Levels In Search Of A Game


Previously we laid out some mechanics that fit into wedge themes, and now comes the worldbuilding of it all.

The deserts and graveyard themes suggest a wasteland setting, but the artifact/Artificer themes and Manufacture mechanic suggest a strangely high tech level. How can we combine them?

Here's my take: a once-great land had a horrific catastrophe decades ago, with two remaining power centers dominating the wasteland. The Citadel of Artifex Academia (URW) preserves and teaches all things mechanical. Their original mandate, to rebuild and uplift the world, has slid into an obsessively inward focus as they sneer at the ignorant outsiders.

Their main rival is the Weaver Circle (RWB), who seeks to bind the world in stringent laws and mercilessly punish rulebreakers. They only control disparate zones outside of their main stronghold, but they are often welcomed as a relief from bandits.

The other wedges are much less organized – maybe they're more like geographical regions rather than formal factions.

Potions (GUR) – Marshy mangrove forests and geothermal craters with communities of brewers. Maybe it's for combat strength, religious ritual, recreation, or all at once.

Deserts (WBG) – A vast plain of exiles and hermits with some very strange metaphysics. They respect and revere the desert, while being acutely aware that it is murderously indifferent to them.

Reclaim/Self-Mill (BGU) – A malarial fen with a maze of covert supply lines. Anything can be traded for anything, but you might not like the exchange rate. People caught running scams are often banished to the desert, or turned over to a Weaver officer.

#MTG #Hypothetical #Kharkassakh

Potions (Artifact tokens with “2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. Activate this only as a sorcery.” In green, blue, and red.)

Manufacture (“Create a token that's a copy of an artifact token you control.” In blue, red, and white, which are also the colors of artifact/Artificer tribal.)

Reclaim (”[Cost], Exile this card from your graveyard: Draw a card.” In all colors, but weighted toward green, blue, and black.)

Curses (and punitive Auras in general) (Primarily in red, white, and black but with a tiny bit in blue.)

Deserts/lands in graveyards (Primarily in black and green, secondarily in white.)

There we go: five mechanics/themes, each more-or-less in a different wedge. But since this set doesn't have strict factions like Tarkir or isolated sub-planes like Alara, we can mix them right off the bat.

Reprocessed Brew 1 Artifact – Potion (Common) [Potion ability] Reclaim 3

I loved Eldraine's nontoken Foods and economy of uses for them, which I want to replicate here. There's also a mini-cycle of colored nontoken Potions, 1-drops with ETB effects: gaining 3 life for green, scrying 2 for blue, dealing 2 to each opponent for red.

Chemistry Technician 1U Creature – Vedalken Artificer (Uncommon) When ~ enters the battlefield, choose one- -Create a Potion token. -Manufacture. Plenty of Citadel students discreetly study the strange brews of the wilderness. 1/3

Iterated Upgrade 3U Sorcery (Uncommon) Create a 3/3 colorless Golem artifact creature token. Reclaim 4U When you reclaim ~, manufacture.

A cycle of common monocolor deserts: they enter tapped and have Reclaim 3.

Some strategic reprints help too: Desert's Hold is a great crossover, and Curse of Oblivion is some graveyard hate that most non-Curse drafters won't want.

#mtg #hypothetical #Kharkassakh