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
12 Lands
Common Lands
1 2 3 4 5
Uncommon Lands
1 2
Rare Lands
1 2 3 4 5
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Last edited by ParadOxymoron on Tue May 27, 2014 12:00 pm, edited 5 times in total.
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
Quote:
Sundried Prairie -- Land (C)
: Add to your mana pool. , Sacrifice Sundried Prairie: Search your library for a Swamp card and put it into your hand.
Quote:
Frozen Field -- Land (C)
: Add to your mana pool. , Sacrifice Frozen Field: Search your library for a Plains card and put it into your hand.
Quote:
Sulfur Pillars -- Land (C)
: Add to your mana pool. , Sacrifice Sulfur Pillars: Search your library for a Mountain card and put it into your hand.
Quote:
Deciduous Mountaintop -- Land (C)
: Add to your mana pool. , Sacrifice Deciduous Mountaintop: Search your library for a Forest card and put it into your hand.
Quote:
Jungle Isthmus -- Land (C)
: Add to your mana pool. , Sacrifice Jungle Isthmus: Search your library for an Island card and put it into your hand.
UNCOMMONS:
Spoiler
Quote:
Expedition Site -- Land (U)
: Add to your mana pool. , Sacrifice Expedition Site: Choose a card type. Reveal cards from the top of your library until you reveal a card of the chosen type. Put that card into your hand and the rest into your graveyard.
Quote:
Range of Rituals -- Land (U)
, Pay 1 life, Sacrifice a nontoken permanent: Add one mana of any color to your mana pool.
RARES:
Spoiler
Quote:
Heart of Frostwynd -- Land (R)
Mastery - Heart of Frostwynd enters the battlefield tapped unless you control an artifact, a creature, an enchantment and another land. : Add , or to your mana pool.
Quote:
Heart of Illpyre -- Land (R)
Mastery - Heart of Illpyre enters the battlefield tapped unless you control an artifact, a creature, an enchantment and another land. : Add , or to your mana pool.
Quote:
Heart of Maraka -- Land (R)
Mastery - Heart of Vulpo enters the battlefield tapped unless you control an artifact, a creature, an enchantment and another land. : Add , or to your mana pool.
Quote:
Heart of Vulpo -- Land (R)
Mastery - Heart of Vulpo enters the battlefield tapped unless you control an artifact, a creature, an enchantment and another land. : Add , or to your mana pool.
Quote:
Heart of Ji -- Land (R)
Mastery - Heart of Ji enters the battlefield tapped unless you control an artifact, a creature, an enchantment and another land. : Add , or to your mana pool.
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quotes wrote:
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.
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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quotes wrote:
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.
Verdant Meadow Land As ~ enters the battlefield, you may reveal 3 creature cards from your hand. If you don't, ~ enters the battlefield tapped. : Add or 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. Add or 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. : Add or 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. Add or 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. : Add or to your mana pool.
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Any resemblance to actual persons, living or dead, is purely coincidental.
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.
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'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.
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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quotes wrote:
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.
Joined: Sep 22, 2013 Posts: 5416 Location: somewhere btwn Achilles and the tortoise
Preferred Pronoun Set: ♀
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.
Heart of Maraka enters the battlefield tapped. : Add to your mana pool. If you control an artifact and an enchantment, you may add or to your mana pool instead.
Quote:
Heart of Frostwynd -- Land (R)
Heart of Frostwynd enters the battlefield tapped. : Add to your mana pool. If you control an artifact and a creature, you may add or to your mana pool instead.
Quote:
Heart of Ji -- Land (R)
Heart of Ji enters the battlefield tapped. : Add to your mana pool. If you control an artifact and another land, you may add or to your mana pool instead.
Quote:
Heart of Illpyre -- Land (R)
Heart of Illpyre enters the battlefield tapped. : Add to your mana pool. If you control a creature and an enchantment, you may add or to your mana pool instead.
Quote:
Heart of Vulpo -- Land (R)
Heart of Vulpo enters the battlefield tapped. : Add to your mana pool. If you control an enchantment and another land, you may add or to your mana pool instead.
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quotes wrote:
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.
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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quotes wrote:
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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