The final stretch! Here are all the
gold and hybrid cards!
Click to read. |
These five hybrids were some of the
first I designed. I wanted to make a cycle of cards that show of two
of the new mechanics each, and both mechanics had to fit in either
color of the hybrid. Each are rare creatures that cost 2CC.
Fading Survivor is unblockable, so the
Plunge trigger is inevitable. Spell Fisher is for the Instant &
Sorcery deck. Heartening Guide was made for the Enchantment deck.
After coming up with those hybrids, I
came up with gold uncommons. Each of these uncommons begins with a V,
only costs two mana, and represent the color pairs that were not
represented in the first set of hybrids (therefore, the two colors, I
think, do not have two mechanics to go with them). Originally, each
of these was common, and cost 1 generic mana extra.
Four of them act as removal. I kind
wish I had figured out a Simic removal for the last one. Oh, well.
After coming up with all of the
previous gold and hybrids, I had some ideas that worked best as gold
cards, though they never quite reached a new gold cycle. I've got an
extra white and am missing a black. Booooo.
Enraged Humonuculus is kind of the
opposite of an Instant/Sorcery archetype, which I might find
interesting to try. Imagine if I flipped archetypes on their head, so
as to find ways of making them in unlikely color pairs?
Refulgent Armor is another technically
colorless artifact, but since both activated abilities require a
color, I consider this a gold card. You could use it in a deck that
is only one of the colors for only one of the effects, if you like.
Muck Mole goes heavy in the Drain &
lifegain decks, and I looked to Dread Presence for inspiration.
The final card is our Planeswalker,
Ubrak. I decided for the storyline that he might be a Planeswalker
who found himself on Kasprah and decided to wreak havoc, leading a
rebellion to sow chaos. I picture him as an orc that looks similar to
Dire Fleet Captain in art. His first ability (+1) gives you Flush for
free, and fuels his second ability (-3) as removal. His last ability
(-4) is simple land destruction, and therefore not particularly an
ultimate, per se, but I liked the flavor of Ubrak wanting so much
choas and destruction that he's destroying the sewers entirely.
Besides, it is flavorfully similar to a mean Burst: instead of blowing up
your own lands, you blow up your opponent's (though, of course, they
get no value from it).
So that's all the cards I came up with
on this first round. Not quite enough for a full set, but now I'll be
refining and reworking the concepts and settle on some archtypes. I
also have been wanting to make a set with a flavor of old-school
Magic (because everything I do is nostalgic, apparently), so the next
round of cards will probably have the old style card frame. Which
also means I'm probably not going to have new card types, like
Planeswalkers, and possibly no equipment or vehicles. We'll see how
it all works out. I do like the look of old frame hybrids, though!
No comments:
Post a Comment