"Norse" set: Recent Activity
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| Mechanics |
Recent updates to "Norse" set: (Generated at 2026-01-22 22:55:50)
| "Norse" set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics |
Recent updates to "Norse" set: (Generated at 2026-01-22 22:55:50)
Another big theme would be doom. Unavoidable prophecies of death and disaster. Theros did some prophecy, from greek myth perspective. That has a similar "Run to avoid it, you only make it happen" - but Norse has lots more of a "And then it got worse" feel.
My experience with Norse mythology was that rhe central focus of most of the stories were of the gods and giants, rather than Nordic peoples. So my main beef with the existing Norse myth sets is that the focus a bit too much on the Viking aspect rather than the myth aspect. Its perfectly fine to do so, but don't advertise your setting as Norse myth if you want to make a Viking set.
I'm not too familiar with Norse myth either (its honestly one of my least favorite mythos), but a central aspect of a lot of the stories was transformation - something like Skinshifter might make an interesting base for a
mechanic. Almost all of Loki's stories involved him transforming into some sort of animal, and many of the gods had transformations of their own. Its a common thread throughout several different mythis, but I found it most prevalent in Norse myth. It also might be interesting to use a Gods vs. Giants theme (like the Mirran vs. Phyrexian theme) - it captures the early part of the mythos quite well leading up to and during Ragnarok.
Should it be a theme or should there just be a couple of (legendary) equipment around? Is it central to the setting/mythos?
I would imagine that "not really" - but I'm not that familiar with the mythology.
That's the thing with lots of those mechanics in the custom sets though; they are on the "kinda, but not really" level IMO.
For example:
The point being is the mechanic central to the setting? Does it tell the player something about it? (If your mechanic is called "Saga", then it's certainly telling something ;P)
Wel,l equipment should certainly be a theme of a Norse myth inspired set. Dwarf blacksmiths are a thing, after all. But most of the myth is tales of the people, not of their stuff. The ring cycle being the obvious exception, and it's not actually authentic anyhow :)
I have nothing to add other than that I agree about lackluster mechanics in other Norse sets. I have never been a fan of Equipment-related effects.
Yeah, currently the "set" has literally 5 cards so points regarding rarity are pointless IMO.
I made these more as a show case for the mechanics. There are many custom mtg sets with norse mythology theme, but IMO those sets are quite bland and mechanics are the part where they fail the hardest. So here I'm giving full set of mechanics on a silver platter taking away one of the hardest parts of set creation for anyone who might be interested in such a project. Well, more like "compiling" in a sense, since none of these are originally created made by me (see the "mechanics" page).
I'm not sure how invested I'm on this personally, but I could keep it as a side project.
I added "up to one" on the second ability.
Okay so, uttering is same as "triggering" it. No target(s) means fizzling. You continue to next verse as normal on next upkeep. I would wager this is how most people would assume it to work. So the first option of your choices if I understand it correctly.
In any case, if all the verses have effects that have no targets or have "up to X" targets this shouldn't be much of an issue.
I did actually consider a version where you "complete" costs for effects, like saccing a creature or returning one from grave to hand. That would have made them more quest -like.
added "up to one" on the second ability
What happens if you cannot utter a verse due to lack of target?
That simple change of name makes this much more evocative. Like it.
Power level does seem quite high for a common. Complexity is about as low as this mechanic can be, though. So just maybe keep an eye on it and ensure each other colour gets something roughly similar?
The reason I was thinking this could be a very interesting and not overpowered common would be exactly that each player has time to react to its effects.
This card is by happenstance much more interesting saga card compared to Tale of Thereafter since here the two effects play into and prepare each other really well.
screw it, back to common
Update to uncommon to move the discussion away from rarity. Verses now have names. Removed the flavor text.
updated "ragnarok"
Aesthetically it'd be helpful to denote what Chapters are. Personally I would go for "verses", since Norse mythology is told more often through poetry and song rather than prose. Regardless, adding italic reminder text next to each option (similar to the sieges) will also improve readability a bit. Something like
>Saga (At the beginning of your upkeep, activate the next verse. If you can't, sacrifice this.)
>Verse 1 - Each player sacrifices a creature.
>Verse 2 - Each player discards two cards.
Mechanically, it doesn't feel exciting solely for the fact that my opponent has a turn to prepare for each effect. Did you consider having it activate at end step?
I always liked glory as a small battalion-sized mechanic in the various Norse sets it usually gets suggested for.
On this card it works well for a common. I personally prefer the version that triggers when a creature dies "in combat"/"in battle" since getting sacrificed to a Orcish Bloodpainter while not attacking or blocking doesn't seem glorious even and maybe especially if it happens during combat while other creatures attack or block.
Funny thing... doesn't Ragnarok also arrive when your opponent plays their seventh land? Neither rules text nor reminder text says "Ragnarok arrives for you", so that's the sensible interpretation - and thematically it makes sense that Ragnarok is a global event.
This though means that Ragnarok could conceivably happen a few times in short succession.
I will echo my earlier proposal of "Ragnarok arrives the first time a player plays their seventh land or more." While writing this I also started to wonder whether one would avoid Ragnarok under your version by playing the sixth land, ramping out the seventh land and then going on playing the eighth one turn later.
If you break the sammetry here this can become quiet card advantageous - especially in multiples. Plus color intensive cost... uncommon?
Didn't expect this to be posted on the same day you make that comment on Great Sandwurm. ;)
I personally think this is a fine design.
>> Saga (At the beginning of your upkeep, activate the next chapter not completed. When you can't, sacrifice this permanent.)
Right now I feel a sorcery with rebound and text that alters what you get on the second casting would be preferable.
I assume you plan to go with even more chapters at higher rarities, but noetheless getting just the first chapter out of the way immediately greatly reduces the complexity of this mechanic.
Also the reminder text should not use the term "activate" which has very specific rules meaning that does not apply here.
EDIT: And since I'm already commenting on the general mechanic, it's also weird that the enchantment usually stays around for a turn after its last chapter is finished. It's additionally weird that there are exceptions to this if the last chapter gets canceled because of a lack of target.
Hmm, multiple delayed gratification; sort of level-up enchantments. Yeah, I can see it. A bit fiddly to keep track of though, which might be a concern if you've got a lot of them floating around.