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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>


Line 48: Line 67:


=== White ===
=== White ===
{{mtgcard
|name=Enforce Royal Law
|image=Enforce Royal Law1.jpg
|cost=2WW
|types=Enchantment
|text=White creatures you control have +1/+0.
2W, T: Destroy target creature with power 3 or less.
|flavor=''“ In the name of the queen, hang em high!”''
|rarity=Uncommon
}}
{{mtgcard
{{mtgcard
|name=Emperor Kraken
|name=Emperor Kraken
Line 71: Line 101:


=== Black ===
=== Black ===
{{mtgcard
|name = Walk the Plank
|image = Walk the Plank2.jpg
|cost = 1KK
|types = Enchantment - Aura
|text = Sorcery
Destroy target pirate or sailor creature.
|flavor = ''“ You’ve got the captain really pissed, and so it’s time you were dismissed...”''
|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
|name = Crippling Addiction
|image = Crippling_Addiction1.jpg
|cost = 1K
|types = Enchantment - Aura
|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.)
|flavor = -
|rarity = common
}}
{{mtgcard
|name = Drunken Captain
|image = Drunken_Captain1.jpg
|cost = 2K
|types = Creature - Human Pirate
|text = Sober 2 (This creature enters the game with two -1/-1 counters on it, you may pay 1 to remove one counter, play this only when you may play a sorcery.)
When Drunken Captain has no -1/-1 counters on it ships you control get +1/+0, as long as Drunken Captain is under your control.
|flavor = ''“Ahh, a fine pint!”''
|pt = 3/4
|rarity = uncommon
}}
{{mtgcard
{{mtgcard
|name = Kep'jos the Tide Scourge
|name = Kep'jos the Tide Scourge
Line 99: Line 167:
:Why is this a colored artifact?
: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
::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


{{mtgcard
{{mtgcard
Line 134: Line 202:
}}
}}
:"cannon" not "canon"
:"cannon" not "canon"
::Maybe it really did officially happen.


{{mtgcard
{{mtgcard
Line 218: Line 287:
|rarity = uncommon
|rarity = uncommon
}}
}}
I like it verry much, but I think adding a limet to the number of pirates the player may take. Maybe make it 3.


{{mtgcard
{{mtgcard
Line 248: Line 319:
}}
}}
: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
|name=Savage Tribesman
|image=Savage Tribesman1.jpg
|cost=2G
|types=Creature - Humans, Tribesman
|text=Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
|flavour=He hungers for the next carnage!
|pt=2/2
|rarity=common
}}


'''Mythic'''
{{mtgcard
[[file:Shaku.jpg]]
|name=Sha'Ku Ruh the Butcher
|image=Shaku.jpg
|cost=3GGGG
|types=Legendary Creture - Naga
|text=Deathtouch, Protection from Red, Protection from Black, Trample<br>Sacrifice two creatures: Untap Sha'Ku Ruh
|flavour=Her blades thirst even for the blood of her own kind.
|pt=4/7
|rarity=mythic
}}
:Messed up the rarity, supposed to be Mythic


Messed up the rarity, supposed to be Mythic
{{mtgcard
|name=Naga Queen
|image=Naga_Queen.jpg
|cost=3GG
|types=Creature - Naga
|text=Deathtouch. Other Naga you control get +1/+1
|pt=2/5
|rarity=rare
}}
: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.


'''Rare'''
{{mtgcard
|name=Armored Kraken
|image=Armored_Kraken.jpg
|cost=5GGG
|types=Creature - Kraken
|text=Trample, Shroud<br>Armored Kraken enters the battlefield with four Armor counters on it.<br>Remove an armor counter: Prevent the next 1 damage that would be dealt to Armored Kraken.
|pt=6/8
|rarity=rare
}}


[[file:Naga_Queen.jpg]]
{{mtgcard
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.
|name=Naga Medicine Man
|image=Naga_Medicine_Man.jpg
|cost=3G
|types=Creature - Naga
|text=Islandwalk<br>Tap: Prevent the next 3 damage done to target creature or player.
|pt=3/4
|rarity=common
}}
:either increase his cmc and make him a rare, or add a mana cost to that tap or he will be really broken.


-Needs types (Creature - Naga presumably)
{{mtgcard
 
|name=Naga Zealot
-Plunder needs to be updated, see above; alternately, its ability simply needs to have the Plunder keyword removed.
|image=Naga_Zealot.jpg
 
|cost=1G
[[file:Armored_Kraken.jpg]]
|types=Creature - Naga
 
|flavor="One for the living, three for the dead, one for the Naga before he steals you from bed." - children's rhyme
'''Uncommon'''
|pt=2/2
 
|rarity=common
'''Common'''
}}
 
: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".
[[file:Naga_Medicine_Man.jpg]]
: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.
either increase his cmc and make him a rare, or add a mana cost to that tap or he will be really broken.
 
[[file:Naga_Zealot.jpg]]
-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 ===
=== Blue ===
{{mtgcard
|name=Shark Storm
|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
}}


'''Mythic'''
{{mtgcard
|name=Carcharodon
|image=Carcharodon.jpg
|cost=5UU
|types=Creature - Beast, Shark
|text=Hast
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
|flavor=''Without doubt, the biggest fish in the lake!''
|pt=6/6
|rarity=rare
}}
I would like to give it a better name. Any ideas?
:"Ancient Carcharadon"? Adding "Ancient" onto anything makes it better.


'''Rare'''
{{mtgcard
|name=Rum Smugglers
|image=Rum_Smugglers1.jpg
|cost=1U
|types=Creature - Human, Pirate
|text=Sober 1 (This creature enters the game with one -1/-1 counters on it, you may pay 1 to remove one counter, play this only when you may play a sorcery.)
|flavor=''“Where has our cargo gone?”''
|pt=2/3
|rarity=common
}}


[[file:Sea_Kraken.jpg]]
{{mtgcard
|name=Sea Kraken
|image=Sea_Kraken.jpg
|cost=5UUU
|types=Creature - Kraken
|text=Sea Kraken is unblockable
|flavor=For when terrorizing lakes isn't enough
|pt=5/8
|rarity=rare
}}


[[file:Island_retreat.jpg]]
{{mtgcard
|name=Island Retreat
|image=Island_retreat.jpg
|cost=3UU
|types=Enchantment - Aura
|text=Enchant Island<br>You can not attack or be attacked unless the creature is a ship, has island walk, or has flying.<br>If enchanted island is destroyed you may pay U to put Island Retreat on top of your library.
|flavour=Finding safety in the sea.
|rarity=rare
}}
:You could make some wicked broken Commander decks with this. Is there enchantment removal in this set?




'''Uncommon'''
{{mtgcard
|name=Whalerider
|image=Whalerider.jpg
|cost=4UU
|types=Creature - Whale
|text=Islandwalk<br>When Whalerider enters the battlefield, untap up to four islands you control.<br>U: Whalerider gains flying until end of turn
|pt=4/5
|rarity=uncommon
}}
:GO BACK TO URZA'S SAGA AND STAY THERE
:I can't help but agree that the untapping lands effect is a bad idea.


[[file:Whalerider.jpg]]
{{mtgcard
|name=Eroding Shores
|image=Eroding_Shores.jpg
|cost=UUUU
|types=Sorcery
|text=Destroy target Land
|flavor=In time, the tide will consume everything. Even you. - Kep'jos, the Tide Scourge
|rarity=uncommon
}}
: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.
: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)


GO BACK TO URZA'S SAGA AND STAY THERE
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".


-I can't help but agree that the untapping lands effect is a bad idea.
{{mtgcard
|name=Treasure Trove
|image=Treasure_Trove.jpg
|cost=2UU
|types=Enchantment
|text=2UU: Draw a card
|flavor=Greed in its simplest form.
|rarity=common
}}
:(This is a reprint)
:Love the reprint. Not sure about the flavor text, but it's passable.


[[file:Eroding_Shores.jpg]]
{{mtgcard
|name=From the Depths
|image=From_the_Depths.png
|cost=2U
|types=Enchantment - Aura
|text=Enchant Creature<br>Enchanted creature gets +3/+0 and has Islandwalk
|rarity=common
|artist=Gensoman
}}
: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?


This is a very odd card for blue.
{{mtgcard
|name=Stir the Sea
|image=Stir_the_sea.jpg
|cost=1UU
|types=Instant
|text=Prevent all combat damage from creatures with Islandwalk this turn.
|flavor=If they are to stir in the sea and attack from behind, just simply stir the sea and watch what happens.
|rarity=common
}}


To put it less politely: This is in no way blue at all whatsoever and should not be here.
{{mtgcard
 
|name=Rising Sea
-Yeah, remember, the whole set is based around water.  Just because something has to do with water, doesn't make it blue.
|image=Rising_sea.jpg
 
|cost=1U
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?
|types=Enchantment - Aura
 
|text=Enchant land<br>Enchanted land is an Island
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.
|flavor=Every drop rises the sea.<br>"Well then, that is A LOT of drops."
 
|rarity=common
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.
}}
 
'''Common'''
 
[[file:Treasure_Trove.jpg]] (This is a reprint)
 
Love the reprint. Not sure about the flavor text, but it's passable.
 
[[file:From_the_Depths.png]]
 
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?
 
[[File:Stir_the_sea.jpg]]
 
[[File:Rising_sea.jpg]]


=== 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
}}


'''Mythic'''
{{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
}}


[[File:Flag_ship.jpg]]
{{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
}}


[[File:Rallioc.jpg]]
{{mtgcard
thought something was needed as a common enemy for pirates and sailors, something of superstition.
|name=Flag ship
|image=Flag_ship.jpg
|cost=2(RUW)(RUW)(RUW)(RUW)
|types=Legendary Creature - Ship
|text=Voyage 3, Vigilance<br>When Flag ship attacks, all other creatures you control cannot be blocked unless Flag ship is blocked by enough creatures to destroy Flag ship and its entire group.
|pt=0/6
|rarity=mythic
}}


'''Rare'''
{{mtgcard
|name=Rallioc, The Unspoken
|image=Rallioc.jpg
|cost=(GK)(GK)(GK)(GK)
|types=Creature - Nightmare
|text=Islandwalk, Mountainwalk<br>Pirates get -1/-1. Sailors get -1/-1<br>Your opponents can Voyage with pirates nd sailors together
|flavor="HA! That will be the day, when sailors sand pirates work together. That's something of tales."
|pt=7/4
|rarity=mythic
}}
:thought something was needed as a common enemy for pirates and sailors, something of superstition. 


[[File:Captain_Kida_of_the_Junkun.png]]
{{mtgcard
|name=Captain Kida of the Junkun
|image=Captain_Kida_of_the_Junkun.png
|cost=2UR
|types=Legendary Creature - Human Pirate
|text=3UU:Gain control of target artifact for as long as you control Captain Kida of the Junkun.<br>R,Tap:Captain Kida of the Junkun deals 3 damage to target creature or player.
|pt=2/3
|rarity=rare
}}


[[File:Admiral_Wells.jpg‎]]
{{mtgcard
|name=Admiral Wells
|image=Admiral_Wells.jpg‎
|cost=2WU
|types=Legendary Creature - Human Sailor
|text=Sailors you control get +1/+1<br>(WU),Tap:Tap target creature. If it is a pirate, destroy it.
|pt=3/3
|rarity=rare
}}
: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


Needs flavor text.
{{mtgcard
Debating changing to a soldier. That way we don't have too many new creature types.
|name=Boarding Action
|image=Bording Action.jpg
|cost=4WU
|types=Sorcery
|text=Sacrifice a Soldier or Sailor: take control of target Ship or Boat creature
|flavor=Sinking a ship denies your enemy, Boarding it humiliates them.
|rarity=uncommon
}}
: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).


If you leave as is, then we will have added two creature types (Sailor and Ship)
{{mtgcard
 
|name=Sail boat
And Shark, Naga, Pirate...
|image=Sail_boat.jpg
 
|cost=WU
I hadn't seen those, although pirate is already a type according to the card editor
|types=Creature - Ship
 
|text=Islandwalk, Voyage 1 (At the beginning of your upkeep you may group this creature with 1 pirate or sailor until your next turn. Grouped creatures can only attack or block as one, with this creatures. You divide how combat damage is dealt to the group.)
'''Uncommon'''
|pt=0/2
 
|rarity=common
[[File:Bording Action.jpg]]
}}
 
:Just a thought for a new ability for this set. might make colorless. works with red pirates then
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).
 
'''Common'''
 
[[File:Sail_boat.jpg]]
 
Just a thought for a new ability for this set. might make colorless. works with red pirates then


=== 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
}}


'''Mythic'''


'''Rare'''
{{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
}}


[[File:Clockwork_Kraken.jpg]]
{{mtgcard
|name=Royal Prison
|image=Royal Prison1.jpg
|cost=-
|types=Land
|text=Royal Prison enters the game tapped.
T: Add B or W to your mana pool.
2, T: Tap target creature.
|flavor= ''Only one way out. Feet first!''
|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"?


And now we have random cumulative upkeep effects. /tg/, are you even trying?
{{mtgcard
|name=Fortified Harbor
|image=Fortified Harbor1.jpg
|cost=-
|types=Land
|text=Fortified Harbor enters the game tapped.
T: Add U or W to your mana pool.
2, T: Put a 1/1 white Solider creature token into play.
|flavor= ''Cannons, good men and strong walls make for a save harbor!''
|rarity=uncommon
}}
:Change to "safe harbour"


-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.
{{mtgcard
|name=Sleazy Harbor
|image=Sleazy Harbor2.jpg
|cost=-
|types=Land
|text=Sleazy Harbor enters the game tapped.
T: Add B or R to your mana pool.
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!''
|rarity=uncommon
}}


-Maybe it makes sense on that specific card, but we're not building cards, we're building a set...
{{mtgcard
|name=Cleared Shore
|image=Cleared Shore1.jpg
|cost=-
|types=Land
|text=Cleared Shore enters the game tapped.
T: Add W or G to your mana pool.
2, T: Tap target Land.
|flavor= ''I hereby claim this land in the name of the queen!''
|rarity=uncommon
}}


-Pretty sure cumulative upkeep is still evergreen. It's alright for a set to have diversity.
{{mtgcard
|name=Skull Hideout
|image=Skull Hideout3.jpg
|cost=-
|types=Land
|text=Skull Hideout enters the game tapped.
T: Add R or G to your mana pool.
2, T: Put a 1/1 green Naga creature token into play.
|flavor= ''It´s sight should be a warning for every treasure hunter!''
|rarity=uncommon
}}


-Cumulative upkeep has NEVER been evergreen, jesus christ /tg/.
{{mtgcard
|name=Swamp Village
|image=Swamp Village3.jpg
|cost=-
|types=Land
|text=Swamp Village enters the game tapped.
T: Add B or G to your mana pool.
2 , T: Put a 1/1 green Tribesman creature token into play.
|flavor= ''You are to near when you hear the drums!''
|rarity=uncommon
}}


'''Uncommon'''
{{mtgcard
|name=Pirate Cove
|image=Pirate Cove2.jpg
|cost=-
|types=Land
|text=Pirate Cove enters the game tapped.
T: Add U or R to your mana pool.
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.''
|rarity=uncommon
}}


[[File:Submarine_Foundry.jpg]]
{{mtgcard
Seems very out of place.
|name=Drunkards Treasure Chamber
|image=Drunkards_Treasure_Chamber1.jpg
|cost=4
|types=Artifact
|text=All creatures you control with Sober, have +1/+1. 
T: Remove a -1/-1 counter from a creature with Sober.  
|flavor= ''“Oh, Dear Grog
, Drunken Santa, Drunken Sailor ...”''
|rarity=uncommon
}}


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 didnt 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.


[[File:Ghost Ship.jpeg]] Needs flavor text about it drifting on its own or something.
{{mtgcard
|name=Clockwork Kraken
|image=Clockwork_Kraken.jpg
|cost=8
|types=Artifact Creature - Kraken Construct
|text=Cumulative upkeep - Tap an untapped creature
|flavor=Its heart is worth a fortune, though attempting to obtain it would likely lead to diminishing returns
|pt=4/8
|rarity=rare
}}
: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/.


Decent concept. Feels like it should be black, though, why artifact?
{{mtgcard
|name=Submarine Foundry
|image=Submarine_Foundry.jpg
|cost=4
|types=Artifact
|text=Creatures you control may block creatures with Islandwalk as though they didn't have Islandwalk.<br>Tap: Target creature you control has Islandwalk until end of turn.
|rarity=uncommon
}}
: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.


[[file:Rigid_Treasure.jpg]] ''Needs some flavor text about pirates finding it but not being able to lift it up.  I'm not a good writer.''
{{mtgcard
|name=Ghost Ship
|image=Ghost Ship.jpeg
|cost=4
|types=Creature - Ship
|text=When Ghost Ship dies, return it to the battlefield at the beginning of your next upkeep
|pt=2/3
|rarity=uncommon
}}
: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."


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.
{{mtgcard
|name=Rigid Treasure
|image=Rigid_Treasure.jpg
|cost=none
|types=Artifact Creature - Construct
|text=''(Rigid Treasure cannot be cast)''<br>Shroud, Defender<br>Rigid Treasure is indestructible and cannot be sacrificed
|pt=0/1
|rarity=uncommon
}}
: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.


-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?
{{mtgcard
|name=Abandoned ship
|image=Abandoned_ship.jpg
|cost=3
|types=Artifact - Equipment
|text=Equip only to a non-ship and not grouped creature.<br>Equipped creature becomes a ship in addition to its other types, gains Voyage 1, and gets +0/+1.<br>Equip 2
|flavor=I'm on a boat!
|rarity=common
}}


-It's pretty much worthless in draft unless someone is lucky enough to be able to force it onto the battlefield somehow.
{{mtgcard
 
|name=Dry docks
-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.
|image=Dry_docks.jpg
 
|cost=2
-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.
|types=Artifact
 
|text=Ships you control get +0/+1<br>When a ship with Voyage enters the battlefield under your control, they can voyage with untapped creatures you control.
-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.
|rarity=common
 
}}
-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.
 
'''Common'''
 
[[File:Abandoned_ship.jpg]]
 
[[File:Dry_docks.jpg]]

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.
    The Vessel X ability is not restricted to ships, but a ship needs a crew to work, unlike e.g. a giant whale fortress.
    Name:Black Corsair
    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!
    P/T: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.

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]

Name:Enforce Royal Law
Cost:2WW
Types:Enchantment
Text:White creatures you control have +1/+0. 2W, T: Destroy target creature with power 3 or less.
Flavor:'“ In the name of the queen, hang em high!”'
Rarity:Uncommon


Name:Emperor Kraken
Cost:5WWW
Types:Creature - Kraken
Text:Vigilance, Lifelink, protection from Humans
Flavor:People often ask what exactly an Emperor Kraken rules over. Then they get devoured and realize it was a silly question.
P/T:5/8
Rarity:Rare


Name:Royal Cannons
Cost:3W
Types:Creature - Sailor
Text:Royal Cannons cannot attack unless grouped with a creature. First strike.
Flavor:Their piles of gunpowder are their upside... but also their downside.
P/T:3/1
Rarity:Uncommon


Black[edit]

Name:Walk the Plank
Cost:1KK
Types:Enchantment - Aura
Text:Sorcery Destroy target pirate or sailor creature.
Flavor:'“ You’ve got the captain really pissed, and so it’s time you were dismissed...”'
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.


Name:Crippling Addiction
Cost:1K
Types:Enchantment - Aura
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.)
Flavor:-
Rarity:common


Name:Drunken Captain
Cost:2K
Types:Creature - Human Pirate
Text:Sober 2 (This creature enters the game with two -1/-1 counters on it, you may pay 1 to remove one counter, play this only when you may play a sorcery.) When Drunken Captain has no -1/-1 counters on it ships you control get +1/+0, as long as Drunken Captain is under your control.
Flavor:'“Ahh, a fine pint!”'
P/T:3/4
Rarity:uncommon


Name:Kep'jos the Tide Scourge
Cost:4KKK
Types:Legendary Creature - Zombie Kraken
Text:Kep'jos doesn't untape during your untap step.
Sacrifice a Pirate: Untap Kep'jos. Play this abilty only any time you could play a sorcery and only once per turn
When Kep'jos attacks, untap all Pirates and gain control of them until end of turn. They have haste.
Flavor:Every Pirate has made a bargain with Kep'jos. And when the time comes, he will call. (or some other epic/cheesy quote) -- Random Legendary Pirate from set
P/T:7/5
Rarity:mythic
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/.


Name:Flying Dutchman
Cost:4KK
Types:Legendary Creature - Ghost Ship
Text:Flying Dutchman gets +1/+1 for every Pirate and Sailor Creature in a Graveyard
Tap: Put a 4/4 Legendary blue Kraken token into play
Flavor:Part of the crew, part of the ship
P/T:5/5
Rarity:Rare
Artist:LAzy Necromancer
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
Name:Swamp Kraken
Cost:5KK
Types:Creature - Kraken
Text:Swampwalk, Islandwalk
Sacrifice a creature: Swamp Kraken gets +4/-4 until end of turn.
Flavor:Where there is any water at all, the kraken lurks.
P/T:4/8
Rarity:Rare


Name:Deep Sea Dweller
Cost:2K
Types:Creature - Fish Horror
Text:Intimidate
Flavor:"You think it's foolish to believe in them? It's only foolish not to."
P/T:2/3
Rarity:common


Name:Cursed Pirate
Cost:1KK
Types:Creature - Pirate Zombie
Text:Wither (This deals damage to creatures in the form of -1/-1 counters)
1K: Regenerate Cursed Pirate
Flavor:"I saw that guy take a sword in the stomach, 3 bullets in the chest, and a cannon ball. So you go fight him Captain, I'd rather walk the plank."
P/T:1/4
Rarity:common
"cannon" not "canon"
Maybe it really did officially happen.
Name:Man Overboard
Cost:2K
Types:Instant - Trap
Text:Target player sacrifices a creature.
If you're attacked by a group with Voyage, you may cast Man Overboard for K. If you do then effect changes to "Player sacrifices Target non-ship creature of an attacking group."
Rarity:common


Red[edit]

Name:Land Kraken
Cost:5RRR
Types:Creature - Kraken
Text:Mountainwalk, Double-strike
Flavor:Pirates once whispered that a kraken's weakness was luring it from the water.
P/T:6/8
Rarity:Rare


Name:Remmakon Knife-Tooth
Cost:3RR
Types:Legendary Creature - Shark Pirate
Text:Haste
Shark creature spells you play have Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
P/T:4/3
Rarity:Rare


Name:Feeding Frenzy
Cost:RR
Types:Tribal Sorcery - Shark
Text:Feeding Frenzy does 1 damage to up to three target creatures or players
The next Shark spell you play this turn has Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)
Rarity:Rare


Name:Plundering Shark
Cost:1R
Types:Creature - Shark Pirate
Text:Haste
Plunder: If Plundering Shark deals combat damage to a player, you may pay 2. If you do, untap Plundering Shark.
P/T:2/1
Rarity:Rare


Name:Shark Attack
Cost:R
Types:Tribal Instant - Shark
Text:Target Shark you control fights target creature an opponent controls. If that creature dies, Shark Attack deals 1 damage to that creature's controller.
Rarity:Rare
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!
Name:Remmakon's Raiders
Cost:3R
Types:Creature - Shark Pirate
Text:Haste. Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Flavor:No bark. ALL bite.
P/T:3/1
Rarity:uncommon


Name:Pirate Elder
Cost:3R
Types:Creature - Human Pirate
Text:First Strike. When Pirate Elder enters the battlefield you may search your library for any number of Pirate cards and reveal those cards. Shuffle your library, the put those cards on top in any order.
Flavor:I've met many good men in my days.
P/T:2/1
Rarity:uncommon

I like it verry much, but I think adding a limet to the number of pirates the player may take. Maybe make it 3.


Name:Pirate Ship
Cost:4RR
Types:Creature - Ship Pirate
Text:Voyage 2 (At the beginning of your upkeep you may group this creature with 2 pirates or 2 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.)
Trample
Flavor:Land HO!
P/T:3/4
Rarity:uncommon


Name:Pirate Raid
Cost:3RR
Types:Sorcery
Text:When a pirate attacks this turn it deals 2 damage to the player it's attacking. If player is dealt combat damage this turn, tap target land that player controls, it doesn't untap on their next upkeep.
Rarity:uncommon


Name:Bolster
Cost:2R
Types:Enchantment - Aura
Text:Enchant Creature. Enchanted creature gets +3/+0 and has Intimidate.
Rarity:common
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]

Name:Savage Tribesman
Cost:2G
Types:Creature - Humans, Tribesman
Text:Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Flavor:He hungers for the next carnage!
P/T:2/2
Rarity:common


Name:Sha'Ku Ruh the Butcher
Cost:3GGGG
Types:Legendary Creture - Naga
Text:Deathtouch, Protection from Red, Protection from Black, Trample
Sacrifice two creatures: Untap Sha'Ku Ruh
Flavor:Her blades thirst even for the blood of her own kind.
P/T:4/7
Rarity:mythic
Messed up the rarity, supposed to be Mythic
Name:Naga Queen
Cost:3GG
Types:Creature - Naga
Text:Deathtouch. Other Naga you control get +1/+1
P/T:2/5
Rarity:rare
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.
Name:Armored Kraken
Cost:5GGG
Types:Creature - Kraken
Text:Trample, Shroud
Armored Kraken enters the battlefield with four Armor counters on it.
Remove an armor counter: Prevent the next 1 damage that would be dealt to Armored Kraken.
P/T:6/8
Rarity:rare


Name:Naga Medicine Man
Cost:3G
Types:Creature - Naga
Text:Islandwalk
Tap: Prevent the next 3 damage done to target creature or player.
P/T:3/4
Rarity:common
either increase his cmc and make him a rare, or add a mana cost to that tap or he will be really broken.
Name:Naga Zealot
Cost:1G
Types:Creature - Naga
Flavor:"One for the living, three for the dead, one for the Naga before he steals you from bed." - children's rhyme
P/T:2/2
Rarity:common
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]

Name:Shark Storm
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


Name:Carcharodon
Cost:5UU
Types:Creature - Beast, Shark
Text:Hast Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Flavor:'Without doubt, the biggest fish in the lake!'
P/T:6/6
Rarity:rare

I would like to give it a better name. Any ideas?

"Ancient Carcharadon"? Adding "Ancient" onto anything makes it better.
Name:Rum Smugglers
Cost:1U
Types:Creature - Human, Pirate
Text:Sober 1 (This creature enters the game with one -1/-1 counters on it, you may pay 1 to remove one counter, play this only when you may play a sorcery.)
Flavor:'“Where has our cargo gone?”'
P/T:2/3
Rarity:common


Name:Sea Kraken
Cost:5UUU
Types:Creature - Kraken
Text:Sea Kraken is unblockable
Flavor:For when terrorizing lakes isn't enough
P/T:5/8
Rarity:rare


Name:Island Retreat
Cost:3UU
Types:Enchantment - Aura
Text:Enchant Island
You can not attack or be attacked unless the creature is a ship, has island walk, or has flying.
If enchanted island is destroyed you may pay U to put Island Retreat on top of your library.
Flavor:Finding safety in the sea.
Rarity:rare
You could make some wicked broken Commander decks with this. Is there enchantment removal in this set?


Name:Whalerider
Cost:4UU
Types:Creature - Whale
Text:Islandwalk
When Whalerider enters the battlefield, untap up to four islands you control.
U: Whalerider gains flying until end of turn
P/T:4/5
Rarity:uncommon
GO BACK TO URZA'S SAGA AND STAY THERE
I can't help but agree that the untapping lands effect is a bad idea.
Name:Eroding Shores
Cost:UUUU
Types:Sorcery
Text:Destroy target Land
Flavor:In time, the tide will consume everything. Even you. - Kep'jos, the Tide Scourge
Rarity:uncommon
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.
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".

Name:Treasure Trove
Cost:2UU
Types:Enchantment
Text:2UU: Draw a card
Flavor:Greed in its simplest form.
Rarity:common
(This is a reprint)
Love the reprint. Not sure about the flavor text, but it's passable.
Name:From the Depths
Cost:2U
Types:Enchantment - Aura
Text:Enchant Creature
Enchanted creature gets +3/+0 and has Islandwalk
Rarity:common
Artist:Gensoman
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?
Name:Stir the Sea
Cost:1UU
Types:Instant
Text:Prevent all combat damage from creatures with Islandwalk this turn.
Flavor:If they are to stir in the sea and attack from behind, just simply stir the sea and watch what happens.
Rarity:common


Name:Rising Sea
Cost:1U
Types:Enchantment - Aura
Text:Enchant land
Enchanted land is an Island
Flavor:Every drop rises the sea.
"Well then, that is A LOT of drops."
Rarity:common


Gold (Multi-Color)[edit]

Name:Royal Cartographer
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.”
P/T:1/1
Rarity:rare


Name:Forge Sharpshooter
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.
P/T:1/3
Rarity:rare


Name:Chained Shark
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!
P/T:4/2
Rarity:uncommon


Name:Flag ship
Cost:2(RUW)(RUW)(RUW)(RUW)
Types:Legendary Creature - Ship
Text:Voyage 3, Vigilance
When Flag ship attacks, all other creatures you control cannot be blocked unless Flag ship is blocked by enough creatures to destroy Flag ship and its entire group.
P/T:0/6
Rarity:mythic


Name:Rallioc, The Unspoken
Cost:(GK)(GK)(GK)(GK)
Types:Creature - Nightmare
Text:Islandwalk, Mountainwalk
Pirates get -1/-1. Sailors get -1/-1
Your opponents can Voyage with pirates nd sailors together
Flavor:"HA! That will be the day, when sailors sand pirates work together. That's something of tales."
P/T:7/4
Rarity:mythic
thought something was needed as a common enemy for pirates and sailors, something of superstition.
Name:Captain Kida of the Junkun
Cost:2UR
Types:Legendary Creature - Human Pirate
Text:3UU:Gain control of target artifact for as long as you control Captain Kida of the Junkun.
R,Tap:Captain Kida of the Junkun deals 3 damage to target creature or player.
P/T:2/3
Rarity:rare


Name:Admiral Wells
Cost:2WU
Types:Legendary Creature - Human Sailor
Text:Sailors you control get +1/+1
(WU),Tap:Tap target creature. If it is a pirate, destroy it.
P/T:3/3
Rarity:rare
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
Name:Boarding Action
Cost:4WU
Types:Sorcery
Text:Sacrifice a Soldier or Sailor: take control of target Ship or Boat creature
Flavor:Sinking a ship denies your enemy, Boarding it humiliates them.
Rarity:uncommon
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).
Name:Sail boat
Cost:WU
Types:Creature - Ship
Text:Islandwalk, Voyage 1 (At the beginning of your upkeep you may group this creature with 1 pirate or sailor until your next turn. Grouped creatures can only attack or block as one, with this creatures. You divide how combat damage is dealt to the group.)
P/T:0/2
Rarity:common
Just a thought for a new ability for this set. might make colorless. works with red pirates then

Colorless[edit]

Name:Sunken Graveyard
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


Name:Underwater Jungle
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


Name:Royal Prison
Cost:-
Types:Land
Text:Royal Prison enters the game tapped.

T: Add B or W to your mana pool.

2, T: Tap target creature.
Flavor:'Only one way out. Feet first!'
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"?
Name:Fortified Harbor
Cost:-
Types:Land
Text:Fortified Harbor enters the game tapped.

T: Add U or W to your mana pool.

2, T: Put a 1/1 white Solider creature token into play.
Flavor:'Cannons, good men and strong walls make for a save harbor!'
Rarity:uncommon
Change to "safe harbour"
Name:Sleazy Harbor
Cost:-
Types:Land
Text:Sleazy Harbor enters the game tapped.

T: Add B or R to your mana pool.

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!'
Rarity:uncommon


Name:Cleared Shore
Cost:-
Types:Land
Text:Cleared Shore enters the game tapped.

T: Add W or G to your mana pool.

2, T: Tap target Land.
Flavor:'I hereby claim this land in the name of the queen!'
Rarity:uncommon


Name:Skull Hideout
Cost:-
Types:Land
Text:Skull Hideout enters the game tapped.

T: Add R or G to your mana pool.

2, T: Put a 1/1 green Naga creature token into play.
Flavor:'It´s sight should be a warning for every treasure hunter!'
Rarity:uncommon


Name:Swamp Village
Cost:-
Types:Land
Text:Swamp Village enters the game tapped.

T: Add B or G to your mana pool.

2 , T: Put a 1/1 green Tribesman creature token into play.
Flavor:'You are to near when you hear the drums!'
Rarity:uncommon


Name:Pirate Cove
Cost:-
Types:Land
Text:Pirate Cove enters the game tapped.

T: Add U or R to your mana pool.

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.'
Rarity:uncommon


Name:Drunkards Treasure Chamber
Cost:4
Types:Artifact
Text:All creatures you control with Sober, have +1/+1. T: Remove a -1/-1 counter from a creature with Sober.
Flavor:'“Oh, Dear Grog , Drunken Santa, Drunken Sailor ...”'
Rarity:uncommon



Name:Clockwork Kraken
Cost:8
Types:Artifact Creature - Kraken Construct
Text:Cumulative upkeep - Tap an untapped creature
Flavor:Its heart is worth a fortune, though attempting to obtain it would likely lead to diminishing returns
P/T:4/8
Rarity:rare
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/.
Name:Submarine Foundry
Cost:4
Types:Artifact
Text:Creatures you control may block creatures with Islandwalk as though they didn't have Islandwalk.
Tap: Target creature you control has Islandwalk until end of turn.
Rarity:uncommon
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.
Name:Ghost Ship
Cost:4
Types:Creature - Ship
Text:When Ghost Ship dies, return it to the battlefield at the beginning of your next upkeep
P/T:2/3
Rarity:uncommon
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."
Name:Rigid Treasure
Cost:none
Types:Artifact Creature - Construct
Text:(Rigid Treasure cannot be cast)
Shroud, Defender
Rigid Treasure is indestructible and cannot be sacrificed
P/T:0/1
Rarity:uncommon
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.


Name:Abandoned ship
Cost:3
Types:Artifact - Equipment
Text:Equip only to a non-ship and not grouped creature.
Equipped creature becomes a ship in addition to its other types, gains Voyage 1, and gets +0/+1.
Equip 2
Flavor:I'm on a boat!
Rarity:common


Name:Dry docks
Cost:2
Types:Artifact
Text:Ships you control get +0/+1
When a ship with Voyage enters the battlefield under your control, they can voyage with untapped creatures you control.
Rarity:common