First set I've ever designed; still a work in progress!
Terranor is first set of the Terranor block, of which the second and third sets aren't yet named.
Terranor is a world of floating continents and a struggle between colors and their races as the various sanctuarys of Terranor crumble and fall back to its rocky seas. As such, I've introduced a new land type- Sanctuary.The type Sanctuary matters to various cards, and will interact with the races.
Though there are particular tribes to each color (I've kept this more or less rigid- purist and perfectionist, you know) Tribal is a subtheme. Each color has a legendary creature appearing in rare with a special abillity geared towards its playing style in block and set (see attached examples).
Color/Type is as follows: White- Angels only, though it could squeeze in some humans of various professions (Except knight). Blue- Illusions, Shapeshifters and Rogues. Black- Nightmares and Wraiths; Nightmares will either get a "Nightmare abillity" or a land-growth abillity, while Wraiths are just flavorful as visions of the "Dark Queen," Black's legendary leader. Red- Knights and Golems; Red's Golems are colored artifact creatures, green will get less artifact destruction to balance this. Green- Faeries and Shamans; opposite normal sets, Green gets to be the "Flying Color" in Terranor, as Green is most concerned with the land and the land is all in the sky.
Color hosing appears as a minor theme, with a cycle of oldschool color-hosing enchantments attached to bodies appearing at uncommon.
One last notice- I could use some help designing elegant commons for the colors, as well as balancing the number of cards alloted to each color and rarity. Thanks to anyone willing to help.
Without further ado, first sampling of created cards!
It was the best I could find for a black hosing green enchantment; Lifelink is supposed to be a flavor choice because the black one already had flying and Lifeforce makes me think of Lifelink. I wanted each member of the cycle to have its own keyword in addition to the enchantment's abillity, and I made the black one first, so it got flying. The angel of the cycle doesn't have flying, either; but it isn't shown with wings. What makes it an angel is the flavor of the set (though it helps to see the render).
The Sanctuary cycle is supposed to do something that's very much in its enemy's color. This is another flavorful approach to the world: That the castle in the sky falls, and colors are robbing each other before all the sanctuarys are gone. The lands each do something they're not supposed to do in the given colors: UB freesummons permanents symmetrically, BR removes an attacking or blocking creature from the game, RG draws two then discards one, and GW zombifies. Balance issues means I'll have to tinker with possibly the GW and UB ones, of course, because the effects are too good at uncommon for lands. For now, there are exactly 5 sanctuaries that sacrifice, and they don't do anyacceleration, so I don't think it'll be much of a problem with Angel of the Ring. Of course, they do give any deck access to mana fixing and great abillities, but I kind of like the cycle.
The gate was changed with those ideas in mind before your post; it now reads, "at the beginning of the next turns upkeep." Do you think it could be fairly costed at 1BB?
...Seeing myself type, I really do a lot of cycles and top-down design, don't I...?
Anyway, Spoiler tags to save space; I'm 29 cards into the set so far.
Angel of Warmth 1W
Creature- Angel
Vigilance
Whenever a player plays a red spell, you gain 2 life.
1/3
Elicua, the Shadow of God
Legendary creature- Angel
First Strike, Flying, Vigilance
When Elicua, the Shadow of God comes into play, sacrifice all other creatures you control.
You can’t play creature spells.
4/4
The Blinding Dawn 2W
Instant
Prevent all combat damage that creatures you don't control would deal this turn.
Insightful Siren 2U
Creature- Illusion Rogue
Shroud
Whenever an opponent plays a green spell, draw a card.
0/5
Nimble Swordsworn 1U
Creature-Shapeshifter Rogue
Whenever Nimble Swordsworn blocks or becomes blocked, it gets +2/+2 until end of turn.
1/2
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This is a Shivan Ampersand
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Terranor is first set of the Terranor block, of which the second and third sets aren't yet named.
Terranor is a world of floating continents and a struggle between colors and their races as the various sanctuarys of Terranor crumble and fall back to its rocky seas. As such, I've introduced a new land type- Sanctuary.The type Sanctuary matters to various cards, and will interact with the races.
Though there are particular tribes to each color (I've kept this more or less rigid- purist and perfectionist, you know) Tribal is a subtheme. Each color has a legendary creature appearing in rare with a special abillity geared towards its playing style in block and set (see attached examples).
Color/Type is as follows: White- Angels only, though it could squeeze in some humans of various professions (Except knight). Blue- Illusions, Shapeshifters and Rogues. Black- Nightmares and Wraiths; Nightmares will either get a "Nightmare abillity" or a land-growth abillity, while Wraiths are just flavorful as visions of the "Dark Queen," Black's legendary leader. Red- Knights and Golems; Red's Golems are colored artifact creatures, green will get less artifact destruction to balance this. Green- Faeries and Shamans; opposite normal sets, Green gets to be the "Flying Color" in Terranor, as Green is most concerned with the land and the land is all in the sky.
Color hosing appears as a minor theme, with a cycle of oldschool color-hosing enchantments attached to bodies appearing at uncommon.
One last notice- I could use some help designing elegant commons for the colors, as well as balancing the number of cards alloted to each color and rarity. Thanks to anyone willing to help.
Without further ado, first sampling of created cards!
This is a Shivan Ampersand
The Sanctuary cycle is supposed to do something that's very much in its enemy's color. This is another flavorful approach to the world: That the castle in the sky falls, and colors are robbing each other before all the sanctuarys are gone. The lands each do something they're not supposed to do in the given colors: UB freesummons permanents symmetrically, BR removes an attacking or blocking creature from the game, RG draws two then discards one, and GW zombifies. Balance issues means I'll have to tinker with possibly the GW and UB ones, of course, because the effects are too good at uncommon for lands. For now, there are exactly 5 sanctuaries that sacrifice, and they don't do anyacceleration, so I don't think it'll be much of a problem with Angel of the Ring. Of course, they do give any deck access to mana fixing and great abillities, but I kind of like the cycle.
The gate was changed with those ideas in mind before your post; it now reads, "at the beginning of the next turns upkeep." Do you think it could be fairly costed at 1BB?
...Seeing myself type, I really do a lot of cycles and top-down design, don't I...?
Anyway, Spoiler tags to save space; I'm 29 cards into the set so far.
Creature- Angel
Vigilance
Whenever a player plays a red spell, you gain 2 life.
1/3
Elicua, the Shadow of God
Legendary creature- Angel
First Strike, Flying, Vigilance
When Elicua, the Shadow of God comes into play, sacrifice all other creatures you control.
You can’t play creature spells.
4/4
The Blinding Dawn 2W
Instant
Prevent all combat damage that creatures you don't control would deal this turn.
Insightful Siren 2U
Creature- Illusion Rogue
Shroud
Whenever an opponent plays a green spell, draw a card.
0/5
Nimble Swordsworn 1U
Creature-Shapeshifter Rogue
Whenever Nimble Swordsworn blocks or becomes blocked, it gets +2/+2 until end of turn.
1/2
This is a Shivan Ampersand