BadAtMagic: Difference between revisions
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*If the creature with voyage is destroyed, the creatures in the group cant attack or block. they are still considered in the group until your next turn. | *If the creature with voyage is destroyed, the creatures in the group cant attack or block. they are still considered in the group until your next turn. | ||
*Only the creature with voyage is tapped when attacking. | *Only the creature with voyage is tapped when attacking. | ||
<li>'''Vessel X''' Maybe as an alternative to voyage to put ships to a good use. | |||
You may pay 1 to make a creature, without Vessel, you control a crew member of this Vessel. The Vessel and its crew members share each creature type with each other. This Vessel may only have X or less crew members at any time | |||
::As a side rule one could add this: ''This creature cant attack without at least on crew member.'' | |||
The Vessel X ability is not restricted to ships, but a ship needs a crew to work, unlike e.g. a giant whale fortress. | |||
{{mtgcard | |||
|name = Black Corsair | |||
|image = Black Corsair.jpg | |||
|cost = 2BR | |||
|types = Creature - Ship | |||
|text = This creature cant attack without at least on crew member. | |||
Vessel 2 (You may pay 1 to make a creature, without Vessel, you control a crew member of this Vessel. The Vessel and its crew members share each creature type with each other. This Vessel may only have two or less crew members at any time.) | |||
|flavor = Raise the black flag! | |||
|pt = 2/4 | |||
|rarity = common | |||
}} | |||
So if you would put a sailor in it and a pirate with the text : ''All other pirates you control get +1/+1''; | |||
both ship and sailor would get the +1/+1 bonus. | |||
I´m not sure though if the vessel needs the costs to get crewmembers. | |||
</ul> | </ul> | ||
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{{mtgcard | {{mtgcard | ||
|name=Enforce Royal Law | |name=Enforce Royal Law | ||
|image=Enforce Royal | |image=Enforce Royal Law1.jpg | ||
|cost= | |cost=2WW | ||
|types=Enchantment | |types=Enchantment | ||
|text=White creatures you control have +1/+0. | |text=White creatures you control have +1/+0. | ||
Line 85: | Line 104: | ||
{{mtgcard | {{mtgcard | ||
|name = Walk the Plank | |name = Walk the Plank | ||
|image = Walk the | |image = Walk the Plank2.jpg | ||
|cost = 1KK | |cost = 1KK | ||
|types = Enchantment - Aura | |types = Enchantment - Aura | ||
|text = Sorcery | |text = Sorcery | ||
Destroy target pirate or sailor creature. | Destroy target pirate or sailor creature. | ||
|flavor = ''“ You’ve got the captain really pissed, | |flavor = ''“ You’ve got the captain really pissed, and so it’s time you were dismissed...”'' | ||
and so it’s time you were dismissed...”'' | |||
|rarity = common | |rarity = common | ||
}} | }} | ||
:Strictly worse than any other removal, pretty much ever. Either reduce the cost or make it effect everything, then it would be at least worth putting in your sideboard. | |||
::totaly right here, thats what happens when you don´t want to overperform to much, it underperforms very badly, changed it hopes it works better now. | |||
{{mtgcard | {{mtgcard | ||
|name = Crippling Addiction | |name = Crippling Addiction | ||
|image = | |image = Crippling_Addiction1.jpg | ||
|cost = 1K | |cost = 1K | ||
|types = Enchantment - Aura | |types = Enchantment - Aura | ||
|text = Enchant creatur | |text = Enchant creatur | ||
When Crippling Addiction enters the battlefield, place two -1/-1 counters on the enchanted creature. It becomes Sober 2 ( You may pay 1 to remove one counter, play this only when you may play a sorcery.) | When Crippling Addiction enters the battlefield, place two -1/-1 counters on the enchanted creature. It becomes Sober 2 ( You may pay 1 to remove one counter, play this only when you may play a sorcery.) | ||
|flavor = - | |flavor = - | ||
|rarity = common | |rarity = common | ||
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{{mtgcard | {{mtgcard | ||
|name = Drunken Captain | |name = Drunken Captain | ||
|image = | |image = Drunken_Captain1.jpg | ||
|cost = 2K | |cost = 2K | ||
|types = Creature - Human Pirate | |types = Creature - Human Pirate | ||
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}} | }} | ||
:"cannon" not "canon" | :"cannon" not "canon" | ||
::Maybe it really did officially happen. | |||
{{mtgcard | {{mtgcard | ||
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}} | }} | ||
:Suggestions for flavor text would be nice. I can't think of anything. It's an enchantment that makes things big. | :Suggestions for flavor text would be nice. I can't think of anything. It's an enchantment that makes things big. | ||
:"Don't fret, Cap'n... it's only a tiny albat-" | |||
=== Green === | === Green === | ||
{{mtgcard | {{mtgcard | ||
|name=Savage Tribesman | |name=Savage Tribesman | ||
|image=Savage | |image=Savage Tribesman1.jpg | ||
|cost=2G | |cost=2G | ||
|types=Creature - Humans, Tribesman | |types=Creature - Humans, Tribesman | ||
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=== Blue === | === Blue === | ||
{{mtgcard | {{mtgcard | ||
|name= | |name=Shark Storm | ||
|image= | |image=Shark Storm.jpg | ||
|cost=2UU | |||
|types=Instant | |||
|text=All Sharks you control gain flying and +3/+0 until end of turn. | |||
|flavor=''“Looks like it’s that time of the month.” - Baz Hogan'' | |||
|rarity=common | |||
}} | |||
{{mtgcard | |||
|name=Carcharodon | |||
|image=Carcharodon.jpg | |||
|cost=5UU | |cost=5UU | ||
|types=Creature - | |types=Creature - Beast, Shark | ||
|text=Hast | |text=Hast | ||
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) | Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) | ||
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}} | }} | ||
I would like to give it a better name. Any ideas? | I would like to give it a better name. Any ideas? | ||
:"Ancient Carcharadon"? Adding "Ancient" onto anything makes it better. | |||
{{mtgcard | {{mtgcard | ||
|name=Rum Smugglers | |name=Rum Smugglers | ||
|image= | |image=Rum_Smugglers1.jpg | ||
|cost=1U | |cost=1U | ||
|types=Creature - Human, Pirate | |types=Creature - Human, Pirate | ||
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|rarity=rare | |rarity=rare | ||
}} | }} | ||
:You could make some wicked broken Commander decks with this. Is there enchantment removal in this set? | |||
{{mtgcard | {{mtgcard | ||
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::Acid Rain would like to have a word with anyone who thinks land destruction is not blue. Still, UUUU isn't that hard to cast for mono blue (read, not at all) and that might be a viable deck to play, and land destruction is usually either green, black or red. I'd say make it at least partially red, and only to a small part blue if you really want that in, like 2RU or something. | ::Acid Rain would like to have a word with anyone who thinks land destruction is not blue. Still, UUUU isn't that hard to cast for mono blue (read, not at all) and that might be a viable deck to play, and land destruction is usually either green, black or red. I'd say make it at least partially red, and only to a small part blue if you really want that in, like 2RU or something. | ||
:::Don't be stupid. Acid Rain is a color hoser, pure and simple. Furthermore, Acid Rain would never be printed under modern design rules. Furthermore, under our current design proposal, this set should have NO land destruction. | :::Don't be stupid. Acid Rain is a color hoser, pure and simple. Furthermore, Acid Rain would never be printed under modern design rules. Furthermore, under our current design proposal, this set should have NO land destruction. | ||
:How about halving the mana cost and changing the effect to "Tap target land. If it cannot be tapped, destroy it". Plays into blue-as-control, and also has the effect of an eroding progression. (edit: thinking it over, make it "Instant. Target player taps a land they control. If they have no untapped land, they sacrifice a land they control". Harder to snipe special lands whilst still dicking about with their power sources) | |||
NNB: if you change in "sacrifice" it is more in flavor. There was blue card that destroy lands, but only in odd ways, like for example "mana vortex". | |||
{{mtgcard | {{mtgcard | ||
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=== Gold (Multi-Color) === | === Gold (Multi-Color) === | ||
{{mtgcard | |||
|name=Royal Cartographer | |||
|image=Royal Cartographer.jpg | |||
|cost=WU | |||
|types=Creature - Bird, Scout | |||
|text= Flying | |||
T: Add a mana of any color to your mana pool. | |||
|flavor=“From the freezing colds in the north to the sticky jungles in the south, I have seen it all.” | |||
|pt=1/1 | |||
|rarity=rare | |||
}} | |||
{{mtgcard | |||
|name=Forge Sharpshooter | |||
|image=Forge Sharpshooter.jpg | |||
|cost=2WR | |||
|types=Creature - Dwarf, Soldier | |||
|text=R, T: Forge Sharpshooter deal two damage to target player or creature. | |||
|flavor=Dwarfs don’t like the sea. So they found ways not to fight there and still hit their target. | |||
|pt=1/3 | |||
|rarity=rare | |||
}} | |||
{{mtgcard | |||
|name=Chained Shark | |||
|image=Chained Shark.jpg | |||
|cost=2UB | |||
|types=Creature - Beast, Shark | |||
|text=Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.) | |||
|flavor=Never ever let go of that chain! | |||
|pt=4/2 | |||
|rarity=uncommon | |||
}} | |||
{{mtgcard | {{mtgcard | ||
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}} | }} | ||
:Needs flavor text. | :Needs flavor text. | ||
::How about "I intend to see that any man who sails under a pirate flag or wears a pirate brand gets what he deserves: a short drop and a sudden stop", "One good deed is not enough to redeem a man of a lifetime of wickedness" or "Damn the cannon! Full speed ahead!" | |||
:Debating changing to a soldier. That way we don't have too many new creature types. | :Debating changing to a soldier. That way we don't have too many new creature types. | ||
:If you leave as is, then we will have added two creature types (Sailor and Ship) | :If you leave as is, then we will have added two creature types (Sailor and Ship) | ||
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=== Colorless === | === Colorless === | ||
{{mtgcard | |||
|name=Sunken Graveyard | |||
|image=Sunken Graveyard.jpg | |||
|cost=- | |||
|types=Land | |||
|text=Sunken Graveyard enters the game tapped. | |||
T: Add B or U to your mana pool. | |||
2, T: Put a 1/1 black Zombie creature token into play. | |||
|flavor= ''Many have sunken to the depths, only to rise again!'' | |||
|rarity=uncommon | |||
}} | |||
{{mtgcard | |||
|name=Underwater Jungle | |||
|image=Underwater Jungle.jpg | |||
|cost=- | |||
|types=Land | |||
|text=Underwater Jungle enters the game tapped. | |||
T: Add G or U to your mana pool. | |||
2, T: Look at the top two cards of you library, put one on top of it and one on the bottom. | |||
|flavor= ''Many creatures, unknown to men, live in its maze.'' | |||
|rarity=uncommon | |||
}} | |||
{{mtgcard | {{mtgcard | ||
|name=Royal Prison | |name=Royal Prison | ||
|image=Royal | |image=Royal Prison1.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Royal Prison enters the game tapped. | |text=Royal Prison enters the game tapped. | ||
T: Add B or W to your mana pool. | T: Add B or W to your mana pool. | ||
2, T: | 2, T: Tap target creature. | ||
|flavor= '' | |flavor= ''Only one way out. Feet first!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
}} | }} | ||
This is really out of flavor for B/W, blue taps not black or white. | |||
Maybe some sort of life gain, life loss effect? Or -1/-1 counters? | |||
:How about "2, T: exile target creature. When this card is untapped, return the exiled card to the battlefield under its owner's control. You may choose to not have this card untap during the untap phase"? | |||
{{mtgcard | {{mtgcard | ||
|name=Fortified Harbor | |name=Fortified Harbor | ||
|image=Fortified | |image=Fortified Harbor1.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Fortified Harbor enters the game tapped. | |text=Fortified Harbor enters the game tapped. | ||
T: Add U or W to your mana pool. | T: Add U or W to your mana pool. | ||
2, T: Put a 1/1 | 2, T: Put a 1/1 white Solider creature token into play. | ||
|flavor= ''Cannons, good men and strong walls make for a save harbor!'' | |flavor= ''Cannons, good men and strong walls make for a save harbor!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
}} | }} | ||
:Change to "safe harbour" | |||
{{mtgcard | {{mtgcard | ||
|name=Sleazy Harbor | |name=Sleazy Harbor | ||
|image=Sleazy | |image=Sleazy Harbor2.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Sleazy Harbor enters the game tapped. | |text=Sleazy Harbor enters the game tapped. | ||
T: Add | T: Add B or R to your mana pool. | ||
2 ,T: Put a 1/1 | 2, T: Put a 1/1 red Pirate creature token into play. | ||
|flavor= ''You will find a crew mate in every tavern, and a wench in every bed!'' | |flavor= ''You will find a crew mate in every tavern, and a wench in every bed!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
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{{mtgcard | {{mtgcard | ||
|name=Cleared Shore | |name=Cleared Shore | ||
|image=Cleared | |image=Cleared Shore1.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Cleared Shore enters the game tapped. | |text=Cleared Shore enters the game tapped. | ||
T: Add | T: Add W or G to your mana pool. | ||
2 ,T: | 2, T: Tap target Land. | ||
|flavor= ''I hereby claim this land in the name of the queen!'' | |flavor= ''I hereby claim this land in the name of the queen!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
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{{mtgcard | {{mtgcard | ||
|name=Skull Hideout | |name=Skull Hideout | ||
|image=Skull | |image=Skull Hideout3.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Skull Hideout enters the game tapped. | |text=Skull Hideout enters the game tapped. | ||
T: Add R or G to your mana pool. | T: Add R or G to your mana pool. | ||
2 ,T: Put a 1/1 | 2, T: Put a 1/1 green Naga creature token into play. | ||
|flavor= ''It´s sight should be a warning for every treasure hunter!'' | |flavor= ''It´s sight should be a warning for every treasure hunter!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
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{{mtgcard | {{mtgcard | ||
|name=Swamp Village | |name=Swamp Village | ||
|image=Swamp | |image=Swamp Village3.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Swamp Village enters the game tapped. | |text=Swamp Village enters the game tapped. | ||
T: Add B or G to your mana pool. | T: Add B or G to your mana pool. | ||
2 ,T: Put a 1/1 green | 2 , T: Put a 1/1 green Tribesman creature token into play. | ||
|flavor= ''You are to near when you hear the drums!'' | |flavor= ''You are to near when you hear the drums!'' | ||
|rarity=uncommon | |rarity=uncommon | ||
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{{mtgcard | {{mtgcard | ||
|name=Pirate Cove | |name=Pirate Cove | ||
|image=Pirate | |image=Pirate Cove2.jpg | ||
|cost=- | |cost=- | ||
|types=Land | |types=Land | ||
|text=Pirate Cove enters the game tapped. | |text=Pirate Cove enters the game tapped. | ||
T: Add U or R to your mana pool. | T: Add U or R to your mana pool. | ||
2, T: Put a 1/1 blue | 2, T: Put a 1/1 blue Ship creature token into play. | ||
|flavor= ''Water and fire formed this place for us, to find shelter from both.'' | |flavor= ''Water and fire formed this place for us, to find shelter from both.'' | ||
|rarity=uncommon | |rarity=uncommon | ||
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{{mtgcard | {{mtgcard | ||
|name=Drunkards Treasure Chamber | |name=Drunkards Treasure Chamber | ||
|image= | |image=Drunkards_Treasure_Chamber1.jpg | ||
|cost=4 | |cost=4 | ||
|types=Artifact | |types=Artifact | ||
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:Needs flavor text about it drifting on its own or something. | :Needs flavor text about it drifting on its own or something. | ||
:Decent concept. Feels like it should be black, though, why artifact? | :Decent concept. Feels like it should be black, though, why artifact? | ||
:Thinking for flavour text something about "sailors telling tales of an unsinkable ship." | |||
{{mtgcard | {{mtgcard | ||
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:As far as I can tell, this basically comes down to whether or not the set ends up with a way to cheat the thing out. | :As far as I can tell, this basically comes down to whether or not the set ends up with a way to cheat the thing out. | ||
::Even if there is a way, it's not really very interesting even if it gets on the field. It's pretty much a trashy top down. | ::Even if there is a way, it's not really very interesting even if it gets on the field. It's pretty much a trashy top down. | ||
:It's a strange but interesting idea. Not a fan of the execution. How about making it a (0) cost artifact, 0/1 defender with shroud, indestructable etc. With the special rule "Can be cast as an instant for (1). Sacrifice Rigid Treasure at the end of the turn. When placed into a graveyard Rigid Treasure deals 1 damage to controlling player". If you are in a pinch you can drop a temporary defender down to block an attack for a turn, at the cost of one life. Or, if you're a Johnny player, you might be able to work out something using it as a sacrificial token for another card using the (0) cost and taking a point of damage instead. Yes, I'm a fan of unusual artifacts like Cursed Idol. Flavour text can be something along the lines of "It is a weightier burden than any man may carry..." or something equally pretentious. Change the name, too. | |||
{{mtgcard | {{mtgcard |
Latest revision as of 16:47, 17 June 2023
What is this stuff?[edit]
BadAtMagic is a Magic: The Gathering set being created by /tg/, the objective is to make 300 cards and balance them in a single set, what will be done with the set when its over, no one knows.
How do I participate?[edit]
1) Create your cards - Download Magic Set Editor and start working on a card, when you're done, export it and upload it Here, then, remember the filename you gave it and type File:(filenamehere.jpg) with two [[]] in between.
2) Criticize/Shit on other cards - Making your cards is not everything, considering this is /tg/ we're talking about here, 9 out of 10 cards in this page will be shit, and everyone knows it. So, feel free to talk about cards below their images, about either how good they are or how bad they are. Discussion about all cards is important, remember, a bad card you don't shit on might make it to the set. And a good card you don't talk about might be ignored.
3) Discuss on /tg/ - This is just a Point of Reference for discussions over at /tg/, if you're interested in this, remember to make threads about the Set, both to gather more people to the project and to have easier discussions about certain cards over there.
Information on the Set[edit]
This set is a Pirate Themed Set, not much about the story itself is known, so just go hog wild with piracy.
Feel free to use any Mechanic you wish, even ones that don't exist already, but remember, if they're shit, you'll be called on.
At the end, there will be 40 cards for each Color, including Gold (Multi-Color). Furthermore, there will be 60 Colorless Cards.
In each 40-card category (White, Black, Red, Green, Blue, Gold), there will be 2 Mythic Cards, 6 Rare Cards, 12 Uncommon Cards and 20 Common Cards
Regarding the 60-card category (Colorless), there will be 3 Mythic Cards, 9 Rare Cards, 18 Uncommon Cards and 30 Common Cards.
Another thing to take into account is that, for the total 300 Cards, 150 of them will be Creatures, 40 will be Sorceries, 35 will be Instants, 30 will be Enchantments/Auras/Curses, 20 will be Artifacts and 25 will be Lands (Including the 5 Basic Lands)
Mechanic Concepts[edit]
New Mechanics[edit]
- Plunder: Whenever this card deals combat damage to a player, untap target land that player controls and gain control of it until end of turn.
- Loot X: Draw X cards, then discard X cards.
- Armada: Whenever this creature attacks with <number> or more other creatures, <effect>. Note: pseudo-keyword. Need to discuss if we want to standardize the number of creatures (like Threshold).
- Voyage X At the beginning of your upkeep you may group this creature with X pirates or X sailors until your next turn. Grouped creatures can only attack or block as one, with this creature. You divide how combat damage is dealt to the group.
- All creatures in the group are blocked when the creature with voyage is blocked.
- If the creature with voyage is destroyed, the creatures in the group cant attack or block. they are still considered in the group until your next turn.
- Only the creature with voyage is tapped when attacking.
- Vessel X Maybe as an alternative to voyage to put ships to a good use.
You may pay 1 to make a creature, without Vessel, you control a crew member of this Vessel. The Vessel and its crew members share each creature type with each other. This Vessel may only have X or less crew members at any time
- As a side rule one could add this: This creature cant attack without at least on crew member.
So if you would put a sailor in it and a pirate with the text : All other pirates you control get +1/+1; both ship and sailor would get the +1/+1 bonus. I´m not sure though if the vessel needs the costs to get crewmembers.
Sub-themes[edit]
- Land: In order to convey the feeling of 'unique islands' and such, we'll be using Land Auras. This should also make Plunder more relevant in Limited.
- Graveyard: As a very minor subtheme (akin to auras in Ravnica). This should help make Loot effects more interesting.
Card Concepts[edit]
ATTENTION: EVEN THOUGH THERE WILL ONLY BE A X NUMBER OF CARDS IN EACH CATEGORY WHEN THE SET IS DONE, YOU ARE FREE TO PUT AS MANY CARDS AS YOU WANT IN EACH CATEGORY
White[edit]
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Black[edit]
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- Strictly worse than any other removal, pretty much ever. Either reduce the cost or make it effect everything, then it would be at least worth putting in your sideboard.
- totaly right here, thats what happens when you don´t want to overperform to much, it underperforms very badly, changed it hopes it works better now.
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- WORDS WORDS WORDS WORDS. Cool art though.
- I can't think of any way to make it less wordy. I like the abilities, but what could some changes be that kept its flavor. It's analogous to Davy Jones, sort of.
- One could try designing bottom up or at least a far less slavish version of top down (a la Innistrad). Or designing with a cohesive set goal in mind, but god knows that's asking too much of /tg/.
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- Why is this a colored artifact?
- It seemed like a good Idea at the time, my logic was that a ship being a made thing should be an Artifact, I'll change it
- Add costs to the tap, how about KK
- It seemed like a good Idea at the time, my logic was that a ship being a made thing should be an Artifact, I'll change it
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- "cannon" not "canon"
- Maybe it really did officially happen.
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Red[edit]
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- Upon posting, I realized how OP this is. It's basically hard removal for R. With an added effect! Ideas to balance it besides just ramping the cost up?
- I know the art on these is pretty meh, but shark art is hard to find!
- I'm also trying to get a little cohesiveness going to this set. So, I'm gonna make more sharks!
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I like it verry much, but I think adding a limet to the number of pirates the player may take. Maybe make it 3.
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- Suggestions for flavor text would be nice. I can't think of anything. It's an enchantment that makes things big.
- "Don't fret, Cap'n... it's only a tiny albat-"
Green[edit]
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- Messed up the rarity, supposed to be Mythic
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- Shouldn't this be "other Naga you control get +1/+1"? I think that's the common lord ability nowadays. Then again a 3/6 for 5 that buffs itself when it attacks might be fine.
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- either increase his cmc and make him a rare, or add a mana cost to that tap or he will be really broken.
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- You can go beyond Grizzly Bears for 1G; look at Dark Ascension, where for 1G commons there's a 2/2 with Forestwalk and a 2/2 with "G, sac it: Rampant Growth".
- I know I could. But if ever card in the set is something special that's "just a little bit better" we get a snow-flaky Mary Sue set. I thing a re-skinned grizzly bears is fine. if there's going to be 150 creatures, they don't *all* have to have an ability.
- This is absolutely true. And what's most important is that they go towards making the set play well, I think. While this particular incarnation may not make it (really depends on what the set needs), we will want vanillas in our set for limited and such.
Blue[edit]
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I would like to give it a better name. Any ideas?
- "Ancient Carcharadon"? Adding "Ancient" onto anything makes it better.
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- You could make some wicked broken Commander decks with this. Is there enchantment removal in this set?
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- GO BACK TO URZA'S SAGA AND STAY THERE
- I can't help but agree that the untapping lands effect is a bad idea.
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- This is a very odd card for blue.
- To put it less politely: This is in no way blue at all whatsoever and should not be here.
- Yeah, remember, the whole set is based around water. Just because something has to do with water, doesn't make it blue.
- I know land destruction has never been in Blue's slice of the pie, but I figured UUUU was a difficult cost. Stone rain is only 2R. I also really liked the flavor, and the cost, I feel balances it. (I mean for 1 more mana, and a less tight mana cost you can take an extra turn!) So, whats the verdict? Remove it? Change it? It stays?
- Acid Rain would like to have a word with anyone who thinks land destruction is not blue. Still, UUUU isn't that hard to cast for mono blue (read, not at all) and that might be a viable deck to play, and land destruction is usually either green, black or red. I'd say make it at least partially red, and only to a small part blue if you really want that in, like 2RU or something.
- Don't be stupid. Acid Rain is a color hoser, pure and simple. Furthermore, Acid Rain would never be printed under modern design rules. Furthermore, under our current design proposal, this set should have NO land destruction.
- Acid Rain would like to have a word with anyone who thinks land destruction is not blue. Still, UUUU isn't that hard to cast for mono blue (read, not at all) and that might be a viable deck to play, and land destruction is usually either green, black or red. I'd say make it at least partially red, and only to a small part blue if you really want that in, like 2RU or something.
- How about halving the mana cost and changing the effect to "Tap target land. If it cannot be tapped, destroy it". Plays into blue-as-control, and also has the effect of an eroding progression. (edit: thinking it over, make it "Instant. Target player taps a land they control. If they have no untapped land, they sacrifice a land they control". Harder to snipe special lands whilst still dicking about with their power sources)
NNB: if you change in "sacrifice" it is more in flavor. There was blue card that destroy lands, but only in odd ways, like for example "mana vortex".
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- (This is a reprint)
- Love the reprint. Not sure about the flavor text, but it's passable.
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- I like the idea of the mirrored auras, but I think they need a bit more thought put into them. +x/+0 is not very blue. Also maybe a full cycle?
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Gold (Multi-Color)[edit]
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- thought something was needed as a common enemy for pirates and sailors, something of superstition.
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- Needs flavor text.
- How about "I intend to see that any man who sails under a pirate flag or wears a pirate brand gets what he deserves: a short drop and a sudden stop", "One good deed is not enough to redeem a man of a lifetime of wickedness" or "Damn the cannon! Full speed ahead!"
- Debating changing to a soldier. That way we don't have too many new creature types.
- If you leave as is, then we will have added two creature types (Sailor and Ship)
- And Shark, Naga, Pirate...
- I hadn't seen those, although pirate is already a type according to the card editor
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- a. "Boarding Action", note the spelling. b. "As an additional cost to cast Boarding Action, sacrifice a Sailor or Pirate creature you control." "Gain control of target Ship creature." c. We should have Ship creatures or Boat creatures, but not both. I see Ship types, so I went with that. d. The cost seems off. Blue makes sense, but the additional cost makes me think black, not white. Could also be red, as red has sorceries that steal creatures (though usually for a turn).
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- Just a thought for a new ability for this set. might make colorless. works with red pirates then
Colorless[edit]
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This is really out of flavor for B/W, blue taps not black or white. Maybe some sort of life gain, life loss effect? Or -1/-1 counters?
- How about "2, T: exile target creature. When this card is untapped, return the exiled card to the battlefield under its owner's control. You may choose to not have this card untap during the untap phase"?
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- Change to "safe harbour"
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- And now we have random cumulative upkeep effects. /tg/, are you even trying?
- It makes sense to me. It has tentacles. They tap things. Leave it out for longer, and they tap more things. Leave it out for too long, and they run out of juice.
- Maybe it makes sense on that specific card, but we're not building cards, we're building a set...
- Pretty sure cumulative upkeep is still evergreen. It's alright for a set to have diversity.
- Cumulative upkeep has NEVER been evergreen, jesus christ /tg/.
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- Seems very out of place.
- Mabye thematically, but mechanically, there are lot of islandwalkers in the set already we need counters.
- I love the concept, but change it to "Creatures you control with islandwalk may block creatures with islandwalk, as though they didn't have islandwalk." I think thats better because its more of an underwater fight thats going on so your creatures have to have the able to dive down and stop them. With that tap ability, then a pirate or whatever can hop into a sub to block.
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- Needs flavor text about it drifting on its own or something.
- Decent concept. Feels like it should be black, though, why artifact?
- Thinking for flavour text something about "sailors telling tales of an unsinkable ship."
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- Needs some flavor text about pirates finding it but not being able to lift it up. I'm not a good writer.
- It has no mana cost. Plus, it'd just be an awful idea to print this card. 'lolunkillable' does not a good card/fun make.
- It can be killed with -1/-1 counters, exiled, or bounced back to its owner's hand, as long as it's not targeted.
- Global variants of those things are pretty fucking hard to come by. Can you imagine how stupid this thing would be in draft? Maybe unkillable might be cool in concept, but do you really think it'd be fun to play with?
- It's pretty much worthless in draft unless someone is lucky enough to be able to force it onto the battlefield somehow.
- Okay why would you even include an uncastable card in the set? Let alone an UNCOMMMON one? Yes I know that there are ways it can be put into play, but seriously the fuck? Besides, this shit is nothing but unfun if someone manages to get it on the field. The more I think about this card the more shit it seems.
- It's for people who like weird cards that are hard to use. The Johnnys out there. Wizards always panders to them in some weird way. Look at One with Nothing. The reason it's uncommon is so that it doesn't show up too often, and it's not rare, because it would piss most people off getting that as their rare.
- One with Nothing was a rare, not an uncommon. It was also not this retarded. I'm fine with Johnny cards, but this is just obnoxious at best.
- As far as I can tell, this basically comes down to whether or not the set ends up with a way to cheat the thing out.
- Even if there is a way, it's not really very interesting even if it gets on the field. It's pretty much a trashy top down.
- It's a strange but interesting idea. Not a fan of the execution. How about making it a (0) cost artifact, 0/1 defender with shroud, indestructable etc. With the special rule "Can be cast as an instant for (1). Sacrifice Rigid Treasure at the end of the turn. When placed into a graveyard Rigid Treasure deals 1 damage to controlling player". If you are in a pinch you can drop a temporary defender down to block an attack for a turn, at the cost of one life. Or, if you're a Johnny player, you might be able to work out something using it as a sacrificial token for another card using the (0) cost and taking a point of damage instead. Yes, I'm a fan of unusual artifacts like Cursed Idol. Flavour text can be something along the lines of "It is a weightier burden than any man may carry..." or something equally pretentious. Change the name, too.
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