Virisa: Thematic Elements
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Mechanics | Thematic Elements | Story Content | Skeleton |
A sketch of thematic beats as I work out general design principles.
- Merfolk vs. Humans (possibly other humanoids?)
- Toxic atmospheric conditions
- "Airlock" mechanic -- using Rooms from Duskmourn. "FOG" side punishing scientists for attack and/or block, "SCIENCE" side punishing Merfolk (possibly using hierarchy mechanic).
- Adapting to the environment (either by gaining the Merfolk type [enchantment? counter? is "creature type counter" too weird?] or through protective artifacts)
- Cards can care about unlocking Fog or Air
- Exalted Counters
- Hierarchy matters (designating creature as "in charge of" or "responsible for" other creatures on your side)
- Hierarchy changes (something you do to your own creatures)
- Majors benefit from other creatures having exalted, or from attacking alone. Minors give exalted.
- Taking control of creatures (related to hierarchy? Merfolk toxins induce chemical dependency, grows harder to resist, not sure how to model)
- Current idea: Bloomburrow gift mechanics
- Living/nonliving distinction (i.e., land creatures and artifact creatures aren't vulnerable to Merfolk toxins and I think the scientists have Vehicle mechs; not sure where enchantments fall on this spectrum since the RP this is based on was pure sci-fi)
- I need SOME kind of Mount thing for the biomech idea, at least.
- Larva tokens: 0/1 Merfolk Leeches (merfolk type might be OP), can't block, something like https://scryfall.com/card/tznr/11/goblin-construct where the opponent is punished for having them.
- The mage-scientists are taking biochemical samples; torn on Blood vs. Treasure tokens.
- Each faction has all five colors, each with its own contrast:
Color | Merfolk | Mage-scientists |
---|---|---|
Groups and obligations | Rules and structure | |
Adaptation and control | Knowledge and progress | |
Hunger and stealth | Exploitation and greed | |
Passion and treachery | Energy and violence | |
Nature and strength | Expansion and growth |
- Realizing I think I want "ally colors matter" and "enemy colors matter" to be themes? They're not explicitly mechanicized, but the Merfolk are "ally colors" and the mage-scientists are "enemy colors".
Color Pair | Draft archetype |
---|---|
[name pending]: tap or control opponents' creatures while building up an exalted force of your own. | |
Diversity Hiring: combine exalted synergies to create a united research staff that can send weak creatures in first to buy time for the strong. | |
Aquatic Ambush: bounce/removal? Flash? Atmospheres? | |
Toxic Shock: use Atmosphere mechanics to control the board and keep out creatures, while using instants to biochemically eliminate threats. | |
Breeding Frenzy: make opponents' creatures betray them, whether you're giving them | |
Corporate Growth: amass and sacrifice Treasure, big mana for big effects? | |
Chemical Power: generate Treasures to buff your creatures and send them rampaging | |
exalted-focused and armybuilding with vehicle subtheme, most fighty scientists (red atmospheres) | |
Hybrid Mutations: giving out exalted counters, using them to create hierarchies, benefit from having both scientists and merfolk? | |
[no clue yet] |