Clash of Civilizations (4X-inspired set)

slimytrout
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Post by slimytrout » 2 years ago

Clash of Civilizations
A set inspired by 4X-style games (e.g., Civilization)

Prologue
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My initial thought process from this set came from my submission to the March CCL Top 6:

Battlefront Commander 1W
Creature - Human Soldier (R)
Whenever a player casts a creature spell with mana value 2 or less, they get a triumph counter.
Other creatures you control get +1/+1 for each player with fewer triumph counters than you.
2/2

The idea of growing your number of counters and competing over them with your opponents got me started thinking about other types of games, which led me to the idea of a set inspired by 4X games. For those who aren't familiar, 4X games, like Sid Meier's Civilization, are based around building an empire and increasing its power over time. The term "4X" is a bit of a pun enumerating the four basic phases of the game (eXplore, eXpand, eXploit, eXterminate). This set will intend to capture the feeling of building out an empire over time (and, to a lesser extent, competing with your opponents over resources) using high-synergy mechanics that build towards a powerful endgame.
Mechanics
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All of the mechanics will be in all five colors, but certain archetypes will concentrate on them more.
Triumph counters: Cards that give each player triumph counters for performing certain actions and then reward you for having more than your opponents.
Explore: Seems like an obvious fit to capture the exploration component of 4X games. Only been used once, so plenty of ways to riff on it.
Research: An enchantment subtype, kind of like classes/sagas that progress to more powerful effects. Still working on this because previous versions had the research and triumph counter mechanics stepping on each others' toes. Current version: kind of like level up creatures on enchantments, with triggered abilities when you "study."
Conquest: An ability word that scales effects with the number of creatures that dealt damage to an opponent this turn.
Marvels: A cycle of legendary artifacts that each give an alternate win condition.
Flip cities: Trying out a new mechanic because I feel like I was missing something that represented founding cities, which is a pretty important part of many 4X games. These are going to be lands are "normal" on the front and can flip to the back if you tap a creature of the right color. The plan is to have 1 common land (colorless), 5 uncommon (monocolored), and 10 rare (two-colored).
Flavor
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10 empires, based loosely on historical civilizations, that are rapidly expanding and vying for resources. Definitely more of a bottom up set, so the flavor is going to mostly going to come organically out of the idea of expansion and competition.

Writing some stingers for each empire, just to give a sense of the aesthetic. Starting them in no particular order:

Empac: Far in the background dark mountains loom, some of which pour out thick, glowing lava. In the foreground, black-robed priests -- a mix of humans and scorpionfolk (called deathttails) -- surround a bound captive, preparing for a living sacrifice. Underfoot, devils screech with glee, while behind the priests is a ring of giant stone heads, depicting a variety of demons and horrors.

Makum: Looking out from the edge of the city, all you can see is harsh sunlight reflecting off bright, hot sand. In the sky above, aven patrols wheel, looking for intruders. Behind you, your vision is dominated by tall buildings that surround shadowed courtyards. Beneath the courtyards are even darker dungeons, where the sultan's deathtail servants extract secrets from his enemies.

Lyphia: A band of mercenaries makes camp in a peaceful hillside meadow. All around them, the tall grass waves in a gusty wind, still cold after winding its way through the tall mountain peaks. One of the mercenaries, in the midst of regaling his companions with tales of valor, suddenly gurgles and slumps over, an arrow protruding from his chest. From out of the treeline, a band of screaming attackers descend upon the shocked mercenaries before they can even reach for their weapons. Those who try to stand and fight are trampled under the sharp hooves of the centaurs, while those who flee are picked off elemental-riding devils, their teeth as sharp as their arrowheads.

Leutz: A large wooden ship sails into harbor. Zombies file up the gangplank and begin unloading barrels and boxes onto the causeway, all under the watchful eye of the merfolk captain. Whether she traded for these goods or stole them, she's determined to make the maximum possible profit on them now. In narrow streets of the city, merchants hawk wares from across the globe, many of them collected under the direction of the Merchants' Confederation, a group of investment partners that has accumulated so much wealth that its search for new markets and raw materials now dictates the military activities of the empire.

Lagesh: At the junction of two rivers sits a massive city, its steep sandstone walls rising from the banks to survey the surrounding farmland. Beneath the hot sun, loxodon laborers work to dig irrigation canals or assemble enormous monuments, all financed by the efficient work of the king's tax collectors, who fan out across the empire to ensure that each citizen pays their share. Even as you watch, you can see a bright blue djinn returning through the gates of the city with an overflowing purse and several cartloads full of grain to contribute to the imperial storerooms.

Cumani: In a large, orderly encampment, a band of soldiers sit around a campfire, the light reflected by their well-polished armor. They are far from home, but still eager to extend the boundaries of their empire. Each day that passes they carry the standard of their emperor further into new territory, but they do not consider the inhabitants of this land their enemies, merely future comrades-in-arms who have not yet seen the wisdom of enlisting. They admire the art and culture of each new city they conquer, and are excited to return triumphantly through the gates of their capital with arms full of tapestries and statuettes they "found" during their campaign.

Sirjaya: In a sheltered cove, wooden houses float atop bright blue waters. On the banks are dense mangrove trees, but the Sirjaya are a curious people, eager to explore, and the gently swaying walkways are filled with stories that tell of secret groves deep in the jungle or mysterious islands just over the horizon, while the markets are filled with trade goods from settlements both near and far.

Anechid

Chou

Timbika

Each color has two main non-human creature types:
W: Aven (Makum, Cumani), Loxodon (Lagesh, Timbika)
U: Merfolk (Leutz, Sirjaya), Djinn (Lagesh, Chou)
B: Zombie (Leutz, Anechid), Deathtail/scorpionfolk (Empac, Makum)
R: Ainok (Chou, Cumani), Devil (Empac, Lyphian)
G: Naga (Sirjaya, Anechid), Centaur (Lyphian, Timbika)
Archetypes
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WU: Lagesh Empire (Babylon-inspired), taxing? (still working on this one)
UB: Leutz Empire (Dutch-inspired), treasure+resource exchange
BR: Empac Empire (Olmec-inspired), sacrifice+death
RG: Lyphian Empire (Scythia-inspired), haste
GW: Timbika Empire (Songhai-inspired), modular-ish (creatures that die and put their counters on other creatures)
WB: Makum Empire (Mamluk-inspired), triumph counters
UR: Chou Empire (Han Dynasty-inspired), research
BG: Anechid Empire (Persian-inspired), "immortality" (creatures coming back from the graveyard)
RW: Cumani Empire (Roman-inspired), conquest
GU: Pacchanu Empire (Incan-inspired) Sirjaya Empire (Srivijaya/Malay-inspired), explore
Cardset
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Pretty much just copied over from MaRo's recent design skeleton and added rares (but not mythics yet).
White
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Creatures
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Makum Sentry W
Creature - Human Soldier (C)
When Makum Sentry enters the battlefield, you get a triumph counter.
1, T: Tap target creature controlled by a player with fewer triumph counters than you.
1/1

Battlefield Raptor W
Creature - Bird (C)
Flying, first strike
1/2

Mausoleum Architect 1W
Creature - Elephant Artificer (C)
When Mausoleum Architect enters the battlefield, exile target card from a graveyard.
2/2

Cumani Apostle 1W
Creature - Human Cleric (C)
Conquest - When Cumani Apostle enters the battlefield, you gain 2 life for each creature that dealt combat damage to an opponent this turn.
1/3

Raise the Alarm 1W
Instant (C)
Create two 1/1 white Soldier creature tokens.

Silverwheel Charioteer 1w
Creature - Human Soldier (C)
When Silverwheel Charioteer dies, noncreature spells cost 1 more to cast until your next turn.
As they ride through battle, their tracks trace enormous spell-runes into the earth.
3/1

Phlegmatic Farmer 2W
Creature - Elephant Peasant (C)
Lifelink
As long as it's not your turn, Phlegmatic Farmer gets +1/+0.
2/3

Selfless Centurion 2W
Creature - Human Soldier (C)
2W, Sacrifice Selfless Centurion: Creatures you control get +1/+1 until end of turn.
3/3

Timbika Cavalry 3W
Creature - Human Knight (C)
Whenever an opponent spends five or more mana on a spell, put a +1/+1 counter on Timbika Cavalry.
When Timbika Cavalry dies, put its counters on target creature you control.
4/3

Aven Scout 3W
Creature - Bird Scout (C)
Flying
When Aven Scout enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2/1

Lageshi Sapper 4W
Creature - Elephant Soldier (C)
Vigilance
Whenever Lageshi Sapper attacks or blocks, tap up to one target creature.
2/5

Sky Tactician 4W
Creature - Bird Soldier (C)
Flying
Ward 1
3/3

Lageshi Bodyguard W
Creature - Human Soldier (U)
You have ward 2.
2/1

Acolyte of Victory 1W
Creature - Human Cleric (U)
Lifelink
The first time you get a triumph counter each turn, create a 1/1 white Cleric creature token with lifelink.
2/2

Sandstone Sentinel 1WW
Creature - Elemental (U)
Vigilance
When Sandstone Sentinel enters the battlefield, it explores. When you reveal a white card or a Plains this way, exile target creature until Sandstone Sentinel leaves the battlefield. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
1/2

Sultan's Honor Guard 2W
Creature - Bird Soldier (U)
Flying
Whenever a player attacks with one or more flying creatures, they get a triumph counter.
Creatures you control that are attacking a player with fewer triumph counters than you get +1/+0.
2/2

Loxodon Veteran 3W
Creature - Elephant Soldier (U)
Conquest - Loxodon Veteran enters the battlefield with a +1/+1 counter on it for each creature that dealt damage to an opponent this turn.
When Loxodon Veteran dies, put its counters on target creature you control.
3/4

Munificent Matriarch 4W
Creature - Elephant Advisor (U)
The first time you would put one or more +1/+1 counters on Munificent Matriarch each turn, instead put that many +1/+1 counters on each creature you control.
4/5

Imperial Standard Bearer 4WW
Creature - Bird Soldier (U)
Flying
When Imperial Standard Bearer enters the battlefield, exile any number of target creatures that dealt damage to an opponent this turn, then return them to the battlefield.
4/4

UW08 – Any MV

Battlefront Commander 1W
Creature - Human Soldier (R)
Whenever a player casts a creature spell with mana value 2 or less, they get a triumph counter.
Other creatures you control get +1/+1 if an opponent has fewer triumph counters than you.
2/2

RW02
RW03
RW04

Iunia, Triumphant General 2WW
Legendary Creature - Human Soldier (M)
Conquest - At the beginning of each player's end step, that player gets a triumph counter for each creature that dealt combat damage to an opponent this turn.
At the beginning of each opponent's turn, create a 1/1 white Soldier token if that player has fewer triumph counters than you.
4/4
Noncreatures
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Revalation of Light W
Instant (C)
Revalation of Light deals 2 damage to target attacking or blocking creature. If that creature has haste or flash, Revalation of Light deals 4 damage to it instead.

Bonds of Defeat 2W
Enchantment – Aura (C)
Enchant creature
When Bonds of Defeat enters the battlefield, you get a triumph counter.
Enchanted creature can't attack or block. As long as enchanted creature's controller has fewer triumph counters than you, enchanted creature's activated abilities can't be activated.

Attack from Below 3W
Sorcery (C)
This spell costs 2 less to cast if it targets a tapped creature.
Destroy target creature with toughness 4 or greater.

Basri's Aid w
Instant (C)
Choose one:
• Put a +1/+1 counter on target creature.
• Target creature gains hexproof and indestructible until end of turn.

Silverpoint Spear
Artifact - Equipment (C)
Equipped creature gets +2/+2.
Equip 3 Conquest - This ability costs 1 less for each creature that dealt combat damage to an opponent this turrn.

Superior Tactics 1w
Instant (C)
Until end of turn, creatures you control get +1/+1 and gain "Whenever this creature deals combat damage to an opponent, put a +1/+1 counter on it."

Enforce Simplicity 1W
Sorcery (C)
Destroy target artifact or enchantment. If that permanent had one or more counters on it, you gain that much life.

UW09 – Creature removal (usually very efficient)

Warding 1W
Enchantment - Research (U)
Study W (Pay W as a sorcery once per turn to add a study counter.)
1-3: Creatures you control get +0/+1 and gain vigilance until end of turn.
4-6: Creatures you control get +0/+2 and gain vigilance and ward 2 until your next turn.
7+: Creatures you control get +0/+5 and have vigilance and ward 5.

UW11 – Non-creature

Punishing Sanctions 3W
Enchantment (U)
When Punishing Sanctions enters the battlefield, exile target nonland permanent until Punishing Sanctions leaves the battlefield.
Whenever a player casts a noncreature permanent spell, that player gets a triumph counter.
Ward x, where X is the number of opponents with fewer triumph counters than you.

UW13 – Non-creature

Oppressive Awe 3WW
Sorcery (R)
Destroy all creatures.
If you control a Marvel, you may cast Oppressive Awe as though it had flash.

The Altar of Peace 2WW
Legendary Artifact - Marvel (R)
At the beginning of each end step, if you didn't attack or block this turn, put a peace counter on The Altar of Peace. Then, if there are ten or more peace counters on The Altar of Peace, you win the game.
Creatures with power greater than the number of peace counters on The Altar of Peace can't attack.

Divinity W
Enchantment - Research (R)
Study 1W
1-2: Create a 1/1 white Cleric creature token with lifelink.
3-4: Create a 4/4 white Angel creature token with flying.
5+: Cleric, Angel, and God creatures you control get +1/+1.

RW08

Basri, Symbol of Unity 1WW
Legendary Planeswalker - Basri (M)
Basri enters the battlefield with an additional loyalty counter on him for each creature you control.
0: Create a 1/1 white Soldier creature token, then you may exile Basri. If you do, return him to the battlefield at the beginning of the next end step.
-1: Choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
-2: Put a +1/+1 counter on each creature you control. Whenever one of those creatures dies this turn, put its counters on target creature you control.
1
Blue
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Creatures
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Mindmuffler U
Creature - Illusion (C)
Flying
Whenever Mindmuffler deals combat damage to a player, the first noncreature spell that player casts until your next turn costs 1 more.
1/1

Sirjaya Reeflurker 1U
Creature - Merfolk Scout (C)
Flash
When Sirjaya Reeflurker enters the battlefield, it explores.
0/3

Chou Researcher 1U
Creature - Human Wizard (C)
T: Add U. Spend this mana only to cast a noncreature spell or to activate an ability of a noncreature permanent.
1/2

Lageshi Skyguard 2U
Creature - Djinn Soldier (C)
Flying
Ward 1
2/2

Leutz Merchant 2U
Creature - Human Citizen (C)
When Leutz Merchant enters the battlefield, choose one:
•Put a +1/+1 counter on Leutz Merchant.
•Create a Treasure token.
2/1

CU06 – 4 MV

Expert Wavewatcher 3U
Creature - Merfolk Soldier (C)
3U, Sacrifice ~: Draw two cards.
3/4

Living Tempest 4U
Creature - Elemental (C)
Flash
Flying
3/3

CU09 – 6+ MV (this, or sometimes CU08, often has some attacking restriction)

UU01 – 1 or 2MV

Skilled Researcher 1U
Creature - Human Wizard (U)
When Skilled Researcher enters the battlefield, put a study counter on any number of target Researches you control.
Whenever you complete a Research, draw a card.
1/2

Tax Collector 2U
Creature - Human Advisor (U)
Ward 2
Whenever a spell or ability a player controls counters a spell, that player gets a triumph counter.
Spells cast by opponents with fewer triumph counters than you cost 1 more to cast.
2/2

Breakwater Beguiler 2UU
Creature - Merfolk Wizard (U)
Flash
When Breakwater Beguiler enters the battlefield, it explores. When you reveal a blue card or an Island this way, counter target spell unless its controller pays 3. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
2/1

Skyview Strategist 3UU
Creature - Djinn Soldier (U)
Flying
Conquest - When Skyview Strategist enters the battlefield, draw a card for each creature that dealt combat damage to an opponent this turn.
3/3

Clever Smuggler 3U
Creature - Human Pirate (U)
Flash
When Clever Smuggler enters the battlefield, return up to one target creature to its owner's hand. That creature's controller creates a Treasure token.
3/2

UU07 – Any MV (no MV should be on more than two uncommon creatures)

RU01

Crafty Scholar 2U
Creature – Djinn Wizard (R)
Flying
Whenever a player draws a card except the first one they draw in each of their draw steps, that player gets a triumph counter.
During each opponent's turn, you may cast spells as though they had flash if that player has fewer triumph counters than you.
2/2

RU03
RU04
Noncreatures
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CU10 – Either 0 power creature, creature with defender, or non-creature
CU11 – Counterspell that can counter anything (what R&D calls a "hard counter")
CU12 – Counterspell with some restriction (what R&D calls a "soft counter")
CU13 – Lockdown Aura
CU14 – Card drawing (usually no more than three cards)
CU15 – Cantrip/card filtering (aka drawing some number of cards and then discarding)
CU16 – Bounce spell (usually returning a creature to hand, never returning a land)
CU17 – Positive Aura or combat trick
CU18 – Disrupt opposing creatures (freezing, tapping, lowering power, etc.)

Cloaking 1U
Enchantment - Research (C)
Study 1U
1-3: Target creature gains flying until end of turn.
4-6: Target creature can't be blocked this turn.
7: At the beginning of combat on your turn, up to two target creatures can't be blocked this turn.

UU08 – Card draw
UU09 – Counterspell

Augury 2U
Enchantment - Research (U)
Study U (Pay U as a sorcery once per turn to add a study counter.)
1-2: Scry 1.
3-5: Draw a card.
6+: At the beginning of your upkeep, draw a card.

Arcana 1U
Enchantment - Research (U)
Study 1U (Pay 1U as a sorcery once per turn to add a study counter.)
1-2: Look at the top three cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3-4: The next time you cast an instant, sorcery, or enchantment spell this turn, copy it. You may choose new targets for the copy.
5+: Noncreature spells you cast cost 3 less to cast.

UU12 – Non-creature
UU13 – Non-creature

The Sky Fountain 2UU
Legendary Artifact - Marvel (R)
Whenever a nontoken creature with flying enters the battlefield under your control, draw a card.
At the beginning of your end step, if you control seven or more creatures with flying and have seven or more cards in hand, you win the game.

Chronomancy 1U
Enchantment - Research (R)
Study 1U (Pay 1U as a sorcery once per turn to add a study counter.)
1-2: Target creature doesn't untap during its controller's next untap step.
3-4: Tap target creature. It doesn't untap during its controller's next untap step.
5+: The first time Chronomancy has five or more study counters on it, take an extra turn after this one.


RU07
RU08
Black
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Creatures
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CB01 - 1 MV

Makum Torturer 1B
Creature - Scorpion Cleric (C)
When Makum Torturer enters the battlefield, you get a triumph counter.
4B: Each opponent with fewer triumph counters than you loses 2 life.
2/1

CB03 – 2 MV
CB04 – 2 or 3 MV
CB05 – 3 MV
CB06 – 3 MV
CB07 – 4 MV
CB08 – 4 MV
CB09 – 5 MV
CB10 – 6+ MV

Chasm Cutthroat BB
Creature - Scorpion Rogue (U)
Deathtouch
When Chasm Cutthroat enters the battlefield, it explores. When you reveal a black card or a Swamp this way, target opponent reveals their hand and exiles a creature or planeswalker card from it. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
1/1

Empac Executioner 1B
Creature - Scorpion Warrior (U)
At the beginning of each player's end step, if that player lost life this turn, they get a triumph counter.
Sacrifice Empac Executioner: Destroy target creature or enchantment controlled by a player with fewer triumph counters than you. You lose life equal to its mana value.
2/2

UB03 – 3 MV
UB04 – 4 MV
UB05 – 5 MV
UB06 – Any MV (no more than two creatures at uncommon should have the same MV)
UB07 – Any MV

Anechid Immortal B
Creature – Zombie Warrior (R)
Whenever one or more a cards leave a player's graveyard, that player gets a triumph counter.
1B: Return Anechid Immortal from your graveyard to the battlefield. Activate only if an opponent has fewer triumph counters than you.
2/1

Greedy Flesh-Trader 1BB
Creature - Human Rogue (C)
Whenever Greedy Flesh-Trader or another creature you control dies, exile the top card card of your library. You may cast that card by paying life equal to its mana cost.
2/2

RB03
RB04
Noncreatures
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CB11 – Removal spell, can kill anything

Agony of Defeat 1B
Enchantment – Aura (C)
When Agony of Defeat enters the battlefield, you get a triumph counter.
Enchanted creature gets -2/-2. As long as enchanted creature's controller has fewer triumph counters than you, enchanted creature gets an additional -1/-1.

CB13 – Removal spell, edict (forced sacrifice), or conditional
CB14 – Removal spell, limitations, different from the others, usually weaker
CB15 – Card draw (for some resource in addition to mana, usually life)
CB16 – Return creature card from graveyard to hand (one or two creatures)
CB17 – Discard (one or two cards, if you choose what gets discarded, not land)
CB18 – Positive Aura or combat trick
CB19 – Anything

Bloodletting 1B
Enchantment - Research (U)
Study 1B
1-3: Up to one target creature gets -1/-1 until end of turn. You gain 1 life.
4: Up to one target creature gets -4/-4 until end of turn. You gain 4 life.
5+: Whenever a creature you control dies, up to one target creature gets -1/-1 until end of turn. You gain 1 life.

UB09 – Reanimation

Woe to the Conquered 2B
Enchantment (U)
When Woe to the Conquered enters the battlefield, create a 1/1 white Soldier creature token.
Whenever a creature dies, its controller gets a triumph counter.
At the beginning of each opponnent's end step, if that player has fewer triumph counters than you, they lose 1 life and you gain 1 life.

UB11 – Non-creature
UB12 – Non-creature
UB13 – Non-creature

The Obsidian Tomb 2BB
Legendary Artifact - Marvel (R)
Whenever a creature dies, that creature's controller mills a card.
At the beginning of each end step, if eight or more creature cards have entered an opponent's graveyard this turn, you win the game.

RB06
RB07
RB08
Red
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Creatures
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CR01 – 1 MV
CR02 – 2 MV
CR03 – 2 MV
CR04 – 2 MV

Firecrown Champion 2R
Creature - Dog Soldier (C)
Conquest - When Firecrown Champion enters the battlefield, for each creature that dealt damage to an opponent this turn, exile the top card of your library. Until end of turn, you may play one of those cards from exile.
3/2

Lyphian Sparkrider 1RR
Creature - Devil Archer (C)
Haste
T: Lyphian Sparkrider deals 1 damage to target player.
2/2

CR07 – 4 MV
CR08 – 4 MV
CR09 – 5 MV
CR10 – 5+ MV

UR01 – 1 or 2MV
UR02 – 2 MV

Ainok Battlemage 2R
Creature – Dog Wizard (U)
Menace
Whenever a player casts an instant or sorcery spell, that player gets a triumph counter.
Instant and sorcery spells you cast cost 1 less for each opponent with fewer triumph counters than you.
2/3

UR04 – 4 MV

Caldera Cackler 3RR
Creature - Devil (U)
Haste
When Caldera Cackler enters the battlefield, it explores. When you reveal a red card or a Mountain this way, untap target creature and gain control of it until end of turn. It gains haste until end of turn. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
3/3

UR06 – Any MV (no more than two creatures at uncommon should have the same MV)
UR07 – Any MV

RR01

Restive Rioter 1r
Creature – Devil Warrior (R)
Haste
Restive Rioter can't block.
Whenever a creature becomes blocked, that creature's controller gets a triumph counter.
When Restive Rioter dies, it deals 2 damage to each opponent with fewer triumph counters than you.
2/2

RR03
RR04
Noncreatures
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CR11 – Efficient direct-damage spell (usually one of this and CB12 is any target)
CR12 – Other direct-damage spell

Flaming Arrows 1R
Sorcery (C)
Each creature you control deals 1 damage to target opponent.

CR14 – Team pump (power greater than toughness)/land destruction
CR15 – Cantrip (draw a card rider)/card filtering (usually rummaging—discard and draw)
CR16 – Positive Aura or Equipment
CR17 – Combat trick

Fanatacism 1R
Study 1R
1-3: Target creature can't block this turn.
4-6: Until your next turn, target creature attacks each combat if able.
7+: At the beginning of combat on each opponent's turn, up to two target creatures that player controls attack each combat if able.

CR19 – Anything

UR08 – Direct damage (most often any target)
UR09 – Small sweeper/multi-target direct damage

Pyrology R
Enchantment - Research (U)
Study R (Pay R as a sorcery once per turn to add a study counter.)
1-3: Pyrology deals 1 damage to target opponent.
4-6: Pyrology deals 1 damage to any target.
7+: Creatures you control have "T: This creature deals 1 damage to target opponent."

UR11 – Non-creature
UR12 – Non-creature
UR13 – Non-creature

Chaomancy 1R
Enchantment - Research (R)
Study 1R (Pay 1R as a sorcery once per turn to add a study counter.)
1-2: Exile the top card of your library. You may play it from exile until end of turn.
3-4: Exile the top two cards of your library. You may play them from exile until end of turn.
5+: Whenever you cast a spell, exile the top card of your library. You may play it from exile until end of turn.

The Eternal Torch 2RR
Legendary Artifact - Marvel (R)
Whenever a creature enters the battlefield, it deals 1 damage to its controller.
At the beginning of your end step, if you've lost 9 or more life this turn, you win the game.

RR07
RR08
Green
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CG01 – 1 MV

Pioneering Settler 1G
Creature - Human Scout (C)
Whenever Pioneering Settler deals combat damage to a player, you may sacrifice it. If you do, search your library for a land card and put it onto the battlefield tapped, then shuffle.
2/2

CG03 – 2 MV
CG04 – 3 MV
CG05 – 3 MV
CG06 – 3 OR 4 MV

Savannah Stalker 3G
Creature - Cat (C)
Whenever a land enters the battlefield under your control, put a +1/+1 counter on Savannah Stalker.
When Savannah Stalker dies, put its counters on target creature you control.
2/2

CG08 – 4 MV
CG09 – 5 MV
CG10 – 5 OR 6 MV
CG11 – 6+ MV

UG01 – 1 or 2MV

Cultivator of Strength 1G
Creature - Naga Druid (U)
Whenever a player casts a creature spell with mana value 3 or greater, that player gets a triumph counter.
T: Add G for each opponent with fewer triumph counters than you.
2/1

UG03 – 3 MV

Timbika Vanguard 3G
Creature - Centaur Scout (U)
Vigilance
3G, T: Timbika Vanguard explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
When Timbika Vanguard dies, put its counters on target creature you control.
3/3

UG05 – 5 MV

Understory Undulator 4GG
Creature - Wurm (U)
Trample
When Understory Undulator enters the battlefield, it explores. When you reveal a green card or a Forest this way, create a 4/4 green Wurm creature token with trample. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
4/4

UG07 – Any MV (no more than two creatures at uncommon should have the same MV)
UG08 – Any MV

Oasis Ambusher 1G
Creature - Human Warrior (R)
Whenever one or more +1/+1 counters are put on a creature, that creature's controller gets a triumph counter.
1G, T: Oasis Ambusher deals damage equal to its power to target creature controlled by a player with fewer triumph counters than you.
3/2

Jungle Bushwhacker 1GG
Creature - Naga Scout (R)
When Jungle Bushwhacker enters the battlefield, it explores. If you reveal a land this way, repeat this process. (To explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
g: You may put a land card from your hand onto the battlefield tapped.
2/2

RG03
RG04
Noncreatures
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CG12 – Fight or bite (dealing damage equal to power)
CG13 – Power/toughness pumping (usually on an instant)
CG14 – Another combat trick
CG15 – Cantrip/card filtering
CG16 – Positive Aura or Equipment
CG17 – Anti-flying
CG18 – Mana ramp (usually fetching land, but sometimes an Aura)
CG19 – Artifact or enchantment destruction

Forestry G
Enchantment - Research (U)
Study 1G (Pay 1G as a sorcery once per turn to add a study counter.)
1-3: Search your library for a Forest card and put it onto the battlefield tapped.
4-5: Target creature gets +X/+X until end of turn, where X is the number of Forests you control.
6+: Whenever you tap a Forest you control for mana, add an additional G.

UG10 – Non-creature
UG11 – Non-creature
UG12 – Non-creature
UG13 – Non-creature

The Grove of Giants 2GG
Legendary Artifact - Marvel (R)
At the beginning of your end step, put X +1/+1 counters on target creature you control, where X is the number of creatures you control. Then if you control six or more creatures with power 6 or greater, you win the game.

Conjuration 1G
Enchantment - Research (R)
Study 2G (Pay 2G as a sorcery once per turn to add a study counter.)
1-2: Create a 4/4 green Wurm creature token.
3-4: Target creature you control fights up to one target creature you don't control.
5: Creatures you control enter the battlefield with an additional +1/+1 counter on them and have haste.

RG07
RG08
Multicolored
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Grand Courthouse 1WU
Artifact (U)
Creatures you don't control enter the battlefield tapped unless their controller pays 1 for each other creature that's entered the battlefield this turn.
Noncreature spells your opponents cast cost 1 more to cast for each noncreature spell cast this turn.

Master Negotiator UB
Creature - Human Advisor (U)
When Master Negotiator enters the battlefield, choose one:
•Create a tapped 2/2 black Zombie creature token with "This creature can't block."
•Create two Treasure tokens.
•Draw a card.
1/1

UZ03 – Creature

Lyphian Steppestrider 2RG
Creature - Centaur Warrior (U)
Haste
Whenever another creature with haste enters the battlefield under your control, that creature and Lyphian Steppestrider get +1/+1 and gain trample until end of turn.
4/3

Ivory Paladin 1GW
Creature - Elephant Knight (U)
Ivory Paladin enters the battlefield with a +1/+1 counter on it for each other creature you control.
When Ivory Paladin dies, put its counters on target creature you control.
2/2

Servant of the Sultan 2WB
Creature - Human Advisor (U)
Servant of the Sultan costs 2 less to cast if an opponent has fewer triumph counters than you.
Lifelink
1, Pay 2 life: Scry 1 and get a triumph counter. Any player may activate this ability as a sorcery.
3/3

Metamagic UR
Enchantment - Research (U)
Study 1 (Pay 1 as a sorcery once per turn to add a study counter.)
1-2: Add UR. Spend this mana only to cast Research spells or activate study abilities.
3: Draw a card for each Research you control.
4+: Whenever an ability of a Research you control triggers, copy that ability. You may choose new targets for the copy.

UZ08 – Creature

Cumani Conqueror RW
Creature - Dog Soldier (U)
Conquest - When Cumani Conqueror enters the battlefield, it deals damage to any target equal to the number of creatures that dealt damage to an opponent this turn and you gain that much life.
3/2

Sirjaya Surveyor 1GU
Creature - Human Scout (U)
Vigilance
Whenever a creature you control explores, it explores again. This ability triggers only once each turn.
T: The next time a creature enters the battlefield under your control this turn, it explores.
2/2

Miharrani, the Lawgiver WU
Legendary Creature - Elephant Advisor (R)
As Miharrani, the Lawgiver enters the battlefield, choose one color, then choose another color.
As long as Miharrani is tapped, spells of the first chosen color cost X more to cast and spells of the second chosen color cost X less to cast, where X is Miharrani's power.
2/3

Vendrijk, Merchant Captain 3UB
Legendary Creature - Merfolk Rogue (R)
Flash
When Vendrijk, Merchant Captain enters the battlefield, target opponent may pay 1 life, discard a card, and sacrifice a creature. If they don't, exchange control of two permanents that share a card type.
3/3

Yixtap, Death's Priestess 2BR
Legendary Creature - Scorpion Cleric (R)
Menace, deathtouch
Whenever another creature you control dies during your main phase, you may return it to the battlefield under you control. It gains haste until end of turn. Exile it at the beginning of the next end step or if it would leave the battlefield.
1BR, Sacrifice another creature: Each opponent discards a card and loses 2 life.
3/2

RZ04

Eskia, Patient General 1GW
Legendary Creature - Centaur Soldier (R)
Whenever one or more +1/+1 counters are put on Eskia, Patient General for the first time each turn, return target creature with mana value less than Eskia's power from your graveyard to the battlefield.
2/2

Ayyad an-Manar, Grand Sultan WB
Legendary Creature - Bird Noble (R)
Flying
Whenever a legendary creature deals combat damage to a player, that creature's controller gets a triumph counter.
Ayyad an-Manar, Grand Sultan has indestructible as long as an opponent has fewer triumph counters than you.
2/1

Weiha, Philosopher Queen 1UR
Legendary Creature - Human Advisor (R)
When Weiha, Philosopher Queen enters the battlefield, look at the top five cards of your library. You may reveal a Research card from among them and put it into your hand.
Activated abilities of noncreature permanents you control cost 2 less to activate. This effect can't reduce the mana in that cost to less than one mana.
2/4

RZ08

Aurentus, Aquiline Emperor 4RW
Legendary Creature - Bird Noble (R)
Flying, haste
Conquest - At the beginning of your end step, for each creature that dealt damage to an opponent this turn, create a 1/1 white Bird creature token with flying.
4/4

RZ010

Kiora, Submerged Searcher 1GU
Legendary Planewalker - Kiora (M)
You may play an additional land on each of your turns.
+1: Kiora, Submerged Searcher explores. If one or more +1/+1 counters would be put on Kiora this turn, that many loyalty counters are put on Kiora instead.
0: Until your next turn, whenever a creature an opponent controls attacks, put a stun counter on that creature.
-6: You get an emblem with "XXUG: Create X 8/8 blue Kraken creature tokens."
2

Ob Nixilis, the Conqueror 3BR
Legendary Planesealker - Nixilis (M)
+2: Create a 1/1 red Devil creature token with haste. Until end of turn, whenever a creature you control deals combat damage to an opponent, that player discards a card.
-1: Sacrifice a creature or planeswalker. For each opponent, destroy a creature or planeswalker that player controls.
-8: Choose a permanent type. Destroy each permanent of that type you don't control.
4
Artifact
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CA01 – 1 or 2 MV
CA02 – 3 or 4 MV
CA03 – 5 or 6 MV

CA04 – Equipment
CA05 – Land fetching/color fixing
CA06 – Mana production

UA01 – 1 or 2 MV
UA02 – 3 or 4 MV
UA03 – 5 or 6 MV

UA04 – Removal (often conditional and usually costed somewhat inefficiently)
UA05 – Non-creature
UA06 – Non-creature
Lands
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Desolate Refuge
Land (C)
T: Add C.
Tap an untapped creature you control: Transform Desolate Refuge. Activate only as a sorcery.
///
Deserted Settlement
Land (C)
T: Add C. If you control no creatures, add CC instead.
1, T: Scry 1.

Productive Farmland
Land (U)
Productive Farmland enters the battlefield tapped.
T: Add W.
Tap an untapped white creature you control: Transform Productive Farmland. Activate only as a sorcery.
///
Protected Village
Land (U)
T: Add W. If you have at least five more life than your starting life total, add WW instead.
W, T: Gain 1 life.

Sheltered Cove
Land (U)
Sheltered Cove enters the battlefield tapped.
T: Add U.
Tap an untapped blue creature you control: Transform Sheltered Cove. Activate only as a sorcery.
///
Shoreline Village
Land (U)
T: Add U. If you have seven or more cards in hand, add UU instead.
U, T: Return target creature you control to its owner's hand.

Dimlit Marsh
Land (U)
Dimlit Marsh enters the battlefield tapped.
T: Add B.
Tap an untapped black creature you control: Transform Dimlit Marsh. Activate only as a sorcery.
///
Dismal Village
Land (U)
T: Add B. If you have eight or more cards in your graveyard, add BB instead.
B, T: Target player mills a card.

Craggy Shelter
Land (U)
Craggy Shelter enters the battlefield tapped.
T: Add R.
Tap an untapped red creature you control: Transform Craggy Shelter. Activate only as a sorcery.
///
Crude Village
Land (U)
T: Add R. If you control a creature with power four or greater, add RR instead.
R, T: Target creature gets +1/+0 until end of turn.

Flowering Jungle
Land (U)
Flowering Jungle enters the battlefield tapped.
T: Add G.
Tap an untapped green creature you control: Transform Flowering Jungle. Activate only as a sorcery.
///
Flourishing Village
Land (U)
T: Add G. If you control five or more creatures, add GG instead.
G, T: Create a 0/1 green Plant creature token.

Tributary Junction
Land (R)
Tributary Junction enters the battlefield tapped.
T: Add W or U.
Tap an untapped white or blue creature you control: Transform Tributary Junction. Activate only as a sorcery.
///
Tranquil City
Land (R)
T: Add W or U. If you've drawn two or more cards this turn, add WU instead.
WU, T: Each player draws a card.

Lagoon's Edge
Land (R)
Lagoon's Edge enters the battlefield tapped.
T: Add U or B.
Tap an untapped blue or black creature you control: Transform Lagoon's Edge. Activate only as a sorcery.
///
Lavish City
Land (R)
T: Add U or B. If you've created a Treasure token this turn, add UB instead.
UB, T: Create two Treasure tokens.

Spitfire Vents
Land (R)
Spitfire Vents enters the battlefield tapped.
T: Add B or R.
Tap an untapped black or red creature you control: Transform Spitfire Vents. Activate only as a sorcery.
///
Spiteful City
Land (R)
T: Add B or R. If you've sacrificed a creature this turn, add BR instead.
BR, T: Each player sacrifices a creature.

Vibrant Ridgeline
Land (R)
Vibrant Ridgeline enters the battlefield tapped.
T: Add R or G.
Tap an untapped red or green creature you control: Transform Vibrant Ridgeline. Activate only as a sorcery.
///
Violent City
Land (R)
T: Add R or G. If two or more creatures entered the battlefield under your control this turn, add RG instead.
RG, T: Create a 1/1 red Devil creature token with haste.

Untouched Oasis
Land (R)
Untouched Oasis enters the battlefield tapped.
T: Add G or W.
Tap an untapped green or white creature you control: Transform Untouched Oasis. Activate only as a sorcery.
///
United City
Land (R)
T: Add G or W. If you put a counter on a creature you control this turn, add GW instead.
GW, T: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.

Sunburnt Sands
Land (R)
Sunburnt Sands enters the battlefield tapped.
T: Add W or B.
Tap an untapped white or black creature you control: Transform Sunburnt Sands. Activate only as a sorcery.
///
Successful City
Land (R)
T: Add W or B. If you gained life this turn, add WB instead.
WB, T: Target creature gains lifelink until end of turn.

Hillside Harbor
Land (R)
Hillside Harbor enters the battlefield tapped.
T: Add U or R.
Tap an untapped blue or red creature you control: Transform Hillside Harbor. Activate only as a sorcery.
///
Historic City
Land (R)
T: Add U or R. If you've cast two or more spells this turn, add UR instead.
UR, T: Exile the top card of your library. You may cast it this turn.

Impenetrable Morass
Land (R)
Impenetrable Morass enters the battlefield tapped.
T: Add B or G.
Tap an untapped black or green creature you control: Transform Impenetrable Morass. Activate only as a sorcery.
///
Immortal City
Land (R)
T: Add B or G. If a creature card left your graveyard this turn, add BG instead.
BG, T: Return target creature card from your graveyard to your hand.

Heathered Summit
Land (R)
Heathered Summit enters the battlefield tapped.
T: Add R or W.
Tap an untapped red or white creature you control: Transform Heathered Summit. Activate only as a sorcery.
///
Heroic City
Land (R)
T: Add R or W. If an opponent has been dealt damage this turn, add RW instead.
RW, T: Heroic City deals 1 damage to target opponent.

Mysterious Atoll
Land (R)
Mysterious Atoll enters the battlefield tapped.
T: Add G or U.
Tap an untapped green or blue creature you control: Transform Mysterious Atoll. Activate only as a sorcery.
///
Mystical City
Land (R)
T: Add U or G. If you've revealed a card from your library this turn, add UG instead.
UG, T: Reveal the top card of your library. If it's a land card, put it onto the battlefield.
Alloted Slots
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102/160 commons
86/86 uncommons
60/65 rares
4/20 mythics
Old cards
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Pyromantic Research R
(Pay 3 as a sorcery to add a study counter.)
Whenever a source you control deals noncombat damage to an opponent, put a study counter on Pyromantic Research.
0+: If a red source you control would deal noncombat to an opponent, it deals that much damage plus 1 to that player instead.
2+: At the beginning of your upkeep, look at the top card of your library. If it's an instant or sorcery card, you may cast it.
5+: Creatures you control have "T: This creature deals 1 damage to target player."

Metaphysical Research UR
Enchantment - Research (U)
(Pay 3 as a sorcery to add a study counter.)
Whenever you put a study counter on another permanent for the first time each turn, put one on Metaphysical Research.
0+: Abilities of enchantments you control cost 1 less to activate.
2+: The first time this has two or more study counters on it, draw two cards for each Research you control.
4+: Whenever you cast a Research spell, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

Telepathic Research 2U
Enchantment - Research (U)
(Pay 3 as a sorcery to add a study counter.)
Whenever you draw your second card each turn, put a study counter on Telepathic Research.
0+: Creatures you control have "T: Draw a card, then discard a card. Activate only as a sorcery."
2+: Whenever a creature you control deals combat damage to an opponent, draw a card.
4+: If you would draw a card while your library has no cards in it, shuffle your graveyard into your library instead.

Warding Research 1W
Enchantment - Research (U)
(Pay 3 as a sorcery to add a study counter.)
Whenever one or more creatures you control block, put a study counter on Warding Research.
0+: Creatures you control have vigilance.
2+: Creatures you control get +0/+2 and have ward 2.
6+: Creatures you control have indestructible and can block an additional creature each combat.
Let me know what you think!
Last edited by slimytrout 1 year ago, edited 46 times in total.

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void_nothing
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Post by void_nothing » 2 years ago

Cool! So glad to see Dutch, Scythian, and Songhai representation.

Here to help with the flavor in particular.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

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archemediesx
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Post by archemediesx » 2 years ago

Looks like it's going to be a blast. Magic for better or worse is going very meta with its world approach, so we may as well embrace that. It's nice to see a meta approach that isn't squarely window dressing, and is working towards mapping other gameplay design and patterns over the game of magic that we know. I think 4x gameplay has a lot of overlap that will play well in MTG as they are both resource based game designs.

A couple of items that caught my eye:
1. Triumph counters – Are they used as a currency in any way? I do wonder what the memory issues surrounding these will end up being. Presumably a set built around 4x is going to be enjoyed heavily in a multiplayer environment, and if multiple players are collecting these counters, that's a lot of other players counters to have to keep track of around the table. Certainly it's a minor degree of difference from trying to track 'the monarch' moving around the table, but if they don't have a secondary purpose, does having variable amounts of them floating around make sense?

2. Research triggers – I'm always wary of rewarding slow gameplay, and curious on your thoughts for using blocking triggers? It's been my experience nobody blocks because they want to, it's something you do mainly because you have to. Even if you are walled up to the hilt, most players simply don't attack you unless there is clear value. I can imagine a staring contest of research v research board states. Every color of magic does some aspect of the game that other colors don't. Would it make sense to tie the research triggers to the color the card appears in to promote divergent gameplay?

You definitely got the 'in before' before me. I'm getting ready to drop the initial information setup for my second antiquities set, and it is very inspired by 4x as well. Though I've taken my design in a bit of different direction. It's all still in initial design as I've been working on cleaning up playtesting on Industrial revolution so I haven't even started templating on it. I should have it up before the end of the month, so feel free to riff on any of the ideas I'm using.

Anyways, I like where you're going and hope the designing comes along well.
"Easy Dude. You're being very Un-Dude."

slimytrout
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Post by slimytrout » 2 years ago

Great, glad you guys like it! It was certainly a challenge coming up with ten empires that I felt could have distinct visual cues and that also fit the ten color pairs, so if anyone has suggestions for replacements I'd be more than happy to hear them.

No, I wasn't planning on having the triumph counters be used as currency, but my plan is to have all the cards that produce them also care about them in some way, and vice versa, precisely so as to avoid the problem of having them pile up even when they're not going to matter.

As for the research trigger conditions, I definitely was not planning on having blocking be the only advancing condition, that's just on the example card -- each one will have a different condition to advance that synergizes with the mechanics of the card (along with the option of paying 3). I'm planning on making some more today that will help illustrate it. But again, definitely still refining the details of this one so very happy to take suggestions.

Haha, hope I didn't preempt you too much -- the confluence of ideas is certainly entirely a coincidence! I do think that this sort of meta-theme is going to be a natural new vein of design space for magic -- MaRo has been talking more about how important it is for a set's gameplay to have a "feel" that matches the set's theme, and it seems substantially easier to match the feeling of an activity (e.g., playing a 4X game or playing D&D) than it is to match the feeling of an emotion (e.g., fear or creativity).

slimytrout
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Post by slimytrout » 2 years ago

Looking for two pieces of advice on Research:

1) Do folks think the current designs are headed in the right direction? I.e., does the current mechanic (you can pay mana once per turn to put a counter on and trigger a minor effect, then a larger effect, then reach a static ability) feel like the way research should work?

2) If you're on board with the overall functionality, a more specific question: should the first effect trigger when the Research ETBs?

Pros:
  • Allows for a more diverse set of costs -- right now hard to have any with base cost >3 MV.
  • Allows for research where getting the first ability costs less than the subsequent ones rather than more.
  • Feels stronger in gameplay because it never "does nothing."
Cons:
  • Tougher to template, especially so that you can't trigger twice the turn you play it.
  • Is usually weaker, because costs will be adjusted and there's less ability to pay in installments.

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archemediesx
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Post by archemediesx » 2 years ago

I don't see anything troubling at the moment with the basic skeleton, as ultimately playtesting will always be your guide.

As a more abstract answer, the best build around mechanics have a clear gameplay goal, and deliver on those goals with solid payoffs each step of the way. (Both for you the controller, and providing the right amount of tension for opponents to try and play against without feeling oppressed.)

Flavorwise, designing with consistency will sell the concept as well. I bring up consistency as it seems some of the designs in your file don't follow a strait line on the payoffs between the first level and the last. Right now since they play similar to level-up, you could take a look at how level up progresses, and where the consistency in the levels comes across as a paradigm for how to make research feel like it's a consistent progression from start to finish.
"Easy Dude. You're being very Un-Dude."

slimytrout
Posts: 1881
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Post by slimytrout » 2 years ago

Thanks for your input! Really appreciate it, and it's definitely helpful. In this case, I've actually transitioned away from research really being a build-around mechanic (at least compared to the other mechanics in the set) -- there will definitely be some that are more build-aroundy, but generally the idea is to have most of them be generally useful, since their real function in the set is to act as a mana sink mechanic so that at least you get to do something on turns where you draw land in the late game. But I definitely see what you're saying about giving some tension to the opponent -- my plan is definitely to include some flexible ways to interact with enchantments, so that players don't feel locked out by a fully-leveled research, but also to try to have the value somewhat spread out across the stages, so that if it's destroyed right when you "complete" it, at least you feel like you got some value along the way.

Level-up is a solid comparison, but there's a big disadvantage that research has, which is that they're not creatures (and obviously the flavor would be pretty much ruined by making them creatures). So the fact that all level up creatures enter as vanillas is fine, and in fact some of them are vanilla for two "stages," but that's not an option for research, which makes it a lot harder to have a super-flavorful connection across all three modes. Another comparison is classes, which operate in a similar-ish way, but which do have the advantage of starting from some very well-known flavor (at least for D&D players), and even then the connection is sometimes a bit loose, such as on Barbarian Class or Warlock Class. Anyway, all of this is a long way to say that I'm going to keep working on it and trying to iron out the kinks.

adamf9898
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Post by adamf9898 » 1 year ago

so i take it this is unfinished?

slimytrout
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Post by slimytrout » 1 year ago

Yeah -- got busier with trying to graduate from my PhD and haven't had time to keep working on it.

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