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Recent updates to Community Set: (Generated at 2025-12-14 14:25:53)
I like some of those very alien ideas. I assumed the invaders would be competing for the same macguffin.
I like plant humans and fungus elves. We could have more lignify-type effects that also make something a plant or fungus. Maybe even a "gain control" effect in green.
And the idea of cthulloid stuff in blue. Probably not merfolk, and probably not cephalids or homarids, but maybe more smaller leviathans and octopuses and so on?
Demons, horrors and undead are too normal-black, but perhaps have small demons, so it feels like a whole race of demons?
Please, please, PLEASE no infect or poison. I hate that mechanic with a passion.
This is all kind of tricky. I could see both "The invaders have the same goal" in a similar fashion to how Phyrexia will probably make their next invasion, to "The invaders have 5 separate goals". But, the more I think of the Phyrexian thingy, the more I think we might want to move away from that. That's bound to happen in about 3 years, and is threatening to look a lot like what we're doing here.
I do kind of like a Borg/Phallanx approach to Green. If green was to get invasive, it probably act like a kudzu, spreading out of control, and assuming that any life that can't deal with it, is too weak to survive, evolutionarily speaking. Humans would be more useful as pots and fertalizers, or something for the vines and moss to grow on. It's kind of odd... my mind runs to old Tales of the Crypt comics where strange substances come down from outer space, turning people into plants.. but I don't know if green would do that. Would Green care if you were now a plant? In theory, you might be less useful to green as a plant, since you'll now be fighting for the same resources. I think I like the idea better of plants that force humans to be domesticated... treating them as processing plants to spread their seeds and tend their vegetation. Hmmm... More thinking required.
I know this is going to throw things for a loop BUT
How about making Multicolor the natives (integrated society) and the aliens/Invaders Monocolor (focused society that has eschewed/seeks to destroy the other colors).
Then you could have say the green faction come from a world where all life is plant/fungus based, having Plant Elves, etc. You could also work Infect into green (if it isn't too soon to be playing around with it) as the spores they emit to transform "fleshlings" into compost to feed on. Just a whacko idea
Hmm... tricky. I think you're on the right track, but we're probably not alien enough. Truth is, in Magic, Angels and Demons are the norm, so most people wouldn't register them as coming from a different plane, no matter how alien they looked.
Maybe it's a mistake thinking about creature types. If this is really a war between 5 different planes crashing in on the populace of another plane, maybe it would be better to focus on what makes those planes so ,alien from this one. The differences should be stark, and not happen in Dominaria for contrast purposes. For example, an entire underwater plane with a Merfolk kingdom could make quite the alien invasion, but it may not hold water (heh) since normal Magic already has Merfolk. We'd have to stretch a little further and find something Magic hasn't done yet, like Sharkmen. That would take people back a bit. We could get even wierder and put the Sharkmen in a Red plane instead, just to mess with people's heads... but that may be going to far.
Maybe we should do what's happening in the main comment board and talk about one color at a time. Also, I'd like to avoid trampling what's happening in white for mechanics right now, so let's move to the other side. What can we do for really wierd looking alien invaders... oh...
I just realized we have another problem. We forgot to ask "Why?". That's probably really important for Green as well, since Green wouldn't normally be 'invading' so much as 'overgrowing'. That would be fine, but it doesn't solve the problem of what is the deal with these 5 attacking planes, and why are they fighting here of all places?
This could be combined with Dedication/reverse sunburst somehow.

life.
spent to cast this spell, you gain 1 life.
Pure Life
You gain
Dedication- For each
This is just an example; the costs probably aren't right. But I hope you get the idea. This way, it's not useless if you don't have the right mana.
Maybe some saproling-fungus love for green? Or has that been done enough?
I've been thinking about creature types for each of the colors. I'm picturing a fantasy world a bit closer to earth than normal, though still with elves and goblins and such, for the multicolored side. Therefore, I'm thinking about creatures that can seem "otherwordly," which doesn't necessarily mean they aren't found in normal magic sets. I do think pumping up the numbers of less common creatures would be good, though. Here's what I have so far, though it's definitely subject to change.
White: Enchantment creatures, angels, spirits
Blue: Some sort of Cthulhu-esque theme? Perhaps with leviathans and kraken? Elementals, also, though distinguished from those in red.
Black: Demons, horrors... probably undead, though I don't like them here. Not vampires. Thrulls?
Red: Devils, orcs, elementals, dragons? Or do dragons belong with the "normal" creatures?
Green: Since white gets enchantment creatures, maybe green gets land creatures. These will have to be fewer in number, though. I'm suck for other ideas, except perhaps some sort of mono-green version of slivers. I don't know why that springs into my head.
This seemed like an obvious cycle for our set, since it seems to be popping up automatically in every large set. Unlike other sets, though, I would assume we would want 5 signets that encourage monocolor, instead of smoothing mana bases. May I suggest either one of the following texts?:
,
: Add 
to your mana pool.
or,


,
: Add 



to your mana poool.
I like that second one, but it may be harshing a bit too much on red fast mana.
,
: 
is probably too weak, though, 
,
: 


is probably too strong, and 


,
: 




is probably too situational.
For more on this discussion, people may want to check out Monocolored Alien Invaders?. I gotta agree, though, if you want a feeling of Alieness, "Enchantment Creature" is a fine start.
I definitely agree about not cutting up multicolor. We're already making 6 tribes, we don't need 10 - 15.
What Link2007 said. I also agree that these can be really exciting. Especially at common, since this sort of card never pops up there, and this would be the set to do it in.
There are some really wierd Hybrid costs that wizards hasn't touched yet. Mashup: the Gathering gave me

, which sounds like an awesome cycle, and I could definately see some other things like 
, especially since it supports both multicolor and monoclor. Other examples are bound to pop up when you think about them.
But, I do agree. I would like to see this mostly be multicolor, because it is the opposite of monocolor. I think their's room for a few hybrid cards, but it's probably best if we leave them only to a few cycles.
It does seem like the two overlap territories. Dedication may be a bit much, as well. I can see it being a good mechanic on 2cc and 3cc spells, and the occasional splashy 6cc rare, but could you imagine drafting a common that looks like this?:
Huge Dedication Dude!

Common
Dedication - When ~ enters the battlefield, put three +1/+1 counters on it if you spent all green mana to pay its cost.
5/5
To me, that reads pretty abysmal. Especially since its asking a lot from the drafter to get the card to work effeciently. On the flip side of this, Anti-Sunburst seems to work at all casting costs. It could still do something interesting on 8 CC creatures, and would look almost cute on 2CC creatures.
Though, I also think we should take the word dedication and port it over here. I do like that word.
Paralleling Master of Etherium.
In fact, having white enchantment creatures might be a great otherworldly feel.
I also really like the idea of white caring about enchantments.
If we go for the monocolored being the invaders, we should consider their "tribes." This isn't to say that they have to be tribal; I'm talking from mainly a flavor POV. I think the monocolored creatures should be types that can be seen as stranger or less common, while the multicolored creature types can be more generic.
For example, I'm a big fan of having devils be a predominant red monocolor creature type, perhaps orcs as well. Elementals, in all colors, are probably an obvious choice as well. Goblins and humans would be the "normal" creatures that would appear on red multicolor/hybrid cards (though of course, humans would appear in all colors).
I like this much better than Sunburst. However, do we want to have both this and dedication in the same set?
I also think this is a good idea for the monocolored guys. The multicolored could have primarily colorless activation costs.
Maybe we could even be crazy and do 3 color hybrids.
Personally, I think we should go for either hybrid or multi and not both. Right now I'm leaning toward multi, since I'm thinking of the multicolored faction as being "friendlier" toward other colors, and hybrid is the closest blend of two colors.
While it was my suggestion to have only cards like this for the monocolor, I've realized it was a poor idea. A few cards with only color mana costs would be good for the theme, but too many bad for limited, as has been said. I like (((Dedication))) much better.
I like that last idea. The five monocolored groups (invaders) are fighting both each other and the native multicolored group. I think the multicolored should be all together, not divided strictly into guilds or shards.
Why is it blue? If we're going with hybrid and there's going to be a cycle of cards that are mana-fixing, I would prefer that the dominant color of each be green and it provide the other two types of mana. However, I think we should settle on flavor and, if there are any, factions before making multicolored cards. I mean, we can't know what colors belong together until then, right?
I think that we could make a cycle of these, providing a similar role to the mana myr.
Added a bunch of cards as mechanics. Just listing what we've already talked about here. If I flew past your idea, my apologies, but there is a lot of stuff on this comment thread.