I wanted to name this set "Trot" because the first one was "Fox..." Get it? But this set isn't connected to Fox, and it's supposed to be the first in a group of two or three, not a sequel. So instead I'm naming the set "Unterdrückung."
Anyways, here's the second full set of 145 144 original cards and 1 reprint. I've been working on this set for a few months now. I got the White, Red, and Land cards done fairly quickly, then worked on Blue, then Green, and finally Black, which I have just finished. That also means that I've proof-read the black ones less than the others, green a little more, and so on, so there may be more rules-grammar mistakes in that order.
This time around: -I focused on less keywords (because someone described Fox as "Planar Chaos II") and more consistency inside colors. The cards in this set are markedly more powerful than current cards, which probably makes me a Timmy gamer. -I tried to avoid obsoleting current cards in general, and I used Gatherer a lot - on almost every card I created - in order to prevent re-making old cards with new names or strictly better versions of old cards (also because in Fox I created two strictly-better versions of Cancel and someone called me out on that by saying I couldn't do that anymore. Now Stoic Rebuttal has been printed, so Nyeh =P). There will be some exceptions to the "no strictly-better cards" though, for the simple reason that such cards are and have been printed - moreso with the introduction M10 and M11 (Shock -> Lightning Bolt , somewhat Devour in Shadow -> Vendetta , Cancel -> Stoic Rebuttal ) - as MtG is currently in a state of creating increasingly powerful cards. -I also focused on keeping the card creation format simple. Card names are referenced by ~, and you won't see any pictures or custom names in this set like the last set. Partially because this saved me time to work on the more important card mechanics, and partially because I know from experience that it would've been a lot of work (o_O), not to mention making the entire set harder to read as a whole. -I didn't include any rarities. To determine the rarity of a card, roll a 4-sided die, with 1 meaning common, 2 uncommon, 3 rare, and 4 mythic rare. I don't follow WotC's idea that rare cards should be better than commons or uncommons (which is the case, e.g. compare Druid of the Anima with Noble Hierarch , which were in Standard together), and I have written about that elsewhere on these boards, so I won't go into it here. However, it wouldn't be going too far to say that this is meant as a protest against WotC's current system.
The plot behind this set is like the setting between and leading up to WWII in Germany, where Hitler's plan of "Ethnic Cleansing" was in full effect. In this set, Hitler and the Germans are represented by the White human soldiers (due to the principles of law, order, and the improvement of humanity), whereas the Jews, Gypsies, mentally or physically handicapped, etc. are represented by the other colors and various races (notably none human). Of course, it is possible for some of the white creatures to be rebels (and join with the other colors)... After all, not all Germans were pro-Hitler all the time.
One last thing: I pressed myself to finish this so I could post it online and get people's feedback, and I appreciate whatever you have to give. Please at least leave me a comment! I want to know if: -this set is altogether too powerful to actually be printed -the set is internally balanced, color against color (more for limited play than constructed, given the lands) -these cards would be fun to play with -I've made any major errors in mechanics
As always, Please Examine And Critique Honestly! Thank you!
Second Coming (When this creature is put into a graveyard from the battlefield, put a token onto the battlefield that's a copy of this creature without Second Coming.) Unveil X (If you have no cards in your hand, you may play this card from your library for its Unveil cost. You may not Unveil more than once per turn.) Hindrance X (You may have up to X target creatures become blocked until the end of the next combat phase.) Powershift (At the beginning of the end step, ~'s power becomes equal to the amount of damage dealt to an opponent this turn, and its toughness becomes equal to that number plus 1.) Deathcall X (Whenever a creature is put into a graveyard from the battlefield, you may pay X. If you do, return this card from the graveyard to the battlefield.)
Unterdrückung
Because foreign words are cooler than English ones. A 145 card set.
Whitie #1 W Creature - Human Soldier Second Coming Other Soldier creatures you control with converted mana cost 0 or less get +1/+1. 1/1
Whitie #2 WW Creature - Human Soldier Second Coming Other Soldier creatures you control with converted mana cost 1 or less get +1/+1 and gain first strike. 2/2
Whitie #3 WWW Creature - Human Soldier Second Coming Other Soldier creatures you control with converted mana cost 2 or less get +1/+1 and gain vigilance. 3/3
Whitie #4 WWWW Creature - Human Soldier Second Coming Other Soldier creatures you control with converted mana cost 3 or less get +1/+1 and gain flying. 4/4
Whitie #5 WWWWW Creature - Human Soldier Second Coming Other Soldier creatures you control with converted mana cost 4 or less get +1/+1 and gain protection from blue, black, green and red. 5/5
Whitie #6 WWWWWW Creature - Human Soldier Archon Flying Other Soldier creatures you control with converted mana cost 5 or less get +1/+1 and gain Second Coming. 5/5
Whitie #7 WWW Legendary Creature - Human Soldier Double Strike, Second Coming 2/3
Whitie #8 WW Creature - Human Soldier Cleric Prevent all noncombat damage that would be dealt to Soldiers you control. 1/3
Whitie #9 WWWW Legendary Creature - Human Soldier Soldier spells you play can't be countered. Other Soldier creatures you control get +1/+1. 4/4
Whitie #10 WWW Creature - Human Soldier Archon Flying When ~ enters the battlefield, sacrifice it unless you sacrifice all lands you control. 5/5
Whitie #11 W Creature - Human Soldier Archon When ~ attacks, you may search your library for a Plains card and put it into your hand. 1/1
Whitie #12 WWW Creature - Human Soldier Second Coming When ~ enters the battlefield, search your library for a Soldier card and put it into your hand. 3/2
Whitie #13 WW Creature - Human Soldier Second Coming When ~ enters the battlefield, soldiers you control gain protection from the color of your choice until end of turn. 2/1
Whitie #14 WWW Creature - Human Soldier Opponents can't cast spells on your turn. 2/3
Whitie #15 WWWWWW Creature - Human Soldier Archon Second Coming When ~ enters the battlefield, return target creature from your graveyard to play. 6/6
Whitie #16 WWWWWWWW Creature - Human Soldier Archon Flying, Second Coming When ~ enters the battlefield, destroy all nonland permanents you don't control. 8/8
Whitie #17 WW Creature - Human Soldier Second Coming When ~ enters the battlefield, if you control less lands than an opponent, you may search your library for a Plains card and put that card into your hand. 2/2
Whitie #18 WW Creature - Human Soldier Cleric You have shroud. 1/2
Whitie #1i WWW Instant Exile up to two target creatures. For each creature exiled this way, its controller gains life equal to its power.
Whitie #2i W Instant Destroy target artifact or enchantment. Its controller reveals cards from the top of his or her library until he or she reveals a basic land card, and puts that card onto the battlefield.
Whitie #3i W Instant Target creature gets +2/+2 and gains Second Coming until end of turn.
Whitie #4i WWW Instant Exile all creatures you control. Return those cards to the battlefield under your control at the beginning of the next end step. For each token exiled this way, put a token onto the battlefield that's a copy of that creature at the beginning of the next end step.
Whitie #1s WWWWW Sorcery Destroy all lands. For each land destroyed this way, put a 1/1 white Human Soldier creature token with Second Coming onto the battlefield under your control.
Whitie #2s WWW Tribal Sorcery - Soldier Put 3 1/1 white Human Soldier creature tokens with Second Coming onto the battlefield.
Whitie #3s WW Sorcery Reveal cards from the top of your library until you reveal a soldier card. Put that card into your hand and the rest on the bottom in any order.
Whitie #4s WWWW Sorcery Destroy all creatures, then gain X life, where X is the number of creatures destroyed this way.
Whitie #5s WWW Sorcery If you control less lands than each opponent, search your library for up to 3 basic land cards and put them into your hand.
Whitie #1e W Legendary Tribal Enchantment - Soldier At the beginning of your upkeep, put a XYZ counter on ~. Then, you may put a Soldier creature card with converted mana cost less than or equal to the number of XYZ counters on ~ from your hand onto the battlefield.
Whitie #2e WWW Enchantment - Aura Enchant Creature Enchanted creature gets +3/+3 and gains Flying and Second Coming. When enchanted creature is put into a graveyard from play, return ~ to its owner's hand.
Whitie #3e WWW Enchantment Creatures you control can't be targeted by spells or abilities your opponents control.
Whitie #4e W Enchantment At the beginning of your upkeep, choose 1: Gain 1 life if you have less than your starting life total, or tap target non-creature permanent, or untap target creature.
Whitie #5e W Enchantment - Aura Enchant Creature Enchanted creature has Second Coming. When enchanted creature attacks, you may search your library for a Plains card and put that card into your hand. If you do, shuffle your library. When enchanted creature is put into a graveyard from play, return ~ to your hand.
Reddie #1 R Creature - Elemental Haste, Powershift (At the beginning of the end step, ~'s power becomes equal to the amount of damage dealt to an opponent this turn, and its toughness becomes equal to that number plus 1.) 1/1
Reddie #6 1R Creature - Elemental Powershift When ~ enters the battlefield, it deals 2 damage to target creature or player. 2/2
Reddie #7 3R Creature - Hound Plainswalk When ~ attacks, you may have it deal damage equal to its power divided as you choose among any number of target creatures. If you do, it deals no combat damage this turn. 4/4
Reddie #8 3RR Creature - Elemental Flying, Trample, Powershift XR: ~ deals X damage to target creature or player. X must be less than or equal to ~'s power. 5/5
Reddie #9 2R Creature - Elemental Powershift When ~ comes into play, it deals 3 damage to target creature or player, and 3 damage to you. 3/3
Reddie #10 R Creature - Elemental Trample, Powershift 1/1
Reddie #11 4RR Legendary Creature - Elemental Haste, Trample Whenever damage is dealt to ~, it deals that much damage to target creature or player. At the beginning of the end step, ~'s power and toughness become equal to the amount of damage dealt this turn. 6/6
Reddie #12 1R Creature - Elemental Powershift When ~ is put into a graveyard from play, it deals damage equal to its power to target creature or player. 2/2
Reddie #13 - Creature - Elemental Powershift, Unveil 2R When ~ enters the battlefield, it deals 3 damage to target creature or player and 3 damage to you. 2R, discard this card: ~ deals 3 damage to target creature or player. Play this ability only if ~ is the only card in your hand. 3/3
Reddie #14 2R Creature - Elemental Haste When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following: If B was spent to cast ~, destroy target nonblack, nonred creature. If G was spent to cast ~, put a token into play that's a copy of this creature. 2/2
Reddie #1i R Instant ~ deals 3 damage to each player.
Reddie #2i 1R Instant ~ deals 4 damage divided as you choose among any number of target creatures.
Reddie #3i 3R Instant Destroy target land. ~ deals 4 damage to target creature or player.
Reddie #4i 2R Instant As an additional cost to cast ~, discard X cards at random from your hand. Destroy X target lands. ~ deals X damage to each creature and player.
Reddie #5i 2R Instant ~ deals 3 damage to one or two target creatures or players.
Reddie #1s R Sorcery Add R to your mana pool. Until end of turn, whenever you play a creature spell, add R to your mana pool.
Reddie #2s 3R Sorcery Elemental creatures you control get +2/+0 and gain double strike until end of turn.
Reddie #3s XRR Sorcery Search your library for an instant or sorcery card with converted mana cost X. You may play that card without paying its mana cost.
Reddie #1e R Enchantment At the beginning of your upkeep, choose 1: ~ deals 1 damage to target creature, or target creature gets +1/+0 until end of turn, or untap target land.
Reddie #2e 2R Enchantment - Aura Enchant Land At the beginning of your end step, choose one: destroy enchanted land, or ~ deals 2 damage to enchanted land's controller.
Reddie #3e 2R Enchantment - Aura Enchant Creature Whenever enchanted creature attacks, it deals damage equal to its power to target creature or player.
Greenie #1 G Creature - Beast ~ doesn't untap during your untap step. Whenever another creature is sent from the battlefield to the graveyard, you may untap ~. 2/2
Greenie #2 G Creature - Elf T, Sacrifice a creature: Return target land from your graveyard to the battlefield. 1/1
Greenie #3 1G Creature - Beast Other creatures lose all static abilities. 2/2
Greenie #4 2G Creature - Centaur Druid G,Sacrifice a forest: Creatures you control get +1/+1 until end of turn. G,T: Return target basic land card from your graveyard to your hand. 2/3
Greenie #5 1G Creature - Elf Druid 1,T: Add UG, BG, RG, or GG to your mana pool. G: Untap ~. 1/3
Greenie #6 2G Creature - Troll Trample When ~ enters the battlefield, untap up to three lands. 2/2
Greenie #7 1G Creature - Dryad Sacrifice ~: Return target land from your graveyard to your hand. Whenever a basic land is sent from the battlefield to the graveyard, you may return ~ from your graveyard to the battlefield. 2/1
Greenie #8 2G Creature - Centaur Druid Sacrifice a land: Add one mana of any color that land could produce to your mana pool. 2/3
Greenie #9 6GGG Legendary Creature - Elemental Trample, Shroud Creatures you control get +1/+1 for each untapped land you control. 0/1
Greenie #10 1G Legendary Creature - Dryad Each creature you control is a Forest land in addition to its other types. 1/1
Greenie #11 1G Creature - Beast Shroud When ~ enters the battlefield, sacrifice it unless you return a land you control to its owner's hand. 3/3
Greenie #12 5GG Creature - Beast When ~ enters the battlefield, each player returns all creature cards in his or her graveyard to the battlefield. 6/6
Greenie #14 5G Creature - Beast Trample When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following: If U was spent to cast ~, ~ has "whenever ~ deals combat damage to an opponent, you may draw a card." If B was spent to cast ~, ~ has "whenever ~ deals combat damage to an opponent, that player discards a card." 6/6
Greenie #1s 2GG Sorcery All creatures become 0/1 Plant creatures with no abilities.
Greenie #2s 2G Sorcery Reveal cards from the top of your library until you reveal a basic land card and put that card onto the battlefield, then shuffle your library. As many times as you choose, you may sacrifice a nonbasic land to repeat this process.
Greenie #3s 3G Sorcery Until end of turn, creatures you control get +1/+1 for each untapped land you control.
Greenie #4s - Sorcery Search your library for a Green creature card and put it into your hand. 3G, Discard ~: Put a +1/+1 counter on each creature you control. Unveil 2GG
Greenie #1i XGG Instant Return X target cards from your graveyard to your hand.
Greenie #2i G Instant Target creature deals 3 damage to another target creature or player.
Greenie #3i 1G Instant Regenerate target creature. That creature gets +3/+3 and gains trample until end of turn.
Greenie #1e G Enchantment At the beginning of your upkeep, choose 1: target creature gains trample until end of turn, or add G to your mana pool at the beginning of your precombat main phase, or put target card in your graveyard on the bottom of your library.
Greenie #2e 3G Enchantment At the beginning of your end step, you may put a +1/+1 counter on each creature you control whose power or toughness changed this turn.
Greenie #3e 2G Enchantment Whenever a card is returned to its owner's hand, you may have target creature get +1/+1 until end of turn.
Greenie #4e 1G Enchantment Lands you control have shroud. 1G: Return target basic land card from your graveyard to your hand.
Bluie #1 3UU Creature - Horror ~ is unblockable. When ~ attacks and isn't blocked, defending player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her graveyard. 0/4
Bluie #2 U Creature - Merfolk Wizard T, put the top 6 cards of your library into your graveyard: Draw a card. 0/1
Bluie #3 1U Creature - Bird Flying When ~ attacks and isn't blocked, look at the top 3 cards of your library, then put them back in any order, then you may shuffle your library. 0/3
Bluie #4 2U Creature - Elemental Flying, Defender Whenever a source deals damage to ~, that source's controller puts that many cards from the top of his or her library into his or her graveyard. 0/5
Bluie #5 1U Creature - Merfolk When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following: If R was spent to cast ~, ~ has T: ~ deals 1 damage to target player. If G was spent to cast ~, ~ has 1,T: Add UG to your mana pool. When ~ becomes tapped, you may draw a card. If you do, discard a card from your hand. 0/1
Bluie #6 4U Creature - Bird Flying When ~ attacks and isn't blocked, the defending player puts the top 9 cards of his or her library into his or her graveyard. 0/4
Bluie #1i U Instant Draw a card. Hindrance 1 (When you cast this spell, you may have up to 1 target creature become blocked until the end of the next combat phase.)
Bluie #2i 3U Instant Return up to two target permanents to their owner's hands, then put the top 6 cards of target player's library into his or her graveyard.
Bluie #3i U Instant Counter target creature spell unless it's controller pays 1. Hindrance 1
Bluie #4i 2U Instant Counter target spell, then that player reveals the top six cards of his or her library, puts one of them into his or her hand, and the rest into his or her graveyard. Hindrance 2
Bluie #6i - Instant Draw two cards. Discard ~: Target creature becomes blocked until the end of the next combat phase. Play this ability only if ~ is the only card in your hand. Hindrance 3 Unveil 3U
Bluie #7i 2U Instant Return target permanent to its owner's hand. Hindrance 2
Bluie #8i 2U Instant Target player puts the top 10 cards of his or her library into his or her graveyard.
Hindrance 2
Bluie #9i 1U Instant Each player draws two cards. Hindrance 1
Bluie #1s XUU Sorcery Return X target permanents to their owner's hands.
Bluie #2s 2U Sorcery Draw two cards, then each opponent draws a card. Hindrance 3
Bluie #3s U Sorcery Target player puts the top 8 cards of his or her library into his or her graveyard.
Bluie #4s 3U Sorcery Tap all creatures. Target player puts the top X cards of his or her library into his or her graveyard, where X is 3 times the number of creatures tapped this way.
Bluie #5s 4U Sorcery Target player returns each nonland permanent he or she controls to its owner's hand. Then that player puts the top X cards of his or her library into his or her graveyard, where X is two times the number of permanents returned this way.
Bluie #1e U Enchantment At the beginning of your upkeep, choose 1: return target permanent you control to its owner's hand, or tap target basic land, or look at the top card of target player's library.
Bluie #2e 1U Enchantment Whenever you counter a spell, you may put the top 6 cards of target player's library into their graveyard.
Bluie #3e 3U Enchantment Whenever a card is returned to its owner's hand, you may draw a card.
Bluie #4e U Enchantment - Aura Enchant Player At the beginning of enchanted player's upkeep, that player may pay up to 3. Then that player puts the top X cards of his or her library into his or her graveyard, where X is 3 minus the amount of mana paid this way.
Bluie #5e 1U Enchantment Whenever you cast a spell during an opponent's turn, target player puts the top 3 cards of his or her library into his or her graveyard.
Blackie #1 B Creature - Shade Sacrifice ~: Add BB to your mana pool. 0/1
Blackie #2 B Creature - Zombie Whenever ~ deals combat damage to a player, you may pay 1 life. If you do, that player discards a card. 1/1
Blackie #3 4BB Creature - Horror Fear When ~ comes into play, if you played it from your graveyard, each opponent discards his or her hand and you draw cards equal to the greatest number of cards discarded this way. Deathcall--Sacrifice two creatures. 5/5
Blackie #4 5BB Creature - Zombie Wizard Fear When ~ comes into play, if you played it from your graveyard, destroy up to three target nonblack creatures. Deathcall--Sacrifice three creatures. 6/6
Blackie #5 6BB Creature - Demon Flying, First Strike When ~ comes into play, if you played it from your graveyard, each player sacrifices all permanents he or she controls except for this card. Deathcall--Sacrifice four creatures. 6/6
Blackie #6 2B Creature - Shade Fear Pay 1 life: ~ gets +1/+1 until end of turn. B: ~ gets +1/+1 until end of turn. 0/1
Blackie #7 1B Creature - Zombie Whenever another creature is put into a graveyard from the battlefield, ~ gets +1/+1 until end of turn. 1/1
Blackie #8 3B Creature - Demon Flying At the beginning of your upkeep, sacrifice a creature. If you sacrifice ~ this way, it deals 5 damage to you. 5/5
Blackie #9 3B Creature - Horror When ~ comes into play, each player loses 4 life. 4/4
Blackie #10 5B Creature - Zombie Wizard Fear When ~ comes into play, you lose 3 life and draw 3 cards. 5/5
Blackie #11 1B Creature - Zombie Whenever another creature is put into a graveyard from the battlefield, you may pay 1 life. If you do, draw a card. 1/3
Blackie #12 2B Creature - Horror Whenever another creature is put into a graveyard from the battlefield, you may have each player discard a card. 3/2
Blackie #13 2BB Creature - Horror You may exile your graveyard rather than pay ~'s mana cost. ~'s power is equal to the number of black creature cards in your graveyard, and its toughness is equal to that number plus one. */*+1
Blackie #14 4B Creature - Zombie When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following: If U was spent to cast ~, ~ has flying. If R was spent to cast ~, destroy target creature. 4/3
Blackie #15 1B Creature - Shade T: Until end of turn, ~ has "Pay 1 life: add B to your mana pool" 1/1
Blackie #1i 1B Instant Counter target nonblack spell. You lose life equal to that spell's converted mana cost.
Blackie #2i B Instant You may pay 1 life and exile a black card from your hand rather than pay ~'s mana cost. Destroy target creature with toughness less than or equal to the number of cards in your graveyard.
Blackie #3i XB Instant As an additional cost to cast ~, pay X life. Destroy X target creatures.
Aether Snap (Blackie #1s) 3BB Sorcery Remove all counters from all permanents and exile all tokens.
Blackie #2s 2B Sorcery Return target creature card from your graveyard to the battlefield. It gains haste. At the beginning of the next end step, sacrifice it.
Blackie #3s 4B Sorcery You may pay 20 life rather than pay ~'s mana cost. Until end of turn, all creatures get -X/-X, where X is their toughness.
Blackie #1e B Enchantment At the beginning of your upkeep, choose 1: Return target creature card in your graveyard to your hand, then lose life equal to its converted mana cost, or exile target card in a graveyard, or target player discards a card and you skip your draw step.
Blackie #2e 2B Enchantment Sacrifice a creature: Add X black mana to your mana pool, where X is the sacrificed creature's mana cost.
Blackie #3e 2BB Enchantment At the beginning of your upkeep, pay 1 life or sacrifice ~. Whenever a source would deal damage to you, you may pay 1 life. If you do, prevent that damage.
Blackie #4e - Enchantment Each player returns all creature cards from his or her graveyard to the battlefield for as long as ~ remains on the battlefield. Discard ~: Exile target card in your graveyard. You gain life equal to that card's converted mana cost. Unveil 3BB
Gold #1 UBRG Legendary Enchantment Whenever you spend at least three colors of mana to cast a spell, choose one of the following: If U was spent, draw a card. If B was spent, target player loses 2 life. If R was spent, target creature gets +1/+0 and gains haste until end of turn. If G was spent, return target creature card in a graveyard to its owner's hand.
Land #1 Land - Plains Island Swamp If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #2 Land - Forest Mountain Swamp If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #3 Land - Mountain Forest Plains If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #4 Land - Mountain Swamp Island If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #5 Land - Forest Plains Island If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #6 Land - Forest Plains Swamp If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #7 Land - Plains Island Mountain If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #8 Land - Island Swamp Forest If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #9 Land - Mountain Swamp Plains If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #10 Land - Mountain Forest Island If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
Land #11 Land All creatures lose flying.
Land #12 Land Unveil 0 You may not play ~ from your hand. Shuffle ~ into your library: Reveal cards from the top of your library until you reveal a basic land and put that card into your hand, then shuffle your library. Play this ability only if ~ is the only card in your hand. T: Add W to your mana pool.
Tone of voice doesn't carry over the internet, so if something you read sounds offensive, remember that courtesy is implied!
I am physically incapable of critiquing sets without flavor.
Also, rarities are much more important than you might think. Apart from giving a card design the 'punch' that you get from seeing a gold or orange set symbol, they also help to solidify Limited play.
Think of how Neo couldn't beat the robots, but they kept him around anyways to defeat Agent Smith. Sure, the robots might not like having a Neo running rampant because instead of playing their favorite 4 drop fatty robot, they have to play a bunch of one mana Matrixs to contain him, but at least Neo keeps Agent Smith from reanimating an Iona on turn two.
I really enjoy imagining this from Kevin's perspective. Because in Kevin's world, Rosewater actually reads everything he types. Mark is sitting there right now, reading this, and thinking "The greatest trick the devil ever pulled. . ." Or some such. He chuckles low, then clicks on "The Best Of KEVINSET" and says "Yes, this'll do just fine. A busty lady with banding who deals direct damage to Zones!? Why this will be the star of my next set, and no one will ever believe you Kevin." Then he closes his Macbook, so his servant may move it out of the way, while another servant puts a Fetal Richard Garfield Clone lathered in Steak Sauce in front of him. Then Mark Feasts.
I mean, In KevinWorld, Mark is reading the very words I'm typing as well. Heck, in KevinWorld maybe I am Mark.
[In response to a thread about how hard grading is]
Upon reading this, I've found myself completely unable to operate in the world. I tried to decide what to eat for breakfast, and pondered the vast consequences of my choice. How do I balance my dietary needs against my desire to eat good-tasting food? Should I factor in how long it takes to prepare? Cereal is ready in moments, but bacon takes longer to cook.
Then there is the impact on other industries. Do people in the cereal industry deserve to be employed more than people in the bacon industry? Which industry should I support? I don't even have the data regarding HOW MUCH the cereal industry benefits from me eating a bowl of cereal, or how much the bacon industry benefits from me eating a side of bacon. How can I compare two qualities I can't even quantify?
And let's not forget the milk on the cereal. In addition to determining whether or not milk is healthy for me, how much that benefits the milk industry, and how much the people in the milk industry deserve my support, we have to factor in the fact that cows are put under brutal conditions in order to collect thier milk. Of course, the same goes for the pigs, and then they get killed. Of course, I really like bacon. So I need to come up with a scale that compares the value of cow happiness to pig happiness to my happiness. What trade-offs am I willing to make here? Does the fact that the pig gets put out of its misery count as a plus or a minus? Isn't bacon bad for me anyway?
Deciding what to eat for breakfast (or any meal) is impossible. Help me!
Anyway, you'd be surprised about Time Stop. When I first saw that card as a relatively new player I didn't see its full potential until I read the reminder text. Is it that unintuitive, though? Mine I mean. What is possibility? Is it possible for me to type these words with my tusks? No, because I don't have tusks. Although I am now tempted to go buy some - obviously not from poachers or whatever - and use them as typing apparatus. I could be the best secretary ever. "What's your words per minute sir?" "Well, only six, but I use these tusks to type them." "You're hired!" That was the interview. And is anyone else disappointed that "apparati" is not the plural form of apparatus? I just could strangle a dictionary, because "apparatuses" is a real word. I guess it sounds pretty cool. I'll call them my Apparatusks.
I am physically incapable of critiquing sets without flavor.
In that case, why not critique the "plot" section of my post?
Also, rarities are much more important than you might think. Apart from giving a card design the 'punch' that you get from seeing a gold or orange set symbol, they also help to solidify Limited play.
Would you explain to me how they help to solidify Limited play? I was under the impression that they made sure the winner in a Limited tournament had to have a little bit of luck.
Edit: Also, no one else has any feedback for me? I hoped the amount of work I put into this would at least interest some people. I want to know if: -this set is altogether too powerful to actually be printed -the set is internally balanced, color against color (more for limited play than constructed, given the lands) -these cards would be fun to play with -I've made any major errors in mechanics Actually, I'll post those questions in the OP.
Edit #2: I'm changing the name of this set, becuase it isn't connected to "Fox" at all. This would be the first in a group of two or three sets.
Tone of voice doesn't carry over the internet, so if something you read sounds offensive, remember that courtesy is implied!
I don't like your history reference.: *Are you implying that jews and handicapped people are not human? *There were no "battles" between Nazis and minorities in the way you're suggesting. One reason minorities get picked on is because they can't fight back. *How is that even a good theme for a magic set?
*Rarity is indeed an important characteristic of cards.
*If you don't even bother finding names for your cards, why would people bother looking through your cards.
*I only quickly looked through the white ones. Why do none of them have any non-white mana symbols in their costs? You're preventing white cards from getting used together with cards from other colors. So you're extremely limiting deck-building possibilities (there is pretty much only one white deck that can be made). And Limited play (draft/sealed) would suck with your set because you can never get quite enough white cards to support a full mono-white deck but you also can't really combine white with another color.
What is a mechanical theme? If you're talking about a mechanic that several cards have in common, I encourage you to look at the White-vs-Non-White card theme, as well as the Second Coming andSoldier theme in White, the Elemental andPowershift theme in Red, the importance of lands in Green, the milling theme in Blue, and the suicidal theme in Black.
I am certainly not implying jews and handicapped people are not human. The implication is that even the White "Good" humans are capable of complete evil, in their own way (similar to, but not exactly like the law-adhering opression of the Order from the Dominaria-era of Magic).
I drew on the Holocaust as much for inspiration as theme.
I didn't realize creating names was the most important part of making Magic cards. I hoped everyone would find the mechanics interesting enough to read that the lack of names wouldn't bother you.
All of the white cards have mono-white mana costs to create a mechanic for the difference between the "oppressing" white and the "opressed" other colors. Scars of Mirroden and MBS have keyword differences between factions, I used mana cost for mine. The intention is that people don't build multicolored decks. On that same note, if you look at the lands, you'll see that a multicolored deck is indeed possible, since I created Shard and Wedge lands, which could create a lot of multi-colored possibilities when combined with the dual-lands in core. I don't think Limited play would suffer horribly, since one or two players would get a lot of White cards that no one else wants for the reasons you mentioned, and they would have enough White cards to build a mono-white deck.
Edit: Also, I realized that Blackie #6 is a game-ender, and should be re-written more like this: Blackie #6 1B Creature - Shade Fear Pay 1 life: ~ gets +1/+1 until end of turn. Activate this ability no more than three times each turn. 0/1
Also, I always wanted Whitie #7 to be a 2 CMC creature, but couldn't figure out how to do it with that P/T, and so left it at an unsatisfied 3. I think I prefer this instead: Whitie #7 WW Legendary Creature - Human Soldier Double Strike, Second Coming 1/3
Blackie #6 2B Creature - Shade Fear Pay 1 life: ~ gets +1/+1 until end of turn. B: ~ gets +1/+1 until end of turn. 0/1
Tone of voice doesn't carry over the internet, so if something you read sounds offensive, remember that courtesy is implied!
I looked through the first few cards in the white section also. What is with the mana costs? Extremely limiting. Also, uninspiring, as all the cards are pretty much the same, just 1 mana more with a slightly altered version of the same ability.
When making cards, rarities are of the utmost importance. There are so many reasons why that I won't go into it. I appreciate you want to do thinks differently to Wizards, but there is a reason their systems are in place. They work, and some of the stuff they do you simply have to adhere to in order to become a better designer.
Current Projects - YMTC - Arransia Block http://community.wizards.com/go/thread/view/75842/26686069/Arransia_Block_::_Set_1_::_Cards_1-3
You certainly have done a lot of work here. I hope you enjoyed doing it, even if you are not receiving as much feedback as you hoped.
Designing a whole set is a big and difficult project. Having a flavor and setting for your world is one important starting point, and the second important starting point is how are you going to communicate that theme mechanically, in the game play. I think this set has problems with both.
Firstly, the flavor is some kind of allegory of a real world event event and a very painful one at that. This is fraught and Wizards will not do this. Brusko raises one example. It may fit with the "white/nazi" philosophy that those who are different are sub-human, but by making the Jews, Gypsies etc "green/trolls" "black/horrors" and so on you have implicitly made the other colors conform to the "white/nazi" world view.
By all means tell a story of a homoginising group trying to impose itself on others, but far better to use a fantasy setting to tell a fantasy story in its own right.
Secondly what is the mechanical heart of this set? I can't see it, other than "white doesn't play well with others". You have deffinately made that a strong theme of the white cards and others like your single gold card. Maybe you imagine that this set is only used where one player is white and the other player is any or all of the other colors? That is not the way Magic is normally played.
I can see that you have designed a specific theme/mechanic for each color. You acheived your goal of being focussed here and not over doing it. But have you thought about how they interact?
- If every white card is a human soldier there seems to be only one good white deck to build. - If every second red card has powershift there seems to be only one good red deck I can build. - If every blue card is "not-blocked" and "mill", then there is only one good blue deck to build -- except for the many cards that "do block" (via hinder) and seem to discourage me doing the one thing that blue did want to do.
Lots of decks (especially in limited) are dual colors. How would I build a blue/black deck here for example?
The best designed sets have mechanical hearts (eg land matters, or +1/+1 counters and combat damage matters, or time is a resource and turns matter, or dual colors matter, or creature types matter) and are then filled with many interlocking pieces that encourage playing with those mechanical themes, and present a range of ways of doing so.
I don't think "mono white" can alone can carry a set. But maybe you can find a way to do it. Maybe every color wants to fight on alone. But then there should be cards that specifically encourage that, reward it in interesting ways, and address the issues of cards needing to fit into more than one deck. (Note how Hybrid was designed to make more cards available to you in a limited format.)
Quickly Second Coming - is a great idea, I can deffinately imagine this mechanic being a keeper. Unveil - this is a rules nightmare and would drop it. When are you allowed to look at your library to see the cards with unveil?? Hindrance - interesting, work with it more -- maybe blocking or not blocking could be a clue to the mechanical heart of the set. Creature combat is vital to the game and this could change the way it feels in this set. Powershift - Do I have this straight: On my turn I do damage to you and so on your turn my creatures are big. Then on your turn I don't do damage to you , so then on my turn when I want to attack my creatuers are all small again?? That doesn't seem fun. As a red mage I would have more fun attacking with big creautres and not bother about blocking on your turn. Deathcall - Ah another mechanic I like . Hmm this and Second Coming both work off of enter the graveyard triggers -- maybe there is something interesting to further explore there.
@just_nigel: That was very constructive, thank you!
I am happy that this set was able to get past absymal mechanical interactions (the problem with my first set) to the point that your critique is mostly of my base design. I can see that I have much more to work on when designing, and your critique has given me some direction for my future design. Your comments have brought new light to and embodied what the others are trying to say, I think.
As to your comments on the keywords: I'm glad you like Second Coming and Deathcall, and they are my favorites as well, along with Unveil. Unfortunately, I think you're right on about it being a rules nightmare, based on what you've said. At the same time, I can't help thinking that it would be any more complicated than implementing Cycling. The counterexample, of course, is a player saying "I'm going to Unveil" and then looking at his deck, even though they have no Unveil cards in their deck. Perhaps something more akin to Panglacial Wurm would work. Powershift has a grammar error and should read "at the beginning of your end step." Your comment about Hindrance intrigues me and makes me want to make a set based on combat blockers, even though I feel like that's already been stolen by Ninjitsu.
Tone of voice doesn't carry over the internet, so if something you read sounds offensive, remember that courtesy is implied!