Wednesday, January 23, 2019

Enemy Color Pair Uncommons

The more I build the set mechanically, the more it feels like this is an ally color set without a whole lot of interest in supporting enemy color pairs.

But I nevertheless want to make it possible to play these color pairs, and so I wanted to provide some uncommons that work with what's going to be available in those colors without actually forcing a mechanical playstyle. Here's where they stand in the latest iteration.


Choked Fen Nest hasn't changed. It's an interesting mix of tribal batching with a set mechanic that doesn't actually require a particular play style. Just draft these creatures and they all get a second life. That's it.

This does play well with green and white's emphasis on fecund, so there's a potential three-color deck here that can be drafted.


I simplified this card and am eliminating the R/U concept of rewarding scrying to the bottom. I don't think I can devote the card design space that it needs for this set. Red and blue have very, very little conceptual overlap in this set. So I just went way simple here as a way of helping red and blue players dig into their decks to get to needed spells. If nothing else, this card signals that there is no particular playstyle being pushed for anybody in blue and red.


The text on this one is awkward. Green and blue have access to mutate and fecund, both of which are triggered abilities. I didn't want to actually reference either of those keywords because I didn't want to send a message that G/U is the primary pair for those mechanics. Rather, I simply wanted to let G/U players focus simply on triggered abilities themselves. This also works on enter-the-battlefield triggers and death triggers. Blue will be getting some death triggers to work with the U/B mechanical concepts.


Sort of semi-tribal for white and black. White has the humans. Black has the zombies. If you draft the two colors, you can't actually help but to get these creature types, really. Black also has zombie tokens, so they'll be sacrificeable to protect more important creatures. And that's kind of what I want the flavor of W/B to be -- harsh sacrifices to stay alive in this plagued environment.


Like U/R, there really is not much connecting white and red, so I wanted to keep it in a space where it wasn't forcing some deep choices. White will have at least one spell (and possibly a creature ability) that does damage to attacking and blocking creatures in this set. So I think it works in a draft format. And note that the bonus is each turn, not just your own.

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