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| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2026-03-14 17:18:32)
I provisionally agree: using flood counters as a cost makes them relevant without punishing the opponent; and if this can be run as an anti-flood splash, then I think that's interesting enough. (We'd have to test, of course.)
That one bugged me too. I think if it was only one card, it might be fine for common, though. Akin in annoyance to Fatigue.
I was counting Islandwalking and Serpents as ways to punish an opponent for having an Island. So that would just mean 3 other cards. While we need to be jurisprudent with the mechanic, we do need to have some things that punishes the opponent for controlling islands. Otherwise, what would be the point of all these cards that say "flood target land"?
Oh, and I forgot one. As per the card Firebreathing et. al. Cycle, we should have a blue common (probably creature) that really uses a lot of blue mana activations. Also, in theory, one combat trick per color is recommended.
Oo. It's probably at least playable, which is a bit more than most pure mill / fateseal sorceries manage in Limited. It's probably not quite at the irritation level of Plow Under, but heading in that direction, which probably does mean it should be uncommon. Unfortunate, because in mechanical simplicity it's fine for common.
I think that I managed to include all of those things except the vanilla creature and the five spells that benefit from opponent controlling an island.
For the second, my mind kept going back to "draw a card for each island," whether that be on the battlefield, or under someone's control. This seemed more like uncommon, though, and so I didn't include it. However, Crushing Depths could easily be changed to caring about islands, as could Spell Gyre and Waterspout Warper.
I see the Warper as a way to deal with flying. Originally, it mentioned flying and landwalk, but I changed it around. It's also a way to remove flood counters, which I believe we agreed would end the effect.
I like that idea much more than mine. For the number of creatures, I agree with five. I do think that a vanilla is a must though. I also agree with the 5 spells that flood, but the number that benefit from your opponent having an Island should be less. We already have an Islandwalker, and a "Serpant", and we don't want blue to punish decks to much for being blue. Then no one would play blue in limited especially if there are a lot of strong blue cards.
Strange. I wonder how many people would think to use this to turn their own lands into Islands. You could power out some UUUU spells in a reasonable amount of time with a three color deck, this aura, and a Merfolk Looter.
Mind you, I don't think that's worth building a deck around (well, depending on the cards), I'm just musing.
The skeleton is very useful for placing cards, but if looked at too strictly, it can hamper design. Personally, I'd rather have a quick list of "needs" to determine my 14 card selection. So far, our skeleton "needs":
Obviously, If you added all that together you'd end up with more than 14 cards... some cards will fulfill multiple points. Did I leave anything out? Is there anything else that blue should have in this set to work at common? Are my numbers (number of creatures, flooders and keys off flood) good or should they be raised/lowered?
Mmm. I thought I was on to something when I posted this, but, besides your concerns, when I went to get lunch, I realized that I had created a very modular mechanic, when we were supposed to find linear mechanic. A very interesting modular mechanic... maybe even appropriate for multicolor. But, tyring to make this thing work in a linear fashion would be pulling teeth. I don't really want to see a creature that gives you an extra vote, for example.
But I do think that the whole voting for things shtick can be viewed as a black mechanic. Liberty and personal freedom may not be commonly used, but are very important to black's philosophy. And the best way to ensure personal liberty is to let individuals have an equal say. Of course, with black being a very selfish color, individuals who vote in that society wouldn't be interested in each other's opinions, or care about the health of their society. Black is selfish, and doesn't care about others, except in how they can benefit them. A Black democracy would probably include a caste system, slavery, and rites of citizenship (non-citizens shouldn't be allowed to have a say!)
Also, I don't really understand this mechanic being in the black sect. I get that it's the whole "ancient Greece" flavor thing, and that's where Democracy comes from, but it's going to be hard to get other cards to feel black.
Wow. Ummm... I really don't see this being a block mechanic. It's just too obviously intended for multiplayer, whether or not it works fine with just two players. If it weren't for the "starting with the player on your left," I guess it would be alright, maybe.
We do have to watch how many keywords and ability words we're using, though. Right now, we have flood, Enlighten, and Democracy. I don't think we've hit the limit yet. But what is the limit per set?
An idea for the missing black mechanic. This mechanic is 'meant' for group games - espescially for people who can charm the table into doing what they want. But it still plays fine in a 1-on-1 match... the choices will just be a lot more obvious.
I also went against standard Magic parlance for this mechanic and had the caster choose last. I did this because it is much more Black to say something like "It's only fair we vote on this agenda. And also, since I'm the one who brought this vote to the table, it is only fair that I get the final say...".
Oh. Well, I already designed my set of blue commons, using basically the layout given on the skeleton, since I agreed with them.
CU01: Blue islandwalk
CU02: Lithe Octopus
CU03: Flood Crab
CU04: Glistening Kraken
CU05: Serpent of the Endless Sea
CU06: Waterspout Warper
CU07: Sorcery that mills for each island
CU08: Wave Burst
CU09: Spell Gyre
CU10: Geyser
CU11: Overflood
CU12: Flow of Memories
CU13: Eroding Current
CU14: Crushing Depths
I have my own criticisms for my submission, but I'll wait an see what everyone else says.
Too good for common? Probably. I have such difficulty designing commons.
Originally, this lacked the "or
," but I'm concerned my cards are too flood-centric.
I still like the current effect, but at the Stoic Rebuttal cost reduction.
I'm questioning my own submission. Do we want a way to remove flood counters at common? I vote yes, since I think we decided to go with the Aquitect's Will version of flood.
Anyone know any good artists? :)
In my draft of the CD cycle, I have this with "Enlighten- Whenever you draw a card, ~ gains flying until end of turn." It seems pointless, but then you realize it generally only has flying on your turn. Perhaps since these colors are bad at it, they should only get conditional flying?