Author Topic: [block] Tribal Block Designs  (Read 1559 times)

Den

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[block] Tribal Block Designs
« on: January 13, 2015, 12:09:49 AM »
Refer to Multiverse Designs Magic by democracy for much of my ideas, which I repost in this thread. That democratic set cared about several themes, including quests and control, in addition to tribes. However, this thread for the most part focuses on the tribes, which has more impactful and practical design space.



Humans can be gay.
Superman is superhuman.
Q.E.D. Superman can be supergay.

Den

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Re: [block] Tribal Block Designs
« Reply #1 on: January 13, 2015, 12:18:30 AM »
MMO Magic
Let's see if this plan for 5 race and 6 class works. Remember this is based on popular MMO race and class. Although Vampires are not as popular in MMOs, in our Magic style MMO, they are a major race because I needed a black race. Fortunately, they also fit great with the other theme of this set--gaining and giving control.

Primary color in uppercase, secondary in lowercase, tertiary after dash.

RACES
Wu-b Human
Ug-r Gnome
Br-u Vampire
Rw-g Dwarf
Gb-w Elf

CLASSES (3 fighter class, 3 mage class)
RG Warrior
BU Rogue
W Soldier
WB Cleric
UR Wizard
G Druid

Analysis:
Note: Dual-classes are for flavor only, such as card names, major ruling body, or possible legendary figures.
Humans are white, then blue. Their classes are Soldier, Cleric, Wizard, and Rogue. Dual-class is the Paladin, which is a Cleric Soldier.
Gnomes are blue, then green. Their classes are Wizard, Rogue, Druid, and Warrior. Dual-class is the Illusionist, which is Wizard Rogue.
Vampires are black, then red. Their classes are Rogue, Cleric, Wizard, and Warrior. Dual-class is the Bloodmage, which is Rogue Cleric.
Dwarves are red, then white. Their classes are Warrior, Wizard, Cleric, and Soldier. Dual-class is the Battlemage, which is Warrior Wizard.
Elves are green, then black. Their classes are Druid, Warrior, Rogue, and Cleric. Dual class is the Ranger, which is Druid Warrior.

If each class belongs to two or more colors, let's distinguish them even further as such. e.g.
Blue wizard = Cryomancer (ice mage)
Red wizard = Pyromancer (fire mage)
White cleric = Buffer (protection, bonus)
Black cleric = Debuffer (sickness, malus)
Black rogue = Stealth
Blue rogue = Trickery
Red warrior = Rage
Green warrior = Inner power

Now how about racial qualities?
Human: white-blue represents mercantilism (transactions, playing into the control theme)
Gnome: blue-green represents philosophy (exchange of ideas)
Vampire: black-red represents treachery (stealing creatures, another control theme)
Dwarf: red-white represents industry (mass production; give away freebies?)
Elf: green-black represents burial rites (stealing from the grave, graveyard manipulation)

One may divide the classes even further, since each class for each of its two colors also belongs to two races. This means there are four flavors of rogues, wizards, warriors, and clerics, and two flavors of druids and soldiers. As such the descriptions for each race should be expanded upon at this time.
Humans live by the sea and prefer peace over war. A huge portion of their economy comes from trade across the sea. Thus seafaring is an important part of their lives.
Gnomes live underground in snowy lands. Winter is their favorite season, and they like to cause mischief for passersby.
Vampires prefer dark areas and operate mainly at night. They convert their victims to their side through various means.
Dwarves operate mines and machinery. Their expertise in machine weapons gives them an advantage in warfare.
Elves revere the lands and don't like outsiders intruding on their lands.

So by their racial differences, we can split the classes accordingly. For example

Clerics
Human clerics heal and protect.
Dwarf clerics buff and strengthen.
Vampire clerics weaken and drain.
Elf clerics debuff and taint.

Wizards
Human wizard specialize in water magic.
Gnome wizard specialize in ice magic.
Vampire wizards specialize in causing fear and chaos.
Dwarf wizards specialize in explosions and destruction.

Rogues
Human rogues are pirates since robbing seafaring merchants is very profitable.
Gnome rogues play tricks on others.
Vampire rogues are the most stealthy.
Elf rogues are excellent trackers and hunters.

Warriors
Gnome warrior favor speed
Vampire warrior favor dominance
Dwarf warrior favor aggression
Elf warrior favor strength

Soldiers
Human Soldier are defensive
Dwarf Soldier are offensive

Druids
Gnome druid know secrets of the mental realm
Elf druid know secrets of the physical realm

Based on the above descriptions, we can assign the abilities respective to each race and class. e.g. Human Rogue (pirate) can steal things when they hit an opponent. Human Wizard (water mage) may cause floods and turn lands into islands. and so on.
« Last Edit: January 13, 2015, 02:36:10 PM by Den »

Den

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Re: [block] Tribal Block Designs
« Reply #2 on: January 13, 2015, 12:19:19 AM »
Yep, so half the set is practically done. It's just pretty much fill in the blanks by the numbers. Now we can spend more time and attention on the other themes of the set. Which by the way I've already taken all of them into account when thinking up the tribal plan. That is, of the 112 creatures you estimated, there is plenty of room for morph creatures, questing creatures, and control-themed creatures.

To elaborate. We have 20 race x class combinations. We can reserve 2 commons, 2 uncommons, and 1 rare for each of those combinations, for a total of about 100 tribal cards. (Actually rares and mythics can be dual class; maybe even uncommons, too. But can dismiss that for now.)

We need about 50-70 creatures at common. We can assign 2 creatures for each of the 20 combinations. So 40 spaces taken up. So we still have room for 10-30 non-tribal creatures, such as beasts, spiders, rats, goblins, etc. at common.

Same for uncommon, where we reserve 2 each for the major race x class combinations. So between commons and uncommons, each RxC combination can have 4 cards: 3 for the other 3 themes and 1 left for anything, including lords. BTW we don't need a lord for every combination. We just need a lord for each race and a lord for each class--so 11 lords max. Some cards can be lords for two tribes at once, thus taking up even fewer cards.

Compare the latest large sets and number of creatures in them:
Lorwyn 170
Innistrad 146
Theros 138
Alara 133
Ravnica 124
Mirrodin 120
Zendikar 112

The blocks with the most creatures were both tribal. Lorwyn had to support 8 races, but this is more like Innistrad's 5 races. So if we aim for 100 cards for the major races, there's still room for about 46 other creatures in the set. If we have to, we could trim down the quota of creatures to Alara's amount. Remember a big set has about 250 cards. That still leaves 100-120 non creature cards. That should be plenty of room for quests and spellmorphs etc. Also remember that these tribal cards can embody quests, morphs and control themes, so they're not stealing slots away from these themes.

Den

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Re: [block] Tribal Block Designs
« Reply #3 on: January 13, 2015, 12:23:20 AM »
Gold cycles of class-class pairs
Kind of complicated because there are 15 class-class pairs, but only 10 color-color pairs. That means some color pairs are repeated. So I decided to make 5 gold uncommons and 10 gold rares. The uncommon color pairs belong to the races' main colors (each race has a minor tertiary color for the purpose of this cycle.)

Uncommon golds:

Human Soldier Rogue
Gnome Wizard Warrior
Vampire Rogue Wizard
Dwarf Warrior Cleric
Elf Druid Cleric

Rare golds:

Human Soldier Cleric
Human Soldier Wizard
Gnome Druid Wizard
Gnome Rogue Warrior
Vampire Cleric Wizard
Vampire Rogue Cleric
Dwarf Warrior Soldier
Dwarf Warrior Druid
Elf Druid Soldier
Elf Rogue Druid


Den

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Re: [block] Tribal Block Designs COMMONS
« Reply #4 on: January 13, 2015, 03:02:29 PM »
Common Tribal cards

Dwarfs:
Dwarf Wizard Control Common
Creature - Dwarf Wizard
When ~ enters the battlefield, ignite target artifact, creature, or land. (Put a blaze counter on that permanent. It has "At the beginning of your upkeep, this permanent deals 1 damage to you.")
2/2
Dwarf Soldier Control Common
Creature - Dwarf Soldier
: Tap target permanent with a -1/-1, blaze, or flood counter on it. It doesn't untap during its controller's next untap step.
2/2

Elfs:
Elf Druid Control Common
Creature - Elf Druid
, Return a land you control to its owner's hand: Add one mana of any type that land could produce to your mana pool.
1/1
Elf Rogue Control Common
Creature - Elf Rogue.
Whenever ~ deals combat damage to a player, you may gain control of target land that player controls until end of turn. If you do, untap that land.
2/1
Elf Warrior Morph Common
Creature - Elf Warrior
Morph
When ~ is turned face up, target creature gets +2/+2 and gains trample until end of turn.
2/2

Gnomes:
Gnome Druid Common Control
Creature - Gnome Druid
When ~ enters the battlefield, reveal the top three cards of target player's library. You may put a land card from among them onto the battlefield under your control and the rest into their owners' graveyard.
1/2

Humans:
Human Soldier Control Common
Creature - Human Soldier
Sacrifice ~: Exchange control of two target creatures.
2/2
Human Wizard Morph Common
Creature - Human Wizard
Morph
When ~ enters the battlefield or is turned face up, you may put a flood counter on target land. That land is an Island for as long as it has a flood counter on it.
1/3

Vampires:
Vampire Cleric Morph Common
Creature - Vampire Cleric
Morph
When ~ dies, you may put a -1/-1 counter on target creature.
1/1
Vampire Rogue Morph Common
Morph
Deathtouch
2/1
Vampire Warrior Control Common
Creature - Vampire Warrior
Whenever ~ helps to defeat a creature, put that card onto the battlefield under your control.
2/2
« Last Edit: January 16, 2015, 07:47:49 PM by Den »

Den

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Re: [block] Tribal Block Designs
« Reply #5 on: April 03, 2015, 05:48:35 PM »
Siu-Lam Scholar
Creature - Gnome Wizard
, Sacrifice ~: Counter target spell with converted mana cost X.
Respawn (When this dies, manifest the top card of your library. To manifest, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
2/3

Den

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Re: [block] Tribal Block Designs
« Reply #6 on: September 11, 2015, 04:33:44 PM »
Classy Charms

Monk's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains lifelink until end of turn.
• Counter target spell that targets you or a permanent you control.
• Tap up to two target permanents.

Wizard's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains flying until end of turn.
• Counter target noncreature spell.
• Exile target permanent until the next end step.

Rogue's Charm
Instant
Choose one —
• Target creature gets +2/+2 and can’t be blocked until end of turn.
• Destroy target tapped permanent.
• Draw two cards, then discard a card.

Warrior's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains menace until end of turn.
• Target creature you control fights another target creature.
• Destroy target permanent with converted mana cost 2 or less.

Druid's Charm
Instant
Choose one —
• Target creature gets +2/+2 and gains trample until end of turn.
• Untap up to two target permanents.
• Destroy target artifact or enchantment.
« Last Edit: September 16, 2015, 06:51:59 PM by Den »