I'm a bit new around here, but I think this is where I should be posting this. I've been making a few cards from DC Comics (mostly a heroes vs villains thing) because I really enjoy DC Comics and I really enjoy Magic, so I thought, why not put them together? I may attempt to make a set with these cards in mind, but I definitely don't have the expertise to keep limited in mind. That said, I would like to keep these balanced enough to possibly make their own constructed format. I want flavor to be my primary concern, thought, as it is important to me to capture the essence of these beloved characters. Any and all feedback is appreciated, from cost, to abilities, to color, to just balancing in general, or anything else anyone can think of. That all being said, hears what I have so far, I'll post more as I make them.
Superman5WWW
Legendary Creature — Kryptonian Hero
Flying, Haste, Trample, Indestructible
When Superman enters the battlefield, detain target villain until Superman leaves the battlefield. If you control a villain, sacrifice Superman. The Man of Steel does NOT negotiate with terrorists.
7/7
Batman2UB (Actually 2 and 2 hybrid blue/black, but I can't seem to make that work here.)
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters in it if you cast it from exile.
Batman can’t be blocked.
Whenever batman deals combat damage to a player, draw a card.
Suspend 2 - 2 U/B U/B Given enough prep time, the Dark Knight cannot be stopped.
2/2
Wonder Woman4WRG
Legendary Creature — Amazoness Hero
Flying, Double Strike, Trample
Whenever Wonder Woman becomes the target of a spell or ability an opponent controls, you may pay R. If you do, choose new targets for that spell or ability. Princess Diana sure is a force to be reckoned with.
4/5
Flash1RR
Legendary Creature — Human Hero
Haste
Whenever a creature blocks or becomes blocked by Flash, that creature loses first strike until end of turn.
Flash can only be blocked by creatures with haste.
Flash can block creatures as though they didn't have "can't be blocked."
Flash can block any number of creatures.
Lethal combat damage does not destroy Flash. No one can keep up with the Fastest Man Alive.
1/1
Green Lantern3W
Legendary Creature — Human Hero
Flying, Vigilance
GW: Green Lantern gains an ability of your choice until end of turn. Activate this ability only once per turn. In brightest day, in blackest night, no evil shall escape my sight! Let those who worship evil’s might beware my power, green lantern’s light!
3/3
Martian Manhunter5UG
Legendary Creature — Martian Hero
Flying, Phasing
Your opponents play with their hands revealed.
GU: Martian Manhunter becomes the creature type of your choice until end of turn, in addition to its other types.
U: Martian Manhunter can’t be blocked this turn.
0: Regenerate Martian Manhunter. You cannot activate this ability if Martian Manhunter was dealt damage by a red source this turn. (This is to represent his weakness to/fear of fire) J'onn J'onnz by day, John Jones by night.
6/6
Hawkgirl1WR
Legendary Creature — Thanagarian Hero
Flying, First Strike, Trample
Protection from Instants (from the mace) Hyah!
3/2
Aquaman2UU (Maybe should be more devoted to blue)
Legendary Creature — Atlantean Hero
Islandwalk
Other Atlantean creatures you control get +1/+1.
Atlantean creatures your opponent controls get -1/-1. Atlanteans cannot deny the King of Atlantis’ presence is always felt.
4/4
Cyborg4
Legendary Artifact Creature — Human Hero
When Cyborg enters the battlefield, you may put target equipment card from your deck onto the battlefield and equip it to Cyborg, without paying its equip cost. Booyah!
2/3
Brainiac5UUU
Legendary Artifact Creature — Android Villain
Flying, Vigilance
UUU, T: Exile all cards in all graveyards. Then draw a card for each type of card exiled this way as well as for each hero, villain and planet in play.
3: Put a 1/1 Colorless Brainiac Android artifact creature token with flying onto the battlefield. Absolute power in pursuit of absolute knowledge.
3/4
Lex Luthor1UB
Legendary Creature — Human Villain
Villains you control get +1/+1.
UB: Target hero loses all abilities until end of turn. Me! Lex Luthor!
1/1
JokerBR
Legendary Creature — Human Villain
BR, Discard a card at random: Target player exiles a hero they control.
R, T: Search your deck for a card named Harley Quinn and put it onto the battlefield. Then shuffle your library. Welcome to the party! Sorry about the wait, people have just been dying to see me. Ahahaha!
1/1
AtomU
Legendary Creature — Human Hero
U: Atom gains hexproof until end of turn. (Benefits of shrinking)
U: Atom can’t be blocked this turn. (Benefits of shrinking) This oughta bring ‘em down to size!
1/1
Harley QuinnR
Legendary Creature — Human Villain
Haste, First Strike
Sacrifice Harley Quinn: Target card with Joker in its name gains hexproof and indestructible until end of turn. I’ll never betray Mistah J!
1/1
General Zod5BB
Legendary Creature — Kryptonian Villain
Flying, Haste, Trample, Indestructible
BB, T: Tap target creature, it remains tapped until Zod leaves the battlefield or uses this ability again. Kneel before Zod!
6/6 (I wanted to note that he is weaker than superman here)
Darkseid7BBB
Legendary Creature — Apokoliptian Villain
Hexproof, Indestructible, Trample
Spells and abilities your opponents control can’t cause you to sacrifice permanents. (I wanted to make him nigh unkillable and demonstrate his God-level status)
RRR: Exile target permanent. (Omega Beams) I am order, bow unto me!
7/7
Joker ThugBR
Creature — Human Villain
Haste, Reach (has a gun) Isn't that funny?!
2/1
Note: I balanced power/toughness around grizzly bears and titans, so I'm not sure all power levels and costs are quite where they should be. For example: I wanted Superman to be stronger than a titan so he's a 7/7. I wanted Batman to be about as strong as a bear, so he's a 2/2, etc...
EDIT 1: Made some balancing and wording changes, from feedback from iphanx, thanks again! Also made some small flavor tweaks. I feel pretty confident about most of these; the only one I'm still particular unsure about is Cyborg.
ok.. too many for me to comment all.. but i will point out a few:
i just want to point out a few thing on flash since it really grinds me looking at it.. sorry.. it's nothing about the ability but more of a wording problem plus.. this flash will look like old card with too many lines on it.. trust me.. maybe not as bad.. but it will have tiny ability text:
FlashRR
Legendary Creature — Human Hero
Haste, First Strike Whenever a creature blocks or is blocked by the flash, it loses first strike until end of turn. -> it's cleaner this way without complicating with new keyword and all..
Flash can only be blocked by creatures with haste. Flash can block any creature as though they do not have "can't be blocked". (Unblockable is not a keyword! and it is now "can't be blocked" although it makes it difficult since other keyword like intimidate or landwalking uses can't be blocked as well.. but wording wise it should be this way)
Flash can block any number of creatures. Lethal combat damage does not destroy Flash. (wording correction ) No one can keep up with the Fastest Man Alive.
1/1
ability wise.. i will only see him as near unblockable 1/1 creature that if not attacking can be used as fog during your opponent turn.. which means in no way would your opponent be able to combat with you since it can block any number of creature and can not die from combat.. so better keep some "Shock" for it.. with this in mind.. 2 mana is too low..
Prep time is a free suspend.. so i will give you a card with current wording and keyword template.. might be a little different since suspend give it haste and prep time don't.. but i don't like prep time since you use it too in your flavor text.. which is somewhat not too pleasant for me..
Batman2
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters if you cast it from exile.
Batman can’t be blocked.
Whenever Batman deals combat damage to a player, draw a card.
Suspend 2 - 0(Rather than cast this card from your hand, you may pay 0 and exile it with 2 time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.) Given enough prep time, the Dark Knight cannot be stopped.
2/2
and tada.. you will have a 4/4 on turn 2 (or turn 3 if you use your Prep Time wording) that is unblockable 4/4 that give you card advantage every turn as long as you attacked.. no way would you slap in big body with unblockable at merely turn 3 with extra card advantage every turn.. one of the most effective card that do this is Shadowmage Infiltrator with 3 mana.. and that's with Fear which means artifact n black creatures will still stop it.. and again.. its only a 1/3 creature.. don't really kill your opponent.. given this.. your batman is super imba..now.. you really need to think about how you would want to balance this.. i would propose it to be this way.. much worse.. but much more balanced.. :
Batman2
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters if you cast it from exile.
Batman can’t be blocked.
Whenever Batman deals combat damage to a player, draw a card.
Suspend 2 - 2(Rather than cast this card from your hand, you may pay 0 and exile it with 2 time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.) Given enough prep time, the Dark Knight cannot be stopped.
2/2
somehow... you like to do 6 mana for 7/7 and 5 mana for 6/6..
for superman.. wrong ability for White... white do not do trample and haste... except for a few card like Akroma which if you look at the mana cost and ability and power and thoughness is 8 mana for 6/6.. and it's suppose to be iconic.. your's is all upside with hardly downside.. not many deck will put in a "villain" creature type in their deck.. so it would roughly translate to 6 mana for 7/7 flying trample haste indestructible.. now.. that's not too balanced aren't it ?
second wonder woman.. 5 mana 6/6 doublestrike flying trample.. this is extremely imbalanced as well.. look at all of our cards with double strike.. most of them cost enormously for a merely 2 pt power.. because double strike may deal twice the amount written on its power .. your card translates to a 5 mana 12/6 flying trample with no downside at all.. i would say imbalanced..
i haven't really looked at the rest but looking at the first few.. most of them have balancing issue..
Thanks for the help! I made some edits after taking your suggestions into account in regards to balancing, and wording. I think it's much more balanced now. I also made some small flavor tweaks!
I'm a bit new around here, but I think this is where I should be posting this. I've been making a few cards from DC Comics (mostly a heroes vs villains thing) because I really enjoy DC Comics and I really enjoy Magic, so I thought, why not put them together? I may attempt to make a set with these cards in mind, but I definitely don't have the expertise to keep limited in mind. That said, I would like to keep these balanced enough to possibly make their own constructed format. I want flavor to be my primary concern, thought, as it is important to me to capture the essence of these beloved characters. Any and all feedback is appreciated, from cost, to abilities, to color, to just balancing in general, or anything else anyone can think of. That all being said, hears what I have so far, I'll post more as I make them.
Superman 5WWW
Legendary Creature — Kryptonian Hero
Flying, Haste, Trample, Indestructible
When Superman enters the battlefield, detain target villain until Superman leaves the battlefield. If you control a villain, sacrifice Superman.
The Man of Steel does NOT negotiate with terrorists.
7/7
Batman 2UB (Actually 2 and 2 hybrid blue/black, but I can't seem to make that work here.)
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters in it if you cast it from exile.
Batman can’t be blocked.
Whenever batman deals combat damage to a player, draw a card.
Suspend 2 - 2 U/B U/B
Given enough prep time, the Dark Knight cannot be stopped.
2/2
Wonder Woman 4WRG
Legendary Creature — Amazoness Hero
Flying, Double Strike, Trample
Whenever Wonder Woman becomes the target of a spell or ability an opponent controls, you may pay R. If you do, choose new targets for that spell or ability.
Princess Diana sure is a force to be reckoned with.
4/5
Flash 1RR
Legendary Creature — Human Hero
Haste
Whenever a creature blocks or becomes blocked by Flash, that creature loses first strike until end of turn.
Flash can only be blocked by creatures with haste.
Flash can block creatures as though they didn't have "can't be blocked."
Flash can block any number of creatures.
Lethal combat damage does not destroy Flash.
No one can keep up with the Fastest Man Alive.
1/1
Green Lantern 3W
Legendary Creature — Human Hero
Flying, Vigilance
GW: Green Lantern gains an ability of your choice until end of turn. Activate this ability only once per turn.
In brightest day, in blackest night, no evil shall escape my sight! Let those who worship evil’s might beware my power, green lantern’s light!
3/3
Martian Manhunter 5UG
Legendary Creature — Martian Hero
Flying, Phasing
Your opponents play with their hands revealed.
GU: Martian Manhunter becomes the creature type of your choice until end of turn, in addition to its other types.
U: Martian Manhunter can’t be blocked this turn.
0: Regenerate Martian Manhunter. You cannot activate this ability if Martian Manhunter was dealt damage by a red source this turn. (This is to represent his weakness to/fear of fire)
J'onn J'onnz by day, John Jones by night.
6/6
Hawkgirl 1WR
Legendary Creature — Thanagarian Hero
Flying, First Strike, Trample
Protection from Instants (from the mace)
Hyah!
3/2
Aquaman 2UU (Maybe should be more devoted to blue)
Legendary Creature — Atlantean Hero
Islandwalk
Other Atlantean creatures you control get +1/+1.
Atlantean creatures your opponent controls get -1/-1.
Atlanteans cannot deny the King of Atlantis’ presence is always felt.
4/4
Cyborg 4
Legendary Artifact Creature — Human Hero
When Cyborg enters the battlefield, you may put target equipment card from your deck onto the battlefield and equip it to Cyborg, without paying its equip cost.
Booyah!
2/3
Brainiac 5UUU
Legendary Artifact Creature — Android Villain
Flying, Vigilance
UUU, T: Exile all cards in all graveyards. Then draw a card for each type of card exiled this way as well as for each hero, villain and planet in play.
3: Put a 1/1 Colorless Brainiac Android artifact creature token with flying onto the battlefield.
Absolute power in pursuit of absolute knowledge.
3/4
Lex Luthor 1UB
Legendary Creature — Human Villain
Villains you control get +1/+1.
UB: Target hero loses all abilities until end of turn.
Me! Lex Luthor!
1/1
Joker BR
Legendary Creature — Human Villain
BR, Discard a card at random: Target player exiles a hero they control.
R, T: Search your deck for a card named Harley Quinn and put it onto the battlefield. Then shuffle your library.
Welcome to the party! Sorry about the wait, people have just been dying to see me. Ahahaha!
1/1
Atom U
Legendary Creature — Human Hero
U: Atom gains hexproof until end of turn. (Benefits of shrinking)
U: Atom can’t be blocked this turn. (Benefits of shrinking)
This oughta bring ‘em down to size!
1/1
Harley Quinn R
Legendary Creature — Human Villain
Haste, First Strike
Sacrifice Harley Quinn: Target card with Joker in its name gains hexproof and indestructible until end of turn.
I’ll never betray Mistah J!
1/1
General Zod 5BB
Legendary Creature — Kryptonian Villain
Flying, Haste, Trample, Indestructible
BB, T: Tap target creature, it remains tapped until Zod leaves the battlefield or uses this ability again.
Kneel before Zod!
6/6 (I wanted to note that he is weaker than superman here)
Darkseid 7BBB
Legendary Creature — Apokoliptian Villain
Hexproof, Indestructible, Trample
Spells and abilities your opponents control can’t cause you to sacrifice permanents. (I wanted to make him nigh unkillable and demonstrate his God-level status)
RRR: Exile target permanent. (Omega Beams)
I am order, bow unto me!
7/7
Joker Thug BR
Creature — Human Villain
Haste, Reach (has a gun)
Isn't that funny?!
2/1
Note: I balanced power/toughness around grizzly bears and titans, so I'm not sure all power levels and costs are quite where they should be. For example: I wanted Superman to be stronger than a titan so he's a 7/7. I wanted Batman to be about as strong as a bear, so he's a 2/2, etc...
EDIT 1: Made some balancing and wording changes, from feedback from iphanx, thanks again! Also made some small flavor tweaks. I feel pretty confident about most of these; the only one I'm still particular unsure about is Cyborg.
Flash RR
Legendary Creature — Human Hero
Haste, First Strike
Whenever a creature blocks or is blocked by the flash, it loses first strike until end of turn. -> it's cleaner this way without complicating with new keyword and all..
Flash can only be blocked by creatures with haste.
Flash can block any creature as though they do not have "can't be blocked". (Unblockable is not a keyword! and it is now "can't be blocked" although it makes it difficult since other keyword like intimidate or landwalking uses can't be blocked as well.. but wording wise it should be this way)
Flash can block any number of creatures.
Lethal combat damage does not destroy Flash. (wording correction )
No one can keep up with the Fastest Man Alive.
1/1
ability wise.. i will only see him as near unblockable 1/1 creature that if not attacking can be used as fog during your opponent turn.. which means in no way would your opponent be able to combat with you since it can block any number of creature and can not die from combat.. so better keep some "Shock" for it.. with this in mind.. 2 mana is too low..
Batman 2
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters if you cast it from exile.
Batman can’t be blocked.
Whenever Batman deals combat damage to a player, draw a card.
Suspend 2 - 0 (Rather than cast this card from your hand, you may pay 0 and exile it with 2 time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
Given enough prep time, the Dark Knight cannot be stopped.
2/2
and tada.. you will have a 4/4 on turn 2 (or turn 3 if you use your Prep Time wording) that is unblockable 4/4 that give you card advantage every turn as long as you attacked.. no way would you slap in big body with unblockable at merely turn 3 with extra card advantage every turn.. one of the most effective card that do this is Shadowmage Infiltrator with 3 mana.. and that's with Fear which means artifact n black creatures will still stop it.. and again.. its only a 1/3 creature.. don't really kill your opponent.. given this.. your batman is super imba..now.. you really need to think about how you would want to balance this.. i would propose it to be this way.. much worse.. but much more balanced.. :
Batman 2
Legendary Creature — Human Hero
Batman enters the battlefield with two +1/+1 counters if you cast it from exile.
Batman can’t be blocked.
Whenever Batman deals combat damage to a player, draw a card.
Suspend 2 - 2 (Rather than cast this card from your hand, you may pay 0 and exile it with 2 time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
Given enough prep time, the Dark Knight cannot be stopped.
2/2
somehow... you like to do 6 mana for 7/7 and 5 mana for 6/6..
for superman.. wrong ability for White... white do not do trample and haste... except for a few card like Akroma which if you look at the mana cost and ability and power and thoughness is 8 mana for 6/6.. and it's suppose to be iconic.. your's is all upside with hardly downside.. not many deck will put in a "villain" creature type in their deck.. so it would roughly translate to 6 mana for 7/7 flying trample haste indestructible.. now.. that's not too balanced aren't it ?
second wonder woman.. 5 mana 6/6 doublestrike flying trample.. this is extremely imbalanced as well.. look at all of our cards with double strike.. most of them cost enormously for a merely 2 pt power.. because double strike may deal twice the amount written on its power .. your card translates to a 5 mana 12/6 flying trample with no downside at all.. i would say imbalanced..
i haven't really looked at the rest but looking at the first few.. most of them have balancing issue..