Phandalor: Wurms Ideas
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|Mechanics | Froggychum's Ideas | Wurms Ideas | Archetypes | Lore|
The Western World
This island is far away from other landmasses and is unsettled by any of the worlds races.
The island is mostly lush jungle with small coastal beaches. There are large arching bridges of natural rock which act as passage above the trees. There are also a few waterfalls which hold immense mana and healing auras.
The wildlife here is mostly Dinosaurs, as these behemoth creatures thrive in such a land, but there are other smaller creatures too. Notable ones include Crocodiles, Baloths and Giant Turtles. These creatures are amazing in their own ways, but still bow before their wild lords The Dinosaurs.
This is an island closer to other landmasses, near the equator.
Viashino live here, it is also inhabited by many elemental creatures.
The place is known for its extreme weather, as it is in an eternal storm.
The land is nigh uninhabitable, but the inhabitants have learnt to harness the chaotic energies to survive.
The Western Sea
Homarids are dwellers of ocean depths but occasionally scout coastlines. They are devout worshipers of what they call their Sea-Gods. They use little magic and are flimsy in nature, however they are expendable servants to the sea monsters - which they are content with.
About those sea-gods... these are Octopuses, Leviathans and Serpents that rule the oceans. They aren't gods but they are immensely powerful due to their size but also because they possess some magics, they also are supposedly immortal but might just have a long lifespan. On this plane, these creatures possess some level of intellect comparable to dragons of other planes. They are capable of planning and are sapient. Their magic powers are usually limited to strong but simple Hydromancy, but some can control the minds and wills of lesser beings such as their Homarid worshipers or even an average human.
Homarids will be represented by small creatures that are not combat-oriented, but have abilities that empower their sea lords. They do this through various effects that revolve around playing and maintaining octopus, leviathan, and serpent creatures. The mechanic for Homarids is a a batching term, Aquatic, meaning Leviathans, Serpents or Octopuses.
Aquatic creatures will use their hydromancy to bounce lands and other permanents, and can use control magic flavored as mind control or will enslavement.
You can use your Homarids as a resource to get out your larger threats with the mechanic: Call of the Sea N - M is a mechanic appearing on Aquatic creatures, that means ("Pay M and tap N untapped creatures you control: Put this card from your hand OTB tapped.")
Dinosaurs will be large and dangerous and have variation in their aggressiveness
Some dinosaurs will have fight synergies
Others will have passive effects
Waterfalls are themed as life gaining, and will appear on cards.
Splashes blue on a few cards (blue in text box, hybrid...?)
Kragstorm will be represented with the mechanic Hellstorm. (As you cast this spell, you may discard a card. If you do, copy this spell and you may choose new targets for the copy.)
Discard synergies for this mechanic as well as spellcasting synergies. Eat your heart out, EDH players.
- PIRATES! It will be somewhat tribal archetype, but not too much. Mechanics are Plunder and Armada