Visheen, Plane of the Many: Recent Activity
Visheen, Plane of the Many: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Visheen, Plane of the Many: (Generated at 2024-05-19 03:16:59)
The skeleton is visible to everyone right now, and only you can edit it (there might be an option in 'Cardset Options' to change some of those things if you don't like how they're set, but I dunno).
I love draft-oriented sets! I've never tried making one, because most of my balance/design knowledge is based on constructed, to the point where I sometimes forget draft exists when designing (lol).
Sounds good!
I had the same thought of a triggered ability. Going to use that one for now, and if I think of a better way to go about it later, then I'll change it again. Thanks!
No worries :)
You're free to design your cards however you like, and I'm not offended by that :)
Regardless, this functions properly rules-wise (I'm pretty sure), so there's not any glaring issues with using curse like this.
Names in this set are just placeholders; I'll change them later. I think there's even another card in white called naturalize in this set.
In an earlier comment I wrote that you could add this text to the ability, "Activate this ability only if ~ is a creature."
Alternatively, if you want it to be usable while an enchantment, you could make it a triggered ability, such as "At the beginning of your precombat main phase, add "
If you don't like how limiting that could be (since mana empties as steps and phases end), you could write this (it's pretty weird text, but it's probably slightly better than tapping enchantments): ": Add . Activate this ability only once per turn."
I'll definitely watch this one during playtesting, but this is a draft-oriented set. I'm not trying to balance cards for other formats right now.
Also, thanks for the encouragement!
Changes have been made! I'll keep an eye on this one.
Also, I'm concerned about the visibility of my set now. I thought the set skeleton was visible to everybody, but am I the only one that can access it right now?
If I am, then I should tell you that this is a purely draft-oriented set and that while signposts are a cycle, they're not all 3 CMC.
The symbol can be made with curly brackets surrounding a 'Q'!
I'm a huge fan of implementing superfluous supertypes, but IIRC it's generally a bad move, especially if it doesn't have any inherent ability (such as legendary and basic have)...
Also, there might be confusion with new players between Aura Curses (colloquially called: Curses) and cards with the new supertype... If you don't care about designing for new players, I'd still say that I'm not a huge fan of the similarity...
As an alternative, you could make a keyword called Cursed (it would probably need some reminder text) and put it on cursed permanents.
Something like, "At the beginning of your upkeep, you lose 2 life" feels right, but it depends on if that fits your theme.
Mainly, it's good to avoid relying on huge things like a new supertype in order to support a theme.
You're probably right, but at the moment I'd rather not change it. It would require a lot of work to rebalance the archetype, and I love the flavor that it provides right now (Gods cursing creatures/players with negative effects).
Naturalize is already a cardname.
I think the serenity clause is worded fine.
I think you're right about designing first and doing balance tests later.
Also, don't be ashamed about researching for hours, I do the same all the time to find fitting names for things I write (I use thesaurus.com like at least twice per day).
Also, you're definitely right about the mythic rares in many sets being OP.
However, Oko was banned (I don't know about Uro's status sadly, I don't play this game much. He's probably still in standard).
On top of that, there is a difference between those cards, and cards like Moxes and Lotuses (even reprints). The main concern by WOTC and magic players has always been that:
But, I've never heard of anyone complaining about the neo-moxes like Mox Tantalite, Chrome Mox or Mox Opal. I never noticed, but you're right about their single drawback abilities being a shared trait.
I also agree that it's more fun to design this as a simple card. But, I worry that Dream as a mechanic might be less drawback than the ones that appear on the other moxes (for example: Suspend 3 means you can't play it until turn 3, while this can be played on turn 2 pretty easily).
However, that's just stating the obvious, and you're definitely on the right track with this card, anyway. (my best advice is to keep a CLOSE eye on it :P)
Yeah, I could see an extra card each turn being too powerful. Especially since doesn't get any card draw at all besides cantrips (actually, one of the newest sets changed this a bit, but there's no gold standard for draw yet)
The card is fine as it is, gets looting (as does ), but there's no in this effect (besides caring about life gain, which is in , and sometimes . and don't get any life gain).
As for my thoughts on that, if this is a cycle that you want to all have CMC of 3, then you should avoid breaking the symmetry and keep it like this (or change it to another balanced effect)
Otherwise, I like your idea of making this cost more and have a stronger ability.
Also, I can't say whether or not this will be balanced, because I haven't seen most of the cards in this set yet (I also don't know what card pool you intend it to be played with)... The best way to gauge balance is to playtest, but that almost always comes after the whole set has been design...
Design (make cards and themes) --> Development (balance stuff and do any other fixes)...
I like the effect of draw and life gain most, because it feels the most appropriate, but you're definitely right there could be balance issues.
the great thing about multiverse is that you can always edit cards later.
@Froggychum: Good to know. How would you suggest I change the card?
I agree you can't build an 'enchant player' theme, but that's what curses do. If you're looking for an 'enchant permanents' theme, you should just use auras (and have curses for player enchantments).
Flavorfully there's not much difference (an aura could be described as cursed even if it doesn't have the literal subtype), and it works better mechanically, too.
Future Sight is full of cards that have mechanics not used anywhere else. It's absolutely not meant to be used as a standard.
Just because enchantments can tap, doesn't mean they do. Or should. In fact, it's the main thing that separates their design space from artifacts.