*REPOST*
Hi everyone, I've been working recently on a set all about main RPG classes that connect to the 5 colors of magic. These are the Commons I have. There are now about 80! I'm not sure how many Uncommons and Rares there will be ATM
These include Warrior(R) Wizard(U) Cleric(W) Druid(G) and Assassin(B)
Each class is part of a "Clan", and that is where most of the flavor text/background comes from.
Please take a look, and tell me what you think!
Cleric of Mastan 2W
Creature — Human Cleric (C)
Lifelink Only those who have been to the city of Mastan understand the power that clerics have over the people.
2/2
Clerical Mastiff 1W
Creature — Hound (C)
As long as you control a Cleric, Clerical Mastiff has First Strike.
2/2
Clerical Sceptor 12/W
Artifact (C)
2/W, T: You gain 1 life. If you control a cleric, creatures you control get +1/+1 until end of turn. Cleric weapons of old will never have their original power again.
Departed Druid 4W
Creature — Elf Druid Spirit (C)
When Departed Druid enters the battlefield, creatures you control get +2/+2 until end of turn if you control a green permanent.
3/3
Glory of Light 1W
Sorcery (C)
Target player gains equal to the number of clerics you control.
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell for W.) “And Ianfire called out ‘Darkness cannot block out the light!’, and the soldiers felt rejuvenated, as if they where in the presence of a god.”
— Chronicles of Mastan, Vol. III
Glorybrand Initiate 1W
Creature — Human Cleric (C)
When Glorybrand Initiate dies, you gain two life. If you control a cleric. target creature gets +1/+1 until end of turn. Some of those who fall still help their comrades.
1/2
Glorybrand Paladin 2WW
Creature — Human Knight (C)
First strike.
Whenever a cleric enters the battlefield under your control, Glorybrand Paladin gets +1/+1 gains vigilance until end of turn.
2/2
Ianfire Disciple 1W
Creature — Human Cleric (C)
Cleric Bond (You may pair this creature with another Cleric creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Ianfire Disciple is paired with another creature, each of those creatures has ‘1W: This creature gains vigilance until end of turn. If you control five or more clerics, this creature also gets +3/+3 until end of turn..
2/2
Light of Ianfire 2W
Sorcery (C)
Tap all non cleric creatures. Ianfire Marx was said to shine, much like a star, or a flashbomb.
Mastan Reveler 2W
Creature — Human Cleric (C)
Whenever you gain life, Mastan Reveler gets +X/+X until end of turn, where X is the amount of life gained. “Do you see it now, my people? The Glorybrand Order is the path to light! To salvation!”
1/1
Pacifism 1W
Enchantment — Aura (C)
Enchant creature.
Enchanted creature can’t attack or block. “Forceful peace is the best offense. And the best defense for that matter.”
— Ianfire Marx, Master Cleric
Persecuting Trial 1W
Sorcery (C)
Exile target creature an opponent controls. If you control a cleric, exile target Cleric you control then return it to the battlefield under your control.
Cleric Spellcasting 1 (Whenever you cast a Cleric creature spell you may cast this spell for 1.)
Sun Caracal 1W
Creature — Cat (C) The Glorybrand’s pets are some of the most ferocious, cuddly, and well trained animals around.
3/1
Woodland Scout W
Creature — Human Scout (C)
When Woodland Scout enters the battlefield, if the is a forest on the battlefield, you gain 2 life. Some of those who left the Glorybrand in order to get out of the strict covenant found their peace in the forest, with the elves and druids.
2/1
Ambition 2UU
Enchantment (C)
Tap two wizards you control: Add U to your mana pool or draw a card. “The most studious of our order are the most successful.”
— Cane Spellweaver, Master Wizard.
Apprentice Electromancer 1UU
Creature — Human Wizard (C)
Wizard Bond (You may pair this creature with another Wizard creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Apprentice Electromancer is paired with another creature, those creatures have “Instant and sorcery spells you cast cost 1 less to cast.” “What does this lever do?”
2/2
Cancel 1UU
Instant (C)
Counter target spell. The moon sees all. And it does not like all it sees.
Energy Sap 1UU
Instant (C)
Tap target creature, untap target creature you control.
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell for 1U.)
Flight of Clouds 1UU
Sorcery (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell for 1U.)
Creatures you control have flying until end of turn.
Merfolk Moon Worshiper 1UU
Creature — Merfolk Wizard (C)
When a Wizard creature enters the battlefield, you may tap that creature.
UU: Untap target creature tapped by Merfolk Moon Worshiper.
1/3
Moon Bird UUU
Creature — Bird (C)
Whenever you cast a Wizard spell, Moon Bird is unblockable this turn.
Flying “Soar high, soar like a bird, soar as high as the moon.”
— Sung by Merfolk of the Moonbane Prophets
2/2
Moon Song 1U
Sorcery (C)
Whenever you cast a Wizard spell this turn, tap target creature.
Wizard Spellcasting U (Whenever you cast a Wizard creature spell you may cast this spell for U.)
Moonbane Blade 2UU
Creature — Human Ninja (C)
Ninjutsu BB
Ninja Bond (You may pair this creature with another Ninja creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Moonbane Blade is paired with another creature, you may pay UB to return Moonbane Blade or a creature paired with it to your hand. The wizards knew they would need more than just their spells in this conflict.
3/3
Moonbane Brainstorm UUU
Sorcery (C)
As an addition cost to Moonbane Brainstorm, tap a Wizard you control. Draw a card, then Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Moonbane Magician U
Creature — Human Wizard (C)
2U, T: Tap target creature. Tricks of the trade can be useful, especially when having to deal with citizenry.
1/1
Ocul Sphere 12/U
Artifact (C)
Tap target wizard you control, T: Draw a card. Merfolk wizards have delved deep, and found artifacts no mortals should have ever learned of.
Tide Turner 2U
Creature — Merfolk Wizard (C)
Whenever a wizard you control becomes tapped, add 1 to your mana pool. Merfolk of the Moonbane Prophets often pray to their moon goddess.
1/2
Wizard of the Tides UU
Creature — Merfolk Wizard (C)
Whenever it is your turn, Wizards you control have “T: Tap target creature, it does not untap during it’s controller’s next untap step.” The Merfolk of the Moonbane may be less inclined to share knowledge with humans, but they know when it would benefit them to do so.
2/2
Wizarding Apprentice 1UU
Creature — Human Wizard (C)
When Wizarding Apprentice comes into play, you may return an instant or sorcery card from your graveyard to your hand. One of the first things Moonbane apprentices learn is how to control the basic elements.
2/2
Wizarding Scholar 1U
Creature — Human Wizard (C)
Whenever a Wizard becomes tapped, draw a card.
You may only attack with one wizard per turn. “If you never take risks, you will never make any advances.”
— Cane Spellweaver, Wizarding Master
1/1
Blackhand Merc BB
Creature — Goblin Mercenary (C)
When Blackhand Merc enters the battlefield, you may search your library for another mercenary card, reveal it, and put it into your hand.
2/1
Blackhand Vampire BB
Creature — Vampire Rogue (C)
Whenever Blackhand Vampire deals damage to a player, you may untap it.
Whenever Blackhand Vampire becomes untapped except during your untap phase, you gain 2 life.
2/2
Coercion 2B
Sorcery (C)
Target player reveals their hand. Choose a card from it. That player discards that card. Not all from the Nighthood gang are assassins. Many are bureaucrats or royals, all able to influence the populace.
Cutthroat Mercenary 1BB
Creature — Human Mercenary (C)
Sacrifice a creature: Put a +1/+1 counter on Cutthroat Mercenary. The sacrificed creature deals damage equal it it’s power to Cutthroat Mercenary.
2/2
Dark Confrontation BBB
Sorcery (C)
Search your library for an Assassin or Ninja creature and put it onto the battlefield tapped. Target creature gets -0/-2 until end of turn. Shuffle your library. The feud between the Nighthoods and the Darkcloaks is not ending any time soon.
Deepworld Bat BB
Creature — Bat (C)
Flying.
Deepworld Bat gets +1/+0 for each Assassin you control.
1/1
Determined Philosopher 1BB
Creature — Human Wizard (C)
Whenever a creature dies, you may untap Determined Philosopher. He is willing to do anything to make his next discovery.
2/2
Feral Assassin BBB
Creature — Vampire Assassin (C)
Lifelink
BB: Exile Feral Assassin. Return it to the battlefield under its owners control during the next battle phase. Any player may play this ability. “Vanishing act? Whatever do you mean?”
2/1
Gravestone 1BB
Tribal Artifact — Assassin (C)
Whenever a creature dies, put a Gravestone counter on Gravestone.
Remove a gravestone counter: Assassin creatures you control get +1/+0 until end of turn. It says
“The inscription is too faded to read.”
Knife BBB
Instant (C)
Destroy target tapped creature.
Assassin Spellcasting 1B (Whenever you cast an Assassin creature spell you may cast this spell for 1B.) “You know... It’s not the killing I like... It’s the warmth of the blood flowing out of the wound.”
— Aravan Moss, leader of the Nighthood vampire clan
Nighthood Poisoner 1B
Creature — Human Assassin (C)
Pay two life, T: Target creature cannot attack or block this turn. The Nighthoods have poisons that can make you bedridden in less than a minuet, and dead in less than two.
1/1
Nighthood Watcher 2B
Creature — Vampire Assassin (C)
Deathtouch
Whenever a creature damaged by Nighthood Watcher dies, you gain 2 life. The Darkcloaks don’t have the supernatural edge the Nighthood do, and that just may be the deciding factor.
1/2
Quiet Kill 1BB
Instant (C)
If you control an assassin creature, destroy target creature. It can’t be regenerated. Otherwise, target creature gets -0/-3 until end of turn.
Assassin Spellcasting B (Whenever you cast an Assassin creature spell you may cast this spell for B.) The best blade is the one that’s never noticed.
Rotting Mercenary BBB
Creature — Zombie Mercenary (C)
When Rotting Mercenary is put into the graveyard from play, you may search your library for a Mercenary card and put it onto the battlefield tapped. Shuffle your library.
3/3
Axe Fighter 2R
Creature — Human Warrior (C) “Axe this
Axe that
Axe kick
Axe slash”
— Gram Dane, poet of the Shattermight clan.
2/2
Chop 1RRR
Instant (C)
Warrior Spellcasting 1R (Whenever you cast a Warrior creature spell you may cast this spell for 1R.)
Deal 4 damage to target creature or player.
Clanmate Sellsword RR
Creature — Human Mercenary Warrior (C) “All this conflict, all this war... It’s good money.”
3/2
Redrage Berserker 2R
Creature — Human Warrior (C)
Haste Those infected with the Redrage virus are impossible to calm.
3/1
Rocktusk Boar 1RRR
Creature — Boar (C)
Trample The Shattermight Clan’s Shamans have perfected infusing creatures with nature.
5/3
Shatter 1R
Instant (C)
Destroy target artifact. “These barbarians have absolutely no respect for the arts!”
— Theesa, Moonbane Wizard
Shattermight Clanmate 2R
Creature — Human Warrior (C)
Warrior Bond (You may pair this creature with another Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shattermight Clanmate is paired with another creature, whenever you cast a warrior spell, Shattermight Clanmate or any creature paired with it gets +1/+0 until end of turn.
1/2
Talented Youth RR
Creature — Human Warrior (C)
First strike The Shattermight clan recruits young, and only the most promising make it past initiation.
3/1
War Colors 1RR
Instant (C)
Creatures you control get +2/+0 until end of turn. If they are red, they get an additional +1/+0. If they are warriors, they get an additional +1/+0 The most ferocious of the Shattermight warriors wouldn’t even think of going into battle in any other color than the blood of their enemies.
Warrior’s Motto RRR
Enchantment (C)
Warriors you control get +1/+0 for each other warrior you control. “Band together, and you shall never fall apart.”
— Traditional Shattermight motto.
Wood Cutting Axeman 2R
Creature — Human Warrior (C)
Sacrifice a forest, T: Put a +1/+1 counter on Wood Cutting Veteran. The Shattermight Clan needs a good supply of wood in order to combat the Glorybrand successfully.
2/2
Blackweed Mulch 1GG
Sorcery (C)
The next time you tap a Forest for mana, add G to your mana pool for each Druid you control.
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell for G.) Blackweed is quite the herb if you know how to use it correctly.
Call to Adventure 1G
Sorcery (C)
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order. When the youth of the Shattermight Clan are grown, many journey to find another calling.
Giant Growth G
Instant (C)
Target creature gets +3/+3 until end of turn. When the druids first found their magic, squirrels became a bit more problematic for a while.
Glade Shaman GG
Creature — Elf Shaman Warrior (C)
1G: Glade Shaman gets +2/+2 until end of turn. Activate this ability only once per turn if you don’t control another Shaman.
2/2
Greenblade Elf GG
Creature — Elf Warrior Druid (C)
G, T: Add one mana of any color to your mana pool. While not many of the Ironclaw are fighters themselves, even those who are know more than just war.
2/2
Ironclaw Bear GGG
Creature — Bear (C) Ironclaw isn’t just an epic name.
3/4
Ironclaw Evoker 1GG
Creature — Elf Druid (C)
GG, T: Put a 2/2 green bear creature token onto the battlefield. Put a -0/-1 counter on Ironclaw Evoker.
1/2
Law of the Ironclaw 1GG
Tribal Enchantment — Druid (C)
Whenever a non-druid spell is cast, the player who casted that spell loses 2 life. Druids aren’t fond of much. They like to be alone, even if it isn’t in their best interest.
Mortal Strike 3G
Sorcery (C)
Target creature or warrior spell you control deals damage equal to it’s power plus one to target creature an opponent controls.
Warrior Spellcasting 1R/G (Whenever you cast a Warrior creature spell you may cast this spell for 1R/G.)
Oak-heart Guardian G
Creature — Elf Druid (C)
Defender
If you control another druid, whenever Oak-heart Guardian blocks, it gets +2/+2 until end of turn. The Druids tell of a spirit guardian of the forest, one made of wood as hard as steel. Those who worship this spirit are known as the Oak-hearts.
0/3
Oak-heart Invocation 2GG
Sorcery (C)
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Druid, you may untap up to two lands. “And into the ground he poured his roots, revitalizing the soil and creating the first life.”
— Tales of Prehistory Vol. II, Theories of Creation
Prayer to the Oaken Spirit 1G
Instant (C)
Put a +1/+1 counter on target creature. Regenerate that creature. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell for G.)
Rootweaver Druid G
Creature — Human Druid (C)
G, T: Untap target land. The Ironclaw tribe will never surrender to nature.
1/1
Shattermight Shaman 1GG
Creature — Human Shaman Warrior (C)
T: Add G or R to your mana pool. If this creature is paired with a Warrior, deal 1 damage to target creature or player.
2/1
Tree Snake 1G
Creature — Snake (C)
Whenever you cast a Druid spell, Tree Snake gets +2/+2 and gains Wither until end of turn. Some of the deadliest inhabitants of the forest are not the Druids, but the wildlife that lives there.
1/1
War Torn Ironclaw G
Creature — Elf Druid (C)
Defender
Sacrifice War Torn Ironclaw: Prevent all combat damage this turn. Not everyone wants this conflict.
1/2
Rumbleglade Chant 1RG
Enchantment — Aura (C)
Enchant creature.
Enchanted creature has trample. If you control a shaman enchanted creature also gets +2/+2
Battlefield Lookout 1GW
Creature — Elf Scout (C)
At the end of your turn, if you have cast a druid spell this turn, you may search your library for a basic land card and put it into your hand. Shuffle your library. The elves of Myristan Wood rarely leave the forest, but when they do, it is usually to search for a new one.
1/1
Jaded Medic 1GW
Creature — Human Scout (C)
When Jaded Medic enters the battlefield, choose one— You gain 3 life or target creature gets +0/+3 until end of turn. The Ironclaw’s connections to the rest of the world are the only way the druids learn more advanced healing techniques.
Smokeblast Thief UR
Creature — Human Rogue (C)
Smokeblast Thief is unblockable if your opponent controls no Rogues. While not as powerful as the assassins, the thieves that make up the Nighthoods are some of the best thieves in the world.
1/2
Masterful Stealth 2U/B
Sorcery (C)
Target creature is unblockable this turn, tap target creature.
Ninja Spellcasting U/B (Whenever you cast a Ninja creature spell you may cast this spell for U/B.) The abilities given by a darkcloak are something worthy of myth. It is said that only the gods can see you once you put it on.
Firespit Shaman 1R/GR/G
Creature — Human Shaman (C)
1R: Firespit Shaman gets +1/+0 until end of turn.
1G: Firespit shaman gets +0/+1 until end of turn. “The Druids may be dangerous, but at least they’re predictable.”
— Deryk Blackstar, commander of the knights of the Glorybrand Order.
2/2
Priest of Marx W/BW/B
Creature — Human Cleric (C)
T: Add W or B to your mana pool.
1/2
Smokebomb 12/U2/R
Tribal Artifact — Rogue Equipment (C)
Equipped creature gets +0/+2 has “T: Target creature cannot block this turn.”
Whenever a Rogue creature enters the battlefield, you may attach Smokebomb to it.
Equip 2/U2/R
I have no idea how these cards are connected to your RPG, but a good chunk of them are not even of your own creation... I mean Giant Growth, that is one of the most recognizable magic cards ever printed.
It just looks all over the place without a clear thought, and again what does that have to do with RPGs? I mean you could just play D&D instead.
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Umm, The cards that are not origional are staples that would be used in the set?
And I don't think you understood my intentions. The "Gimmick" of the set is that RPG classes (And creature classes in general) Matter more than they would in anotehr set.
This is just a few commons (30 of about 55-60), so It's not nearly complete.
I haven't shown anyone, I just started it yesterday.
I was planning on doing a small one for my first set, 55 Rares, Uncommons, and commons. I might expand it later. I thought sucha abasic Idea would be easy to design for the first set, so hopefully it will be kinda good
Blackweed Mulch doesn't do anything, would need to be an instant for it's second ability to have any effect at all. Your opponent can just tap for mana while it's on the stack if they want mana.
Moon Song seems pretty bad. Need to pay 3, cast a wizard, and get, what? 3 mana back? The spell does nothing,
Nighthood Assassin is way too powerful, especially for common. Repeatable removal like that could almost be rare.
Tree Snake - Do you plan to have Druids with Flash? Giving it reach does nothing unless blocking.
Ironclaw Bears is probably the most exciting card here.
Currently I count 3 tribal cards. One that cares for Rouges, Assassins and Ninjas, a second one for Clerics and one for Druids. That is not much.
Also why Rouges, Assassins and Ninjas? I thought Assassin would be the black class? What is up with the random Rouge and Ninja in there?
The staples are not interesting at this point and distract from the the set you want to design. Also when you include already existing cards, why not things like Starlit Sanctum?
All in all you should take a look at sets like Onslaught and Lorwyn which had strong tribal themes.
Also two additional bits of advice.
Classes are usually spread among more then one color which makes tribal cards for classes more interesting. Clerics are usually white and black for example. Warrior can be white and red. I think a focus on enemy colors would be interesting for such a set.
And I noticed "Instant - Assassin" which usually does not work because Assassin is creature subtype which may only be used on creature or tribal cards, so "Tribal Instant - Assassin" is what should be there to make everything rules conform.
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Blackweed Mulch doesn't do anything, would need to be an instant for it's second ability to have any effect at all. Your opponent can just tap for mana while it's on the stack if they want mana.
Moon Song seems pretty bad. Need to pay 3, cast a wizard, and get, what? 3 mana back? The spell does nothing,
Nighthood Assassin is way too powerful, especially for common. Repeatable removal like that could almost be rare.
Tree Snake - Do you plan to have Druids with Flash? Giving it reach does nothing unless blocking.
Ironclaw Bears is probably the most exciting card here.
I see your points.
I removed the second ability from Mulch. Probably better with one ability anyways.
I'll remake Moon Song later
How about rename the Assassin "Nighthood Poisoner" And change the ability to "Target creature gets -0/-2 until end of turn"?
How would I word Tree Snake to work with Tribal Spells?
MOre tribal cards will come.
ALso, the ROuges, Ninjas, and Assassins are all from different clans. They have different colors associated with them. (Black for assassins, B/U for Ninjas, and U/R for rouges. The idea is that the Asdsassins and Ninjas are "warring", and the ROuges are warring with a differnt MOno-COlor faction. (Probably Warriors at this point, I haven't figured that out yet.)
Thanks for the otehr tips. i'll look at those sets, and I'm noyt planning on adding any more staples till I'm all done.
And I forgot about the Tribal Type. The plan is to have the Fve mono-COlored Classes, and then 5 Dual COlored Classes. (BW Knights, WG Scouts, RG Shamans, BU Ninjas, and UR Rouges.)
Cleric of Mastan - Knight of Meadowgrain, so unless there's a Spirit of the Night related to this guy, i'm calling foul.
Clerical Sceptor - Effects are unrelated, and that 2nd effect is far too good - common or not. Also, Tribal. Note that it IS a cleric, so you ALWAYS control a cleric. It's like "Tribal" was a poorly designed mechanic...
Glory of Light - Useless. Also, symmetrical?
Glorybrand Initiate - Temple Acolyte
Light of Ianfire - Not a white effect, and no mana cost. Please, if you're going to do cards: (1) double-check to catch mistakes, and (2) don't create bad cards? or if you do, have a reason for why they're bad?
This needs quite a bit of reworking. A few more comments:
Nighthood Assassin - my oh my we've come a long way from the days of Royal Assassin, Notorious Assassin, and Garza's Assassin haven't we? No way this is printable at common. Like at all. It's probably a bit questionable at rare in modern design just because it's a "remove me or lose the game" card in limited.
Nighthood Poisoner - This is also significantly too insane for common. It might be able to get printed at uncommon if the ability also cost mana? And why have this guy next to the above Assassin who is near-strictly better?
Rumbleglade Chant - You always control a Shaman thanks to Tribal so this is more irrelevant text. Also this card is just awful. Like, Primal Visitation looks really good in comparison. I guess it's good at getting devotion for Xenagos? Would still be nigh-unplayable at two mana.
Weird anti-synergy between abilities, too: Trample is an aggressive ability, and nothing is less fun than tapping your now-trampling Hill Giant for mana instead of attacking.
Shaded Knight - This is actually kind of cool design space, but since the card is so quirky and protection is so...protection, it's probably not a good fit for common.
Shattermight Clanmate - This is a great "Un" mechanic, where it intuitively makes sense but doesn't actually work within the rules. Take a long look at Soulbond as on Wolfir Silverheart for an idea of how this probably needs to work. "All abilities" only tenuously makes sense and is kind of dangerous. Cost-wise this is awful: a 1/2 for three with that ability is alright but paying 2RRRR to fuse it is awful. Personally I don't see any reason to reinvent the wheel - why not just use Soulbond?
That's as far as I made it before I couldn't handle any more. Make sure to check over spelling: saw a lot of "Rouges".
EDIT: Taking a step back, this set is making a lot of the mistakes that Mark Rosewater felt really killed Lorwyn/Shadowmoor block. Too much going on, too much board complexity. My suggestions:
- Narrow it down to just 5 tribes. Maybe have a few rares supporting the other five for Commander and Casual fans, but 10 tribes at common especially when none of them share any overlap is going to make limited a mess. I'd say you'll want, based on your tentative story:
White, sometimes Green: Clerics
Blue, some White: Wizards
Black, some blue: Assassins
Red, some black: Rogues
Green, some red: Warriors
- Drop tribal as a supertype. Seriously, the rules headaches and inconsistencies aren't worth it.
- Make sure to keep cards with activated abilities that "count" something out of common. This is what lead to games grinding to a halt in Lorwyn - a player would develop a fairly common board state withSilvergill Douser, Wellgabber Apothecary, Kithkin Healer, and Pestermite and suddenly neither player has any idea how to handle combat so no one attacks (which ends up being correct since the board is totally stalled).
- Just use soulbond. Maybe tweak it to be a tribal bond - only warriors can band with warriors!
- Take a look at the wording for splice (Glacial Ray, Consuming Vortex to figure out how to template Tribal Spellcasting which I think is ultimately a cool mechanic. I'd go with something like
<Type> Spellcasting CM (As you cast a <Type> spell, you may reveal this card from your hand and pay CM. If you do, cast it without paying its mana cost).
This wording works in the rules with no need to specify "as an instant" even if its on an aura or sorcery and no need to specify that it resolves first, since it will go on top of the original spell on the stack and thus always be resolved first. An alternative that has less issues may be...
<Type> Spellcasting CM (You may cast this for CM if you have cast a <Type> spell this turn).
Sorry to double post but I was bored and sick at work and decided to mock-up a "Design Skeleton" for green under my proposed strategy. I hope it is helpful and gives a good idea of how I'd recommend approaching design of a tribal set:
Axestrike Captain 2G
Creature - Human Warrior
Warrior Bond (You may pair this creature with another unpaired Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them).
As long as ~ is paired with another creature, whenever ~ or the creature it is paired with attacks put a +1/+1 counter on it.
2/2
Call to Adventure 1G
Sorcery
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order.
Exuberant Pilgrim G
Creature - Elf Cleric Warrior
When ~ enters the battlefield, put a +1/+1 counter on target creature you control.
0/1
Ironclaw Invoker 5G
Creature - Elf Cleric
When ~ or another Cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
5/5
Mortal Strike 3G
Sorcery
Target creature or warrior spell you control deals damage equal to its power plus one to target creature an opponent controls.
Warrior Spellcasting 1G(As you cast a Warrior spell, you may reveal this card from your hand and pay 1G. If you do, cast it without paying its mana cost).
Oak-heart Guardian 1G
Creature - Elf Cleric Warrior 1G: ~ gets +2/+2 until end of turn. Activate this ability only once each turn and only if you control another Cleric or Warrior.
2/2
Oak-heart Invocation 3G
Sorcery
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Cleric, you gain 3 life.
Prayer to the Oaken Gods 1G
Instant
Target creature is indestructible until end of turn. Put a +1/+1 counter on it.
Cleric Spellcasting G(As you cast a Cleric spell, you may reveal this card from your hand and pay G. If you do, cast it without paying its mana cost).
Release the Hounds 4G
Sorcery
Put two 2/2 green Wolf creature tokens onto the battlefield.
Warrior Spellcasting 2G(As you cast a Warrior spell, you may reveal this card from your hand and pay 2G. If you do, cast it without paying its mana cost).
Shattermight Priest 2G
Creature - Human Cleric Warrior
T: Add G, R, W to your mana pool. If this creature is paired with another creature, you gain 1 life.
2/1
Shattermight Rabble-rousers 5GG
Creature - Human Warrior
Trample
Other Warrior creatures you control have Trample.
6/7
Shattermight Slingers 3G
Creature - Elf Archer Warrior
Warrior Bond (You may pair this creature with another unpaired Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them).
As long as ~ is paired to another creature, both creatures have Reach.
4/3
Surge of Might 2G
Instant
Target creature gets +3/+3 until end of turn. If it is a Warrior, untap it.
Woodland Swellsword GG
Creature - Human Rogue Warrior
3/2
Stats:
14 Cards
9 creatures (counting "Release the Hounds" as a creature)
8 Warriors
4 Clerics
1 Rogue
3 cards with "Type-cast"
2 cards with "Type-bond"
1 Vanilla creature
2 Virtual vanilla creatures
2 cards that are so, so close to being French Vanilla
Strategies:
Warriors are the lion's share of green and the color wants you to do a traditional, somewhat tempo-y beatdown deck using cheap aggressive creatures like Axestrike Captain, Woodland Sellsword and Oak-heart Guardian to take command of the early game and later on chain together with "Warrior Spellcasting" cards for big swings in board state. The R/G deck will emphasize this further, perhaps with Raid on some of the red warriors and rogues for even more tempo. The G/W deck instead adds Clerics and focuses a little more on going midrange or long with mana ramp cards like Shattermight Priest and Oaken Invocation that also gain life, allowing a player to work their way up to slamming big threats like Shattermight Rabblerousers and Ironclaw Invoker onto the table.
Honestly this might be a bit high for real-world complexity. I had originally designed a card I really liked called...
Kick in the Door 2G
Instant
Destroy target artifact or enchantment
Warrior Spellcasting 0 (As you cast a Warrior spell, you may reveal this card from your hand and pay 0. If you do, cast it without paying its mana cost).
But ultimately decided that this was simply too strong and unnecessary at common. I could see moving it back to common though, and moving one of the more complex or splashy commons (probably Axestrike Captain, maybe Mortal Strike or Release the Hounds) to uncommon.
Sorry again to hijack but for some reason this little set idea got my creative juices flowing
Iabarith, I'm not listening to you for two reasons
1. Out of all of your complaints. only one has credibility.
Cleric of Mastan: So because a Common is not as good as an uncommon, its a bad card? Ok then.
CLerical Sceptor: Got me there, I didn't think to put Creature
Glory of Light: Not really useless at all, and I don't know what Symmetry has to do with anything?
Glorybrand Initiate: So because one card is not as good as another, it is poorly designed? That's kind of a stupid ideology.
Light of Ianfire: So I missed something? no need to be a jerk. And i think one card is allowed to break the Color wheel.
2. You where very rude, and gave absolutely no helpful criticism.
Oh and Hawk, I'll reply to you soon, thanks for being actually helpful.
Thanks for your feedback, too bad it wasn't too positive XD.
Nighthood Assassin - This card later turned into the Nighthood Poisoner.
Nighthood Poisoner - Why is this -0/-2 so bad (or good lol)? I feel like it's a worse version of Defeat, with the whole pay two life.
Rumbleglade Chant - I suppose I have this ideology that Commons should be intentionally not great.
Shaded Knight - I thought of the same thing, but I was running out of ideas for cards. Its hard creating cards that aren't super interesting haha.
Shattermight Clanmate - I suppose I agree with you here, and like the idea of just using soulbond with a tribal flavor.
I just feel like I would rather remove Rogues (Sorry about the misspelling, I completely missed I was doing that), keep Warriors in Red, and leave Druids in Green. Other than that, I suppose making it a little more simple would make things easier to design, however it means I have to make more cards for the tribes.
Yeah my bad I was looking at the imagur and not the first post. On Nightshade Poisoner, the issue is that repeatable removal at common is really scary. While he is like a Defeat that cost two life and happened super slowly the first time things get crazy as a player just keeps activating him. Also his ability is an instant and Defeat is a sorcery which makes it even better: with Poisoner out your 1/1 kills an X/3 and your 2/2 takes out opposing X/4s. It's too strong at common. It would probably be fine at uncommon although I'd feel better if it were BB and 2 life.
Commons aren't supposed to be bad. Eldrazi Skyspawner and Lightning Bolt and Treasure Cruise are all common. But commons do need to be simple. The following effects tend to not appear at common in modern magic design:
- extremely efficient removal (anything 2 mana or lower that can kill most creatures)
- activated abilities that can kill opposing creatures or alter combat.
- Protection from colors, especially repeatable protection
- cards than win games uncontested: a 4/4 or larger flier, big swingy cards like Overrun and Fireball, etc.
- anything that requires near-constant tracking like Boneyard Wurm or Silvergill Douser
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1. Yes - When a common is not as good as an existing card for no reason, it's a bad card. By definition. Who benefits from you printing it?
2. I didn't "get you there", you didn't realize how tribal worked. Don't blame me - just don't use tribal.
3. It's useless. Give me one situation in which you'll be happy to run it in limited or constructed. Useless.
4. Yes! By definition!
5. You missed something? You missed the thing that makes it the kind of card you were making. You're not putting effort or thought into this. Either you care or you don't. If you don't, why should we? I'm not trying to be mean here - I'm trying to be honest. Why should anyone read the stuff you don't bother to proofread?
1. Yes - When a common is not as good as an existing card for no reason, it's a bad card. By definition. Who benefits from you printing it?
2. I didn't "get you there", you didn't realize how tribal worked. Don't blame me - just don't use tribal.
3. It's useless. Give me one situation in which you'll be happy to run it in limited or constructed. Useless.
4. Yes! By definition!
5. You missed something? You missed the thing that makes it the kind of card you were making. You're not putting effort or thought into this. Either you care or you don't. If you don't, why should we? I'm not trying to be mean here - I'm trying to be honest. Why should anyone read the stuff you don't bother to proofread?
1. Oh, Idk, maybe the people who wouldn't have access to every card, like say in a draft?
2. No, I know exactly how tribal works. I forgot to put "Creature". Don't just assume things.
3. You are at 4 life, and use that card to get boosted to 10 life? Or any other time you would use lifegain?
4. Magic is not about new cards being strictly bettter than old ones. it's actually the opposite.
5. Seeing as how this set is in VERY early development, and these are not the final product, i see absolutely no harm in a mistake.
Please, if you are not going to be helpful in your criticisms,stop replying.
Yeah my bad I was looking at the imagur and not the first post. On Nightshade Poisoner, the issue is that repeatable removal at common is really scary. While he is like a Defeat that cost two life and happened super slowly the first time things get crazy as a player just keeps activating him. Also his ability is an instant and Defeat is a sorcery which makes it even better: with Poisoner out your 1/1 kills an X/3 and your 2/2 takes out opposing X/4s. It's too strong at common. It would probably be fine at uncommon although I'd feel better if it were BB and 2 life.
Commons aren't supposed to be bad. Eldrazi Skyspawner and Lightning Bolt and Treasure Cruise are all common. But commons do need to be simple. The following effects tend to not appear at common in modern magic design:
- extremely efficient removal (anything 2 mana or lower that can kill most creatures)
- activated abilities that can kill opposing creatures or alter combat.
- Protection from colors, especially repeatable protection
- cards than win games uncontested: a 4/4 or larger flier, big swingy cards like Overrun and Fireball, etc.
- anything that requires near-constant tracking like Boneyard Wurm or Silvergill Douser
Alright, I'll remake cards, using these parameters, see what I can come up with. Do you mind if I use your cards for inspiration?
1. Yes - When a common is not as good as an existing card for no reason, it's a bad card. By definition. Who benefits from you printing it?
2. I didn't "get you there", you didn't realize how tribal worked. Don't blame me - just don't use tribal.
3. It's useless. Give me one situation in which you'll be happy to run it in limited or constructed. Useless.
4. Yes! By definition!
5. You missed something? You missed the thing that makes it the kind of card you were making. You're not putting effort or thought into this. Either you care or you don't. If you don't, why should we? I'm not trying to be mean here - I'm trying to be honest. Why should anyone read the stuff you don't bother to proofread?
He's working on a little project for fun with some friends - you will never ever ever see or be aware of these cards again in your life if you leave the tab - so why does it offend you on such a personal level that his ideas aren't WOTC R&D level quality? Really, you're acting like this is some kind of deep personal insult. Leave the guy alone if you can't be constructive, I see zero suggestions/tips/ideas/advice from you while everybody else is engaging, asking questions and trying to help make his project a success. Anyone can nitpick, complain, insult, and point out flaws...
He's working on a little project for fun with some friends - you will never ever ever see or be aware of these cards again in your life if you leave the tab - so why does it offend you on such a personal level that his ideas aren't WOTC R&D level quality? Really, you're acting like this is some kind of deep personal insult. Leave the guy alone if you can't be constructive, I see zero suggestions/tips/ideas/advice from you while everybody else is engaging, asking questions and trying to help make his project a success. Anyone can nitpick, complain, insult, and point out flaws...
Anyways, so as not to be a hypocrite because I haven't actually provided much advice, I'll kind of echo and expand on what Hawk was saying, the common/uncommon/rare/mythic setup isn't necessarily meant to be bad/okay/good/best so much as a gauge of how complex they are - note how almost all mythics have about a paragraph of rules text and bring a big impact to the boardstate with them, while even the best commons are typically something you can summarize in a few words. That kind of mindset will probably help with brewing because the commons can definitely creep up a bit in power as long as they stay simple. I think you could have a lot of fun with stuff like "protection from Wizards" or whatever to bolster some tribes against the other and fuel that kind of deckbuilding without making cards tooooo powerful. Try just tacking pro-tribe on a handful of cards next time you go playtesting, I bet the interactions would be pretty interesting.
Either he wanted feedback on them or he didn't. He posted them here, so he wants feedback.
Either his design is meant to be a magic card, or it isn't. If it's not, it shouldn't be here.
Either magic cards are well designed or poorly designed - there can be any number of criteria to judge them from; but among the easiest criteria is how well the thing shapes up compared to existing cards.
One might print a card that is functionally worse than existing cards - say to fix a mistake in previous card power level, or to play a certain role in limited. Either of these needs to come with an explanation - either explicit or implicit - otherwise it makes sense to judge it by the criteria set out above.
Patting someone's head and saying "good job" when they've messed up isn't respectful - it's insulting.
And expecting us to read his 30 cards when he doesn't bother reading them himself is disrespectful.
So, technically, this is a clear sign of disrespect. If you're able to turn the other cheek - great! But to defend the tormentor is absurd.
1. So it's a card designed to be thrown away after use? Still, with this kind of logic, why ask for feedback on anything. A 2/2 for W and a 2/2 for 3W are equally well designed on this account. But, objectively, they aren't.
2. A tribal artifact - cleric is a cleric. You didn't think it was a cleric. Therefore you didn't know how tribal worked. I'm not making fun of you - I'm not insulting you - I'm describing the state of affairs that occurred. There's a reason WOTC doesn't use tribal anymore. Why? Well because a tribal artifact - cleric, according to game rules, is a cleric, and according to commonsense isn't. It's not your fault tribal rules are nonsensegibberish designed to help smooth over a tribal block; but it's your fault you're using them. And, objectively, you're using them without knowing how they work.
3. ... and your opponent swings with his two 5/5 dragons. Useless. Lifegain is generally regarded as useless in limited and in constructed - the exceptions are when you gain so much life you outpace your opponent. 4 life for 1 card is not enough life. Therefore it's useless.
4. No, Magic is about playing cards. So if you can't print a card that's playable, don't.
5. Is there some way you can say "My bad" without having it come across as (a) NOT YOUR MISTAKE and (b) MY FAULT FOR DECIDING TO READ YOUR THREAD?
If you're not willing to accept other people's criticisms, why post here at all? In any case, you won't be hearing from me again. My time is too valuable. Peace.
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Anyways, so as not to be a hypocrite because I haven't actually provided much advice, I'll kind of echo and expand on what Hawk was saying, the common/uncommon/rare/mythic setup isn't necessarily meant to be bad/okay/good/best so much as a gauge of how complex they are - note how almost all mythics have about a paragraph of rules text and bring a big impact to the boardstate with them, while even the best commons are typically something you can summarize in a few words. That kind of mindset will probably help with brewing because the commons can definitely creep up a bit in power as long as they stay simple. I think you could have a lot of fun with stuff like "protection from Wizards" or whatever to bolster some tribes against the other and fuel that kind of deckbuilding without making cards tooooo powerful. Try just tacking pro-tribe on a handful of cards next time you go playtesting, I bet the interactions would be pretty interesting.
Thanks for the advice, I'm going to attempt to make some more simple cards for the commons, and I'll post them later.
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Hi everyone, I've been working recently on a set all about main RPG classes that connect to the 5 colors of magic. These are the Commons I have. There are now about 80! I'm not sure how many Uncommons and Rares there will be ATM
These include Warrior(R) Wizard(U) Cleric(W) Druid(G) and Assassin(B)
Each class is part of a "Clan", and that is where most of the flavor text/background comes from.
Please take a look, and tell me what you think!
Cleric of Mastan 2W
Creature — Human Cleric (C)
Lifelink
Only those who have been to the city of Mastan understand the power that clerics have over the people.
2/2
Clerical Mastiff 1W
Creature — Hound (C)
As long as you control a Cleric, Clerical Mastiff has First Strike.
2/2
Clerical Sceptor 12/W
Artifact (C)
2/W, T: You gain 1 life. If you control a cleric, creatures you control get +1/+1 until end of turn.
Cleric weapons of old will never have their original power again.
Departed Druid 4W
Creature — Elf Druid Spirit (C)
When Departed Druid enters the battlefield, creatures you control get +2/+2 until end of turn if you control a green permanent.
3/3
Glory of Light 1W
Sorcery (C)
Target player gains equal to the number of clerics you control.
Cleric Spellcasting W (Whenever you cast a Cleric creature spell you may cast this spell for W.)
“And Ianfire called out ‘Darkness cannot block out the light!’, and the soldiers felt rejuvenated, as if they where in the presence of a god.”
— Chronicles of Mastan, Vol. III
Glorybrand Initiate 1W
Creature — Human Cleric (C)
When Glorybrand Initiate dies, you gain two life. If you control a cleric. target creature gets +1/+1 until end of turn.
Some of those who fall still help their comrades.
1/2
Glorybrand Paladin 2WW
Creature — Human Knight (C)
First strike.
Whenever a cleric enters the battlefield under your control, Glorybrand Paladin gets +1/+1 gains vigilance until end of turn.
2/2
Ianfire Disciple 1W
Creature — Human Cleric (C)
Cleric Bond (You may pair this creature with another Cleric creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Ianfire Disciple is paired with another creature, each of those creatures has ‘1W: This creature gains vigilance until end of turn. If you control five or more clerics, this creature also gets +3/+3 until end of turn..
2/2
Light of Ianfire 2W
Sorcery (C)
Tap all non cleric creatures.
Ianfire Marx was said to shine, much like a star, or a flashbomb.
Mastan Reveler 2W
Creature — Human Cleric (C)
Whenever you gain life, Mastan Reveler gets +X/+X until end of turn, where X is the amount of life gained.
“Do you see it now, my people? The Glorybrand Order is the path to light! To salvation!”
1/1
Pacifism 1W
Enchantment — Aura (C)
Enchant creature.
Enchanted creature can’t attack or block.
“Forceful peace is the best offense. And the best defense for that matter.”
— Ianfire Marx, Master Cleric
Persecuting Trial 1W
Sorcery (C)
Exile target creature an opponent controls. If you control a cleric, exile target Cleric you control then return it to the battlefield under your control.
Cleric Spellcasting 1 (Whenever you cast a Cleric creature spell you may cast this spell for 1.)
Sun Caracal 1W
Creature — Cat (C)
The Glorybrand’s pets are some of the most ferocious, cuddly, and well trained animals around.
3/1
Woodland Scout W
Creature — Human Scout (C)
When Woodland Scout enters the battlefield, if the is a forest on the battlefield, you gain 2 life.
Some of those who left the Glorybrand in order to get out of the strict covenant found their peace in the forest, with the elves and druids.
2/1
Ambition 2UU
Enchantment (C)
Tap two wizards you control: Add U to your mana pool or draw a card.
“The most studious of our order are the most successful.”
— Cane Spellweaver, Master Wizard.
Apprentice Electromancer 1UU
Creature — Human Wizard (C)
Wizard Bond (You may pair this creature with another Wizard creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Apprentice Electromancer is paired with another creature, those creatures have “Instant and sorcery spells you cast cost 1 less to cast.”
“What does this lever do?”
2/2
Cancel 1UU
Instant (C)
Counter target spell.
The moon sees all. And it does not like all it sees.
Energy Sap 1UU
Instant (C)
Tap target creature, untap target creature you control.
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell for 1U.)
Flight of Clouds 1UU
Sorcery (C)
Wizard Spellcasting 1U (Whenever you cast a Wizard creature spell you may cast this spell for 1U.)
Creatures you control have flying until end of turn.
Merfolk Moon Worshiper 1UU
Creature — Merfolk Wizard (C)
When a Wizard creature enters the battlefield, you may tap that creature.
UU: Untap target creature tapped by Merfolk Moon Worshiper.
1/3
Moon Bird UUU
Creature — Bird (C)
Whenever you cast a Wizard spell, Moon Bird is unblockable this turn.
Flying
“Soar high, soar like a bird, soar as high as the moon.”
— Sung by Merfolk of the Moonbane Prophets
2/2
Moon Song 1U
Sorcery (C)
Whenever you cast a Wizard spell this turn, tap target creature.
Wizard Spellcasting U (Whenever you cast a Wizard creature spell you may cast this spell for U.)
Moonbane Blade 2UU
Creature — Human Ninja (C)
Ninjutsu BB
Ninja Bond (You may pair this creature with another Ninja creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Moonbane Blade is paired with another creature, you may pay UB to return Moonbane Blade or a creature paired with it to your hand.
The wizards knew they would need more than just their spells in this conflict.
3/3
Moonbane Brainstorm UUU
Sorcery (C)
As an addition cost to Moonbane Brainstorm, tap a Wizard you control. Draw a card, then Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Moonbane Magician U
Creature — Human Wizard (C)
2U, T: Tap target creature.
Tricks of the trade can be useful, especially when having to deal with citizenry.
1/1
Ocul Sphere 12/U
Artifact (C)
Tap target wizard you control, T: Draw a card.
Merfolk wizards have delved deep, and found artifacts no mortals should have ever learned of.
Tide Turner 2U
Creature — Merfolk Wizard (C)
Whenever a wizard you control becomes tapped, add 1 to your mana pool.
Merfolk of the Moonbane Prophets often pray to their moon goddess.
1/2
Wizard of the Tides UU
Creature — Merfolk Wizard (C)
Whenever it is your turn, Wizards you control have “T: Tap target creature, it does not untap during it’s controller’s next untap step.”
The Merfolk of the Moonbane may be less inclined to share knowledge with humans, but they know when it would benefit them to do so.
2/2
Wizarding Apprentice 1UU
Creature — Human Wizard (C)
When Wizarding Apprentice comes into play, you may return an instant or sorcery card from your graveyard to your hand.
One of the first things Moonbane apprentices learn is how to control the basic elements.
2/2
Wizarding Scholar 1U
Creature — Human Wizard (C)
Whenever a Wizard becomes tapped, draw a card.
You may only attack with one wizard per turn.
“If you never take risks, you will never make any advances.”
— Cane Spellweaver, Wizarding Master
1/1
Blackhand Merc BB
Creature — Goblin Mercenary (C)
When Blackhand Merc enters the battlefield, you may search your library for another mercenary card, reveal it, and put it into your hand.
2/1
Blackhand Vampire BB
Creature — Vampire Rogue (C)
Whenever Blackhand Vampire deals damage to a player, you may untap it.
Whenever Blackhand Vampire becomes untapped except during your untap phase, you gain 2 life.
2/2
Coercion 2B
Sorcery (C)
Target player reveals their hand. Choose a card from it. That player discards that card.
Not all from the Nighthood gang are assassins. Many are bureaucrats or royals, all able to influence the populace.
Cutthroat Mercenary 1BB
Creature — Human Mercenary (C)
Sacrifice a creature: Put a +1/+1 counter on Cutthroat Mercenary. The sacrificed creature deals damage equal it it’s power to Cutthroat Mercenary.
2/2
Dark Confrontation BBB
Sorcery (C)
Search your library for an Assassin or Ninja creature and put it onto the battlefield tapped. Target creature gets -0/-2 until end of turn. Shuffle your library.
The feud between the Nighthoods and the Darkcloaks is not ending any time soon.
Deepworld Bat BB
Creature — Bat (C)
Flying.
Deepworld Bat gets +1/+0 for each Assassin you control.
1/1
Determined Philosopher 1BB
Creature — Human Wizard (C)
Whenever a creature dies, you may untap Determined Philosopher.
He is willing to do anything to make his next discovery.
2/2
Feral Assassin BBB
Creature — Vampire Assassin (C)
Lifelink
BB: Exile Feral Assassin. Return it to the battlefield under its owners control during the next battle phase. Any player may play this ability.
“Vanishing act? Whatever do you mean?”
2/1
Gravestone 1BB
Tribal Artifact — Assassin (C)
Whenever a creature dies, put a Gravestone counter on Gravestone.
Remove a gravestone counter: Assassin creatures you control get +1/+0 until end of turn.
It says
“The inscription is too faded to read.”
Knife BBB
Instant (C)
Destroy target tapped creature.
Assassin Spellcasting 1B (Whenever you cast an Assassin creature spell you may cast this spell for 1B.)
“You know... It’s not the killing I like... It’s the warmth of the blood flowing out of the wound.”
— Aravan Moss, leader of the Nighthood vampire clan
Nighthood Poisoner 1B
Creature — Human Assassin (C)
Pay two life, T: Target creature cannot attack or block this turn.
The Nighthoods have poisons that can make you bedridden in less than a minuet, and dead in less than two.
1/1
Nighthood Watcher 2B
Creature — Vampire Assassin (C)
Deathtouch
Whenever a creature damaged by Nighthood Watcher dies, you gain 2 life.
The Darkcloaks don’t have the supernatural edge the Nighthood do, and that just may be the deciding factor.
1/2
Quiet Kill 1BB
Instant (C)
If you control an assassin creature, destroy target creature. It can’t be regenerated. Otherwise, target creature gets -0/-3 until end of turn.
Assassin Spellcasting B (Whenever you cast an Assassin creature spell you may cast this spell for B.)
The best blade is the one that’s never noticed.
Rotting Mercenary BBB
Creature — Zombie Mercenary (C)
When Rotting Mercenary is put into the graveyard from play, you may search your library for a Mercenary card and put it onto the battlefield tapped. Shuffle your library.
3/3
Axe Fighter 2R
Creature — Human Warrior (C)
“Axe this
Axe that
Axe kick
Axe slash”
— Gram Dane, poet of the Shattermight clan.
2/2
Chop 1RRR
Instant (C)
Warrior Spellcasting 1R (Whenever you cast a Warrior creature spell you may cast this spell for 1R.)
Deal 4 damage to target creature or player.
Clanmate Sellsword RR
Creature — Human Mercenary Warrior (C)
“All this conflict, all this war... It’s good money.”
3/2
Redrage Berserker 2R
Creature — Human Warrior (C)
Haste
Those infected with the Redrage virus are impossible to calm.
3/1
Rocktusk Boar 1RRR
Creature — Boar (C)
Trample
The Shattermight Clan’s Shamans have perfected infusing creatures with nature.
5/3
Shatter 1R
Instant (C)
Destroy target artifact.
“These barbarians have absolutely no respect for the arts!”
— Theesa, Moonbane Wizard
Shattermight Clanmate 2R
Creature — Human Warrior (C)
Warrior Bond (You may pair this creature with another Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Shattermight Clanmate is paired with another creature, whenever you cast a warrior spell, Shattermight Clanmate or any creature paired with it gets +1/+0 until end of turn.
1/2
Talented Youth RR
Creature — Human Warrior (C)
First strike
The Shattermight clan recruits young, and only the most promising make it past initiation.
3/1
War Colors 1RR
Instant (C)
Creatures you control get +2/+0 until end of turn. If they are red, they get an additional +1/+0. If they are warriors, they get an additional +1/+0
The most ferocious of the Shattermight warriors wouldn’t even think of going into battle in any other color than the blood of their enemies.
Warrior’s Motto RRR
Enchantment (C)
Warriors you control get +1/+0 for each other warrior you control.
“Band together, and you shall never fall apart.”
— Traditional Shattermight motto.
Wood Cutting Axeman 2R
Creature — Human Warrior (C)
Sacrifice a forest, T: Put a +1/+1 counter on Wood Cutting Veteran.
The Shattermight Clan needs a good supply of wood in order to combat the Glorybrand successfully.
2/2
Blackweed Mulch 1GG
Sorcery (C)
The next time you tap a Forest for mana, add G to your mana pool for each Druid you control.
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell for G.)
Blackweed is quite the herb if you know how to use it correctly.
Call to Adventure 1G
Sorcery (C)
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order.
When the youth of the Shattermight Clan are grown, many journey to find another calling.
Giant Growth G
Instant (C)
Target creature gets +3/+3 until end of turn.
When the druids first found their magic, squirrels became a bit more problematic for a while.
Glade Shaman GG
Creature — Elf Shaman Warrior (C)
1G: Glade Shaman gets +2/+2 until end of turn. Activate this ability only once per turn if you don’t control another Shaman.
2/2
Greenblade Elf GG
Creature — Elf Warrior Druid (C)
G, T: Add one mana of any color to your mana pool.
While not many of the Ironclaw are fighters themselves, even those who are know more than just war.
2/2
Ironclaw Bear GGG
Creature — Bear (C)
Ironclaw isn’t just an epic name.
3/4
Ironclaw Evoker 1GG
Creature — Elf Druid (C)
GG, T: Put a 2/2 green bear creature token onto the battlefield. Put a -0/-1 counter on Ironclaw Evoker.
1/2
Law of the Ironclaw 1GG
Tribal Enchantment — Druid (C)
Whenever a non-druid spell is cast, the player who casted that spell loses 2 life.
Druids aren’t fond of much. They like to be alone, even if it isn’t in their best interest.
Mortal Strike 3G
Sorcery (C)
Target creature or warrior spell you control deals damage equal to it’s power plus one to target creature an opponent controls.
Warrior Spellcasting 1R/G (Whenever you cast a Warrior creature spell you may cast this spell for 1R/G.)
Oak-heart Guardian G
Creature — Elf Druid (C)
Defender
If you control another druid, whenever Oak-heart Guardian blocks, it gets +2/+2 until end of turn.
The Druids tell of a spirit guardian of the forest, one made of wood as hard as steel. Those who worship this spirit are known as the Oak-hearts.
0/3
Oak-heart Invocation 2GG
Sorcery (C)
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Druid, you may untap up to two lands.
“And into the ground he poured his roots, revitalizing the soil and creating the first life.”
— Tales of Prehistory Vol. II, Theories of Creation
Prayer to the Oaken Spirit 1G
Instant (C)
Put a +1/+1 counter on target creature. Regenerate that creature. (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Druid Spellcasting G (Whenever you cast a Druid creature spell you may cast this spell for G.)
Rootweaver Druid G
Creature — Human Druid (C)
G, T: Untap target land.
The Ironclaw tribe will never surrender to nature.
1/1
Shattermight Shaman 1GG
Creature — Human Shaman Warrior (C)
T: Add G or R to your mana pool. If this creature is paired with a Warrior, deal 1 damage to target creature or player.
2/1
Tree Snake 1G
Creature — Snake (C)
Whenever you cast a Druid spell, Tree Snake gets +2/+2 and gains Wither until end of turn.
Some of the deadliest inhabitants of the forest are not the Druids, but the wildlife that lives there.
1/1
War Torn Ironclaw G
Creature — Elf Druid (C)
Defender
Sacrifice War Torn Ironclaw: Prevent all combat damage this turn.
Not everyone wants this conflict.
1/2
Rumbleglade Chant 1RG
Enchantment — Aura (C)
Enchant creature.
Enchanted creature has trample. If you control a shaman enchanted creature also gets +2/+2
Battlefield Lookout 1GW
Creature — Elf Scout (C)
At the end of your turn, if you have cast a druid spell this turn, you may search your library for a basic land card and put it into your hand. Shuffle your library.
The elves of Myristan Wood rarely leave the forest, but when they do, it is usually to search for a new one.
1/1
Jaded Medic 1GW
Creature — Human Scout (C)
When Jaded Medic enters the battlefield, choose one— You gain 3 life or target creature gets +0/+3 until end of turn.
The Ironclaw’s connections to the rest of the world are the only way the druids learn more advanced healing techniques.
Smokeblast Thief UR
Creature — Human Rogue (C)
Smokeblast Thief is unblockable if your opponent controls no Rogues.
While not as powerful as the assassins, the thieves that make up the Nighthoods are some of the best thieves in the world.
1/2
Masterful Stealth 2U/B
Sorcery (C)
Target creature is unblockable this turn, tap target creature.
Ninja Spellcasting U/B (Whenever you cast a Ninja creature spell you may cast this spell for U/B.)
The abilities given by a darkcloak are something worthy of myth. It is said that only the gods can see you once you put it on.
Firespit Shaman 1R/GR/G
Creature — Human Shaman (C)
1R: Firespit Shaman gets +1/+0 until end of turn.
1G: Firespit shaman gets +0/+1 until end of turn.
“The Druids may be dangerous, but at least they’re predictable.”
— Deryk Blackstar, commander of the knights of the Glorybrand Order.
2/2
Priest of Marx W/BW/B
Creature — Human Cleric (C)
T: Add W or B to your mana pool.
1/2
Smokebomb 12/U2/R
Tribal Artifact — Rogue Equipment (C)
Equipped creature gets +0/+2 has “T: Target creature cannot block this turn.”
Whenever a Rogue creature enters the battlefield, you may attach Smokebomb to it.
Equip 2/U2/R
It just looks all over the place without a clear thought, and again what does that have to do with RPGs? I mean you could just play D&D instead.
Hands to the sky
Give a round of applause
For the great Miss Y!
And I don't think you understood my intentions. The "Gimmick" of the set is that RPG classes (And creature classes in general) Matter more than they would in anotehr set.
This is just a few commons (30 of about 55-60), so It's not nearly complete.
I was planning on doing a small one for my first set, 55 Rares, Uncommons, and commons. I might expand it later. I thought sucha abasic Idea would be easy to design for the first set, so hopefully it will be kinda good
Blackweed Mulch doesn't do anything, would need to be an instant for it's second ability to have any effect at all. Your opponent can just tap for mana while it's on the stack if they want mana.
Moon Song seems pretty bad. Need to pay 3, cast a wizard, and get, what? 3 mana back? The spell does nothing,
Nighthood Assassin is way too powerful, especially for common. Repeatable removal like that could almost be rare.
Tree Snake - Do you plan to have Druids with Flash? Giving it reach does nothing unless blocking.
Ironclaw Bears is probably the most exciting card here.
Currently I count 3 tribal cards. One that cares for Rouges, Assassins and Ninjas, a second one for Clerics and one for Druids. That is not much.
Also why Rouges, Assassins and Ninjas? I thought Assassin would be the black class? What is up with the random Rouge and Ninja in there?
The staples are not interesting at this point and distract from the the set you want to design. Also when you include already existing cards, why not things like Starlit Sanctum?
All in all you should take a look at sets like Onslaught and Lorwyn which had strong tribal themes.
Also two additional bits of advice.
Classes are usually spread among more then one color which makes tribal cards for classes more interesting. Clerics are usually white and black for example. Warrior can be white and red. I think a focus on enemy colors would be interesting for such a set.
And I noticed "Instant - Assassin" which usually does not work because Assassin is creature subtype which may only be used on creature or tribal cards, so "Tribal Instant - Assassin" is what should be there to make everything rules conform.
Hands to the sky
Give a round of applause
For the great Miss Y!
I see your points.
I removed the second ability from Mulch. Probably better with one ability anyways.
I'll remake Moon Song later
How about rename the Assassin "Nighthood Poisoner" And change the ability to "Target creature gets -0/-2 until end of turn"?
How would I word Tree Snake to work with Tribal Spells?
ALso, the ROuges, Ninjas, and Assassins are all from different clans. They have different colors associated with them. (Black for assassins, B/U for Ninjas, and U/R for rouges. The idea is that the Asdsassins and Ninjas are "warring", and the ROuges are warring with a differnt MOno-COlor faction. (Probably Warriors at this point, I haven't figured that out yet.)
Thanks for the otehr tips. i'll look at those sets, and I'm noyt planning on adding any more staples till I'm all done.
And I forgot about the Tribal Type. The plan is to have the Fve mono-COlored Classes, and then 5 Dual COlored Classes. (BW Knights, WG Scouts, RG Shamans, BU Ninjas, and UR Rouges.)
Clerical Sceptor - Effects are unrelated, and that 2nd effect is far too good - common or not. Also, Tribal. Note that it IS a cleric, so you ALWAYS control a cleric. It's like "Tribal" was a poorly designed mechanic...
Glory of Light - Useless. Also, symmetrical?
Glorybrand Initiate - Temple Acolyte
Light of Ianfire - Not a white effect, and no mana cost. Please, if you're going to do cards: (1) double-check to catch mistakes, and (2) don't create bad cards? or if you do, have a reason for why they're bad?
Nighthood Assassin - my oh my we've come a long way from the days of Royal Assassin, Notorious Assassin, and Garza's Assassin haven't we? No way this is printable at common. Like at all. It's probably a bit questionable at rare in modern design just because it's a "remove me or lose the game" card in limited.
Nighthood Poisoner - This is also significantly too insane for common. It might be able to get printed at uncommon if the ability also cost mana? And why have this guy next to the above Assassin who is near-strictly better?
Rumbleglade Chant - You always control a Shaman thanks to Tribal so this is more irrelevant text. Also this card is just awful. Like, Primal Visitation looks really good in comparison. I guess it's good at getting devotion for Xenagos? Would still be nigh-unplayable at two mana.
Weird anti-synergy between abilities, too: Trample is an aggressive ability, and nothing is less fun than tapping your now-trampling Hill Giant for mana instead of attacking.
Shaded Knight - This is actually kind of cool design space, but since the card is so quirky and protection is so...protection, it's probably not a good fit for common.
Shattermight Clanmate - This is a great "Un" mechanic, where it intuitively makes sense but doesn't actually work within the rules. Take a long look at Soulbond as on Wolfir Silverheart for an idea of how this probably needs to work. "All abilities" only tenuously makes sense and is kind of dangerous. Cost-wise this is awful: a 1/2 for three with that ability is alright but paying 2RRRR to fuse it is awful. Personally I don't see any reason to reinvent the wheel - why not just use Soulbond?
That's as far as I made it before I couldn't handle any more. Make sure to check over spelling: saw a lot of "Rouges".
EDIT: Taking a step back, this set is making a lot of the mistakes that Mark Rosewater felt really killed Lorwyn/Shadowmoor block. Too much going on, too much board complexity. My suggestions:
- Narrow it down to just 5 tribes. Maybe have a few rares supporting the other five for Commander and Casual fans, but 10 tribes at common especially when none of them share any overlap is going to make limited a mess. I'd say you'll want, based on your tentative story:
White, sometimes Green: Clerics
Blue, some White: Wizards
Black, some blue: Assassins
Red, some black: Rogues
Green, some red: Warriors
- Drop tribal as a supertype. Seriously, the rules headaches and inconsistencies aren't worth it.
- Make sure to keep cards with activated abilities that "count" something out of common. This is what lead to games grinding to a halt in Lorwyn - a player would develop a fairly common board state withSilvergill Douser, Wellgabber Apothecary, Kithkin Healer, and Pestermite and suddenly neither player has any idea how to handle combat so no one attacks (which ends up being correct since the board is totally stalled).
- Just use soulbond. Maybe tweak it to be a tribal bond - only warriors can band with warriors!
- Take a look at the wording for splice (Glacial Ray, Consuming Vortex to figure out how to template Tribal Spellcasting which I think is ultimately a cool mechanic. I'd go with something like
<Type> Spellcasting CM (As you cast a <Type> spell, you may reveal this card from your hand and pay CM. If you do, cast it without paying its mana cost).
This wording works in the rules with no need to specify "as an instant" even if its on an aura or sorcery and no need to specify that it resolves first, since it will go on top of the original spell on the stack and thus always be resolved first. An alternative that has less issues may be...
<Type> Spellcasting CM (You may cast this for CM if you have cast a <Type> spell this turn).
Hope that helps!
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Axestrike Captain
2G
Creature - Human Warrior
Warrior Bond (You may pair this creature with another unpaired Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them).
As long as ~ is paired with another creature, whenever ~ or the creature it is paired with attacks put a +1/+1 counter on it.
2/2
Call to Adventure
1G
Sorcery
Look at the top three cards of your library. You may reveal up to one land and up to one Warrior card from among them and put them into your hand. Put the rest onto the bottom of your library in any order.
Exuberant Pilgrim
G
Creature - Elf Cleric Warrior
When ~ enters the battlefield, put a +1/+1 counter on target creature you control.
0/1
Ironclaw Invoker
5G
Creature - Elf Cleric
When ~ or another Cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
5/5
Mortal Strike
3G
Sorcery
Target creature or warrior spell you control deals damage equal to its power plus one to target creature an opponent controls.
Warrior Spellcasting 1G (As you cast a Warrior spell, you may reveal this card from your hand and pay 1G. If you do, cast it without paying its mana cost).
Oak-heart Guardian
1G
Creature - Elf Cleric Warrior
1G: ~ gets +2/+2 until end of turn. Activate this ability only once each turn and only if you control another Cleric or Warrior.
2/2
Oak-heart Invocation
3G
Sorcery
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library. If you control a Cleric, you gain 3 life.
Prayer to the Oaken Gods
1G
Instant
Target creature is indestructible until end of turn. Put a +1/+1 counter on it.
Cleric Spellcasting G (As you cast a Cleric spell, you may reveal this card from your hand and pay G. If you do, cast it without paying its mana cost).
Release the Hounds
4G
Sorcery
Put two 2/2 green Wolf creature tokens onto the battlefield.
Warrior Spellcasting 2G (As you cast a Warrior spell, you may reveal this card from your hand and pay 2G. If you do, cast it without paying its mana cost).
Shattermight Priest
2G
Creature - Human Cleric Warrior
T: Add G, R, W to your mana pool. If this creature is paired with another creature, you gain 1 life.
2/1
Shattermight Rabble-rousers
5GG
Creature - Human Warrior
Trample
Other Warrior creatures you control have Trample.
6/7
Shattermight Slingers
3G
Creature - Elf Archer Warrior
Warrior Bond (You may pair this creature with another unpaired Warrior creature whenever either enters the battlefield. They remain paired for as long as you control both of them).
As long as ~ is paired to another creature, both creatures have Reach.
4/3
Surge of Might
2G
Instant
Target creature gets +3/+3 until end of turn. If it is a Warrior, untap it.
Woodland Swellsword
GG
Creature - Human Rogue Warrior
3/2
Stats:
14 Cards
9 creatures (counting "Release the Hounds" as a creature)
8 Warriors
4 Clerics
1 Rogue
3 cards with "Type-cast"
2 cards with "Type-bond"
1 Vanilla creature
2 Virtual vanilla creatures
2 cards that are so, so close to being French Vanilla
Strategies:
Warriors are the lion's share of green and the color wants you to do a traditional, somewhat tempo-y beatdown deck using cheap aggressive creatures like Axestrike Captain, Woodland Sellsword and Oak-heart Guardian to take command of the early game and later on chain together with "Warrior Spellcasting" cards for big swings in board state. The R/G deck will emphasize this further, perhaps with Raid on some of the red warriors and rogues for even more tempo. The G/W deck instead adds Clerics and focuses a little more on going midrange or long with mana ramp cards like Shattermight Priest and Oaken Invocation that also gain life, allowing a player to work their way up to slamming big threats like Shattermight Rabblerousers and Ironclaw Invoker onto the table.
Honestly this might be a bit high for real-world complexity. I had originally designed a card I really liked called...
Kick in the Door
2G
Instant
Destroy target artifact or enchantment
Warrior Spellcasting 0 (As you cast a Warrior spell, you may reveal this card from your hand and pay 0. If you do, cast it without paying its mana cost).
But ultimately decided that this was simply too strong and unnecessary at common. I could see moving it back to common though, and moving one of the more complex or splashy commons (probably Axestrike Captain, maybe Mortal Strike or Release the Hounds) to uncommon.
Sorry again to hijack but for some reason this little set idea got my creative juices flowing
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
1. Out of all of your complaints. only one has credibility.
Cleric of Mastan: So because a Common is not as good as an uncommon, its a bad card? Ok then.
CLerical Sceptor: Got me there, I didn't think to put Creature
Glory of Light: Not really useless at all, and I don't know what Symmetry has to do with anything?
Glorybrand Initiate: So because one card is not as good as another, it is poorly designed? That's kind of a stupid ideology.
Light of Ianfire: So I missed something? no need to be a jerk. And i think one card is allowed to break the Color wheel.
2. You where very rude, and gave absolutely no helpful criticism.
Oh and Hawk, I'll reply to you soon, thanks for being actually helpful.
Nighthood Assassin - This card later turned into the Nighthood Poisoner.
Nighthood Poisoner - Why is this -0/-2 so bad (or good lol)? I feel like it's a worse version of Defeat, with the whole pay two life.
Rumbleglade Chant - I suppose I have this ideology that Commons should be intentionally not great.
Shaded Knight - I thought of the same thing, but I was running out of ideas for cards. Its hard creating cards that aren't super interesting haha.
Shattermight Clanmate - I suppose I agree with you here, and like the idea of just using soulbond with a tribal flavor.
I just feel like I would rather remove Rogues (Sorry about the misspelling, I completely missed I was doing that), keep Warriors in Red, and leave Druids in Green. Other than that, I suppose making it a little more simple would make things easier to design, however it means I have to make more cards for the tribes.
Commons aren't supposed to be bad. Eldrazi Skyspawner and Lightning Bolt and Treasure Cruise are all common. But commons do need to be simple. The following effects tend to not appear at common in modern magic design:
- extremely efficient removal (anything 2 mana or lower that can kill most creatures)
- activated abilities that can kill opposing creatures or alter combat.
- Protection from colors, especially repeatable protection
- cards than win games uncontested: a 4/4 or larger flier, big swingy cards like Overrun and Fireball, etc.
- anything that requires near-constant tracking like Boneyard Wurm or Silvergill Douser
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
2. I didn't "get you there", you didn't realize how tribal worked. Don't blame me - just don't use tribal.
3. It's useless. Give me one situation in which you'll be happy to run it in limited or constructed. Useless.
4. Yes! By definition!
5. You missed something? You missed the thing that makes it the kind of card you were making. You're not putting effort or thought into this. Either you care or you don't. If you don't, why should we? I'm not trying to be mean here - I'm trying to be honest. Why should anyone read the stuff you don't bother to proofread?
1. Oh, Idk, maybe the people who wouldn't have access to every card, like say in a draft?
2. No, I know exactly how tribal works. I forgot to put "Creature". Don't just assume things.
3. You are at 4 life, and use that card to get boosted to 10 life? Or any other time you would use lifegain?
4. Magic is not about new cards being strictly bettter than old ones. it's actually the opposite.
5. Seeing as how this set is in VERY early development, and these are not the final product, i see absolutely no harm in a mistake.
Please, if you are not going to be helpful in your criticisms,stop replying.
Alright, I'll remake cards, using these parameters, see what I can come up with. Do you mind if I use your cards for inspiration?
He's working on a little project for fun with some friends - you will never ever ever see or be aware of these cards again in your life if you leave the tab - so why does it offend you on such a personal level that his ideas aren't WOTC R&D level quality? Really, you're acting like this is some kind of deep personal insult. Leave the guy alone if you can't be constructive, I see zero suggestions/tips/ideas/advice from you while everybody else is engaging, asking questions and trying to help make his project a success. Anyone can nitpick, complain, insult, and point out flaws...
Thank you, VT
Either his design is meant to be a magic card, or it isn't. If it's not, it shouldn't be here.
Either magic cards are well designed or poorly designed - there can be any number of criteria to judge them from; but among the easiest criteria is how well the thing shapes up compared to existing cards.
One might print a card that is functionally worse than existing cards - say to fix a mistake in previous card power level, or to play a certain role in limited. Either of these needs to come with an explanation - either explicit or implicit - otherwise it makes sense to judge it by the criteria set out above.
Patting someone's head and saying "good job" when they've messed up isn't respectful - it's insulting.
And expecting us to read his 30 cards when he doesn't bother reading them himself is disrespectful.
So, technically, this is a clear sign of disrespect. If you're able to turn the other cheek - great! But to defend the tormentor is absurd.
2. A tribal artifact - cleric is a cleric. You didn't think it was a cleric. Therefore you didn't know how tribal worked. I'm not making fun of you - I'm not insulting you - I'm describing the state of affairs that occurred. There's a reason WOTC doesn't use tribal anymore. Why? Well because a tribal artifact - cleric, according to game rules, is a cleric, and according to commonsense isn't. It's not your fault tribal rules are nonsensegibberish designed to help smooth over a tribal block; but it's your fault you're using them. And, objectively, you're using them without knowing how they work.
3. ... and your opponent swings with his two 5/5 dragons. Useless. Lifegain is generally regarded as useless in limited and in constructed - the exceptions are when you gain so much life you outpace your opponent. 4 life for 1 card is not enough life. Therefore it's useless.
4. No, Magic is about playing cards. So if you can't print a card that's playable, don't.
5. Is there some way you can say "My bad" without having it come across as (a) NOT YOUR MISTAKE and (b) MY FAULT FOR DECIDING TO READ YOUR THREAD?
If you're not willing to accept other people's criticisms, why post here at all? In any case, you won't be hearing from me again. My time is too valuable. Peace.
Thanks for the advice, I'm going to attempt to make some more simple cards for the commons, and I'll post them later.