Vryn
Vryn by Nodle
93 cards in Multiverse
63 commons, 16 uncommons, 14 rares
21 white, 23 blue, 20 black, 14 red,
9 green, 1 multicolour, 4 artifact, 1 land
130 comments total
Cold War Spy themed set
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Mechanics | Skeleton | Archetypes | World | Cycles |
Design Overview
Vryn is a cold war themed set focussed on espionage tropes. I plan to draw a lot from popular interpretations of spy fiction. Think things like James Bond. Mechanically, I'm experimenting with much greater than normal quantities of modal effects. Players will be given the opportunity to make many decisions. These decisions should allow players the opportunity to infer things about their opponent's plans, gathering intelligence. These decisions should also allow for misinforming the opponent by making strange choices, counter intelligence.
Plot Introduction
In the years since Alhammarret's disappearance, tensions between the Trovian and the Ampryn have continued to rise. War looms as each side attempts to learn more about the other's plans and disrupt each others capabilities. Trovia is engaged in a war with the Affebern while the Core States are occupied with a potential rebellion in the Nurich province. The Mage Elite continue to remain aloof, asserting only the leadership needed to maintain access to the mage rings coveted by both the Ampryn and the Trovian.
Notes
Set is still in early design. All costs should be seen as provisional and comments on power level of a card mostly aren't helpful at this stage. There will be lots of placeholder names and "add flavor later" found as well. If there are any common spy tropes or cold war references you think I should make, feel free to leave a comment with your idea. It will be greatly appreciated.
Observers may note that this project is quite old. Basically, the set concept occurred to me 5 years ago and I thought at the time that art generation would work well enough that I could do the whole set. The tech wasn't there. Now it is. so I will be returning to this project and trying to complete it over the next year. I am going to be making some significant changes to the skeleton.
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Its claws are longer than you know.
You are its feast...
Your blood spilled in the snow.
Enchanted creature can't attack or block.
Provision a Gadget (Create a Gadget token of your choice.)
Flying
When Nurich Ravager exploits a creature, destroy target creature with power 3 or less.
In terms of playtests, mostly it acted like "when ~ attacks and isn't blocked, ~ gets +K/+0 until end of turn." It incentivizes trading when possible, and just generally lets deceive creatures punch a bit outside their weight class, kind of like first strike does.
With modern design, it would definitely be a triggered ability just to make digital play better. Nailing the exact trigger condition is a bit awkward though. Options are...
...Option one makes the ability more defensive oriented, because making decisions after blocks is much better than after attacks, which I don't love. The second ability triggers after blockers but has really weird wording.
I'm concerned about a lack of design space unless it is parameterized. I suppose I'll try to do +2/-2 as much as possible and see if I can come up with enough interesting designs to remove the paramter, but I don't like my odds.
Making deceive commons all go to the same toughness seems reasonable.
This is an interesting mechanic, I'd love to know how it played during playtests.
I do feel it could cause decision paralysis with a bunch of deceiving dudes on the board. Maybe you could apply one of many possible simplifications:
Make it a triggered ability like bushido.
Remove the parameter and set it to a single value everywhere (e.g. +2/-2 always).
At least make all commons share the same conceptual effect, like every deceiving common creature becomes an X/1.
Anyway, please share some of your playtest results.
To be clear, it is an activated ability. Its just reminder text.
As to the "on-board trick" of it, it is a really minor one. It is part of a class of abilities that are extremely normal at common. This ability was originally inspired by rootwallas for example.
Granted, I haven't done a ton of playtests, and I'm sure there are some board states that a few decieve effects makes too complicated, but in the playtests I've done, it hasn't felt any more complicated than first strike. It is a thing you have to take into account when making attacks and assigning blocks, but isn't too much of a burden.
I like the mechanic a lot. There's a lot of triggers you can throw on the stack so limited to once per turn is a very smooth ceiling.
Edit: it wouldn't fit your setting but I would call this ability alter
Deceive should be written as an activated ability, and definitely needs a cost associated with it. It's probably also too much on-board trick to have at common in any meaningful amount
"Protection from nonlegendary" seemed too hard to overcome. I like the new "hexproof from" variant more in that sense.
It wouldn't be much of a stretch for this to be mono- (actually it's a stretch for this to be esper). The colors don't do much here. From EDH perspective I can (grudgingly) understand the added colors, but mono- would feel more appropriate. From flavor perspective this would sound reasonable as well since at the moment the card seems akin to Blofeld from Bond series.
The villain of the story. Name to be updated later.
Functional reprint of Ritual of Rejuvenation. Yeah, it's pretty bad.
This could be or cheaper. Even with the instant speed and cantrip life gain as a spell effect doesn't have much mileage.
Edit: after looking at your skeleton naming I can see you're probably aware lol
You might as well add Confident Captain to that list since it also cost , is a 2/2, and gives you Gadgets thought it has higher risk-reward theme regarding getting those Gadgets.