BadAtMagic: Difference between revisions

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<li>'''Loot X:''' Draw X cards, then discard X cards.
<li>'''Loot X:''' Draw X cards, then discard X cards.
<li>'''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).
<li>'''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).
<li>'''Voyage X''' At the beginning of your upkeep you may group this creature with X pirate or sailer. Grouped creatures can only attack or block as one, with this creature. You divide how combat damage is dealt to the group.
<li>'''Voyage X''' At the beginning of your upkeep you may group this creature with X pirates or X sailors. Grouped creatures can only attack or block as one, with this creature. You divide how combat damage is dealt to the group.
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Revision as of 09:49, 19 May 2013

What is this stuff?

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?

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

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

New Mechanics

  • 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. Grouped creatures can only attack or block as one, with this creature. You divide how combat damage is dealt to the group.

Sub-themes

  • 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

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

Mythic

Rare

Uncommon

Common

Black

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/.

Rare

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

Uncommon

Common

Red

Mythic

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!

Uncommon

Common

Suggestions for flavor text would be nice. I can't think of anything. It's an enchantment that makes things big.

Green

Mythic

Messed up the rarity, supposed to be Mythic

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.

-Needs types (Creature - Naga presumably)

-Plunder needs to be updated, see above; alternately, its ability simply needs to have the Plunder keyword removed.

Uncommon

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

Mythic

Rare

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.

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.

Common

(This is a reprint)

Love the reprint. Not sure about the flavor text, but it's passable.

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?

I know it needs a picture just trew that on to see if you like the card.

Gold (Multi-Color)

Mythic

Rare

Needs flavor text. 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

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).

Common

Colorless

Mythic

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/.

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 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.

Needs flavor text about it drifting on its own or something.

Decent concept. Feels like it should be black, though, why artifact?

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.

Common