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#Ecumia
shsl-heck · 3 years
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A (Currently) Untitled Custom MTG Set
Okay so, this is my second attempt at typing this all up since tumblr randomly ate the first one, but for the past while I’ve been attempting to create a custom mtg set in a new plane I am tentatively naming Ecumia. This has been an on and off project but I decided to start posting updates here because I think it will be interesting to see my thought process throughout the whole thing, and also because I’m hoping it’ll motivate me to keep going. My basic idea is that it takes place on a plane starved for mana where cities have been modified to become constructs that travel the plane scrounging for what little mana they can find. The rest is going to be below a read me because it’s a long post. It has a summary of the setting, draft archetypes, mechanics and just some random thoughts on where I may go.
First I want to go ahead and go into more detail about the cities. There are five main giant cities, each of them is based on a four color mana combination. They’re all based both literally and ideologically on what color mana they lack just as much as they’re based on the colors they do have. So I guess I’ll go ahead and list them out with some explanations since they’re one of the biggest features of the world. (Sidenote: they’re all meant to be in some way terrible and corrupt.)
Zezuklet is the WUBR aligned city. It positions itself as a meritocracy, to be a prodigy in Zezuklet is the expectation. Everyone works to improve themselves and their skills to serve the city in its never ending quest for expansion and fuel. They cooperate and work together like the cogs in a machine not like people who care coming together. Black and red provide the passion for self improvement no matter the cost, blue provides the forethought and efficiency with which everything is run, and white gives the system it’s strict laws and orderly conduct. Meanwhile despite the white aspect’s focus on cooperation the lack of green mana manifests in a lack of sense of community which gives the city it’s main theme of isolation and alienation, the embodiment of society as a cold machine.
Philael is the WUBG aligned city. It’s a cult run by a council of revered priests, prophets, and theologists. It’s not the rakdos style cult though, it’s much more of the sinister sort of banality like scientology, mormonism or selesnya. The modern new life fusion way style of cult if that makes sense. Everyone is part of the family, and you don’t betray your family. If you do, then anything is fair game. Don’t worry though, family forgives. White and green create a tightknit but highly stratified and strict sense of community. Blue manifests itself in the extreme degree of mental manipulation and veiled knowledge that goes on in the running of the cult, and we see black in the cult’s policy of brutal retaliation against those that break its rules. The lack of red mana is meant to provide a sense of lacking individual identity or the ability to express oneself.
Novaesium is the WURG aligned city. In concept it’s meant to be ruled by a lineage of wise and powerful philosopher kings, however in execution the monarchs are rarely as wise and fair as one would hope. They are a regressive society who desperately tries to cling to a mythical past version of Novaesium where it was the center of culture of commerce across the plane. Anything that threatens to interfere with the return of the kingdom’s golden age is essentially considered treason. As with many of the cities white manifests in Novaesium through it’s monarchy and sense of authoritarianism and strict but arbitrary rules. Blue shows itself through the focus on subjects like classicism and focus on analyzing the past, while red lends itself to the passion and zeal to return to that past. Green ties it all together with the sense that their community is all linked together and working towards a common supposedly noble goal. Black mana when appearing in characters that aren’t villains is typically reflective of self improvement and ambition, so Novaesium’s lack of black mana is meant to reflect an inability to move beyond the dreams of the past and create something new.
Raxfada is the WBRG aligned city. In Raxfada might makes right, which means that few warlords last long thanks to the frequent invocation of trials by combat to determine who should be in charge. Despite the bloody duels and lack of formal legal system Raxfada works on a strict honor system. Families are to take eye for eye and tooth for tooth. In order to keep the city running Raxfada is in a forever war, hunting down smaller weaker cities and draining the mana from them or integrating them into the city’s mass. White and black combine to create the honor system that substitutes for rule of law with it’s focus symmetrical but swift and brutal violence. Red represents the zeal and love for battle that citizens are raised to value in order to continue the forever war, and green the philosophy of might making right, and value of raw physical strength.
Quisith is the UBRG aligned city. It runs on a parliamentary system in which many small guilds and miscellaneous groups vye for control over the parliament. People are in general highly devoted to their individual parties but deeply suspicious of all others, believing them to be plotting to take over. These fears are of course justified since nearly every single guild, secret society, etc are all planning to take over in some manner. Quisith is unique in that because it’s made up of small factions sweeping statements about philosophy are a bit harder, but in general blue and black combine to produce a very dimir-esque aspect of subterfuge and subtle conflicts and plotting between organizations. Red is meant to reflect the intensity of conflicts and constantly flaring tempers between warring factions. The lack of white means that there’s a lack of centralized authority and unity between the whole of the factions.
Now I want to move on to the draft archetypes, each of which cover a two color pairing to make them flexible enough to build in limited formats.
Azorius Artifacts takes advantage of the color pairing’s ability to control the tempo of the game while giving it tools to buff, untap, and take advantage of artifacts they play in other ways. This is probably the most control oriented draft archetype for players who are a fan of that.
Orzhov Cycling is, as the name suggests focused on cycling. Specifically it uses cycling as a means to drain life from your opponents while maintaining card selection. I have the urge to say this is probably more of a midrange deck, but honestly I could see it being built in a couple different ways.
Boros Voltron/Go Tall focuses on applying powerful buffs to a single creature with cheap spells, making it one of the more aggro focused draft archetypes. There’s really not much more to say than that.
Selesnya Toughness Matters is my attempt to make a draft archetype that takes advantage of creature’s toughness with spells that set power equal to toughness and others that reward playing high toughness creatures. Because of the focus on more defensive creatures I think this archetype could potentially turn into a stall focused one, but it is also green so who knows what people could come up with.
Dimir Self Mill seems like pretty well trodden territory (it just appeared in Theros,) but it specifically seeks to take advantage of the two new custom mechanics, Trawl, and Repurpose which both have graveyard synergy and actually give Dimir the ability to ramp. I’ll explain both those mechanics in the next section though.
Izzet Auras is not something that is traditionally thought to fit the color pairing. However on this plane I wanted auras to be a sort of magical expression of an inner truth. Similarly to how the Prismari in strixhaven view their craft as artistry, auras are considered a deeply personal and artistic form of magic which I thought fit Izzet. (I actually came up with this before strixhaven was spoiled so it was a fun surprise.) Izzet auras do things like grant card draw, firebreathing and more, making them a sort of toolbox deck.
Simic Go Wide wants to overwhelm their opponents quickly with their efficiently costed creatures and overwhelming generation of tokens. Yes, this is an aggro Simic archetype, lord forgive me.
Rakdos Self Burn obviously deals direct damage to yourself as well as opponents and permanents they control while rewarding you for lowering your own life with benefits like card draw and buffed creatures.
Golgari Repurpose is fully based around the Repurpose mechanic which grants them exceptional temporary ramp, letting them cheat out giant creatures at the cost of exiling cards from their graveyard to help pay. This is yet another archetype aiming to use new mechanics, this time with sacrifice outlets and giant beaters.
Gruul Aggro is the mother of all aggro draft decks in this list. It has a focus on cheap but strong creatures with haste, and powerful enter the battlefield effects that defeat your opponent before they can begin to pull out their own strategy.
Finally, I want to finish off with a summary of the new mechanics, and a report of my progress as of writing this.
The two main mechanics unique to this set are Trawl and repurpose. Trawl lets you mill an amount of cards and then return any lands put into your graveyard that turn to your hand. I’m still ironing out the kinks in repurpose, but essentially repurpose is a keyword on permanents that lets you exile them from your graveyard (and maybe your hand, I haven’t decided) in order to add generic mana to your mana pool.
As of right now I have around 65 of the 101 magic cards found at common in each set completed. Rough drafts of white’s common cards in the set are finished and I plan to go back over an re-edit them to add some polish after I’m done with all the commons.
Thanks for reading and hopefully this was interesting!
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