Alright, i know they aren't supposed to be planeswalker cards, because a player is supposed to be the planeswalker. But! With all the weird crap happening in TS block, i thought, what the heck! Let's make planeswalker cards!
But how? What would their p/t be? how would the ruling go? Would it be too close to vanguard? These are all questions i asked myself while i toiled and came up with these:
Done? Okay, i know you probably have a lot or Qs floating around in your head...which i will As in the point form rulings for these powerful cards!
I suck at ruling style of text so bear with me:
-does not count as a creature or permanent, but does count as it's creature type. Cards that effect wizards effect Urza, cards that effect artifacts doesn't effect Karn though. Therefore you can tutor them if it's creature type specific...but not color specific. diabolic tutor will work. Gate to the Aether will not work, because it's not of those card types.
-A player can only have 1 planeswalker card in play at a time, only one copy of that specific planeswalker per deck. A deck can have up to 4 diff planeswalkers.
-The number in the upper right corner represents the number of permanents of the planeswalker's color(s) that you must control to USE the ability on the planeswalker. It must be the EXACT value, no higher, no lower. For Serra, you must control 9 white permanents. For Urza (gold) you must control 6 multi-colored cards (they don't have to all be all colors, as long as they are 2+). For Karn, you get it, 6 artifacts! For Karn, if you lose an artifact for some strange reason while creatures are blocking, the effect turns off if it's before damage as been dealt. If it's too late, it's too late, but otherwise, no go.
-These cards go in the deck. They are not spells, therefore they don't trigger CIP effects. You play them like a land...in the sense they don't do anything to the stack...right?
-Note that it says if they leave play you lose the game, fair enough, the card is basically you. However, you may 'switch' a planeswalker with one in your hand. You won't lose the game then because it's a replacement ruling. "You may at anytime switch a planeswalker card in your hand with your 'active' planeswalker." Note the word active, that means you must be able to use the card's effect (the current P~) to be able to switch them up. Capisce?
-I'm not having the 'lose the game' part of the effect be a ruling speed kinda thing. So if you play lava spike on your 2 life opponent after they played a Wizard kill spell (can't remember a specific card right now), you'll win before you lose.
-Pitch effects and the likes (hand revealing for a color/type) Don't work. Why? Well, there's no line stating they're a color, and there's no color mana symbol. For artifacts, no Artifact in the type line, but like before, cards searching for a creature tyoe will work. If they are looking for a color as well to go with the type, well, sad story, no color, so you ignore that fraction fo the effect. If the card then goes on to do something with that type nd color to all creatures, well, no color, soo...who many permanents are no colors? generic lands! Colorless! That about it.
There, i hope i got the rules down. Now...HAVE FUN!
Oh wait! Right, why do i have the 'T:put a color card from hand to play" deal? To give it the feel of the dude casting a spell of his home color! Yep Yep!
-does not count as a creature or permanent, but does count as it's creature type. Cards that effect wizards effect Urza, cards that effect artifacts doesn't effect Karn though. Therefore you can tutor them if it's creature type specific...but not color specific. diabolic tutor will work. Gate to the Aether will not work, because it's not of those card types.
They should be permanents. If they are in play, they are permanents. I suppose you could make them not be permanents, but then they would be really confusing and would probably never leave play.
-The number in the upper right corner represents the number of permanents of the planeswalker's color(s) that you must control to USE the ability on the planeswalker. It must be the EXACT value, no higher, no lower. For Serra, you must control 9 white permanents. For Urza (gold) you must control 6 multi-colored cards (they don't have to all be all colors, as long as they are 2+). For Karn, you get it, 6 artifacts! For Karn, if you lose an artifact for some strange reason while creatures are blocking, the effect turns off if it's before damage as been dealt. If it's too late, it's too late, but otherwise, no go.
You may want to rethink the templating of the "activation cost" (for lack of a better word). Right now it looks a bit too much like a mana cost. Possibly give it an ability like "Activate - <number>".
-These cards go in the deck. They are not spells, therefore they don't trigger CIP effects. You play them like a land...in the sense they don't do anything to the stack...right?
Playing a land is a special action that does not use the stack. The active player will regain priority immediately after the land is played (so SBEs check), but nowhere in there will the non-active player gain priority.
-Note that it says if they leave play you lose the game, fair enough, the card is basically you. However, you may 'switch' a planeswalker with one in your hand. You won't lose the game then because it's a replacement ruling. "You may at anytime switch a planeswalker card in your hand with your 'active' planeswalker." Note the word active, that means you must be able to use the card's effect (the current P~) to be able to switch them up. Capisce?
-I'm not having the 'lose the game' part of the effect be a ruling speed kinda thing. So if you play lava spike on your 2 life opponent after they played a Wizard kill spell (can't remember a specific card right now), you'll win before you lose.
You might want to be a little more clear about that one the card then. Possibly remove the "lose the game" from the reminder text and simply make it a triggered ability saying something to the effect of "When ~ leaves play, if you are not swapping it for another Plainswalker, you lose the game."
The stuff I didn't comment on was either correct or I thought worked fine (for most of them the latter because there really wasn't much there that's covered by the current rules).
Wow FKIH! You've spent a lot of time thinking about this. It would be interesting to see what Wizards will do with these. I like how you're dealing with the whole playing them as lands and the abilities. It seems a little tough to get the 'exact' number of permanents you need, but I guess both players would have that problem, so that's fair.
I think the layout is really interesting. The textless look combined with the semi-transparent text. I hope they look something more like this instead of using those futureshifted frames. These would blend in much nicer in a regular deck I think.
First and foremost the frames look real nice. Not textless looking and with a air of familiarity about them from past frames gives it a nice twist.
Though the obvious thing here is the cost to play the card. It definatly needs its own type of mana cost instead of generic looking ones. One way to fix this is to give it no mana cost and explain how to play it in the rules text. Though I get the idea you're already working on how to fix this/already know of the problem.
"T: Put a ~ spell from your hand into play"
This is a bit confusing. If you're referring to just Instants and Sorcerys then specify it. Though if you're reffering to a permanent or I/S, then drop the 'spell' word and replace with:
"T: Put a ~card from your hand into play."
As it is, if it's a I/S You'll lose upon resolution of the spell, so I don't think that works out.
does not count as a creature or permanent, but does count as it's creature type. Cards that effect wizards effect Urza, cards that effect artifacts doesn't effect Karn though. Therefore you can tutor them if it's creature type specific...but not color specific. diabolic tutor will work. Gate to the Aether will not work, because it's not of those card types.
This is the biggest problem. It they're not permanents then they can't be in play. If they require a cost to play they need to end up somewhere. A better case would be to label Plainswalker cards as "Untargetiable". Even a plainswalker can be killed in a story so if you somehow managed to kill it (Wrath of God) it wouldn't make total unsense. Either do something like this, or give it a super natural trait or a new one all together:
Example 1:
Multidemensional Trait
Attacks made against this permanent must succeed with a D20(orwhatever) check. If the roll is an odd number the attack fails (attacks from creatures to creature plainswalkers would work like regular combat damage + the die rolling, attacks made against artifacts with cards like Shatter would still need to roll a die in addition to the spell resolving.
Example 2:
Change from Plainswalker to Plainswalker Apprentice/Servant
The card itself doesn't need to change just the way it's handled by the rules. By making them all permanents it solves alot of problems and makes sense flavorwise.
I would like mishra more if he read: Artifacts you play cost less to play. Activated abilities on artifacts you control cost less to acvivate.
And for Urza: Whenever you play a spell, untap permanent with the same type or color as that spell.
I also don't know if I like the requirement of having nine white permanents in play before you can use serra. In theory it is cool, but it's not realistic to reach that goal for such a medeocre effect. After the game has gone on that long without a decicive winner or looser, you shouldn't have any problems playing your own spells, so her tap ability will be irrelevant. Also, because you have managed to survive long enough into the game to reach her excacting requirements, you probably won't benifit much from her second ability. You know?
I like the idea, but I think it needs a bit of reworking in order to be practical and playable.
I may be wrong about this since I'm not a storyline guru, but I thought that Serra wasn't an angel, but a humanish planeswalker who ruled a plane of angels and looked like this.
That doesn't detract from the awesomeness of these cards however. If the planeswalker cards in FS are anywhere near as cool as this we will all be very happy...
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Johnny (with a touch of Spike)..
Creator of Thoughtless Sensei and Morph Aggro
Gaymer Raccoons please My artworkz
"We've made OVER NINE THOUSAND unique cards."
- MaRo, October 8th, 2007 IT'S OVER NINE THOUSAAAAAND!!!!!
Technically, since Serra is a planeswalker she can grow wings out her forehead if she likes :D. But yeah, I thought her default form was sans wings too. (in humble and planar birth she has one and two wings lol..) But this is the image on her Vanguard card.
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Ok I know I like playing magic and my newphew loves Yugioh and I play it with him and watch the show (You have to love 9yr olds)
I was watching an episode where you can have a Soul Creature in the backround that gives you abilities while playing the game,ie: Vanguard and u can place into play as a creature, but if it leaves play you lose the game.
Can this be true that WOTC R&D are copying most of what the next hot CCG is. I mean Morph from Yugioh and the New Mechanic Grandeur looks like something from VS. so what can we expect later in the "Future" Mechanics from WoW and from DragonBall Z?
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I miss you mom!
Our hearts still ache in sadness
And secret tears still flow
What it meant to lose you
No on will ever know
But we know you want us
To mourn for you no more
To remember all the happy times
Life still has much in store
Since you’ll never be forgotten
We pledge to you today
A hallowed place within our hearts
Is where you’ll always stay
My bad about the permanent thingy, brain fart. And CabalWannabe, I wanted the card to play any card from your hand of the same color...i porbably should have used the word, "card" instead of "spell", my bad again.
And for serra, i just used that art anyways, i love that art :D. Thanks for the other art though BL, i love that one even more! But i couldn't find it :(, and that one isn't really primo condition :0...
And uh...what else was said...um...the mana cost ain't generic, it's different, i mean, a darker gray and white text, no other symbol has that... i tried other stuff like no drop shadow, only a number, the O with the # cut out etc...this worked best, i may revise it. I'll probably do an orb or something...
Oh, and the number represents the # of permanents you must control, that includes lands doesn't it? Or have i not played in such an amount of time that i've forgotten a whole bunch of stuff? :S My intent was to include lands...so 9 for Serra ain't so bad...?
Someone said Mishra...there's no Mishra...:P
Sorry for all the probs an stuff, i will be fixing them sometime...hope this doesn't die like the other 3 threads i've made
I would like to see one of Nicol Bolas. Maybe something like this
Nicol Bolas
Planeswalker - Elder Dragon
Requirements: You control 3 Blue Permanents, 3 Red Permanents, and 3 Black Permanents.
Ability: T, Remove a card in your hand from the game: Remove target spell from the game and the controller of that spell takes damage equal to that spell's converted manacost.
Creatures without flying can't attack you.
When this card leaves play, you lose the game.
But how? What would their p/t be? how would the ruling go? Would it be too close to vanguard? These are all questions i asked myself while i toiled and came up with these:
Done? Okay, i know you probably have a lot or Qs floating around in your head...which i will As in the point form rulings for these powerful cards!
I suck at ruling style of text so bear with me:
-does not count as a creature or permanent, but does count as it's creature type. Cards that effect wizards effect Urza, cards that effect artifacts doesn't effect Karn though. Therefore you can tutor them if it's creature type specific...but not color specific. diabolic tutor will work. Gate to the Aether will not work, because it's not of those card types.
-A player can only have 1 planeswalker card in play at a time, only one copy of that specific planeswalker per deck. A deck can have up to 4 diff planeswalkers.
-The number in the upper right corner represents the number of permanents of the planeswalker's color(s) that you must control to USE the ability on the planeswalker. It must be the EXACT value, no higher, no lower. For Serra, you must control 9 white permanents. For Urza (gold) you must control 6 multi-colored cards (they don't have to all be all colors, as long as they are 2+). For Karn, you get it, 6 artifacts! For Karn, if you lose an artifact for some strange reason while creatures are blocking, the effect turns off if it's before damage as been dealt. If it's too late, it's too late, but otherwise, no go.
-These cards go in the deck. They are not spells, therefore they don't trigger CIP effects. You play them like a land...in the sense they don't do anything to the stack...right?
-Note that it says if they leave play you lose the game, fair enough, the card is basically you. However, you may 'switch' a planeswalker with one in your hand. You won't lose the game then because it's a replacement ruling. "You may at anytime switch a planeswalker card in your hand with your 'active' planeswalker." Note the word active, that means you must be able to use the card's effect (the current P~) to be able to switch them up. Capisce?
-I'm not having the 'lose the game' part of the effect be a ruling speed kinda thing. So if you play lava spike on your 2 life opponent after they played a Wizard kill spell (can't remember a specific card right now), you'll win before you lose.
-Pitch effects and the likes (hand revealing for a color/type) Don't work. Why? Well, there's no line stating they're a color, and there's no color mana symbol. For artifacts, no Artifact in the type line, but like before, cards searching for a creature tyoe will work. If they are looking for a color as well to go with the type, well, sad story, no color, so you ignore that fraction fo the effect. If the card then goes on to do something with that type nd color to all creatures, well, no color, soo...who many permanents are no colors? generic lands! Colorless! That about it.
There, i hope i got the rules down. Now...HAVE FUN!
Oh wait! Right, why do i have the 'T:put a color card from hand to play" deal? To give it the feel of the dude casting a spell of his home color! Yep Yep!
~Center of the Gaming Universe~
Microsuck
I do have a few comments from a rulings standpoint.
They should be permanents. If they are in play, they are permanents. I suppose you could make them not be permanents, but then they would be really confusing and would probably never leave play.
You may want to rethink the templating of the "activation cost" (for lack of a better word). Right now it looks a bit too much like a mana cost. Possibly give it an ability like "Activate - <number>".
Playing a land is a special action that does not use the stack. The active player will regain priority immediately after the land is played (so SBEs check), but nowhere in there will the non-active player gain priority.
You might want to be a little more clear about that one the card then. Possibly remove the "lose the game" from the reminder text and simply make it a triggered ability saying something to the effect of "When ~ leaves play, if you are not swapping it for another Plainswalker, you lose the game."
The stuff I didn't comment on was either correct or I thought worked fine (for most of them the latter because there really wasn't much there that's covered by the current rules).
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
I think the layout is really interesting. The textless look combined with the semi-transparent text. I hope they look something more like this instead of using those futureshifted frames. These would blend in much nicer in a regular deck I think.
Though the obvious thing here is the cost to play the card. It definatly needs its own type of mana cost instead of generic looking ones. One way to fix this is to give it no mana cost and explain how to play it in the rules text. Though I get the idea you're already working on how to fix this/already know of the problem.
This is a bit confusing. If you're referring to just Instants and Sorcerys then specify it. Though if you're reffering to a permanent or I/S, then drop the 'spell' word and replace with:
"T: Put a ~card from your hand into play."
As it is, if it's a I/S You'll lose upon resolution of the spell, so I don't think that works out.
This is the biggest problem. It they're not permanents then they can't be in play. If they require a cost to play they need to end up somewhere. A better case would be to label Plainswalker cards as "Untargetiable". Even a plainswalker can be killed in a story so if you somehow managed to kill it (Wrath of God) it wouldn't make total unsense. Either do something like this, or give it a super natural trait or a new one all together:
Example 1:
Multidemensional Trait
Attacks made against this permanent must succeed with a D20(orwhatever) check. If the roll is an odd number the attack fails (attacks from creatures to creature plainswalkers would work like regular combat damage + the die rolling, attacks made against artifacts with cards like Shatter would still need to roll a die in addition to the spell resolving.
Example 2:
Change from Plainswalker to Plainswalker Apprentice/Servant
The card itself doesn't need to change just the way it's handled by the rules. By making them all permanents it solves alot of problems and makes sense flavorwise.
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For their ability, try this.
T: The next "" spell you can play this turn, can be played without paying its mana cost.
Also their requirements to be played will need to be on the cards.
I would like mishra more if he read: Artifacts you play cost less to play. Activated abilities on artifacts you control cost less to acvivate.
And for Urza: Whenever you play a spell, untap permanent with the same type or color as that spell.
I also don't know if I like the requirement of having nine white permanents in play before you can use serra. In theory it is cool, but it's not realistic to reach that goal for such a medeocre effect. After the game has gone on that long without a decicive winner or looser, you shouldn't have any problems playing your own spells, so her tap ability will be irrelevant. Also, because you have managed to survive long enough into the game to reach her excacting requirements, you probably won't benifit much from her second ability. You know?
I like the idea, but I think it needs a bit of reworking in order to be practical and playable.
That doesn't detract from the awesomeness of these cards however. If the planeswalker cards in FS are anywhere near as cool as this we will all be very happy...
Creator of Thoughtless Sensei and Morph Aggro
Gaymer
Raccoons please
My artworkz
"We've made OVER NINE THOUSAND unique cards."
- MaRo, October 8th, 2007
IT'S OVER NINE THOUSAAAAAND!!!!!
Visit the MTGSalvation art forum for all your Magic art/artist questions, and participate in the monthly art contest!!!
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http://somnovore.deviantart.com/
-----------------------------------------
I was watching an episode where you can have a Soul Creature in the backround that gives you abilities while playing the game,ie: Vanguard and u can place into play as a creature, but if it leaves play you lose the game.
Can this be true that WOTC R&D are copying most of what the next hot CCG is. I mean Morph from Yugioh and the New Mechanic Grandeur looks like something from VS. so what can we expect later in the "Future" Mechanics from WoW and from DragonBall Z?
And secret tears still flow
What it meant to lose you
No on will ever know
To mourn for you no more
To remember all the happy times
Life still has much in store
We pledge to you today
A hallowed place within our hearts
Is where you’ll always stay
Visit the MTGSalvation art forum for all your Magic art/artist questions, and participate in the monthly art contest!!!
-----------------------------------------
My personal portfolio!
http://somnovore.deviantart.com/
-----------------------------------------
My bad about the permanent thingy, brain fart. And CabalWannabe, I wanted the card to play any card from your hand of the same color...i porbably should have used the word, "card" instead of "spell", my bad again.
And for serra, i just used that art anyways, i love that art :D. Thanks for the other art though BL, i love that one even more! But i couldn't find it :(, and that one isn't really primo condition :0...
And uh...what else was said...um...the mana cost ain't generic, it's different, i mean, a darker gray and white text, no other symbol has that... i tried other stuff like no drop shadow, only a number, the O with the # cut out etc...this worked best, i may revise it. I'll probably do an orb or something...
Oh, and the number represents the # of permanents you must control, that includes lands doesn't it? Or have i not played in such an amount of time that i've forgotten a whole bunch of stuff? :S My intent was to include lands...so 9 for Serra ain't so bad...?
Someone said Mishra...there's no Mishra...:P
Sorry for all the probs an stuff, i will be fixing them sometime...hope this doesn't die like the other 3 threads i've made
~Center of the Gaming Universe~
Microsuck
Nicol Bolas
Planeswalker - Elder Dragon
Requirements: You control 3 Blue Permanents, 3 Red Permanents, and 3 Black Permanents.
Ability: T, Remove a card in your hand from the game: Remove target spell from the game and the controller of that spell takes damage equal to that spell's converted manacost.
Creatures without flying can't attack you.
When this card leaves play, you lose the game.
~Center of the Gaming Universe~
Microsuck
also
And secret tears still flow
What it meant to lose you
No on will ever know
To mourn for you no more
To remember all the happy times
Life still has much in store
We pledge to you today
A hallowed place within our hearts
Is where you’ll always stay
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