Archeia by continuumg

80 cards in Multiverse

31 commons, 10 uncommons,
3 rares, 1 mythic, 34 basics, 1 token

1 token artifact, 15 white, 13 blue, 9 black, 11 red,
8 green, 11 multicolour, 2 artifact, 10 land

36 comments total

A metropolitan world becomes shattered into an amalgamation of five possible futures.

Archeia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Watermarks | Archetypes | Skeleton

Archeia was once a plane of progress, a place where the Humans who dwelt there had built up a great city and developed technological and arcane wonders. But then one day someone played with a force they shouldn't have. Time.

The world was fractured into five different segments, five possible future versions of the world coexisting. Utter chaos.

­{g}{w}{u} - The Resistance

This future most closely resembles the world of Archeia as it was before the temporal catastrophe. In the city hub, architects, scientists, politicians, and simple everyday citizens rally together in a desperate last stand against the forces that press in on them from all directions. Further out, on the city outskirts and among outlying farming communities, secret bases are being established to make more organized strikes, and to get to the bottom of what happened. If possible, reversing it.

The current Resistance mechanic is Hope, a mechanic that rewards players for having fewer creatures in their graveyard than other cards.

­{w}{u}{b} - The Timelaw Enforcers

This future is a world where time travel experiments were a success. An agency was eventually put in place to ensure time travel was not abused. The corruption within this agency eventually led to it becoming the de facto government over the great city. Some members of the Enforcers used time travel to bolster their past technology, granting a significantly more advanced culture, technologically, than the other timelines. After the catastrophe, the Enforcers knew there was likely no going back, and so they resolved to bring these other worlds they were a part of under their control. The Enforcers ruthlessly prosecute any who would oppose them.

The enforcers' mechanic is Destine, which promotes the use of Scry.

­{u}{b}{r} - The Synth Swarm

In the world of the swarm, humanity has been completely eradicated, replaced by their once-subservient constructs. The people had been developing ways to augment their physical forms with technology, and mass producing legions of human-like constructs known as Synths. Eventually, the growing intelligence of the synths led to an uprising, and humanity was not the victor. The synth swarm had thought it was rid of the oppressive humans, but once more find themselves surrounded by organic pests.

The swarm's mechanic is Assimilate, which allows which allows them to churn out zombie tokens at the cost of life.

­{b}{r}{g} - Mutants

In the ancient past a massive explosion of magical energies twisted the life of this timeline into horrible mutants, creatures devoid of intelligence or any uniformity. A world where there is nothing except to be the strongest. A world where the unstable forces within each of these horrors threaten to further mutilate them at any moment.

The mechanic of the mutants is Mutate, which allows them to shift between terrifying forms unexpectedly.

­{r}{g}{w} - The Scavengers

In this timeline, humanity extended the borders of the great city well beyond the size that it reached in the other timelines. Unfortunately, the infrastructure and technology of that time could not save the people from an unknown cataclysm of massive proportions that put humanity on the brink of extinction. That was hundreds of years ago. In the present, Humanity has become a loose collection of mostly nomadic tribes that scavenge relics of the past to sustain their society.

The scavenger mechanic is Salvage, which grants an effect for exiling cards in your graveyard.

Cardset comments (4)

The set creator would like to draw your attention to these comments:

On Archeia (reply):

Alright, so Emerge and Investigate are now quite certainly replacing Mutate and Destine.

The changes should allow for a desirable amount of cross-synergies and give the allied combinations more definition.

Additionally, I may end up replacing Assimilate. Looking for a death matters-ish mechanic. Possibly enervate.

Recently active cards: (all recent activity)

Creature – Human Cleric
If a creature card you own in exile has Flying, Priest of Memories has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
last 2017-11-21 12:55:48 by Tahazzar
Artifact Creature – Zombie
Whenever you sacrifice an artifact, you may pay {2}. If you do, create a 2/2 colorless Zombie artifact creature token.
last 2017-09-20 23:41:25 by continuumg
Creature – Human Cleric
Whenever you scry a number of cards, gain that much life.
1 comment
2017-09-19 11:09:47 by Tahazzar
Artifact Creature – Zombie
When CARDNAME enters the battlefield, draw a card, then discard a card.
Creature – Mutant Lizard
Emerge {3}{r} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
When Flamespitter Mutant enters the battlefield, if its emerge cost was paid, it deals 4 damage to target creature.

Recent comments: (all recent activity)
On Priest of Memories:
On Priest of Memories:

Oddly, that's not how they usually template this stuff. See also Odric, Lunarch Marshal or Majestic Myriarch.

I'm not sure why, exactly. I'd say "maybe it has something to do with the color pie" because Odric doesn't grant haste, hexproof, or trample, like the Priest of Memories does. But I doubt it. It just seems that Wizards is allergic to using the word "keyword ability" on a card, in the same way none of the cards ever reference "the stack".

I'm sure a Wizards employee would tell you that every card is someone's first card, and so every card needs to read like one could comprehend it using plain English, and not some weird codespeak. Maybe they're right. Sure would make things easier, though, if we could use the word "zone" for example.

On Priest of Memories:

you could just say:

"~ has keyword abilities of creature cards you own in exile"

On Synth Recycler:

I might go back to a similar looting design, but I don't think it'll be in this slot.

On Synth Recycler:

Of course, the previous version of this card did a blue thing when triggered by a black thing, which imo made it a great multicolor design.

On Synth Recycler:


That's pretty much the definition of looting, yes.

What I was after is that a card like Stockpile implies that rummaging is doable by {b}. Dark Deal as a wheel effect suggests that strongly as well. Ie. "What kind of a color can do wheel effects, but can't rummage? Isn't a wheel effect like rummage effect multiplied?"

They could rather easily be cited as precedents by some designer. So they "feel" like looting/rummaging since their effects bare resemblance.

... but like I said initially, I don't care much for the idea of looting/rummaging in {b}.

On Synth Recycler:

In my book, it only counts as looting if a. you're exchanging a small fixed number of cards for a small fixed number of cards, b. you do it all at once, and c. that is the meat of the ability. So Dark Deal doesn't count since that's just a wheel, Stockpile doesn't count since it spellshapes zombie tokens and just cantrips to make it worth using, and Midnight Oil is more of a Phyrexian Arena variant.

On Chronocleric:

This is pretty cool.

Kind of reminds me of that one reddit design with "Spells you cast with {x} in their mana cost have 'You gain X life'" or something like that.

On Synth Recycler:

Out of the three that you mentioned, Dark Deal is my least favorite, because it looks like a red card on first glance. Necromancer's Stockpile is probably the most acceptable one.

Personally I think in Black, discard and draw should be kept on separate cards, because they already have so much graveyard interaction. If the discard was tied to getting card advantage, like Spellshapers or Madness, that's fine. The closest black should get to rummaging/looting is a spellshaper version of Diabolic Tutor.

Back to the card, this honestly feels like a {u/r} card to me, but I can see it in {u/b}. Given the amount of multicolor you have in your set, I don't feel like the earlier iteration of this would feel out of place at common, though it's probably better to just have a filler card that's maybe an artifact or maybe less explicitly reinforces the set themes at that rarity. I'd actually like this better in {u/b} if it read something like

At the beginning of your end step, if you sacrificed an artifact this turn, draw a card.

or something of that sort.

On Synth Recycler:

Stockpile is literal rummaging that's restricted to creature cards. Deal is a variation on the wheel effect. Midnight is arguable the closest to traditional looting (ie. draw then discard) though it certainly plays out differently, maybe more like a wheel effect, and isn't really meant to be used that way so whatever.

IMO they have implications of looting in {b}. Let's put it this way — what kind of an effect to you would feel like looting while not explicitly being looting (or rummaging)?

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