Just started in on another custom set, and I thought I'd put up a few cards just to make sure everything works right. The set name is just a placeholder, but gives you a general idea of what to expect ... it's a coin flip set! Most players probably don't like more randomness in magic, but I think giving newbs a shot at taking down pros isn't a bad thing. Plus, I love the image of a room full of professional magic players madly flipping coins every turn. For the few of you who kindly looked in on my other set, Heroes, I decided to shelve the expansion to that, for now. It had some really nice ideas, but I couldn't resist pursuing coin flips.
"Land o' Luck" will have 301 cards (121 common, 80 uncommon, 80 rare, 20 basics). Almost every card in the set has to do with (dirty) money. Collecting it, taxing it, gambling it, what have you. Think mafia.
Keyworded abilities:
Flux <cost>:When you play this spell, flip a coin. If you lose the flip, pay this spell's flux cost or return it to your hand.
Flux is generally a way to play things on the cheap, the caveat being half the time it won't be as cheap as you thought (unless it's a white card, and then you might get some bonuses for losing). And if you took a huge chance and didn't have the mana to pay the flux cost, you have to wait another turn to try again.
Collect <cost>: When this attacks, defending player may pay its collect cost. If he or she doesn't, you draw a card.
Sorta like Ophidian, but it doesn't have to do damage. The defending player can get out of the collection by paying the cost.
I'm still fiddling around with how coin flips/flavor work for each color. I've started with white, and am currently allowing it to do stuff when any player wins a coin flip. Something like benefitting from the group. White flux cards don't really punish you for losing the flip; something about equality and fairness. White is also the taxing color, so it gets some cards that make your opponent pay up or suffer.
Blue is the smart color, so blue cards reward you for losing flips. Like hedging bets, which seems like something blue would do. Most blue flux cards have a cost of putting cards in your graveyard.
Black is the king of organized crime in this set, and they like it when anyone loses. So far, I haven't done a lot of work with it.
Red, of course, is the coin flip color! They get to have a lot of fun screwing around with coin flips and pretty much doing good stuff for you whenever you flip a coin. Go Goblins!
Green has been giving me some trouble, probably because it's the nature color. Treefolk and elves don't seem to care too much about money. It's also the last color in MSE, so I haven't given it too much thought yet.
Thanks for taking a look and any suggestions are appreciated!
isn't assassin royale a strictly worse royal assasin?
nice set idea though. I always thought purple was the colour of coin flips, dice rolls and other randomness but I guess it has to be red in real magic...
Cool looking set! Umm...for green, how about Leprechauns? They can be like Kithkins but with more cereal mascots!
Edit: You could throw in a four leaf clover or two as well.
Wow, Rachmiel, that's a really good idea! Just perfect. I'll definitely run with that.
I guess Assassin Royale isn't too great right now, although he isn't strictly worse. I thought if you got enough coin flipping going on you could toast two or three creatures a turn.
flux boost should say flux-untap a tapped creature. untaped creatures can be targeted by untap effects (I think).
I can't belive I didn't realise it can untap more than once a turn.
It seems to me that you could word Collect as "Collect<cost>-xyzzy: Whenever ~ attacks, defending player may pay its collect cost. If he or she doesn't, you xyzzy." This would allow you to apply the collect ability to creatures like Surly Bodyguard as well as to drawing creatures.
Collect - <cost>, action: When this attacks, defending player may pay its collect cost. If he or she doesn't, <action>.
My only hesitation with this is the longer typesetting. As it is now, it's really short, which gives me more blank space to work with.
Surly Bodyguard 3W
Creature - Human Soldier
Collect — 2, Surly Bodyguard gets +1/+1 until end of turn (When this attacks, defending player may pay its collect cost. If he or she doesn’t, Surly Bodyguard gets +1/+1 until end of turn.)
2/3
I'll think about it some more, but I'm leaning towards just keeping it as it is. White was going to be the only color with taxing (besides collect), but who knows? Thanks for the suggestion.
Probably broken as hell in multiplayer, but I still like it. Goblin Bastard is also funny, but I'm not sure if it's on color. He is definitely a bastard.
Flip Land (enimy colour cycle)
Land-Swamp
When ~ comes into play flip a coin, if you loose the flip flip ~.
Flip Land (side 2)
Land-Plains
When ~ comes into play flip a coin, if you loose the flip flip ~.
Love the Flux mechanic. It looks to be a strong mechanic yet fairly balanced. It simultaneuosly helps and hinders an aggro strategy. Bueno!
Collect I'm not too happy with though. It looks like it should be W/U with maybe a card or two in B/G. Even then it might be a bit too narrow.My suggestion is that you change it to an ability keyword, thereby allowing you more room to explore penalties for your opponent not paying up. To d this you'd probably need to cement the cost your opponent has to pay up, just for simplicity's sake. Two is a good number, as it's payable early on but can still be a significant amount in the later game. An example might be:
Silencer
1WW
Creature - Human Mercenary Collect - Whenever Silencer attacks, the defending player may pay 2. If they don't, you may tap target creature that player controls.
2/2
Private Mod Note
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
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"Land o' Luck" will have 301 cards (121 common, 80 uncommon, 80 rare, 20 basics). Almost every card in the set has to do with (dirty) money. Collecting it, taxing it, gambling it, what have you. Think mafia.
Keyworded abilities:
Flux <cost>: When you play this spell, flip a coin. If you lose the flip, pay this spell's flux cost or return it to your hand.
Flux is generally a way to play things on the cheap, the caveat being half the time it won't be as cheap as you thought (unless it's a white card, and then you might get some bonuses for losing). And if you took a huge chance and didn't have the mana to pay the flux cost, you have to wait another turn to try again.
Collect <cost>: When this attacks, defending player may pay its collect cost. If he or she doesn't, you draw a card.
Sorta like Ophidian, but it doesn't have to do damage. The defending player can get out of the collection by paying the cost.
I'm still fiddling around with how coin flips/flavor work for each color. I've started with white, and am currently allowing it to do stuff when any player wins a coin flip. Something like benefitting from the group. White flux cards don't really punish you for losing the flip; something about equality and fairness. White is also the taxing color, so it gets some cards that make your opponent pay up or suffer.
Blue is the smart color, so blue cards reward you for losing flips. Like hedging bets, which seems like something blue would do. Most blue flux cards have a cost of putting cards in your graveyard.
Black is the king of organized crime in this set, and they like it when anyone loses. So far, I haven't done a lot of work with it.
Red, of course, is the coin flip color! They get to have a lot of fun screwing around with coin flips and pretty much doing good stuff for you whenever you flip a coin. Go Goblins!
Green has been giving me some trouble, probably because it's the nature color. Treefolk and elves don't seem to care too much about money. It's also the last color in MSE, so I haven't given it too much thought yet.
Thanks for taking a look and any suggestions are appreciated!
nice set idea though. I always thought purple was the colour of coin flips, dice rolls and other randomness but I guess it has to be red in real magic...
Edit: You could throw in a four leaf clover or two as well.
[Primer] WBR Tariel: You'll Thank Me For This WBR [Primer]
GGG Dosan of the Green Rainbow GGG
RWU Zedruu: I Ain't Even Mad RWU
I guess Assassin Royale isn't too great right now, although he isn't strictly worse. I thought if you got enough coin flipping going on you could toast two or three creatures a turn.
Here's a rough draft of white so far:
www.cheffedup.com/misc/white.html
The html is a little weird. If you try to click a link, you'll need to scroll all the way up to see the card render. I'm too lazy to try and fix it.
I can't belive I didn't realise it can untap more than once a turn.
Props to SpiderBoy4 and High(~)Light Studios for awesome Banner & Avvy!
Navrica
Argentum
My only hesitation with this is the longer typesetting. As it is now, it's really short, which gives me more blank space to work with.
Surly Bodyguard 3W
Creature - Human Soldier
Collect — 2, Surly Bodyguard gets +1/+1 until end of turn (When this attacks, defending player may pay its collect cost. If he or she doesn’t, Surly Bodyguard gets +1/+1 until end of turn.)
2/3
I'll think about it some more, but I'm leaning towards just keeping it as it is. White was going to be the only color with taxing (besides collect), but who knows? Thanks for the suggestion.
Probably broken as hell in multiplayer, but I still like it. Goblin Bastard is also funny, but I'm not sure if it's on color. He is definitely a bastard.
www.cheffedup.com/misc/red.html
Flip Land (enimy colour cycle)
Land-Swamp
When ~ comes into play flip a coin, if you loose the flip flip ~.
Flip Land (side 2)
Land-Plains
When ~ comes into play flip a coin, if you loose the flip flip ~.
Collect I'm not too happy with though. It looks like it should be W/U with maybe a card or two in B/G. Even then it might be a bit too narrow.My suggestion is that you change it to an ability keyword, thereby allowing you more room to explore penalties for your opponent not paying up. To d this you'd probably need to cement the cost your opponent has to pay up, just for simplicity's sake. Two is a good number, as it's payable early on but can still be a significant amount in the later game. An example might be:
Silencer
1WW
Creature - Human Mercenary
Collect - Whenever Silencer attacks, the defending player may pay 2. If they don't, you may tap target creature that player controls.
2/2
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.