Shazzeh's Megathread for a Blue-less Set

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On second thought I'm not going to make a separate thread for every random common, and the cards will probably make more sense in the context of the rest of the set.

I'm making a set that I'll never finish in which blue doesn't exist except in hybrid cards. All its mechanics are being bled out as hybrids and the other colors are going to have sort of blue-y subthemes to flesh out the new color pie.

Stuff I've already posted:
Extricate ()
Instant (common)
Return target blocked creature to its owner's hand.
Draw a card.

Patrol Dodger ()
Creature - Human Rogue (common)
Patrol Dodger can't be blocked by creatures with toughness 3 or greater.
2/1

Neural Spook ()
Creature - Human Rogue (common)
When Neural Spook enters the battlefield, look at the top three cards of target player's library. You may have that player put those cards into his or her graveyard. If you do, sacrifice Neural Spook.
1/1

Dormant Hederodon ()
Creature - Plant Beast (common)
Defender
As long as you have seven or more cards in hand, Dormant Hederodon can attack as though it didn't have defender.
4/8

http://nogoblinsallowed.com/

The green defender's P/T seems a little oppressive for a common. Most three-mana defenders don't go higher than 1/5.

Pardon me for asking, but what stops people from making mono-blue decks and enjoying access to every card in the set?

Embrace imagination.

Lord of YMtC | Ten Rounds Contest Winner

Solphos – A fan set with a 'combo matters' theme

Fool's Gold – The second set of the Solphos block

Yeah, I wanted the defender thing to be big enough that you would actually want to attack with it but it's probably going to have to be a lot more expensive.

There are three times as many monocolor as hybrid cards of each color, so blue will have an equally-sized pool of cards as everyone else. I haven't given a very representative sample so far, though.

Two more:

Ridicule
Sorcery
Target player reveals his or her hand and discards each nonland card with the same name as a card in his or her graveyard.
"That didn't work the first time. What makes you think it would help you now?"

Hysteric Treachery ()()
Enchantment - Aura
Enchant creature
You can't choose a creature with converted mana cost greater than the number of creature cards put into its controller's graveyard from anywhere this turn as Hysteric Treachery's target as you cast Hysteric Treachery.
You control enchanted creature.

Black is taking blue's "information" effects, -X/-0, permanent theft of permanents. It's going to have a mill theme—not as a terrible win condition, but to synergize with stuff like this.

http://nogoblinsallowed.com/

Rush already made this set. well, started to, no idea if he finished it.

 

120.6. Some effects replace card draws.

 

why are you here when NGA exists and is just better

Most of the threads don't have the cards anymore. I was only posting renders at the time, until raz started complaining (always with the complaints). It was based on indentity, had a mechanical mana theme, and over I think the idea is good. I wish the forums hadn't eaten the main thread.

Anyway, this isn't the best example, but as the thread title suggests, this is an easy way to cheat extra hybrids into your set. 
Wait, wasn't it Fallingman who did this??
I quit

http://nogoblinsallowed.com/

Just kidding here's more cards

Ruminant Druid
Creature - Human Druid (c)
: Add to your mana pool. If you have seven or more cards in hand, put a +1/+1 counter on ~.
0/1

Beyond the Horizons
Sorcery (u)
Search your library for up to five basic land cards, reveal them, and put them into your hand. Then shuffle your library.

Green is getting uncounterability, shroud, hexproof (all of which it really has already), card draw (which it's supposed to have but doesn't really), basic land type manipulation, and maybe some other stuff. It's going to have a cards-in-hand subtheme because I like the idea of non-aggro green decks being a thing.

http://nogoblinsallowed.com/

Wait, wasn't it Fallingman who did this??



I've been wanting to do something similar with a Sixth color.  The set would contain no mono-Purple cards, but have enough hybrid Purple/X cards in all five colors that players had the option of splashing Purple for a grab-bag of purple themed effects, or even making a mono-Purple deck entirely of hybrids.
The World of Eldangard - a three act M:tG block by Fallingman Eldangard Stormfront Ragnarok
Would a "no blue" set have any use for uncounterability, though?
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
Yes. Counters are getting bled to white.

http://nogoblinsallowed.com/

For example!

Remonstrate ()
Instant (common)
Counter target spell unless its controller taps all untapped permanents he or she controls.

Ex Post Facto ()()
Instant (uncommon)
Counter target spell. Return to its owner's hand each permanent with the same name as that spell.

I haven't really decided on a specific subtheme for white but it's going to have counterspells and lots of tapping permanents. Remonstrate at one mana is probably pushing it, but then again it won't counter anything until late in the game anyway.

http://nogoblinsallowed.com/

Didn't Pegaweb do this once?
damn plagiarists

http://nogoblinsallowed.com/

Red is getting weird miscellaneous stuff because it's supposed to be the tricky, creative color (not blue):

Conceited Slime ()()()
Creature - Ooze (rare)
Conceited Slime is the source of all activated and triggered abilities of permanents. (If a permanent's ability refers to that permanent, it affects Conceited Slime instead.)
3/5

It's going to have an instants theme and get blue's copying and redirection, flash, evasion, and blinking.

http://nogoblinsallowed.com/

regeneration should be available in every color



Not really. It fits black because of coming back wrong, green because "lol that tickled", and white because of resurrection.

How does it fit blue or red?
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
regernation can substitutes for indestructable and hexproof



Not really. Hexproof stops Dismember. Regenerate and indestructible don't. Indestructible requires mana. Hexproof and indestructible don't. Regenerate and then kill your own guy can tap something that wants to be tapped. (Okay, I'm reaching.) Indestructible and hexproof can't.

Also, hexproof is green/blue. Indestructible is mostly colorless but occasionally green or white with an even rarer bleed to black. I don't see how...
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
I'm not going to use regeneration or protection, just because I hate them. Allow me to segue seamlessly into posting some combat tricks.

Hunker Down ()
Instant (common)
Tap target creature. It gets +0/+3 until end of turn.

Hardwood Vigor
Instant (common)
Target creature gets +3/+3 and gains trample until end of turn. If you have seven or more cards in hand, that creature is indestructible this turn.

http://nogoblinsallowed.com/

Even in an all-hybrid set, hard counterspells for no blue can't exist. Soft counterspells, yes, but generic hard counterspelling is not something mono-white decks should be capable of. Bleeding is one thing, completely destroying the core of the color's identity forever, not just in this one set, is completely different. 

I mean I understand that its just a ymtc set, but still. I'm touchy about messing with key deffinitions like discarding, counterspelling, etc...

One thing I think you could fit into white is some sort of a Counterbalance-ish Enchantment Counterspell, only balanced. That feels whiter.  
White has the occasional counterspell, but they're limited to a few specific things.  First, countering spells that target you or your permanents.  It's roughly equivalent to granting Protection from a single spell.  Second, "tax" effects like Judge's Familiar or Frontline Medic that require extra mana. With the interesting twist in recent sets of never being surprising.  The counter is clealry visible on the battlefield. They're active rather than reactive, and force your opponent to play around them.  And sometimes the occasional temporary removal like Lapse of Certainty, but I don't think they're really doing that anymore.

If you're looking at some other ways to bleed counter-magic, Red should totally get the ability to change spell targets and Black should probably be able to counter creature spells.
The World of Eldangard - a three act M:tG block by Fallingman Eldangard Stormfront Ragnarok
I'm following the color pie in spirit rather than to the letter. My goal isn't to make a set that looks exactly like something Wizards would release; I want to make a set with a color pie that makes sense, and I'm removing blue because it takes up more than its share of mechanics without any good justification. And I'd rather white have counterspells than the unconditional removal it seems to get now for some reason.

EDIT: I thought of bleeding countermagic piecemeal, but I decided there's not really anything very interesting about Remove Soul being in the same color as Murder. Putting it all in white means you keep countermagic away from unconditional removal, and that makes the decision of what to counter more interesting.

But yeah, green is going to have some sort of instant-speed shroud and red is going to have redirection.

http://nogoblinsallowed.com/

Ok, I guess that gives you a lot of extra room to play in. I still think that the few existing White counters provide an interesting insight into what makes it different than Blue, and it'd be nice to see that different play style reflected in whatever White counterspells you make. Countermagic is Blue's iconic specialty, and I don't think you want White to simply become Blue 2.0
The World of Eldangard - a three act M:tG block by Fallingman Eldangard Stormfront Ragnarok
I'm following the color pie in spirit rather than to the letter. My goal isn't to make a set that looks exactly like something Wizards would release; I want to make a set with a color pie that makes sense, and I'm removing blue because it takes up more than its share of mechanics without any good justification. And I'd rather white have counterspells than the unconditional removal it seems to get now for some reason.

EDIT: I thought of bleeding countermagic piecemeal, but I decided there's not really anything very interesting about Remove Soul being in the same color as Murder. Putting it all in white means you keep countermagic away from unconditional removal, and that makes the decision of what to counter more interesting.

But yeah, green is going to have some sort of instant-speed shroud and red is going to have redirection.


I don't get it. So because blue has access to 'too many mechanics' (which it doesn't, really) you are 'bleeding' it into other colors through hybrid thereby effectively giving blue access to everything? 

That doesn't work. Its one thing to try and bleed a mechanic or two to each color from blue. But taking counterspells, the heart of blue, and giving it to white, and then giving blue hybrid access to everything, even things that aren't blue, just kills the color pie, doesn't balance it. 
I think Remonstrate fits pretty well but Ex Post Facto does feel really blue still. Maybe I'll make it cheaper and have it bounce the spell instead of countering it.

Blue isn't really getting access to anything it didn't have before. All the blue/X hybrid cards I've posted could conceivably be monoblue. All I am doing is bleeding a couple mechanics from blue to each color.

http://nogoblinsallowed.com/

Manic Scrapper
Creature - Orc Berserker (common)
Whenever you cast an instant or a spell with flash, Manic Scrapper gains haste until end of turn.
4/1

Stench of Rot
Instant (uncommon)
Target player puts the top five cards of his or her library into his or her graveyard. Each creature that player controls gets -X/-0 until end of turn, where X is the number of creature cards put into that player's graveyard from anywhere this turn.

http://nogoblinsallowed.com/

Imperial Halls
Land - Plains Swamp
(uncommon)
When Imperial Halls enters the battlefield, it doesn't untap during its controller's next untap step.

Burning Mines Smoldering Bog
Land - Swamp Mountain (uncommon)
When Burning Mines Smoldering Bog enters the battlefield, it doesn't untap during its controller's next untap step.

Smoldering Bog Parched Woodlot
Land - Mountain Forest (uncommon)
When Smoldering Bog Parched Woodlot enters the battlefield, it doesn't untap during its controller's next untap step.

Forgotten Shrine
Land - Forest Plains
(uncommon)
When Forgotten Shrine enters the battlefield, it doesn't untap during its controller's next untap step.

Some allied-color dual lands. Yep.

You can use them the first turn you play them, but then you don't have them the next turn. Alternatively you can just use them like the Invasion taplands.

http://nogoblinsallowed.com/

Bogs are basically just swamps so that name doesn't really work, but apart from that I like 'em. Probably want some kind of reminder text, too, otherwise people might not get it.
Yeah, that should probably be the B/R one. I'm bad at names, is all.

http://nogoblinsallowed.com/

Prevention Spell
Instant
You may prevent target black or red spell, otherwise you gain 5 life.
All players gain 5 life.
Protection Ball
Enchantment - Aura
Enchant Player.
, : Counter target spell or ability that targets enchanted player or a permanent they control.
what is happening

help

http://nogoblinsallowed.com/

Use the view HTML option, clear everything, copy/paste stuff you need to keep though notepad or similar then back again after the rest of the post has been cleared.
Feral Half-breed
Creature - Hound
(common)
Return a land you control to its owner's hand: ~ gets +1/+1 and becomes the color of your choice until end of turn.
2/2

Disburden
Sorcery (uncommon)
Draw three cards, then reveal your hand and discard each noncreature, nonland card.

http://nogoblinsallowed.com/

Disburden is, in the right deck, thats likely to be a green deck, draw 3 cards for CMC 3. I'm not sure if this matters but it seems quite high.

Simplification
Sorcery
Draw 5 cards. Exile all except vanilla creature cards from your hand.
If you have no noncreature spells, you deserve to get off your Harmonize. You also have to reveal your hand, for what it's worth.

http://nogoblinsallowed.com/

Ideophant ()
Creature - Elemental
When Ideophant dies, instants and spells with flash you cast cost less to cast this turn.
1/1

Zot!
Instant
Zot! deals 1 damage to target creature.
Draw a card.

scrapped card
Ravage
Instant
Destroy target tapped land.

Instant-speed land destruction that isn't confusing!

http://nogoblinsallowed.com/

Zot needs an exclamation mark after its name. It is that cool.

Embrace imagination.

Lord of YMtC | Ten Rounds Contest Winner

Solphos – A fan set with a 'combo matters' theme

Fool's Gold – The second set of the Solphos block

Fixed.

http://nogoblinsallowed.com/

Corpse Warden
Creature - Human Zombie (common)
Whenever a creature card is put into a graveyard from anywhere, its owner loses 1 life.
1/1

Cull the Idle
Sorcery (common)
Destroy target untapped creature.

Tangled Shadows
Creature - Shade (common)
: Tangled Shadows gets +1/+1 until end of turn.
When Tangled Shadows dies, target player puts the top X cards of his or her library into his or her graveyard, where X is its power.
2/2

Human zombie.

http://nogoblinsallowed.com/

Why are you making it blueless? 

Why does everyone think I'm phantom lancer? QFT:

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139359831 wrote:
I hope all this helps you to see things in a greater light—and understand that Magic: the Gathering was really created by extraterrestials using Richard Garfield as a medium. The game itself reflects the socio-psycho realtivity between living beings, and the science that takes precedence over them—to define reality for them all (like telekinesis, weather, scientific reaction, phenomenon, ingenuity, how the brain works, etc.). I'd also bet there is an entity floating thousands of miles above us, looking down on the current state of game, shaking its fist like... "Wtf are you doing?! You're getting it all screwed up!". Awkward—to be evolved, and yet still subject to the ladder that is the concepts of the game. In this case, misconception, corruption, and deception. With the realities of each color becoming distorted (through oblivious designers), leading the game to reflect a false state of reality that warps the understanding that other people have about those things. For example, people thinking that white could be anything except pure good. This shouldn't be too far off though, I mean...Magic is designed based on reality after all, so that entity (those entities) should be subject to those things. Anyways, I guess when you're busy doing space stuff you can't always be around to ensure quality control. It's no wonder they choose Garfield, they're so much alike; that's exactly what happened to him and Magic.
166199665 wrote:
omg snortng so much febbdelicious /intocixated in rl
I can understand blue being done away with, there are already a bunch of things that all the other colors do that blue doesn't.  There are almost no "Destroy" spells in Blue, unless you're counting spell counters as destroyers.  Blue doesn't gain life, deal damage, or force opponents to lose life. However, there are three things that are big in blue and little in the other three colors: drawing cards, countering spells, and returning permanents to their owner's hands.  For this set:


  • White gets bouncing

  • Green gets drawing cards

  • Red gets counterspells and spell copying

  • Black gets a little bit of all the things above, plus milling and discarding, which it was already strong in.