Custom Set - Uzuthan: Mutations abound!

Custom Cards forum

Posted on March 3, 2017, 9:11 a.m. by Kralug

Greetings, fellow card creators!

Wolfie here, bringing you my newest passtime, custom sets! I have always had a bright spark for creating my own versions of my favorite games, and recently got my hands into custom MTG cards/sets, and was instantly hooked. As thus, i'd like to introduce you all to my creation, Uzuthan!

Below i'm going to link you to the set, in full, over on Multiverse. Here you can see the cards i design, the backround of the set ( Aka Story/Skeleton, etc ) aswell as the draft archetypes i intend to have. You can also leave comments here on TappedOut, comments on the set or individualcards over on the Multiverse, or just browse through them! I won't judge!

The set is currently in it's early design stage, with commons being worked on as we speak.

I'm open to any help, ideas, or generall chatting about Uzuthan. I'm not a master at this by any means, but i do it cause it's enjoyable. I wish to create sets that are playable, meaning time well spent between friends and strangers.

(Edit: I have now finished a basic storyline, and since i know some would rather not spend the time to read the wall of text, i will put it in a spoiler below.)

Storyline Show

Boza says... #2

I am seeing a total of 5 cards on that link:

Purity of the lost - should be uncommon at least, it seems entirely too difficult to with for a common. Good job though on that.

Field study - strictly better Divination is not a good idea. Instead, you may make it work somehow with the set. Bump it up a mana at least. 3U, Scry 1 and draw two cards. You may remove a mutation counter from a permanent you control.

Stonescale Wyvern/Dragon - quite complex for a common. This is an uncommon at least. The feast mechanic is a bit too lackluster (based on these 5 cards) and mutation is thematic and nice.

Searing Spear - sure, baseline good card.

Goblin Cutthroat - 1 turn soulbound is not a good idea, at least on this card. 3 mana 1/2 in red is entirely unimpressive. 3 mana activated ability that gives only first strike is way too overcosted. Overall, start over on this one.

Overall, 3 mechanics in one color that are so starkly different are too much. Additionally, rules text can use some proper templating and clearing up.

Whenever you create new cards, hit me up and I can help.

March 3, 2017 10:22 a.m.

Kralug says... #3

@Boza

Thanks for the input! Before i go any further i should mention that there are more cards currently in the set, just press the "Skeleton" menu option to see them all, and where my general design ideas are! There are also menu options for the story, draft archetypes, mechanics, and more. I put it in the main post aswell, for clarity.

If you had a suggestion for the set's "+1/+1 counter mechanic", what could it be? I had a rather hard time thinking of somthing to thematicly fit the set, and with the mutating horrors abound and necromancers on the verge of taking over the realm, Feast seemed like a good fit.

I'm quite a fan of the Mutate mechanic i made! It seems to make sense for the set, gives every creature a different way to mutate that fits it, and works thematicly as a mechanic. I'm glad you like it too.

I'm liking the idea of changing Field Study, but if it did as you suggested, would it still be working at Common?

The Unity mechanic is still in progress, and the idea behind it is in the Mechanics section of the Multiverse page. The original mechanic was an ability word that buffed other creatures with Unity, but ended up being too advanced and complicated to pull off, both in ruling and practise.

March 3, 2017 10:45 a.m.

Boza says... #4

To be honest, reading up on the story behind the set is a bit much and I will stick to commenting on the cards and how they work and not go far beyond that.

I'll think of some +1/+1 counter mechanic. How about "Preparation - Whenever you cast a non-creature spell, put a +1/+1 counter on ~. At the beginning of your upkeep, remove a +1/+1 counter from ~"?

Yes, Field study will work - e.g. Tezzeret's Gambit.

Unity still needs a lot of work to become something good - based on that card. I have no ideas presently for that.

March 3, 2017 11:09 a.m.

MagicalHacker says... #5

A couple of simple questions:

  • Is the set based on the flavor of the world, a similarity that ties in all the mechanics, or something else?

  • What makes this plane different from all other planes?

  • Who are at least initially the good guys and who are the bad guys?

  • What is new both flavor-wise and mechanically about the set?

  • What is returning in flavor and mechanics?

  • Lastly, why did you build this set instead of a different set? What draws you to these designs?

March 3, 2017 11:23 a.m.

Kralug says... #6

MagicalHacker

I'll try to answer as best i can.

The set is based on the flavor of the world, and the events that tresspass it. The world itself is based loosely on the "Monster Hunter" series of games, with a hunting guild in the capital city, sending hunters and adventure parties to another island, hunting monsters and wildlife for fortune and glory. The city draws heroes from all over it's continent, and all colors except for black and somewhat blue are involved in this. Blue is too busy studying the ancient past, spending their time in libraries and on the same island as the hunters, although they spend their time excevating and doing field research. Black is basically exiles for crimes they have commited, be it magical or physical, and hang out in a village far away from the remainder of society. They spend their time being assholes to everyone pretty much, for whatever reason they have. This is loosely what im basing it upon.

The difference in this plane is two thing, generally. In all of magic, the Aether is referenced as a source of power. The realm has three ancient artifacts named "Aetherstone", which are basically stones loaded with a magical shitton of Aether. the cities use this to power up their shields, run their towns, and much more. two of the stones are taken by major cities ( One being the main one, the other belonging to the "Blue" city, the scribes and whatnot ) and the third one is unknown up until this set. A guy finds this stone, and it guides him towards an ancient tower, hidden by thick fog since eons ago. He basically goes in, finds an Altar ( Which are being used in the other cities to draw power from the Aetherstones ), place his found stone inside, and releases the "Maisma" (For lack of a better word). This stuff spreads rapildy across Uzuthan, causing vile mutations in basically everything it touches. The once rather peaceful Uzuthan is now ravaged by mutations, Blah blah blah take the story from there. That's the general setup.

TL;DR: The Hunter's Guild, Aetherstones, Mutating gas (Aka Maisma)

The bad guy is quite clear, it's the now corrupted (Insert name here) that stole the third Aetherstone, and set out the gas upon Uzuthan. Basiclly he becomes corrupted by the power, and is now trying to take over the land and kill everyone or some shit (Insert following plotline here). The "Black" crew, (Aka the exiled/Necromancers) are quite a fan of this gas, as it for once makes their creations stronger, and turns themselfes into vile creations. So technically they count towards the bad guys, too. The good guys on the other hand, are basically everyone else, with a few exceptions. The main city's king ( Gavrul, as of right now ) is gathering warriors and mages from all throughout the realm, aiming to attack the tower where (insert name here) resides, taking him down in an attempt to end the Maisma from spreading further.

TL;DR: Bad: The guy who set off the maisma, The "Black" crew, and the now mutated creatures.Good: King Gavrul, and his band of merry men.

Flavor wise and mechanically, is Mutations! A new variant on the DFC (Double-Faced cards) Basically they have their own subtype ( Just like Legendary ) indicating that they are mutated. All creatures with Mutate enter the battlefield with an amount of Mutation counter, and when they fufill somthing (Dealing damage, taking damage, you name it) one is removed. Once they are all gone, the Maisma takes hold, and causes a transformation. Basically this means that creatures with Mutate do somthing to lower their defenses, both physical and mental, until the Maisma takes hold. Other then that, the keywords are in works.

Returning are Zombies! They play a large role on the black side of things, and due to the Necromancers, they generally are here to stay. Other then that, the common Evergreen keywords make a return. I also wwant the feel of the Gatewatch to return, but not in planeswalker form. I love the whole "Let's group together and stop a common enemy" scenario, so Allies are a thing im following, without actually using Allies.

What draws me to this design is mostly this crazy mind of mine. I love seeing my ideas come to fruition, and i usually just let them fizzle inside my brain without ever letting them become somthing. Now im taking the bull by it's horns and sitting down to make somthing out of it. The reason i don't go for another design is simply since i like the fantasy setting. Exploring the world, fighting huge creatures then eating a feast of glory as you go over your spoils. That's my kind of world.

I hope this answered most of your questions, even if it turned out a bit long. I can ramble on for hours, but i'll try not to :)

March 3, 2017 12:15 p.m.

zephramtripp says... #7

Do you want Maisma or Miasma? Because every time I see it Maisma, it really hurts me on the inside.

March 3, 2017 12:36 p.m.

Kralug says... #8

@zephramtripp

Miasma... Typing for a long time makes my head explode. I don't even know myself when i fuck that up.

March 3, 2017 12:52 p.m.

MagicalHacker says... #9

Ah I gotcha. This is a nice world that you got, and I think you have a lot of good designs so far. My only follow up question: what colors would you say that each city and main character is?

March 3, 2017 1:08 p.m.

Kralug says... #10

@MagicalHacker

I'm currently building the map as we speak, but the general idea is as follows:

Whitgarde, The Capital of (Insert name of larger island here): White (all), Red (Humans, Pets of humans) and Green (Elves, Pets of elves.)

Baromoor, an entire province: Black (All) and Blue (Exiles from blue city/province, mostly thieves and rouges.)

(Name of blue city and/or province): Blue (All), White ( Hunters from Whitgarde, soldiers wishing to study.) and black (Rouges and assasins sent from Baromoor.)

The second continent is both Red and Green, being filled with mostly creatures and "Humanoids", like orcs and goblins who don't really have civilization in mind, but still exist.


Main character wise:

Gavrul, Ruler of Whitgarde: White, no doubt.(Name of who finds the aetherstone): Starts off as blue, turns into Blue/Black.Wolfzie: This is me! Huzzah! Also i'm Green/Red.

This list is unfinished, but will fill out as i finish the story.

March 3, 2017 1:50 p.m.

Kralug says... #11

@MagicalHacker

I have now included the somewhat finished storyline in my orginial post. look at the bottom spoiler if you are interested! It's quite a wall of text though.

March 3, 2017 3:36 p.m.

MagicalHacker says... #12

The storyline seems really great so far, and I'm looking forward to seeing the map of the plane. (It does make me think though... Why have we never gotten maps from WotC before? They seem like they would be very helpful in making the world seem real and memorable and rich in flavor...)

March 4, 2017 9:04 a.m.

Kralug says... #13

@MagicalHacker

The map of the plane is already here! It's very basic, but it atleast helps to put it into perspective of what is where. There is a section of the text that reads "Link to map", just click that and there you go!

March 4, 2017 11:26 a.m.

Boza says... #14

I will look at all cards available in light of these new story revelations and give some more reviews to cards i have not already mentioned.

I cannot see any of the cards besides the Demon Planeswalker

March 6, 2017 4:19 a.m. Edited.

Kralug says... #15

Skeleton is now finished, and the card slots are being filled in! Check out the link to see the creations!

March 8, 2017 6:51 p.m.

Boza says... #16

Ok, so looking over the cards now, I see 3 mechanics: Energy, rally and ritual (each creature you sac while casting this pays for 2 generic or any color in the casting cost).

I feel like the rally (1 card I see so far) and energy (90% of the cards so far) feel a bit flat (I know they are commons).

Cardwell lookout - fine if unexciting. I very low-tier drafting chaff that requires at least 2 other allies. This needs to be a 2/1 at least.

Aberrant duelist - while it has to be worse than Scrapper Champion, 5 mana 3/3s are barely passable at best, even with that ability attached. Add another point in stats somewhere.

Generic 3 mana 2/3 - servicable as usual.

Regulate - needs flavor text badly, though this is something I wish Wizards has printed, so I am liking it a lot.

Frozen solid - a solid reprint (hehe).

Corpsemonger - I would say it has a powerful ability for a common (a couple of NWO red flags), but should be safe at 5 mana.

Favor of the dead - a bit too weak. You really need to sac a creature to make this worth casting, but then you are paying 4 mana to get 2 2/2s, while getting rid of one of your previous dudes, for a net gain 1 2/2. Not really worth it, especially since I do not see any cheap token generation a la servos.

Pyre devil - 4 mana 2/2 that pings at ETB? No creature is worth sacrificing for this. It really needs a boost in something.

Ifrit strike - standard combat trick, but really, Dragonforce flavor text?

Take aim - another G staple reprint.

Etherlize - bog standard and I do not really see any artifact or enchantments really to assess its power level.

Sigil cycle - the blue and black ones are miles ahead of the rest, making them much worse in comparison.

Overall, these cards seem a bit lackluster. I would suggest something, but the mechanics changed around since my last post, so I do not if what I say will be relevant.

March 9, 2017 2:56 a.m.

Kralug says... #17

Boza

Thanks for the input!

Whatever ideas you have currently will remain relevant, as im sticking to the design ideas that i have shown currently. The story is set and all that, so i'm sticking to it. I'll be making adjustments from time to time to cards as i get to it, so i'm glad you got some ideas on how to adjust the cards.

Also, the flavor text regarding dragonforce is currently placeholder... But come on. How could you resist?!

March 9, 2017 1:47 p.m.

Boza says... #18

Whenever you accumulate a larger batch of cards/mechanics for review, do tell me.

March 22, 2017 6:53 a.m.

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