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CardName: What is Jeskai About? Cost: URW Type: Question - Jeskai Pow/Tgh: / Rules Text: Jeskai charm isn't very helpful. It's just a blue card, a red card and a white card mushed into one. What are {U}{R}{W} things supposed to do??? Flavour Text: Set/Rarity: [Theory] Color Pie Discussion None |
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Blue and red are the spell colors and white is a/the enchantment color. With all of them caring somewhat about artifacts the thing Jeskai cares about was determined to be "noncreature spells" - hence prowess.
I recently made some three-colored cards e. g. Orchestrate and Narset's Preparation if that helps.
I could see more dedicated focus on artifacts as well which seem a common ground among all three. Thopter tokens e. g. would work well.
EDIT: Sinter, Forge Artisan is a neat concept for a blue-red-white legendary Artificer.
EDIT2: I swear, I didn't know that was my own card - I randomly discovered it testing my new search function and thought it fit the point I made earlier.
Even Maro's podcast does a very bad job of explaining what tri-colour facitons are about. He ended up just describing what the individual colours are.
So I'd pick three words, one from each colour definition; and see what you come up with.
e.g.
:Potential,
:Drive,
:Unity
A faction that puts its all into growing together - cards would be all about combining other cards together; both as horrendous science experiments and witht hings like 'crew'.
or.
:Blank,
:Chaos,
:Equal
).
Here we are more focussed on the tabula-rasa as the beginning and end point of all things; with "Wheee!" as the middle state. So lots of things that go from dull to exciting, and back again. something like werewolves would work well here (though not the wolves themselves, they are too
A second way to do it is to define a faction by its enemies - and say "Not that". So not
.
is all about snakes in dark forests, life growing from swamps; and generally wild dark icky poison things. So the 

faction would be where you'd put poison erasure (do not make a poison erasure mechanic though - maybe 'remove -1/-1 counters' as a mechanic?) control and cleansing.
Something else I see fitting the colors is a kinetic theme (see above, "Potential", "Drive"). I could see inspiration as a mechanic for these colors with red-white being about the combat path to tapping and white-blue about the tricky tap/untap mechanics.
Vitenka's technique of putting three key phrases from the colors together and finding the common ground between them can help you find a variety of flavors to built upon.
I think maybe

should have the best "Airforce" since they get Dragons, Angels, Sphinxs, Drakes, Birds, Spirits, Griffins, Phoenix's, etc. Kykar, Wind's Fury expresses this a little bit. Also there was some kind of flying wall in C19?
I also think

and just 
have a better claim to the title of "Best artifact faction". But I agree that 

is good for vehicles.
Maybe Jeskai should have more Counter&Reward or Counter&Punish cards like Absorb and Ionise
Explicitly choosing counterspells as a faction theme doesn't seem advisable, though caring about a greater set e. g. instants/sorceries is already covering that. Just counterspells are too narrow.
> "I think maybe

should have the best "Airforce" since they get Dragons, Angels, Sphinxs, Drakes, Birds, Spirits, Griffins, Phoenix's, etc. Kykar, Wind's Fury expresses this a little bit. Also there was some kind of flying wall in C19?"
> "I also think

and just 
have a better claim to the title of "Best artifact faction". But I agree that 

is good for vehicles."
I would argue either color could be considered the best at both flying and artifacts among wedges/arcs respectively.
You can rearrange themes a lot if you do them the right way - that's what a lot of new design space is about. Glenn Jones has written about that in a recent article... here.