Strike The Earth: Recent Activity
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-02 07:54:31)
Strike The Earth: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | White Decklist |
Recent updates to Strike The Earth: (Generated at 2024-05-02 07:54:31)
I have NO idea how balanced this is. Probably not very.
Not the final rules text...
Certainly it's going to want to be digging through your deck. I'm not sure I like that version though - it's just a variant on landcycling. (It puts them on the bottom, instead of shuffling, but I don't think that's important to my set)
It's probably worth looking at the keyword mechanic Dig that was in the Penumbria set made for the Great Designer Search 2. That set was themed around being underground. The mechanic is clearest in the Round 3 commons. That's one way that digging can be done in Magic.
My thinking is that it's going to be a set focussed on destroying your own lands, using them to block the opponent, and mining them for stuff!
And punishment for doing it too often, as the great evils rise up to eat everything.
I'm thinking something a bit like the "card in hand <4/4/>4" mechanic, only for "lands you control" Green really likes you to have exactly 4 lands. Red likes to blow them up for its own benefit, white wants to acquire lots of them.
Black REALLY likes you to dig far too deep (and yes, I want to keyword 'dig') and will generate huge demons when you do.
Blue likes to sneak in when your attention is turned elsewhere - if manaburn was still extant I'd say it gets benefits when an opponent fails to use their land, but not quite sure where to go otherwise.
I'm thinking probably a couple of creatures in each colour are not dwarves, and everything else is. Green gets an elf and an elephant.
Yay!
Concepts that I think should be involved somehow:
Many of the monster types can have creature cards associated with them - but I don't think we want too much of the set to just be wandering monsters.
Dwarves need to be in all five colours, otherwise it won't feel like Dwarf Fortress. I think it'd be fine to have assorted types of skill and soldier and so on as dwarf creature types.
It'd be nice to have legends with specific names, but it's a bit problematic that every DF install has a different backstory and set of legends. Nonetheless, legendary / master dwarves should exist as rare creatures with funky abilities.
Different types of rock are a big part of the game. These could be nonbasic lands ("Seam of Dolomite" and so on), or artifacts, or perhaps enchantments or some such. How to make them actually do anything I'm not sure.
The process of being struck by a strange mood, withdrawing to a workshop, demanding obscure goods and then producing a legendary artifact is one that could yield several cards for different parts of the process.
You probably don't want that many elf creature cards - say no more than a third, leaving some for monsters and dwarves - but they could have a nice mechanical theme. Liking things the natural way, dislike of artifice, etc; it's all pretty much in keeping with green's usual Magic philosophy.