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Post by gamma3 on Apr 6, 2018 2:39:10 GMT
I'm working on "Vision Design" for my first actual set, and I need some help. The idea of the set is a world war type thing. The set is designed to have two four-color primary factions, each of which is split into two two-color sub-factions, and one neutral two-color group that has the two colors not shared by the four-color ones. I'm having trouble coming up with a mechanical identity for one of the four-color groups, a faction. Ideally, the mechanical theme for this group could be split into or utilized in both of the two sub factions, which could be either the allied pairs ( and ) or the enemy ( and ). I haven't decided which yet, so either option is fair game. Submitted ideas:
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Post by ZephyrPhantom on Apr 6, 2018 10:27:59 GMT
R/W and G/U is probably easier to design because both want lots of permanents out on the field (attacking creatures and lands/lots of creatures with +1/+1 counters respectively).
I'm not sure what kind of overlap R/G and W/U would have. One's basically the epitome of stompy while the other's the most control oriented color pair of them all.
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Post by Daij_Djan on Apr 6, 2018 12:12:08 GMT
Well, one rather simple way would be going for attacking / blocking in groups matters. Like return Battle cry in (I always thought it would work really well in green as well) and mirror it for blocking creatures (maybe as +0/+1) in for defence? Might be a bit bland, though.. Does the faction has any story / flavor / whatever associated with it so far?
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tarvoc
1/1 Squirrel
Posts: 56
Color Alignment: Blue
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Post by tarvoc on Apr 6, 2018 15:01:35 GMT
New forum or not... I still can't see what's behind the spoiler tags.
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Post by gamma3 on Apr 6, 2018 15:01:37 GMT
I like the "lots of permanents" approach to the enemy split. I actually just got an idea for an ability word for the half of the enemy version. I'm not sure what I would call it, but it would be "For each other attacking creature, <effect>." I'm not sure how much design space that has though. It has to either be on expensive creatures or be a small enough effect to scale well with large numbers of attackers. @daij_Djan The only faction with much flavor/story stuff is the secondary faction, a death cult that started the war between the other two factions to please their "god." Standard golgari sac/reanimation stuff. The other major faction is , I'm going the "noncreature spells/permanents matter" path, with orzhov enchantments and izzet artifacts for sub-factions, both having some other noncreatures matter stuff to tie the two together. They don't have much flavor attached yet either.
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Post by Daij_Djan on Apr 6, 2018 15:25:48 GMT
New forum or not... I still can't see what's behind the spoiler tags. Because there simply is nothing behind them so far I guess they're supposed to be used to collect ideas as we go along.
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Post by gamma3 on Apr 6, 2018 15:31:06 GMT
New forum or not... I still can't see what's behind the spoiler tags. Because there simply is nothing behind them so far I guess they're supposed to be used to collect ideas as we go along. You would be correct
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Post by voltaic-qui on Apr 6, 2018 18:44:16 GMT
Well, one rather simple way would be going for attacking / blocking in groups matters. Like return Battle cry in (I always thought it would work really well in green as well) and mirror it for blocking creatures (maybe as +0/+1) in for defence? Might be a bit bland, though.. Does the faction has any story / flavor / whatever associated with it so far? This is what I did in Rising Waters. I think it was one of the block's many mistakes. +0/+1 simply isn't worth it the same way +1/+0 is
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Post by Daij_Djan on Apr 6, 2018 19:05:18 GMT
Probably true.
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quarryking103
0/0 Germ
Swoke
Posts: 9
Favorite Card: Animar, Soul of Elements
Favorite Set: Khans of Tarkir
Color Alignment: Blue, Red, Green
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Post by quarryking103 on Apr 7, 2018 6:48:34 GMT
One potential overlap for ally colours is that red and blue (and green) both like drawing cards, and green and white both like getting +1/+1 counters (and tokens), so maybe something to do with getting a +1/+1 counter whenever you draw a card. Or maybe removing +1/+1 counters from things to draw a card, Zameck Guildmage style. For example: Insight <cost> (<cost>, Remove a +1/+1 counter from this creature: Draw a card.)
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