Multiverse

Anydria Storage

Anydria Storage by L2i0n0k7

163 cards in Multiverse

8 with no rarity, 51 commons, 59 uncommons,
36 rares, 9 mythics

4 colourless, 24 white, 8 blue, 16 black, 30 red,
40 green, 3 multicolour, 6 hybrid, 13 artifact, 19 land

350 comments total

A collecting place for card ideas from a set with no blue cards, as briefly discussed on (((Resync))).

Anydria Storage: Cardlist | Visual spoiler | Export | Booster | Comments | Recent activity
Mechanics | Skeleton

Cardset comments (14) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Requests for Aid (reply):

Questions: If you'd like to help me with this set, consider the following issues I'm having:

1. Is React interesting? If you don't think so, do you have a better proposition?

2. Should each color have its own mechanic? Should I make "factions," as many popular Magic sets have, and have them each have their own faction?

3. White has an enchantment theme. I think the other colors should have themes as well. I'd love suggestions on what they should be.

4. This isn't actually a question. I need help filling in the commons in the Set One Skeleton. You can give me ideas Set One Submissions here, either in text format or by creating them in Cards With No Home and linking to them. I keep getting intimidated and losing focus, but I'd really like to finish the commons so I can playtest them and get a feel for the mechanics.

Recently updated cards: (all recent activity)

 U 
Instant
As an additional cost to cast Well-Drilling, sacrifice a Desert.
Add {u}{u}{u} to your mana pool. Spells cast using that mana can't be countered.
0 comments
 R 
Creature – Elemental
{t}: Add {1} to your mana pool.
You may have Heart of Renewal enter the battlefield as a copy of any land on the battlefield. If you do, it enters the battlefield tapped.
1/1
0 comments
 C 
Creature – Elf Shaman
When Nature's Muse enters the battlefield, you gain 1 life for each basic land you control.
2/2
2 comments
last 2014-09-15 10:39:36 by Alex
 U 
Creature – Treefolk
Basic lands you control are Forests in addition to their other types.
2/3
0 comments
3 comments
last 2014-09-15 15:16:55 by L2i0n0k7

Recent comments: (all recent activity)
On Set One Submissions:

Wonderful suggestions, Alex! I'd totally forgotten about my own Suggestions page.

You're right that a "negative" green Aura is very difficult. Maybe I'll shift Sense of Responsibility into green and come up with something else for white.

I'm particularly in love with the suggestion of a Seething Song variant. How did I not think of that? It goes nicely with both Wandering Minstrels and Stonecourser.

On Nature's Muse:

I'd be somewhat cautious. Grazing Gladehart was a deceptively powerful card. This could certainly be 2/3, but being a Gray Ogre would... well, it'd probably be fine, but it'd be quite a lot better, at least.

I guess that's the kind of decision to make after a couple of playtests, or pointing runs, if it's looking like green is noticeably strong or weak.

On Set One Submissions:

Suggestions for commons:

Sorcery, {r}, "For each player, you may have that player shuffle his or her library." / "Any number of target players shuffle their libraries." Or add {1} to make it cantrip.
Reasoning: Works to mix in any Sift cards that have been put on the bottom.
Complication: Does rather want the same slot as Restock though.

Aura, {1}{g}, "Enchanted creature blocks each turn if able."
Reasoning: You want a green "negative Aura", and there are very few such effects, as I discovered when doing some research for Geass :)
Complication: You already have Sense of Responsibility which is far too similar.

Creature, {3}{g}, 3/3, "{t}: Target land becomes the basic land type of your choice UEOT."
Reasoning: We discussed Dream Thrush over on Suggestions, but obviously a Sea Snidd would be better in green, especially looking at your skeleton slots. Could be 3/4, or 2/3 {2}{g}.

Instant, {2}{r}, "Add {r}{r}{r}{r}{r} to your mana pool. Prepare {r}".
Reasoning: Seething Song seems an exciting candidate for a Prepare spell, and it interacts nicely with the firebreathing and Stonecourser. You could add another firebreather at common or uncommon.

On Nature's Muse:

I guess every set needs a dull but functional card or ten. Could this be {1} cheaper?

On Requests for Aid:

I don't think I'm going to do factions, but I think I would like each color to have a subtheme of caring about something or other. The colors each have a bit more space than normal because blue is missing and I want to make sure I'm using that space for interesting things.
White cares about enchantments. Maybe Green will focus a bit on basic lands.

(Thanks for fixing my bullets. :) )

On Requests for Aid:

React is just "when this creature becomes blocked", right? That sounds fine. I wouldn't want a set to discourage blocking too much, but as long as it's possible it will need to happen sometimes.

I don't know that each colour needs its own mechanic or faction. It gets a bit predictable if every set has a set of factions, but I guess it's been a little while since we've had "the {w} Order, the {b} Cabal, the {r} Horde" etc.. If you do want factions, you could mix things up a bit by grouping the four colours into pairs, something like Wr / Rb / Bg / Gw.

(I fixed your bullets for you :) )

On Requests for Aid:

Questions: If you'd like to help me with this set, consider the following issues I'm having:

1. Is React interesting? If you don't think so, do you have a better proposition?

2. Should each color have its own mechanic? Should I make "factions," as many popular Magic sets have, and have them each have their own faction?

3. White has an enchantment theme. I think the other colors should have themes as well. I'd love suggestions on what they should be.

4. This isn't actually a question. I need help filling in the commons in the Set One Skeleton. You can give me ideas Set One Submissions here, either in text format or by creating them in Cards With No Home and linking to them. I keep getting intimidated and losing focus, but I'd really like to finish the commons so I can playtest them and get a feel for the mechanics.

On Set One Submissions:
On Requests for Aid:

Anydria is a set without blue cards. That's the main concept of the first set. My issue with designing it has been coming up with other compelling themes and mechanics to accompany the main theme.

Anydria is not entirely a desert world. In some places, it is green, lush, and fertile. The ongoing struggle of the first set is that of the inhabitants against the ever-growing deserts: basically, they're fighting not to become a desert plane.

Established Concepts: These are the mechanics and themes that I feel pretty confident about. Some of them haven't been well-executed yet.

  • Desert Theme: There's a portion of cards that care about Deserts, and Desert is a prominent nonbasic land type. So far, there are two cycles of Deserts, at Common and Uncommon, and a single Rare Desert. I've considered making a cycle at Rare as well, but I worry that this will hide the fact that Anydria is only partially a desert.
  • Enchantment Theme: White has an enchantment theme.
  • "Blue Feel" Theme: If you look at the Skeleton for Set One, you'l note that some of the cards are noted as having a "Blue feel." This roughly corresponds to the number of blue cards that would be in the set. It means only that the card has a bit of a blue touch to it. The cards should still make perfect sense in the color in which they appear, but, in most cases, they should also make sense as a blue hybrid card.

Mechanics: The mechanics that currently appear in Anydria are as follows.

  • Sift, a draw-fixing mechanic
  • React, an ability word that shows effects that trigger when the creature becomes blocked
  • Persist, a returning mechanic
  • Prepare, which allows you to exile a card face-down for {3} and cast it later for a reduced cost
On Shade Skipper:

I do weird things when I make cards right before I fall asleep. Weird things like creating Gate as a mechanic.

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