Purple-Orange: Fantasy vs. Reality
Orange-Pink: Knowledge vs. Faith
Pink-Yellow: Growth vs. Result (i.e. Seeing something through vs. Cutting your losses)
Yellow-Brown: Static vs. Dynamic (I think...)
Brown-Purple: Freedom vs. Unity
EDIT: 100th post! Woo!
I think Pink-Yellow is more of Love vs. Commoditize. But that might be a sticklery comment.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Purple-Orange
Fantasy vs. Reality
Idealism vs. Decay
Mental vs. Physical
Orange-Pink
Knowledge vs. Faith
Inevitability vs. Hope
Nature vs. Nurture
Pink-Yellow Growth vs. Result Love vs. Commoditize
Morality vs. Amorality
Yellow-Brown
Dynamic vs. Static Individual vs. Collective
Liberalist vs. Socialist
Brown-Purple
Unity vs. Freedom
Technology vs. Magic
Process vs. Result (building something the "right" way vs dreaming what I want without thinking of how to get it)
I think it would be better to come up with mechanics that fit each color, rather than divvying up existing ones. One reason for this is that it'll make this alternate color pie very different from the original, which is a good thing.
Another reason is that it makes more sense to think about what fits naturally for each color. For instance, Purple might get a lot of redirection spells. This is something rarely seen in normal magic, but could be a staple for this alternate universe. Conversely, some mechanics may not fit into any of the colors. It just seems to make more sense going the opposite direction.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I think it would be better to come up with mechanics that fit each color, rather than divvying up existing ones. One reason for this is that it'll make this alternate color pie very different from the original, which is a good thing.
I think there are some (existing, rather well-represented normally) mechanics that need to be put into the new colors in order for the game to be balanced/appealing under the new color pie. However, I can see mechanics that are typically restricted to one particular color in the normal pie get relatively equal shares in two of the new colors. For example, I can come up with equally good reasons why orange and brown should have counterspells.
I really like the idea of what you guys are trying to do here, but I think the mechanical identity of pink is going to be a problem. If it's primarily the color of love and friendship, then how exactly is it going to defeat the opponent? Pink could have lifegain, damage prevention, walls, counterspells, pacifism effects, regeneration, hexproof, indestructible, or whatever other mechanics exist primarily to protect yourself and your creatures. At some point, though, you have to have some way of trying to kill the opponent, unless you want pink to be the color of boredom and frustration. It's difficult for me to imagine how you would do that in a way that's consistent with a philosophy that values love, peace, and friendship above all else. It just doesn't lend itself well to a competitive game.
The best solution I can think of is to focus more on some kind of alternate win. Maybe pink could be the color of milling. It might be a good idea to make cards that specifically reward you for avoiding harm. Maybe you could make a unique mechanic that allows pink to win the game without harming anyone. It's difficult, though, to come up with anything that would allow pink to work well with other colors and avoid the same problem that half-infect half-damage decks can have in Scars block. A humorous solution could be "this creature deals damage to players in the form of love counters" and make it similar to poison.
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Quote from Horseshoe Hermit »
Karma doesn't exist. You can't depend on it. If you count on it for justice or catharsis, you will find that you have placed your emotions on very unstable ground; and you will either repeat your disappointment in society over and over, or you will engage in a persistent delusion to protect yourself from that feeling.
I really like the idea of what you guys are trying to do here, but I think the mechanical identity of pink is going to be a problem. If it's primarily the color of love and friendship, then how exactly is it going to defeat the opponent? Pink could have lifegain, damage prevention, walls, counterspells, pacifism effects, regeneration, hexproof, indestructible, or whatever other mechanics exist primarily to protect yourself and your creatures. At some point, though, you have to have some way of trying to kill the opponent, unless you want pink to be the color of boredom and frustration. It's difficult for me to imagine how you would do that in a way that's consistent with a philosophy that values love, peace, and friendship above all else. It just doesn't lend itself well to a competitive game.
The best solution I can think of is to focus more on some kind of alternate win. Maybe pink could be the color of milling. It might be a good idea to make cards that specifically reward you for avoiding harm. Maybe you could make a unique mechanic that allows pink to win the game without harming anyone. It's difficult, though, to come up with anything that would allow pink to work well with other colors and avoid the same problem that half-infect half-damage decks can have in Scars block. A humorous solution could be "this creature deals damage to players in the form of love counters" and make it similar to poison.
One of the original descriptions mentioned pink as having an army of devoted followers. It loves its creatures, so they love it in return and defend it loyally. Hence, it could win the day like GW, protecting an army of loyal creatures that then overrun its opponents.
An alternative would be to increase the scope of pink to include passionate/romantic love. This opens it to Siren-type effects, and tricks like succubi, seduction-flavored Mind Control cards, and the like. I actually like this idea more, and it's a great way to show off the purple side of pink.
One of the original descriptions mentioned pink as having an army of devoted followers. It loves its creatures, so they love it in return and defend it loyally. Hence, it could win the day like GW, protecting an army of loyal creatures that then overrun its opponents.
This does make some sense. It isn't perfect, but I think it's a necessity to have some kind of rationale like this to make the color play well. This would also give it some mechanical similarity to its ally Brown, which is likely to sometimes use Selesnya-like tactics and win by building up large numbers.
An alternative would be to increase the scope of pink to include passionate/romantic love. This opens it to Siren-type effects, and tricks like succubi, seduction-flavored Mind Control cards, and the like. I actually like this idea more, and it's a great way to show off the purple side of pink.
This is a fantastic idea. "I'm just so lovable that your creatures will defect to my side." A Mind Control for non-artifact creatures would be a good fit, I think, since you can't really manipulate the emotions of an artifact.
That aspect of the pink personality actually gives me some other ideas, too. Perhaps pink could be the color of Donate and control-switching effects in general, as exchanging gifts would be very much in character. Pink could also be the color of temptation, enticing the opponent to do something dangerous and then springing a trap.
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Quote from Horseshoe Hermit »
Karma doesn't exist. You can't depend on it. If you count on it for justice or catharsis, you will find that you have placed your emotions on very unstable ground; and you will either repeat your disappointment in society over and over, or you will engage in a persistent delusion to protect yourself from that feeling.
For control-changing, I think pink's control-changing should be limited to creatures, and perhaps spells/planeswalkers (if you say that its magic is strong enough to affect planeswalkers like your opponent and his/her allies). Control-changing of artifacts and lands should go to yellow (plunder), while enchantment-stealing should probably go to purple ("in my dream, I control how reality is messed up"). But that's just my take on it.
I like the idea of pink not liking artifacts! This gives it tension with brown (which, as the industrial color, would love them), and ironically gives it something in common with orange (which I imagine would be good at wearing them down). If we say yellow likes artifacts (as a businessman likes wealth-extracting tools), our color wheel's relationship to artifacts starts looking like this.
Artifact-friendly: Brown (industry), yellow (resource extraction)
Artifact-opposed: Pink (artifacts are emotionless), orange (artifacts are unnatural)
Artifact-neutral: Purple
Nicely, this all makes sense, and it means that the pro- and anti-artifact sides are each made up of an enemy pair, with purple as mediator. I like.
Hey all, this is my first post on MtgSalvation forum. Hmm, here are some of my ideas about these new colors (as well as something summarized from your posts).
(Well, for convenience I'll just use :(:):unibrow::cookie::embarrass: for the five colors...)
:(: Illusion: whenever this creature takes damage, or a spell or ability targeted on it resolves, return it to its owner's hand This makes creatures with this keyword harder to kill (If they doom blade it, you just use any targeted instant on it, and problem solved), and hard to improve (you will not want to put auras on it, nor Gigantic Growth). Sort of bag things as the creature's state can hardly be changed. Luckily, we can make creatures with fun "enter the battlefield" effect to make these creature work, even without combat potentials. Changing: 0 this creature gets -1/+1 until the end of the turn makes creatures hard to kill, while retaining possibilities to the offensive side.
Old keywords suitable for include Flying, Unblockable (both are evasion), Haste and Flash (both provoke fast change on the battlefield)
Dreamling
Creature - Elemental
0/1, Illusion
Whenever this creature enters the battlefield, target tapped creature cannot untap in its next untap step.
Adept of Fantasies
Creature - Human Wizard
1/1, Changing
Staple non-creature spells:
3:(:( Fantasy
Instant
Choose new target for target spell.
1 Tweak
Sorcery
Change target aura's target.
2:(:( Dream Control
Enchantment - Aura
Enchants non-Aura enchantment
Gain control of target enchantment.
:): Greedy: discard a card: put a +1/+1 counter on this creature. Use this ability only at your upkeep. You can make a 8/8 on the second turn easily, but if it gets killed, you lose too much. Having greedy cards around means you always have chance to gamble. Bargainer X: this spell/ability is countered if a player pays X. This fits the flavor of being involved in wealth. And mechanically simple. But a bargainer spell is hard to cast in late game, creating dead draws. I personally think bargain abilities are better.
Old keywords: Lifelink?
:) Wandering Mercenary
Creature - Human Rogue
1/1, Greedy
1 Mage that makes money
Creature - Human Wizard
1/1
[T]: put a counter of the same kind as what is on target artifact. Bargainer 2.
2 Mean Mercenary
Creature - Human Rogue
1/1, Greedy
Whenever this creature deals damage to a player, put a +1/+1 counter on it unless that player discards a card.
4R:):):) The big greedy
Creature - Human Advisor
4/6, Greedy
[T]: deal X damage to target creature or target player, X equals the number of +1/+1 counter on The big greedy. Bargainer: discard X cards.
Staple non-creature spells:
Uncounterable: This spell cannot be countered. (ok, lame but right flavor for :unibrow:)
Old keywords: Reach? (you think you can evade me? no)
:UniBRoW: Stubborn Recruit
Creature - Human Soldier [Common]
1/2, uncounterable
* Well, not overpowered because uncounterable does nothing for a weenie... but definitely adds some flavor
As someone pointed out, Shroud will get work here...
"[T]: remove target attacking creature from combat" will be a useful mechanic, but not good enough to be defining...
So I sat down with the idea to make some cards from them with the mindset, that there should be stuff in there, that could make the basis for an equivalent to WUBRG's Alpha.
Those are the results:
Asyla Prophet
Creature - Human Shaman
When ~ enters the battlefield, scry 1. Who says there is no power in dreams?
1/1
Nightmare Haunt
Sorcery
Target player discards a card. You may exile a card in that player's graveyard. The nightmare ends at dawn, but the distress endures throughout the day.
Dreamdust Breeze
Instant
Tap target creature. It doesn't untap during its controller's next untap step. "Not exactly rest of the righteous, but it will do." Hayaka, Dustmage
Hallucination :(:(
Instant
You may choose new targets for target spell. Dreams only seem to come true under a dustmages supervision.
Insomnia :2mana::(:(
Enchantment
At the end of each opponent's turn that player discards his or her hand unless that player pays for each untapped creature he or she controls. "Sweet dreams to you and your kin. Waking nightmares to your foes." -Asarawan Blessing
Moment of Greatness :1mana::(
Instant
Target creature gets +4/+4 until end of turn. "Ah, linger on, thou art so fair!" -J. W. v. Goethe, Faust I [trans. G. M. Priest]
2/2
Relentless Aspirer :2mana::(
Creature - Human Warrior
Whenever an opponent casts an orange and/or brown spell, put a +1/+1 counter on ~.
:1mana::(: ~ gains flying until end of turn. My determination is all the wind I need to scale the heavens.
2/2
Nemesis Reflection :4mana::(
Creature - Nightmare
As ~ enters the battlefield, choose an opponent.
~'s power is equal to the greatest power among creatures the chosen player controls plus one.
~'s toughness is equal to the greatest toughness among creatures the chosen player controls plus one.
*/*
Dynamic Charger
Creature - Elemental Beast
Whenever ~ attacks, add to your mana pool at the beginning of your next main step. The air is filled with the smell of ozon where this creature prowls.
1/1
Caelis Howler
Creature - Hound
Haste Named for the terrifying sound they make when charging at an enemy, they attack with such intensity that their prey will be surprised despite tsuch a forewarning.
1/1
Prodigal Sparkmage :2mana::)
Creature - Human Wizard
:symtap:: ~ deals 1 damage to target creature or player. "This world has much more uses for my destructive talents then my creative urges. Hence I comply."
1/1
Darting Opportunist :2mana::)
Creature - Human Scout
~ can't be blocked by brown and/or pink creatures.
Whenever ~ deals combat damage to a player, draw a card. Those that depend on each other too much will be outwitted by those who have learnt to rely on themselves.
2/1
Mercenary Captain :2mana::):)
Creature - Human Mercenary
Haste
Other Mercenary creatures you control get +1/+1 and haste.
:1mana::): Reveal the top five cards of your library. You may put a Mercenary card from among them into your hand and the rest on the bottom of your library in any order.
3/2
Refurnish :2mana::)
Sorcery
Return target artifact or land card from another player's graveyard to the battlefield under your control. That's too good to be left there to rot.
Junian Gremlin :1mana::)
Creature - Gremlin
Whenever a permanent is put into a graveyard, you may discard a card. If you do, draw a card. Most of the time you let them sift through the trash and they will bring you trash. But sometimes they uncover hidden treasures.
1/1
Rasaha Camel
Creature - Camel
Prevent all noncombat damage that would be dealt to ~. "Their world is a harsh one, yet they prevail, so must we." -Alia, Nomad Captain
1/1
Sandblast
Sorcery
~ deals 2 damage to each creature. When you can see the winds of Rasaha, you should run for a shelter.
Persist
Instant
Target creature is indestructible this turn. "There is no world beyond, no mercy for the perished. Stand firm and fight another day or return to the soil your ancestors rose from!" -Ikari battle hymn
Wandering Sellsword :2mana::unibrow:
Creature - Human Nomad Mercenary There is not much certain in this world, except the sharpness of his sword and the expiration of his loyality if you can't pay him any longer.
2/3
Harsh Judge :2mana::unibrow:
Creature - Human Advisor
~ can't be countered.
At the beginning of your upkeep each player that controls the most pink and/or purple permanents loses 2 life. Mercy is reserved for those who did not get into conflict with the law.
2/2
Disillusion
Instant
Destroy target enchantment. "Isn't the garden beautiful whether faeries live in it or not?" -Daria, Helon philosopher
Vicious End :1mana::unibrow:
Instant
Destroy target creature. It deals damage to you equal to its power. "If I have nothing else to prove its dangerousness, then I still have these scars it inflicted in its final seconds." -Tarnel, Royal disposer
Fasra Kobold
Creature - Kobold Worker The Union of Fasra relies on the united strength of its people. There is nothing a force of Fasran workers cannot achieve given enough time.
1/1
Kobold Maintainer
Creature - Kobold Worker
:symtap:: Regenerate target artifact. "This trinket will prevail. Do you what you can for its owner!"
1/1
Kobold Foreworker :1mana::cookie::cookie:
Creature - Kobold Worker Lord
Other Kobold creatures you control get +1/+1.
Tap an untapped Kobold you control: Target Kobold creature gets +1/+1 until end of turn. A kobold doesn't labor for its own achievement, but for the accomplishment of a greater goal.
2/2
Rock Guardian :3mana::cookie:
Creature - Elemental Warrior
~ may block an additional creature each combat. "You shall not pass!"
2/4
Rhukan Arbiter :3mana::cookie:
Creature - Giant Warrior
Players can't cast more than one pink and/or yellow spell each turn. "The fickle kind doesn't know its limts, so I will teach them."
3/3
Crowd's Favor :1mana::cookie:
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you control. A champion of Vurath is a servant to its people. They have no longer need for lords.
Hundis Pan
Creature - Satyr Those most peaceful creatures don't like to struggle with the affairs of others. They live in the serene wilderness and welcome wanderers to feast with them in friendship.
1/1
Serena Carebear :1mana::embarrass:
Creature - Bear
When ~ enters the battlefield, any number of target players each gain 2 life. The people of Serena fear not to venture into the nearby woods.
2/2
Darian Cupid :2mana::embarrass:
Creature - Angel
Flying
:1mana::embarrass:, :symtap:: Remove target creature attacking you from combat. most arrows are fired to shed blood. When he fires true, then only to prevent harm.
2/2
Charming Satyr :1mana::embarrass::embarrass:
Creature - Satyr
When ~ enters the battlefield, gain control of target creature for as long as you control ~. "I cannot imagine anyone surprised by defectors to the Elysian folk. Their ways are much merrier than anyone elses." Enja, oak priestess
1/3
Popularity :1mana::embarrass:
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
Faith Healer :1mana::embarrass:
Creature - Human Cleric
~ can't be the target of yellow or orange spells.
Whenever an opponent casts a yellow or orange spell, you may gain 1 life. You may question its viability, but it is not your faith I require anyway.
1/1
Maybe this helps to open up some perspective.
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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]
Hello hello people from the past! (And sorry my broken english)
I know this post is old, and maybe few will see this, if any, but i want to share what i'm thinking to this new and awesome idea
I read everything here and the post before this (original, maybe?). And i thought this: "What if i use the real world to explain the colors?".
This is my thing: Instead of the old "pentagon becoming hexagon with Purple", i think that PLOEK is a parallel universe of WUBRG, and each of the new color is between two of an old allied pair, using the classic Blue-Purple-Black from Planar Chaos. So it can be seen like "W-k-U-p-B-l-R-e-G-o-W" cycle.
Pink: Cozy home. Full fridge. Baked cake. Unconditional love. To protect the loved ones, that is all the life, you can't just be aggressive, so it needs other means. But what is love? Passion? Care? Feelings? Why not turn creatures impassioned to you using succubi and sirens? And taking care or big beast with (lol) snacks? Or even stop enemies with... cuddles? "Social Assistance" is to make everybody happy, of course, under YOUR care.
Purple: It can be "Unstable Mind" style (Black/Blue), where nightmarish beings born from fear and insanity (fatty horrors with low power and toughness, but great abilities), or can be wonderful dreams, furry and friendly beasts (few-to-none ability and big power/small tough or vice-versa, because they are unstable, opposing natural life of G), cartoonish animals and (as neutral with artifacts) living objects that interact by itself.
Yellow: All about games, gratuitous fun and "Money Power" (Red/Black), where uses some kind of currency (here can be tokens, made by special artifacts), which buys (cheap) spells, artifacts and even creatures from opponents or from the "bank" (judge? lol), or sell all with interests. The idea is using alternative costs, like coin flip and throwing dies (as gambling like so much) and mini-games? (Un-set hahaha). Fun, fun, fun. Win all or lose all.
Brown: With the idea of industrialism, i think its better to be between Yellow (both like artifacts) and Orange (nature give resources), because it will be "Mechanic Horse" (Red/Green), creating buffed and complex machinery (artifact beasts) to great works, and using swarms of little workers to operate and create all things (gnomes and goblins, lol). It can use the concept of "-tron" thing (Urzatron and the chimera cycle of Visions set).
Orange: This switch with Brown. Its dislike of Purple remains, but being so close to the nature (and your natural course of self-renovation killing many, birthing many), to me this like wild beings as Pink love all (organic) life. Connected with the past forces of the world, slow and catastrophic power of earth and fast and furious rage of sky (and the land being Dune), i see desolation and vitality, deserts and forests, a "Fair World" (White/Green).
And to close (hallelujah): To me, Yellow combine with "City" land, because is a place, and the thunder symbol seems to electricity (to my Las Vegas mechanic >.>). And "Cave" to the Purple? Maybe the Rift is inside .Welp, that is.
One glaring issue with these 5 colors is they all lean toward the red end of the spectrum. Perhaps spread the colors around to include the greenish and bluish tints. Such as cyan, teal, olive, silver, etc.
I've been thinking about it too. Like, as I can see, using the classic color square, we have:
Red-Yellow("Gold")-Green-Blue and White-Grey-Black as "light, dark and between".
If I mix que color square, we have Orange(R+Y), Lime(Y+G), Cyan(G+B) and Purple(B+R), missing now 1 to have all the 5. Maybe Dark Grey?
To me, this new colors reflect, maybe, more our real world. I know it's creativity license, but to me, MTG is already well-done. Some say the Eldrazi represent the Purple, as a non-existence mana, or some Lovecraft-thing type (Elder Gods = Eldrazi, corrupt the world in their image, etc ..). I like this idea, saying Purple is Void, placed as the center of the color wheel/pie. So the mythical sixth can be "outer world", where (as used in InQuest magazines) can have "purple monsters" as devoid, card frame be purplish to them, and have strange and new mechanics, and "ultra high-tech" artifacts made by the older gods or lost planeswalkers... i don't know, Magic is majority classic legends ans fables. Who knows, one day, the future comes? They did almost steampunk, so why not?
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I think Pink-Yellow is more of Love vs. Commoditize. But that might be a sticklery comment.
And Yellow-Brown is more of Me vs. Collective.
If we really wanted to flesh this out, we would have three for each pair, like this.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Well, apparently we got 2 for Yellow-Brown and Yellow-Pink. Do we want to finish up the triplets?
Purple-Orange
Fantasy vs. Reality
Idealism vs. Decay
Mental vs. Physical
Orange-Pink
Knowledge vs. Faith
Inevitability vs. Hope
Nature vs. Nurture
Pink-Yellow
Growth vs. Result
Love vs. Commoditize
Morality vs. Amorality
Yellow-Brown
Dynamic vs. Static
Individual vs. Collective
Liberalist vs. Socialist
Brown-Purple
Unity vs. Freedom
Technology vs. Magic
Process vs. Result (building something the "right" way vs dreaming what I want without thinking of how to get it)
Howzat?
What's the game plan for mechanics distribution? One color at a time?
Another reason is that it makes more sense to think about what fits naturally for each color. For instance, Purple might get a lot of redirection spells. This is something rarely seen in normal magic, but could be a staple for this alternate universe. Conversely, some mechanics may not fit into any of the colors. It just seems to make more sense going the opposite direction.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I think there are some (existing, rather well-represented normally) mechanics that need to be put into the new colors in order for the game to be balanced/appealing under the new color pie. However, I can see mechanics that are typically restricted to one particular color in the normal pie get relatively equal shares in two of the new colors. For example, I can come up with equally good reasons why orange and brown should have counterspells.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The best solution I can think of is to focus more on some kind of alternate win. Maybe pink could be the color of milling. It might be a good idea to make cards that specifically reward you for avoiding harm. Maybe you could make a unique mechanic that allows pink to win the game without harming anyone. It's difficult, though, to come up with anything that would allow pink to work well with other colors and avoid the same problem that half-infect half-damage decks can have in Scars block. A humorous solution could be "this creature deals damage to players in the form of love counters" and make it similar to poison.
About Nykthos, Shrine to Nyx:
One of the original descriptions mentioned pink as having an army of devoted followers. It loves its creatures, so they love it in return and defend it loyally. Hence, it could win the day like GW, protecting an army of loyal creatures that then overrun its opponents.
An alternative would be to increase the scope of pink to include passionate/romantic love. This opens it to Siren-type effects, and tricks like succubi, seduction-flavored Mind Control cards, and the like. I actually like this idea more, and it's a great way to show off the purple side of pink.
This does make some sense. It isn't perfect, but I think it's a necessity to have some kind of rationale like this to make the color play well. This would also give it some mechanical similarity to its ally Brown, which is likely to sometimes use Selesnya-like tactics and win by building up large numbers.
This is a fantastic idea. "I'm just so lovable that your creatures will defect to my side." A Mind Control for non-artifact creatures would be a good fit, I think, since you can't really manipulate the emotions of an artifact.
That aspect of the pink personality actually gives me some other ideas, too. Perhaps pink could be the color of Donate and control-switching effects in general, as exchanging gifts would be very much in character. Pink could also be the color of temptation, enticing the opponent to do something dangerous and then springing a trap.
About Nykthos, Shrine to Nyx:
I like the idea of pink not liking artifacts! This gives it tension with brown (which, as the industrial color, would love them), and ironically gives it something in common with orange (which I imagine would be good at wearing them down). If we say yellow likes artifacts (as a businessman likes wealth-extracting tools), our color wheel's relationship to artifacts starts looking like this.
Artifact-friendly: Brown (industry), yellow (resource extraction)
Artifact-opposed: Pink (artifacts are emotionless), orange (artifacts are unnatural)
Artifact-neutral: Purple
Nicely, this all makes sense, and it means that the pro- and anti-artifact sides are each made up of an enemy pair, with purple as mediator. I like.
(Well, for convenience I'll just use :(:):unibrow::cookie::embarrass: for the five colors...)
:(:
Illusion: whenever this creature takes damage, or a spell or ability targeted on it resolves, return it to its owner's hand
This makes creatures with this keyword harder to kill (If they doom blade it, you just use any targeted instant on it, and problem solved), and hard to improve (you will not want to put auras on it, nor Gigantic Growth). Sort of bag things as the creature's state can hardly be changed. Luckily, we can make creatures with fun "enter the battlefield" effect to make these creature work, even without combat potentials.
Changing: 0 this creature gets -1/+1 until the end of the turn
makes creatures hard to kill, while retaining possibilities to the offensive side.
Old keywords suitable for include Flying, Unblockable (both are evasion), Haste and Flash (both provoke fast change on the battlefield)
Dreamling
Creature - Elemental
0/1, Illusion
Whenever this creature enters the battlefield, target tapped creature cannot untap in its next untap step.
Adept of Fantasies
Creature - Human Wizard
1/1, Changing
Staple non-creature spells:
3:(:( Fantasy
Instant
Choose new target for target spell.
1 Tweak
Sorcery
Change target aura's target.
2:(:( Dream Control
Enchantment - Aura
Enchants non-Aura enchantment
Gain control of target enchantment.
:):
Greedy: discard a card: put a +1/+1 counter on this creature. Use this ability only at your upkeep.
You can make a 8/8 on the second turn easily, but if it gets killed, you lose too much. Having greedy cards around means you always have chance to gamble.
Bargainer X: this spell/ability is countered if a player pays X.
This fits the flavor of being involved in wealth. And mechanically simple. But a bargainer spell is hard to cast in late game, creating dead draws. I personally think bargain abilities are better.
Old keywords: Lifelink?
:) Wandering Mercenary
Creature - Human Rogue
1/1, Greedy
1 Mage that makes money
Creature - Human Wizard
1/1
[T]: put a counter of the same kind as what is on target artifact. Bargainer 2.
2 Mean Mercenary
Creature - Human Rogue
1/1, Greedy
Whenever this creature deals damage to a player, put a +1/+1 counter on it unless that player discards a card.
4R:):):) The big greedy
Creature - Human Advisor
4/6, Greedy
[T]: deal X damage to target creature or target player, X equals the number of +1/+1 counter on The big greedy. Bargainer: discard X cards.
Staple non-creature spells:
Uncounterable: This spell cannot be countered. (ok, lame but right flavor for :unibrow:)
Old keywords: Reach? (you think you can evade me? no)
:UniBRoW: Stubborn Recruit
Creature - Human Soldier [Common]
1/2, uncounterable
* Well, not overpowered because uncounterable does nothing for a weenie... but definitely adds some flavor
"[T]: remove target attacking creature from combat" will be a useful mechanic, but not good enough to be defining...
Those are the results:
Creature - Human Shaman
When ~ enters the battlefield, scry 1.
Who says there is no power in dreams?
1/1
Sorcery
Target player discards a card. You may exile a card in that player's graveyard.
The nightmare ends at dawn, but the distress endures throughout the day.
Instant
Tap target creature. It doesn't untap during its controller's next untap step.
"Not exactly rest of the righteous, but it will do." Hayaka, Dustmage
Instant
You may choose new targets for target spell.
Dreams only seem to come true under a dustmages supervision.
Enchantment
At the end of each opponent's turn that player discards his or her hand unless that player pays for each untapped creature he or she controls.
"Sweet dreams to you and your kin. Waking nightmares to your foes." -Asarawan Blessing
Instant
Target creature gets +4/+4 until end of turn.
"Ah, linger on, thou art so fair!" -J. W. v. Goethe, Faust I [trans. G. M. Priest]
2/2
Creature - Human Warrior
Whenever an opponent casts an orange and/or brown spell, put a +1/+1 counter on ~.
:1mana::(: ~ gains flying until end of turn.
My determination is all the wind I need to scale the heavens.
2/2
Creature - Nightmare
As ~ enters the battlefield, choose an opponent.
~'s power is equal to the greatest power among creatures the chosen player controls plus one.
~'s toughness is equal to the greatest toughness among creatures the chosen player controls plus one.
*/*
Creature - Elemental Beast
Whenever ~ attacks, add to your mana pool at the beginning of your next main step.
The air is filled with the smell of ozon where this creature prowls.
1/1
Creature - Hound
Haste
Named for the terrifying sound they make when charging at an enemy, they attack with such intensity that their prey will be surprised despite tsuch a forewarning.
1/1
Creature - Human Wizard
:symtap:: ~ deals 1 damage to target creature or player.
"This world has much more uses for my destructive talents then my creative urges. Hence I comply."
1/1
Creature - Human Scout
~ can't be blocked by brown and/or pink creatures.
Whenever ~ deals combat damage to a player, draw a card.
Those that depend on each other too much will be outwitted by those who have learnt to rely on themselves.
2/1
Creature - Human Mercenary
Haste
Other Mercenary creatures you control get +1/+1 and haste.
:1mana::): Reveal the top five cards of your library. You may put a Mercenary card from among them into your hand and the rest on the bottom of your library in any order.
3/2
Sorcery
Return target artifact or land card from another player's graveyard to the battlefield under your control.
That's too good to be left there to rot.
Creature - Gremlin
Whenever a permanent is put into a graveyard, you may discard a card. If you do, draw a card.
Most of the time you let them sift through the trash and they will bring you trash. But sometimes they uncover hidden treasures.
1/1
Creature - Camel
Prevent all noncombat damage that would be dealt to ~.
"Their world is a harsh one, yet they prevail, so must we." -Alia, Nomad Captain
1/1
Sorcery
~ deals 2 damage to each creature.
When you can see the winds of Rasaha, you should run for a shelter.
Instant
Target creature is indestructible this turn.
"There is no world beyond, no mercy for the perished. Stand firm and fight another day or return to the soil your ancestors rose from!" -Ikari battle hymn
Creature - Human Nomad Mercenary
There is not much certain in this world, except the sharpness of his sword and the expiration of his loyality if you can't pay him any longer.
2/3
Creature - Human Advisor
~ can't be countered.
At the beginning of your upkeep each player that controls the most pink and/or purple permanents loses 2 life.
Mercy is reserved for those who did not get into conflict with the law.
2/2
Instant
Destroy target enchantment.
"Isn't the garden beautiful whether faeries live in it or not?" -Daria, Helon philosopher
Instant
Destroy target creature. It deals damage to you equal to its power.
"If I have nothing else to prove its dangerousness, then I still have these scars it inflicted in its final seconds." -Tarnel, Royal disposer
Creature - Kobold Worker
The Union of Fasra relies on the united strength of its people. There is nothing a force of Fasran workers cannot achieve given enough time.
1/1
Creature - Kobold Worker
:symtap:: Regenerate target artifact.
"This trinket will prevail. Do you what you can for its owner!"
1/1
Creature - Kobold Worker Lord
Other Kobold creatures you control get +1/+1.
Tap an untapped Kobold you control: Target Kobold creature gets +1/+1 until end of turn.
A kobold doesn't labor for its own achievement, but for the accomplishment of a greater goal.
2/2
Creature - Elemental Warrior
~ may block an additional creature each combat.
"You shall not pass!"
2/4
Creature - Giant Warrior
Players can't cast more than one pink and/or yellow spell each turn.
"The fickle kind doesn't know its limts, so I will teach them."
3/3
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
A champion of Vurath is a servant to its people. They have no longer need for lords.
Creature - Satyr
Those most peaceful creatures don't like to struggle with the affairs of others. They live in the serene wilderness and welcome wanderers to feast with them in friendship.
1/1
Creature - Bear
When ~ enters the battlefield, any number of target players each gain 2 life.
The people of Serena fear not to venture into the nearby woods.
2/2
Creature - Angel
Flying
:1mana::embarrass:, :symtap:: Remove target creature attacking you from combat.
most arrows are fired to shed blood. When he fires true, then only to prevent harm.
2/2
Creature - Satyr
When ~ enters the battlefield, gain control of target creature for as long as you control ~.
"I cannot imagine anyone surprised by defectors to the Elysian folk. Their ways are much merrier than anyone elses." Enja, oak priestess
1/3
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
Creature - Human Cleric
~ can't be the target of yellow or orange spells.
Whenever an opponent casts a yellow or orange spell, you may gain 1 life.
You may question its viability, but it is not your faith I require anyway.
1/1
Maybe this helps to open up some perspective.
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'm loving the ideas, SecretInfiltrator, but not as much as I'm loving the hilarious ad hoc mana symbols.
I know this post is old, and maybe few will see this, if any, but i want to share what i'm thinking to this new and awesome idea
I read everything here and the post before this (original, maybe?). And i thought this: "What if i use the real world to explain the colors?".
This is my thing: Instead of the old "pentagon becoming hexagon with Purple", i think that PLOEK is a parallel universe of WUBRG, and each of the new color is between two of an old allied pair, using the classic Blue-Purple-Black from Planar Chaos. So it can be seen like "W-k-U-p-B-l-R-e-G-o-W" cycle.
Pink: Cozy home. Full fridge. Baked cake. Unconditional love. To protect the loved ones, that is all the life, you can't just be aggressive, so it needs other means. But what is love? Passion? Care? Feelings? Why not turn creatures impassioned to you using succubi and sirens? And taking care or big beast with (lol) snacks? Or even stop enemies with... cuddles? "Social Assistance" is to make everybody happy, of course, under YOUR care.
Purple: It can be "Unstable Mind" style (Black/Blue), where nightmarish beings born from fear and insanity (fatty horrors with low power and toughness, but great abilities), or can be wonderful dreams, furry and friendly beasts (few-to-none ability and big power/small tough or vice-versa, because they are unstable, opposing natural life of G), cartoonish animals and (as neutral with artifacts) living objects that interact by itself.
Yellow: All about games, gratuitous fun and "Money Power" (Red/Black), where uses some kind of currency (here can be tokens, made by special artifacts), which buys (cheap) spells, artifacts and even creatures from opponents or from the "bank" (judge? lol), or sell all with interests. The idea is using alternative costs, like coin flip and throwing dies (as gambling like so much) and mini-games? (Un-set hahaha). Fun, fun, fun. Win all or lose all.
Brown: With the idea of industrialism, i think its better to be between Yellow (both like artifacts) and Orange (nature give resources), because it will be "Mechanic Horse" (Red/Green), creating buffed and complex machinery (artifact beasts) to great works, and using swarms of little workers to operate and create all things (gnomes and goblins, lol). It can use the concept of "-tron" thing (Urzatron and the chimera cycle of Visions set).
Orange: This switch with Brown. Its dislike of Purple remains, but being so close to the nature (and your natural course of self-renovation killing many, birthing many), to me this like wild beings as Pink love all (organic) life. Connected with the past forces of the world, slow and catastrophic power of earth and fast and furious rage of sky (and the land being Dune), i see desolation and vitality, deserts and forests, a "Fair World" (White/Green).
And to close (hallelujah): To me, Yellow combine with "City" land, because is a place, and the thunder symbol seems to electricity (to my Las Vegas mechanic >.>). And "Cave" to the Purple? Maybe the Rift is inside .Welp, that is.
........................
Red-Yellow("Gold")-Green-Blue and White-Grey-Black as "light, dark and between".
If I mix que color square, we have Orange(R+Y), Lime(Y+G), Cyan(G+B) and Purple(B+R), missing now 1 to have all the 5. Maybe Dark Grey?
To me, this new colors reflect, maybe, more our real world. I know it's creativity license, but to me, MTG is already well-done. Some say the Eldrazi represent the Purple, as a non-existence mana, or some Lovecraft-thing type (Elder Gods = Eldrazi, corrupt the world in their image, etc ..). I like this idea, saying Purple is Void, placed as the center of the color wheel/pie. So the mythical sixth can be "outer world", where (as used in InQuest magazines) can have "purple monsters" as devoid, card frame be purplish to them, and have strange and new mechanics, and "ultra high-tech" artifacts made by the older gods or lost planeswalkers... i don't know, Magic is majority classic legends ans fables. Who knows, one day, the future comes? They did almost steampunk, so why not?