Multiplayer by Mandroid
86 cards in Multiverse
62 commons, 14 uncommons, 8 rares, 2 mythics
19 white, 14 blue, 9 black, 9 red,
17 green, 13 multicolour, 5 artifact
153 comments total
The focus will be on drafting for multiplayer
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|Mechanics | Skeleton|
IF YOU WANT TO HELP DESIGN/PLAYTEST
Leave comments regarding either new cards you feel would be at home or comments on how to improve existing cards. If I feel like your skills are strong enough then I'll add you. Please note, however, that I reserve the right to make all final decisions regarding every card.
Playtest feedback is welcomed. Also I have Magic Workstation, so we could easily test out that stuff hopefully, as it was designed to make user-created sets.
The setting is a world where magic is rare. The connection that people feel with mana is non-existent for most. Mages are hunted and persecuted. It is important to draw a distinction between the fact that most on this plane do not believe in magic and the fact that magic exists. There will be slightly fewer instants and sorceries in the first block than usual and slightly more in the final block. The way that the first block will deal with the disparity between the amount of instants/sorceries and the fact that few people have seen or believe in magic is the flavor. For instance, a green pump spell could be flavored as radiation gorging lab rats to enormous sizes, or a black kill spell which goes by the name of 'Sudden Illness'.
About 500 years ago on this plane, magic was commonplace. Scientific progress and mystical powers went hand in hand, and attempts by wielders of both powers were made to study and understand the masters of the other. As the population of the plane blossomed, cities grew larger. The proximity of persons in the largest of cities fed into this scientific/magical research and discovery, and made life better for all those on the plane. As the standard of living rose, those who were lower in the caste system of the ruling government began to tire of oppression. The ruling class grew wary, wanting to protect the power of their birthright. These conflicts could not be resolved peacefully, and war broke out. During the war the rulers of the plane waged a successful propaganda campaign through the church which cast the enemies of the crown as evil spellcasters. The upper elite of the ruling party, as well as the crown, who relied on magic to enforce their power, were forced into a new style of governance: everything associated with magic was hidden from outside observers, and when use of magic was necessary, it was done through a network of dead-drops and hired assassins. This was successful largely because even though magic pervaded the plane before the war, the middle and upper classes were largely very well-off before the explosion of the scientific/magical renaissance. Eventually the forces of the crown were victorious and the rebel army was driven into the wilderness. In the aftermath of the war the crown's army became a force in its own right, eventually winning privileges in the government akin to those given to aristocrats. The persecution of magicians and the remnants of the rebel army continue to this day. This is the history of the plane and the state we find it in during the first set of the block.
Outcasts - Primary color: Green. Secondary color: Red
This faction will dominate the battlefield through ramping, instants and sorceries. They should have both the best I/S's and most interaction with those card types. Secondarily this faction loves having lots of critters, which represents their ability to use magic to start building armies to strike at their opressors
Sub-mechanic theme: Bonuses for having swarms of creatures(Maybe if an opponent is at 10 or less life). good at getting +1/+1 counters.
Church - Primary: White. Secondary: Black
This faction will dominate the battlefield by securing a strong defensive position and subsequently lashing out from there. They will have the best Skepticism triggers since they are the most opposed to magic. Secondarily they will have strong instants and sorceries to represent their inherent hypocrisy in regards to the similarities between magic and spiritual mysticism.
Sub-mechanic theme: Bonuses for when creatures die. This will promote attacking hopefully. Also good at getting 1/1 flying tokens.
Implementation: 1. Creatures which get bonuses upon death. 2. Spells which make killing creatures more attractive 3. Sacrifice outlets
Scientists/Artificiers - Primary: Blue Secondary: Green
This faction loves playing enchantments and artifacts. They will dominate the battlefield by having both the most and the best artifacts and
enchantments Flavor: This faction will be allied with the church and the B/u group. Some in the faction will help provide justification for the church's persecution from magic. Some will be allied with the B/u group will show that they have no scruples about using magic to generate new scientific discoveries.
Sub-Mechanic theme: Both getting 1/1 tokens and putting +1/+1 counters on creatures.
Army - Primary: Red Secondary: White
This faction will primarily rely on having the best creatures, and be the best at dealing damage. They will dominate the board through superior creatures and damage-dealing potential.
Sub-mechanic theme: Bonuses for damaging an opponent. Promotes attacking. Bonuses when creatures die.
Dimir style mage-cult living underground in the city - Primary: Black Secondary: Blue
The primary strategy of B/u will be battlefield manipulation. They will dominate the battlefield through effects which are primary political in nature rather than relying on bomb effects. Secondary in amount of instants/sorceries to G/r
Sub-mechanic theme: Some critters/spells should get a bonus if an opponent is at 10 or less life. This will promote interaction rather than taking a defensive position. Bonuses for damaging an opponent
Flavor: This faction will pull the strings behind both the church and some of the scientists. They are major players in the politics of the capitol city but will have little control over the army.
Other color combo strategies:
- Green-White: Traditional aggro deck
The primary focus of the set is multiplayer. Therefore the following rules will be very important:
Small spells, especially creatures, need to have more utility than just the regular 'grizzly bear' use of some small creatures. Grizzlies can still influence a game strongly, but they will usually have to have another use since aggro decks suffer in the long game.
The power level of larger spells needs to be observed since games tend to go long. For instance, Exsanguinate can be totally game ending, and should probably be tested thoroughly.
Most, but not all, cards should adhere to the popular archetypes of multiplayer MTG:
** Cockroach: A card that just won't die, and is annoying, but not strong enough to draw the ire of the other players at the table. Bloodghast
** Gorilla: Bomb-ass spells designed to swing the game in your favor. Wrath of God
** Pigeon: Defensive bomb whose effectiveness increases with more players. Soul Warden
** Rattlesnake: Keeps opponents at bay by discouraging attacking. Executioner's Capsule
** Spider: Surprises and traps for your opponent. Sudden Spoiling
** Plankton: Cards that benefit everyone at the table. Hypergenesis
More examples abound online. Just because the card doesn't fit in one of these archetypes doesn't mean it doesn't belong. It just means that the card will probably have to go through changes/optimization.
- Cards that punish opponents for playing instants/sorceries.
- Feature a variety of means to make creatures bigger. (Best on small guys but also ok for bigger ones)
- Spells (see flavor section)
- Cards that adhere to the Multiplayer archetypes listed above
- Tribal subtheme. See Innistrad for how to do it right.
- Artifact subtheme to go with the U/g faction
- make sure that arts associated with them have something to do with those colors, either an activated ability or they get better if you're playing those colors.
Set Two: 1. Rebound. Represents that mana being tapped after so long spent without mages is extra-potent.
I enjoy the idea that sufficiently advanced technology is almost equivalent to magic. If that idea is incorporated into this block, that would mean that I could use the enchantment type to reflect things which are based very much in science as we know it, but could still be construed as magic. A good example of the past is the Simic Guild from Ravnica block.
Pictures to use:
The set creator would like to draw your attention to these comments:
|On Sacrificial Altar (reply):||On Sacrificial Altar (reply):||On Card14191 (reply):||On Divine Intervention (reply):||On Card13982 (reply):|
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