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 Post subject: Network Of Iron
PostPosted: Sat May 13, 2017 2:29 am 
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Hi, I'm working on a new set starting with cards that I recycled from some of my older posts. I want some help making this kind of set, so I made this thread.

Network of Iron is a set that would try to reference elements of many things in the modern world, from a high presence of tech in the military, politics, sociology, democracy, and grey morality. However, there's also mutants, dragons, extremely large amounts of natural disasters, evil and heroic resistance movements, supervillains, demons that aren't evil, angels that are, and religious cults that threaten to destroy this functional society.

Let's take a look at the story component of this expansion.

GRACEKIND CONCORD

MULTIPLE FEDERATION DEFENSE FORCE (MFDF)

REGULATORY DEMOCRATIC UNION (RDU)

FREE ECONOMICS ALLIANCE (FEA)

SUSTAINABLE POLICY INTERNATIONAL (SPI)

LOCATIONS

WILDLIFE

TECHNOLOGY

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


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 Post subject: Re: Network Of Iron
PostPosted: Sat May 13, 2017 3:17 pm 
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Because it would be a pain if I were to go back to edit my post, then get a wall of text I need to change, I'm creating a new post to hold all the spells and creatures for this expansion.

WHITE

BLUE

BLACK

RED

GREEN

MULTICOLOR

LAND

COLORLESS

REPRINTS

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


Last edited by preadatordetector on Thu Oct 05, 2017 7:51 pm, edited 25 times in total.

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 Post subject: Re: Network Of Iron
PostPosted: Sun May 14, 2017 12:50 pm 
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What are the mechanical themes of the set?

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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 Post subject: Re: Network Of Iron
PostPosted: Sun May 14, 2017 10:38 pm 
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What are the mechanical themes of the set?

Themes

Mechanical
1. Hybrid
2. Vehicles / Equipment / Auras
3. New lands that don't produce multiple colors of mana.
4. Toughness instead of power for crewing vehicles.
5. Deck speed archetypes outside of their normal colors.
a. White midrange, combo
b. Blue aggro, midrange
c. Black midrange, control
d. Red midrange, control
e. Green aggro, aggro-control, control
f. Colorless aggro, midrange, aggro-control


Cruise X - Tap any number of creatures with total toughness X or more: This artifact becomes an artifact creature in addition to its other types.

Flavor
Complex, but emphasis on supervillains. If I can boil it down, I'd put more stuff here, but my first post would explain a bit more important stuff than what I put here.

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


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 Post subject: Re: Network Of Iron
PostPosted: Tue May 16, 2017 1:33 am 
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I don't like Cruise as much as Crew. Vehicles are very heavy to lift, which is why they require high power.

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 Post subject: Re: Network Of Iron
PostPosted: Tue May 16, 2017 5:57 pm 
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This is borderline annoying. You don't need to be able to *lift* a vehicle in order to drive it, right?

We might as well make the Vehicle an equipment spell.


Spoiler

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


Last edited by preadatordetector on Sat May 20, 2017 6:14 pm, edited 1 time in total.

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 Post subject: Re: Network Of Iron
PostPosted: Tue May 16, 2017 9:23 pm 
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 Post subject: Re: Network Of Iron
PostPosted: Tue May 16, 2017 9:54 pm 
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Cruise also goes directly against how Wizards has already defined Vehicles. That's my biggest qualm.
Players who are familiar with Kaladesh block may look at a Vehicle and play based on intuition, tapping based on power because that's how it was done before. If a new mechanic goes against a player's intuition, it probably shouldn't be a mechanic.


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 Post subject: Re: Network Of Iron
PostPosted: Mon May 29, 2017 10:45 pm 
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I have further ideas for what kind of style I want this set.

There are multiple types of lands around that give the plane the feeling of a resort, somewhere you want to go on vacation. Like, in the modern day. It's reminding me of the Far Cry series quite a bit.

Maybe I should put in the Aetherborn into this set. Like, the MFDF or the Gracekind figured out how to make Aetherborn when seeking to create Planeswalkers. Or have them be a piece of making the Planeswalker Spark.

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


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 Post subject: Re: Network Of Iron
PostPosted: Sun Jul 30, 2017 2:26 pm 
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Okay, I'm trying to think of how the block structure would work out.

The block starts with three expansions on an entirely different plane, using the following color combinations:
-
Oasis of Death
"Nomads vs the navy vs smugglers, lots of chaos"

-
Veins of Amber
"foxes, trolls, high elves and dwarves

-
Empire of Flesh
"vampire knights vs insect ninja, soldiers, some enchantments"


The story would be focused on some nobody discovering this plane, and travelling through the continents, with its spark unstable. It can't get out. It explores the continent trying to find out what's going on, going through territories of eight different factions, each of them seeking to kill it for its trespass. Eventually, it comes across a planar portal, which it tries going through.

It ends up in an entirely different world, but its abilities are now even less effective, unpredictable, and it's now running from an enormous, dangerous threat to his existence. He comes here, and has to make a choice: surrender, or fight. He chooses to fight, which causes him to harm himself dearly. He then surrenders, with his fate unknown.

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Currently I'm trying to wrack my mind finding a way to make overload happen in MtG (MtG has a lot of things that Hearthstone can't do, such as splashing, but has memory issues being a major concern) as well as make mechanics for three worldbuilding ideas I had. My post count is increasing and I participate less in games because I'm treating the place more like a laboratory than a forum.


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