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Recent updates to Community Set: (Generated at 2025-12-14 22:39:30)
What do you think of this as a representative of Green's themes in this set?
I know I'm getting ahead of myself here, but I feel this card pretty well displays how I currently see our discussion of Mono Green. Feel free to correct me if I'm wrong.
One of the original ideas I had for green seems like a bad idea with blue now having flood: I wanted green to spread +1/+1 counters around (graft?) and mutate creatures with them, but with blue having its own set of counters, would this remain a good idea? I suppose those counters each get their own kind of permanents, so it wouldn't be much different from +1/+1 counters and charge counters. Also, they would probably remain mostly in their own colors.
Red is my least favorite color, and I'm not good at designing for it, probably as a result. So you can all have fun with this, though of course I'll contribute something if I have a flash of inspiration.
Maybe you could have something like "Whenever X or more creatures you control attack, you can pay [cost] and put this on the battlefield tapped and attacking."
So, a sort of vengeance theme in black?
I like the flavor on these of looking them in the eye (targeting them) and getting burned for it.
I like this quite a bit, too. And it's more susceptible to removal than Journey, which balances it out with giving something first strike.
I made this uncommon because there's a rule of design somewhere that says that enchantments that affect the entire battlefield aren't common. This has been broken enough times, though, that maybe we could also break it in this set.
I understand the mechanical usefulness of morph, but I don't understand why it fits the flavor of this set at all. I do, however, understand why it could fit the colorless, faceless invaders of the other sets in the block (if we do that).
I'm not saying it doesn't work. I just don't get it.
It sounds familiar, but I don't think it was the opponent doing the revealing. In fact, I think it didn't work out because the set had so much about revealing from your hand in it, or something. Wasn't it that cowboy set?
I think it's sensible for the Enchantment Creatures to not have race types - or at least, to have either only a race type or a class type. The reason is very simple - "Enchantment" is quite a long word, and the examples of Runearrow Archer and Lucent Liminid show that "Enchantment Creature - " doesn't leave much space for the creature type!
The rest of your ideas sound pretty sensible.
I like the flavour of capturing one enemy's essence to use as a weapon against another.
The text comes out looking small, but it's somewhat deceptive. It's just Journey to Nowhere with two short extra lines. And hopefully the mechanics are very easy to grok given how familiar the O-Ring effect is these days.
It feels like morph could well go into several factions, perhaps all of them. Morph could go into almost any set, but it feels like it would be a decent fit here, and we can try it in any factions, and keep it in those that seem to need it.
Good idea. If enchantments take the place of some instants, that's very white, and uses enchantments without stinting on creatures. And several useful but generic effects like "+0/+1" are the sort that can sit in a neat row behind your creatures and not be confusing to keep track of.
I think we can colourshift tribes if we decide it's appropriate in magic as well as history, but agree we shouldn't do so by default. I wanted to try this, but now agree it's probably not right in black.
Someone tried a mechanic like this (in GDS2?) I don't think the rules will work, but I'm still brainstorming possibilities.
True. And this could be the returning mechanic as well.
An illustration of one of the concepts I just outlined on Mono White.
I pondered this faction all the time I was in classes today, and these are some of the ideas I came up with.
-My original vision of the enchantment creatures was very similar to the illustration on Lucent Liminid: Glossy, shining creatures, like magic made solid. My current vision is slightly different. I see them as creatures made of "ribbons" of solid light, with the texture of cloth, which flows through them in the shape of their bodies, trailing off at their heads, shoulders, hands, and ankles. They have glowing golden eyes that shine out from between the folds of the cloth that forms their faces, and can take any number of forms, though many are humanoid.
-Since we haven't established a creature type, I didn't put a creature type on my example creature, Runearrow Archer. This was simply because I wasn't sure what to put. However, we're trying to make the creatures feel alien. Maybe some of them don't have creature types at all, because they're closer to being enchantments. Maybe some just have class types. What's more foreign than not having a creature type? (This is just a thought).
-Can exiling be a sub-theme for this faction? White already does a bunch of it, why not give it a bit of a focus?
-Let's do some things to make enchantments more interesting. Let's have some auras that enchant some weird stuff: more player enchantments, for one, but let's borrow inspiration from Spellweaver Volute. We can start with cards like Spectral Baston and Forbidden Beyond(which could be easily colorshifted to white) and move on from there.
-Let's do creature versions of some enchantments. Oblivion Ring springs first to mind, because of Leonin Relic-Warder.
-Instead of instant combat tricks, let's do enchantments with flash that have a similar effect, and then do something else as well that's related.
But enchantment creatures are a sort of gimmick mechanic, in that they don't require any new rules text. They're like the colored artifacts from Alara. Do they really count toward our limit?
Not sure this needs an ability as much as other things might. We only get four mechanics, and we (probably) already have Dedication, Enchantment Creatures, and a returning mechanic.