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PostPosted: Wed Jun 17, 2020 1:48 am 
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Will set flavor develop as you go along? How will you go about fleshing out your top down designs?

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PostPosted: Wed Jun 17, 2020 7:45 am 
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Basically, I'm following the articles by MaRo (in my way):

Nuts & Bolts #1: Card Codes
Nuts & Bolts #2: Design Skeleton
Nuts & Bolts #3: Filling In the Design Skeleton
Nuts & Bolts #4: Higher Rarities
Nuts & Bolts #5: Initial Playtesting
Nuts & Bolts #6: Iteration

So my process will be the following:

1. Define the skeleton
2. Fill the common slots
2.1. Design: Make more than one card for each slot.
2.2. Development: Choose which card works better after desiging all the commons. Make as many tweaks as needed. Maybe add some vanillas to correct the curve of the set.
2.3. Flavor: I'm not adding names or flavor text to the cards until I'm done with the development. I don't want to work twice.
3. Fill the uncommon slots
3.1. Design: Make more than one card for each slot. Maybe use some of the common designs that didn't make the cut due to complexity issues.
3.2. Development: Choose which card works better after desiging all the uncommons. Make as many tweaks as needed.
3.3. Flavor: Same as commons.
4. Fill the rares and mythic slots
4.1. Design: I'll try to design as many cool cards as I can here.
4.2. Development: I'll choose the ones that work best and discard the rest (maybe include them in a future set).
4.3. Flavor: Same as the rest. I'm inclined to include most of my top down designs at these rarities.

After I'm done with the first version of the set, I'll include more top-down designs as I see fit.

As for the overall flavor of the set, I already know what I want for the entire block. I've written a story and everything (but in spanish, and I don't feel like translating for now).
But adding names and flavor text in english is the hardest part for me, and I don't want it to slow me down, so I'll be making a separate thread for that later.

Anyway, that's my idea for now. I'll just have to see how it evolves.

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PostPosted: Thu Jun 18, 2020 9:53 am 
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#16 - CG01 - Creature, Small, Library

CG01 - α

Creature - Beast (C)
Whenever you shuffle your library for the first time in a turn, put a +1/+1 counter on ~.
2/2

CG01 - β

Creature - Beast (C)
, Put ~ on the bottom of its owner's library: Target creature gets +2/+2 until end of turn.
1/1

CG01 - γ

Creature - Human Scout (C)
When ~ enters the battlefield, search the top ten cards of your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
1/2

CG01 - δ

Creature - Beast (C)
Whenever ~ attacks, you may have an opponent fateseal 2. If you do, ~ gets +2/+1 until end of turn.
2/3

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PostPosted: Fri Jun 19, 2020 10:56 am 
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#17 - CU02 - Creature, Small, Library

CU02 - α

Creature - Human Advisor (C)
: Draw a card, then put a card from your hand on top of your library.
0/1

CU02 - β

Creature - Human Advisor (C)
At the beginning of your upkeep, put the top card of your library on the bottom of your library.
1/2

CU02 - γ

Creature - Human Wizard (C)
Whenever you scry, you may pay . If you do, draw a card.
1/2

CU02 - δ

Creature - Bird (C)
Flying
When ~ enters the battlefield, you may shuffle your library. If you do, draw a card.
1/2

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Last edited by Eurus on Thu Jul 23, 2020 9:32 pm, edited 2 times in total.

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PostPosted: Fri Jun 19, 2020 11:08 am 
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#18 - CB02 - Creature, Small, Library

CB02 - α

Creature - Imp (C)
Flying
, Put ~ on top of its owner's library: Target player exiles the top three cards of their library.
1/3

CB02 - β

Creature - Centaur Shaman (C)
When ~ dies, you may put target card from your graveyard on top of your library.
2/1

CB02 - γ

Creature - Spirit (C)
Flying
, Reveal ~ from your hand and put it on top of your library: Target player loses 2 life. Activate this ability only any time you could cast a sorcery.
2/2

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Last edited by Eurus on Thu Jul 23, 2020 9:32 pm, edited 2 times in total.

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PostPosted: Mon Jun 22, 2020 1:10 pm 
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#19 - CW06 - Creature, Medium, Vigilance, Augur

CW06 - α

Creature - Human Soldier (C)
Vigilance
Augur 5 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fifth from the top instead.)
3/3

CW06 - β

Creature - Human Soldier (C)
Vigilance
Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
3/4

CW06 - γ

Creature - Human Soldier (C)
Vigilance
Augur 2 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library second from the top instead.)
2/5

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Last edited by Eurus on Thu Jul 23, 2020 9:32 pm, edited 3 times in total.

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PostPosted: Mon Jun 22, 2020 1:35 pm 
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Races of the set

Humans - Primary:
Centaur - Primary: | Secondary:
Minotaur - Primary: | Secondary:
Giant - Primary: | Secondary:
Cyclops - Primary: | Secondary:
Imp - Primary: | Secondary:
Bird - Primary:
Beast - Primary: | Secondary:
Elf - Primary: | Secondary:
Cat - Primary:

These are the main races of the set. Some of them appear in atypical colors.

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PostPosted: Mon Jun 29, 2020 11:11 am 
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#20 - CR06 - Instant, Damage

CR06 - α

Instant (C)
~ deals 3 damage to any target. Scry 2.

CR06 - β

Instant (C)
~ deals 3 damage to any target. Fateseal 1.

CR06 - γ

Instant (C)
~ deals 2 damage to target creature. Its controller shuffles the top 3 cards of their library.

CR06 - δ

Instant (C)
~ deals 2 damage to target player. Look at the top two cards of that player's library.

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Last edited by Eurus on Thu Jul 23, 2020 9:31 pm, edited 1 time in total.

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PostPosted: Thu Jul 09, 2020 9:13 am 
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#21 - CG02 - Creature, Small, Reach

CG02 - α

Creature - Elf Warrior (C)
Reach
Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
1/2

CG02 - β

Creature - Elf Warrior (C)
Reach
Whenever ~ blocks a creature with flying, you may scry 2.
2/1

CG02 - γ

Creature - Elf Warrior (C)
~ enters the battlefield phased out.
Reach
2/3

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Last edited by Eurus on Thu Jul 23, 2020 9:31 pm, edited 1 time in total.

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PostPosted: Thu Jul 09, 2020 9:23 am 
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#22 - CW03 - Creature, Small, Flying

CW03 - α

Creature - Bird (C)
~ enters the battlefield phased out.
Flying
1/1

CW03 - β

Creature - Bird (C)
Flying
When ~ enters the battlefield, you gain 2 life for each prophecy you own.
1/2

CW03 - γ

Creature - Bird (C)
Flying
Put ~ on the bottom of your library: Tap target creature. Activate this ability only during a main phase.
1/3

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Last edited by Eurus on Thu Jul 23, 2020 9:31 pm, edited 1 time in total.

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PostPosted: Thu Jul 09, 2020 9:31 am 
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#23 - CU03 - Creature, Small, ETB Phased-out

CU03 - α

Creature - Imp (C)
~ enters the battlefield phased out.
Whenever ~ phases in, fateseal 1.
1/1

CU03 - β

Creature - Imp (C)
~ enters the battlefield phased out.
Whenever ~ phases in, scry 2.
1/2

CU03 - γ

Creature - Imp (C)
~ enters the battlefield phased out.
Whenever ~ phases in, draw a card.
2/2

CU03 - δ

Creature - Imp (C)
~ enters the battlefield phased out.
Whenever ~ phases in, look at the bottom card of your library. You may put it on top of your library.
2/2

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Last edited by Eurus on Thu Jul 23, 2020 9:31 pm, edited 1 time in total.

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PostPosted: Thu Jul 09, 2020 9:36 am 
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#24 - CB01 - Creature, Small, Deathtouch, ETB Phased-out

CB01 - α

Creature - Spider (C)
~ enters the battlefield phased out.
Deathtouch
1/1

CB01 - β

Creature - Cyclops (C)
~ enters the battlefield phased out.
Deathtouch
1/2

CB01 - γ

Creature - Centaur (C)
~ enters the battlefield phased out.
Deathtouch
2/3

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Last edited by Eurus on Thu Jul 23, 2020 9:30 pm, edited 2 times in total.

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PostPosted: Fri Jul 10, 2020 8:57 am 
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Eurus wrote:
(I know this effect isn't red, but it's like the draw/discard without card advantage, but for a library set).

You could go with either "bottom a card from your hand, then draw a card" for effectively rummage, or "exchange a card from your hand with the top card of your library" for the red brainstorm.

I think the most interesting aspect of a library-focused set would be top/bottom of library matters, since it gives you lines to set up scenarios and then execute them, which is a fun gameplay loop. Biggest concern is the memory aspect of it which is a divisive gameplay mechanic. Managing the top is more dynamic since it changes every turn, while managing the bottom can be more of a one-and-done deal. Erratic Explosion effects are fine, but just Adventurous Impulse gives you a simple incentive to know what's on top, so consider shifting some of the typical draw-effects to conditional draw.

I would expect mill to feature somewhat prominently, as a library-centric victory condition. It also plays into top-decking archetypes, both as a hoser and enabler.

I think having a tangential mechanic like phasing is fine, it gives the set more dimensions. Phasing in specific makes your set come across as pretty esoteric though, since it already plays with a rather off-beat theme.

I really don't think you want to incentivize shuffling too much, rewarding players for doing tedium isn't a recipe for success. The Panglacial Wurm mechanic is interesting, although it sounds like a development nightmare. Definitely a mechanic I think is cool personally, but I would imagine it ending up pretty high on the storm scale for the general public. I don't see the need for the exile clause, personally.

I would like to see an explore-like mechanic that feels good to play naturally, but gives you a library-manipulation incentive that you can easily proliferate throughout the set.

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PostPosted: Sat Jul 11, 2020 10:57 am 
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Lock counters should probably be a triggered ability that triggers on drawing a card and not a replacement effect that bypasses the draw itself (if it is already, my apologies for misinterpreting). Denying players the ability to naturally draw from their library without paying a tax seems like a recipe for false hope and griefing, and as someone who played creature less control when Zendikar first came out in standards, being 'that guy' is kind of a parasitic fun.

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PostPosted: Sun Jul 12, 2020 10:16 pm 
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Thanks for the comments. :)

Mown wrote:
Eurus wrote:
(I know this effect isn't red, but it's like the draw/discard without card advantage, but for a library set).

You could go with either "bottom a card from your hand, then draw a card" for effectively rummage, or "exchange a card from your hand with the top card of your library" for the red brainstorm.

I think the most interesting aspect of a library-focused set would be top/bottom of library matters, since it gives you lines to set up scenarios and then execute them, which is a fun gameplay loop. Biggest concern is the memory aspect of it which is a divisive gameplay mechanic. Managing the top is more dynamic since it changes every turn, while managing the bottom can be more of a one-and-done deal. Erratic Explosion effects are fine, but just Adventurous Impulse gives you a simple incentive to know what's on top, so consider shifting some of the typical draw-effects to conditional draw.

Yeah, I'm trying to find ways to make it work at common. Having prophecies is a way to be able to keep a card "virtually" on top.
But yeah, I'm gonna keeps those things in mind.

Mown wrote:
I would expect mill to feature somewhat prominently, as a library-centric victory condition. It also plays into top-decking archetypes, both as a hoser and enabler.

I'm planning to keep mill-centered effects for the second set. For the first set, I want the top cards of the library to be like a new resource, that players can carefully build. The main hoser will be Fateseal (which will appear in in low numbers), but having many offensive mill cards would go against this.

Mown wrote:
I think having a tangential mechanic like phasing is fine, it gives the set more dimensions. Phasing in specific makes your set come across as pretty esoteric though, since it already plays with a rather off-beat theme.

Yeah, I know. I'll probably keep the percentage of phasing cards low during the first set. I hve both mechanical and flavor reasons for this. The second and third sets will feature more cards with phasing tho.

Mown wrote:
I really don't think you want to incentivize shuffling too much, rewarding players for doing tedium isn't a recipe for success. The Panglacial Wurm mechanic is interesting, although it sounds like a development nightmare. Definitely a mechanic I think is cool personally, but I would imagine it ending up pretty high on the storm scale for the general public. I don't see the need for the exile clause, personally.

I don't really want to incentive shuffling that much. But since it's something I'll have to include for certain effects, and since it's a tedious task, I want to have some cards to reward the effort. The cards will only reward the first time you shuffle each turn though, since doing it more than once would be REALLY annoying.
I might eventually remove the exile clause on Providence (that would even let me put it on permanents). But since I'm making the library something of a new graveyard with some cards like Augur or effects that will let you put cards from your graveyard on your library, I think that for now, it's just easier to exile the cards to prevent recursion.

Mown wrote:
I would like to see an explore-like mechanic that feels good to play naturally, but gives you a library-manipulation incentive that you can easily proliferate throughout the set.

Yeah, I'm definitely including those.

Lock counters should probably be a triggered ability that triggers on drawing a card and not a replacement effect that bypasses the draw itself (if it is already, my apologies for misinterpreting). Denying players the ability to naturally draw from their library without paying a tax seems like a recipe for false hope and griefing, and as someone who played creature less control when Zendikar first came out in standards, being 'that guy' is kind of a parasitic fun.

I just listed them as a mechanic cause I would be introducing them, but they won't be featured prominently in the set. I want them to appear in 2 or 3 rares or mythics, and on a Planeswalker. Nothing that would disrupt Limited, and something that can be dealt with in Constructed. I might also include it as a drawback in cards, like:

As ~ enters the battlefield, you may put a lock counter on your library. If you do, [effect].

Under the right circumstances, it can even help you keep your library in a certain order (that is mainly why it's a replacement effect). Ther choices are "remove a counter" or "draw a card and pay life".

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PostPosted: Mon Jul 13, 2020 8:47 am 
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Preferred Pronoun Set:
#25 - CG04 - Creature, Medium, Defender

CG04 - α

Creature - Druid Knight (C)
Defender
: Look at the top card of your library. If it is a land card, you may reveal it and put it into your hand.
1/4

CG04 - β

Creature - Wall (C)
Defender
, : Reveal the bottom card of your library. If it is a land card, put it into your hand. Otherwise, put it on top of your library.
0/4

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Last edited by Eurus on Thu Jul 23, 2020 9:30 pm, edited 1 time in total.

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PostPosted: Tue Jul 14, 2020 10:05 pm 
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#26 - CR03 - Creature, Small, Haste

CR03 - α

Creature - Goblin (C)
Haste
At the beginning of your end step, if ~ didn't attack this turn, put it on top of its owner's library.
2/2

CR03 - β

Creature - Goblin (C)
Haste
, Put ~ on top of your library: ~ deals 1 damage to any target.
1/2

CR03 - γ

Creature - Goblin (C)
Haste
, Reveal ~ from your hand and put it on the bottom of your library: ~ deals 1 damage to any target.
1/2

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Last edited by Eurus on Thu Jul 23, 2020 9:30 pm, edited 1 time in total.

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PostPosted: Wed Jul 15, 2020 9:26 pm 
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#27 - CA02 - Utility, Scry

CA02 - α

Artifact (C)
, : Scry 1.
, , Put ~ on top of your library: Put the bottom card of your library into your hand.

CA02 - β

Artifact (C)
: Scry 1.

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Last edited by Eurus on Thu Jul 23, 2020 9:29 pm, edited 1 time in total.

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PostPosted: Wed Jul 15, 2020 9:35 pm 
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#28 - CA03 - Utility, Damage, Bottom library

CA03 - α

Artifact (C)
, Put ~ on the bottom of your library: It deals 3 damage to target creature.

CA03 - β

Artifact (C)
, Put ~ on the bottom of your library: It deals 3 damage to any target.

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Last edited by Eurus on Thu Jul 23, 2020 9:29 pm, edited 1 time in total.

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PostPosted: Wed Jul 15, 2020 9:42 pm 
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#29 - CA07 - Equipment, Tactical retreat

CA07 - α

Artifact - Equipment (C)
Equipped creature has tactical retreat (Whenever it becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.)
Equip

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Last edited by Eurus on Thu Jul 23, 2020 9:29 pm, edited 1 time in total.

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