MTG Plane Concept: Paramount City
Elevator pitch: Superheroes in MTG
The story is set in Paramount City, a metropolis rivaling New Capenna (though still dwarfed by Ravnica). It's a thoroughly modern city, though with touches that make it fit with Magic's design aesthetics. In this world, there's a mysterious force called the Rift that drives people to extremes of both good and evil. Some people can tap into the Rift through various methods (inborn talent, actual magic, gadgets, intense training, etc), and those people are called Supers. Using Rift is aided by adopting an archetypal identity, especially if you keep it separated from your "normal" identity, hence all the wild costumes and names.
Mechanically, the set would be factional based on arcs. However, rather than "centered" arcs (one color+its allies) it's more like "split" arcs (enemy colors+their mutual ally). This means that each faction is pulled in two different directions by opposing goals, fitting the theme of split identities. Also, although there are five factions, there's a pretty strong good/evil split, with the faction centered on Blue as a spoiler.
Those factions are:
The Metropolitan Defenders (Defenders, GWU): The big damn heroes. The ones you think of when you hear the word "hero." They're the most morally upright team, holding themselves and others to the highest standards of ethics (W). Their internal divide is between serving the people (G) or upholding the law (U).
The People's Underground (Underground, RGW): Split off from the Defenders years ago over ideological differences. A loosely affiliated network of neighborhood protectors, vigilantes, and others who skirt up to the edge of the law. They're dedicated to protecting the people of the city (G), but are split over whether to pursue justice (W) or vengeance (R) against those who would cause harm.
The Breakers' Union (Breakers, BRG): Originally started by disgruntled henchmen, they're an alliance of small-time crooks, anarchists, and others who find themselves on the wrong side of the law. They defy the system almost on principle (R), but are torn between whether they should do something about it (G) or just serve their own self-interest (B).
The Council of the Rift (Council, UBR): The Council are a contentious group of malefactors who all seek to exploit the Rift for their own ends. They're willing to employ any methods to pursue their own personal power at the expense of everyone else (B). Though some wish to use it to remake the world in their own image (U), others would rather just see the world burn (R).
Initiative Omega (Omega, WUB): An organization of scientists, soldiers, and spies formed by the government in response to the rise of Supers. Omega sees both sides as dangerous and disruptive to the status quo. To that end, they seek to understand the Rift as much as possible (U), though whether they'll use it for the betterment of mankind (W) or to eliminate all Supers (B) is still up in the air.
I'll maybe go more in-depth on this idea later, just want to get it out there for now and see if people like it















