When I was growing
up, and not understanding how to properly play Magic, I thought
damage was permanent. Much of Ruin of Seffala is nostalgia for me
(even the misunderstanding of the game is nostalgic), so I decided to
add Wither as a major mechanic for the set and see how other
strategies would deal with it.
Witherkin, then, is
simply a race of creatures that all have Wither. In the lore of
Seffala, they were originally swamp-dwellers, minding their own
business, until their land was invaded and they were forced to move
out. Some stuck to their swampy homeland, while others traveled to
the mountains to survive, and others traveled further, to explore the
forests.
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These cards are
fairly simple, as far as Witherkin go. Martial Balder can be screwy
with combat math, where, if it gets through to the player for damage,
it only deals one damage, but as soon as it meets one blocker, it
deals three damage to that blocker. I like the way it kind of gets
angrier the more it gets blocked.
Slay the Weak is a
conditional removal card that takes a little bit of work to set up,
but if you manage to fill your deck with Witherkin I don't think
it'll be too tricky to pull off.
This does suggest
many other subthemes of this set, such as -1/-1 counters in general,
and a heavy 'toughness matters' motif. I'll be expanding on those as
I continue.
For a little bit on
lore: in the Witherkin language, "Balder" means rebel,
"Nettler" means nomad, and "Jarren" means
something like 'scout', so these words will come up often in card
names, and their subtypes reflect that. Balders are usually black,
Nettlers red, and Jarren green, though there's some wiggle room.
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