One of my all-time favorite movies, The Flight of Dragons, always seemed like a really awesome setting (plane?) to translate into magic cards.
Then I discovered Magic Set Editor, and I've been losing sleep in the need to make these cards.
I started a thread for this in the wrong place (Custom Card Creation), so this will include updated cards from that thread and newer ones I've made since. People in that thread helped me out with some MSE stuff and with some of the cards. My thanks to them.
Please ignore the collector's number on these- they were taken from a greater group of cards. Anyone know how I move cards from one set to another in MSE? I'm really new at it and need help (help with custom expansion symbols would be really useful as well).
For those that don't know what I'm talking about- go find and watch The Flight of Dragons. It's a sweet animated fantasy movie from the 80s. Unfortunately, I couldn't find the best quality images from the movie for all the cards, so please bear with my art selections. Some of the art is from a book by the same name, or art by the illustrator of that book- Wayne Anderson (truly fantastic storybook fantasy artist). I'm sure alot of these images are copyrighted and such, so... I'm not making cards for sale, nor am i printing the below images, nor are they intended for sale or print. They should be considered an homage, or fan art.
Other than that, I hope that this, my first foray into MSE, at least starts doing the movie justice flavor-wise. If anyone can help in any way, go for it.
Set Guidelines, Themes and Highlights-
-Cards must reflect scenes and characters from the movie Flight of Dragons. Cards based on images illustrated by Wayne Anderson are the exception.
-Dragon Theme, but dragons don't inherently fly. Flying tied in with firebreathing on most dragons.
-A dangerous force of Red-Black hybrid with a Blue splash threatens the magic realm. A loose alliance of White, Green, Blue (and even some Red) joins to anwser the meanace.
-Main characters in the movie are rare legendary creatures in the set, except for the four magic brothers, who are mythic rare planeswalkers.
-Legendary artifacts are items used by main characters in movie.
-Classic fantasy concepts made into cards- a damsel in distress and a crystal ball.
-Commons that gain more abilities if they meet the right conditions.
-Cycle of mythic rare legendary lands with basic types and crazy abilities.
-Cards that allow a player to draw cards from the bottom of his or her library.
-Common Dragons with large power and toughness.
-A creature with 20 toughness.
-A generous amount of coin flipping, dice rolling and random effects.
-No keywords barred, plus the return of banding, the return of credit counters, and the return of the subgame!
Here are some card ideas I had but couldnt' find good images from the movie for. If anyone wants to try and find suitable images, go for it, but be warned- images from the movie are hard to find. Consider it a challenge!
Completed cards ready for art-
Ommadon Prophecy 2BBBRRR
Tribal Sorcery-Wizard (Mythic Rare)
All creatures deal damage equal to their toughness to themselves and their owners.
(Art= Atomic Mushroom-Cloud Ommadon or Ommadon spreading cloak in flame.) "I will infest the spirit of man so that he uses his science and logic to destroy himself." -Ommadon
Kalla Pentagram (W/G)(W/G)(U/W)(U/W)WW
Tribal Instant-Wizard (Mythic Rare)
Choose one- Destroy all creatures. They cant be regenerated; or you may return target creature you control with a power two or less from your graveyard to play. If that creature is a Scholar, search your library for a card named Gorbash, Merged Dragon and put that card into play tapped.
Entwine-2
(Art= Carolinas performing ritual over pentagram burning with blue flame)
Restore the Drowned 2UB
Tribal Sorcery-Wizard (Uncommon)
Return target creature card from your graveyard to play.
If you spent UUUB to play Restore the Drowned, Draw two cards.
(Art= Solarius appearing to Arak underwater.)
Merged Strengths URG
Tribal Instant-Dragon Human (Uncommon)
Target creature gains +2/+2 until end of turn.
Merged Strengths deals 2 damage to target creature or player.
Draw a card.
(Art= Gorbash holding charred stick.)
Awakened with a Kiss WWW
Tribal Sorcery-Human (Uncommon)
Split second.
Remove all time counters from a suspended card you own.
You win the subgame.
(Art= Sir Peter kissing the princess as she lays in bed.)
Outlaw Elf GG
Creature- Elf Rogue (Common)
Flash, Reach.
When Outlaw Elf comes into play, remove all credit counters from all creatures your opponents control, then all creatures lose landwalk abilities until end of turn, then you may search your library for a card named Dragon Rose Net, reveal it, shuffle your library, then put that card on top.
(Art= Elf in tree signaling with flashing knife.)
1/3
Dragon Rose Net 1GR
Tribal Enchantment-Elf Aura (Common)
Enchant creature.
Flash
When Dragon Rose Net comes into play, tap enchanted creature.
Enchanted creature does not untap during its controler's untap step.
If enchanted creature is not a Dragon, it gains "2: Untap this creature. Play this ability only once each turn".
If enchanted creature is a drgaon, it gains "X: Untap this creature. Play this ability only once each turn", where X is that creature's converted mana cost.
(Art=Net with roses knotted in, dragon under net sleepy-eyed.) "It's Dragon Rose! Close your eyes! Don't breathe!" -Smrgol
Sulferic Slime RB
Tribal Sorcery-Wurm (Uncommon)
Destroy target non-legendary land, then roll a 6-sided dice.
You lose life equal to the total die roll unless you control Wurm of Slidop.
(Art= Arrow sinking into acid stream.) "...Black magic!" -Giles of the Treetops "Maybe, but it's also a highly corrosive acid, much stronger than anything I ever ran into at the labs. It has a sulfer base though, that's what I smell..." -Sir Peter
Hand of Ommadon5BBRR
Tribal Sorcery-Wizard (Rare)
Each player sacrifices all non-black creatures he or she controls.
For each red creature sacrificed this way, that creature's owner discards a card at random from his or her hand.
(Art= Ommadon's giant smoke-hand reaching over landscape.) "Let's see how they fare with the evil arts..." -Ommadon
Hellsway Inkeeper WWBB
Legendary Creature- Human (Rare) T: Add UUU to your mana pool. Put a credit counter on Hellsway Inkeeper.
Sacrifice Hellsway Inkeeper: Gain life equal to the number of credit countes on Hellsway Inkeeper. Play this ability only during your upkeep.
If you control Sir Orin Neville Smythe, Hellsway Inkeeper gains First Strike, Reach, Vigilance, Protection from Dragons, and gains +1/+2.
If you control Ommadon's Merchant Party, Hellsway Inkeeper gains Non-basic Landwalk and Shroud and gains +2/+1.
(Art= Inkeeper calming an angry Sir Orin) "My Inn is between two worlds... I cannot take sides." -Hellsway Innkeeper
2/2
Contemptous Neighbors 2GUB
Tribal Instant-Human (Rare)
Kicker- Discard a card.
Counter target spell unless its controler pays X, where X is that spell's converted mana cost.
Put three 1/1 black Human creature tokens into play.
If you paid the kicker cost, if the discarded card was blue, Contemptous Neighbors can't be countered.
If you paid the kicker cost, if the discarded card was green, search your library for a card named Mill Wheel, reveal it, put that card into play, then shuffle your library.
(Art= Carolinas being laughed at by millers.)
Mill Wheel 2
Artifact (Uncommon) GUB: Put the top three cards of target player's library into his or her graveyard. If a creature with a power 2 or less is put into an opponent's graveyard this way, remove that card from the game and each player loses 2 life. If a creature with power 2 or less is put into your graveyard this way, you may return that card from your graveyard to your hand and gain 2 life.
(Art= Mill wheel spinning in river.)
Traumatized Sprites UGW
Creature- Faerie (Common)
Flying
Activated abilities of artifacts can't be played unless they are mana abilities. U,T: Return Traumatized Sprites to it's owner's hand. G, Sacrifice Traumatized Sprites: Destroy target non-basic land.
(Art= Half-drowned sprites in Carolinas' hands.)
1/3
Shield of Saturn 3
Legendary Artifact- Equipment (Rare)
Equip-2
Artifacts you control gain Shroud.
Equipped creature gains +0/+2 and Shroud.
Unequip, Remove Shield of Saturn from the game: Choose one- Counter target spell; or gain control of target non-creature spell. You may choose new targets for that spell.
(Art= Shield of Saturn being turned skyward by Gorbash.)
Gormley Keep 2
Legendary Artifact- Fortification (Uncommon)
Fortify-B(R/B)R
Fortified land gains "All creatures lose banding, creatures you control can block any number of creatures, and whenever a creature you control blocks an attacking creature, the attacking creature's controler loses 1 life and you gain 1 life."
(Art= Gormley Keep towers)
Wow, the amount of work you've put into this is mind boggling. I forgot that this movie existed at all . . . and BAM, a whole magic set devoted to it. Good times.
I give this set so many plusses after the "A", it's awesome.
It is HEAVILY in need of Development, because it deserves to exist, but it's not ready to be printed as is, at all. Wonderful Design and Creative, low-quality Development, can lead to the unfortunateness that is sets like Homelands or Legends. I would spare your cards from such a fate, and insist you submit them to Design Doctors for Improvement.
Make sure there are cycles and playable deck Archetypes, work on Complexity Creep :/ (the knightish card that gives all kinds of "if, then" bonuses needs to be simplified to give "All Creatures you Control Get BAMF". Things like that. Trust me, the play experience is better. Try actually using your cards and work on making them all sit at exactly the situational-level you want, and make the ones that give you lots of 'extra value choices' simpler if it's too hard to use them when you draw them too often.
I do think Wizards of the Coasts' current Design Model has room to allow more Complexity than they do, and you don't need to make every Mythic "Dumbsauce WinLolz", but these just want to go through an editor and reviser and then a playtester a few times, and finally a wording/formatter so it all reads like 'real MAGIC'.
Love the simple fix you made for the Subgame card. "Cannot be played in a subgame". Beautiful.
I am probably every color-combination it is possible to be, though it's really hard to figure out what it would mean to be 4-colored....it doesn't seem logical to be 4-colored without being 5-colored.
Hello,
thank you very much for this truly magic piece (huge piece :)) of work you have done. Thanks to this and a very special person who printed this out for me I'm now the happiest owner of the "world of magic" in the box, enchanted by the memories of one of the most wonderful stories from childhood.
So I just couldn't help signing up to say thank you =)
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Then I discovered Magic Set Editor, and I've been losing sleep in the need to make these cards.
I started a thread for this in the wrong place (Custom Card Creation), so this will include updated cards from that thread and newer ones I've made since. People in that thread helped me out with some MSE stuff and with some of the cards. My thanks to them.
Please ignore the collector's number on these- they were taken from a greater group of cards. Anyone know how I move cards from one set to another in MSE? I'm really new at it and need help (help with custom expansion symbols would be really useful as well).
For those that don't know what I'm talking about- go find and watch The Flight of Dragons. It's a sweet animated fantasy movie from the 80s. Unfortunately, I couldn't find the best quality images from the movie for all the cards, so please bear with my art selections. Some of the art is from a book by the same name, or art by the illustrator of that book- Wayne Anderson (truly fantastic storybook fantasy artist). I'm sure alot of these images are copyrighted and such, so... I'm not making cards for sale, nor am i printing the below images, nor are they intended for sale or print. They should be considered an homage, or fan art.
Other than that, I hope that this, my first foray into MSE, at least starts doing the movie justice flavor-wise. If anyone can help in any way, go for it.
Set Guidelines, Themes and Highlights-
-Cards must reflect scenes and characters from the movie Flight of Dragons. Cards based on images illustrated by Wayne Anderson are the exception.
-Dragon Theme, but dragons don't inherently fly. Flying tied in with firebreathing on most dragons.
-A dangerous force of Red-Black hybrid with a Blue splash threatens the magic realm. A loose alliance of White, Green, Blue (and even some Red) joins to anwser the meanace.
-Main characters in the movie are rare legendary creatures in the set, except for the four magic brothers, who are mythic rare planeswalkers.
-Legendary artifacts are items used by main characters in movie.
-Classic fantasy concepts made into cards- a damsel in distress and a crystal ball.
-Commons that gain more abilities if they meet the right conditions.
-Cycle of mythic rare legendary lands with basic types and crazy abilities.
-Cards that allow a player to draw cards from the bottom of his or her library.
-Common Dragons with large power and toughness.
-A creature with 20 toughness.
-A generous amount of coin flipping, dice rolling and random effects.
-No keywords barred, plus the return of banding, the return of credit counters, and the return of the subgame!
Here are some card ideas I had but couldnt' find good images from the movie for. If anyone wants to try and find suitable images, go for it, but be warned- images from the movie are hard to find. Consider it a challenge!
Completed cards ready for art-
Ommadon Prophecy 2BBBRRR
Tribal Sorcery-Wizard (Mythic Rare)
All creatures deal damage equal to their toughness to themselves and their owners.
(Art= Atomic Mushroom-Cloud Ommadon or Ommadon spreading cloak in flame.)
"I will infest the spirit of man so that he uses his science and logic to destroy himself." -Ommadon
Kalla Pentagram (W/G)(W/G)(U/W)(U/W)WW
Tribal Instant-Wizard (Mythic Rare)
Choose one- Destroy all creatures. They cant be regenerated; or you may return target creature you control with a power two or less from your graveyard to play. If that creature is a Scholar, search your library for a card named Gorbash, Merged Dragon and put that card into play tapped.
Entwine-2
(Art= Carolinas performing ritual over pentagram burning with blue flame)
Restore the Drowned 2UB
Tribal Sorcery-Wizard (Uncommon)
Return target creature card from your graveyard to play.
If you spent UUUB to play Restore the Drowned, Draw two cards.
(Art= Solarius appearing to Arak underwater.)
Merged Strengths URG
Tribal Instant-Dragon Human (Uncommon)
Target creature gains +2/+2 until end of turn.
Merged Strengths deals 2 damage to target creature or player.
Draw a card.
(Art= Gorbash holding charred stick.)
Awakened with a Kiss WWW
Tribal Sorcery-Human (Uncommon)
Split second.
Remove all time counters from a suspended card you own.
You win the subgame.
(Art= Sir Peter kissing the princess as she lays in bed.)
Outlaw Elf GG
Creature- Elf Rogue (Common)
Flash, Reach.
When Outlaw Elf comes into play, remove all credit counters from all creatures your opponents control, then all creatures lose landwalk abilities until end of turn, then you may search your library for a card named Dragon Rose Net, reveal it, shuffle your library, then put that card on top.
(Art= Elf in tree signaling with flashing knife.)
1/3
Dragon Rose Net 1GR
Tribal Enchantment-Elf Aura (Common)
Enchant creature.
Flash
When Dragon Rose Net comes into play, tap enchanted creature.
Enchanted creature does not untap during its controler's untap step.
If enchanted creature is not a Dragon, it gains "2: Untap this creature. Play this ability only once each turn".
If enchanted creature is a drgaon, it gains "X: Untap this creature. Play this ability only once each turn", where X is that creature's converted mana cost.
(Art=Net with roses knotted in, dragon under net sleepy-eyed.)
"It's Dragon Rose! Close your eyes! Don't breathe!" -Smrgol
Sulferic Slime RB
Tribal Sorcery-Wurm (Uncommon)
Destroy target non-legendary land, then roll a 6-sided dice.
You lose life equal to the total die roll unless you control Wurm of Slidop.
(Art= Arrow sinking into acid stream.)
"...Black magic!" -Giles of the Treetops
"Maybe, but it's also a highly corrosive acid, much stronger than anything I ever ran into at the labs. It has a sulfer base though, that's what I smell..." -Sir Peter
Hand of Ommadon5BBRR
Tribal Sorcery-Wizard (Rare)
Each player sacrifices all non-black creatures he or she controls.
For each red creature sacrificed this way, that creature's owner discards a card at random from his or her hand.
(Art= Ommadon's giant smoke-hand reaching over landscape.)
"Let's see how they fare with the evil arts..." -Ommadon
Hellsway Inkeeper WWBB
Legendary Creature- Human (Rare)
T: Add UUU to your mana pool. Put a credit counter on Hellsway Inkeeper.
Sacrifice Hellsway Inkeeper: Gain life equal to the number of credit countes on Hellsway Inkeeper. Play this ability only during your upkeep.
If you control Sir Orin Neville Smythe, Hellsway Inkeeper gains First Strike, Reach, Vigilance, Protection from Dragons, and gains +1/+2.
If you control Ommadon's Merchant Party, Hellsway Inkeeper gains Non-basic Landwalk and Shroud and gains +2/+1.
(Art= Inkeeper calming an angry Sir Orin)
"My Inn is between two worlds... I cannot take sides." -Hellsway Innkeeper
2/2
Contemptous Neighbors 2GUB
Tribal Instant-Human (Rare)
Kicker- Discard a card.
Counter target spell unless its controler pays X, where X is that spell's converted mana cost.
Put three 1/1 black Human creature tokens into play.
If you paid the kicker cost, if the discarded card was blue, Contemptous Neighbors can't be countered.
If you paid the kicker cost, if the discarded card was green, search your library for a card named Mill Wheel, reveal it, put that card into play, then shuffle your library.
(Art= Carolinas being laughed at by millers.)
Mill Wheel 2
Artifact (Uncommon)
GUB: Put the top three cards of target player's library into his or her graveyard. If a creature with a power 2 or less is put into an opponent's graveyard this way, remove that card from the game and each player loses 2 life. If a creature with power 2 or less is put into your graveyard this way, you may return that card from your graveyard to your hand and gain 2 life.
(Art= Mill wheel spinning in river.)
Traumatized Sprites UGW
Creature- Faerie (Common)
Flying
Activated abilities of artifacts can't be played unless they are mana abilities.
U,T: Return Traumatized Sprites to it's owner's hand.
G, Sacrifice Traumatized Sprites: Destroy target non-basic land.
(Art= Half-drowned sprites in Carolinas' hands.)
1/3
Shield of Saturn 3
Legendary Artifact- Equipment (Rare)
Equip-2
Artifacts you control gain Shroud.
Equipped creature gains +0/+2 and Shroud.
Unequip, Remove Shield of Saturn from the game: Choose one- Counter target spell; or gain control of target non-creature spell. You may choose new targets for that spell.
(Art= Shield of Saturn being turned skyward by Gorbash.)
Gormley Keep 2
Legendary Artifact- Fortification (Uncommon)
Fortify-B(R/B)R
Fortified land gains "All creatures lose banding, creatures you control can block any number of creatures, and whenever a creature you control blocks an attacking creature, the attacking creature's controler loses 1 life and you gain 1 life."
(Art= Gormley Keep towers)
BRYAUGH plays punk and metal covers of songs from LOTR movies! Check out BRYAUGH on bandcamp and facebook!
BRYAUGH plays punk and metal covers of songs from LOTR movies! Check out BRYAUGH on bandcamp and facebook!
I give this set so many plusses after the "A", it's awesome.
It is HEAVILY in need of Development, because it deserves to exist, but it's not ready to be printed as is, at all. Wonderful Design and Creative, low-quality Development, can lead to the unfortunateness that is sets like Homelands or Legends. I would spare your cards from such a fate, and insist you submit them to Design Doctors for Improvement.
Make sure there are cycles and playable deck Archetypes, work on Complexity Creep :/ (the knightish card that gives all kinds of "if, then" bonuses needs to be simplified to give "All Creatures you Control Get BAMF". Things like that. Trust me, the play experience is better. Try actually using your cards and work on making them all sit at exactly the situational-level you want, and make the ones that give you lots of 'extra value choices' simpler if it's too hard to use them when you draw them too often.
I do think Wizards of the Coasts' current Design Model has room to allow more Complexity than they do, and you don't need to make every Mythic "Dumbsauce WinLolz", but these just want to go through an editor and reviser and then a playtester a few times, and finally a wording/formatter so it all reads like 'real MAGIC'.
Love the simple fix you made for the Subgame card. "Cannot be played in a subgame". Beautiful.
People need to read this fanfiction, though:
www.hpmor.com
I am probably every color-combination it is possible to be, though it's really hard to figure out what it would mean to be 4-colored....it doesn't seem logical to be 4-colored without being 5-colored.
thank you very much for this truly magic piece (huge piece :)) of work you have done. Thanks to this and a very special person who printed this out for me I'm now the happiest owner of the "world of magic" in the box, enchanted by the memories of one of the most wonderful stories from childhood.
So I just couldn't help signing up to say thank you =)