Author
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Topic: Creat your own card contest (part V)
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fluffycow Member
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posted June 04, 2012 04:02 AM
quote: Originally posted by AEther Storm: I got the wording wrong on my first card. Can I change it? as it stands it looks like the opponent is dealt 1 damage when tapping his turned to snow land, but it is the controller of Nippling Ice who receives the damage.
That's fine, please just post everything again. Thanks
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MagicPatty Member
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posted June 04, 2012 11:42 AM
Card 1: Dual land cycle:Mining Wilds Land T: Add G or R to your mana pool and add a counter to this card. If Mining Wilds has 2 or more counters on it, it produces 1 instead. Ravaged Encampment Land T: Add U or W to your mana pool and add a counter to this card. If Raved Encampment has 2 or more counters on it, it produces 1 instead. etc. for the other 3.... The GW we'll call Abused Woodlands, BR will be Forgotten Highlands, and the UB will be Cleared Catacombs. What I wanted here was a way to get a bonus for a few turns with the lands, and then have them "run out of resources," hence the names they have. Card 2 U: Draw three card..... Dofin, Forgetful Ancestor Casting cost: U Legendary Creature - Wizard You may play only one spell per turn. Hellbent - U: Draw three cards. The fool was talking perfectly loud. I'm shooting for a balanced card here that can still see play and will indeed cast Ancestral in some games. He's great in a blue control deck, but I made his ability R to restrict him a little bit. The idea is that you have to work a little bit to empty your hand if you already have him in play, as you have the 1 spell per turn restriction. Then after drawing three, you have to work a little more to re-empty the hand. I wanted the casting cost to be red, but the rule says casting cost U, so U it is. Probably at his best when cast after the hand is empty, and in a deck with free spells and things that want you do discard cards to activate. Card three: the mechanic! I want to make a mechanic that takes a play on the turn of the game, which is unexplored in magic with the exception of Serra Avanger I think. The mechanic will be called "seasoned"... Much like hellbent, it triggers when a certain thing happens. In this case, it happens on turn ten or later. It would read in reminder text: X gains Y if it is turn 10 or later. common: Steady Infantry 1W Creature - Soldier Seasoned: +1 / +2 Time heals all wounds, but it also trains us to make bigger ones. 2/2 The common is a simple play on a bear. The idea is that the Infantry has been around for a while and got better at fighting. uncommon: Winged Hatchling 2RR Creature - Dragon Flying Seasoned: R: +2 / +0 until end of turn. First it learned to fly, then it learned to decimate. 2/3 rare:
Kjeldoran Castle Land T: add 1 to your mana pool. 2W: put a 1/1 soldier token into play. Seasoned - T: add one mana of any color to your mana pool. 2W: put two 1/1 soldier tokens into play. I wanted to may a throwback Kjeldoran outpost that could play in standard. It's strong, but not overwhelming. Bonus card! Wheel of Time Artifact - 3 When Wheel of Time enters the battlefield, draw a card. You are now seasoned beginning with turn 8. It seems like a fair card with the seasoned mechanic. Three mana is a lot for something that doesn't do anything immediately. It cantrips because multiples are dead, so it is still ok to play with 4 of them. Basically, the idea behind the mechanic is to interact with time, or in this case, the turns in the game. There are cards that interact with the hand, mana, graveyard, library, exile, etc. but this seems like an unexplored option.
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MagicPatty Member
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posted June 04, 2012 11:44 AM
sorry for the double post, but my second card's ability should be R, not U. Also, he is a 1/1
[Edited 1 times, lastly by MagicPatty on June 04, 2012]
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AEther Storm Member
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posted June 04, 2012 01:32 PM
On request resubmitted for clarity purposes and layout. I left the old post in place.quote: Originally posted by fluffycow: Round 2: Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).
Ahhh, I overlooked the Dual land part at first. My mind was going Maze of Ith / Ice Floe like (non-mana producing lands ) Here goes. I went for a cycle of lands that are different (like Future sight) as it keeps it more interested. The first is a Snow Land because I like Ice Age and Coldsnap, feeling they can (or should have done) do so much more with snow, Ripple sucked: Nipping Ice (according to a translation site I found, Nipping is the English word for the Dutch 'kruiend'. I'm not sure if I'm allowed to post links here, but Google on pictures for 'kruiend ijs' and you'll see what I mean. Snow Land - (R) T: Add S (snow mana) to your mana pool. T: Add U to your mana pool. Nippling Ice deals 1 damage to you. Put a Frost counter on target land an opponent controls. A land with a Frost counter on it gains 'Tap: add S (snow mana) to your mana pool'. T: Remove a Frost counter from a land an opponent controls. That lands controller gains 1 life. Add W to your mana pool. This is very characteristic for nipping ice. It slowly takes over your land (nipping ice moves!), but when the thaw sets in it melts, watering the land. Spectral Marsh Land - (R) Tap: Add U to your mana pool and put a 1/1 blue flying Spirit token into play. Spectral Marsh does not untap during your next untap phase. Tap: Reveal your hand. An opponent chooses a card from your hand. Discard that card: Add BB to your mana pool. This was a tough one. Blue likes mana open and dislikes creatures on the other side of the boards. So it gives them a creature to block something, but slowing them down a turn. Black loves a first turn Hymn (don't we all?), but it's drawback is almost SM-like. (for the records, I'm not into that ) Infested Caves Land - Swamp Mountain (R) Tap: Add B to your mana pool. You lose 1 life for each Swamp you control. Tap: Add R to your mana pool. Infested Caves deals x damage to you where x is the number of mountains you control. Very good early game, bad late game. Still, could you make that life loss work? Fiery Forest Land - (R) Fading 3 Tap: Add G to your mana pool. If this mana was spent on a creature spell, put a +1/+1 counter on that creature. Tap: Add R to your mana pool. If this mana was spent on an Instant or Sorcery that would deal damage to an opponent this turn, it deals that much damage +2 instead. Great options, but only for a limited time. Hello Zoo? Fertile Savannah Land - (R) Tap: Add G or W to your mana pool. Each opponent searches his or her library for a basic land card and puts it into his or her hand. You gain 2 life. Tap: Sacrifice Fertile Savannah, search your library for up to two basic land cards and put them into play. Use this ability only if you have 25 life or more. At the cost of not coming into play tapped, you're giving them lands. In Eternal, not so much basics are played so this should not be dominating for your opponent. In Standard formats, your eventual tempo swing should balance it out. quote: Originally posted by fluffycow: Card 2: U draw 3 cardsGive this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects. Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card.
AEther Storming - U Instant - (R) As an additional cost to play AEther Storming, shuffle 3 cards from your hand into your library: Draw 3 cards. Big drawback, but we can't reprint Ol' Recall now can we? It requires 3 cards in your hand and for this to work, plus you could get the same 3 cards back. quote: Originally posted by fluffycow: Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind. Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored. Good Luck!
Ability: Rage X. If a source you control deals damage to a permanent with Rage on it, it gains x Rage counters. It's not relevant how much damage was done, so dealing 4 damage to a permanent with Rage 1 does not give it 4 counters, just one. AErathi Renegade - (C) Lizard Warrior 1R Rage 1 (When this is dealt damage by a source you control, put a Rage counter on it. AErathi Renegade gets +1/+0 for each Rage counter on it.) 2/2 For a lizard, growing back your tail after having it cut off doesn't mean it doesn't hurt. He'll make you feel how much. Keldon Rolemodel - (U) Human Barbarian - 1RG Rage 1 (When this is dealt damage by a source you control, put a Rage counter on it. Keldon Rolemodel gets +1/+0 for each Rage counter on it.) When Keldon Rolemodel attacks, each creature with a Rage counter on it gains trample until end of turn. 3/2 'Follow my lead!' Ouchos, Father of Pain (R) Legendary Creature - GRRR (gotta love this casting cost) Barbarian Rage 2 (When this is dealt damage by a source you control, put two Rage counters on it. Ouchos, Father of Pain gets +1/+0 for each Rage counter on it.) During your upkeep, Ouchos, Father of Pain deals 1 damage to you and each creature you control. Other creatures with a Rage counter on them gain: Sacrifice this creature: This creatures deals damage equal to it's Rage counters to target creature. 4/4 'Yeah! Hit me! I said HIT ME!' Bonus Card: Rage Igniter - (U) Human Wizard - 1RR 1/2 Tap: Rage Igniter deals 1 damage to each creature you control. Those creatures attack this turn if able. Play this ability only in your main phase, before combat. They burned your house, slain your loved ones, destroyed all that you held dear! Now we take our rage to them! Smash! Burn! Leave non alive! ATTACK! I wanted an ability that did something different. We had Bloodthirst, this is somewhat like that but the thought was that troops/people before combat pump themselves up. This could very well be the new Gruul ability for the new Ravnica block. It's mostly a Green and Red ability, but Black could make use of it. Even Equipments could be magically infused with Rage, an instants and sorceries could easily damage your creatures or use another means to work with Rage. Maybe the word Rage isn't the correct word, but I couldn't find anything else for it. Bloodlust could work but sounds too WoW-ish, and I gotta be up in 5 hours so there you go. __________________ /Thunder in the wind/No rain/Peace mourns its passing/"Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss
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fluffycow Member
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posted June 04, 2012 01:40 PM
quote: Originally posted by MagicPatty: Card 1: Dual land cycle:Mining Wilds Land T: Add G or R to your mana pool and add a counter to this card. If Mining Wilds has 2 or more counters on it, it produces 1 instead. Ravaged Encampment Land T: Add U or W to your mana pool and add a counter to this card. If Raved Encampment has 2 or more counters on it, it produces 1 instead. etc. for the other 3.... The GW we'll call Abused Woodlands, BR will be Forgotten Highlands, and the UB will be Cleared Catacombs. What I wanted here was a way to get a bonus for a few turns with the lands, and then have them "run out of resources," hence the names they have. Card 2 U: Draw three card..... Dofin, Forgetful Ancestor Casting cost: U Legendary Creature - Wizard You may play only one spell per turn. Hellbent - U: Draw three cards. The fool was talking perfectly loud. I'm shooting for a balanced card here that can still see play and will indeed cast Ancestral in some games. He's great in a blue control deck, but I made his ability R to restrict him a little bit. The idea is that you have to work a little bit to empty your hand if you already have him in play, as you have the 1 spell per turn restriction. Then after drawing three, you have to work a little more to re-empty the hand. I wanted the casting cost to be red, but the rule says casting cost U, so U it is. Probably at his best when cast after the hand is empty, and in a deck with free spells and things that want you do discard cards to activate. Card three: the mechanic! I want to make a mechanic that takes a play on the turn of the game, which is unexplored in magic with the exception of Serra Avanger I think. The mechanic will be called "seasoned"... Much like hellbent, it triggers when a certain thing happens. In this case, it happens on turn ten or later. It would read in reminder text: X gains Y if it is turn 10 or later. common: Steady Infantry 1W Creature - Soldier Seasoned: +1 / +2 Time heals all wounds, but it also trains us to make bigger ones. 2/2 The common is a simple play on a bear. The idea is that the Infantry has been around for a while and got better at fighting. uncommon: Winged Hatchling 2RR Creature - Dragon Flying Seasoned: R: +2 / +0 until end of turn. First it learned to fly, then it learned to decimate. 2/3 rare:
Kjeldoran Castle Land T: add 1 to your mana pool. 2W: put a 1/1 soldier token into play. Seasoned - T: add one mana of any color to your mana pool. 2W: put two 1/1 soldier tokens into play. I wanted to may a throwback Kjeldoran outpost that could play in standard. It's strong, but not overwhelming. Bonus card! Wheel of Time Artifact - 3 When Wheel of Time enters the battlefield, draw a card. You are now seasoned beginning with turn 8. It seems like a fair card with the seasoned mechanic. Three mana is a lot for something that doesn't do anything immediately. It cantrips because multiples are dead, so it is still ok to play with 4 of them. Basically, the idea behind the mechanic is to interact with time, or in this case, the turns in the game. There are cards that interact with the hand, mana, graveyard, library, exile, etc. but this seems like an unexplored option.
I apologize but I can't accept your submission on seasoned because it is essential the same mechanic as frontier submitted by JTrader77 and since he submitted first, I would have to honor his submission. Please resubmit a mechanic and have all three cards in that post please. Thank you
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B14ckM4g3 Member
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posted June 04, 2012 08:56 PM
K, so here goes. This seems pretty difficult given the parameters and previous submissions. -- Land cycele: Deciding to try something new(ish). hopefully it works out. G/W dual Valley of Weeds Nonbasic Land - Forest/Plains ~ comes into play tapped. When ~ comes into play, Choose one: You may play ~ as an instant. If you do, it comes into play as a forest. When you play ~, gain 3 life and ~ comes into play as a plains W/U dual Glistening fjord Nonbasic land - Plains/Island
~ comes into play tapped. When ~comes into play, choose one: When ~ comes into play, you may return target artifact or enchantment to its owner's hand. If you do, ~ comes into play as an island. When ~ comes into play, gain 3 life. If you do, ~ comes into play as a plains. U/B dual bluewater bog Nonbasic land - Island/Swamp
~ comes into play tapped. When ~ comes into play, Choose one: When ~ comes into play, you may return target artifact or enchantment to its owner's hand. If you do, ~ comes into play as an island. When ~ comes into play, Target player loses 1 life. If you do, ~ comes into play as a swamp. B/R dual Everburning Quagmire Nonbasic land - Swamp/Mountain
~ comes into play tapped. When ~ comes into play, Choose one: When ~ comes into play, Target player loses 1 life. If you do, ~ comes into play as a swamp. When ~ comes into play, you may deal 2 damage to target creature. If you do, ~ comes into play as a mountain. G/R dual Hedged Mesa Nonbasic land - Mountain/Forest
~ comes into play tapped. When ~ comes into play, Choose one: When ~ comes into play, you may deal 2 damage to target creature. If you do, ~ comes into play as a mountain. You may play ~ as an instant. If you do, it comes into play as a forest. So my idea was that the lands come into play with benefits, although they don't tap for mana immediately. and while they don't provide both colors, they do provide the color that you may most likely need. I think that these could be very useful. Since they account for both lands, you can fetch for them, but as a non-basic cards like terramorphic expanse won't work. I tried to make these as balanced as possible and juggled a few ideas around. Hopefully they are liked.
---- Card 2 - ancestral remnants Alchemist's bargain U Rare (I don't see how 3 card draw could be anything less regardless of downside). When ~ is cast, draw three cards. Then choose an opponent. That player draws 2 cards. Then that player may choose to copy this spell. 'Dare I say we continue?' So this was what my mind was playing with. EDH card for sure, but playable in many other formats. You get a 1 card advantage, and your opponent gets to choose wether to copy it again or not. Could be a possible 5 card draw for both players (or more). However it could quickly amount to people having to discard cards in tournament play if it was copied too many times.
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Card(s) 3 - Mechanix in action Mechanic - Symbiosis [x]: (Cards with allied colors gain benefits as long as you control a permanent of that color) Card 1:
Drifting meadowNnonbasic Land Rare ~ is a white permanent. Tap: Add 1 to your mana pool. Symbiosis - Blue: Tap: Add U to your mana pool Symbiosis - Green: Tap: Add G to your mana pool (so there would be a land cycle for each of these cards. The color of the card itself doesn't replicate the mana of that color, but if a permanent of the symbiosis color is under control of the person playing it, then it adds that color of mana) (so Drifting Meadow, Floating Enclave [symbiosis Black/White, blue permanent], Underground grotto [symbiosis Blue/Red, black permanent], Burning stone [Symbiosis green/black, red permanent], Vertical Jungle [symbiosis red/white, green permanent].) Card 2:
Opaque Dagger 2U Artifact - equipment Uncommon ~ is a blue permanent. equipped creature gains +1/+1 Symbiosis White: Equipped creature gains +0/+1 and first strike Symbiosis Black: Equipped creature gains +1/+0 and deathtouch Equip 1U So this would be a lower-printed uncommon card. While in itself isn't that great (+1/+1), the symbiosis could yield up to +3/+3. Depending on the colors chosen this could be easily doable Card 3:
Unbridled Beast 3GG Common Creature - Beast Symbiosis white: ~ gains protection from creatures Symbiosis red: R: ~ gains +1/+0 until end of turn. you may not spend more than RR this way. 3/4
'Once it got out of it's cage we couldn't stop it. It ran for the horizon, vehemently running down anything in it's wake' Bonus Card:
Unexpected Allies UG Sorcery Uncommon Put a 1/1 white soldier token with protection from red onto the battlefield. Put a 1/1 white soldier token with protection from black onto the battlefield. [i] So my thought process was that I hadn't seen a mechanic like this before, and it is heavily based upon allied colors. This could be great for a ravinca series block as a description of how the colored guilds made new allies and enemies as time went by. As the set progress's, we could see the alternative of the allied colors to the unallied colors, and then the odd alternative of symbiosis without meaning (like B/R/W symbiosis cards). It could start with a great change to ravinca that makes sense. The land cycle would encourage 3-color decks, the mechanic could make it more enticing to play allied colors (and later, unallied. Or both), and overall I think it's something we may actually see in the future. Hopefully you liked it. To clarify the bonus card, I would like to say that there could be a similar set of cards for the symbiosis effect. As that card was U/G, but made white tokens with pro red/black. The idea behind it was to get the symbiosis for white permanents without possibly playing white? Similar with the artifact that was made above. there could be one for each of the allied colors. Add this to a few creatures of each color, a few spells of each color, an enchantment or two for each and we already have a growing surplus of cards with this mechanic. And then with the unallied colors we gain another large threshold, and possibly more with the third set for alternative groupings.
Hope you liked my entries, they weren't made easily.
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MagicPatty Member
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posted June 04, 2012 09:04 PM
wow, didnt even see that.... great minds think alike I suppose...ok, mechanic: Ephemeral The idea here is that when these cards die, regardless of how they die, they are exiled instead. They may be cast from exile for their ephemeral cost. Common: Spectral Phalanx Creature - Soldier 1W Ephemeral 3WW A blade cuts through them like a bird through a cloud. Then the cloud seems to reform though. 2/1 This is sort of the standard bear that can provied a little value for a steep cost. Seems reasonable for a limited common. uncommon: Plundering Mirage 3RR Creature - Elemental When Plundering Mirage enters the battlefield, destroy target land. Ephemeral: 5RR When it emerges from the ground, no one sees it, because the ground it came from is gone. 3/3 a 5 mana 3/3 that kills a land seems pretty reasonable at uncommon. Its ephemeral cost also feels like an uncommon at 7 mana. Another limited feeling card that is a little overcosted, but can provide a little extra value. rare: Klo-Kek the Elder 2UW Legendary Creature - Human Wizard When Klo-Kek the Elder enters the battlefield, gain 3 life. Sacrifice Klo-Kek the Elder: Draw a card. Ephemeral - 3UW I like when he visits the village. He brings tidings from far away lands, and always leaves something for us when he is on his way. 0/1 He feels rare. Essentially, he gives you the ability to tap 5 in order to gain 3 life and draw a card. Consider that he may be blocking a 4/4 and its kind of like gaining 7 total. BONUS CARD: Otherworldly Barrier Artifact - 2 When Otherworldly Barrier enter the battlefield, draw a card. All Ephemeral costs cost 2 more. ....nothing too fancy, just an artifact that any deck can play and isn't punished for playing multiples of.
[Edited 1 times, lastly by MagicPatty on June 04, 2012]
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Trumpeter New Member
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posted June 05, 2012 06:17 AM
Dual Lands 1. Landscape Landscape enters the battlefield tapped unless you control another Landscape. Whenever Landscape enters the battlefield, you may search your library for a Forest or Plains card, reveal it and put it into your hand. Then shuffle your library. Tap: Add G or W to your mana pool.2. Icescape (W and U) 3. Waterscape (U and B) 4. Firescape (B and R) 5. Earthscape (R and G) Draw Three Cards card Numbing Ideas (R) U Instant Draw three cards. At the end of this turn, tap all lands you control. Lands you control do not untap during your next untap step. "I can't think straight, but at least I can still think." - Seems pretty self-explanatory. Mechanic Cards - this mechanic is called "Mindmeld X". "If you would draw a card, you may instead put X +1/+1 counters on each creature you control." If I understand replacement effects, this would not be compound. For example, if I have two creatures with Mindmeld 1 and I choose to use it, I would only get one +1/+1 counter rather than two. Novice of Learning (C) 2U Creature - Human Mindmeld 1 2/2 Fictivelings (Uncommon) G Creature - Drones Flash, Haste, Mindmeld 1 Fictivelings cannot attack unless it has a +1/+1 counter on it. 3/2 (The idea behind this one is not necessarily a blocking creature. If you flash it in during your upkeep, then use Mindmeld, then you can attack for 4 on turn 2.) Mindtronic Horde (Mythic Rare) 3GGUU Creature - Beast Wizard Trample, Mindmeld 3 Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature and you may draw a card. GGUU: Draw a card. 4/4 -thoughts- I know "Beast wizard" is really weird but it is the only thing I could come up with. This is obviously endgame. If you untap with this, it should be over. Bonus mechanic card Power to Instill (Uncommon) 2GU Sorcery Draw a card for each creature you control with a +1/+1 counter on it. Until end of turn, creatures you control with +1/+1 counters have trample. -thoughts- The idea of Mindmeld is a double-edged sword. If you drop those creatures early and decide to pump them up, then you might win on creature size and lose card advantage unless you have big time draw power. Power to Instill could be a game winner turn 4 or 5. There is obviously a huge risk playing this. Perhaps the opponent might doomblade your creature after you decide to not draw a card, so if you can protect these creatures then play Power to Instill to either even out the card loss or pump your creatures even more, I think it would be a fun mechanic
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fluffycow Member
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posted June 05, 2012 07:35 AM
quote: Originally posted by MagicPatty: wow, didnt even see that.... great minds think alike I suppose...ok, mechanic: Ephemeral The idea here is that when these cards die, regardless of how they die, they are exiled instead. They may be cast from exile for their ephemeral cost. Common: Spectral Phalanx Creature - Soldier 1W Ephemeral 3WW A blade cuts through them like a bird through a cloud. Then the cloud seems to reform though. 2/1 This is sort of the standard bear that can provied a little value for a steep cost. Seems reasonable for a limited common. uncommon: Plundering Mirage 3RR Creature - Elemental When Plundering Mirage enters the battlefield, destroy target land. Ephemeral: 5RR When it emerges from the ground, no one sees it, because the ground it came from is gone. 3/3 a 5 mana 3/3 that kills a land seems pretty reasonable at uncommon. Its ephemeral cost also feels like an uncommon at 7 mana. Another limited feeling card that is a little overcosted, but can provide a little extra value. rare: Klo-Kek the Elder 2UW Legendary Creature - Human Wizard When Klo-Kek the Elder enters the battlefield, gain 3 life. Sacrifice Klo-Kek the Elder: Draw a card. Ephemeral - 3UW I like when he visits the village. He brings tidings from far away lands, and always leaves something for us when he is on his way. 0/1 He feels rare. Essentially, he gives you the ability to tap 5 in order to gain 3 life and draw a card. Consider that he may be blocking a 4/4 and its kind of like gaining 7 total. BONUS CARD: Otherworldly Barrier Artifact - 2 When Otherworldly Barrier enter the battlefield, draw a card. All Ephemeral costs cost 2 more. ....nothing too fancy, just an artifact that any deck can play and isn't punished for playing multiples of.
Thanks for submitting again, but please don't edit your posts and have all your cards in a new post please. Thanks
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Lord Crovax Member
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posted June 05, 2012 11:53 AM
quote: Originally posted by Lord Crovax: Card 1: Give me a new dual land cycle! You get the idea, ex: shocklands, scars lands, painlands, fetch, etc. Allied colors only, you may choice to give them all the same abilities (fetch, pains) or each with different ones (futuresight cycle).Ok, I went with a Future-shift cycle, and then went with ideas or abilities that seemed cool, couple seem to even fit into certain block themes fairly well. Depleted Brushland Land — Forest (R) T: Add G to your mana pool. 2, T: Put a charge counter on Depleted Brushland for each basic land type you control. T: Remove any number of charge counters from Depleted Brushland, add G or W for each charge counter removed in this way. This is your domain land, always add at least one charge counter (As it has a basic land type itself), but can also add up to 5 charge counters if you have one of each basic land type out. A lot stronger then most storage lands, but it is also Rare, and requires more effort to get the extra value out of it, fits perfectly into a multicolored or domain block. Catacombs of the Damned Land (R) Catacombs of the Damned enters the battlefield tapped. T: Add 2 to your mana pool. You lose 2 life. T: Add U or B to your mana pool. You lose 1 life. This one belongs to a cycle of true pain lands, no matter which option you chose, you get hit. At that point you have to choose do I accelerate or color fix? Seems like a 5 of cycle that you would put into a block that just needed a dual cycle but wasn't picky on what type, seems very strong, and to be honest I'm hoping the CiTPT bit plus the pain would keep it in line, as playing to many of these could end games very fast one way or the other. Depths of Rage Land (R) When Depths of Rage enters the battlefield, discard a card at random, if you don’t, Depths of Rage enters the battlefield tapped, and you lose 3 life. T: Add B or R to your mana pool. BR, T: Each player sacrifices a creature and loses 1 life. My cycle of Dual Utility lands, each one would have a drawback based on their color combo, tap for the color combo's colors, then have a activated ability fitting the color combo. I would figure all of them to have the "If you don't ~ comes into play tapped, and you lose 3 life" part, with the "When ~ enters the battlefield, do X" being the main variable. This part of the cycle seems solid, early game you will almost always just discard, with late game having a higher chance of it coming into play tapped and you losing 3 life, also works amazing in a R/B style control deck providing both color fixing and some control. I'm also a big fan of effects hitting everyone, and not being one sided, though I could easily see this being "Each Opponent" if WoTC were to ever print such a cycle. Flamewood Cavrens Land (R) T: Add 1 to your mana pool. T: Sacrifice a land: Add GG, RR, or RG to your mana pool. Another make you think cycle, except this one has a different cost then the previous one, instead of life, you have to toss a land in order to get your color fixing, however this cycle gives not just the color fix but tacks on some acceleration as well. Not really much to say about this one though, it's effect is very simple, but also very strong. Library of Dawn Legendary Land — Plains Island (R or M) Library of Dawn enters the battlefield tapped. T: Add W or U to your mana pool. U, T: If you have seven or more cards in hand, each player draws a card. W, T: If you have 10 or less life, each player gains 5 life. Version two of the Dual Utility lands, this one however has a lot going both for and against it. This is probably one of VERY few land cycles that could see print at Mythic Rarity, between being legendary and have multiple abilities, it's something I could easily see happen. As for the card itself, I wanted a two basic land types cycle, but then coming up with drawbacks is not so easy, started with "Comes into play tapped" Then added Legendary, but at this point it just seemed like a very bad dual cycle, so I added the first ability based off the name I had chosen, but then it just felt very blue and not very white, and that's where the cycle idea came into play, I thought what if it had two abilities that each had a requirement to activate? In the vein of Library of Alexandria? and thus this card was born. Of all the lands I made, this is one I would love to see/make a full cycle of the most, as I believe there is a load of potential here, this cycle also probably has the best chance of one of more of it's members seeing play in older formats, what with the double land types, plus the double activated abilities. -------------------- Card 2: U draw 3 cards Give this card a name, rarity, a type (sub-type, power/toughness, etc. if applicable), additional abilities/effects. Note: This card has the mana cost of 1 blue mana and in its effect “draw 3 cards” these can’t be changed. You can do anything else with the card. OK, I'll start with this being one of the challenges I hate the most, as U, Draw 3 is a horrid place to start with, almost any cost you make is either going to be broken or so bad no one would ever want to use it, just way to powerful of a baseline, with that said I did my best to try and avoid the two situations I listed, whether I succeeded of not, well that's up to you.. Aether Casting U Sorcery (M) As an additional cost to cast Aether Casting, return all lands you control to their owners hand. Draw 3 cards. Basically this challenge is trying to come up with a way to balance the effect, so basically coming up with some sort of drawback. I Started with Sorcery, as after all card draw is almost always worse at Sorcery speed, then decided that I wanted an additional cost, that way if anyone ever did counter it,you still lost out on whatever the cost was, adding risk, as usually people don't think to counter card draw spells. (And yes I know people counter Brainstorms and Ponder, but I think we can agree those are way above the curve for their effect types). This led me to the "Return all lands you control to their owners hand" as the additional cost, has a powerful effect regardless of the game state, allows some control in how it's played, and can even be worked around like people did with upheaval by floating mana before the casting, appears powerful, just not sure if it leans more towards balanced or broken. ------------------------------- Card 3: This will require a 3 card entry and the entire entry will be worth 20 points. I want a new mechanic that can be used as the main mechanic that is used to launch the October set (ex: suspend, spellshapers, affinity, landfall, etc). I would like for you to give me a common, uncommon and a rare/mythic using this mechanic. Please keep all formats in mind when designing and that this mechanic will need to be on 50+ cards throughout the block. I would also like for you to give me a short paragraph on your thought process. Bear in mind that I am scoring the mechanic, not the cards and again please keep all formats in mind. Bonus: You may submit a card that does not have the mechanic but has great synergy with the mechanic. Ex: squee with spellshapers. There is no separate value for this card, only your mechanic as a whole will be scored. OK, I will start with stating how I'm horrible with making Mechanics, always have been, probably always will be, just was never my strong suite when designing cards. With that said, I always thought the concept of Blinking stuff would have made a great mechanic/keyword, just needed a few tweaks and it would be good, it's very flexible and would easily allow 50+ cards to be built around it, and could easily support a whole set or even a block, and Avacyn Restored only strengthened my desire to see this happen (As I think they dropped the ball a whole lot on this).
As for the Mechanic itself, it's extremely flexible, in that it can be used in so so many ways, whether it be a drawback in the case of the common, a savior effect in case of the rare or a choice in case of the uncommon. It could easily appear on Artifacts, Enchantments, and even Lands. There is loads of room for cards to work with it without having it with "come into play effects" or Permanents and Spells that have a "When something entered play" type clauses. Now, just for the way I have it worded. I started with making it non optional, and at first it was any permanent and you got it back at end of the turn it was blinked, but then it worked less as a drawback, after all you could bounce anything and easily get it back so from there it became nonland, making it harder to abuse the "Make it cheaper for it's effect" cards, then went one step further and made the card that got blinked come back a turn latter, this way you really have to decide what to blink, as you now have two whole turns before you see it again (One if the card has Flash, and you cast it on your opponents turn), at this point it becomes a resource management tool, basically turning anything you control on the field into a potential resource to be used. Nightsong Trickster 1UU Creature — Faerie Rogue (R) Flying, Flash Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.) 2/3 This is your trick version, with it having Flash it could be used to save something you control from destruction or be used to screw with combat math or even be a "End of turn threat" with a draw back. Rage Wielder 1R Creature — Goblin Warrior (U) Haste When Rage Wielder enters the battlefield, Rage Wielder deals 1 damage to each creature and player. Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.) 2/2 The choice card, do you cast it and Blink something else so you can swing for 2 with it, or do you cast it and Blink itself, so you can get a second shot on that 1 damage to everything ability? I could see a whole cycle of cards in this vein being made, each one giving you a different choice to be made. Greenmoss Rager G Creature — Beast (C) Trample Blink (Whenever this permanent enters the battlefield, exile a nonland permanent you control, at the end of your next turn return it to the battlefield under your control.) 3/2 The typical under costed fatty, you can cast it one turn 1, but unless you control another non land permanent it won't be swinging until turn 3, this one seems more for Modern in my mindset, as there you have Ranger of Eos to search them out with, and you can just Blink him to get more, hell that might actually be powerful enough to see some fringe legacy play even, otherwise I see it as Limited fodder, as I think (Unless something else in his set or standard format allows otherwise) to be just to slow. Cards like this though are why I enjoy the concept of this Mechanic/Keyword so much, as it fits into so many different molds, and makes for many fun game states that wouldn't otherwise exist without it. Hope you like them all, or even any of them, and again if you wish to comment on them, please do so via PM's to keep this post uncluttered. Thanks, and enjoy. EDIT: Wow this one was long, and added some spacers to help break up the 3 groups some....
Re-submitted version of card #2 (Blue, U, Draw 3 Variant) Mind’s Eye Familiar U Artifact Creature — Homunculus (R) Flash, flying When Mind’s Eye Familiar enters the battlefield, if cast from your hand, draw 3 cards, then shuffle two cards into your library. 0/1 Idea behind this is a sort of fixed Brainstorm, which as you can see kind of mutated into something totally different. This version that I settled on is a powerful filter, in that you get to look at 3 new cards, then shuffle away two that are of no use to you at that moment, it's also a 0/1 Flying blocker, which in certain formats is very relevant. It's also a Artifact, which means it has infinitely more ways to search it up, with Trinket Mage as a example. I can see this being a powerhouse in multiple formats, as it kind of plays a jack of all trades roll, doing multiple things all for the low low cost of U....Suppose if tested and deemed to powerful, the easiest way to decrees it's power is through the removal of "Flash", but I don't see that being necessary. Also I look forward to seeing the comments for this round, looks exciting. __________________ I shall have the souls of all who defy me. "Lord Crovax"
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junichi Moderator
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posted June 05, 2012 03:28 PM
Card 1: Moonlight Lake Land Moonlight Lake enters the battlefield tapped unless you reveal a basic land from your hand. Tap: Add U or B to your mana pool. Cycling U/B (U/B, Discard this card: Draw a card.)Others: Seaside Encampment (U/W), Graveyard Cave (B/R), Celestial Vineyard (G/W), Dormant Volcanoes (R/G) Card 2: Paramnesia U Instant (Rare) Draw 3 cards, then discard a card for each card in target opponent's hand.
"The more you know, the more you forget." Card 3: Fortune Telling U Sorcery (Common) Draw a card. Foresee - U (While you’re searching your library, you may play this card from your library for its Foresee cost.)
Burst of Fire R Sorcery (Uncommon) Lava Rush deals 3 damage to target creature. Foresee - 1R
Aurora Purification 4WW Sorcery (Rare) Exile all non white creatures. Foresee - WWWW
__________________ MOTL Fantasy NBA 2010 ChampionYou know, Hobbes, some days even my lucky rocketship underpants don't help.
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jaxsonpride Member
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posted June 05, 2012 08:56 PM
Exaltied Woods (R)Exalted Woods comes into plat tapped unless you control 1 more more humans During your end phase if you control no Humans Sacrafice Exalted Woods and search your Liberay for a forest or a palains and put it into play tapped T: Add a G or a W to your mana pool Blood Marsh (R)
Blood Marsh Flooded Crypt comes into plat tapped unless you control 1 more more Vampiers During your end phase if you control no Humans Sacrafice Blood Marsh and search your Liberay for a Mountian or a Swamp and put it into play tapped T: add a R or a B to your mana pool Flooded Crypt (R)
Flooded Crypt comes into plat tapped unless you control 1 more more Zombies During your end phase if you control no Zombies Sacrafice Flooded Crypt and search your Liberay for a Island or a Swamp and put it into play tapped T: Add a U or a B to your mana pool Scourched Woodlands (R) Scourched Woodlands comes into plat tapped unless you control 1 more more Beasts During your end phase if you control no Beasts Sacrafice Scourched Woodlands and search your Liberay for a Mountain or a Forest and put it into play tapped T: add a R or a G to you mana pool Sacret Spring (R)
Sacret Spring comes into play tapped unless you control 1 or Spirits During your end phase if you control no spirits Sacrafice Sacret Spring and search your Liberay for a Island or a Plains and put it into play tapped Card 2 Thought Mage (R) U Human Wizard 0/2 When Thought Mage enters the Battlefeild draw three cards
When Thought Mage is sent to the Graveyard from the battlefeild Discard Three cards from your hand "when you think you have all the Answers I Change the Question" Card 3 the mechanic
the mechanic= reinforcment (when this creature Blocks all other Blocking creatures get +0/+1) Royal Archers (c) 2W Human Reinforcment 1/1 Thicket Braigade (U) 2G Elf Reinforcment
2/1 Defencive Stance (M) 1R Enchantment Aura
Creaturs you control have Reinforcement sorry for spelling but its late and im sleepy lol
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Kyosukee Member
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posted June 06, 2012 06:03 AM
head's up, defensive stance is already a card name in NPH
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jaxsonpride Member
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posted June 06, 2012 07:44 AM
ok if fluffy will let me change it i will thanks for the heads up i thought it was but was not 100% sure
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fluffycow Member
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posted June 06, 2012 10:34 AM
quote: Originally posted by jaxsonpride: ok if fluffy will let me change it i will thanks for the heads up i thought it was but was not 100% sure
Go for it, and please change the wording on your lands as well please and resubmit everything in a new post. Thanks
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junichi Moderator
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posted June 06, 2012 10:45 AM
Just realized I forgot to change the text for Burst of Fire. I was going to call the card Lava Rush, but changed it to Burst of Fire in the end.__________________ MOTL Fantasy NBA 2010 ChampionYou know, Hobbes, some days even my lucky rocketship underpants don't help.
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jaxsonpride Member
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posted June 06, 2012 04:03 PM
what do you mean by the wording on my lands??
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jaxsonpride Member
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posted June 06, 2012 05:25 PM
re submit Exaltied Woods (R) Exalted Woods comes into plat tapped unless you control a humans
During your end phase if you control no Humans Sacrafice Exalted Woods and search your Liberay for a forest or a palains and put it into play tapped T: Add a G or a W to your mana pool Blood Marsh (R)
Blood Marsh Flooded Crypt comes into plat tapped unless you control a Vampiers During your end phase if you control no Vampiers Sacrafice Blood Marsh and search your Liberay for a Mountian or a Swamp and put it into play tapped T: add a R or a B to your mana pool Flooded Crypt (R)
Flooded Crypt comes into play tapped unless you control a Zombies During your end phase if you control no Zombies Sacrafice Flooded Crypt and search your Liberay for a Island or a Swamp and put it into play tapped T: Add a U or a B to your mana pool Scourched Woodlands (R) Scourched Woodlands comes into plat tapped unless you control a Beasts During your end phase if you control no Beasts Sacrafice Scourched Woodlands and search your Liberay for a Mountain or a Forest and put it into play tapped T: add a R or a G to you mana pool Sacret Spring (R)
Sacret Spring comes into play tapped unless you control a Spirit During your end phase if you control no spirits Sacrafice Sacret Spring and search your Liberay for a Island or a Plains and put it into play tapped I am a big fan of Trible decks Card 2 Thought Mage (R) U Human Wizard 0/2 When Thought Mage enters the Battlefeild draw three cards
When Thought Mage is sent to the Graveyard from the battlefeild Discard Three cards from your hand "when you think you have all the Answers I Change the Question" Card 3 the mechanic
the mechanic= reinforcment (when this creature Blocks all other Blocking creatures get +0/+1) the idea here is simple we have battle cry for the agro decks why not something for the other side Royal Archers (c) 2W Human Reinforcment 1/1 Thicket Braigade (U) 2G Elf Reinforcment
2/1 Last Stand (M) 1R Enchantment Aura
Creaturs you control have Reinforcement sorry for spelling but its late and im sleepy lol
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Schwingzilla Member
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posted June 07, 2012 02:17 PM
I figured I would give it another go. I support simple design, and I dislike power creep, so I'm not going to improve on an already existing card for things like dual lands (Unless I wasn't aware the card existed).5 lands: Community Church Land T: Add 1 to your mana pool. T: Add G or W to your mana pool if you control a green or white creature. Et cetera: GR - Gathering Meadow UW - Society Cathedral UB - Ordered Temple BR - Worshipped Altar
Next:
Ancestral Amnesia Rare U Sorcery If you have no cards in your hand, draw three cards. Mechanic: Seasoned - At the end of each turn, if this was dealt damage, put a veteran counter on it. Inexperienced Cadets Common W Creature - Human Soldiers 0/2 Seasoned If Inexperienced Cadets has at least one veteran counter on it, it gets +2/+2. Questing Panther Uncommon 3G Creature - Cat 2/3 Seasoned Questing Panther gets +1/+1 for each veteran counter on it. (GG)T: Questing Panther fights with target creature. Veteran Dragonlord Rare 3RR Creature - Human Warrior 4/4 Seasoned, Flying Veteran Dragonlord comes into play with 1 veteran counter on it. Whenever Veteran Dragonlord attacks, choose any number of target creatures or players. Veteran Dragonlord deals damage equal to the numbers of veteran counters on it to each of those targets. The secret is, he deals damage to himself and pumps all your veterans, until he's eventually dealing 4 damage to your opponent and all your opponent's creatures every attack. Gideon Jura 2: Into The Maelstrom or some other soldier/warrior planeswalker, not like I pay attention to the story, basically. Mythic Rare 3WR Planeswalker Loyalty 4 At the end of each turn Gideon Jura 2 was dealt damage, put 2 loyalty counters on it. +1: Gideon Jura 2 deals 1 damage to each creature and each player. 0: Put a 2/2 Soldier token into play. -7: You get an emblem which says, "At the end of each turn, put 2 +1/+1 counters on each creature you control that was dealt damage this turn." Simple cards to support it: Unexperience U Instant Remove all counters from all creatures. More importantly, reprints would be awesome. Plague Spitter in black provides synergy in draft. Tremor and Pyroclasm. Prodigal Pyromancer. Fatal Blow and Needle drop to counter the seasoned strategy. Inflame.
[Edited 1 times, lastly by Schwingzilla on June 07, 2012]
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fluffycow Member
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posted June 08, 2012 03:21 PM
Awesome entires! A lot more of you guy came back than I expected, good stuff!
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Lord Crovax Member
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posted June 08, 2012 03:48 PM
quote: Originally posted by fluffycow: Awesome entires! A lot more of you guy came back than I expected, good stuff!
Yea, see some entries I really like, and some cards I really like, can't wait for your comments on them all and see what Round 3 holds for those who make the cut. __________________ I shall have the souls of all who defy me. "Lord Crovax"
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Myy Member
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posted June 09, 2012 11:56 AM
when is the last day to submit? I might be able to do so by the end of this sunday.
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Link139232 Member
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posted June 09, 2012 02:20 PM
Red Dude 1R Human Shaman3/3 Haste Tap: look at the top card of your library, if it is an instant or sorcery card, you may reveal it and put it into your hand. (otherwise put into your yard?) (posting from my phone, will edit when on computer)
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B14ckM4g3 Member
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posted June 09, 2012 03:48 PM
Link you are way late to the partt
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fluffycow Member
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posted June 10, 2012 08:47 AM
quote: Originally posted by Myy: when is the last day to submit? I might be able to do so by the end of this sunday.
Sorry dude, the deadline was Friday at noon, but you are more than welcome to submit something just for fun. This is taking a bit longer than I thought guys, I will not be able to get the result out until tomorrow, therefore I will extend the next round until noon on Saturday. Thanks
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