Added text versions and updated the link with the new card images. (8/24/09)
Uhoh! Futuristic weapons, in M:tG?
The cause, something known as 'the Warp'.
Yea, I know, this is a little cooky, but I've decided it would be cool if the use and abuse of The Warp caused things in the 40k universe to start landing in the Magic universe. Most of these cards are represented in the color purple (or, [p]).
Normally, [p] is produced by exiling permanents you control. This represents a creature (Or object) being sucked through the warp and being replaced with another card. Certain cards (Locator Beacon) however, produce [p] on their own. This shows that the race or faction in question have found out where their units/buildings are going to through the warp.
Breaching is just a placeholder name until I can think of or be prodded into using something cooler. =P
I also don't have a name for the plane in question, nor do I really know what to do when making a real set. Any and all help will be appreciated in this endeavor, from card designs, to criticism (preferably constructive. XP), to flavor and fluff, as well as some better knowledge on the 40K universe, seeing as, while I am a fan, my current understanding is, as far as I can tell, very limited. =(
Text versions! =D (Output with MSE, so bear with me. =P)
Stranded Planar Marines
4WW
Warp Creature - Human Soldier
4/4
Warpspawn 4 (You may exile four permanents you control instead of paying this card's mana cost.)
First strike
PP, T: Destroy target nonhuman creature. (P can be payed by exiling permanents you control or with mana from Warp sources.)
"Burn the heretic. Kill the mutant. Purge the unclean."
4/4
Locator Beacon
1
Tribal Warp Artifact - Human
T: Add 1 to your mana pool. Spend this mana only to cast human spells.
Warp-Cackle Fiend
RR
Warp Creature - Demon
T, Sacrifice Warp-Cackle Fiend: Return to permanents from exile to play under their owner's control.
3/1
Webway Gate
4
Tribal Warp Artifact - Eldar Fortification
Webway Gate comes enters the battlefield attached to a land you control.
As long as Webway Gate is attached, whenever you would exile a permanent as a cost to cast Eldar spells, you may pay 2 instead.
Fortify 5 (5: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
Card Name: Dakka-Finda
4
Tribal Artifact - Orc
1, Sacrifice a land and Dakka-Finda: You may play an Orc spell from your hand without paying its mana cost.
"We getz dat shiny ting t'rou dat spinny ting, so's we kin sen' mo' dakka!"
—Gryndgeer, Mekboy
Clanga Boy
2R
Warp Creature - Orc Soldier
Warpspawn 3 (You may exile three permanents you control instead of paying this card's mana cost.)
Waagh!— When Clanga Boy enters the battlefield, tap all non-orc creatures.
2/2
Ventarus, The Imperial Fist
2WB
Planeswalker - Ventarus Mythic
+1 Destroy target land you control. Put four 1/1 white human soldier creature tokens onto the battlefield.
-2 Destroy target nonhuman creature. You gain life equal to its toughness.
+7 Destroy all permanents.
4
First problem I have, already, is with the crazy tribal-esque types I've added. (Waagh, Terran, Eldar, things like that) does anyone know a simpler solution to keeping the factions separate from the 'normal' members of their races?
Current statistics:
Block name-Working on it!
Finalized set name-Nope..
2nd set name-Still no.
3rd-...
Number of cards- 31/???--- How big should I make this thing?
Uhoh! Futuristic weapons, in M:tG?
The cause, something known as 'the Warp'.
Yea, I know, this is a little cooky, but I've decided it would be cool if the use and abuse of The Warp caused things in the 40k universe to start landing in the Magic universe. Most of these cards are represented in the color purple (or, [p]).
Normally, [p] is produced by exiling permanents you control. This represents a creature (Or object) being sucked through the warp and being replaced with another card. Certain cards (Locator Beacon) however, produce [p] on their own. This shows that the race or faction in question have found out where their units/buildings are going to through the warp.
Breaching is just a placeholder name until I can think of or be prodded into using something cooler. =P
I also don't have a name for the plane in question, nor do I really know what to do when making a real set. Any and all help will be appreciated in this endeavor, from card designs, to criticism (preferably constructive. XP), to flavor and fluff, as well as some better knowledge on the 40K universe, seeing as, while I am a fan, my current understanding is, as far as I can tell, very limited. =(
First problem I have, already, is with the crazy tribal-esque types I've added. (Waagh, Terran, Eldar, things like that) does anyone know a simpler solution to keeping the factions separate from the 'normal' members of their races?
Current statistics:
Block name-Working on it!
Finalized set name-Nope..
2nd set name-Still no.
3rd-...
Number of cards- 31/???--- How big should I make this thing?
First, interesting idea with purple and the Warp. I have a few suggestions though.
0. Can you post text versions?
1. Make the WH40k races creature types, not tribalesque card types. For the purposes of clean game design, I think you can just divide the factions along tribal lines.
2. Have you seen the Space: the Convergence template for MSE? That could work better for a WH40k set, but it's really up to you, as the main difference outside the icons and stuff is the terminology.
3. Rather than making a new color of mana (which has all sorts of color-pie implications) why not do something like snow mana? {P} could be "warp mana" and you could add a convergence-esque keyword ability that adds warp mana by exiling permanents. And "warp" could also be a supertype like snow.
4. What about this makes it a crossover? Are you planning on actually mashing up MtG races/themes with WH40k?
Now onto the cards:
Clanga Boy -- That's pretty good. I'd change it a bit, like so:
Clanga Boy :2mana::symr:
Warp Creature — Ork Soldier (C)
2/2
Warpspawn 3 (You may exile three permanents you control rather than pay this card's mana cost.)
Waagh! — When CARDNAME enters the battlefield, each non-Ork creature gains "This creature can't block" until end of turn.
It makes more sense, IMO, to have Waagh! as an ability that affects Orks (or non-Orks) rather than "Waagh creatures."
Dakka-Finda -- Too strong. Maybe limit its use, limit the CMC of the spell, or sacrifice the Dakka-Finda.
Dakka-Finda
Tribal Artifact — Ork
:1mana:, Sacrifice CARDNAME and a land: You may cast an Ork spell from your hand without paying its mana cost. If you do, CARDNAME deals X damage to you, where X is twice that spell's converted mana cost. As the smoke cleared, Gryndgeer wondered if there may be such a thing as "too much dakka."
Webway Gate -- Cool.
Stranded Marines -- Isn't "terran" the same as "human"?
Stranded Marines :3mana::symw::symw:
Warp Creature — Human Soldier
4/4
Warpspawn 4 (You may exile four permanents you control rather than pay this card's mana cost.) Purge — {P}{P}, :symtap:: Exile target non-Human creature. ({P} can be paid by exiling a permanent you control or with mana produced by a warp source.)
"Purge" being an ability word for abilities that affect non-Humans.
Anyway, those are just my suggestions.
Private Mod Note
():
Rollback Post to RevisionRollBack
Do I Contradict Myself? Very Well Then I Contradict Myself.
Thanks! =D Now, onto my thoughts on your thoughts.
0. Will do. =P
1. While most of them could be creature types of their own, I kind of enjoyed the idea of the Imperium of Man not being a huge fan of the native, wandering, and rebellious humans. Especially since they not only don't know who this Emperor guy is, but probably think he's a bit too static for their tastes. But this is probably for the best.
2. While I do enjoy the Space template, and have used it for things in the past, (this is also an answer to 4) I'm basically trying to play with the idea of the Warp and the Blind Eternities being intersecting, if not the same thing. (Which will be decided on later) I was originally thinking of setting this on Dominaria, and am still kind of mulling it over, but I wouldn't want it to feel like a Time Spiral Redux thng more than it kinda does anyway. Do you think it would be a good place? Or possibly some other established plane?
3. I really like this idea, actually. It was kind of what I was going for, but I guess I placed it a little wierdly, I like your's much better, and will change it as soon as possible.
The cards are actually probably much closer to how they should be, however I think I could leave the purge part of purge out.
The Waagh ability and Warpspawn though are actually leaps and bounds more than I think i would have thought of alone. Which is why I came here, to be honest. =P
Also, with the Space Marines, I was using Terran for those aligned with the Imperium specifically, but, seeing as these were mostly all for flavor reasons (And nothing else, really.), I think I'll take your advice and use the normal creature types. It'll also help keep my typelines on legends down.
Alright, I'll update the opening post in the morning with text and updated cards. Thanks for your help, any other suggestions out there?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Added text versions and updated the link with the new card images. (8/24/09)
Uhoh! Futuristic weapons, in M:tG?
The cause, something known as 'the Warp'.
Yea, I know, this is a little cooky, but I've decided it would be cool if the use and abuse of The Warp caused things in the 40k universe to start landing in the Magic universe. Most of these cards are represented in the color purple (or, [p]).
Normally, [p] is produced by exiling permanents you control. This represents a creature (Or object) being sucked through the warp and being replaced with another card. Certain cards (Locator Beacon) however, produce [p] on their own. This shows that the race or faction in question have found out where their units/buildings are going to through the warp.
Breaching is just a placeholder name until I can think of or be prodded into using something cooler. =P
I also don't have a name for the plane in question, nor do I really know what to do when making a real set. Any and all help will be appreciated in this endeavor, from card designs, to criticism (preferably constructive. XP), to flavor and fluff, as well as some better knowledge on the 40K universe, seeing as, while I am a fan, my current understanding is, as far as I can tell, very limited. =(
Also, here's a link to the cards that I have deemed presentable so far. =D
http://www.flickr.com/photos/41818158@N08/
Text versions! =D (Output with MSE, so bear with me. =P)
4WW
Warp Creature - Human Soldier
4/4
Warpspawn 4 (You may exile four permanents you control instead of paying this card's mana cost.)
First strike
PP, T: Destroy target nonhuman creature. (P can be payed by exiling permanents you control or with mana from Warp sources.)
"Burn the heretic. Kill the mutant. Purge the unclean."
4/4
Locator Beacon
1
Tribal Warp Artifact - Human
T: Add 1 to your mana pool. Spend this mana only to cast human spells.
Warp-Cackle Fiend
RR
Warp Creature - Demon
T, Sacrifice Warp-Cackle Fiend: Return to permanents from exile to play under their owner's control.
3/1
Webway Gate
4
Tribal Warp Artifact - Eldar Fortification
Webway Gate comes enters the battlefield attached to a land you control.
As long as Webway Gate is attached, whenever you would exile a permanent as a cost to cast Eldar spells, you may pay 2 instead.
Fortify 5 (5: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
Card Name: Dakka-Finda
4
Tribal Artifact - Orc
1, Sacrifice a land and Dakka-Finda: You may play an Orc spell from your hand without paying its mana cost.
"We getz dat shiny ting t'rou dat spinny ting, so's we kin sen' mo' dakka!"
—Gryndgeer, Mekboy
Clanga Boy
2R
Warp Creature - Orc Soldier
Warpspawn 3 (You may exile three permanents you control instead of paying this card's mana cost.)
Waagh!— When Clanga Boy enters the battlefield, tap all non-orc creatures.
2/2
Ventarus, The Imperial Fist
2WB
Planeswalker - Ventarus Mythic
+1 Destroy target land you control. Put four 1/1 white human soldier creature tokens onto the battlefield.
-2 Destroy target nonhuman creature. You gain life equal to its toughness.
+7 Destroy all permanents.
4
First problem I have, already, is with the crazy tribal-esque types I've added. (Waagh, Terran, Eldar, things like that) does anyone know a simpler solution to keeping the factions separate from the 'normal' members of their races?
Current statistics:
Block name-Working on it!
Finalized set name-Nope..
2nd set name-Still no.
3rd-...
Number of cards- 31/???--- How big should I make this thing?
First, interesting idea with purple and the Warp. I have a few suggestions though.
0. Can you post text versions?
1. Make the WH40k races creature types, not tribalesque card types. For the purposes of clean game design, I think you can just divide the factions along tribal lines.
2. Have you seen the Space: the Convergence template for MSE? That could work better for a WH40k set, but it's really up to you, as the main difference outside the icons and stuff is the terminology.
3. Rather than making a new color of mana (which has all sorts of color-pie implications) why not do something like snow mana? {P} could be "warp mana" and you could add a convergence-esque keyword ability that adds warp mana by exiling permanents. And "warp" could also be a supertype like snow.
4. What about this makes it a crossover? Are you planning on actually mashing up MtG races/themes with WH40k?
Now onto the cards:
Clanga Boy -- That's pretty good. I'd change it a bit, like so:
Clanga Boy :2mana::symr:
Warp Creature — Ork Soldier (C)
2/2
Warpspawn 3 (You may exile three permanents you control rather than pay this card's mana cost.)
Waagh! — When CARDNAME enters the battlefield, each non-Ork creature gains "This creature can't block" until end of turn.
It makes more sense, IMO, to have Waagh! as an ability that affects Orks (or non-Orks) rather than "Waagh creatures."
Dakka-Finda -- Too strong. Maybe limit its use, limit the CMC of the spell, or sacrifice the Dakka-Finda.
Dakka-Finda
Tribal Artifact — Ork
:1mana:, Sacrifice CARDNAME and a land: You may cast an Ork spell from your hand without paying its mana cost. If you do, CARDNAME deals X damage to you, where X is twice that spell's converted mana cost.
As the smoke cleared, Gryndgeer wondered if there may be such a thing as "too much dakka."
Webway Gate -- Cool.
Stranded Marines -- Isn't "terran" the same as "human"?
Stranded Marines :3mana::symw::symw:
Warp Creature — Human Soldier
4/4
Warpspawn 4 (You may exile four permanents you control rather than pay this card's mana cost.)
Purge — {P}{P}, :symtap:: Exile target non-Human creature. ({P} can be paid by exiling a permanent you control or with mana produced by a warp source.)
"Purge" being an ability word for abilities that affect non-Humans.
Anyway, those are just my suggestions.
Very Well Then I Contradict Myself.
0. Will do. =P
1. While most of them could be creature types of their own, I kind of enjoyed the idea of the Imperium of Man not being a huge fan of the native, wandering, and rebellious humans. Especially since they not only don't know who this Emperor guy is, but probably think he's a bit too static for their tastes. But this is probably for the best.
2. While I do enjoy the Space template, and have used it for things in the past, (this is also an answer to 4) I'm basically trying to play with the idea of the Warp and the Blind Eternities being intersecting, if not the same thing. (Which will be decided on later) I was originally thinking of setting this on Dominaria, and am still kind of mulling it over, but I wouldn't want it to feel like a Time Spiral Redux thng more than it kinda does anyway. Do you think it would be a good place? Or possibly some other established plane?
3. I really like this idea, actually. It was kind of what I was going for, but I guess I placed it a little wierdly, I like your's much better, and will change it as soon as possible.
The cards are actually probably much closer to how they should be, however I think I could leave the purge part of purge out.
The Waagh ability and Warpspawn though are actually leaps and bounds more than I think i would have thought of alone. Which is why I came here, to be honest. =P
Also, with the Space Marines, I was using Terran for those aligned with the Imperium specifically, but, seeing as these were mostly all for flavor reasons (And nothing else, really.), I think I'll take your advice and use the normal creature types. It'll also help keep my typelines on legends down.
Alright, I'll update the opening post in the morning with text and updated cards. Thanks for your help, any other suggestions out there?