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 Post subject: Altana Dying
PostPosted: Mon Oct 26, 2015 1:05 am 
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Okay, so, fair warning in advance: I might or might not actually finish this. But, I've got a few cards sitting around that I've wanted to make a set out of, so, I'm going to try and run with that.

The overall mechanic of the set is going to be "lands in the graveyard matter". So, there's going to be effects that put lands into the graveyard, especially lands that sacrifice themselves. There will also be "Geo" spells, which can be in any color and serve to help the set avoid the problem of 'I need a mountain in my graveyard to cast this spell, but I don't want to sacrifice any of my mountains...'. Basically they're just tribal cards for lands (You don't want to know how the original version worked. Even though some of you probably do since I posted it back on the WoTC forums). I'm going for a full block here. Altana Dying is the first set (and a large set) followed by 'Through the Cracks' and 'Altana at War' (which will be small sets).

For this set, I want to have mechanics and factions set aside for each color pair. Here's what I have so far:

the factions


As to the story for the set, I have a few bits and pieces. I'm not sure how much I really need, but I might write more of it later as and when I feel like it:

Overheard outside a school in Rotal


First oath of the Stoneshapers


Also, here are how the mechanics for the new set work:

mechanics


Recent changes: Prepared mono-white cards are up. Not as many as there were red cards, since the two tribes that I have the most cards prepared for are Salamanders and Goblins. Also slightly changed Geo, since I had forgotten something.


Last edited by SimicMimic on Tue Oct 27, 2015 8:56 pm, edited 3 times in total.

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PostPosted: Mon Oct 26, 2015 1:05 am 
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White Cards:

common (2)


uncommon (3)


rare (0)


mythic (1)


Last edited by SimicMimic on Tue Oct 27, 2015 11:09 pm, edited 3 times in total.

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PostPosted: Mon Oct 26, 2015 1:06 am 
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PostPosted: Mon Oct 26, 2015 1:06 am 
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PostPosted: Mon Oct 26, 2015 1:06 am 
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Red cards:

commons (6)


uncommons (2)


rares (1)


mythics (1)


Last edited by SimicMimic on Tue Oct 27, 2015 11:13 pm, edited 7 times in total.

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PostPosted: Mon Oct 26, 2015 1:07 am 
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PostPosted: Mon Oct 26, 2015 1:07 am 
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PostPosted: Mon Oct 26, 2015 1:07 am 
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Reserved for lands and multicolor cards.

This is the last reserved post. Sorry about that.


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 Post subject: Re: Altana Dying
PostPosted: Tue Oct 27, 2015 1:54 pm 
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I'm going to give the cards a good look later, but all I see when I try to read Altana is Atlanta.

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 Post subject: Re: Altana Dying
PostPosted: Tue Oct 27, 2015 5:49 pm 
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I dunno about the primary mechanic of this set being "discard, sacrifice, and destroy lands." It seems like Zendikar minus the fun.

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 Post subject: Re: Altana Dying
PostPosted: Tue Oct 27, 2015 8:44 pm 
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Well, that's why I'm putting in Geo spells, search lands, and other things like that. I'm trying to explore the design space while taking some of the pressure off. Also, there will be more ramp in than usual (as well as artifacts), whereas will care more about protecting/utilizing lands than sacrificing them. I misspoke a bit with the initial description, land sac is really mostly red's thing, specifically and (to a lesser degree) . It drives the plot, and the set centers around lands, but not every deck will use land sac.

I realize that it's a somewhat sketchy mechanic to handle, but I'm working to get around that, since the actual inhabitants of the plane have been working on getting around all that for a while.

EDIT: Looking back, I'm going to alter some of the Salamanders from sacrifice to discard and draw (with an additional cost) to take some of the stress off there. Might change Crystallize to triggering when you play or discard a land instead of when a land enters the graveyard, I'm not sure yet. The goblins don't so much need to sacrifice lands as much as they need to have lands in the bin, so they're probably fine.


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 Post subject: Re: Altana Dying
PostPosted: Mon Dec 07, 2015 7:24 pm 
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Apprentice Stoneshaper pushes the envelope too much. At common, you either need to make it cost more or remove one of the abilities.

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