Finally got around to updating the color-pair archetypes photo! Ground and Rock swapped colors, and Steel has moved a little bit into Red, but remains mostly Artifacty colorless.

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Finally got around to updating the color-pair archetypes photo! Ground and Rock swapped colors, and Steel has moved a little bit into Red, but remains mostly Artifacty colorless.
Public access to the set
Hey everybody! So, after lots of work figuring out how to do this, I think I finally found a way to publicly host the set file. It’s at https://nofile.io/f/FYomYzedy5C/Pokemon+Set.zip.
That zip file contains the XML and image files needed for Cockatrice, as well as the Magic Set Editor file for the set itself, and the set icon (if that’s even needed). Here’s the how-to for importing a custom set into Cockatrice: https://github.com/Cockatrice/Cockatrice/wiki/Custom-Cards-&-Set
You can also go to http://www.planesculptors.net/set/pokemon-cube to see the set in its entirety.
@youknowwhatscrewyou, apologies for the delay, but here you go!
Tribeless Spells Post #5: Just for Instants. Many of the instants and sorceries in the cube have flashback, both to be more valuable in a limited and for flavor, because in Pokemon most moves are used repeatedly. For the most part these represent Pokemon moves, but a few like Sturdy represent a temporary ability.
Wake-Up Slap is mostly a removal spell, but I love that in a pinch it can be used to slap a tapped creature awake to attack or block. Mimic is one of my favorite spells because it’s so simple, and I am surprised there isn’t an existing card that does it.
Quash and Power Trick are simple combat spells, but much less effective once the opponent knows they’re, so if the mana is available and the card is still in the graveyard they’ll probably be much more cautious in combat. Smokescreen, Detect, and Protect are a cycles of Fogs, with the last two somewhat classic Fog effects, but Smokescreen is a reference to Darkness, and in true Black form, it only protects you and nothing else.
EDIT: I missed Sucker Punch! I’m not sure how, but I have now added it to the proper post. I love the flavor, and while it isn’t exactly a Black effect, I added it to the cost to make a reference to the Dark type of the original move, as well as to provide the Ghost archetype with a way to “block” even when their creatures can’t.
Tribeless Spells Post #8: Stone and Sorcery. Our last batch of cards for the whole cube! Next week will be pretty minor, I’m going to make a sort of “information gathering” post or two about a major change I’ve been considering, and try to collect feedback. I may end up making a strawpoll or something after explaining the pros and cons, so we will see. Thanks again to everyone who’s been looking at these, I really appreciate it! Have a good weekend!
Tribeless Spells Post #7: What is the Sorcery? Last day of the week! And a bit of post overload as I play catch up. 4 in one day! Just like the instants, most of the sorceries have flashback for both function and flavor. Rather then always cost-upgrade them like the instants, since the sorceries are more limited in their usability, the Flashback costs either flip color at same cost, or cost up by 2 in the same color. Detailed descriptions under the cut!
The Ground-Rock proposal.
So this post is about something I’ve been considering for awhile, a huge change to the cube: trading two types’ color associations. This would affect every card with a reference to either type, which is a pretty huge number. Rock is currently Red-Black, Rakdos; and Ground is Green-White, Selesnya. I originally chose these color pairs because Rock seemed more offensive, and Ground more defensive. There are a few flavor and mechanical breaks with the way this is handled currently, though, as detailed below.
Steel Post #3: Electrum (A Silver-Gold Alloy). Today we hit the last of the color Steel creatures (4 more colorless coming tomorrow), all gold! And 5 of them are Legendary. A lot of these have higher-than-average converted mana costs, but luckily Steel has an affinity for artifacts. So while drafting, Steel decks often take other tribes mana rocks for artifact synergy and as a kind of hate-pick option, to accelerate paying for their high costs. And as usual, Metal Coat and Steel Gym help Steel play a 5-color deck smoothly if those types of cards are chosen.
Items Post #3: Pokeball Fever! This post is basically just three cycles, so it has fairly short explanations. While I was designing Pokeballs for this cube I was thinking how to translate “capture wild Pokemon” and “store and release owned Pokemon” into Magic terms. At this point, almost all items had dual modes, so I figured I would have an ability for each. Tutoring seemed logical, using your item to “catch” a creature you don’t have, then I thought about throwing your Pokeball out to release the creature. What would that look like in Magic? I decided on an almost Aether Vial-y effect, putting the creature into play.