Anydria Storage: Recent Activity
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Mechanics | Thoughts About the Plane | Cycle and Key Card Options |
Recent updates to Anydria Storage: (Generated at 2025-05-01 12:18:16)
Suggestions for commons:
Sorcery,
, "For each player, you may have that player shuffle his or her library." / "Any number of target players shuffle their libraries." Or add
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,
, "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,
, 3/3, "
: 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
Instant,
, "Add 



to your mana pool. Prepare
".
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.
I guess every set needs a dull but functional card or ten. Could this be
cheaper?
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. :) )
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
Order, the
Cabal, the
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 :) )
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.
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.
Mechanics: The mechanics that currently appear in Anydria are as follows.
Made it bigger, lowered sac requirement
I do weird things when I make cards right before I fall asleep. Weird things like creating Gate as a mechanic.
Definitely agreed. Even though you're also effectively getting a cantrip, it's still very bad: it's incredibly difficult to assemble that many creatures with gate unless really your entire deck is dedicated to them. And if it is, then you'll want a lot more benefit than a 4/3 flier. Demon of Death's Gate is 9/9 trample and costs fewer creatures! (6 life is not entirely negligible but it doesn't take any extra effort to assemble.)
Hee. (The second half of) Sensei's Divining Top as a creature. Nifty.
It's somewhat odd to have drawing a card be part of the cost.
Oh, that's nice. Good answer to the obvious question of "Why should I run more than one or two gate things"
Quite small, for a mythic, though. Jumping through that many hoops to get the gate open should lead to something really nasty. I guess you can have a flood of these come through - but then, that's hardly mythic.
You're giving up at least 4/4+gate in creatures, to gain... 4/3+gate+flying. That really does seem weak. I'd up the flat-cast cost, and make it humongous.