Hyperpop is a custom Magic: the Gathering set inspired by modern pop & electronic dance music that takes place on a plane where all magic manifests as light & sound. Society is centered around performance. Musicians constantly strive for innovative and idiosyncratic combinations of sounds to amp up their performances. Visual artists pursue vibrancy and diversity of color in their prismatic laserlight showcases. In conflict, the flashiest, most cutting-edge performer takes the day.
Games of Hyperpop should invoke two feelings: a strong sense of rhythm, and build-your-own multicolor. Expect your limited decks to hover around "two colors with a splash." The cards & mechanics put a great deal of emphasis on sequencing and planning both within turns and across turns.
We're currently aiming to make Hyperpop into the best limited set it can be. We look forward to experimentation with Primordial and other constructed formats as the project develops.
Quick Links:
Design Document: https://docs.google.com/presentation/d/1oR29rZGQM1T277AqX8Cbslkie1VUHxZuSyw_lnr08Ag/edit?usp=sharing
Planesculptors: http://www.planesculptors.net/set/hyperpop#cards
ArtStation Vision Board: https://www.artstation.com/platypeople/collections/1114430
Mechanics:
Prismatic Mana (Designed by @Agentbla) Prismatic mana is a new mana symbol that appears in casting costs and activated ability costs. Prismatic mana symbols (abbreviated V) can be paid for with one mana of any color not used to pay other colored or prismatic symbol costs. For instance, a card that costs VU can be cast with one blue mana and one mana of a nonblue color. A card that costs 1VVR can be paid for with one red mana, two mana of different nonred colors, and one mana of any type. This mana symbol is designed to encourage deckbuilding with lots of colors without dictating exactly which color combinations are supported.
Drop (BGU) Drop is an ability word that groups together a certain class of abilities found on creatures. Drop abilities are unlocked by playing the creature after you’ve refrained from casting creature spells for a turn, meant to emulate the “bass drop” following a period of anticipation.
Amp It Up (URW) Amp it up is a keyword batch of game actions. Both casting your second spell in a turn and attacking with three or more creatures count as amping it up. On permanents, it appears as a part of triggered abilities that trigger whenever you perform one of the two game actions in the batch. On instants & sorceries, you can earn additional effects if you’ve amped it up during the turn the spells are cast. Notably, if an instant/sorcery is the second spell you cast in a turn, it will earn it’s amp-it-up-related bonus.
Draft Archetypes:
WU: Artifacts
UB: Flash
BR: Morbid
RG: Elemental Tribal
GW: Buffs
WB: Scry
BG: Drop
GU: Prismatic
UR: Spellslinger Amp
RW: Go-Wide Amp