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Create your own plane

I have been reading a lot about the Great Designer Search 2 lately and I think the idea of creating your own plane is a great idea.

Requirements
1)You must create your own original plane, this means you can't go back and visit an old plane like Scars of Mirrodan did.
2)What is the major conflict/story of this plane.
3)How is each color represented in this plane
4)Create you own keyword that fits this plane
5)Create a legendary creature that is key to the story of this plane
Posted 15 November 2010 at 20:00

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Hehe I was hoping this would come up. Here's my go at this.


Nixil - The fallen plane

Homeland of Ob Nixilis, The Fallen. (My idea is that his name means "Of Nixil, The Fallen")

This plane is an absolute hellscape where the ultimate punishment is to be made alive.

White mana barely even exists here, and is used in a twisted form of torture. Since nothing on this plane can live, putting life into something makes it die continuously. White colored demons and zombies called "The Tainted" roam the plane, putting what little life they have into their victims.

So white's keyword is: "Tainted" - When this creature deals damage to a creature, you may pay life equal to that creature's mana cost. If you do, that creature is exiled.

Red and Black mana thrive on this plane. Extensive swamps of pure despair and misery are home to horrors and nightmares the likes of which no planeswalker has seen yet. Any conflict with these awful creatures leaves anyone who survived (few do) with fatal damages. Same goes for anyone who dares take on the "Hatelings", a tribe of savage goblins that live atop the massive bone piles, which serve as this plane's mountains.

So Red and Black get the Keyword: "Wound" - Damage is dealt in the form of wound counters. At the begging of each players upkeep, that player doubles the number of wound counters s/he has. A player with 100 wound counters loses the game and a creature with more wound counters on it than its CMC is destroyed.

Blue mana is found near islands of corpses that float in oceans of blood. Travelers to this plane are warned not to stay too long near areas of high blue mana, least they lose their minds. Images and illusions flicker in and out of view, driving most to insanity.

Blue's Keyword is thus: "Surreal" - If a spell is cast by an opponent at any time, exile this creature from the game, then return it to the battlefield after the spell resolves.

Finally, the one piece of hope still left on this plane: Green Mana. On Nixil, green mana is scarce, as life and natural growth is scarce. A tribe of elves known as "The Forgotten" live below the surface of the plane in endless networks of tunnels and caves. They periodically come out of hiding to wage well coordinated assaults on the denizens who destroyed this once flourishing plane. The forgotten elves are fast, and precise...because they have to be.

Therefore the Green Keyword is: "Swift" - When a creature with Swift blocks, if its power is greater than the toughness of the creature it is blocking, that creature is destroyed and deals no combat damage to the creature with Swift.


The Forgotten have one major goal: To eventually overthrow the maniacal tyrant of the plane, Nyxorl, the Hate King, a demon horror who seeks to bring the once great plane to its knees. (There's your legendary)
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Posted 15 November 2010 at 20:49

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Nice job, I like how each color has it's own representation, the only thing i would consider is creating less keywords because if you look at most sets a keyword works across different colors
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Posted 16 November 2010 at 01:36

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Aquasia is a world 98% covered in water. The oceans are only 3 meters (9.8 feet) deep. The citizens all live in small port towns scattered throughout the world. There are many vast oceans, swamps and flooded forests, and obelisk like mountains, but no plains. The plains in this set have images of mountain and forest shrines to the gods of this world. The citizens of this world use rafts, ships and wooden tank like submarines called treaders to travel the aquascape. Piracy and trading are common ways of life for citizens.

Ironically, mana is balanced between the colors, as the other colors can benefit from the water as well.

Blue mages use their mana to control weather, current and tides; they use mind magic for use in trade. The races that blue has are mostly Humans and Grippli, a type of frog-humanoid. They generally are traders, scientists, and sailors.

Red races are human and dwarves. They are usually pirates, traders, oil drillers and smiths. Red mages use their magic to sink ships and rafts, uproot oil and construct archaic cannonry and ships, and treaders.

Green mages use their mana to cause the trees and plants to absorb more water to keep the forest floor dry, but it causes the leaves and trunks to bulge and become slightly transparent, causing a water balloon like appearance to the plants. The races are Dryads and Grippli. The dryads at times also appear water balloon like, some large enough to tower over the forest.

White races are Avens and Humans. The monks live in mountain monasteries. They are generally messengers, monks and nobles. White mages use their magic to appease the many god, who are irritable and petty.

Black races are humans, skeletons and werewolves. They are generally thieves, pirates, and nobles. Black mages use their magic to plunder ships and rafts, gain control of territory and attain wealth, and anger the gods for their own means.

The keywords are as followed:

Trade ‘permanent type’ ‘number’ (The player who cast this spell may choose ‘number’ target ‘permanent type’ another player controls. Your gain control of those permanents. Your opponent then gains control of ‘number’ ‘permanent type’ of your choice that you control). For example, Trade Artifact 1.

Warp ‘power or toughness’ ‘number’ (All creatures blocked by or blocking this creature have “power or toughness” equal to ‘number) For example, Warp Toughness 1.

Disoriented (When this creature attacks, it must be blocked by at least 1 creature if able. When you declare blockers, this creature must block if able. Your opponent may choose which creature this creature blocks.)

Swap (When this creature is blocked or blocking only one creature, those creatures power’s and toughness’ becomes the power and toughness of the other creature in combat until end of turn)

Burst ‘number’ (When this creature deals damage to a creature, put ‘number” +1/+1 counters on that creature at the end of combat. When a creature has +1/+1 counters on it equal to it’s toughness, it is sent to the graveyard.) For example, burst 3

Stupefy (When this creature deals combat damage to a player, you may prevent that damage. Target player puts the tops 3 cards of their library into the graveyard for each 1 point of damages prevented.)

Appease (When this creature deals combat damage to a creature that causes that creature to be sent to the graveyard, that creatures control gain life equal to that creatures toughness)

Berserk (If this creature attacks and is not blocked, gains +X/+0 until end of turn, where X is equal to its power)

Drench _____ (If you control two or more islands, this ‘permanent’ gains ‘______’) For example, Drench +2/+2, Drench first strike, Drench: This creature has ‘Tap: Tap target creature’

Island walk is a very common ability type that will be found on all colors of cards. Many equipment associated with red will have attach costs.
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Posted 16 November 2010 at 01:52

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Yikes. I did the math and I think wound should take 100 counters to kill with how it works. I'll edit that.
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Posted 16 November 2010 at 21:49

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Denzier.

A plane divided into 6 factions, each fighting for the prized 'Walker Armour', an artifact that is said to give its wearer the ability to planeswalk.

The Red faction - Dwarfs, Goblins, Dragons.

The high mountain ranges to the east give excellent sight across the plane. Dwarfs create many great weapons and armors, mostly used by the Goblins in their many sieges on the neighboring human settlements. While the Dragons are technically aligned with red, they rarely make themselves known, biding their time in the many caverns beneath the mountain ranges doing all sorts of magic.

The Blue faction - Merfolk, Fairies.

The crafty Merfolk use their blue magic to deceive their opponents, call on the oceans to do their bidding and create many elementals to fight their fights. As the merfolk distract the enemy, the fairies strike from above, taking what possessions they can in each swoop.

The Green Faction - Elves, Humans, Treefolk.

The forests are thick on Denzier, with the Treefolk taking full advantage of their surroundings. As explorers try to take the forests from them, they are easily taken out by the waiting beings. The elves use the peace brought by the Treefolk to perfect their magic, using mana at will. As they summon mighty apparitions and grow the land, the humans build their defenses of the forests and prepare attacks on the nearby orc nomads.

The Black faction - Humans, Zombies, Demons.

As the sun sets on Denzier, the foul beasts of black mana make their presence known. As necromancers call the fallen from the battles of the day back to them, the Demons weave devastating spells of destruction on the camps of travlers while they sleep. As the hoards grow for the black faction, the mana slowly dwindles.

The White faction - Humans, Birds, Giants.

As the Birds of the cliffs keep watch for merfolk and fairy assaults, the giants build mighty defenses to keep the growing Zombie hoards at bay. As this daily ritual happens, the humans train their finest warriors and seek all the new talent in the white territories. As defenses grow, assaults begin to slack off, giving their enemies a chance to regroup their forces.

The Colourless faction - Artifact Creatures

A newly formed faction, bringing newly formed fear to all of Denzier. Construting new comrades and repairing old ones, the artifacts of Denzier grow without question. With powerful weapons being developed, it's only a matter of time until they become the most powerful army on the plane.

Each faction has a hero to look up to, but the guardians of the Armour have their own champion. A Planeswalker who gave up his walking, Armester risks his life on a daily basis to protect the Walker Armour.

Keywords:
:mana1: Snap walk - an ability similar to phasing, creatures with this ability are exiled at the start of each combat phase unless X is payed, X being the creatures converted mana cost. The creatures return to play at the end of combat.

:mana2: Cloud fairing - an ability mostly seen on Birds, a creature with Cloud Fairing can only be blocked by creatures with power equal or greater than that of the attacking creatures toughness.
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Posted 17 November 2010 at 08:27

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The land of war in the pursuit of unity.

The white: Humans

They originate as the former guardians of the balance of power, but the corrupted minds has began a war most unnecessary, the are known as Legionnaires.The innocence had been erased from their hearts, as the ages pass, the art of war may be the only form of art left in their war torn society. "We shall not fail, we shall not falter, the demons of our past will be forgotten, and our time will come". - Killen, The Knight

Killen is the most famous of all the knights in the army, his unmatched combat ability and destructive prowess can make him a literal one man army

The black: Zombies

The fallen soldiers of the Legionnaires, they keep true to their thoughts of unity, but their hearts and soul no longer exist within the same rotting shell, now they simply kill, without rest only when the sun doesn't shine. "We have been resurrected to continue our path... yet my sudden craving distracts me". - Allen, The First King

Allen was the first king that brought the war to life, it was he who claimed that his right to the world should be respected by all, even after death

The red: Golems

They come from the bowls of Volcana Gerth, the first source of light in the third night, the Golems burn bright in their birth, and practice self sacrifice in the knowledge that one may only be needed to destroy a hundred. "It burns my enemies, but rebuilds my body" - Gerthiom, The First Child

Gerthiom was the first of all the Golems created, as the first son of Volcana Gerth he was given the ability to summon his brothers whenever he wants

The green: Beasts

They are the keepers of the forest secrets, the strongest of them fight, the weakest are simply their source of energy. The use their knowledge of their surroundings to trap their enemies and keep their secrets safe. "They will never know how it feels to have eaten an ally in order to defend ourselves" - Frenk, The General

Frenk is a used to be human, but after discovering the secret of the forest, he has been cursed to defend it until his death, now he looks nothing like a man, but a creature the forest has made to be the leader of it's cause, but his former human side pushes him to attempt his own unity

The blue: Amphibians

They are the most mysterious of all the creatures, they mostly stay below in their underwater paradise, only joining the war after the great destruction of their capital Lumingrad. "We have one advantage out of everyone, one half of this world is our dwelling place" - Lokhi, The Original

Lokhi is the first to have the ability to walk on both land and sea, he took a human wife that bore him many children. His children in turn do the same until his army has been complete, no one knows where he comes from

The artifacts: Artifact Creatures

They all decide to reinforce their authority with artifacts that could make their army stronger than anyone, they didn't count on their artifacts turning against them and beginning their own pursuit of unity. "They thought me a slave, then I shall make them all my slaves" - Claderon, The Prototype

Claderon was the first artifact creature invented by the humans to fight of the zombies while they concern themselves with the living, but he knew more and attempted to become the immortal king of the plane

Keywords:
Formidability- They can never die their first attack, they can never die their first block.

Essence - They get +1/+1 for every creature of the same color in the graveyard

Dodge - Creature cant be destroyed, affected, or damaged by spells
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Posted 17 November 2010 at 18:01

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. . .

I think I’ll be a little dramatic with mine… Enjoy.

Far off in a corner of the multiverse is a plane known as Ituli. It is a plane of separation. Islands of plains, forests, mountains, ponds, and dark swamps hover over and through a sea of dark and thunderous clouds. The several thousands islands, some no bigger than an acre while others are as big a regions, revolve and float over a massive storm known as the core. It is a massive sphere of wind and darkness that few have ever even dared to explore. Legend says that there is something truly terrifying that lives inside the core. Due to the dangers of the plane and its thunderous skies, the mana of this world has been separated into its individual components and set into five main groups:

Green Mana has the Elves, Specifically the Tribe of Eman, wise and elegant they live happily on their islands of trees, believing the safety of the trees would protect them from any threat. They practice healing magic and study the forest, growing and ally with the plants themselves for strength. The Eman are truly formidable in that if they do not strike you down with accurate arrows and well placed traps, their elemental allies will finish the job.

Key Ability: Trample and some Lifelink

Blue Mana is mainly focus in the Veldken of this plane, mainly the Enclave. The government of the Enclave operates on a Oligarchy where the elderly and the wise are respected. Having just started to explore the wonders of flight, the Veldken are probably the closest to being able to make contact with a mana group. The Veldken use their mastery over blue magic to dodge attacks and obtain the advantage in battle. Be mindful, always watch your back when in a Veldken city.

Keyword: Blink, leave play until the end of the next endstep then enter lay a new.

Black Mana is mainly held by the Reavers, a group of fallen and decayed organisms that seek nothing more than peace. Legends say that the Reavers were once a great civilization, but were punished by the storms for trying to explore the Core. However, this legend is only known to them and they never wish to validate. Having become docile, sluggish undead creatures, they seek only to rebuild their glory. However, being undead they are in no hurry to do it.

Unearth: Return target creature in your graveyard to play, it gains haste, sacrifice it at the end of the turn.

White Mana is focused in the City of Halson in the Throne of Refus the 7th. Having ruled his small kingdom for nearly a decade, he is finally getting the hang of being a leader especially after following his father. The humans of this world are strong-willed, hardworking people. However, their army focuses more on size than on quality. Granted their leaders help to make them truly effective and the occasional hero will make his existence known, but mostly it is an army of the people.

Keyword: Honor Guard X, Put X many 1/1 soldier tokens into play when this creature enters play.

Red Mana is centered in the Mountain of Kargos, the lair of Ganos, the Goblin King. He is a figure of vision, strength, but more importantly of anger. Not being one to be ruled, Ganos took the throne by force and soon lead his hordes over his islands, assimilating all other races that lived on his island. First the giants fell, then the elementals, then the small clan of humans. Now Ganos sits anxiously on his throne. He wants more war, more land, more control. He wants a way to make his existence on the plane matter and he is eager figure out how.

Retribution X: when this creature enters the graveyard from play, summon X 1/1 Goblin tokens, deal X damage, (there will be a number of effects tied to this)

~~~~~~~~
After the first section of the set gets the background and story setup, the next part of the set will continue the story.

Having found a way to effectively obtain more land, Ganos has made contact with some of the outlying islands of both the Veldken and Human regions. Ganos’s horde is strong, will the two races be able to unite and fight the Goblin King.

In this set, gold cards will be introduced with the keyword Fusion. Example

Robost Vanguard: 1WB

Fusion: Sacrifice one White and one Blue creature as an additional cost to this spell. This creature’s stats are equal to the sacrificed creatures’ original stats.

Haste, Lifelink

This fusion ability is basically because the groups have been separated from the other manas for centuries. It will add a new level of power.

~~~~~~~
The final section of the set will reveal more gold cards, but with other colors and we’ll really see the plan beginning to unite against Ganos and become a unified world.
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Posted 18 November 2010 at 01:39

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Dam you Lelouch34, I wanted to do a very similar plane. Mine was going to have "The Great One" powering his great machine at the centre of the divided world, known as "The Nexus".
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Posted 18 November 2010 at 05:06

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*Looks at Lelouch34*
Me: Look what you did. You should be ashamed!

Lelouch34: He means you, dimwit.

Me: Oh. Sorry Ded.
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Posted 18 November 2010 at 13:08

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[QUOTE=Lelouch32]*Looks at Lelouch34*
Me: Look what you did. You should be ashamed!

Lelouch34: He means you, dimwit.

Me: Oh. Sorry Ded.[/QUOTE]

LOL.

Well, I guess "great minds..."
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Posted 18 November 2010 at 13:54

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Infinitum is a plane that is 60% land, but that doesn't mean there's little water. In fact, there are 20 oceans the sizes of other planes scattered throughout. The land is vastly varied, with cityscapes larger than Ravinca, floating hunks of land similar to the terrain of Zendikar, only larger, and more impressive land features. Many creatures of this plane reflect the size of the land as well, with beasts, dragons, and other large creatures, at their largest, the size of the state of Texas. Eldrazi return this time, but their full background before imprisonment on Zendikar will be revealed. Also, Phyrexia landed on this plane, and hopes to "perfect" all of the life on Infinitum, and the collosal forces of the Eldrazi will clash with Phyrexia in a war to dominate.

:manab:Black mana comes from the vast swamps surrounding the Vampire city of Gelenas. The black mana takes a presence of corruption and destruction, and focuses on its new ability, Implode. Whenever a creature with implode comes into play, it has one implode counter on it, you may pay X (whatever X is, but it’s specified on the card) and remove the implode counter to destroy or exile target creature with converted mana cost equal to or less than whatever the implode cost is.

For example, Crusher of Gelenas is a 6/6 flying with Implode 6. After he is in play, you may pay the implode cost to use the ability and destroy a permanent of your choice that has 6 or less in converted mana cost. wether the creatue is destroyed or exiled is determined by the card using implode. if the Implode counter is somehow removed, creatures can no longer use implode.

:manag::manar:Red and green mana comes from the forest covered mountains surrounding the Montem Maximum, a volcano that reaches 2 miles high. Red and green mana take their usual roles, and create a new one, called growth. It is similar to level up, but the growth takes place as a trigger condition.
An example of a growth creature is Feral Dragon. It starts off as a 2/2, but every time a red or green spell is cast, you put a growth counter on Feral Dragon. When it has 4, it becomes a 6/6 flying. When it has 12, it becomes a 9/9 flying with trample, flying and vigilance.
Grenadam, the Massive lives in Montem Maximum, and all Beasts, Hydras, Wurms, and dragons follow his commands

:manaw:White mana comes from the vast plains and deserts that create a mere 17 percent of the land. they have massive amounts of soldiers, knights, angels, and Kor. The many white forces are valiant, noble people who strive to survive. due to this survival instinct, they have a new ability called Immoveable. Creatures with immoveable come into play with 5 charge counters. During your upkeep, each creature with immoveable loses one charge counter. Those creatures lose the benefits of immoveable when the counters are lost.

:manau:Blue mana comes from the islands that exist in the massive oceans and the floating islands throughout the terrain. Blue creatures and mages have some of the most power present on this plane, and have lost much of their sanity, while keeping their logic, reason, and intellect. Blue therefore, has the psychotic ability.

When a creature with psychotic comes into play, you roll a d6. each # on the d6 represents what will happen to you or the creature. some effects give haste, unblockable, defender, or even force you to lose life.
Five planeswalkers vie for control of Infinitum, due to its incredible amount of mana.
The planeswalkers are as follows:
Jeru Roku, a planeswalker of red, black, and green, seeks complete domination, and will use every resource at his disposal. Many dragons, beasts, vampires, Dark Elves, and demons are under his direct command.
Ryu Roku, Jeru’s older brother, controls White, green, and blue mana. He seeks to rid Infinitum of chaos and darkness, and will stop his brother at any cost. The Kor, Humans, and Elves Follow Ryu in his crusade for purity, and they seek to destroy any forces of Jeru.
Soru Roku, the third brother who has the planeswalker spark, controls all five sources of mana (he’s red/blue + black/white + green). He seeks to maintain the status quo, and neither encourages nor destroys purity or chaos. All natural races native to this plane are seen aiding him in his quest for balance.
Geth, Lord of Ish Sha, has been granted the ability to planeswalk, but his power is derived from the tainted power of Phyrexia. He has brought the contagion with him to Infinitum, and will spread the infection throughout. Infected creatures and horrors will return under his control, and all five colors, along with a few Eldrazi, will include infect.
Emrakul, the strongest of Eldrazi, has also returned, this time as a planeswalker. And his quest for dominance will unfold here on Infinitum. He seeks to spread the Eldrazi out from their entrance to this plane, the Temporal Rift, throughout the land, and dominate the inferior races. He is a colorless planeswalker.
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Posted 18 November 2010 at 17:07

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