Otaria Forever (Ideas): Colour Identities

Printable
Otaria Forever (Ideas): Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Rundown | Colour Identities | Basic Storyline | scratchpad | exploratory

White

Main Race: Human Cleric

Setting: Benalish encampments on the old Daru Plains, the Parish of Serra.

Key Mechanic: Tithe

Other Mechanic/s: Symbiosis (small), Synthesis

Sub-Theme/s: Flickering/ETB effects, # of creatures with growth counters

Notes: The early settlers from Benalia are devout followers of the Parish of Serra, and the Parish's influence is slowly becoming felt across Otaria at the time of DRB (This can be seen in cards like Krosan Convert). The Parish has a very small military presence as do the settlements, and defence is largely only required against the returning wildlife.

Blue

Main Race: Cephalid

Setting: Cephalid City (unnamed as-yet), Riptide Laboratory

Key Mechanic: Process

Other Mechanic/s: Synthesis

Sub-Theme/s: Tribal, looting

Notes: The Cephalids are the key antagonist race of the block and are a UB hybrid race. They process any animal they can at the Riptide Laboratory to convert them into growth counters which make their magic stronger. They've become especially talented at processing elementals, and have also begun experimenting on processing their fellow Cephalids. Characteristically they're black in the sense that they're very self-interested and willing to do whatever it takes to become more powerful, and blue in the sense that they're using knowledge to get themselves there.

Black

Main Race: Cephalid

Setting: Cephalid City (unnamed as-yet), Riptide Laboratory

Key Mechanic: Process

Other Mechanic/s: Synthesis

Sub-Theme/s: Tribal, creatures in graveyard matter

Notes: See Blue. Black's graveyard matters theme should hopefully have some cross-over with Green, which wants creatures to die to trigger Symbiosis. Graveyard matters cards will likely be grouped together under the Murkmaw moniker.

Red

Main Race: Dwarves

Setting: Pardic Mountains

Key Mechanic: N/A

Other Mechanic/s: Synthesis, Tithe (small), Process (small)

Sub-Theme/s: Artifacts matter

Notes: Been having trouble with the dwarves, but artifacts seems like a good path to take; fits red colour-pie wise and makes sense from a flavour perspective.

Green

Main Race: Human Druid

Setting: Krosan Forest

Key Mechanic: Symbiosis

Other Mechanic/s: Synthesis, Tithe (small)

Sub-Theme/s: # of growth counters on creature matter, death triggers (small)

Notes:

Colour Pairings in Limited

White/Blue -

White/Black -

White/Red -

White/Green -

Blue/Black - Cephalid tribal.

Blue/Red -

Blue/Green -

Black/Red -

Black/Green - # of creatures in graveyard matter. Also brings together Process & Symbiosis, combined with self-mill.

Red/Green - # of growth counters on a creature matter. The only in-faction pairing where Process & Symbiosis come together.

Updated on 13 Aug 2014 by keflexxx