I had an idea for a Magic: The Gathering RP that involved designing a custom set of cards. For this RP, players will take the role of planeswalkers, with all major details of the plot and setting being decided by the group. Combat in this RP will just be RPed out, unless the group decides that playing them out as games of M:TG on something like untap.in would be more fun. This RP will require decent knowledge of Magic's rules and card design, as well as it's lore.
So, feel free to throw around ideas if you're interested. I'll probably accept about 3-5 people for this RP.
Here's the designer sheet, a sort of CS, but for you as a player/custom card designer. You'll need to fill this out to join.
So, feel free to throw around ideas if you're interested. I'll probably accept about 3-5 people for this RP.
Here's the designer sheet, a sort of CS, but for you as a player/custom card designer. You'll need to fill this out to join.
How long have you been playing Magic?:
Favorite mono-color:
Favorite dual-color:
Favorite tri-color:
Favorite plane:
Favorite set:
Favorite mechanic:
Favorite card:
Favorite archetype/deck:
What formats do you play?:
Favorite format:
What is your least favorite thing about Magic?:
How much experience do you have with creating custom cards?:
Design a custom mechanic:
Design a creature:
Design an instant, sorcery, artifact, or enchantment:
Design a non-basic land:
Design a planeswalker:
Do you have any ideas for a plot/setting?: (optional)
You don't have to explain every answer, but I suggest doing so.
Favorite mono-color:
Favorite dual-color:
Favorite tri-color:
Favorite plane:
Favorite set:
Favorite mechanic:
Favorite card:
Favorite archetype/deck:
What formats do you play?:
Favorite format:
What is your least favorite thing about Magic?:
How much experience do you have with creating custom cards?:
Design a custom mechanic:
Design a creature:
Design an instant, sorcery, artifact, or enchantment:
Design a non-basic land:
Design a planeswalker:
Do you have any ideas for a plot/setting?: (optional)
You don't have to explain every answer, but I suggest doing so.
How long have you been playing Magic?
I first learned about the game in 2008 (Shards of Alara), but I only started playing the game about two years ago.
Favorite mono-color
Black. As much as I like red on its own, mono-black is just much more fun for me.
Favorite dual-color
Izzet, red and blue. I like casting spells, and powerfully doing nothing, which UR allows me to do supremely easily.
Favorite tri-color
Grixis, red blue and black. My playstyle involves a lot of control, and I prefer red to white, so Grixis ends up as the perfect colors for control to me.
Favorite plane
Alara. I've always found this world to be incredibly interesting, and I've yet to see a plane that captured my interest as much as Alara did.
Favorite set
Shards of Alara. It's probably just because it holds a lot of nostalgia for me, but I've always loved everything about SoA, especially the mechanics.
Favorite mechanic
Exalted.
Favorite card
Arjun, the shifting sphinx. The card itself isn't particularly insane, but it's so durdly that you can't help but crack a smile when you draw through your entire deck and mill out an opponent with Sphinx's tutelage.
Favorite archetype/deck
UR Counterburn. Counterspells and burn spells. Simple yet effective.
What formats do you play?
Casual, draft, and commander.
Favorite format
Commander.
What is your least favorite thing about Magic?
The characters. All of the characters in Magic lore, at least as of recent, have been bland and terribly written, for example, each of the Origins 5 can be described in less than a sentence. Jace solves puzzles, Chandra is hot-headed, Gideon does what is right, Nissa is a treehugger, and Lilianna is just trying to sort out her shit. Admittedly, Lilianna isn't that bad of a character.
How much experience do you have with creating custom cards?
I dabble. I've made a few cards, and have at least considered making a custom set. I've made a few custom cards for other card games, as well as some work on a custom card game.
Design a custom mechanic
Herald- Reveal the top card of your library, and if it is a nonland card you may exile it and put X time counters on it, where X is its converted mana cost. If it doesn't have suspend, it gains suspend.
Design a creature
I'm thinking it might be better as "Whenever a Goblin enters the battlefield under your control, herald." I'm not exactly sure how I should word it.
Design an instant, sorcery, artifact, or enchantment
Part of a cycle, and easily the most powerful of them. I'm thinking that it might need a nerf.
Design a non-basic land
Design a planeswalker
Based off of the character that I will most likely be playing. I had some issues with the card art and the text for the abilities, since cardsmith only allows 145 character long PW abilities.
Do you have any ideas for a plot/setting?
Aercholm- Over a thousand years ago, the planeswalker Aerchos was ejected from his physical form, and his soul was bound to a barren, nameless plane. No other planeswalkers were able to planeswalk to the plane due to a barrier placed on the plane by those who imprisoned Aerchos. Only recently has the barrier been lifted, and planeswalkers have now begun to stumble into the plane that houses the bound planeswalker.
The first of them was Ragnar Agrum, who's spark had ignited only moments earlier. Ragnar became Aerchos' student, being taught by Aerchos in the ways of blue mana. Ragnar later recieved a new name from Aerchos, Emmes. The plane had no name, and no other inhabitants, and so the two named the plane after the bound planeswalker who functioned as the soul of the world. And so, Aercholm was born.
Aercholm has one property that makes it unique to most other planes, the Mindmire. All across the plane, a strange plant-like substance forms massive, cavernous forests. This substance reacts to the creatures around it, generating the exact amount of mana needed to sustain it. This mana generation also tints the Mindmire based on the color generated.
Aerchos no longer wanted his world to be empty, and had Emmes act across the multiverse, bringing creatures to Aerchos' once uninhabited world.
So, in short, Aercholm is a primal, mana-filled world of mismatched creatures, ruled over by an ephemeral lord who was once a planeswalker.
Arkhol- This world is actually just Aercholm in the future. Aerchos has been unchained, relinquishing his control over the domain, leaving the world to flourish on it's own. The world is still full of mismatched beings from different worlds, but they have at least somewhat adapted to living with the Mindmire. Though, all of this changes when something begins to whisper from the mire, and the many mire dwellers begin to rave about "The voices in the Mindmire". Something is coming, something that predates the time of Aerchos.
Valmeir- A tribal plane ruled over by a tyrannical 5 colored dragon known as Levias, the eternal. Levias has 5 members of her brood rule over different sections of the plane, forcing the small tribes that inhabit it to sacrifice members to Levias and her brood, or face the consequences.
I first learned about the game in 2008 (Shards of Alara), but I only started playing the game about two years ago.
Favorite mono-color
Black. As much as I like red on its own, mono-black is just much more fun for me.
Favorite dual-color
Izzet, red and blue. I like casting spells, and powerfully doing nothing, which UR allows me to do supremely easily.
Favorite tri-color
Grixis, red blue and black. My playstyle involves a lot of control, and I prefer red to white, so Grixis ends up as the perfect colors for control to me.
Favorite plane
Alara. I've always found this world to be incredibly interesting, and I've yet to see a plane that captured my interest as much as Alara did.
Favorite set
Shards of Alara. It's probably just because it holds a lot of nostalgia for me, but I've always loved everything about SoA, especially the mechanics.
Favorite mechanic
Exalted.
Favorite card
Arjun, the shifting sphinx. The card itself isn't particularly insane, but it's so durdly that you can't help but crack a smile when you draw through your entire deck and mill out an opponent with Sphinx's tutelage.
Favorite archetype/deck
UR Counterburn. Counterspells and burn spells. Simple yet effective.
What formats do you play?
Casual, draft, and commander.
Favorite format
Commander.
What is your least favorite thing about Magic?
The characters. All of the characters in Magic lore, at least as of recent, have been bland and terribly written, for example, each of the Origins 5 can be described in less than a sentence. Jace solves puzzles, Chandra is hot-headed, Gideon does what is right, Nissa is a treehugger, and Lilianna is just trying to sort out her shit. Admittedly, Lilianna isn't that bad of a character.
How much experience do you have with creating custom cards?
I dabble. I've made a few cards, and have at least considered making a custom set. I've made a few custom cards for other card games, as well as some work on a custom card game.
Design a custom mechanic
Herald- Reveal the top card of your library, and if it is a nonland card you may exile it and put X time counters on it, where X is its converted mana cost. If it doesn't have suspend, it gains suspend.
Design a creature
I'm thinking it might be better as "Whenever a Goblin enters the battlefield under your control, herald." I'm not exactly sure how I should word it.
Design an instant, sorcery, artifact, or enchantment
Part of a cycle, and easily the most powerful of them. I'm thinking that it might need a nerf.
Design a non-basic land
Design a planeswalker
Based off of the character that I will most likely be playing. I had some issues with the card art and the text for the abilities, since cardsmith only allows 145 character long PW abilities.
Do you have any ideas for a plot/setting?
Aercholm- Over a thousand years ago, the planeswalker Aerchos was ejected from his physical form, and his soul was bound to a barren, nameless plane. No other planeswalkers were able to planeswalk to the plane due to a barrier placed on the plane by those who imprisoned Aerchos. Only recently has the barrier been lifted, and planeswalkers have now begun to stumble into the plane that houses the bound planeswalker.
The first of them was Ragnar Agrum, who's spark had ignited only moments earlier. Ragnar became Aerchos' student, being taught by Aerchos in the ways of blue mana. Ragnar later recieved a new name from Aerchos, Emmes. The plane had no name, and no other inhabitants, and so the two named the plane after the bound planeswalker who functioned as the soul of the world. And so, Aercholm was born.
Aercholm has one property that makes it unique to most other planes, the Mindmire. All across the plane, a strange plant-like substance forms massive, cavernous forests. This substance reacts to the creatures around it, generating the exact amount of mana needed to sustain it. This mana generation also tints the Mindmire based on the color generated.
Aerchos no longer wanted his world to be empty, and had Emmes act across the multiverse, bringing creatures to Aerchos' once uninhabited world.
So, in short, Aercholm is a primal, mana-filled world of mismatched creatures, ruled over by an ephemeral lord who was once a planeswalker.
Arkhol- This world is actually just Aercholm in the future. Aerchos has been unchained, relinquishing his control over the domain, leaving the world to flourish on it's own. The world is still full of mismatched beings from different worlds, but they have at least somewhat adapted to living with the Mindmire. Though, all of this changes when something begins to whisper from the mire, and the many mire dwellers begin to rave about "The voices in the Mindmire". Something is coming, something that predates the time of Aerchos.
Valmeir- A tribal plane ruled over by a tyrannical 5 colored dragon known as Levias, the eternal. Levias has 5 members of her brood rule over different sections of the plane, forcing the small tribes that inhabit it to sacrifice members to Levias and her brood, or face the consequences.