Community Set Irindu Summary
Community Set
squire1
5 September 2011
3283 views
5 September 2011
3283 views
So here we are. The community set has been underway in design for quite some time now. This article is to help summarize where we are for the irindu shard. As we continue to add cards to the set we will continue to add them to this sheet. It also includes all information needed about the shard in question. Take a look. This article will be a reference for upcoming challenges.
Deep in the depths of the Irindu wilderness sleeps a dormant evil of unknown power it is held bound by the power of the sluice mages. Sluice magic flows over the entirety of Irindu keeping the chaotic landscape in check. The landscape changes constantly some say it is to keep the unknown power at bay others claim it is a hazardous side effect of sluice magic, but whatever it is it keeps the residents of Irindu on their toes. I see this as similar to native American and Aztec cultures. The societal structure for humans is that they have a tribal council with the treefolk and Faeries. All three groups worship the elements (elementals) as god-like creatures and respect the various beast of the land, though they hunt them. The sage-like thinker of these groups observe and document the world around them and create artifacts to help others understand (solar calendar, maps) and weapons (bows and axes and other equipment). These are all a simple people that live off the land and have some large structures built but mostly clay huts and long cabin-esque buildings. Irindu is in a constant change of flux. The landscapes and denizens are always morphing just a little bit, making maps pointless. People may mutate a little bit at random due to the sluice/Flow running through everything. As mentioned, change is the only constant, so shapeshifters, wizards and free thinkers are always on their toes. The (unbeknownst to the players or the people in Irindu) cause of the Flow is an ancient evil buried deep in the land. The Flow is ever-present; raw, surging mana that travels through the landscape and the creatures living here, which it changes in both frightening and beneficial ways. Even the most simple of creatures would be akin to a chameleon; something like changing color would be considered mundane. "The shard of Irindu is a place saturated in green mana that has been spurred on by red mana and blue mana to twist all aspects of life and wizardry. This strange landscape consists of constantly changing rivers, bizarre vegetation, and mutated creatures. The Flow is ever-present here. The Flow is a raw and surging type of mana that travels through the landscape and the creatures living here, which it changes in both frightening and beneficial ways. The environment and creatures here are in a constant state of change. Something as simple as changing color would be considered mundane here. These unusually sudden evolutions could mean that one day youre hunting your prey and the next day that same prey is hunting you." Irindu the the plane of change. Specializing in card drawing. Long Description: The shard of Irindu is a place saturated in green mana that has been spurred on by red mana and blue mana to twist all aspects of life and wizardry. This strange landscape consists of constantly changing rivers, bizarre vegetation, and mutated creatures. The Flow is ever-present here. The Flow is a raw and surging type of mana that travels through the landscape and the creatures living here, which it changes in both frightening and beneficial ways. The environment and creatures here are in a constant state of change. Something as simple as changing color would be considered mundane here. These unusually sudden evolutions could mean that one day you're hunting your prey and the next day that same prey is hunting you.
Regions/ clans
- Flow river
- The Sieur
- Naissae - center of the flow/source
- Lighpol - Forest for treefolk
- Venifucia - Wizard academy/city
Creature Types The creature types of Irindu are: Beast, Dragon, Elemental, Human, Mutant, Shapeshifter, Sphinx, Weird, Wizard, and Wurm Themes/Mechanics
Irindu Mechanic
Flow (Flow COST: As you draw this card, you may reveal it and cast it for its flow cost. If you do, draw a card.) Others
The mechanics of course include the evergreen keywords (deathtouch, defender, double strike, enchant, equip, first strike, flash, flying, haste, indestructible, intimidate, landwalk, lifelink, protection, reach, regenerate, shroud, trample, and vigilance) and Flow.
The general themes according to the voting are:
- Trample
- haste
- Flying
- Card draw
- Acceleration
- Can not block creatures without flying
- polymorph like effect (like flip a coin and, if heads sac it and polymorph)
Artwork
Many of you have asked how artwork will be added to the cards. Well now is your chance. If you have artwork for one of the cards, submit it to [email protected]. We will review the art and probably add it to the card unless it is just completely off the mark.
Yea, I thought so too. I made one but would be interested in seeing yours.
September 14, 2011 9:42 p.m.
Yeah I am planning on posting the art that I have received so far in a couple of days
September 14, 2011 10:17 p.m.
I've just discovered the existence of this project, so forgive my ignorance. Have you chosen to ignore Wizard's huge rule that +1/+1 and -1/-1 counters can't be in the same set?
September 17, 2011 3:55 p.m.
Good point. Maybe the following tweak on Sphinx of the Flow: "At the beginning of your upkeep, ~ gets +1/+1 until end of turn for each card you drew since the beginning of your last upkeep." It's not really the same thing, but it's kind of close.
September 17, 2011 4:26 p.m.
Probably "Whenever you draw a card, ~ gets +1/+1 until end of turn" would be clearest.
September 17, 2011 4:44 p.m.
If this "Flow" does weird stuff to both spells and creatures, may I suggest a Knowledge Pool type effect? I was thinking of maybe something along the lines of
"Whenever you cast a spell for its flow cost, you may counter it. If you do, choose a card in your graveyard that shares a type with that spell. You may cast that spell without paying its mana cost."
I just noticed that all the stuff in here was creature based, and thought of this. I am a big fan of RUG, so I will be following this shard closely.
October 5, 2011 10:07 p.m.
glad we piqued your interest. Looking forward to your involvement.
October 6, 2011 10:06 a.m.
http404error says... #9
Thought Storm is blue by color indicator, not by rules text.
October 8, 2011 1:40 p.m.
A very good point, however the current software used to creat mockups do no include the template for that
October 8, 2011 3:43 p.m.
http404error says... #11
Indeed. And there ISN'T a template for it... yet. At least in the standard frame.
October 8, 2011 7:44 p.m.
Hi haven't looked at new cards for the community set for a while, as have been moving and gone back to college.
Should Thought Storm have a conventional mana cost as well?
I ask because if ends up in your opening hand, or draw it without having the mana spare to pay it's flow cost, it becomes a dead card in your hand.
I can see it was made for flow, so may I suggest X1UU (a less blue mana intensive blue sun's zenith that only allows you to draw cards) to keep the card in the game if one of the above situations arises.
All the other cards i seen for this shard look fun to play, I'll have to check out what else i missed in my absence :)
October 28, 2011 8:59 a.m.
Venifucian Timepiece might want the draw/put a card back ability in the opposite order. Right now it can enable flow on dead cards like Thought Storm, but that's all it can do. if it drew a card, then put one back, it wouldn't be as much of a flow trick, but it would dig deeper, and you would still get the flow opportinity on your next draw.
October 28, 2011 11:30 a.m.
yeah that was the intent. i mean it is only a one use ability since its ETB type effect, so fixing a dead card in hand or enabling flow on a card in hand is good, since it causes you to draw from flow, so if used with flow properly, it leads to a +1 increase in hand size.
October 28, 2011 11:37 a.m.
I just realized that the Undulating River cycle probably doesn't work the way you want. Since it enters the battlefield untapped, it can pay for itself. It looks to be based on Rupture Spire , which would make the ETBT clause required. Otherwise, it will never need to be sacrificed.
November 9, 2011 7:36 p.m.
Dude, I think the point is that it can either pay for itself, or another land can pay for it. It's not the point that it will sometimes be sacrificed, just that it costs 1 to play that land.
November 9, 2011 7:49 p.m.
SwiftDeath says... #17
shapeshifter essence needs work as far as the wording goes the way it is it says "whenever a creature enters the battlefield, enchanted creature becomes a copy of that creature." is it supposed to change as other creatures enter the battlefield or is it supposed to become the next creature and lose the effect of the enchantment the reminder text makes this very confusing.
November 12, 2011 11:01 p.m.
SwiftDeath says... #19
kk that is what I thought at first but then I saw this effect lasts indefinitely and started second guessing it thanks for the clarification.
November 12, 2011 11:09 p.m.
Yeah that was my design before I joined the project. It is supposed to change creatures into Unstable Shapeshifter
November 12, 2011 11:37 p.m.
shadowdart says... #21
question for Shared Foresight. Does each player get to see the order in which the cards are replaced?
November 17, 2011 9:49 a.m.
noyou are forced to reveal them. not show what you do with them after revealing. i think
November 17, 2011 9:56 a.m.
The way it's worded now, other players don't know the way they're put back. Also, it doesn't need "to all players"; that's implied.
November 17, 2011 12:37 p.m.
Permission to rewrite the background info? It's something I happen to be good at.
November 17, 2011 3:53 p.m.
Polaris you are welcome to. It is a major endeavor though since the story is written for the whole block. Let me know.
November 17, 2011 7:15 p.m.
Falcofemoralis says... #26
I see a problem with viscous plasma: it wouldn't be a very good attacker... Maybe instead of T, the ability should be: put a card from your hand on top of your library. That way it can fix broken cards and also can attack instead of essentially having defender.
May 1, 2012 9:10 p.m.
Lesser Vigaan is a card Wizards would probably never print. It's just very difficult to beat, and very non-interactive - i.e. unfun. Why does it need shroud? It's already a 7/7 with haste! It's going to get in for damage the turn you play it.
Just do a Gatherer search on Dragons with CMC > 5: http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&subtype=+%5b%22Dragon%22%5d&cmc=+%3E%5b5%5d You'll notice that none of them have shroud, and for good reason. This thing is like Inkwell Leviathan on steriods! It's a great Reanimator target, and there's very few things your opponent can do against it. Also, shouldn't it be a Greater Vigaan? Unless there's something even scarier than a 7/7 flying, shroud, haste coming up in the next set!
Maybe it should have lower power/toughness (like 5/5), or just a lack of shroud. Without shroud it could also have some cool ability.
June 18, 2012 3:20 p.m.
Lesser Vigaan is a card Wizards would probably never print. It's just very difficult to beat, and very non-interactive - i.e. unfun. Why does it need shroud? It's already a 7/7 with haste! It's going to get in for damage the turn you play it.
Just do a Gatherer search on Dragons with CMC > 5: http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&subtype=+%5b%22Dragon%22%5d&cmc=+%3E%5b5%5d You'll notice that none of them have shroud, and for good reason. This thing is like Inkwell Leviathan on steriods! It's a great Reanimator target, and there's very few things your opponent can do against it. Also, shouldn't it be a Greater Vigaan? Unless there's something even scarier than a 7/7 flying, shroud, haste coming up in the next set!
Maybe it should have lower power/toughness (like 5/5), or just a lack of shroud. Without shroud it could also have some cool ability.
June 18, 2012 3:20 p.m.
Lesser Vigaan is a card Wizards would probably never print. It's just very difficult to beat, and very non-interactive - i.e. unfun. Why does it need shroud? It's already a 7/7 with haste! It's going to get in for damage the turn you play it.
Just do a Gatherer search on Dragons with CMC > 5: http://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&subtype=+%5b%22Dragon%22%5d&cmc=+%3E%5b5%5d You'll notice that none of them have shroud, and for good reason. This thing is like Inkwell Leviathan on steriods! It's a great Reanimator target, and there's very few things your opponent can do against it. Also, shouldn't it be a Greater Vigaan? Unless there's something even scarier than a 7/7 flying, shroud, haste coming up in the next set!
Maybe it should have lower power/toughness (like 5/5), or just a lack of shroud. Without shroud it could also have some cool ability.
June 18, 2012 3:21 p.m.
The leviathan has trample. Which makes it better in a way. Just because it has not been done before does not mean WOTC would not print it. If anything it means the contrary. It has shroud so it is more difficult to buff and to give trample.
It is a 2 color design so at 7 cmc you can almost consider it an 8 cmc due to casting restrictions.
This is called a French vanilla design. It has a couple evergreen keywords and an appropriate body.
Many designers at WOTC have stated that the presence of good vanilla and French vanilla cards are necessary for a set in design for many reason.
June 18, 2012 4:41 p.m.
Yeah, french vanilla is fine. It's just that this card is very difficult to beat. A lot of times, your opponent is just going to lose when you cast this. Probably the closest comparison is Simic Sky Swallower , but that has a much slower clock.
Without prior damaging your opponent at all, you can kill them with this in just 3 turns (including the turn you cast it). They only have two turns to draw an answer, which are only a sweeper, or an even larger flying/reaching creature. In comparison, Simic Sky Swallower gives an opponent 5 turns to turn the game around (1 the turn you play, 4 more to kill). This creature just isn't very fun.
Sorry to bash; it would likely be fine as a 6/6, but right now I think it just wins the game too quickly.
June 20, 2012 12:11 a.m.
On a semi-related note, Vorstclaw makes Lumbering Brute look silly.
June 20, 2012 12:15 a.m.
Yeah I still have to disagree. You are still missing that that guy has trample. It can't be chump blocked. This guy can. If you have no way to block flyers, yeah you lose. I am ok with that.
The point with Vorstclaw is well taken though. Lumbering brute may need to be changed P/T wise
June 20, 2012 7:43 a.m.
Falcofemoralis says... #36
I think the brute as an 8/6 would be cool. Kind of like a less tough Fusion Elemental .Also, here's an idea for Greater Vidaan: 2UUGGRR Flying, Shroud, Haste, whenever you put a card from your hand on top of your library, deal one damage to target creature or player, Whenever ~ deals combat damage to a creature or player, you may put up to that many cards from your hand on top of your library 8/8. (mythic rare of course) It's kind of like Hellkite Overlord for Irindu. Also it helps Flow.
landot says... #1
Don't call it a sure thing, but I am super-excited about making art for a card called 'psychic mongoose.'
September 13, 2011 9:47 p.m.