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 Post subject: Starstill Reborn
PostPosted: Sun Jun 02, 2019 11:40 am 
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LilyStorm wrote:
A plane that no longer moves. One side is completely frozen and the other is a hellish wasteland where the sun never sets.

The Flavor Thread

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Card Type Matters (not subtype, I'm talking the stuff Tarmogoyf cares about)

The Mechanics Thread

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Original Spoiler





Starstill is a set we designed on the Community Sets forum back in 2014. Coordinating it was the hardest I ever did for free. Running the design phase of it was an eight-month ordeal that was incredibly satisfying to complete.

The way we did it was that I divided the design phase into six threads: White, Blue, Black, Red, Red, Green, and Colorless. I set the first criterion for each thread, and the winner of each round got to set the criterion for the next round. In this way, we made a contest out of filling out the set, and 245 cards later, Starstill was complete.

We mostly made it up as we went along. I had made a preliminary thread where we voted on a flavorful theme and a mechanical theme, and wove them together. In retrospect, this may have not been the best way to go about it, as a world split in two and a card type set don't really have much to do with each other. But I think we made it work. Frostblight Scavenger, by Mown, was the first card to enter the set, and we built the rest off of that. All colors were present on both sides.

The most notable division between the two sides, mechanically speaking, is that artifacts come primarily from the cold place, while enchantments generally come from the hot place. There was also this idea of permanence vs. impermanence, where the sunny side preferred instants and remaining untapped, while the cold side preferred sorcery and gained bonuses while tapped. Compare Icecore Golem to Metalbound Monster, Glimmermist to Sun Spirit, Sleep Cycle to Sundrinker.

Flavor


All in all, I think we did a great job creating a vibrant world, but there were a bunch of problems that existed in the set, especially mechanically, in terms of its own cohesiveness. By simply throwing together 245 winners of 245 rounds, a lot of cards ended up being pretty similar. For example, there are 5 one-mana cantrips, all at common, with 3 in blue and 2 in black. There are also no less than 14 Grey Ogres, plus 3 more 2/2s that cost 1CC, on top of an Engrave mechanic that creates 2/2s.

Mechanics


The design phase, though arduous, was relatively straightforward in terms of how to do it. Unfortunately, I didn't really go into this project with a solid plan on how to develop it when it was done. All my efforts to commence the development process communally failed. Involving everyone equally in the process of changing what we had already designed was, as far as I could see, impossible to do with the tools we had in an organized manner, and after the eight month ordeal of running the design phase, I'd honestly run out of steam.

These past five years, the Community Sets subforum has gone largely unused, and every time I log in here, its presence has taunted me, reminding me of the project I'd held so dearly that I'd never succeeding in following through on. Eventually, I decided that the best way to develop it was to redesign it myself, and involve the community by letting other people weigh in on my decisions from there.

All the changes I've made laid out in the sblock in the next post. Anyone may veto any of these changes, and they'll be undone unless someone challenges the veto. In that case, it will go up to a vote in the Community Sets forum.


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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 11:41 am 
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Starstill 2.0 Changes


White

Blue

Black

Red

Green

Colorless

Lands

Multicolor


Last edited by ParadOxymoron on Mon Jun 03, 2019 7:44 am, edited 2 times in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 11:42 am 
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The changes above have been compiled into a new spoiler in Community Sets:

Starstill 2.0

Your mission, should you chose to accept it, is to help turn Starstill 2.0 into Starstill Reborn.

To do that, we need to design enough cards to bring the set up to the number of non-Timeshifted cards in the original Time Spiral block, which is 281. Since this whole project is a bit of a rebirth in itself, I thought that that would be a good number to aim for.

Right now, the set size as it stands before any changes are vetoed, are:

232 Cards
95 Commons
60 Uncommons
61 Rares
16 Mythics

My goal is to bring that to:

281 Cards
121 Commons
75 Uncommons
67 Rares
18 Mythics

Factoring the color imbalances my revisions have wrought, this means that to fill out the set, we'll need:

by rarity


Divided by color, that's:

by color


that need to be filled just to balance everybody out. From there, it'll be a bit more freeform. But basically we're going to do this the same way we did it last time, with the winner of each round deciding the criterion for the next one, specifying a color and a rarity.

So the catch is, please DON'T make a criterion for: a green common, a black uncommon, or a NON-green rare. As for Mythics, one of them shall be covered by the first criteria, and the other (the criterion for the white Mythic) will be left up for grabs.

This is all subject to vetoes. Again, I cut a bunch of cards and changed a bunch of rarities, but if anyone vetoes any of my changes, it will be undone unless that veto is challenged, in which case it will go up to a vote in Community Sets.


Last edited by ParadOxymoron on Mon Jun 03, 2019 2:21 am, edited 2 times in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 11:44 am 
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I'll now set the first round of the contest. The winner of this round will get to set the next criterion. The contest will go on like that, with the winner of each round setting the criterion for the next one. You can't participate in your own rounds. The person who set the criterion breaks ties.

The plan is to eventually open up all six old color threads and get them all running at once, but I wanted to just get a mothership thread going first to get everybody on board with the basic plan, as I've been working very hard on this but I'm sure there's a lot that needs to be asked. Plus, I wanted to give everybody a chance to veto changes before I started color-specific threads, as the color imbalances are quite pertinent to the timing of when those should be launched if I'd want them to finish in any sort of synchronization.

Your first criterion:

Create a blue mythic card named Starstill.

Much like Conflux in Conflux, I always thought it would be awesome if this set had an eponymous card, but it never really found its way in. I only want to set one criterion at first here myself, unlike when the project first started a little over five years ago when I started the first criterion for each color thread, because there's proportionally about that many fewer card slots left to fill. So I figured, if I only got one shot, I'd better spend it well, so I decided to start this off with something kind of metatextual, and close to my heart.


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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 11:51 am 
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Starstill :u::u::u:
Instant
End the current turn. The player whose turn it is takes an extra turn after this one, but skips their untap step.
Everything stopped, and a single moment carried on forever unmoving.

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Last edited by Cato on Sun Jun 02, 2019 2:48 pm, edited 1 time in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 2:44 pm 
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LilyStorm wrote:
A set that no longer moves.
- fixed that quote

Starstill Reborn?
More like Startill Recurring Nightmare!
Ha, gottem!
:V :V :V

Jokes aside, I can propose designs for cards, right?
Oh, it's a series of contests. Well.

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War of the spark will have so many Planeswalkers, they won't even be planeswalking anymore.


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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 3:23 pm 
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Aloise Hartley feels like a female version of the Jon Pertwee Doctor Who

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 Post subject: Re: Starstill Reborn
PostPosted: Sun Jun 02, 2019 4:16 pm 
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Starstill
Enchantment
At the beginning of each player's upkeep, if the number of permanents they control with ice counters on them is less than the number of permanents they control without ice counters on them, that player puts an ice counter on a permanent they control and returns a permanent they control without an ice counter on it to its owner's hand.
Permanents with ice counters on them do not untap during their controller's untap step.

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List of Chopped Champions

Previous seasons of Chopped:


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 Post subject: Re: Starstill Reborn
PostPosted: Mon Jun 03, 2019 11:19 am 
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Very nice work on the updates!

Starstill
Legendary Enchantment (M)
If Starstill is in your opening hand, you may begin the game with it on the battlefield.
Opponents can’t target themselves or permanents they control.

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Cato


Last edited by Dudibus on Mon Jun 03, 2019 3:28 pm, edited 1 time in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Mon Jun 03, 2019 12:32 pm 
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Starstill

Sorcery
If this is your first turn of the game, exile Starstill, then restart the game, except cards named Starstill that are in exile remain exiled. You are the first player in the restarted game. Otherwise, draw a card.


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 Post subject: Re: Starstill Reborn
PostPosted: Mon Jun 03, 2019 12:58 pm 
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Starstill
Enchantment
At the beginning of your upkeep, sacrifice Starstill.
Whenever a player casts a spell or a creature attacks, end the turn.


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 Post subject: Re: Starstill Reborn
PostPosted: Mon Jun 03, 2019 5:15 pm 
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Starstill
Enchantment
Players skip their cleanup steps.
Phases or steps beginning don’t cause abilities to trigger.


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 Post subject: Re: Starstill Reborn
PostPosted: Tue Jun 04, 2019 1:43 am 
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Starstill -
Enchantment
Players can cast spells at anytime as though they have flash.
Players can't untap more than two permanents during their untap steps.
At the beginning of each player's end step, he or she draws a card.


Last edited by Confused on Thu Jun 06, 2019 8:52 pm, edited 1 time in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Tue Jun 04, 2019 1:29 pm 
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Starstill
Enchantment (M)
Other enchantments can't be cast
Activated abilities of other enchantments can't be activated
Triggered abilities of other enchantments don't trigger

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 Post subject: Re: Starstill Reborn
PostPosted: Tue Jun 04, 2019 4:41 pm 
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I think I'll make you guys a new banner for this

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 Post subject: Re: Starstill Reborn
PostPosted: Wed Jun 05, 2019 2:16 am 
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Starstill -
World Enchantment
When Starstill enters the battlefield, each player chooses a phase. (Phases are beginning, main precombat, combat, main postcombat and ending)
Skip your next turn: Choose a phase. Any player may play this ability, but only once each turn.
Players skip all phases that have not been chosen.

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 Post subject: Re: Starstill Reborn
PostPosted: Wed Jun 05, 2019 8:25 am 
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disregard

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you're like the kind of person who would cast Necropotence irl


Last edited by Mown on Thu Jun 06, 2019 2:13 am, edited 1 time in total.

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 Post subject: Re: Starstill Reborn
PostPosted: Wed Jun 05, 2019 12:22 pm 
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Could you review for me what you envision the draft archetypes as being?

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 Post subject: Re: Starstill Reborn
PostPosted: Wed Jun 05, 2019 12:56 pm 
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I need to make something that isn't a godawful stasis variant i guess

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altimis wrote:
I never take anytihng Lily says seriously, except for when I take it personally. Then it's personal.
WotC_Ethan wrote:
People, buy more stuff.
#WotCstaff
Spoiler

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 Post subject: Re: Starstill Reborn
PostPosted: Wed Jun 05, 2019 3:01 pm 
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Starstill
Instant (R)
Permanents cannot be tapped or untapped this turn.
Empty all mana pools.
Exile Starstill.

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nice quotes from this forum

War of the spark will have so many Planeswalkers, they won't even be planeswalking anymore.


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