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 Post subject: Lands
PostPosted: Sat May 17, 2014 7:40 pm 
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LilyStorm wrote:
A plane that no longer moves. One side is completely frozen and the other is a hellish wasteland where the sun never sets.

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Card Type Matters (not subtype, I'm talking the stuff Tarmogoyf cares about)

The Set So Far
General Discussion and Planning
Mechanics
Reprints

White
Blue
Black
Red
Green
Colorless

This is the thread for Starstill's Lands.

Here's how we're going to do it:

Starstill will have 5 Common Lands, 2 Uncommon Lands, and 5 Rare Lands. That's 12 Lands total.

Since we want the 5 Common Lands and the 5 Rares to be cohesive units, we will vote on them together.

For the rest of the time that we're working on Starstill, everyone (including me) who's interested in designing lands will make a post formatted like this:

Common Lands

CL 1
CL 2
CL 3
CL 4
CL 5

Uncommon Lands

UL 1
UL 2

Rare Lands

RL 1
RL 2
RL 3
RL 4
RL 5


You'll have until we're done with the rest of the set to work on this. When we're done with the rest of the set, everyone will vote for one common land cycle,
two uncommon lands, and one rare land cycle. Then all the lands will be added to the set at once, based on which cycles and cards receive the most votes.

Lands

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Last edited by ParadOxymoron on Tue May 27, 2014 12:00 pm, edited 5 times in total.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sat May 17, 2014 11:19 pm 
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Er... wanna decide on a mechanic first? Or are we in part competing to see which mechanic to put in.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sat May 17, 2014 11:25 pm 
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Or are we in part competing to see which mechanic to put in.

That was the idea. I want you guys to start thinking about mechanics.

If it's too soon, we can come back to this later.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 12:58 am 
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OK, that was too complicated. I'll let the mechanics develop naturally and in the GDP thread. New criterion:

Create a 5-card cycle of common lands.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 1:31 am 
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One thing I've been thinkin about, and I'll implement it with my lands. Is group the Wedges and Arcs similarly to how they grouped two color pairs in RTR.

I'd suggest...
- Frostwynd (This one is a must, it's just a perfect fit)
- Illpyre (This could also be Grixis, but I like this better)
- Maraka (or Vulpo, but Vulpo fits better elsewhere)
- Vulpo (or Maraka, but I this is perfect for Vulpo)
- Ji

==xx==

This fits my vision of these lands (conceptual, not the cards) a lot better than the others, and it mixes.
Note: This is a concept of the division.
I wanted bot Frostwynd and Illpyre to have no green (because they are the extremes, things have more difficulty growing), and at that I decided that they should lack the other's main theme (frostwynd lacks red, illpyre lacks blue). That's not saying thsoe colors don't exist in those areas, just that the other three colors thrive (and for the land cards, it provides a solid three color option).

Maraka I did last because It could be RGW, but so couldn't Vulpo, and I liked it for Vulpo more. Vulpo is on the Illpyre edge of the plane. The opposite, Ji is on the Frostwynd edge of the plane. The important part, is that people live in these areas because of, or maybe they cause, growth in these areas. GUB really fits my vision of Ji, and GRW is a perfect fit for Vulpo.

Maraka got the last trio with URG. This could exemplify an explosive growth pattern due to having to deal with (potential) extreme weather changes and/or conditions. And though it's not a "paradise" it is by far the most vegetated of the lands.

What do you guys think?

I'm willing to go more in-depth, but I figured I'd get a general concensus first.
I see the "map" of the plane as:
Frostwynd => Ji => Maraka => Vulpo => Illpyre => Star

COMMONS:

Spoiler

UNCOMMONS:

Spoiler

RARES:

Spoiler

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Last edited by altimis on Mon May 19, 2014 9:32 am, edited 8 times in total.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 2:13 am 
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Isn't heart of Vulpo jut worse than a forest?

Anyways, I think it's hard to do a horizontal cycle for a single mechanic, because different colors and card types will have different mechanics.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 2:32 am 
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Yes.
But if there is a sacrifice theme, then this works.

Maybe (instead) if you control a [blank] and a [blank].

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CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 3:17 am 
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Cato wrote:
I think it's hard to do a horizontal cycle for a single mechanic, because different colors and card types will have different mechanics.

That's why I changed the criterion. You just have to make a cycle of common lands now.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 7:26 am 
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Verdant Meadow
Land
As ~ enters the battlefield, you may reveal 3 creature cards from your hand. If you don't, ~ enters the battlefield tapped.
:t:: Add :g: or :w: to your mana pool.

Shineshadow Tower
Land
As ~ enters the battlefield, you may reveal 3 enchantment cards from your hand. If you don't, ~ enters the battlefield tapped.
:t: Add :b: or :w: to your mana pool.

Thermal Geyser
Land
As ~ enters the battlefield, you may reveal 3 instant or sorcery cards from your hand. If you don't, ~ enters the battlefield tapped.
:t:: Add :u: or :r: to your mana pool.

Secret Laboratory
Land
As ~ enters the battlefield, you may reveal 3 artifact cards from your hand. If you don't, ~ enters the battlefield tapped.
:t: Add :u: or :b: to your mana pool.

Firewood Grove
Land
As ~ enters the battlefield, you may reveal 3 land cards from your hand. If you don't, ~ enters the battlefield tapped.
:t:: Add :g: or :r: to your mana pool.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 3:40 pm 
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Today's Workshop
Land
: Add to your mana pool.
: Add or to your mana pool. This mana doesn't empty from your mana pool until you cast your next artifact spell. Spend this mana only to cast artifact spells.

Borderland Vortex
Land
: Add to your mana pool.
: Add or to your mana pool. This mana doesn't empty from your mana pool until you cast your next instant spell. Spend this mana only to cast instant spells.

Deep Nether
Land
: Add to your mana pool.
: Add or to your mana pool. This mana doesn't empty from your mana pool until you cast your next sorcery spell. Spend this mana only to cast sorcery spells.

Fireforge Lair
Land
: Add to your mana pool.
: Add or to your mana pool. This mana doesn't empty from your mana pool until you cast your next creature spell. Spend this mana only to cast creature spells.

Woven Twilight
Land
: Add to your mana pool.
: Add or to your mana pool. This mana doesn't empty from your mana pool until you cast your next enchantment spell. Spend this mana only to cast enchantment spells.


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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 4:28 pm 
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I'd just like to note that unless you are making a multicolor set; be wary of common land that fix color. Otherwise it's easy to fix in limited and making a three color deck usually becomes the right thing to do.


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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 5:28 pm 
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I'd just like to note that unless you are making a multicolor set; be wary of common land that fix color. Otherwise it's easy to fix in limited and making a three color deck usually becomes the right thing to do.

I just changed the Set Map due to suggestions from altimis. Now, instead of 5 Common Lands and 10 Rare Lands, we have 5 Common Lands, 2 Uncommon Lands, and 5 Rare Lands.

So this round, you may design a Common cycle or an Rare cycle at your leisure. Cato's cycle can easily be fit into Rare by only requiring you to reveal one or two cards instead of three, and Confused's cycle would probably work best at Uncommon, but I could see it in Rare much easier than I could see it in Common.

I imagine that the Common cycle would be monocolor, while the Rare cycle would be 2- or 3-color.

Sorry I keep changing things. It's just that the Set Map hadn't been nailed down yet.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 6:10 pm 
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Ugh... i liked my common land idea, but I also have a rare land idea.
You're killing me Parad... you're literally tear ing m e apa rt.

Any chance we could do both?
<.<
>.>

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 6:14 pm 
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This time, since it's a two-pronged criterion, sure. You can do both.

I will say that I agree with Cato, though: you've gotta fix that green common. I would have it add one mana of any color to your mana pool instead of untapping it.

Also, the cards that require you to control a land should say another land.

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Last edited by ParadOxymoron on Sun May 18, 2014 6:29 pm, edited 3 times in total.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 6:27 pm 
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Ignore this post...
Spoiler

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

My Cube | My Designs | My Art
Silver Soraka Main


Last edited by altimis on Mon May 19, 2014 7:57 am, edited 3 times in total.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 6:29 pm 
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If it were up to me, I would do it this way:

White: Artifact/Enchantment
Blue: Artifact/Land
Black: Artifact/Creature
Red: Creature/Enchantment
Green: Creature/Land

Also, your cards are strictly worse than the Alara Uncommon Land cycle.

Sorry if I'm grinding your gears.

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 Post subject: Re: Starstill – Cycles
PostPosted: Sun May 18, 2014 6:35 pm 
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Right now I'm mostly torn on how I want to flavor it.
One way...
Esper = Frostwynd (cold)
Grixis = Ji (desert on cold side)
Jund = Illpyre (hot)
Naya = Vulpo (jungle on hot side)
Bant = Maraka (paradise)

but the other way to do it...
Esper = Frostwynd (cold, no red)
Grixis = Maraka (the supposed paradise has elements of both; with this it isn't exactly paradisey?)
Jund = Illpyre (hot, no blue)
Naya = Vulpo (jungle on hot side, no blue)
Bant = Ji (desert on cold side, no red)

I know we didn't want to separate by colors, which is why I went with option one... but I'm still tweaking them for now.

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squinty_eyes: Alt, you have fantastic logic. And zero political prowess.
CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.

My Cube | My Designs | My Art
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 Post subject: Re: Starstill – Lands
PostPosted: Sun May 18, 2014 8:08 pm 
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 Post subject: Re: Starstill – Lands
PostPosted: Sun May 18, 2014 8:19 pm 
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Name

Land-(C)

ETB tapped
:t: add C.
:4:CC, :t: ,sac:Return target artifact(W),instant(U),creature(B),sorcery(R),enchantment(G) from your graveyard to hand.


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 Post subject: Re: Starstill – Lands
PostPosted: Sun May 18, 2014 8:50 pm 
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NAME
Land (C)
~ enters the battlefield tapped.
: Add to your mana pool. If you spend this mana to cast an enchantment spell, you gain 1 life.

NAME
Land (C)
~ enters the battlefield tapped.
: Add to your mana pool. If you spend this mana to cast an artifact spell, you gain 1 life.

NAME
Land (C)
~ enters the battlefield tapped.
: Add to your mana pool. If you spend this mana to cast a sorcery spell, you gain 1 life.

NAME
Land (C)
~ enters the battlefield tapped.
: Add to your mana pool. If you spend this mana to cast an instant spell, you gain 1 life.

NAME
Land (C)
~ enters the battlefield tapped.
: Add to your mana pool. If you spend this mana to cast a creature spell, you gain 1 life.


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