MTG setting

Veeky Forums magic plane homebrew
i want to make a custom setting for the FLGS's custom cards and your all helping me

can we add more colors or just a setting?

i really don't care as long as it's something new and not just a rip off of something so go for what ever

We can always do what we did last thread
5 different interplaner empires
Red-blue vikings
Green-blue Aztec biomancers
Green-black factiob
Red-white faction
White-black faction
The general theme is failed civilizations
Stuff like romans,native americans,babalonyia,and indonesian rot farmers were thrown around

all these factions need names and game mechanics to go along with

i like the idea of a mix of the evolve ability and maybe a sacifice mechanic to show the aztecs temples and how the used them

First things first, we have to come to some sort of consensus on the factions
We already have 2 that are more or less accepted by everyone but the other 3 have yet to be decided

so U/G is the Aztec hydra worshipping faction
R/U is the Viking planar raiders
B/W are the cunning Babaloyian slave masters
B/G are the Indonesian Rot farmers
R/W are a mix of Rome and Carthage

Okay
So now we have to fit each color into the faction, how does blue work in the Aztec faction?
Green is shown by them summoning big beast, but what about blue?

>Interplanar Empires
Does this mean large-scale planar travel is somehow available to each of these civilizations?

I can get behind all of this. Tell me more about BW and BG.

Yup
Started out with vikings raiding shit which then pissed of the other factions so hard that they discoverd there own ways to do inter planer travel

I want the the RU vikings to have phasing. Maybe their keyword could be something like "Ambush: When this permanent phases in, [trigger]"?
Or am I the only one that likes phasing?

the growth and guile of the beasts they are wise monsters that seek a rise in power and rank while imbracing intellect and evolvtion to make themselves and minions stronger as well

blue works as the culture's drive for the growth and power of their gods(the beasts) the monsters can also weild powerful blue magics

Thematically, the mysticism. Mechanically? Who knows?

What if the hydras let you remove a +1/+1 counter from them to make tokens while the tokens can be sacked to put counters on permanents? What if each hydra added an effect to the snake tokens? "Sac: Gain 2", "Sac two snakes: Draw a card" Like Slivers mixed with Pentavus?

BG would be solemn rot farmers slow but steady never to provoke a fight but will join one quickly end one if they are threatened.

Doubling season reprint

BG's mechanics would be a mix of scavenge and graft

Like a fungus elemental has this "exile target creature card from your graveyard put a number of +1/+1 counters on this creature equal to exiled cards toughness" then has"you may move a +1/+1 counter from this creature onto another creature you control"

BW would have something like extort and exploit together like "when this creature enters the battlefield you may sacrifice a creature target player loses life equal to sacrificed creatures CMC"

So how do each of the factions achieve planar travel?
Massive Aztec blood sacrifices?
Viking planar long boats throughvthe blind eternity?
Babylonian slave Planeswalker gatekeepers?
Indonesian riding eldrazi beneath the oceans and surfacing on another world?
Romans building literal roads between planes?

It could be a setup like Alara, where each is its own demiplane- or the fractured wreckage of five broken planes each empire once ruled that have bonded together in the Blind Eternities. The barriers between their domains buckle and shift and meld into each other, constantly changing and providing new means of raiding and expanding into each other's territory.

Thematically, i think vikings orignally got inter plane travel from storms that baturally occure on there home plane, until there preist were able to control these storms and summon them at will

I think something like this would work perfectly

Yeah. When they're phased out it could be like "they're off raiding other parts of the multiverse" and when they phase in it could be a kind of "oh shit it's these niggers again"
A kind of high-risk, high-reward faction that could just in a practical sense never block. They might leave artifacts behind that did something to protect their home / your life total while they were away, but that'd be it.
Defense Array - 2
Artifact / Enchantment
At the beginning of each upkeep, target creature can't attack this turn.

we have something like a planar cluster going these micro planes close to one another that allows them to use planar travel

The keyword would probably be something like "Ambush:if this permanent left the field and returned do X" and the "warping" effect would be like what they did the child planes walkers
"Planer storm XXUR:exile X creatures for two turns, they return on the attack step,taped and attacking. Deal 3 damage to target creature or player for each permanent exiled this way"

I like the idea of the storms being semi-natural phenomena on their plane- perhaps the viking shamans can predict or influence the location and timing of these magical tempests, and any nearby raider clans will temporarily cast their feuding aside, eager to race through the breach as a united horde and pillage new lands. Mechanically, I think the Dash mechanic might suit - something that makes them strike fast and hard and disappear again. Something like this?
"Warstorm 1R: When you cast an instant or sorcery, you may pay 1R. If you do, you may put this creature onto the battlefield. It gains haste. Return it to your hand at the beginning of your end step."
Or perhaps a mechanic that triggers when you play an instant or sorcery, like Prowess but with a variety of benefits depending on the creature. Gaining haste or flying or other weird effects.

the way this is going the shamans seem the be the key to a viking deck to win the vikings need their shamans out and protected

do they use ships as the portals or just walk through

I picture it as the storm forming a tear in reality on the open sea that they just haul ass through in their longships.

So far the vikings playstyle seems to be getting your own guys off the board and protecting yourself leading into really big tempo swing turns
What about the rest?

I had an idea for the rot farmers, tell me if its a shitty idea or not
-1/-1 counters
They're based around removing and shifting -1/-1 counters
Example: Rotting giant:BG 10/10
This card enter the field with 9 -1/-1 counters
Pay 2 life GB remove a -1/-1 counter
Living rot: 3GB 2/2 when ever a creature removes a -1/-1 counter gain +1/+1
Rot vessel: 1 GB 5/5 defender
At the beginning of the upkeep you may move a -1/-1 counter onti rot vessel
When rot vessel dies draw card equal to the -1/-1 counters on rot vessel
The idea is to use a slow build with weaker creatures slowly becoming stronger and stronger

I like that. It reminds me of Shadowmoor, which is one of my favorite blocks.
I also would want there to be a lot of "sac for life" effects. Maybe in the form of... food tokens? I don't know it's late and that's kind of lame

Maybe something like this?
The rot whispers: 3GB sacrifice a creature, summon X food tokens(food token have 1:sacrifice food token,gain 5 life) X equal the creatures toughness?

bump

vikings seem to be like a spell heavy dash effect so far maybe mix surge with dash as the dash cost becomes cheaper the more spells you played this turn

due a lack of work on the red/white faction i shall input: Their main mechanic would be something along these lines "Phalanx-Whenever Veteran Swordsman attacks you may tap one or more untapped creatures you control Veteran swordsman deals 3 damage to target creature or player and you gain 3 life"

the idea would be to deal massive damage to a player with a form of gamble as you'll be weak after the Phalanx was used

that would offset the life lost by the removal of the -1/-1 counters

I love the entire B/W shtick.
I also like the idea of paying blood for effects, but balancing that would be tricky.

Or a mechanic I'd like to see are literally "Debt."
Pay resources to put -x/-x debt tokens on enemies.
Take controll of enemy units with debt.
Exploit resources to create debt, then proceede to take the enemies resources.

...

OK; continuing Some effects put debt tokens directly on the enemy player.

Some cards siphon health from the enemy; causing loss of life for him and gain of life for you; while removing the same amount of debt tokens.

Some cards would reveal the topmost card of his deck; play it for free if it's CMC is equal to or less then the amount of tokens; then remove that amount of tokens.

One effect would reveal X cards from their hand equal to tokens.

One effect could move the tokens from players to units in the form of -1/-1 tokens or vice versa.

In the form of generating debt you could have effect like sacrificing things with CMC 3 or more to generate 1 debt token, having the player or unit that killed a specific creature taking a debt token or just spells that give the opponent debt.

I really like this idea.

I like that idea. Maybe make it Phalanx: when ~ attacks or blocks, you may tap any number of untapped creatures you conteol. For each creature tapped this was, do X.

nice idea but i think it should be geared to taking someones creatures instead to leave them defenseless and enslave their creatures

so far we have this:
R/U-spell heavy with use of a form of dash and prowess
B/W-use of tokens to gain control of target players creatures and siphon health away from them
B/G-growth and slow build with use of -1/-1 counters and slow life gain
U/G-use of sacrifices(think eldrazi scions) to summon large hydras and massive beasts while the humans are buffers and sacrifices
R/W are the group faction and become stronger the more creatures you have on the field to deal massive direct damage

i believe that the vikings also should have lots of enchantments or something like how theros was with constellation and maybe some artifact enchantments

vikings vs the rot farmers

>you came to the wrong neighborhood motherfucker

so what about the why
why are they fighting and how are they jumping from one plane to another we have the basics for rules now we need history and the base for the actual setting

the vikings are guided by their war like thunder god while the aztecs and rot farmers are retailating,the babaloyians are getting slaves and the red white factions is getting more territory

I'm not sure I see the proper distinction in your statements; But I when I mean burdening the opponent in debt I want it to be a flexible mechanic instead of doing one thing.

Using counters to steal information, non-vital resources and health just seem more fun than to outright just take their dudes.

But taking their dudes could always be a solution too. But the qyestion then becomes how to balance it?
Debt tokens as -1/-1 counters? Being able to take them when they have counters equal to CMC? When they are reduced to 1 health AND have a debt token?

okay i understand now that does sound more interesting than just taking their creatures i agree with you

if they have a debt counter on them when they die they return as a 1/1 slave with lifelink or something they had before they were enslaved

do they have to be 1/1 or do they become stronger but the 1/1 idea would balance the idea

Comes back as a ×/×
× equals the number of Debt Tokens it had on when removed.

so just five factions and no new colors?

thats what it seems like

I favour the idea of tagging your opponent and then use your counter resources to look at his hand, take his lifepoints and/or play cards from his deck. It's subversive, fun and doesn't really stop your opponent's fun while still have the feeling of opression and subjugation.

that is a better idea than what i was thinking i just taking their creatures but what triggers the debt counters spells or creatures or both?

Say Tax collector unit; when it sends another to the graveyard through combat; give opponent a debt counter.

Cheap investor units that tags opponent with a counter when they get killed by opponent spells or combat.

Investment bankers that can trade 2 lifepoints to give the opponent a debt counter.

Simple 0/4 wall with (tap): Give opponent a debt counter.

Mercenary; can be played under your opponents control; gives a debt-counter every turn it is under non-owners controll. Can be taken back by removing debt counters from the enemy.

What would debt counters on players do? Would they have an effect on their own, or would they be accumulated to a big effect like Infect counters?

My idea: you can remove an amount of debt counters from a player at any time to invoke an effect. Something like "Remove X debt counters from target player; target player shows you their hand. You choose a card with X or less CMC in their hand and you can cast that card (like Gonti)." Or maybe lifegain/life loss. Thematically it should be about the opponent losing something and you gaining something.

while the otheers are focusing on the B/W faction ill give R/W a go:

taking from the "phalanx" idea from earlier-"whenever Denmur Sword Smith attacks you may tap any number of untapped creatures you control,Denmur Sword Smith deals X damage to target creature or player where X is the amount of creatures you tapped"

this allows you deal massive damage to opponents while maintaining balance as unless the target player is killed you'll be very exposed and vunerable to attack so plan carefully and ahead.

that doesn't seem that OP so good job i alos lke the idea too

As stated previously in my first post.
You accumulate debt on the opponent which either serves as a debuff to his units or to fuel other card effects.

The main effects I can think of would be to
>1: reveal X cards from the opponent's hand; theft of information.
>2: Steal X health from the opponent, then removing X counters from the opponent, causing loss of resources.
>3: Reveal top card of opponents deck; play it for free by paying it's CMC in debt counters.
>4: Remove debt counters by giving a unit say -2/-2 per counter, forcing them to shoulder the debt.

I can't say if it's balanced or not; but it sounds pretty neat for a B/W faction.

Now for U/G faction:The Aztecs

For game mechanics as some said that the green is the beasts being summon but what is blue is the Alchemy use that the cultists use to make the beasts like sith alchemy in star wars they use magics not just chants so it fits in U/G's biomancy in the game this could be shown as early on this factions field would have many small weal creatures equal to a eldrazi scion.then once the right cards are drawn you can sacrifice a few cultists to either search your deck for a card with CMC X where X is the amount sacrificed creatures.this tactic is used to represent the follows of the Hydra gods making ritualistic sacrifice like the aztecs did in real life

Basic creature would look like this:
Jorgamor Acolyte-UG
XGU-sacrifice this creature search your library for a creature with CMC X or less put that creature onto the battlefield tapped

then the next caste up would be the priests-
High Priest-2UG

when this creature attacks you may pay 3 tap target creature that creature gets a -1/-1 counter

then the massive beasts they worship would look like this

Feathered Hydra-XUG
when this creature enters the battlefield you may sacrifice X creatures you control return X creatures your opponent controls to his or her hand

This creature enters the battlefield with X +1/+1 counters on it


i love my X effects

bump

So are all we agreed on these terms of mechanics so we can get to the history and characters of the setting like leaders and planeswalkers and stuff

"Phase R/B- you may cast this card for its phase cost if you cast another spell this turn.If you do this card gains hast and at this turns end step it is returned to your hand"


though a better idea might be after they die the first time they come in like above but from the graveyard then are exiled

...

bump

there should be a sixth faction in my opinion as five is just too common as we have seen it time and time again

like what exactly

maybe a sliver like kingdom,colorless,i don't know

So the Aztec Biomancers are The devout of their Hydra gods that they summon up (maybe they just summon up parts or like the eldrazi just their shadows) they use sacrifices to get this done and live their entire lives just to please their gods again this can be shown as they willing die just for the summoning of their gods that they never see in combat they are a relentless tide of fanatical cultists to these gods.then the gods themselves i believe they should be somewhat power hungry but still care about their followers enough to not make their deaths meaningless and are willing to allow the follows to grow and claim power of their own this makes sure that the cultists never rebel as they see the gods as kind and wise and they really are in a sense

Then there are the Vikings,brave and stout followers of the mighty storm spirits that inhabit their home plane.In combat they are very unique equipment wise each carrying different enchantments or artifacts and some have been personally by elementals and spirits.Many are adept in both the way of the sword and the many paths of magic but most prefer lighting and fire magics as their home is a grand maelstrom of storms and other natural plights.Due to their aggersive combat tactics they have constructed golems that have spirits living in them.these don't fight on the front lines so they have some protection when their raiding

Next are the Rot farmers, solemn and silent they are never ones to make the first move,they much rather to farm and grow their ranks until they can easily flatten their enemies under their wall of flesh and fungus.on the field they make use of large undead beasts that once lived in their swamps and forests like the mammoths of yore.the majority of the faction are the undead fungal spore zombies that are both harvested and grown they then are lead by powerful clan bio/necromancers that give orders to their people but take orders only from a clan leader that has earned the loyalty of all the clans and then has been named the king of rot

No, I meant "Phasing" as in the keyword from Mirage.
Ambush would be a second keyword ability

The Legion are loyal,steadfast,and stubborn unwilling to give ground and loyal only to the family and hearth.Heroic in battle they never deploy as individuals instead working as one group that refuses to give in to any attack.their leaders are humble but also brutal to their adversaries.during times of war they deploy huge legions escorted by well fashioned cavalry and siege engines that can block out the sun...

oh sorry but i still like my idea too but whatever you want as you've worked on them more than i have

bump

Finally there's the Souless the Slavers they have no mercy for the weak they exploit and enslave as they conquer expanding their great empire and "true faith"the fauth drives them to explore the multiverse until they find their promised land said to open only to the strongest warriors and those that bear the faith the truest.Their culture worships only wealth and power and this is easy to see on the battlefield as the slave the opponent and their army or even ignore them entirely and strike and their resources instead preventing the use of their land and starve them of their lifeforce they are a force to be reckoned with

bump

bump
bump
bump

and what of planeswalkers?

not sure yet

okay i really like the idea of the B/W faction looking like the dwemer i don't know why but it fits their ruthlessness

bump
cmon guys do my work for me

what?