Quote:
Originally Posted by Benholio
Interesting. Do they become regular creatures in this setting? Perhaps there could be some sort of phasing mechanic tied to the attempts to move between planes.
Related abilities could be like:
-Phasing things in/out
-Alternate way to play a card - comes into play 'phased'? (think morph)
-Triggered abilities when phasing in/out (color-appropriate abilities)
-Each 'planeswalker' has powerful phase related abilities
I haven't given Planeswalkers too much thought yet, but it seems like a cool idea. I'm not entirely sure of how to support it mechanically though.
Quote:
Originally Posted by TomVeil
Probably, yes. I can't really see an entire block with even 20 planeswalkers. But if you turn them into regular creatures, you can have a lot of the old "favorites", along with new future planeswalkers (like Nicol Bolas)
All of these sound like they have potential. I would stay away from the actual phasing ability, but it would be easy enough to set up some sort of similar ability. (Remove X from the game until your next turn)
What if you made a keyword like:
Teleport X: Exile this card until the end of the turn. It returns to the battlefield untapped.
It seems appropriate for blue or white, but could probably be given to each color if it had a more general name.
The idea I've had so far consists of a Magic renaissance, where each color has this huge movement to support mono-colored themes. This would also introduce Shapeshifting color cards, as I'll explain in a minute. The story line for this would be:
Set 1: Heavy mono-colored themes.
Some type of event leads to a huge renaissance in which each color returns to doing what it knows and loves. This set would reward mono-colored cards. Mechanics include:
Tradition – At the end of each turn, if you played a spell that shares a color with this card this turn, put one counter on this card.
At the end of each of your turns, if you did not play a spell that shares a color with this card, remove one counter from this card.
Colorshift- When you cast this spell, this card’s color is treated as the mana spent on it as long as it remains on the battlefield. At all other times, S is treated as colorless or any combination of colors.
This would also introduce a Plainswalker for each color.
Set 2: Downfall
While the first set focused on the flourishing of each color, this set represents the dark side of each color. White turns to fascism. Green, seeing nature as the ideal form of growth, seeks to destroy all non-plant life. I'd still need to figure out the shifts for blue, black, and red, who would flourish in this chaotic environment.
I have this mechanic, though I don't know what color it belongs to, what it should be called, if it should be a keyword, or if it should be used at all.
Whenever damage would be dealt to a creature you control, prevent that damage and deal one point of damage to you for each point of damage prevented in this way.
Set: Colorshifters
In response to this chaos, the Shapeshifters of the planet respond in different ways. Some seek to restore good to the plane (like White), while other colors wish to keep the plane on this downward spiral (like Black).
I have some cards made for the first set, but only a few after that. Does this storyline work, or is it too generic/difficult to build on?
I'm also open to any other suggestions, as I can use them in whatever plane I end up building, assuming I advance to the next round of the competition.