Return to Alara: Shard Design
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Mechanics | Shard Design | Skeleton |
Bant - Reused Exalted. - Play up auras and build a boss. - Blue legend that makes a creature you control attacking alone hexproof?
Esper -Everything an artefact. -Metalcraft?
Grixis -Unearth could be reused Elsewhere. _maybe bring back Delve? (Plays well with Cycling)
Jund: - Jund had a token theme and death triggers (death trigger overlays with grixis,) - Frenzy - Devour un-popular. Maybe Dragon Tribal?
Naya -Need a non-power four or five matters. -Convoke big features?
Cycling is a mechanic all the shards can use: http://magic.wizards.com/en/articles/archive/making-magic/cycling-round-track-2009-02-19
Archetype Speed
- Jund?
- Naya?
- Grixis
- Bant
- Esper
Ally pairs are overlapping so must have speed altered according (WG, WU slowest, RG fastest.). Enemy colour pairs must entirely correspond to their shard.
WU = (Controlly, overlaps bant UB = (Control, esper artifacts + grixis instants/sorceries) BR = RG = WG = (Go wide, Overlays Bant's Exalted with Naya convoke.)
- BG. = Faster than usual.
- RW = token/swarm/go wide, slower than usual.
- UR =
- UG = 9 BW = Esper slowest?
Esper
- Gets Demonic Tutor variant.
- Take an extra turn/steal opponents next turn.
- (Mind control, this or grixis)
- Make an artifact token copy, flashback.
- 2 generic artifact, etb draw a card, sac to get effects required coloured mana.
- The graveyard/death shard. (remove green graveyard stuff.)
- Noncreature spells with flashback.
- Use your graveyard as a finite resource by exiling cards from it.
- Blue and red discard draw spells. (Torment Voice, Red Ideas Unbound/Act on Impulse that draws and makes discard hand end of turn;
- Blue/Black Self Mill.
- Flashback spells feel grixis (drain life, Disentomb, Zombify than banishes+token copy, 1B sorcery, make a zombie token. ; flashback Wheel of Fortune, extra combat step. ; Entomb for sorceries ; 2U Sorcery, Draw two cards then discard a card + flashback ; BR Slave of Bolas with UB flashback ;
- red gets prowess only in Grixis (unneeded in Jund/Naya.)
- Red Act on Impulse variants let you either play or go to graveyard.
- Erratic explosion that puts the cards in your graveyard (if delve, only hits creatures).
- Red gets a polymorph, five mana, put revealed cards in your graveyard, blue flashback cost.
- Gets a +1/+1 counter when you flashback an instant/sorcery (U/R) (or all three colours, get a +1/+1 counter when you cast an instant/sorcery spell from graveyard OR creature etbs from their.)
- Morality Shift
Jund
- The most aggro shard.
- Downplay nature/predations, play up savagery/dragons.
- Has Thrinax's (lizards)
- Reprint Dragon Fodder.
- A baby dragon.
- Lava axe dragon
- Fight/Savage Bite effects
- (dragon land, T: C + T, reveal a dragon: add one mana of that creatures colours to your mana pool.)
Naya
- Swarm
- Convoke
- Still has big creatures, +5 power.
- group pump spells +2 power.
- creatures that like it if you have multiple creatures. Scion of the Wild, red power equal to the number of creatures you have.
- creature clone self etb (WG), when attacking Godsire, exile post combat.
- Cerodon Bull Cerodon + Cerodon Yearling, has menace+block additional creature as well.
- can't be blocked by more than one creature. (Green)
- blue, prowess + exalted.
- Rhodes
- Cultivate / Offering to Asha /
- Regrow an aura and non-aura?
- Incomplete cycle (two big gold auras with basic land cycling)
- damage prevention, (draw a card whenever damage prevented // an enchantment that prevents the next 1 damage to you, a teammate or planeswalker either of you control (Orb of Warding ///
Misc
- Goals: Reward play three colours, not 2/4
- Make each wedge play style slightly parasitic.
- Slight bleeding as Alara merged. (eg. RG dragon with convoke.)
- The shards know they exist and have hosers. * Http://magic.wizards.com/en/articles/archive/making-magic/between-rock-and-shard-place-2008-09-05
- http://magic.wizards.com/en/articles/archive/making-magic/shard-candy-2008-09-12
- http://magic.wizards.com/en/articles/archive/making-magic/shard-tricks-2008-09-19
- http://magic.wizards.com/en/articles/archive/making-magic/when-worlds-collide-part-i-2009-01-16
- http://magic.wizards.com/en/articles/archive/making-magic/when-worlds-collide-part-ii-2009-01-23
- http://magic.wizards.com/en/articles/archive/making-magic/solid-gold-2009-04-10
- http://magic.wizards.com/en/articles/archive/making-magic/goldfingers-2009-04-17
- U+R: Swerve /// W+U: Hindering Light / WU: can't attack this turn + can't be backed this turn / W to tap, U: to stop it untaping next untap step. / U+G: untap another target permanent / WB Tidehollow Sculler variant /// UR: +3 until end of turn & -3/-0 until end of turn // (RW gold enchant, gives vigilance and gives a second combat step.) OR cheap WR enchantment, creatures you control have haste and vigilance, cycle