Karneria - A plane of mana more abundant than even Zendikar, allowing all manner of creatures to form and co-exist, for better or worse.
I've blended together over half a dozen keywords (thanks to those who originally thought of them :)) even some from GDS2 which took place years ago.
Unfortunately, i don't have access to my MSE files now, but i figure i'll be posting cards shortly. I'll be looking for comments/critiques and even card concepts/ideas for taking some of the abilities further.
For now, i will be using ALL of the following keywords in the block, but i may change my mind if they prove to be too 'big' in the block to actively support each one without encroaching on others territory.
Mana Reflection -
A card with mana reflection takes on the essence of the mana spent to cast it. Say, you cast a 2 CMC Mana Reflection creature. That creature, after being cast (before anyone can respond) checks what mana was spent to cast it. If you spent U and G to cast it, you now have a UG multicolored creature.
Forsake - <cost>, sacrifice this permanent: Draw a card.
One of the reasons mana is so abundant on Karneria is because nothing is wasted; creatures, architecture and even continents can become reshaped to better fit the realm; for the greater good.
Racast X - During your upkeep, put an age counter on this permanent. Then, if it has X or more age counters on it, sacrifice it unless you pay its mana cost. If you do, remove all age counters from it.
Tarnish X - Whenever this permanent becomes tapped, put X age counters on it.
Vow - <cost>, Exile 'this permanent card' from your graveyard: [effect].
An instant-speed effect alowing creatures, artifacts and even other permanents to make lasting impression on the world they once lived in before ceasing to exist entirely.
New artifact type: Stronghold - Ever wanted to see the world of MtG really come to life on the cards? The lands never do it justice and there really isn't another way to portray the world these creatures and 'walkers navigate, until now. Strongholds are psuedo-equipment that can 'attach' to multiple creatures you control at once. Naturally, though, since no person can be in two places at once, each creature can only have one stronghold attached to it at a time. Unfortunately, this was a late-game idea and, as such, i have no room for further strongholds, save about 8. :(.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Do u need help with ur set? I am great at making big creatures and I love the idea behind this set. I was thinking since this plane has such abundant mana, maybe do a land that produces 2 or 3 mana of a color, or 2 or 3 and maybe even a 4 mythic mana thing.
Do u need help with ur set? I am great at making big creatures and I love the idea behind this set. I was thinking since this plane has such abundant mana, maybe do a land that produces 2 or 3 mana of a color, or 2 or 3 and maybe even a 4 mythic mana thing.
Actually, i've been trying to come up with a crazy new cycle of lands; and with so many multicolor/hybrid cards in the set, this sounds promising.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
[CARD]
Leaking Mana Wyrm
Creature Wurm Uncommon
T: Add to your mana pool. At the begining of your end step, sacrifice a land or Leaking Mana Wyrm.
[/CARD]
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
One posible Idea to reflect your planes High mana as well as give it a different mechanical feel would be to include lower quality Dual lands or mana fixing at the Uncommon or common rarity, then use the rare slots opened up to do a cycle of Lands which on ly make one color but make more than one mana per activation.
they might need age counters or something to limit thier use based on playtesting but it sounds like a good place to start.
Bountiful Woodland
Land
Bountiful Woodland enters the battlefield tapped
T: Add GG to your mana pool
-or-
Bountiful Woodland
Land
Bountiful Woodland enters the battlefield with two age counters on it.
T: Add G to your mana pool
Remove an age counter from Bountiful Woodland, T: Add GG to your mana pool.
You could even play around with adding GGG to the pool but it might be too good (legendary maybe?).
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
"People with needs have trivial purchasing power while people with purchasing power have trivial needs." -Steve Randy Waldman, Interfludity
Sounds like the old, CITPT, T: Add color, T: Sac add double color lands would fit well at common or uncommon in your set.
Maybe have a Rare Double City of Brass that comes into play tapped. Makes for a very good land, that isn't broken.
for spells, lots of mana sinks sounds good. X spells, big spells, creatures with activated abilities,, including X abilities.
Also seems good to have lots of the BIG creature types, Dragons, Demons, Angels, Wurms, Sphinx, etc...focus less on the small stuff, or at least stuff that stays small.
Artifacts that tie into Mana a lot, search for lands, add mana, provide mana sinks, etc.
Spells with a *Example* "5G cost" that if you spend say GGGGGG on it you get some sort effect, instead of just paying the 5G, splashable stuff that benefits meaning mono color.
Actually, re-printing Sandstone Needle and it's cycle would probably be a good idea...
Anyways, I've compiled enough cards for two of the sets and i'm just scrounging around my ideas to see what else seems to fit. Mainly, i need blue and green cards, with black being finished and red and white not far behind. When i get all the cards picked out, i'll start organizing/posting them. Regular updates will be coming shortly, just need another week or two.
Dahammer4
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature." t: Equipped creature gains flying until end of turn.
Equip 3
Consider changing the name of your set? At first glance it seems like a homeplane for Karn, which is not what it is at all.
I can make some designs if you need them, but I won't sign up to be a full time designer, as my plate is pretty full.
My notes on the mechanics:
Mana Reflection: Does this even matter? I wouldn't care if my Merfolk Looter was red or green or white or all colors except in corner case situations. Also memory issues.
Forsake: Just like in the GDS2, "sacrifice" seems to cover it pretty well. Do you have a flavor justification or are you just cramming it in?
Racast: Seems fine, though you have to keep in mind that players don't like drawback mechanics like echo or cumulative upkeep. If players would do a set survey of your set then I would be pretty sure that this would be rated poorly.
Tarnish: Strange to read out of context. I would like to see some sample designs.
Vow: Are the effects going to be emblems? If they aren't then flashback.
Stronghold: Interesting idea. Seems outflanked by the new AVR mechanic right now, but I would like to see an example.
I would like to see more predesign work done before the cards start coming together.
The memory issues of mana reflection really worry me
How are you going to track it?
Are you really going to remember which of your 5 creatures where cast with WUBR rather than BRG?
I've blended together over half a dozen keywords (thanks to those who originally thought of them :)) even some from GDS2 which took place years ago.
Unfortunately, i don't have access to my MSE files now, but i figure i'll be posting cards shortly. I'll be looking for comments/critiques and even card concepts/ideas for taking some of the abilities further.
For now, i will be using ALL of the following keywords in the block, but i may change my mind if they prove to be too 'big' in the block to actively support each one without encroaching on others territory.
A card with mana reflection takes on the essence of the mana spent to cast it. Say, you cast a 2 CMC Mana Reflection creature. That creature, after being cast (before anyone can respond) checks what mana was spent to cast it. If you spent U and G to cast it, you now have a UG multicolored creature.
Forsake - <cost>, sacrifice this permanent: Draw a card.
One of the reasons mana is so abundant on Karneria is because nothing is wasted; creatures, architecture and even continents can become reshaped to better fit the realm; for the greater good.
Racast X - During your upkeep, put an age counter on this permanent. Then, if it has X or more age counters on it, sacrifice it unless you pay its mana cost. If you do, remove all age counters from it.
Tarnish X - Whenever this permanent becomes tapped, put X age counters on it.
Vow - <cost>, Exile 'this permanent card' from your graveyard: [effect].
An instant-speed effect alowing creatures, artifacts and even other permanents to make lasting impression on the world they once lived in before ceasing to exist entirely.
New artifact type: Stronghold - Ever wanted to see the world of MtG really come to life on the cards? The lands never do it justice and there really isn't another way to portray the world these creatures and 'walkers navigate, until now. Strongholds are psuedo-equipment that can 'attach' to multiple creatures you control at once. Naturally, though, since no person can be in two places at once, each creature can only have one stronghold attached to it at a time. Unfortunately, this was a late-game idea and, as such, i have no room for further strongholds, save about 8. :(.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
Actually, i've been trying to come up with a crazy new cycle of lands; and with so many multicolor/hybrid cards in the set, this sounds promising.
Show me what you got!
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
[CARD]
Leaking Mana Wyrm
Creature Wurm Uncommon
T: Add to your mana pool. At the begining of your end step, sacrifice a land or Leaking Mana Wyrm.
[/CARD]
Also, what's the P/T of this thing?
Edit - Actually, i would assume it's a 1/1?
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
they might need age counters or something to limit thier use based on playtesting but it sounds like a good place to start.
Bountiful Woodland
Land
Bountiful Woodland enters the battlefield tapped
T: Add GG to your mana pool
-or-
Bountiful Woodland
Land
Bountiful Woodland enters the battlefield with two age counters on it.
T: Add G to your mana pool
Remove an age counter from Bountiful Woodland, T: Add GG to your mana pool.
You could even play around with adding GGG to the pool but it might be too good (legendary maybe?).
I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, correct spelling, and good sentence structure, then copy this into your signature.
"People with needs have trivial purchasing power while people with purchasing power have trivial needs."
-Steve Randy Waldman, Interfludity
Maybe have a Rare Double City of Brass that comes into play tapped. Makes for a very good land, that isn't broken.
for spells, lots of mana sinks sounds good. X spells, big spells, creatures with activated abilities,, including X abilities.
Also seems good to have lots of the BIG creature types, Dragons, Demons, Angels, Wurms, Sphinx, etc...focus less on the small stuff, or at least stuff that stays small.
Artifacts that tie into Mana a lot, search for lands, add mana, provide mana sinks, etc.
Spells with a *Example* "5G cost" that if you spend say GGGGGG on it you get some sort effect, instead of just paying the 5G, splashable stuff that benefits meaning mono color.
*Shrugs* this is all just off the top of my head.
Anyways, I've compiled enough cards for two of the sets and i'm just scrounging around my ideas to see what else seems to fit. Mainly, i need blue and green cards, with black being finished and red and white not far behind. When i get all the cards picked out, i'll start organizing/posting them. Regular updates will be coming shortly, just need another week or two.
Sigpic by Rivenor
Artifact - Equipment (R)
Choose one - Equipped creature gets +4/+0; or Double Strike; or "When this creature deals combat damage to a creature, exile that creature"; or t, unattach ~ from this creature: ~ deals 5 damage to target creature."
t: Equipped creature gains flying until end of turn.
Equip 3
Courtesy of Crepes
[OMC] Omerium's Collapse
I can make some designs if you need them, but I won't sign up to be a full time designer, as my plate is pretty full.
My notes on the mechanics:
Mana Reflection: Does this even matter? I wouldn't care if my Merfolk Looter was red or green or white or all colors except in corner case situations. Also memory issues.
Forsake: Just like in the GDS2, "sacrifice" seems to cover it pretty well. Do you have a flavor justification or are you just cramming it in?
Racast: Seems fine, though you have to keep in mind that players don't like drawback mechanics like echo or cumulative upkeep. If players would do a set survey of your set then I would be pretty sure that this would be rated poorly.
Tarnish: Strange to read out of context. I would like to see some sample designs.
Vow: Are the effects going to be emblems? If they aren't then flashback.
Stronghold: Interesting idea. Seems outflanked by the new AVR mechanic right now, but I would like to see an example.
I would like to see more predesign work done before the cards start coming together.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
How are you going to track it?
Are you really going to remember which of your 5 creatures where cast with WUBR rather than BRG?
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD