White |
Common-(20) |
Uncommon-(16) |
Rare-(16) |
We want 52 in total |
18 white cards |
12 white cards |
9 white cards |
plus these extras |
Church Wisp |
Tactical Spy |
Key of Bolor Prarie Marauder |
Blue |
Common-(20) |
Uncommon-(16) |
Rare-(16) |
We want 52 in total |
20 blue cards |
14 blue cards |
11 blue cards |
plus these extras |
Psyche Pick |
Mercury Bauble Erasure |
Manabind Void Converter Mercator Cannon |
Black |
Common-(20) |
Uncommon-(16) |
Rare-(16) |
We want 52 in total |
20 black cards |
12 black cards |
10 black cards |
plus these extras |
Axor duct |
Cursed Tome |
Punishing Scythe Sepulchran Playing God |
Red |
Common-(20) |
Uncommon-(16) |
Rare-(16) |
We want 52 in total |
17 red cards |
12 red cards |
5 red cards |
plus these extras |
Ember Ring Ironheart Dryad |
Eshan’s Heir |
Flamewind mystic Pravlutenta |
Green |
Common-(20) |
Uncommon-(16) |
Rare-(16) |
We want 52 in total |
15 green cards |
9 green cards |
9 green cards |
plus these extras |
Bonded Hedgemage |
Bordel Orangutang Set the Stage |
|
Non-Colored |
Common-(10) |
Uncommon-(8) |
Rare-(8) |
We want 26 in total |
10 non-colored cards |
7 non-colored cards |
8 non-colored cards |
|
|
|
|
Total=286 |
+ 20 Basic Land= |
306, complete set |
|
Now
what does all this mean in terms of how our set breaks down? Well, as you can
see from
the chart, we need 52 cards from every color. This counts
cards of that color and each card that counts
as that color, which would include some artifacts and the gold cards as
they are divvied up. The 52 cards
break down to 20 common, 16 uncommon and 16 rare for each color.
Throw in 26 cards that don’t count
as any color and you’ve got a full set (once you add basic
land.) Cards that don’t count as any color include
artifacts that have no colored component and WUBRG gold cards and
lands that form a complete cycle
(since
they represent each color evenly, they count towards no color at all.) and it also includes lands
that produce colorless mana. So, this formula gets us a set
that respects each color evenly, at least in
terms of representation in numbers, and fits the established
rarity scheme perfectly.
So,
what does all that mean in terms of what we need? Here goes.
White
1
common, 3 uncommon, 5 rare
Blue
-1
common (one common rarity swapped to a higher rarity), 0 uncommon, 2 rare
Black
-1
common (one common rarity swapped to a higher rarity), 3 uncommon, 3 rare
Red
1
common, 3 uncommon, 9 rare
Green
4
common, 5 uncommon, 7 rare
No Color
1
uncommon
So
this means that we need a cumulative total of 45 cards. This may seem like a
lot of cards,
but pretty much all of it will be taken up making sure that we
have each color properly balanced with
the others and all of the basic mechanics we want represented.
We’ll also need to use this space to
make sure the set mechanics are fully realized and integrated
(dead cards, virtues & vices, &c.) Also
keep in mind that we need only 1 blue card since the common
slot is over-full. Thus we only need 5
black cards. Please, let’s not make any more gold cards.
Specific Details:
Flowbot159, lets make that storm enchantment only red. We need
straight-up red rares, red has
already received the ‘extra’ gold card. Plus, besides the fact
that it’s a codex, I can’t really think
of any reason to make it black. I think red should get the
stormmaking ability because of the
flavor of mirari, and also the fork reference.
I’d like everyone to keep their
eyes open for a WUBRG uncommon card to complete the
‘counts-as-no-color’ section so
that we can have a complete cycle of WUBRG gold cards, one in
each rarity.
If at all possible, please no more
gold cards. If you must make a gold card, please make two of them,
both of the same color combination. Cards with bleedover like Shock Dactly and Coreshaper are
fine.
Right now if we make an artifact,
we have to make 5 of them. And they all have to be of the same rarity.
It would be easier if we left the
artifact count as it is since it worked out nearly perfectly in terms of
Both sheer
volume and rarity division. Same thing
goes for lands (that count as no color).
Red and Green need the most work,
requiring 13 and 16 cards, respectively. White needs 9, blue only
needs 1 (and we all seem to agree that it’s the weakest color!),
and black needs 5.
Think Rare. We only need 6 common,
but we need to make 14 uncommon and 25 rare cards.
As a final note,
our set rocks.