Guardians - Ruby and Sapphire are nice - my problem with the green one is that deathtouch shouldn't be se easily bleedable into other colors. Maybe reach or trample instead?
Shining Oasis - This has "bad idea" written all over it. It should probably come into play tapped so to be on the same level as Sulfurous Spring.
"Treasures Ritual" - Not bad, probably on the same level as Manamorphose.
Shining Oasis - This has "bad idea" written all over it. It should probably come into play tapped so to be on the same level as Sulfurous Spring.
Can you elaborate a bit?
I'm basing them off of the Invasion cycle of saclands: Ancient Spring, etc. (perhaps that's what you meant when you said Sulfurous Springs). Do you not think that the :symtap:: and the extra cost to sacrifice balances it out?
My first inclination would be to raise the sac cost to :2mana:, :symtap:. But that might make them really bad.
I'll keep in mind your comments about the Guardians - I'm inevitably going to do some juggling of abilities and costs once the rest of the set gets filled out. Here, I kind of wanted three abilities that were both pretty different from one another, but each relevant with flash. I'm just worried that putting both a flying card and a reach card in the cycle feels repetitive.
The Guardians look quite nice. I kind of agree with Oculus about the deathtouch... maybe shroud, instead? The land is really cool, and makes for a nice cycle. The ritual is pretty weird. Why is it all colors? If it has to be colored, shouldn't it be the colors of the mana it produces?
Why is it all colors? If it has to be colored, shouldn't it be the colors of the mana it produces?
That was the original plan; the mock-up just looks weird.
Maybe it's just me, but there's a part of my brain that's been trained to think that a blue mana symbol, a red mana symbol, and a green mana symbol can still add up to a gold card. But if you say, "This card is blue, red, and green," when the card - visually speaking - is gold colored, it creates some mental friction.
Plus, I think that people like Transguild Courier, so seeing that ability again will resonate.
Also, while the card is technically 5-colors, no matter where you play it, the funny thing is that "all colors", in terms of the card's home setting / set, means 3-colors, flavor-wise. So, in the imaginary world where some planeswalker native to this setting saw a spell that creates :symu:, :symr:, or mana, they'd say, "Yup, all colors." We know better, but I feel like it doesn't violate the theme or the setting.
And now I can say that the set has one white / black spell.
The weird thing about the instant is that it would feel really good as an artifact which in this set means it probably should be an artifact.
I agree that this set would prefer something like a Chromatic Star, which would work splendidly with the artifact-sacking subtheme going on in the set. But, these two cards (the instant and the land) are the first representatives of their respective block megacycles, and I can tell you right now that no other sets in the block are going to care about sacking artifacts to anywhere near the same degree as this set. Also, looking at it from the other direction, I've already packed a bunch of artifact-sacking cards into the common slots and there will yet be more. So, no big loss if the faux-Chromatic Star doesn't make the cut.
I had a few guiding principles with these two mana fixers:
Make them tri-color.
Make them common.
Make them each into a megacycle.
Make them as different from each other as possible.
Having settled happily on the land, which is a permanent that sacrifices, fixes, and accelerates, I was afraid that a mana artifact would duplicate too many of those same qualities. So I got the instant idea, and I think it's alright.
But, these two cards (the instant and the land) are the first representatives of their respective block megacycles, and I can tell you right now that no other sets in the block are going to care about sacking artifacts to anywhere near the same degree as this set.
And yet there are Signets in each color pair, but no Manamorphose only in one of them. Artifacts are a known quantity and I suppose you haven't planned to fully omit them anywhere, have you?
I said that the thing would feel really good as an artifact - and I meant that independent of the setting. In addition this setting is the last place where I wouldn't actually make it one.
As a megacycle thing the whole concept doesn't work - why have ten fivecolored spells that produce three colors rather than one five colored spell that produces five colors?
I agree that this spell shouldn't be only the respective three colors, but if it isn't, then it doesn't work as good as part of the cycle.
And it's not hard to approximate the effect with an artifact. And artifacts get mana production. :symg::symw::symu: getting a ritual spell is a little less convincing.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Artifact Creature - Illusion [COM]
Flash
Deathtouch
Emerald Figment enters the battlefield with a +1/+1 counter on it if GG was spent to cast it.
[1/2]
Artifact Creature - Illusion [COM]
Flash
First strike
Ruby Figment enters the battlefield with a +1/+1 counter on it if RR was spent to cast it.
[1/1]
Artifact Creature - Illusion [COM]
Flash
Flying
Sapphire Figment enters the battlefield with a +1/+1 counter on it if UU was spent to cast it.
[2/2]
Land [COM]
:symtap:: Add to your mana pool.
:1mana:, :symtap:, Sacrifice Shining Oasis: Add URG to your mana pool.
Instant [COM]
Tarkaz Ritual is all colors (even if this card isn't on the stack).
Add :symu:, :symr:, or to your mana pool.
Draw a card.
Shining Oasis - This has "bad idea" written all over it. It should probably come into play tapped so to be on the same level as Sulfurous Spring.
"Treasures Ritual" - Not bad, probably on the same level as Manamorphose.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Can you elaborate a bit?
I'm basing them off of the Invasion cycle of saclands: Ancient Spring, etc. (perhaps that's what you meant when you said Sulfurous Springs). Do you not think that the :symtap:: and the extra cost to sacrifice balances it out?
My first inclination would be to raise the sac cost to :2mana:, :symtap:. But that might make them really bad.
I'll keep in mind your comments about the Guardians - I'm inevitably going to do some juggling of abilities and costs once the rest of the set gets filled out. Here, I kind of wanted three abilities that were both pretty different from one another, but each relevant with flash. I'm just worried that putting both a flying card and a reach card in the cycle feels repetitive.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
• Recent Card Ideas • My Drawings at DeviantArt
That was the original plan; the mock-up just looks weird.
Maybe it's just me, but there's a part of my brain that's been trained to think that a blue mana symbol, a red mana symbol, and a green mana symbol can still add up to a gold card. But if you say, "This card is blue, red, and green," when the card - visually speaking - is gold colored, it creates some mental friction.
Plus, I think that people like Transguild Courier, so seeing that ability again will resonate.
Also, while the card is technically 5-colors, no matter where you play it, the funny thing is that "all colors", in terms of the card's home setting / set, means 3-colors, flavor-wise. So, in the imaginary world where some planeswalker native to this setting saw a spell that creates :symu:, :symr:, or mana, they'd say, "Yup, all colors." We know better, but I feel like it doesn't violate the theme or the setting.
And now I can say that the set has one white / black spell.
I don't see how deathtouch bleeding is considerably worse than fear, trample, flying or first strike bleeding...
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I agree that this set would prefer something like a Chromatic Star, which would work splendidly with the artifact-sacking subtheme going on in the set. But, these two cards (the instant and the land) are the first representatives of their respective block megacycles, and I can tell you right now that no other sets in the block are going to care about sacking artifacts to anywhere near the same degree as this set. Also, looking at it from the other direction, I've already packed a bunch of artifact-sacking cards into the common slots and there will yet be more. So, no big loss if the faux-Chromatic Star doesn't make the cut.
I had a few guiding principles with these two mana fixers:
And yet there are Signets in each color pair, but no Manamorphose only in one of them. Artifacts are a known quantity and I suppose you haven't planned to fully omit them anywhere, have you?
I said that the thing would feel really good as an artifact - and I meant that independent of the setting. In addition this setting is the last place where I wouldn't actually make it one.
As a megacycle thing the whole concept doesn't work - why have ten fivecolored spells that produce three colors rather than one five colored spell that produces five colors?
I agree that this spell shouldn't be only the respective three colors, but if it isn't, then it doesn't work as good as part of the cycle.
And it's not hard to approximate the effect with an artifact. And artifacts get mana production. :symg::symw::symu: getting a ritual spell is a little less convincing.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO