were going for, but this one would just make the games too unfun. Not an easy balance to strike admittedly, an oppressive feeling while still being fun to play against. Death of All Hope: Fateseal is one of those mechanics that was dropped in future shift, but I do think it could find a home in a set like this where the way it works is entirely within the feeling that is meant to be conveyed. Outside of that, this seems pretty balanced at a glance. Bauble of the Sun-god: To be honest, by comparison with other baubles this could very well be a 0 mana artifact. If one wants to avoid that though due to combos or accelerating affinity for instance, I think the ability activation ability cost could be reduced to or even . The repeatability is already there by the tapping and sacrifice, and it has an extra condition of needing an instant or sorcery in your graveyard to begin for the full effect. Grasp of Disloyalty: I think that effect is a bit more blue (the forcing to attack), but regardless I think this seems like a plain good and balanced card. It's an expensive pseudo-pacifism which punishes rather than stopping the attacking or blocking, both of which might be options you'd be happy for your opponent to pick depending on what you're playing. Worshippers of the Elder god: It's difficult to find what cards to compare this to precisely, but I think by far Crowded Crypt might be the best I was able to find. It's effect is weaker than your card's as this one makes plain zombies with decay whereas yours makes a near "creatures you control have wither" kind of effect. While that effects is substantially weaker than giving everything myriad, Legion Loyalty is another potentially useful comparison. Finally Kira, Great Glass Spinner might also be worth looking at for its one-time protection granting. The thing to note is all of these cards are considerably more costly - either to cast or to use the key ability - than your creature is. And they don't also buff the other creatures and come with a 3/3 body, though in fairness Kira is also a 2/2 flier (and legendary). I think this card is really really undercosted. Overall a pretty good batch of flavorful cards, do wish there was a hint at some form of resistance or at least other faction, but this is already plenty
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Post by vizionarius on Nov 5, 2023 4:30:13 GMT
Thanks for the feedback, Idea! Upon review, I totally agree with your critiques. Next: Let's go back to Kamigawa, but keeping to the traditional themes. Nothing cyberpunk or neon anything.
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Post by Idea on Nov 11, 2023 2:28:36 GMT
Thanks for the feedback, Idea! Upon review, I totally agree with your critiques. Next: Let's go back to Kamigawa, but keeping to the traditional themes. Nothing cyberpunk or neon anything. to be clear for this prompt are we going back to the original kamigawa? Or current kamigawa but with more "ancient" themed cards?
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Post by viriss on Nov 11, 2023 4:03:17 GMT
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Post by vizionarius on Nov 11, 2023 4:12:00 GMT
Thanks for the feedback, Idea ! Upon review, I totally agree with your critiques. Next: Let's go back to Kamigawa, but keeping to the traditional themes. Nothing cyberpunk or neon anything. to be clear for this prompt are we going back to the original kamigawa? Or current kamigawa but with more "ancient" themed cards? I'm happy with either, would just like to see some more traditional themed cards.
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Post by Idea on Nov 11, 2023 14:21:14 GMT
The hypothetical set I'm labeling Kyodai's Dream would set a mystery element, starting us off in a rather unfamiliar Kamigawa. A land of mists and smoke as far as the eye can see, and a protagonist without memories lost in this place. Last we hard of it, the loss of Boseiju was a fatal blow to the barrier between the spirit and mortal worlds. What has become of Kamigawa? This hypothetical first set would take one through the land of mists, and reveal that much of it is comprised of things resembling / evocative of Kamigawa's past. Like a gallery or a maosoleum, the people here go about their lives as normal in ancient times, worshipping kami as much made of smoke as they are, before disappearing as a memory fades. As the protagonist explores, trying to find who and where she is, how to get out... if such a thing is even possible... signs of trouble lurk as well, as the kami of night's reach (supposedly defeated, yet whose influence is still felt) is infiltrating even this realm of nostalgia. While there might be some indication of the technology of the new age, the vast majority of the setting and set would be invocative of old kamigawa. Indeed, the mystery would unveil that this is place created by the mind of kyodai in shock at the shattering of the barrier, the very worldsoul of Kamigawa fallen into a coma-like slumber as part of its identity fell apart. Also, despite the sample here, not every creature would be a spirit. Mechanically there would be a few different focuses: Spirit tribal, hand matters and sacrifice matters. I also think there would be some strong themes of creatures sacrificing to help cast your other stuff, particularly spirits. There might even be tribal spirit spells. And who might this mysterious protagonist be? Well, since the set won't actually be made, it should be fine to reveal that she is a fragment of Boseiju, taken a human form. In future sets I would imagine she'd get a proper name and change the planeswalker type, but not in this one for the sake of the mystery.
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Post by ameisenmeister on Nov 12, 2023 21:51:14 GMT
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Post by vizionarius on Nov 15, 2023 19:10:31 GMT
Feedbackviriss: Great flavor! Definitely has the OG Kamigawa feel, but on a modern effect and power level. Reminds me of Crib Swap. The creature only returning when the Kitsune dies is an interesting deviation from the usual "leaves the battlefield" with these effects. Make for a neat happenstantial hosing of Kumano (not sure why that came to mind but it did). Idea: Absolutely love the idea behind this set! Procession in Smoke is a really interesting a clean design. Love the return to evoke, feels excellent in this set. Fragment of Night's Reach has a pretty unique effect that I like. Reminds me a bit of Heartless Summoning. Initially the delayed sac on self felt strange, but I see that you wanted the lifeloss trigger to be around when you "evoke" the creature. It works well. Guardian's Remnant is a slightly boosted busido 2 (it triggers for each creature blocking or being blocked as opposed to just once per combat). It makes for a nice target for Valor Made Real. Kami of Dazed Searches feels intriguing (also, I like the return of enchantment creatures). The hand matters theme is a neat nod back to OG Kamigawa, and I like it. I like the symmetric effect of returning sacrificed creatures on top, but also the ability to not have it hose you if you want to draw something else. Very neat. Awesome idea for naming of The Lost Dreamwalker (reminiscent of The Wandering Emperor). I think having no subtype on her should be fine. For the effects, I think adding 2 mana with the Boseiju ability on a +1 is a little strong. Could have been just a , and also no need to have it carry over steps and phases. Could have saves some words there. Her -4 can easily become a 0 or even a +, not sure what the purpose of it is, honestly. Maybe find a sweet-spot at -2 and remove that part of the ability, would also make the card cleaner without losing much. The -8 is quite strong, and I like it! Since you seem to like the "mana doesn't empty" bit, you can just have it as a static on her instead of writing it out twice. Would save some words on the -8 as well. Overall, I like her design as well. Awesome work here! ameisenmeister: A really neat token generator. Reminds me of Militia's Pride on a creature (that won't give you the token if you attack with it, unless you give it Vigilance). The more I think on this, the more I like it. Neat flavor text as well. ResultEveryone submitted awesome designs! Idea's set idea and cards really make me want that set to exist, so they get the win! ameisenmeister is a close second.
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Post by Idea on Nov 20, 2023 5:19:26 GMT
Thank you for the win vizionarius ! Regarding what you commented, the first two abilities were made to be evocative of Boseiju in land form. The fact her second ability turns into a plus with enough lands on the field is very much intentional. Planeswalkers are inherently limited in how often they can use their abilities so the idea here is you gradually ease her condition and eventually starting plusing her for more. For the next challenge, let's continue on this theme of the past but go a bit further into the past. Let us revisit the plane of Arcavios, where Strixhaven sits, but prior or in the early years of Strixhaven's founding.
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Post by Idea on Nov 30, 2023 1:31:58 GMT
(bump here as well)
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Post by Jartis on Dec 18, 2023 2:50:02 GMT
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Post by Idea on Dec 27, 2023 17:03:32 GMT
I will be closing this challenge the day after tomorrow. If anyone wants to bring a last minute entry, feel free!
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