Jasmin, Dragon Protector 3R
Legendary Creature - Human Wizard - R
All Dragons you control gain Shroud.
3/2
Call of Dragons 2R
Tribal Sorcery - Dragon - R
You can only cast Call of Dragons if you control Jasmin, Dragon Protector. Put up to 2 Dragon Creatures from your hand into the battlefield.
i hate how call of dragons is completely worthless without the help of another card. yugioh doesn't translate well into magic so don't force it. also, if all you're doing is turning 2 yugioh cards into magic cards, you might as well say it.
Both of these cards are pretty bad, especially for rare. Jasmin requires dragons in play to be remotely decent, and even then is easy to remove herself, and call of dragons requires her and dragon cards in your hand to be useful.
Remember the herald cycle? which required 3 creatures and a specific card in your library just to be playable? This reminds me of them. That's not a good thing.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
This is, pretty much exactly, Lord of Dragons and Flute of Summoning Dragon. These cards shouldn't really exist in Magic.
See, one of the reasons I quit YuGiOh was because of the lack of depth. YuGiOh the game is a fan of having almost no card differentiation--there's no mana, so you can play anything in any deck. For a while, this meant everyone played all the best cards. 30/40 of the cards in everyone's deck were literally exactly the same, and the last ten changed based on strategy or the player's money. And when I say 30/40, I really mean it. I can still list most of the staples.
So the YuGiOh developers tried to fix it. They banned about fifteen of the staples and started making cards that required each other--such cards are called parasitic in Magic, because they can't be useful without others. These parasitic cards had previously existed, but the power level and number of said cards skyrocketed. Now, YuGiOh decks are basically built by the developers, with the players choosing an archetype and putting in the cards the developers created to fit it. Granted, there are enough archetypes and enough cards for each archetype that decks are somewhat varied, but it's still much more developer-driven than player-strategy-driven. It's a problem, but it's sort of necessary based on the lack of restrictions in YuGiOh deckbuilding.
Now, in Magic, we have a mana system. You could play a deck with all the most powerful cards that exist (all the Eldrazi, Progenitus, the Akromas, whatever), but without acceleration you'll lose every game to faster decks. You could instead play a deck with all the most efficient, cheap spells (Counterspell, Tarmogoyf, Lightning Helix, Lightning Bolt, etc., but then you can never get the mana right. Plus, formats rotate, so the best cards aren't always around, and different colors don't get all of them, so all the decks are always a little weaker than if every land tapped for any color of mana. This keeps decks varied, keeps the game interesting, and is why I play Magic instead of YuGiOh.
On the other hand, a card with a usable effect that is made better with another card is good design space. See Pious Kitsune, 3cc for 1 life per turn is okay but with another named card you get a radical increase in life gain. The way to do what you want in Magic would probably be for the legend to copy your Dragon tribal spells, then make a tribal spell that simply puts one dragon creature to play. Honestly though, helping dragon tribal is dangerous since Dragonstorm already exists and has been abused pretty hard in its day.
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Legendary Creature - Human Wizard - R
All Dragons you control gain Shroud.
3/2
Call of Dragons 2R
Tribal Sorcery - Dragon - R
You can only cast Call of Dragons if you control Jasmin, Dragon Protector. Put up to 2 Dragon Creatures from your hand into the battlefield.
Remember the herald cycle? which required 3 creatures and a specific card in your library just to be playable? This reminds me of them. That's not a good thing.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
So the YuGiOh developers tried to fix it. They banned about fifteen of the staples and started making cards that required each other--such cards are called parasitic in Magic, because they can't be useful without others. These parasitic cards had previously existed, but the power level and number of said cards skyrocketed. Now, YuGiOh decks are basically built by the developers, with the players choosing an archetype and putting in the cards the developers created to fit it. Granted, there are enough archetypes and enough cards for each archetype that decks are somewhat varied, but it's still much more developer-driven than player-strategy-driven. It's a problem, but it's sort of necessary based on the lack of restrictions in YuGiOh deckbuilding.
Now, in Magic, we have a mana system. You could play a deck with all the most powerful cards that exist (all the Eldrazi, Progenitus, the Akromas, whatever), but without acceleration you'll lose every game to faster decks. You could instead play a deck with all the most efficient, cheap spells (Counterspell, Tarmogoyf, Lightning Helix, Lightning Bolt, etc., but then you can never get the mana right. Plus, formats rotate, so the best cards aren't always around, and different colors don't get all of them, so all the decks are always a little weaker than if every land tapped for any color of mana. This keeps decks varied, keeps the game interesting, and is why I play Magic instead of YuGiOh.
Accept the truth.