New Mirrodin: Recent Activity
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Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-04 10:48:23)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-04 10:48:23)
Also, I suppose I should note that that I do have the space to make three color - mono color creatures, assuming they're close to vanilla. I could go the funky frame route with a combination of 2 and 3 colored cards... it's just that the 3 color cards need to be very simple.
Oh, and the colored mana symbols in the text may make sense on 1cc cards, but they're going to look a little weird if I try to print something with a cost of
. Requiring a certain basic land is kind of odd with that casting cost, but isn't that weird seeing it follows the set's flavor.
And I suppose it should be pointed out that this is a bad common:
Alternate First Striker

in your mana pool, ~ gains first strike.
Creature
As long as you have
2/2
Since many players don't know that mana pools empty at end of combat.... or that you can cast instants after damage is dealt inside combat. If I asked for a Mountain, however, none of that would matter.
An alternative idea to the 1cc Glornican Spell concept. This one has the drawback of not being multicolored (I didn't have the room for it... since it supports three colors, I'd have to call it out in rules text). It also suffers from putting colored mana in the text, though, strangely, this may be one of the few times that rule makes sense in Commander, and the requirement for colored mana can't be abused by dual lands, letting me make this more potent spell in the process.
So I guess there are two toggle switches that I need to decide on:
Nice idea.
Hmm. Just thinking out loud. Also, this is why I hate non-basic dual lands with sub-types. I have to find a way to make this fair and interesting with and without them. Grr..
Also thinking about putting flavor text on basic lands, which I find interesting that I've never heard of anyone do it before. Makes a lot of sense with New Mirrodin, since it allows us to look at Forrests and Mountains through the eyes of the explorers, and hopefully helps mitigate the "basic lands don't make sense in this world" problem.
Another idea. I can add creatures that are one color, but are dependant on another color for survival to help support the theme.
Aqueus Beeble
Creature - Beeble
~ gets +2/+2 as long as you control an Island
0/0
Hmmm...
Thinking about this, I might want to go back and look at the non-basic lands, and make it so you can only pull CD out of them. Not in a painful way, but in a sort of way that when you reflect upon it, you go "Oh, that's weird. I have to produce both colors in this block, or nothing at all." A bit hard, but probably doable.
I got no idea what to do about basic lands, though. Probably nothing. One can only push a theme so far. A strange sorcery or enchant land can help push the theme, though. Explosive Vegetation for two different basic lands untapped comes to mind. Not quite what I wanted to think about, but I should look into the land situation soon.
Well, hybrid does let you be big for absolute CMC (Watchwolf being the poster child); there's some primitive justification there.
I suggest one way to go would be to make it easy to be multicoloured. Doing that without providing mana colouring that would smash the environment for ever and ever sounds tricky though.
Tangled mana is a good one - but in one way leads to Eldrazi colourless. So back to the "Big for your cost" - perhaps stuff that limits the absolute amount of mana flying around, or rewards small cmc, to tempt people into the more difficult casting costs?
Last thought - gold cards reward stuff that counts coloured mana symbols. So a sweep mechanic, or something similar that says "For each (colour) creature you control/tap" would also give justification (All creatures want to count as green! And as blue! And as red! Mono creatures got out-evolved)
Final thought - CMC1 creatures could let you put at least SOME mono in the natives; or if you go for pure hybrid, gives you an 'in' to people wanting to use them.
I've got this odd problem I kind of stumbled into in design. The Glornican residents are all multi-colored. The Mirran residents are all mono-colored. But the Mirran residents are Legendary... so they can't be common. That means that all common (non-artifact) creatures in New Mirrodin will be multi-colored, and, consequently, almost all non-creature spells will be mono-colored to help balance out the 'factions'.
Strange. As I'm filling in the skeleton, I'm also noticing that I want to design random creatures, but without some sort of guide, I could be mucking up my own design with creatures I can't use. Okay. Time to roll my sleeves up and decide what I want to happen in the creature slots.
Each color has 17 card slots. I want aproximately 8 of those cards to be creatures. As for cycles, I'm keeping:
What I do know is that I want there to be a better reason for the Glornican hybrid creatures than "It looks cool". My original idea going in was that these creatures and this land was so primitive that the colors of Magic entangled, and couldn't be seperated. It's a nice idea, but I've been having a hard time brainstorming around how I can express that through the mechanics of the cards, without just spelling it out in flavor text (which will probably happen anyway. But the point is that players should be able pick up a card and tell me why the creatures must be multicolor-hybrid).
Oh, and while I'm at it, another use for Ion creatures in the common slot is kind of needed to make the whole mechanic make sense... you know... without making things horribly confusing. Hmmm.
Mmm. I did think of that. I kind of didn't want anyone activating auras that sacrifice, or anything like that, since that seemed a bit over the top. But really, how many auras sacrificed, and how often would that really break the Aura Shuffle straw on the environment's back.
You're right... people are going to expect it, so I might as well give people what they expect. I'm changing this to gain control. It's got a bit of weirdness where it can gain control of untargetable auras as long as you can target a single aura, but the only people that will bother will be the people who know how to maneuver around it anyway.
Without gaining control, moving stuff like Firebreathing gets really confusing.
Not impossibly so; but I think that's the reason for it.
Since Zephinda's Reserve could really use an Aura Graft, I gave it all the Aura Grafts. Minus the 'gain control of those enchantments' part. It didn't seem necessary to me. Maybe I should have done it anyway. I don't know.
Was rare, but I dropped it to uncommon... I'm not fond of two rare combos, and this seems like something you can build around in a draft. And it can't be that much better than Sleep, right?
Haha! This card was named Clean Slate. I could have sworn I stole that card name from something, and it turns out that I did, in my own set. That's okay. This name gets the idea across better anyhow.
Ooh, nifty. Reminiscent of Urgent Exorcism in that it's two different conditional utility spells. I'd play it. I always loved Order // Chaos, another exile attacker spell with an alternate option.
Crud. I forgot about Ghostly Flicker. I couldn't think of anything that flickered two things... but I guess there is... and instant speed to boot. Glad I didn't go for
. ;)
I changed it to double flicker the same thing twice, but I'm not sold on it. I suppose there are a number of decent flicker effects left in the world, but I don't want to change the name and flavor text so I've got a bit of conundrum. Man, do I wish I could use 'Detain' right here.
EDIT: Switched to a Flicker/Neck Snap variant. Kind of awkward wording...