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PostPosted: Tue Mar 11, 2014 11:15 am 
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Plane: Kandor
Sets: Kings of Kandor, Endless War, ???
Tagline: Become a king!

Background Synopsis: The plane of Kandor has lived under the rule of old noble families for countless generations, but when the pirate, Alek Knight, discovers their shared dark secret, it is revealed that any may claim the crown.


("Fluff" Side-Note: Black is often pidgeon-holed into "evil", but not in this set. In this set, the main hero is black-mana aligned. His own self interest in obtaining the crown opens the door for previously subjugated people to rise up.)


NOTE ON COLOURS:
Kandor is not a multicolour-block per se (no gold cards at Uncommon or Common), but does try to encourage players to try enemy coloured wedges. As such, when one card references two colours, it should incorporate one ally and one enemy. Example; all Bloodline cards refer to an allied colour, and to an enemy colour, representing the two very different paths that the colour combinations can take. Of course, this means that players will try to maximize their Bloodline and Lineage cards, and will be pulled towards having an enemy-wedge deck.


MECHANICS:

Kings of Kandor is designed on the principle of a team of heroes keeping together to outfight and outwit their opponents. Sometimes this aid will come from a hero's bloodline, and other times cards will leave a lineage that can space out their assistance over time. In order to best form a fit out of any three creatures a player may control, many cards will have multiple modes. All mechanics should help push towards a play-feel of "I've got 3 creatures, which means I'm doing good".


"Royalty" Mechanics:

Bloodline (When this card enters the battlefield, you may exile a card from your graveyard as its ancestor.)

Lineage (Whenever another creature enters the battlefield under your control, you may exile this card from your graveyard as its ancestor.)


The ancestor mechanics form the backbone of the set, and really are the showcase of what the set is about. In Kings of Kandor, these mechanics should only show up on cards relating to the current nobility, but in Endless War and the final set they can show up on almost any card as the shared ancestry of all creatures is revealed. These mechanics fit primarily in Black and White. Bloodline is more Black, whereas Lineage is more White. As Green is the colour of farmers, beasts, and the lower class, it will not receive any Bloodline cards, but will receive some Lineage cards.

Kings of Kandor's Bloodlines must always pair together two enemy colours, with one of the pairs being the ally of the bloodline card, and the other the enemy of the bloodline card. If the card is Black, it should either ask for a blue or green ancestry, or should ask for either a white or red ancestry. If the card is White, it should either ask for a blue or red ancestry, or a green or black ancestry.

Lineage works in reverse - with the card leaving a lineage for any future creature. Obviously, these will work best with Bloodline cards to give creatures ancestors in both colours they're looking for, in addition to the Lineage bonus. Lineage cards primarily exist to offer a second life to the ability of the card, with all Commons offering their exact text boxes to their lineage. Uncommons and Rares may venture out from this model though.


"Rogue/Pirate" mechanics:

Piracy <<cost>> (You may cast CARDNAME for <<cost>> if a source you control dealt damage to a player this turn.)

Piracy allows for more expensive cards to be cast for less, provided you were able to hurt your opponent beforehand. Piracy cards also tend to have abilities that trigger off being cast, as opposed to when they enter the battlefield. This is more or less just a design feature rather than being an integral part of piracy. Piracy shows up primarily in blue, but also shows up in Green and Red. It never shows up on Nobles, as it represents the forces of the world that fight back against the royal houses. It is not currently planned to make an appearance in Endless War.


Unaligned mechanics:

War Cry - Whenever CARDNAME attacks, choose one; option 1, or option 2.

War Cry is an ability word in Kings of Kandor that helps promote the sense of "working together". Whenever a creature with War Cry attacks, that creature's controller will get one of two very different options. The baseline for these creatures should be lower than normal, as having two very different abilities trigger off attacking will make using them to maximum efficiency much easier. For example "Target creature can't block" and "At least one creature must block" are two very different abilities - one which helps get damage through to the player, and one which could easily become The Abyss in the right circumstances.


"Fifth" mechanic:

I am unsure as to a fifth mechanic, but my gut tells me there needs to be one more mechanic that has to help "activate" the previous four. In a sense, this needs to be like Scrying was to Theros - not a visibly integral part, but one which just helped make the flow happen. Like Theros, Kings of Kandor relies on synergies, specifically for Bloodline and Lineage. Importantly, the mechanic needs to manipulate the library by putting cards into the graveyard, which is where the magic happens for Bloodline and Lineage. I currently having two ideas:


<<cost>> cycling; "Pay <<cost>> and discard CARDNAME: Draw a card."

This is a reused mechanic; Cycling does everything I'm looking for - so it seems the obvious choice. It both puts a card into your graveyard, and brings you closer to grabbing the card you were looking for.

OR

<<cost>> Loot for a <<card>>; "Pay <<cost>> and discard CARDNAME: Reveal cards from the top of your library until you reveal a <<card>>. Put that card into your hand, and the rest on the bottom of your library in a random order."

This is a modification to <<type>>cycling. Typecycling does a bit too much - you search your library for a matching card. As such, it's often only been used with basic land-types to help facilitate smoothing out land draws. But that's not what I'm looking for here. "Loot for" has you find the next of the type you were looking for, meaning that it's not quite as effective, specifically in Limited. In Constructed, however, it's probably just as powerful, as you need only make sure that what you "Loot" for is the only card of the matching type in your deck. However, even then it's not as powerful, as Typecycling lets you find multiple versions of a card based on your current needs.

In short, "Loot for" is powerful, but is it too powerful? Would it be safer and more appropriate with just cycling?

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PostPosted: Tue Mar 11, 2014 1:03 pm 
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Here's a table showing where mechanics could show up, and within which rarity it is allowed to be in. The further to the left the colour is, the more likely it is to show up. Note, while a Green Bloodline creature could show up in Rare/Mythic, that doesn't mean it will, only that it could if the set design seems to request it.

MECHANIC | COMMONS | UNCOMMONS | RARE/MYTHIC
Bloodline | Black, White | +Red, +Blue | +Green
Lineage | White, Black | +Green | +Red, +Blue
War Cry | Red, Green | +White | +Black, +Blue
Piracy | Blue, Red | +Green, +Black | (x)
Cycling | Green, Blue | +Red, +Black, +White | (x)

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PostPosted: Tue Mar 11, 2014 1:49 pm 
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DESIGN SKELETON
(aiming for; 232 cards)

Blue
- 8/15 common creatures
- 4/15 common instants
- 2/15 common sorceries
- 1/15 common enchantments

Black
- 9/15 common creatures
- 1/15 common instant
- 3/15 common sorceries
- 2/15 common enchantments

Red
- 9/15 common creatures
- 2/15 common instants
- 4/15 common sorceries
- 0/15 common enchantments

Green
- 9/15 common creatures
- 2/15 common instants
- 2/15 common sorceries
- 1/15 common enchantments

White
- 10/15 common creatures
- 3/15 common instants
- 0/15 common sorcery
- 2/15 common enchantments

Colourless
- 1/2 common land
- 1/2 common artifact

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"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums


Last edited by Yarium on Tue Mar 11, 2014 2:35 pm, edited 1 time in total.

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PostPosted: Tue Mar 11, 2014 2:34 pm 
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House Ruku Viscount |
Creature - Human Noble {C}
Bloodline (When this card enters the battlefield, you may exile a card from your graveyard as its ancestor.)
As long as Pastor of Oppression's ancestor is green, it has +1/+1 and trample.
As long as Pastor of Oppression's ancestor is black, it has +0/+2 and lifelink.
2/2


Kandorian Vengeful |
Creature - Spirit {C}
Lineage (Whenever another creature enters the battlefield under your control, you may exile this card from your graveyard as its ancestor.)
Kandorian Vengeful can't block.
A creature with Kandorian Vengeful for an ancestor has +3/+0 and can't block.
4/1


Broadside Bombardment |
Sorcery {C}
Piracy (You may cast this card for if you dealt damage to a player this turn.)
When you cast Broadside Bombardment, it deals 4 damage to target creature.
Broadside Bombardment deals 4 damage to target player.
"Blast them cannons! Blast and sting! Blast them in their silly king!" - old pirate's song


Gungut Ogre |
Creature - Ogre {C}
Gungut Ogre can't attack or block alone.
War Cry — Whenever Gungut Ogre attacks, choose one — Gungut Ogre gains first strike until end of turn; or, sacrifice Gungut Ogre and it deals 1 damage to each creature and each player.
Stuffed full of lead and black powder, there's no way you want to see one mad.
3/3


Foiled Uprising |
Instant {C}
Counter target creature spell.
Cycling (Discard this card and pay : Draw a card.)
"The citizenry is only a risk when you let too many of them gather at a time. Keep them isolated from us and each other, and our rule shall last forever." - King Eliotte of House Alkir

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PostPosted: Tue Mar 11, 2014 4:44 pm 
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Looking pretty good so far. I thinking looting is probably at an okay power level (mostly on uncommons I would say) but your set already has some complexity, with various cards at common already doing multiple things. Looting might just push that complexity over the top.

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PostPosted: Tue Mar 11, 2014 10:46 pm 
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Don't see why you have a casting trigger on broadside bombardment.

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PostPosted: Wed Mar 12, 2014 5:51 am 
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All piracy cards in the first set have a bonus for casting them. Note that in the rare situation that your opponent is at 4 life or less, while no creatures are on the battlefield, you can still cast this for the win.

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"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums


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