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PostPosted: Thu Sep 05, 2024 7:35 am 
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A long time ago in a galaxy far, far away...

(Words start to scroll upwards slowly with epic music swelling...)
Dudibus was posting a random card when he was suddenly struck by the thought that that might be how a Space Port could work mechanically. Which led him immediately to his own Universe Beyond, Star Wars! He had grown up swinging broken hockey sticks locked in epic battles between good and evil with his friends. Watching the movies over and over again. Fitting quotes into day to day life. He still sleeps with his Star Wars pillow case, but he will deny it if anyone asks. So after so much more work than he ever intended to put into a set, he humbly presents...well...Star Wars!
(Words and music fades away into the distance as the shot pans down...)

Design Guidelines:
- lots of legendary creatures
- higher number of artifacts
- high count of X spells to support Use the Force
- only cursory races. I have Ewoks, a few Wookies but other than that I went with Rebels, Imperials, Jedi\\\\Sith Outlaws and Bounty Hunters.
- try to stick to simpler, solid designs vs. flashy "clever" ones
- get Rush_Clasic to fill design holes and help keep him on track

Star Wars Mechanics:

Bounty Hunter (When this creature enters, target creature becomes wanted. Wanted creatures have "When this creature dies, each of your opponents creates a treasure.)

I wanted this to only create the treasure for the player that controlled the effect that destroyed the creature but it got wordy fast and so I went with Shazzeh's suggestion to make wanted more like "suspect" and keep the wording simpler. It seems funny to me that Wizards hasn't adopted a "If you killed\\\\defeated\\\\vanquished..." terminology yet.

Use the Force ─ Each you spend casting pays for .
Use the Force ─ Each you spend activating this ability pays for .

This is the most heavily used mechanic is the set. Most of them are X, but a few creatures can use their abilities "cheaper" if you use specific colors of mana.

Jedi Council Mechanics - each color has its own designation.

White = Jedi Guardian (This creature enters with a lifelink or vigilance counter.)
Green = Jedi Sentinel (This creature enters with a trample or reach counter.)
Black = Sith Inquisitor (This creature enters with a menace or deathtouch counter.)
Red = Sith Warrior (This creature enters with a haste or first strike counter.)
Blue = Jedi Consular (This creature enters with a hexproof or flying counter.)

I wanted the Jedi to have a definitive flavor\\\\mechanical effect to them. I went with the Orders above, doubting Wizards would ever print anything like this for the sheer # of creatures it invalidates. But since none of this is canon, I decided to have fun with it. The only immediate issue I see is that Deathtouch and First strike is a rare combimation that seems to appear only in mythic in existing cards which means I might have to drop deathtouch for another black mechanic, or drop first strike from the red one, but we shall see.

Heroic ─ Whenever you cast a spell that targets <CARDNAME>,...

Heroic is thematic, especially for Star Wars and seemed to still have a ton of design space, although I probably should have gone with the Valiant fixed version.

Fuse Cards

Fuse was used as a way to work quotes into the set. It has a modest showing but was a lot of fun to design.

Jump to Hyperspace COST (COST, exile this card from your hand. You may cast it from exile on a later turn by paying its crew cost. Activate this ability only as a sorcery.)

Hyperspace really needed to be part of the set. There are only a handful of cards with it. It went through a ton of iterations, but ultimately Rush_Clasic produced the best version of it. This was the keyword I had the most "YTMC-Y" design fun with. I wanted it to activate from the battlefield, but that proved difficult to design properly so that games weren't either very "samey" or unbalanced.

Destiny (, tap an unenchanted creature you control: Return this card from your graveyard to the battlefield attached to that creature. Activate this ability as a sorcery.)


Destiny was designed from a flavour perspective of reflecting the path a Jedi takes to the light or dark side, and mechanically to support Heroic. There are only a handful, and future sets would have the Red and Black Destiny cards at common (as the Dark Side is quicker, easier) and Green and White and higher rarities with more powerful effects to reflect the philosophy of the Light side.

Special thanks to all the provided input prior to the posting of the cards, but especially to Rush_Clasic who submitted many ideas and cards, many of which made it into the set as posted (and which I have noted in the card design). I have linked to each individual thread for each of the colors below:

Black
White
Blue
Red
Green
Artifacts
Multicolored
Lands

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Sithas
Sithas:Rising Storms
Star Wars
Ephemeron

Cato


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PostPosted: Thu Sep 05, 2024 8:14 am 
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Immediate issues I didn't realize until after I posted all this:

Missing a Red Rare and a Green Mythic. Also, no R2-D2 which was an oversight. I had one, but I bumped him thinking I would re-design later. Also, I wish I had a White Rare Destiny card and a Blue Uncommon one.

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Sithas:Rising Storms
Star Wars
Ephemeron

Cato


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