So, what's the plan for this. I'll either clear out Multiverse or add multiple set capability to it in the next few days.
But let's do some predesign(tm). What's the plan for this set?
What's the theme?
Update: Multiverse now has the Wedges set in it. Please do contribute - all are welcome to add cards or just comment on cards created by others!
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I just vomited out a load of new cards, many with a build-around-me element. Let me know how many of them are totally broken :-)
Some interesting stuff there, Simon. I do feel that a cube-style set with a higher power level could definitely be an absolute blast to play - provided said cards are interesting to build around and not just a bunch of undercosted, broken cards that can win on the spot! Those guys from SCG managed to make one that people seem to like - though their stuff is all way overpowered!
Perhaps I've been a bit harsh on Delve. I'm now totally willing to give it a try. Mostly because it just gave me an idea...
I looked at that SCG custom cube, and I agree, they just ramped up the power level from normal cube a notch! Not sure that is where I would want to go power level wise.
Would be really useful to get some feedback on the cards I added, as some of them or probably borderline broken, and it can be hard to tell when they are your creations.
Kieran Symington said:
Some interesting stuff there, Simon. I do feel that a cube-style set with a higher power level could definitely be an absolute blast to play - provided said cards are interesting to build around and not just a bunch of undercosted, broken cards that can win on the spot! Those guys from SCG managed to make one that people seem to like - though their stuff is all way overpowered!
Last night I had another idea of supporting enchantments through 'enchantment spells':
Bane Hex - 1BB
Enchantment
All creatures get -2/-2.
Sacrifice ~ at end of turn.
Hexfire - 1R
Enchantment
Flash
When ~ enters the battlefield, it does 3 damage to target creature or player.
The first style I'm not sure about, as they seem a little clunky to just replicate a sorcery, but perhaps there are some interesting interactions there somewhere. The second style is basically reverse Seal of X, and here the interaction is that you keep an enchantment in play for things that care about that. Whether an actual Seal offers more interesting play by making it tricky deciding if you want to lose it or not, I'm not sure. With these the interesting decisons may be whether to play it out now and get some benefit for your Lucent Lark, or to wait because you really want the spell effect. I'm sure Kieran will come up with some better implementations!
If there are creatures and spells that interact with them then there absolutely fine:
Simon O'Keeffe said:
Last night I had another idea of supporting enchantments through 'enchantment spells':
Bane Hex - 1BB
Enchantment
All creatures get -2/-2.
Sacrifice ~ at end of turn.
Hexfire - 1R
Enchantment
Flash
When ~ enters the battlefield, it does 3 damage to target creature or player.
The first style I'm not sure about, as they seem a little clunky to just replicate a sorcery, but perhaps there are some interesting interactions there somewhere. The second style is basically reverse Seal of X, and here the interaction is that you keep an enchantment in play for things that care about that. Whether an actual Seal offers more interesting play by making it tricky deciding if you want to lose it or not, I'm not sure. With these the interesting decisons may be whether to play it out now and get some benefit for your Lucent Lark, or to wait because you really want the spell effect. I'm sure Kieran will come up with some better implementations!
I think you should combine both of them so you get a CIP effect as well as a sacrifice one (probably the same one for simplicity). Then they work with effects that bounce your own things whilst staying in play for effects that care about those and then end up in the graveyard for Delve and other interactions. As an example:
Scar Marker - 1B
Enchantment
When ~ enters the battlefield, target creature gets -1/-1 until end of turn
Sacrifce ~: target creature gets -1/-1 until end of turn
if the enchantments have the sac effect themselves then there will need to be things that trigger off them when they hit the graveyard. The other option is not having the sac on the card but a graveyard trigger thats much better than the actual card, but have various ways to get them in there, creatures, spells that discard multiples etc
Kieran Symington said:
I think you should combine both of them so you get a CIP effect as well as a sacrifice one (probably the same one for simplicity). Then they work with effects that bounce your own things whilst staying in play for effects that care about those and then end up in the graveyard for Delve and other interactions. As an example:
Scar Marker - 1B
Enchantment
When ~ enters the battlefield, target creature gets -1/-1 until end of turn
Sacrifce ~: target creature gets -1/-1 until end of turn
Evergreen keywords shared between colors:
Deathtouch (Black-Green)
Flash (Green-Blue)
Flying (White-Blue-Black)
First Strike/Double Strike (Red-White)
Haste (Black-Red)
Hexproof (Green-Blue)
Lifelink (White-Black)
Regeneration (Black-Green)
Trample (Red-Green)
Vigilance (Green-White)
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