Otaria Forever (Ideas): Colour Identities
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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.