Demonic Tutor

Magic: the Gathering in the UK

On the plane of ~, mana is split into 5 factions, one of each colour. Mages of each faction have started to secretly delve into enemy coloured magic, unknown to the rest of their faction.

White cards will either be mono white, white with bonuses for the enemy coloured magic(enemy colour cycling, kicker, flashback, affinity for enemy coloured lands), or not even white at all, depending on how much they have taken on their enemy coloured magic. The same is true for the other colours.

301 card set.

Need ideas for cards, or even just concept/flavour :D

If I ever manage to finish it without getting bored, I could print it out and we could draft it if anyone is interested :D

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basic land types being important is a theme throughout the set
Sweet. I'd definitely draft it.

Does the "unknown to the rest of their faction" manifest mechanically? Are there some white cards with Black abilities and some White cards that suffer if you use Black abilities or Black spells?

Why 301 cards? Have you decided how the 301 break down into Creatures, Instants, etc. (and colors)?

I love affinity for enemy-colored lands. Nice.

Not sure about "~" as a name for the plane :)

Any reprints?
no reprints, obviously i havent named the plane yet :D

it could manifest mechanically, give me some ideas :D

ill link some cards later to show you my ideas, but id rather see your ideas before giving you ones :D

Thomas David Baker said:
Sweet. I'd definitely draft it.

Does the "unknown to the rest of their faction" manifest mechanically? Are there some white cards with Black abilities and some White cards that suffer if you use Black abilities or Black spells?

Why 301 cards? Have you decided how the 301 break down into Creatures, Instants, etc. (and colors)?

I love affinity for enemy-colored lands. Nice.

Not sure about "~" as a name for the plane :)

Any reprints?
Mystical Learnings 3U
Instant

Search your library for an instant card or a creature card with flash, reveal it, and put it into your hand. Then shuffle your library.

Flashback 5G

:P
Here are a few ideas. I never tried this before so feel free to put me right where I'm going wrong ...

Five Factions. A land ruled by Wizards.

No beast-style monsters. No Merfolk. No Elves. No Planeswalkers? Lots of humans.

Legendary land for the home of each faction. (The Ivory Tower, The Dream Spire, The Inverted Tower, The Tower of Blasted Rock, The Living Tower.)

A Mythic Legend for the leader of each faction.

Wizards in every color except G. G has Druids instead and some special anti-Wizard spells. Other colors have pro-Wizard spells.

Reprint of Disciple cycle: http://magiccards.info/query/cards/5916467.html Green one is a Wizard unfortunately.

Other possible reprints:

W: Leonin Battlemage, Spelltithe Enforcer
U: Gempalm Sorcerer, Hakim Loreweaver, Moonbow Illusionist, Sage's Dousing, Sigil Tracer, Voidmage Husher
B: Dark Confidant, Keeper of the Dead, Sadistic Augermage, Smogsteed Rider
R: Dragon Mage, Fireslinger, Grim Lavamancer, Raka Disciple, Sparkmage Apprentice
G: Harvester Druid, Ley Druid, Quirion Druid, Thelonite Druid, Woodland Druid

Could reprint the "Magus of the Foo" cycles from Time Spiral block.

Enemy Colors: one mythic of each pair. No other multicolored casting costs in the set.

Cycle of lands that tap for A or sac for EE.

-----

2G
Enchantment
Play with your hand revealed.
All creatures you control get +3/+3.

-----

2WWRB
Sorcery
Each player names a basic land type. Destroy all basic lands not one of these types.

-----

1G
Sorcery
Destory target Artifact, Enchantment or Wizard.

------

(Edit: actually reading your post again these triple enemy-colored activated abilities really don't match the theme of the set so these are probably useless ...)

2W
RRR, T: ~ deals 1 damage to each creature.
BBB, T: target player discards a card at random.
2/2

2U
RRR, T: target creature gains First Strike until end of turn.
GGG, T: put a 2/2 Green Beast token into play.
2/2

2B
GGG, T: target creature gains +2/+2 and Trample until end of turn.
WWW, T: target creature gains Protection from Blue and Protection from Red until end of turn.
2/2

2R
UUU, T: Target creature gains Shroud until end of turn.
WWW, T: Regenerate target creature.
2/2

2G
UUU, T: Draw a card.
BBB, T: Target creature gets -3/-3 until end of turn.

-----

Affinity for basic land:

5W
When ~ comes into play, target opponent loses 3 life and you gain 3 life.
Affinity for Swamps
3/3

5W
Double Strike
Affinity for Mountains
2/2

5U
Flying. Flash.
When ~ comes into play, change the target of target spell with a single target.
Affinity for Mountains
1/1

5U
Coiling Oracle ability.
Affinity for Forests
3/3

5B
Deathtouch. Lifelink.
Affinity for Plains
2/2

5B
Remove creature card from your graveyard, ~ gets +1/+1 until end of turn.
Affinity for Forests
2/2

5R
First Strike. Vigilance. Haste.
Affinity for Plains
3/1

5R
When ~ comes into play it deals 2 damage divided as you choose among any number of target creatures and/or players. When ~ comes into play, draw a card.
Affinity for Islands
1/1

5G
When ~ comes into play put target creature on top of its owner's library.
Affinity for Islands
2/3

5G
When ~ comes into play, put a 1/1 Green and Black Saproling token with Deathtouch into play.
Affinity for Swamps
3/3

-----

Cycle, 1 in each color:
2D
Protection from C, Protection from E
2/2
Or make them a bit less vanilla?
Here's how 301 cards breaks down with ALA-style allocations:

Types
160 Creatures
40 Instants
30 Sorceries
20 Enchantments
20 Lands
20 Artifacts
5 Planeswalkers
(6 floating)

Rarity
20 Mythics
80 Rares
80 Uncommons
100 Commons
20 Basic Land
(1 floating)

Converted Mana Cost
0 => 20
1 => 25
2 => 50
3 => 80
4 => 40
5 => 35
6 => 25
7 => 15
8 => 10
(1 floating)

That's a lot of cards.
Expanding:

1G
Sorcery
Destory target Artifact, Enchantment or Wizard.

into a cycle.

How about:

1G
Sorcery
Destroy target Artifact, Enchantment or Wizard.

U
Instant
Counter target Black or White spell.

B
Instant
Destroy target White or Blue creature.

1R
Instant
Destroy target artifact.

W
Enchantment - Aura
Do something rubbish to U or G permanent.


Give enemy hybrid color Flashback to these?
baker, get on chat
i wouldnt mind doing artwork for the set if you want something done for that :p

i quite like tom's idea of having one mythic legend that is the keeper of the color-pie (basically very color-related abilities) and have one renegade mage-leader legend that would have enemy color abilities as his opposite. or even better, they could be the same creature just with a completely different side to them (as in, they would have the exact same name so only 4x copies total in a deck and legendary rule applies) for example:

1UUU
Legenday Creature
Manifestation of Water

Flash
As long as you are countering an ability or spell, opponents can't cast spells or activate abilities.

1/4

and then on the opposite side you'd have his 'nemesis':

1UUU
Manifestation of Water

Flash
Whenever you flash a creature unto the battlefield (sigh) put two +1/+1 counters on it.
Whenever you cast a spell at instant speed, Manifestation of Water deals 2 damage to target creature or player.

3/4

something like that, just random idea's i guess :)
UU
Merrin, of the Blue Ahja
Legendry Creature

Flash

Merrin, of the Blue Ahja cannot be cast if you control atleast one legendry permanent.
When Merrin, of the Blue Ahja enters the battlefield, counter target spell.

0|1
And the rest of the cycle:

GG
Villis, of the Green Ahja
Legendry Creature

Flash

Villis, of the Green Ahja cannot be cast if you control atleast one legendry permanent.
When Villis, of the Green Ahja enters the battlefield, search your library for two lands, and put them into your hand.
When Villis, of the Green Ahja goes to the graveyard, put a 3|3 Saproling token into the Battlefield under your control.

0|4

RR
Cindayra, of the Red Ahja
Legendry Creature

Flash, Haste

Cindayra, of the Red Ahja cannot be cast if you control atleast one legendry permanent.
When Cindayra, of the Red Ahja enters the battlefield, deal 4 damage divided between any number of creatures and or players.

2|1

WW
Orima, of the White Ahja
Legendry Creature

Flash

Orima, of the White Ahja cannot be cast if you control atleast one legendry permanent.

When Orima, of the White Ahja enters the battlefield, target player can't play spells or abilities this turn.
When Orima, of the White Ahja goes to the graveyard, destroy all creatures.


0|1

BB
Tourachus, of the Black Ahja
Legendry Creature

Flash, flying

Tourachus, of the Black Ahja cannot be cast if you control atleast one legendry permanent.

When Tourachus, of the Black Ahja enters the battlefield, target player discards 2 cards at random.

2|2
Warren, those are insanely overpowered.

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