[PKM] Pokemon the Gathering

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Guardman
A Dog's Dream of Man
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Post by Guardman » 3 years ago

The idea of the set is to make a set based off of Pokemon, because I like Pokemon. :party:

Oracle version of the set here with card art: customcards/1045-pokemon-the-gath/?show ... &p=1&pp=24

The set is specifically meant to be a draft set, not constructed, so some of the cards might seem overpowered in constructed, but fine in limited (for example Champion's Journey).

The idea of the set is tribal, but more like Zendikar Rising than Ixalan, with their being forces that encourage you to play a lot of the same creature type, while their also being forces pulling you to play a bunch of different creature types.
Mechanics
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Promote

Promote X (When this enters the battlefield, you may exile an unpromoted creature you own and control that shares a creature type with this until this leaves the battlefield. If you do, put X +1/+1 counters on this. This gains haste until end of turn.)

The wording is a bit awkward, but its based off of Champion's rules text with all the this's. The mechanic is also based on the idea of fixing Champion, a mechanic I liked, but found was overly awkward and restrictive in practice. The fix is to basically treat it more like mutate where you don't sacrifice the creature if you don't have a creature of the right type, while also treating the creature like it "evolved" into the new creature (unfortunately evolve was taken) with haste. The +1/+1 counters are to counteract being down a creature when promoting.

This is the insular tribal mechanic.
Sample
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Diamond Dust Glaceon 3u
Creature — Elemental Eevee
Promote 1 (When this enters the battlefield, you may exile an unpromoted creature you own and control that shares a creature type with this until this leaves the battlefield. If you do, put a +1/+1 counter on this. This gains haste until end of turn.)
When Diamond Dust Glaceon becomes promoted, you may tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
3/3
Technique

Teach X (When this spell resolves, you may exile and attach it to a creature you control. The taught creature has "X, {t}: Cast a copy of this card without paying its mana cost.")

Technique is a subtype that goes onto instants and sorceries. All Techniques have Teach X. The idea of Techniques is to capture the feel of TM's and HM's, where once you cast the spell, you can teach it to a creature you control. A similar mechanic is Haunt, but I think Technique is much more grokable.

This is the non-tribal mechanic.
Sample
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Fire Spin
Instant — Technique
Teach (When this spell resolves, you may exile and attach it to a creature you control. The taught creature has ", : Cast a copy of this card without paying its mana cost.")
Deal 1 damage to any target.
Balance

Balance is basically devotion for creature types.

This is the tribal mechanic that encourages you to play many different creature types.
Sample
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Ice Shard 5u
Instant
Balance — This card costs 1 less for each unique creature type you control.
Tap three target creatures
Archetypes
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The idea is to have ten unique archetypes (for each of the ten color pairs), plus maybe one or two more.




- +1/+1 Counters / Promote
- Balance

- Eevee Tribal
- Insect Tribal

- Techniques
- Gyms (similar to gates), probably won't be five color, but maybe.
Skeleton
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101 Commons
80 Uncommons
65 Rares
10 Gyms
256 Total

In physical (if that ever happens) the idea is to have a pool of one of each rare, three of each uncommons, four of each common, and four Gyms to make twenty-four packs of 1 Rare, 3 Uncommons, 10 Commons, and 1 Gym.

Will post a more complete skeleton later.
Potential Cycles (non-mechanics)
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  • Rare Flying Insects with three different colored activate abilities.
  • Modular Spells
  • More to be added later.

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