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Previous Thread: >>45639708
http://suptg.thisisnotatrueending.com/archive/45639708/

We have rolled for the primary landmasses.

Before we begin populating the plane, I would like to show some charts I made on the locations of the mana convergence points which could help to show the general flow of the mana.
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>>45658188

Here is the map with the mana lines highlighted.
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>>45658198

And the mana lines by themselves.
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>>45658215

And our world map currently.

>>45658198

Forgot to mention: The yellow lines are meant to show which convergence points are in synergy with one of their own kind, being adjacent to a point that is entirely similar to itself.

So, what can we defer from this pattern?

I also have each of the colors in >>45658215 saved separately if you would like to look at them.
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>>45658215
Looks like a sliver
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>>45658250
>And our world map currently.

Fucking up left and right

Here we go.
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>>45658254

I feel like the upper left gets colder and colder the further into the grey waste it gets. Possibly red Snow Mountains.
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>>45658198
North eastern continent has a couple mana lines (areas connected by similar mana sources I take)

Two esper and two sultai configurations . If that helps.
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>>45658907

Sorry, do you mean I missed a few?
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>>45658996
I think so yeah. Though that said the sultai ones look like they got a red green white one in between them sort of.
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>>45659023

Can you point them out to me on this image?

The mana around each yellow point needs to be a perfect circle of three colors, 2 then 2 then 2.
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>>45659064
Here you go.
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>>45659165

Ah, that's what you mean. I measured the mana lines by nearest points; the top two you pointed out are six hexes away from each other and they are both five away from a white/black/green point. If that point wasn't there, it wouldn't be drawing the white and black lines away from each other and we would have the synergy.

The two you pointed out on the right have a white/red/green point drawing the green away from them, preventing synergy.

That was my reasoning while I was making it, anyway.
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>>45659267
Okay then. I figured as much. Especially with the Green Red White spot between the two Black Blue Green Points. so yeah. my bad.
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>>45659327

It's all good anon.

Alright! I have added some Blue dual-lands around the map. You can see the difference almost immediately.

Blue was given priority due to it having the most.

Next, I am adding White dual-lands, so stand by.
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>>45659390

For reference, any hexagon featuring two colors is a dual-land, and any hexagon featuring three is a triple-color land.
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>>45659406
I'm really liking how the plane is starting to smooth out actually with the dual land additions. Its neat.

Did you manage to see the 3d map from last thread op?
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>>45659887

I did, I like it a lot. I hope me adding the dual-lands doesn't mess up the style of it.

I'm still adding white dual-lands.
>>
So any ideas for a name?
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>>45659920
its all good OP. I was about to head out really quick myself but when I get back I should be able to take a few requests. I'd like to start drawing more things from the setting.
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>>45660476
Not sure myself. I mean its a broken plane, but wasn't always that way. And maybe it could be fixed too.

Pic related.
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>>45660581
So alara?
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>>45660497
When the map is completely sorted out, I'd like you to do a rough sketch of it
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>>45660609
Kind of, although the plane is more in the process of dissolving into colorless nothingness. We are trying to prevent or reverse that degradation.
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>>45659920

White Dual-Lands added.
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>>45660497
I think with the Dorfs, another reason for the disagreements could be Names. Each half has a different idea about what a name 'Means'.
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Still working on the green dual-lands.
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>>45661588

Alright, it's coming along.

I'll knock out the Black and the Colorless and then we'll proceed.
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>>45662059

Whoops, that was the wrong image.
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>>45660581
If we stay in that image, we could call it Wabisabi
I know, I have terribly naming sense
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>>45662553
I've contemplated drawing inspiration from Moebius/Jodorowski, especially since Nausicaa has been mentioned in the past. Stuff with syllabic similarity to Arzach or Incal. Vaguely mystical yet a little coarse when it rolls off the tongue.

>>45660654
I like maps too. I might take some liberties with the Islandy bits of the map, convert them to rivers and archipelagos rather than oceans proper

Have a gargoyle.
>>
I apologize for how slowly this thread is progressing, but as soon as I get done doing the dual lands, we'll begin populating the regions.
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>>45662809
Good to hear.
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>>45662809
>>45662827

Alright, I'll be making small adjustments to it as we go along, but here is the basic version with tri-color and dual-color lands.

Give me another moment to add a few things up.
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>>45663252

Alright, I've scoured the map as much as I can and I found one more focal point of tri-colored mana that I missed, so here's the final count:

Green White Blue ==== xxxxxxxx
White Black Green === xxxxxx
White Blue Black ==== xxxxx
Red White Black ===== xxxxx
Blue Black Red ====== xxxx
Black Green Blue ==== xxxx
Red Green White ===== xxx
Black Red Green ===== xx
Blue Red White ====== x
Green Blue Red ====== x

Let's speculate on what's on top of them.
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>>45663607

The sole Green Blue Red point is in the northeast, far up enough that Frontier Bivouac would be fitting for it.

What do you think?
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>>45656234
>back in last thread, we had the idea that the planeforger is actively trying to find someone with a spark on his plane he can appoint his own spark to, and tie the plane to them so it doesn't collapse. Problem with that is that being a five color walker, he needs to find a natural spark with absurd power so that the pile of sparks doesn't just kill them. It's not that he doesn't have candidates, but he can't find one that's able to actually fix the problem, and he needs to do it before he's too sick and dead to gift his spark.

I don't the the spark has much to do with the colors a planeswalker could use, so much as what sort of magic they either studied or had talent with.
>>
>>45663782
>I don't the the spark has much to do with the colors a planeswalker could use, so much as what sort of magic they either studied or had talent with.

True; the inheritor of the spark the Planeforger is seeking may not need himself/herself/itself be all five colors, though the result on the plane afterwards would have to be taken into effect; great change, utter destruction or rebuilding to its former glory are all possibilities depending on who/what it transfers to.
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>>45663636
I whipped up these last night.
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>>45663907

It's a neat beginning. What I'd like to end up with is something similar to pic related-----I placed Frontier Bivouac over sole Green/Blue/Red point to illustrate what I mean.

Now, we can use pre-existing lands (of which there are a wide variety) and we can make up lands of our own; personally, I wouldn't mind a mix of both, since this plane is a reflection of memories and places our Planeforger has visited but has also grown in new directions.

But we'd need art and names for any custom lands and other things further down the line.
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Since only one land produces Red, White and Blue, I suggest Mystic Monastery for the sole convergence point on our map of those three colors.
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>>45664050
>But we'd need art and names
I was about to suggest that as well, but I was wondering if we could refluff it so that it relates to our plane?

Perhaps as ancient ruins that used to be visited/inhabited.

Dwarves used to be R/W, but became R/U so it could be a dwarfy monestary thats long since fell out of use.
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>>45664077
>but I was wondering if we could refluff it so that it relates to our plane?

Absolutely; think of the cards as more of a basis than a direct 1 to 1 translation from one realm to another.
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We have two convergence points of Black, Red and Green. One is very far southwest, one is very far northwest.

We have five good lands to base them off of that deal with these three colors.

Which ones should we use?
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>>45664132
I kind of like Savage Lands and Geothermal crevice as far as fluff goes.

Particularly Geothermal Crevice since it is endemic of the plane's collapse. And has a bit of a "chewing up the land" theme to it.

>It generally produces red mana, and one of it.
>But it can be WRUNG dry and produce an enemy pair of mana.
>>
>>45664132
I´d say savage lands. I think withered trees in a land of apocalyptic volcanoes hits just the right mark for our plane
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>>45664238
>>45664266

Which one should go north and which one south? I've circled them in red.
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>>45664300
I think Geothermal place belongs in the south, it has that big crevice that goes between the mountains there, so there might be some inherent instability in the region. Savage lands being in the distant north might be cool as a "last place there might be some actual life... sort of.
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>>45664300
Savage lands to the north. The surrounding area looks much shittier than the southern one with all the black and red mana
the southern confluence point still looks rather comfy with lots of white and blue
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>>45664485
>>45664266
>>45664537

It is done.

The Savage Lands to the Northwest, and the Geothermal Crevice to the southwest.

Next, there are three places of Red-Green-White.

Here are five lands that will do---which three shall we choose?
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>>45658188
>I will never be an all-powerful venerable wizard who can manipulate reality at will
I want this ride to end
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>>45664636

I have circled the Red-Green-White points. One southwest, one west and and northeast.
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>>45664636
Tinder farm and Jungle Shrine come to mind for me. continuing the cycle of the previous set. Though I think I'd kind of like to see a "this plane" version of An-Havaa. that flavor text could kind find its place in the melancholy mood of this plane somewhere.
>>
>>45664753
>hough I think I'd kind of like to see a "this plane" version of An-Havaa

Perhaps An-Havaa or something similar is one of the last remnants of a township; perhaps one that is barely still thriving, hence the colorless aspect of it.
>>
>>45664636
Jungle Shrine, Tinder Farm, An-Havva Township all look nice.
>>
>>45664753
>>45664910

And where would be a good place for the three of them? >>45664682

I can see Jungle Temple for the middle-west point.
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>>45664943

Actually, I think Tinder Farm might do well in the Middle-West, just south of the Savage Lands.
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>>45665053
Yeah I'm thinking Anhavaa could go up in the north east with Biovac assuming that place is either Generally frigid or is a continent people are leaving to go to the more "mana resource Rich" central one.
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So, we have four Black-Green-Blue points.

But the only land that can produce this or has a relation to it (from what I can find, and I looked pretty hard) is Opulent Palace.

Now, I don't think we want four Opulent Palaces, so where would be a good place for the one until we come up with ideas for the other three?
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>>45665275

Here are the four locations of the Black-Green-Blue points; one in the north, two near Al-Havaa Township, and one south of the Tinder Farm.
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>>45665310

I think Opulent Palace will do well along the Jungle-Land we seem to be building in the southwest; we'll return to this point later.

Now, we need four locations for Blue-Black-Red. Three of these locations are in very, very close proximity to each other and are one of the points of synergy on the map; they are within close range of each other.

The other is far, far to the southeast in the corner.

So, which of these five locations shall we use, and which three of them are close together?
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>>45665630

This is the region the three are in close proximity to.
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>>45665630
Castle Sengir can continue the trend of "ruins that aren't as efficient as they used to be" if we can refluff it (and maybe redo, perhaps turn these Homelands lands into tricolor versions of the filter lands)

Otherwise Grixis Panorama being that northerly one near the colorless wastes might be nice. Again could use refluffing, and kind of plays into some Instability in the plane.
>>
Wow, the more I see of this plane's landscapes, the more I realize how absolutely crazy fucked up this place is getting. If this were a two set block, we could even have different variations of the same lands in part 2, as they get super unstable/fall into the blind eternities/explode.
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>>45665812

I think Castle Sengir, the Crumbling Necropolis and Crosis's Catacombs should be in close proxmity to each other.

But I can't decide between Sulfer Vent or the Grixis Panorama in the lower east. It is close to the enclosing corruption, so either could work, as they both seem desolate, though one distinctly more unnatural than the other.

Thoughts?
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>>45665984
I say sulfer Vent. since that is a land that explodes . Where as grixis panorama stops "producing colorless mana" and then instead puts something else in its place. Like a land that settles from nothing to something. rather than Something to nothing.
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>>45666170

I find myself preferring Sulfur Vent as well.

So, now we move onto Red White Black, which has 5 points on the map, but only one card that matches it, Nomad Outpost.

Nomad Outpost is rather a generic thing, but if we want only one, where should it go?
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>>45666231

Here are the convergence points. Two of them are in synergy due to their close proximity.

Thoughts on a good location for Nomad Outpost?
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>>45666231
Nomads tend to move from spot to spot so i can actually see multiples in this world but... Personally i can see it being closest to the most Plainsy bit on the map.

Fluff wise it could be the Leonin setting up little refuges in the ruins of the Nephilim's old cities, back when they had bodies.
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>>45666323

Alright, I'll put it there for now, at the mouth of the swamp that connects both plainlands.

So, we have five White-Blue-Black locations, and five White-Blue-Black cards.

How do we want to use these? Do we want to use all five? Or use multiples of them?

Three of these White-Blue-Black locations are in close proximity and are in synergy with each other, much like the Red-Black-Blue locations earlier.

We could have, for example, three Wizard's Schools in close proxmity and come up with a lore for it, or something else entirely.

Thoughts? Let's have some discussion.

I hope everyone is still out there.
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>>45666495

As you can see, three spots are very close to each other, and the two others are also close, but both groups are farther apart from each other.
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>>45666521
I think Arcane Sanctum and Wizard's school should be the pair that are next to eachother in the north east. Thematically conjoined places.

I like there being an ancient spring on the mainland. Could be neat. and the Dromar's cavern. But taht said I think if there is a time to do a double I think it we could do another arcane sanctum or spring on the mainland.
>>
Until more discussion picks up on the White-Blue-Black spaces, here are two cards dealing with White-Black-Green, of which we have six spaces for.

I think Murmuring Bosk is a must-have for the Zombie Treefolk we've been talking about.
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>>45667641
I can't remember was there a full cycle of stuff like Murmuring Bosk? I can't help but think no since it didn't show up in the previous wedges.

But yes BOTH are good. I wonder if we can extrapolate new Wedge lands from Murmuring Bosk.
>>
Finally, at first place for most convergence points, we have 8 spaces for Green-White-Blue.

This makes some sense, as Blue, White and Green ended up being the three most commonly-rolled colors.

The northeastern, central and southwestern landmasses all feature Green-White-Blue spaces, and two of them are in close synergy with each other.
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>>45663636
>>45664050
>>45664132
>>45664636
>>45665275
>>45665630
>>45666231
>>45666495
>>45667641
>>45667729

Now then, the reason I consider these all significant and why I wanted to handle them first is I feel they are potentially important locations that could be defining landmarks of their regions.

We still need placements for White-Blue-Black and we'll need to invent new lands for the others that haven't been filled in yet.

Invention Needed:

3 Black Green Blue Lands
4 Red White Black Lands
4 White Black Green Lands
3 Green White Blue Lands

Just for starters.
>>
>>45667830
Well I think one of the Red WHite black lands could be a shade focused version of Murmuring Bosk. A Land-Plains, that lets you reveal a shade? and can tap for black or red?.
>>
>>45663907

There are also these to consider; we can make a cycle of phasing land.
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>>45668306
I think there needs to be a better way of phrasing the ability. and a little more downsides.

Perhaps "as long as its tapped it doesn't exist" and "doesn't exist" be basically treated as though its in exile.

maybe we can use inspiration from the wording of suspend.
>>
>>45668675
When this permanent would tap as part of the cost of an activated ability, it instead is sent to exile.
If this permanent is in exile at the start of your untap step, it enters the battlefield untapped.


So its there, but when it taps, it fades out of existence. Doesn't count as a land for things that count number of lands. Doesn't count as a permanent for things that touch permanents.


Alternately, add "and gains a number of suspend counters on it" after "is sent to exile," and "and has no suspend counters on it" after "at the start of your untap step" if you want something that phases when you tap it but spends more than the rest of the turn missing.
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>>45669021
I can get behind that. Plus I think a couple of creatures can do something relating to certain creatures as well. A nice way of flickering things.

You guys want any art made?
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>>45669738
I'd love something of the catfolk. Did we ever decide if they were pumas or lynxes or what?
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>>45670332
I think Lynxes have an interesting mane, but man Pumas would have some really distinctive coloring.

>imagines a white card with a black puma leonin on it.

These are a couple of rough experiments. This is a first for me. By no means final.
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>>45670555
Forgot to post image, but it does make me think maybe the two types of leonin can be the two different colors of the leonin tribe.
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>>45670581
Awesome! I like the idea of the different colors. The question is who would be who? White for pumas, red for lynxes?
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>>45670689
Lynxes have that kind of weird "jowel-y" mane so i can see them fitting red. Despite them being more snowy cats. (Fuck maybe that ties into their need to be red)

Here's a more fashionable attempt at drawing one.
>>
Back from playing a few rounds of EDH.

>>45668675
http://mtgsalvation.gamepedia.com/Phasing
It can be a confusing ability at first glance.
The downside would be that the permanent is only usable every-other turn.

>>45670689
Pumas are also known as mountain lions.
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>>45671114
>http://mtgsalvation.gamepedia.com/Phasing
wow now i feel bad. I didn't know it actually existed. I guess my newness was showing.
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>>45670889
mountains have snowy peaks. lynxes are snowy cats. done.
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>>45671134
>I guess my newness was showing.
I'd say more of the abilities ancientness. Only used in one block in the mid 90's.
>>
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>>45671229
I can dig that. Though I realize now Lynxes have shorter tails don't they?

I'll have to give the puma look a shot.
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>>45671619
>>45671229
Snow Leopards could work too.
Also, Landfall might be a good ability for our catfolk in general
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>>45671658
We discussed a "Nomad" ability. It activates whenever you have a certain number of lands tapped (as if they were travelling across those lands). And the idea was that it supports tapping out to cast spells aggressively. or supports that.

Any more draw requests?
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>>45671795
You,dear drawanon, are a saint.

How about a zombie treefolk? We had them all covered in fungus and oozes, it might be cool.
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>>45671795
I saw that, but I honestly prefer using existing abilities before we start making new ones from scratch.
If we're going to have effects like Pilgrim (or Landfall) care about lands I feel we should include more abilities that help to mess that up. I mean primarily Bounce and Land Destruction, but I also suggested in the last thread that there should also be abilities that change lands.
Sort of like flood counters for all land types, as well as turning lands into Wastes.
>>45671812
And if you're going to draw some tree zombies, I suggest taking inspiration by including boil-like tree galls
>>
>>45671898
I like that. Thats super creepy. I'll have to try that out on the next attempt at them. I tried out some simplistic sketches so far. a bit of before and after going on. went with adding fungi and maybe some oozing goo to replace "limbs".

I live in a desert so I don't get to see particularly cool looking trees very often.
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>>45671969
I like their little masks. Makes em look like arboreal hermit crabs.
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>>45671969
Could you draw one that moves like a slug with an ooze base? Instead of a limb poking out the side, have the leafless branches be a bunch of long
The mask is pretty cool too. Here is a sketch of my idea, but I can't draw very well with a mouse.
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>>45672058
Here's a quick attempt at it. what do you think? normally i'd be a little more cleaner but i kind of like this.
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>>45672242
That is briliant
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>>45672242
Amazing, dude. Thanks for making that from my sketch. Sometimes rough looks good for monsters.
How about some thallids that are fungi-fied wild animals? Like you can still see some ribs and skull, but most of it is made of fungus and mushrooms?
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>>45672301
Maybe the designs should have some elements of Bleeding Tooth Fungus and Basket Stinkhorn as opposed to more generic fungi.
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>>45672301
I gave it a quick shot but im not too satisfied. Feels a little to G/B rather than straight G. Was trying to go for some Princess Mononoke pig with a bit of cordyceps in there.

>>45672403
I totally agree, I kind of wanna go with the Nausicaa look as far as the fungi forest is concerned. Bleeding tooth is a bit weird to draw but one doesn't get better at something without practice. I'll give that a shot on round two. Perhaps when I'm better rested.

By the way are you guys cool if I post this stuff on my tumblr?

And is this thread archived? Should it even need to be? It doesn't look like its been as active as the previous two so it might last through he night.
>>
A card-building anon here going to be throwing out some example land designs for the missing ones in the next hour or so. Apart from the shade tribal lands, anyone else have any ideas we want to see? Any other tribes or alliances which breach the right colours?
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>>45672436
only if you link it so i can follow you
>>45672443
We were talking about having dwarven airships, so having a Blue/Red Airship Dock would be a cool land.
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>>45672475
http://edspear.tumblr.com/
I mostly use it to post stuff I've made on request, personal stuff, and idle fancies. Been trying to get more into it since its... like popular thing for them what internet artists to use.

>>45672443
if tribal lands are going to be a thing perhaps we could go with some Weird factory? or since they're like to, follow outdated programming and seem to make pretend to be a society, weird city? a ramshackle town made of bits and pieces they've collected, not for themselves but for other people...

This is an attempt at a land pic of my own from last thread. (landscapes are something i need to work on).
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>>45672581
Looking good, I think it could be even more bioluminescent with fireflies and other glowing things.
A Weird land would be like floating trash town that just randomly sprawls out in all directions, whether it goes into water, climbs up the wall of a mountain or what have you. Sort of like if They just build rows and rows of houses all of the place.
>>
>>45671795
can't you always tap all your lands? you don't have to spend all the mana you generate, manaburn doesn't exist anymore.
>>
>>45671795
>>45672832
What if Pilgrim didn't count tapped lands, but nonbasic lands instead?
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>>45672832
It would be wasteful, but yes thats something you could do, At which point you might as well be "paying" to activate it normally. Might need a caveat or downside though. Perhaps it only activating on your turn (since one tends to only be aggressive with creatures on their own turn).

>>45672812
I like those ideas. I'll try those out on a round two. Any advice for this mountain pic by the way? Tried to rough out a vague "organ" theme.

And goodness I like that idea for the weird land. I imagine them like Engine Heart robots and they might pull travelers over to see if they'd admire their handiwork.
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>>45672917
Since the sliver mountains more or less hollow hives, their needs to be pipe-like vents to help ventilation.
The exit tunnels the Slivers crawl through should be more uniform and clustered together.
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Here's the promised lands. Most ofthe tribes at least implied.
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>>45673213

If something is going to tap for four colors (one of them being colorless) then it should probably do more than enter the battlefield tapped.
>>
I need to ask about the ghostfire shades again. Are they the dead, or those who faded?
>>
>>45674427
I figured colourless comes up so little you'd get away with it, but I was struggling to find an uncommon slot otherwise.
>>45674647
Don't think we're decided-there was a suggestion at one point of dead cats auto-reviving as shades, but I think we've got enough dead since this whole disaster started to make a tribe
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>>45673213

My thoughts on them:

Packed Necropolis: We could probably leave the flavor text out to make the text larger.

Abandoned Battlefield, Lonely Tree, Dissolving Grove, Projected Inlet: I agree with >>45674427 Perhaps make it more like Pic Related

Empty Warcamp, Decrepit Mansion, Miserable Mire, Quiet Shore: There are tri-color lands that enter tapped and you can tap for one of their three colors. Having you have to enter it tapped and pay life to get it to work makes these lands demonstrably worse, I think. Perhaps they could enter tapped unless you pay 1 life, like some dual-lands.
>>
>>45674880
>>45673213

Though I should say, I like the names. Some artwork would help, I think.
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>>45674880
Just to say: The castle Sengir castle was objectively pants. compare Unknown shores, which can do any colour for [1], instead of 2 or 3 for a single colour. As for the other range you mentioned, these are all tri-lands at common- Three colours at tapped and no downside is in uncommon territory, as done so far. (If we were doing them regardless of rarity, 3 colours untapped for 1/2/3 life would still be be very, very, very strong.
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>>45675074
I can throw up a set with mildly appropriate art, but I'll wait until we're agreed on the design first for simplicity's sake.
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>>45675710
>The castle Sengir castle was objectively pants.

I agree, but I still think that tapping for three colors and colorless still needs a bit more to it than just entering tapped.
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>>45675758
How's this? Blend of ideas. Also first attempt with images.
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Just dropping some ideas...
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>>45675796
>>45676201
>>45676256

These are pretty neat, I like them so far.
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>>45676201
I think this is a good start, but it should be more like Predator Flagship. Here is my suggestion:
>Make it a legendary artifact
>Not a creature
Pridehome
>2WR
>Tap: Catfolk you control gain flying until end of turn.
>WR: Creatures you control get +1/+1
>>
>>45676201
The Dorf Airship should be called The Stormforger.
>>
>>45676271
alright, I'll edit the rest of the lands to that spec and post them all with art
>>
So, by the way things are going so far with established lands, the southwestern landmass seems a bit tropical in nature, the central one seems temperate, and the northeastern one seems to be getting cold near the top. The central one also likely gets colder the further up north you go. The only established tri-color land on the southeastern landmass is the Sulfur Vent, which could just be indicative of its proximity to the colorless getting closer.
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A little taste of the the Planeforger, was going to have flavor text: "...said the Plane was coming apart. I swear the more these dwarves study the less the understand." xx, Planeforger.
Give a glimpse that the Planeforger didn't realize what was happening until too late.
>>
>>45676333
except that's not a dwarven airship, it's one of the cat people's caravan homes. I figure if they're nomads they would have traveling dens, like gypsies, but with larger families.
>>
>>45676333
>Stormforger
>3UR
>Legendary Artifact
Tap:Dwarf Creatures you control gain flying until end of turn.
1UR: Stormforger deals 2 damage as you choose among one or two target creatures and/or players. Draw a card.
Tap, 2RU: Stormforger deals 5 damage to each creature your opponents control without flying.
>>45676307
>>45676201
I forgot to give the Pridehome an Ult
>Tap, 1WR: Exile Target Attacking/Blocking Creature.
>>45676575
He was suggesting a name for the Dwarven airship, not suggesting the one you made was the dwarven airship
>>
>>45676575
I know it isn't the Dorf airship ya gumby. I was just say that when we finally get around to making the card for the Dorf airship it should be called The Stormforger. do ya get me?
>>
>>45676625
The Stormforger flavortext should be "Strike the Earth!" because the ship is literally built to be able to just crash into the ground at high speed.
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>>45676655
>because the ship is literally built to be able to just crash into the ground at high speed.
I'm thinking it drops shaped lightning onto people meself.
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>>45676673
>>45676673
That works too. My idea was an artifact with a built in Electrolyze and Sweep
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Let's start talking about individual regions, giving them names and populating them with creatures, people and places.

We will start with the central landmass, since it was first and seems appropriate to begin there.

This large region of plains seems very important. It might be the largest concentration of white on the map. It is of the following composition:

White - 125
White/Colorless - 3
White/Green - 7
White/Blue - 6
White/Red - 4
White/Black - 9
White/Black/Red - 1
Green/White/Blue - 1
White/Blue/Black - 1

Notably, this region has three convergence points connected to it; one in the center along the great source of water on the left, and one at the bottom and top each.

What do we make of this region? Who lives here, or who lived here?
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>>45676605
Here's my idea for how The Stormforger should be structured. As for a design, I'm picturing something like a mix of the Helicarrier and the portion of Zekovia that takes off in AoU.
>>
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Okay, here's second attempt at the lands. aAnd "ForeverGM", while I understand the website is quick and easy, but if you download Magic Set Editor it gives a lot of help with the syntax and making the cards look as they should.
>>
>>45676763
I'd price up those second and third abilities a fair bit-infinitely reusable abilities should be significantly higher costed than the cards they mimic. Try adding 2 colourless to the cost of the second ability and maybe 3 to the third.
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>>45676796
How's this?
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>>45676756

Furthermore, here is an attempt at building a general path that connects all white regions, going through only green and black areas. I think it could give us an idea of the relation of the surrounding regions are.
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>>45676854
>>45676756

Let's also not forget that this region alongside it is a very blue/black/red-heavy region, containing three convergence points in close synergy with each other.

Did this region cause the decay or corruption of the surrounding area perhaps, such as the colorless land that borders both it and the first region? Or was it once apart of it, and what is black in this region was once white but has since become swampland?

Thoughts?
>>
>>45676842
Looks great, well done.
>>45676854
Looking at this, I could see the Plainslands originally all being connected, maybe with the white human cities in the chunkier bits and the catfolk in the surrounding lands. Only, as the numbers of the catfolk have dwindled and the humans 0'd, the other colours have been franticly trying to seize up the land.
>>
>>45676842
Looks good, I suppose my suggestion for the Pridehome had underpriced abilities as well.
>>45676918
Instead of the plains decaying into swamps, the swamps and colorless land in this area used to be forests. There are still pockets of green, but seriously shrunk. This was selkie terriory, but not what it used to be.
>>45676854
These central plains look like a good candidate for the main range for the White Sliver Queen to stalk. The Catfolk rely on spotting the swarm that accompanies her migrations and hiding in the hill when she approaches. It's impossible to fly above her without getting shot down by Sliver snipers.
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>>45676625
Ah, sorry. It's morning and I hadn't eaten yet. I have fixed one of those problems.
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>>45676765
Thanks, first time making MtG cards. I generally stay away from Magic threads, I have enough cancer already, but I love world building and watch live threads when I can and contribute when something catches my interest.
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>>45677099
>Instead of the plains decaying into swamps, the swamps and colorless land in this area used to be forests.

I like that.
>>
>>45677278
I kind of feel we should use more hybrid mana symbols. It'd be easier to justify zombie treefolk populating swamps without access to nearby forests if some of them have hybrid colors. Same deal with the other multicolor factions.
It'd also help with diversifying some of our two or three colored lands.
>>
>>45676756
>>45676854
>>45676918
Plain of Harmony? It use to be the great crossroads of the plain before the collapse, it touches every mana type, and is pretty centrally located on the map.
This is where the first civilizations arose and spread out. Ruins dot the old roads and trade houses. Gargoyles roam the border areas, where once great vaults and cathedrals of wealth reigned there are now only desolate streets and rubble strewn plazas. The White Horde has yet to claim this last font of white mana, but its outriders roam the plains, establishing pockets of vicious order and brutal routine.
Selkies inhabit the Sound of Prosperity to the north, the Sound of Celebration to the south, and the Warden Sound to the southwest. The forested peninsula of Tradewind, harbors those few Treefolk who remember the time before, those who haven't gone mad with the slow decay of the plane or given in to the rot overtaking them.
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>>45677405

>It'd be easier to justify zombie treefolk populating swamps without access to nearby forests if some of them have hybrid colors.

Well, I don't think they populate every swamp. I think we can get more creative than that. They can be common and a majority but that doesn't mean they pop up in every black hex on the map.
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>>45677545
Your names are incredibly ironic.
>>
>>45677568
Good point. Also, it was suggested we switch from Nephilim to Incarnation as the W/B Race. We could still use Nephilim as Three or Four Colored creatures, but for Incarnation we need some ideas for general naming schemes.
I think they should all have flying so that they are constantly a threat to airships and such, but besides that what else should they have?
I had an idea where their names are modeled after sins, vices or corrupted virtues, but I'd like some feedback.
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>>45677574
The names are those found in the Planeforger's journal, not what they are called now. I figure if you are going to go and make a plane of your own you aren't going to fill it with valley's of despair, and asshole mountain, and fuck-you-I-was-here-first swamp.
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>>45677545

I like these ideas.

>>45677627

I'm looking over the cards for Incarnation creatures, they seem pretty varied. Why have them solely as the W/B race when we could have a few of them all over?
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>>45671619
New anon here, loving this thread and your work.

>>45671229
Just an idea about the lynxes: Like in pic related, the fur on the ear reminds me of the shape of a flame. Would a red, or orange (maybe like a tiger) pattern with white to keep the snowy feel be a good idea for the Lynxfolks ? To sum it up, Replacing the grey in the pic by orange or red. That could go nicely on a red card in my opinion.
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Just a quick idea
>>
So what exactly are clan/tribe/guild and what color are they or they still be decided
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>>45677853
First impressions

>make it Black
>Each player
>loose 3 life
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>>45677853
Are...you serious?
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I tried to make a dorf set long ago, can it works here? What do you think?
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>>45676756

This region of white has three areas of White/Colorless.

Here are three lands which could be used. One of them could harbor a very small population of Kor people, one of them could be an encampment of soldiers, and one of them makes the colorless land attached to it a blighted wasteland (or at least the colorless around it).

Thoughts?
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>>45678040
Well dorfs here are weird. They're Red/Blue Jack-Kirby looking types. Either scientists or pirates, was thrown around earlier. Science Pirates?
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>>45677853

quick fix

>>45678040

i like the idea of 2 dorf clans, R/U and R/W not like each other
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>>45678168

forgot the picture
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>>45678166
Oh, I get the idea, neato. Do we have any mechanical identity for the different tribes already? I like making abilities. Speaking of which, does Tenacity like >>45678040 have a future here? Even if it's not about dwarfs.
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>>45678215

Please stop

Grammar is kill

I dying
>>
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>>45678266
Could be a feature of either the Gargoyles (which are basically stone creatures who's tagline is basically Endure together), or the Red/white catfolk, nomadic survivors but we've got a couple of other ideas for both those tribes.

We've also got slivers as an important thing in this plane.

and some sketches of Sentient slivers as well (perhaps sentient slivers might take care of the allied color roles as a super tribe. but thats just a vague idea).
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>>45678336
I´m not really a friend of humanoid slivers. Sentient doesn´t have to mean humanoid.
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At the top of the large white region are two Kor Outposts. The last of their kind on this plane, they wander and protect their last regions, wandering the colorless, plains and swamps surrounding their lands, sticking to their nomadic ways. With no set home, they slowly dwindle and die more and more with each passing year. Not many are left.

What is the nature of this colorless land they inhabit and wander? It is bordered by white, blue and black.
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>>45678954
>I´m not really a friend of humanoid slivers. Sentient doesn´t have to mean humanoid.
Oh no I agree. Doing them humanoid was mostly... well fun.
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>>45679395

Here are the Lands of the Kor. It is not a happy land, with little mana, mostly made up of Blasted Landscape. To the east lies a swamp, bordered by Salt Flats. To the northwest lies a stretch of Seachrome Coast, alongside the only other Kor Haven. To the southwest the Blasted Landscapes turn into Calciform Pools.

In the heart of this region is a Cavern of Souls, a place sacred to this ruined population of Kor. There, they commune with their spirits, seeking guidance and offering prayers in hopes of life returning to their ruined lands. The Cavern of Souls is the only source of mana in the colorless region.
>>
>>45679540
giving slivers cat masks is funny, but we could maybe do it the other way round for effect.
Make either the cats or maybe the Kor to give them some flavor worshippers of the slivers and their queens as a force of nature on the plane. And to show allegiance to them they wear masks that are supposed to resemble a sliver
>>
>>45681133
This is kinda cool. I can see the cats wearing red/white sliver masks, especially as the red slivers start establishing their individuality.
>>
>>45677627
I think Incarnations, to fit with the whole loose evangelion themes we've given them, should totally have nomeclature loosely based off of biblical stuff. Have a big Incarnation legendary land called Golgotha, or some corruption thereof. Have their characters and legendaries' names end with "-el" like traditional angels. Stuff like that.
>>
>>45682176
also this is totally an excuse to reprint Armageddon.

>>45681902
I like the idea of the cats with masks. Very princess mononoke kind of feel from what I'm picturing.

>>45678266
personally, I vote for tenacity being a R/W dwarf ability. Or maybe a gargoyle ability. Either way, its a cool idea that fits with the plane. That said, they would probably fit better with the gargoyles honestly.
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>>45679395
I was kind of imagining these colorless lands tying into the sliver mythology a bit. Like they're bits of pieces of some "ubersliver" that crumbled and from which life sprung?
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>>45682398

Some of them could be, I'm all for that, but I think it's a bit lessoning to say that all of them have to belong to the slivers.

After all, pic related is colorless. If you'd like to point out locations on the map that would make a good spot for it, by all means please do.
>>
The trees here have grown dangerous and territorial, making passage into this forest difficult by those who cannot slip by them.
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>>45682572
>>
>>45682572
I like where this is going. What about the red green?

>>45682450
I was thinking in more oblique fluff related terms than actual literal huge swaths of land being sliverlands.

I'm kind of picturing like sliver version of mata nui, or a sliverized giant lilith kind of thing.
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Drew a quick selkie concept. from reference.
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>>45682779
>I like where this is going. What about the red green?

The Red-Green of that thick and ancient forest, where winds blow cold in the winder, will be represented by the Taiga card.
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>>45683040
>
I feel like a selkie warrior would be terrifying, gliding alongside a boat from among the waves. Like the old stories of sirens stealing sailors.
>>
>>45683040
Considering that selkies from shadowmoor had stuff like shroud and islandwalk, what if we have the selkies keyword be something around those lines. Maybe like a triggered unblockable, or temporarily giving them shadow or something.
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>>45682572

This forest is ancient, old and cold. Its western borders are defended by Stirring Wildwood, who have grown in response to the corrupting world. Its southwest point features an ancient Mosswort Bridge, but the path leading from it into the woods is long since lost, as the nature of the forest has reclaimed the land for itself. Wolves who were once men and living trees stalk its cold, dark recesses. In the north is a Kessig Wolf Run, where the werewolves nest.

In the southeast, an ancient Hinterland Harbor. Some say there are still men there, but it is doubtful, given the influence of nature. Some say it is merely another lair for the wolves. Others say things from deeper depths of the water it lies upon live there now... perhaps both are true.
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Back from work.
>>45674427
This gave me an idea on how to revise the phase lands.

Just to make sure everyone is clear on how this would work.
>Turn one: drop this land. Taps for color.
>Turn two: Land phases out before untapping. Give 1 colorless.
>Turn three: Lose that colorless if not spent. Land phases in and untaps. Taps for color.
During this, the land never actually leaves the battlefield.
>>
>>45684779

Interesting.
>>
>>45683714
I think shroud would be good for selkies. Shadow might work well as an ability for some Shades or Incarnations as well.
>>45682176
Sounds good, in my head, they're like horrible Silent Hill interpretations of angels.
Besides Flying/Firststrike/Deathtouch, what are some other abilities they could have? I think flickering would be pretty cool to include on some of the stronger ones.
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>>45684832
And here's a land-based Soulbond ripoff.
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>>45685121

Incarnations appear to all be focused around a central theme: Guile, Wonder, Hostility, etc.

http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&subtype=+[%22Incarnation%22]

What kind of Incarnations would our plane have? Decay? Corruption? Entropy?
>>
>>45685531
Well normal Incarnations are all big and rare, but we could have a whole slew of them of all rarities and sizes.
I don't think we should have to stick to the main naming convention as the typical style, size our Incarnations all used to be humans/kor who somehow got turned into this things rather than being the embodiment of specific emotions/concepts.
I understand that Incarnation already has certain abilities tied to their namesake (such as doing things in the graveyard) so perhaps that could apply.
While Incarnation was suggested, we could either stick with Nephilim or use a different creature type like Spawn (but without the Eldrazi aspect).
If we can't resolve the fact that our WB race of posthuman horrors have a name that doesn't reflect their typical mechanics, we could just make them all Spirits. Basically the idea was that they would be surreal Angel/Demon hybrids and I was looking for a creature type that could be interpreted that way w/o thought to that creature types typical abilities.
>>
>>45685531
Well these incarnations are are white/black civilization that ascended to non-mortal status, and then realized it was a terrible idea. They're less interpretations of themes, and more people's interpretations of what they wanted to turn into.
>>
>>45686062
>>45685996
If we can´t find a fitting creature type, we could just invent a new one with a cool name you know. No need to slave away with official wizard lore at every corner.
I don´t know something like Ascended? Avatar (there already is stuff like that I know)? Daimon (in the ancient greek sense)? Lilim if we want to stay on the biblical/ evangelion route etc.
I think we can go a bit crazy there
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>>45685996
Spirit horrors? Maybe even avatars?

Also messing around with ideas for the treefolk planeswalker. Current idea for the second ability is "Untap up to three target lands. Each of those lands then add one mana of any color they can produce to your mana pool," but I'm worried this would feel like too much of the same.
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>>45686260
Angel or Nephilim are both good, IMHO.
Anyway, how about this? Mind, my idea of cost is based on Ice Age (when I first started) so I'm a bit out of touch on how to price these.
>>
>>45686260
We could use Horror and just add classes as need be.
So we would have Horror Clerics, Horror Knights, etc.
Since their main thing is being visually horrific it might work regardless if they are pure evil like typical monoblack horrors.
>>
>>45686761
Second abiltiy can just be shortened to "Target player cannot cast spells this turn." That still prevents casting creature spells. Costs probably need a little adjustment.
>>
>>45686761
Can´t say much about cost and rules, but I like the art direction. I think giving them no real shape but rather something abstract fits the theme really well. In that sense I think Horror would be more fitting than Angel though
>inb4 why not both
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>>45686956
Appearance-wise, I think taking inspiration for abyssal organisms would be an interesting style.
Would help with the Horror-ness and move us away from corrupted Angels.
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>>45687486
Not enough geometry.
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>>45688651
I agree. I was suggesting deep sea fish as a possible additional aesthetic for our divine abominations. Geometric shapes alongside
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How about some insight to the dwarves?
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>>45672436
That looks like that corrupted worm infested boar from Princess Mononoke
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>>45691127
While some of the ancient clans of W/R Dwarves still exist, the most common type nowadays are U/R.
They've lost their moral compass in a frantic search for something to fix the worlds problems.
I'd say they use a lot of Artifacts and Equipments or Fortifications whereas Selkies specialize in Enchantments while the Catfolk use a bit of both.
Dwarves are constantly exploring, experimenting and developing new technology (or reverse engineering old tech). They feel guilty for some kind of ancient sin which might have something to do with the way the world is, and they've spread out across the world.
They're also pirates, arms dealers and are the heart of the information network organized by the various races of the world.
>>
>>45672917
its not wasteful, its just floating mana.

RAW, you can tap everything at the beginning of your turn, then spend from those generated reserves til it expires at the end of your turn.

you're not "paying" a thing at all.

the only reason to not do things that way is if you have instants to play on an opponent's turn, or just for an easy way to keep track of what mana you have and haven't spent already.
>>
>>45691817
That's the idea. Might need to try again and get a better execution down but still.
>>
>>45677786
absolutely.

>>45677853
I think you need to hang about /CCG/ a bit more, learn some card-making rules.
Also, wouldn't hurt to get a HB of Int while you're at it.
>>
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I've been hard at work putting the map together. Here's a glimpse at current progress.
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>>45691916
Turn it into "Mind Torture" then and make it an artifact/equipment? I figured its just a simple enchantment and with the focus on research Dwarves would have something like it, to give inspiration. I mean, Dwarves do have the odd enchantment here and there. Especially when it plays to the theme.
Might also add "Discard a Card: Untap."
>>
>>45684779
I think we've finally got it boys.
>>
>>45685493
>paired to nykthos, shrine to nyx

Yeeeeeessss, YEEEEEEEESSSS
>>
>>45686260
I think I already said Deva, as a person who had ascended above the mortal realm.
>>
>>45692304
then it would be cycling cards for U/B
>>
>>45686743
would it be spirit horrors or horror spirits?
or angel horrors/horror angels?
angel/spirits / spirit/angels?

Clearly not avatars, they mean something special in MTG.
And not Nephilim, since that also has a special meaning too, and isn't even a correct application of the term. They're not mortal offspring of angels, they are mortals ascended to angels.
>>
>>45692517
Just checked the gatherer to see if there were any other spirit/horror creatures, and there are two. A spirit horror, and a horror spirit. The first feels more appropriate.

>>45692379
I'd be good with this for the races name in the lore.
>>
>>45692450
I don't think its too low of a cost for U/R and the use of the enchanted creature. Mind, its DISCARD then untap, then tap U/R for draw 1.
Make it U/R, Discard a Card: Untap, to up it's cost? I imagine Dwarves would have a lot of the classic blue deck tomfoolery leaving the majority of enchantment, illusions, and counters to selkies, but if that's not right I can change it up a bit.
>>
>>45692283
Im liking it. So i assume that the regular basis of the map (position of the hexes) is permanent at this point right? Maybe I can do a quick sketch up of it when I get a chance.
>>
>>45692732
I guess that's the question, are they more conceptually similar to Krovikan Horror (who was retroactively made a spirit), or Balefire Liege.
To which I'd probably say, yeah, balefire. A spirit first, a horror second.

>>45692840
it wasn't a criticism, I was just making sure that the capability was recognized.
>>
>>45692949
Oh, yeah, I realized it when I typed it. I kinda liked Lorwyn/Shadowmoor when UT was got it's own symbol and everything. It was a cute little block anyway, but Tribal and untap were things I liked and wanted to see more of.
Anyway, here's one of the big guys.
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>>45693523
why'd they stop using that anyways?
>>
>>45693523
mmmm. artifact removal, and massive card advantage at the expense of all your current artifacts in a color heavy with artifacts.

with some scrymonkey fun to boot.

definitely something to help you make a comeback if things are going badly.
>>
How does this sound for Pilgrim?
>Pilgrim <number> -- If you have <number> lands with different names, [effect]
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>>45694098
oh joy, this chump's back. guess his ban expired.

>>45694144
evokes the concept of travel. I like it.
>>
>>45694144
Or have it count nonbasic lands.
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>>45693704
Because its Hasbro. And that is why we can't have nice things.
Here, have a really pleasant nihilist dwarf. (Don't know if I worded it right for the token).

>>45693792
Almost added shroud too, might still do that.

>>45694098
What?

And I would have had all that posted half an hour ago if my internet hadn't decided to stop working properly.
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>>45694384
And his little friend too.
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>>45694384
>>45694397
DWARVEN RIGGERS
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>>45694384
but hasbro wanting things to be simpler for beginners and more symbol-based for more rulestext space is how we got <> mana.

How is untap any different?
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>>45694384
Fixing up the wording.
>At the beginning of your upkeep, if Lost Mechanic is in your graveyard, exile it. Then put a 2/2 colorless artifact creature token named Mining Rig with "Sacrifice Mining Rig: Destroy target land" onto the battlefield.

>>45694144
And fixing my wording.
>Pilgrim -- As long as you control <number> or more lands with different names, [effect]
>>45694232
And the alternative
>Pilgrim -- As long as you control <number> or more nonbasic lands, [effect]

Which one do you guys think is better? Should the number be the same on cards like metalcraft, or should it be varied for cards with more powerful effects?
>>
>>45694587
It should read
>Pilgrim - [Effect] as long as you control 5 or more nonbasic lands.
I can see some Catfolk getting a rebel-like ability with this
>Warclaw Crier
>WR
>Cat Scout
>2/1
>First Strike
>Pilgrim - Tap, 2WR: Search your library for a Catfolk permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library. Activate only as long as you control 5 or more nonbasic lands.
>>
>Desperately attempts to keep thread alive...
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>>45694999
This looks good.
>>
Let's bring back snow-covered too...
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>>45699347

Yes, I've been planning to.
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Here's a pseudo boardwipe/extra turn.
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>>45700186

Neat
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>>45700186
This is kind of ridiculous if it permanently wipes all of their stuff forever
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>>45700286
Not forever, just for one turn
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Please, by all the gods of the internet, let me post.
Blue?
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>>45701116
>Weirds having untap abilities.
I like it.

>>45700572
This guy understands. Now I'm wondering if the cost is appropriate, or if it can be lowered.

Took the four mana lands from >>45676765 and mixed their flavor with the phaseland mechanics.
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>>45701367

Nice. I like it.
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>>45701116
What if instead of sacrificing the island, it had you put a "drain counter" or something on one of your islands, which turned it into a Waste.
Sacrificing land doesn't seem like a Weird ability to me, but Draining your own island to create a water construct makes sense to me.
>>
>>45701704
That could work. Drain counter, lands with drain counters can only produce colorless mana, remove one drain counter each time the land produces mana
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>>45701739
I was thinking it'd be a permanent effect so that you could also use it against your opponent as well by turning their lands into Wastes and make Pilgrim harder to activate.
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>>45701940
Waste should be a specific card effect to make a permanent colorless, and Drain temporary, to show lands being reinvigorated by mana.
Wastes would turn a Land into a colorless non-land permanent that taps to produce 1 colorless mana. Drain merely makes a land produce colorless mana for x upkeeps.
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>>45702273
>turn a Land into a colorless nonland permanent
No man, they literally turn into Waste, an actual card type.
They count as basic lands with no subtype, which would be useful if you could turn your opponents lands into wastes on way or another.
Then we include ways to bounce lands back into your hand to remove the waste counters.
What you're suggesting is way more complicated than it needs to be.
Here's an example I came up with
> Draining Shock
>R
>Instant
>Draining Shock deals 2 damage to target creature or player
>You may put a drain counter on a land you control rather than pay Draining Shock's mana cost.
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>>45702595
Ah, sorry. Yeah, that would work. So Drain to make Wastes. Single color non-Slivers should have it, while the dual colors should have something that bounces wastes as they try to restore what was theirs.
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>>45702654
Ravnica-style bounce lands work, returning a land to you hand as an additional cost works well, as well as effects that can simply remove drain counters
>Selkie Purifier
>1UG
>Selkie Shaman
>Shroud
>Tap: Remove a drain counter from target land and choose one: add 2 to your mana pool or draw a card
>1/3
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This for a basic creature?
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>>45701367
I'm definitely noo expert regarding mana costs but cmc of 7 isn't nearly enough for this kind of effect imo
This is effectively a take another turn card if not better. A blue extra turn sorc has cmc of 5. With the added effect of an empty opponent's board and the fact that it's ablue effect on a colorless card I would set the cmc to 9 maybe
Pic sorta related
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Is this over/under priced?
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>>45703855
>>45703414
>>45704138
>>45704605

I'm liking these so far. I'm currently building a region for the selkies to inhabit.
>>
>>45704748
The costs aren't very balanced, I don't know how to actually price abilities out. All I know is 1CC = 1/1 and a keyword or T:1 mana, is generally baseline.
>>
>>45705079
We can figure out exact costs later, for now we just need to find flavorful mechanics for the different creatures.
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>>45706015
Blue/Green madness seems kind of weird to me, but hey, I kind of like it. A bit less of that black mana 'ooh, look how crazy this is' and more of the blue intellectual 'my brain just cannot right now'.

How about something for the oozes? I was thinking maybe something based on the number of oozes attacking. Like
>Almalgamate: If there are five or more power's worth of attacking creatures when you attack, this card gets "buffs"
Hows that sound?
>>
>>45707257
I actually like that. Helps reinforce the idea of them amassing together and could lead to some interesting abilities and interactions.
>>
anyone able to give me a quick rundown of everything that's been set in stone thus far?
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>>45693523
Unbalanced, make it a 2 cost tap ability, make him a 1/3.
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>>45708882

I'll have to make that google doc soon so we can hammer out the lore.
>>
bumping
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>>45703861
Perhaps it does to be raised, but I don't thing quite that high. Maybe just adjusted to 4CCC or 3CCCC, or raised to 6CC or 5CCC. Here are some things that should be taken in consideration.

The casting cost requires colorless instead of just general mana. Currently, it has the same converted cost as All is Dust, but colored mana can't be used for 2.

As for the wipe, phasing is more like super-tapping. Technically nothing leaves the battlefield, so all auras, +1/+1 counters, token creatures, et cetera will come back, and creatures will not have summoning sickness.

The effect that prevents things from phasing in normally does not affect permanents phased out prior to the spell, meaning that another player can potentially have an some of their lands or attacker on an empty board before the player who cast the spell has a chance to do anything themselves.
>>
I figure selkies and Dorf wizards would have madness, as their connection to the land is twisting their minds.
>>
>>45712807
Of course, I also imagine all treefolk that don't have Undead/Zombie as a subtype would also have madness, as they would be old enough to remember when the land was whole and have been twisted by the wracking of the world and the passing of time.
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>>45701116
sac an island, or tap an island? why would you ever choose to sacrifice?
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>>45703855
>scrying your opponent
ouch
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>>45713589
It's being changed to Drain an Island. And it's so you may still cast it if you are tapped out. The other way works too, but Drain seems to be something we are going to try to work in. It grants a Land a drain counter, which turns it into a Waste so long as it has 1 or more drain counters on it.

Kinda like this, I think it works so you don't have to tap anything, let me know if mana doesn't work like that. And I think only non-sliver mono-color should have drain, but I saw Undead Treefolk as a way for drain to have started and the younger races started picking it up, the other Remnants see it as the abomination it is.
>>
>>45713589
>Tap an island, summon weird.
>Sac that island, summon second weird.
It's kinda weird.
>>
>>45713678
That was the point of the card. Get a cheap 1/2 or pay a bit and get a scry your opponents deck. I mean isn't that what a Scout should do?

>>45713900
That was my thinking when I made it, and I think all weirds should have it, maybe not a single island each, but 1/2 or 1/3 CC.
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>>45713947
Yeah, no, not a complaint. Just thinking about how painful that could end up being for the opponent, or useful for you. Its good, is what I'm saying.
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>>45713900
this requires having two weirds in hand.
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>>45703855
The kicker needs rewording.
>"When Selkie Landscout enters the battlefield, if it was kicked, tap it. Then fateseal 3,"
or
>"If Selkie Landscout was kicked, fateseal 3."
Unless you planned on it keeping the ability.

>>45713895
Maybe drain should be done with a unique mana symbol, like Phyrexian mana. Using green for the example.
>Reminder text: (G/drain can either be payed with G or by putting a drain counter on a forest you control. As long as a land has a drain counter on it, that land produces C instead of any other type of mana.)
Needs a revision to be less wordy if possible.

>>45714182
That example does. Any blue spell can come first before sacrificing or draining with the revision.
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>>45714153
Too good, or just the right amount?
>>45714182
Ideally most single color non-slivers will have a drain ability, most would have it as an alternate casting cost.

>>45714634
Planned on keeping it, I've added the Scout creature sub-type to it too. That's what it's supposed to do, scout your opponent so you know what's coming.

Drain is going to be a keyword ability, not just for casting costs.

>captcha says select all pictures with grass, gives 2 pictures of tree farms and a 3rd with a vineyard.
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This is know is undercosted as hell.
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>>45701367
Oh awesome. my art's being used.

Sorry I've been a bit busy today with personal matters.

otherwise need any art? Whats going on with the custom cards? I haven't got much chance to give them a read.
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>>45715210
why can the cat fly, why is a scout returning things to the owner's hand?
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>>45715210
Crap, forgot UET.
>>45715330
It's the cats thing, they're nomads in skyships. She's just giving someone a lift. Her being a master scout means she can foil your opponents plans. Bounce is a pretty good foil and something both white and red have used as a counter. Think of it as doing all that guerrilla stuff scouts do, assassination, poisoning food, things like that.
Though I'm thinking Scry could be replaced with Fateseal...
>>
>>45715297
I'm just crapping out random ideas and some built cards that I've tried to match the story with. Weirds with untap abilities, Flying nomad Catfolk, some Selkies with abilities all over the place, a couple of dwarves, Wizards having Madness.
Speaking of Madness, need to figure out a force discard...
Drain as a mechanic that makes Lands into Wastes so long as they have a Drain counter.
nothing big, oh and phasing is cool.
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>>45714785
Two problems with that. Waste is a basic land, but not a basic land type. They have to built-in mana ability. Also I don't think the way that is worded right now works as intended. That will force you to drain your island the moment the weird hits the field instead of using it as an alternative cost. "You may Island Drain 1 instead of paying ~'s mana cost."
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>>45715988
>They have NO built-in mana ability.
Typo.
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>>45714785
The title feels more like a sorcery or instant name.

Have we got any work done on fluff or mechanics for gargoyles?
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>>45716217
>fluff for gargoyles?

I'll be making some up tomorrow. I'll post the Google doc in the next thread.
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>>45716526
Oh there's a google doc being worked on? neat . might help with consolidating lore.

I'm just trying to catch up at the moment.

Otherwise I found pic related as a good 'visual' some tech in the setting.
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>>45716526
>>45716526
I think Gargoyles would be a good candidate for bouncing land back into your hand.
Since the Gargoyles of this plane are more concerned with protecting the ancient ruins of their creators civilization (whether dwarven, kor or human) it would be interesting to have Gargoyles that protect land rather than creatures. As such, I don't think they'd be suitable for drain-based abilities, unless they're removing drain counters from lands.
Appearance-wise Gargoyles had an original form based on how they were sculpted but over time they've been broken and had to replace their limbs with whatever bits of masonry they could spare without damaging their homes.
Tomb raiders are often disappointed to find that most Gargoyle-protected sites do not contain the kinds of treasures they seek, but rather they find shrines to long dead people composed of everyday objects.
While most Gargoyles are content to spend the rest of their long lives guarding tombs some have left in search of the old masters hoping to find and protect them.
Little do they know the strange babbling beings that hover ominously near these sites are all that is left of the old masters that they seek.
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>>45707257
Here's a more working version of my amalgamate idea. Wording is a little clumsy, but I wasn't sure how to get it to work. I'm thinking that amalgamate could be anything from buffs to changes to active abilities, but they really can only be used during your attack step.
>>
>>45718056
I think Oozes might be able to use Modular well in conjunction with Amalgamate
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>>45718334
Ooh, I like that idea. Makes the actual magic flavor thing of oozes usually costing x and coming in with x +1/+1 tokens even more effective.
>>
how many mechanics are you trying to shove into this set?
What is the general play style or theme for how the set is supposed to function?
What are the expected archetypes in limited and other formats you're building for?
Why so many returning mechanics and so few new ones?
>>
>>45718731
Yeah that's something we really need to pare down on.

What we know for sure is that there's a sliver theme (it might be ideally the most major).

It feels a little bit like we're trying to work backwards from fluff in terms of mechanics.

We have the 5 enemy colored "Survivor Tribes" and then 5 mono-colored Colored Remnants, creatures that (at least I've interpreted) are supposed to be thriving and surviving in this world.

Something I'm contemplating is that the Enemy colored tribes should all share one Keyword mechanic. They can each have their specialities, (Leonin being aggressive travellers, dwarfs being science pirates, Zombie Trees shambling), but said specialties shouldn't be a keyword for each color pair. This isn't ravnica.
>>
>>45718731
There have been a few new mechanics, but generally I feel it's better to stick to existing mechanics until the need arises for a new one.
I've mostly been contributing to lore and helping other anons develop their card ideas.
Nothing is concrete yet, so most of the suggestions for mechanics is just brainstorming.
All our ideas are based on the lore we've developed with little regard to how the card game would look like.
>>45718846
What he said, we're definitely going top-down in terms of figuring out rules and mechanics that fit the fluff.
>>
>>45718868
Well something we need to consider is trying to keep it compact if thats the case.

Can we get a list of fluff we're working with to work backwards from?
The world is dying and phasing out of existence.
Slivers play a pivotal role in the world.
Five Enemy Colored peoples are struggling to survive.
Monocolored Remnants, Red Shades, White Gargoyles, Blue Weirds, Black Skeletons, Green Ooze (or fungi... we decide on what yet? I have some thoughts but I might save them for later.)

We also got some land abuse and destruction going on as well, which may factor into the world dying thing.

Something i think we should mess with is giving the enemy colored tribes some kind of mechanical theme thats distinct for each, without a keyword. But having a sort of modular keyword they could all share. Perhaps something with a trigger that can be pretty universal that activates different in flavor effects?

And two we might need some (or one) non creature specific Keywords. (things like Cipher or Overload, stuff that pretty much only shows up on instants and sorceries).
>>
>>45701367
>>Weirds having untap abilities
That could be pretty cool.

Honestly we could fluff it as the "Inspired" mechanic from Theros. The Weirds as magical robots on the verge of sentience could be about getting clever or learning new things. "Oh! I could do that!"

And its something that could be improved upon with this fake world/set. kind of like this card >>45701116 It has an ability that gives it utility, or does something as it enters the battlefield.
>>
So, what cards utilize the colorless mana?
>>
>>45701367
If you're going to replace one of the lands for this, replace the rare cycle. As shown, that is mana in 3 colours on play, and that's a nono. Or we could just have 2 rare cycles and an uncommon cycle, i'm good with either.
>>45713895
Can we please not bring back infect. Even if its mildly flavourful, its a very iffy mechanic and could be better utilized as Wither, in my opinion.
>>45717724
I like the idea of bounce being the Gargoyle's signature mechanic. Reinforces them as a protective and turtle-y theme. The Gargoyles do get hijacked/directed by the Nephilim/horrors occasionally, though.
>>45718731
>>45718846
>>45718868
This is going to be significantly larger than a modern set, due to the limiting factor being area, not card pool. No draft, no formats, and returning mechanics being acceptable. Each tribe has a theme that can cover multiple mechanics, but no more than 1 mechanic per tribe total. The slivers act as a subtheme in the whole thing, appearing wherever their colours are present regardless of tribe.
>>
>>45719379
Most of this seems pretty solid. I like the sound of non-permanent keywords, and suggest kicker as a contender. Ranges from mana to land-sacrifice, and seems pretty accurate for a range of mages trying anything to make what they have work. For the enemy colour tribes wide keyword, whatever we choose would need to reference the act they're all remnants and leftovers. Vanishing, maybe? Strong beings but fading away?
>>45719466
That's a good point. I see two options- either a range of colourless spells, expensive but available to all, as people franticly scrape up what was their mana sources. The other is a series of permanents with devoid-favouring enchantments personally- that all change play in a significant fashion.
>>
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>>45719542
Vanishing could be neat. Especially since its about living on borrowed time. But i'm not sure if it can be bent to fit the fluff of each faction. I'm trying to think of something like monstrosity/monstrous. It gets little tweaks to the fluff of the monsters its on (and can often times do nothing as well but still). Maybe not the best example but among the first things i was thinking of.

Possibly something about exploiting or interacting with what little lands are left.

Catfolk could just be travelling from place to place.

Selkies are on a grand journey, so lands become a goal. Or they are perhaps trying to "repair the land"

Zombie Treefolk might be trying to spread the plague.

Not sure about Nephilim.

Dwarfs are doing mad science to the land.
>>
>>45718056
Either "0: ~ loses defender and gains trample. Activate this ability only if ..." or "If ..., ~ loses defender and gains trample."
Note that since attackers are declared before the ability triggers, your colossus won't be able to attack the turn the condition is met. Since there's no "until end of turn", it will be able to attack in the turns thereafter, even if the Amalgamate condition is not met.
This, however, brings up memory issues.
>>
>>45719756
I think trying to make one mechanic fit all 5 factions mechanically is a losing battle. Thematically may be the best we can do. Plus, vanishing justifies the remnants being very strong or concentrated for their mana costs-they just won't stick around very long. Though the vanishing theme really fits their culture rather than them themselves.
>>
I propose Fading on all their enchantments and/or artifacts.
>>
>>45721842
Its minor, but keep vanishing, not fading. Fading was the older, less straightforward version.
>>
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>>45719420
That was the whole idea, Weirds are weird, even compared to the other mono races.
The card isn't correct though, it supposed to be instead of paying it's mana cost, Island Drain. I was tired and forgot to check the wording.

>>45719485
I originally had it as Wither, but changed it. I also prefer Wither to Infect, so I changed it back. Does the wording allow it to pay it's whole cost as Drain, or only the colored mana? Either is good, but I just want to make sure you can bring it out when you need to...might reduce the cost and give it a Kicker: Forest Drain 3 for First Strike and Lifelink.

>>45722764
That works, I didn't realize Fading and Vanishing were the same thing. Changing it over.

Have a dorf pirate.
>>
Alright, here's some lore I thought up for the slivers as to why they're so important.

So on Dominaria, slivers were were fossils that got brought back and used hyper-adaptation to become the wonderful slivers we know and love. However, once we hit time spiral, we have slivers that do all kinds of crazy shit, including slivers that autonomously generate mana and slivers that revive the dead. I'm thinking that our Planeforger saw slivers evolving like this and figured out that they could keep his created plane anchored.
After all, this is a big plane, it stands to reason that I needs something to supply it mana and keep it running. Bolas has his meditation plane, but that thing's probably pretty small, and so doesn't need something to keep it from breaking apart under its own weight.
So our planeforger used the slivers to only to supply fresh mana to plane, but to anchor that mana. The five queens are what take the excess mana in the plane and channel it into slivers, who then use it in the landscape and surroundings. This is why the death of the green queen is making everything so much worse. If she wasn't dead, the Planeforger wouldn't have a hard time limit before his plane fell apart to find a successor, he'd only have the limit of his failing lifespan, which is still longer than this.
>>
Really hope OP starts a new thread soon.
>>
>>45726195

I'm here. Just back from work. I'll make a new thread as soon as this one tanks.

I'll be making a Google Doc for it so we can centralize the collect the lore.
>>
>>45727355
Wooh! Welcome back. its mostly just been musing on mechanics today, but with some good conversation on the Gargoyles and the Remnants overlying theme.
>>
Alright, I'm working on the Google doc.

We all agreed on Slivers, but what were the core monocolored races again?

Red Shades
White Gargoyles
Blue Weirds
Black Skeletons
Green Ooze

Was that it?
>>
>>45728794
Green was going to be fugus and ooze. Even though they are different creature types, we could figure out mechanics that would make them work well together.
>>
>>45729350
why not "fungal oozes"

Though to be honest i like fungi more, i can sort of imagine fungi "replicating" or "replacing" long dead or dying animals in the ecosystem. or taking over wholesale.
>>
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>>45729551
Like this?
>>
Originally I saw us as populating the world with creatures from Magic (like, people would submit cards) but we're producing a lot of custom content, which I like. The only shade I could find in the actual game that was red was a red/black.

Should we keep the Red Primary as shade? We could make it Devil or Elemental. Otherwise we'd just have to make some new ones.
>>
>>45730412
i'll be honest its been very obscure for red.

We tossed around shade and spirit (I thought both types were the same, Card Names were "shade" but the creature type was "spirit") as well as elemental.

I kind of lean twards spirit and elemental a little more, but shade's got a little interesting stuff going on with it.
>>
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>>45730412
>>45730465
It was proposed a Ghostflame and they were supposed to be like the flamekin from Lorwyn, weren't they? So Elementals and/or spirits maybe shades for some, to reflect ancestors or revived Ghostflames?
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>>45730465
I didn't expect this thread to still be up.
Here's an ooze fungus legendary. I think it needs a better name.
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>>45730778

I'd be alright with that. Maybe a lot of people's spirits were transformed into elementals. Shade just seems like a predominantly black creature to me.
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>>45730982
My thoughts were that shades were the people who fell out of reality. It's likely that all of them would have Devoid. Aside from that, it's hard to pin them down. Maybe they should not be red, but colorless. Something to splash in with different colors.
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>>45731128
We can do that for Shades, all the more reason to have Ghostflame be Spirits.
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What were our plans for the multicolored races?

White/Blue:
Blue/Black:
Black/Red:
Red/Green:
Green/White:
White/Black: Angels? Horrors?
Blue/Red:
Black/Green: Zombie Treefolk
Red/White:
Green/Blue:
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>>45731183
>>45730982
>>45731128
The reason it was initially suggested was because of the firebreathing-type mechanic shades have while spirits typically have flying.
>>45731556
UR: Dwarves
WR: Cat folk
UG: Selkies
WB: Angel/Horror (Still need a creature type)
BG: Treefolk Zombies
We haven't made any allied color tribes yet, just the enemy colors.
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>>45731556
I think it was this.

White/Blue: Slivers
Blue/Black: Slivers
Black/Red: Slivers
Red/Green: Slivers
Green/White: Slivers
White/Black: Spirit Horrors? (Deva in name?)
Blue/Red: Dwarves
Black/Green: Zombie Treefolk
Red/White: Cats
Green/Blue: Selkies (Merfolk in actual typing?)
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>>45731625
Yeah we were considering having the Slivers cover the allied colors. which makes me wonder if we convert the queens from monocolored to allied colored.

Or if the "sentient" slivers are the allied colored slivers.

Otherwise I was contemplating making alied colored spells/lands have associations with extinct races/societies. G/W Loxodons/Peaceful catfolk.
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Once, this plane had five Sliver Queens, each embodying an allied pair of mana. The slivers grew with the plane and adapted to it in strange new ways, establishing civilization-hives in five different places around the world and growing something akin to individual sentience, though they remained very loyal to the hive. The White-Blue Slivers lived in the far north, adapting to the cold, basing their hive out of a grand frozen crevice. The Blue-Black Slivers adapted to a completely aquatic lifestyle, whose hive was mobile and akin to a great swarm of fish. The Black-Red Slivers adapted to live within lands of primordial turmoil, favoring volcanoes, with their hive based out of a great active volcano. The Red-Green Slivers thrived in tropical environments, living in hot and thick jungles and occasionally deserts, exhibiting behavior similar to army ants, whose hive was built deep underground in elaborate tunnels. The final hive, that of Green-White, were the most civilized and self-aware of all the sliver species and the least nomadic in nature, building a capital from which they traded and existed peacefully alongside other races. However, their civilization died when their queen died, possibly due to the declining nature of the plane. What few slivers from this tribe remain now live in isolated groups, clinging to ways of the past, wearing masks and attempting to keep control of their fading individuality.

Tell me what to change
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>>45731908
Maybe the broods are born of the allied colored queens. Slivers do behave oddly on this plane, so it could work that way here.
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>>45732004
I really think we should just stick to mono-colored Queens and allow multicolored slivers to exist within each of the surviving sliver factions.
Even though the Green sliver queen is dead, Red and White can still have half-green slivers.
Also, there should be five areas on the map that show where the sliver hives are located, but since the slivers are constantly at war swarms of slivers are constantly traveling all over the plane.
Also, if we're going to make the "Devas" Spirit Horrors, then we should keep the Ghostflame as Shades or change the typing of the Deva so that their is only one spirit tribe (Elemental doesn't really fit since the Ghostflames used to be alive)
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>>45732004
The individualistic slivers supposedly were going to be red, as that concept falls within red's territory.
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>>45732151

Instead of Spirit Horrors, why not Angel Horrors? Then we could keep the Ghostflames as Spirit Elementals.
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>>45731738
>>45732195
W/B: Angel Horror
U/R: Dwarf Pirate/Wizards/Artificers
B/G: All manner of Undead Treefolk
R/W: Catfolk Nomads(Scouts) with skyships.
U/G: Selkies(Merfolk) Wizards doing blue things.
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>>45732353
Selkies would also have shamans and Rogues, Catfolk would have clerics and maybe rebels (or at least rebel-like abilities)
>>45732195
Angel Horror and Spirit Elemental sounds pretty good to me.
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We'll be adding more onto it as time goes on.

https://docs.google.com/document/d/1jJeReqy5tcSPSknpiz0j6aXTq_DRegIRmWLDVq4aRZc/edit?usp=sharing
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>>45660497
Hey, if you're around, could you draw a version of the hivestone more befitting this plane's slivers?
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>>45732528
If we have 5 ally-colored tribes as well as the 5 enemy-colored tribes as well as 4 Slivers subgroups and 5 mono-colored tribes, what should their population be compared to everyone else?
Equal distribution? Or should ally-colored tribes be less populous?
What if there were 5 ally-colored tribes before the world wen to shit, and they've either gone extinct or became one of the 5 enemy-colored tribes since then.
So we wouldn't really have 5 more full-sized tribes, but the last living examples of the now extinct W/G Loxodon or a few W/U Humans or whatever whose research eventually turned their ancestors into the W/B monstrosities.
>>45732862
It'd be really cool to have 4 versions of that could turn all creatures you control into a certain color into slivers.
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>>45733029

Basically, each population is the last remnants of what they once were. Maybe each only has one city, or a forest, or a region. The monocolored and multicolored tribes are just the most common ones left.

I'm not sure about exact numbers yet but we'll see.
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>>45733029
I think there will just be too much stuff if we add 5 new tribes. Sliver broods will do just fine.
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>>45733183
I agree, but we could have a few ally-colored legendary creatures.
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>>45732862
Yeah I'm still around. I'll give it a crack.
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>>45733220
Thanks!
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>>45733213
>but we could have a few ally-colored legendary creatures.

In the next thread I'll be taking suggestions for creatures to inhabit these locations. People can post cards to populate the world.
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>>45733318

Forgot to add, that each of the tri-colored locations will have a Legendary Creature in it of its matching colors.
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>>45733376
Okay interesting. I wonder what kind of creatures we could work with.

Just dug up pic related. Might be interesting to include for dual land locations. also thinking about involving the Esper basic lands due to their artificiality.



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