Alright everyone. I want to make a set. I love making custom cards and I want to put it all together now, but I think it'd be kind of boring to do it alone so I want your help.
Here's the plan: Each day I'm going to make post a card or an idea for a card in this thread, until the set is finished. Then I want to get my set printed so that I can draft with it. To accomplish this I think we're going to need to make at least 250 cards (no basic lands) but probably more like 350.
I don't have a ton of ideas for the themes of the set itself at this point. I would kind of like it if it were all over the place, but I definitely want there to be interaction between the cards. And if possible I want those interactions to be in as ridiculous of a way as possible (Un-setish, without the silver borders).
I think the flavor of this set might be, Ravnica before the guilds, but there were already kind of naturally guilds, just not organized. Also on second thought they're not all going to be man-lands. Some will just have abilities I think fit the guild/color combo. Like this:
Feel free to come and go as much as you want.
These will be the major creature types by color:
White: Griffins and Angels
Blue: Jellyfish and Merfolk
Green: Giants and Treefolk
Red: Viashino and Elementals
Black: Skeletons and Horrors
White Stats:
Creatures: 0
Enchantments: 1
Spells: 1
CMC 1: S
CMC 2: E
CMC 3:
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Creatures:
Nothing here yet...
Enchantments:
The Ultimate AnswerWW
Enchantment (R)
At the beginning of your upkeep if you have exactly 42 life, you win the game. "I don't get it, what's the ultimate question?"
"Doesn't matter, the answer is 42..."
Spells:
Kiss of ParadiseW
Sorcery
You get an emblem with "At the beginning of your upkeep you gain 1 life."
Exile Kiss of Paradise.
Green Stats:
Creatures: 1
Enchantments: 0
Spells: 1
CMC 1:
CMC 2: C
CMC 3:
CMC 4:
CMC 5: S
CMC 6:
CMC 7+:
Creatures:
Entangling Roots1G
Creature - Treefolk (U)
Defender x: Entangling Roots gets +0/+X until end of turn.
Creatures blocked by Entangling Roots don't untap during their controller's next untap step.
1/1
Enchantments:
Nothing here yet...
Spells:
Kiss of Life4G
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a 2/2 green Wolf token onto the battlefield."
Exile Kiss of Life.
Blue Stats:
Creatures: 1
Artifacts: 1
Enchantments: 0
Spells: 2
CMC 1:
CMC 2: S
CMC 3: A, S, C
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Creatures:
Thalia GranstaffUUU
Legendary Creature - Jellyfish Wizard
Deathtouch
:symtap:: Put a charge counter on Thalia Granstaff.
:symtap:: Reveal an instant card from your hand with converted mana cost less than the number of counters on Thalia Granstaff. You may play that card without paying its mana cost. Remove a charge counter from Thalia Granstaff.
1/2
Artifacts:
Faerie's Cloak1UU
Artifact - Equipment (U)
Equipped creature is a 2/1 with flying.
You may equip Faerie's Cloak to a creature you don't control.
Equip - 1UU
Enchantments:
Nothing here yet...
Spells:
Kiss of Regret1U
Sorcery (U)
You get an emblem with "At the beginning of your upkeep target player puts the top three cards of his or her library into his or her graveyard."
Exile Kiss of Regret.
CounterbackUUU
Instant
Buyback - X, where X is the converted mana cost of the spell Counterback targets. Spend only blue mana to pay Counterback's buyback cost.
Counter target spell.
Red Stats:
Creatures: 0
Enchantments: 1
Spells: 2
CMC 1:
CMC 2: E
CMC 3: S, S
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Creatures:
Nothing here yet...
Enchantments:
Clearcut1R
Enchantment
Exile a Forest card from your hand: Draw a card or add RR to your mana pool.
Spells:
Kiss of Embers2R
Sorcery (U)
You get an emblem with "At the beginning of your upkeep deal 1 damage to target creature or player."
Exile Kiss of Embers.
Bury in StoneRRR
Sorcery
Target permanent loses all abilities and types and becomes a Mountain.
Black Stats:
Creatures: 1
Artifacts: 1
Enchantments: 0
Spells: 1
CMC 1:
CMC 2:
CMC 3: A, C
CMC 4: S
CMC 5:
CMC 6:
CMC 7+:
Creatures:
Null-mind SpecterBBB
Creature - Specter
Flying
Whenever Null-mind Specter deals damage to a player, that player discards a card.
If you would draw a card, instead each opponent discards a card.
Hellbent - Whenever a player draws a card, if you have no cards in hand, Null-mind Specter deals 1 damage to that player, unless he or she pays 3 life.
2/1
Artifacts:
Demon's Fang BBB
Artifact - Equipment (R)
As long as Demon's Fang is attached to a creature, it has "At the beginning of your upkeep sacrifice a creature and put a blood counter on equipped creature."
Equipped creature gets +3/+0 and has fear.
At the end of your turn, if equipped creature has three or more blood counters on it, flip Demon's Fang.
Equip 2
////////////////// Possession of Ba'al
Legendary Enchantment - Aura
Enchant Creature
Enchanted creature gets +6/+6 and has flying, fear, and trample.
At the beginning of your upkeep sacrifice a creature other than enchanted creature. If you can't, tap enchanted creature, it deals damage equal to its power to you.
When enchanted creature is put into a graveyard from play, exile Possession of Ba'al until end of turn.
Enchantments:
Nothing here yet...
Spells:
Kiss of Death3B
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a -1/-1 counter on target creature."
Exile Kiss of Death.
FumeophageBR
Creature - Horror Elemental (C)
Haste
During your upkeep pay 1 life, or tap Fumeophage.
3/3
Undead Viashino1BR
Creature - Viashino Skeleton (U)
Haste B: Regenerate Undead Viashino
Hellbent - At the beginning of your upkeep return Viashino Skeleton from your graveyard to your hand if you have no cards in hand.
4/1
Phyrexian VivisectorUUBB
Creature - Horror (R)
Fear
At the beginning of your upkeep draw a card and lose 1 life.
When Phyrexian Vivisector is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with "At the beginning of your upkeep draw a card and lose 1 life."
4/2
Wonderwall1WG
Creature - Wall
Defender
Wonderwall can block an additional creature.
:symtap:: Add G to your mana pool. This mana doesn't empty from your mana pool as steps and phases end. Activate this ability only if Wonderwall didn't block this turn. "Maybe you're going to be the one to save me, after all you're my Wonderwall."
0/5
Omniscient MistformWUGRB
Creature - Elemental (R)
Changeling
Omniscient Mistform has all abilities of all emblems.
2/5
Wurm Broodmother4WWGG
Creature - Wurm (R)
Trample, Convoke.
Devour 1 (As Wurm Broodmother comes into play, you may sacrifice any number of creatures. This permanent comes into play with one +1/+1 counters on it for each creature sacrificed this way).
During your upkeep put a 1/1 green Wurm token on to the battlefield for each +1/+1 counter on Wurm Broodmother.
4/4
Reckless Mana-ElfRG
Creature - Elf (C)
:symtap:: Add R or G to your mana pool.
:symq:: Reckless Mana-Elf deals 2 damage to itself.
1/2
Knowledge Incarnate3UUUB
Creature - Avatar
Knowledge Incarnate's power and toughness are equal to the number of cards in your library.
When Knowledge Incarnate leaves play, exile your library.
X/X
Illusion of ChoiceRUU
Enchantment
Change the text of all other spells and permanents by replacing all instances of the word "and" with "or" and replacing all instances of "or" with "and."
Spells:
The Best Fertilizer...1GGB
Instant (U)
Search your library for a forest or swamp card and put it into play tapped.
Gravestorm (When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies).
Ancestral Turmoil :symub::symub:
Instant (U)
Draw three cards. You lose half your life rounded up.
Deviating EvolutionRW
Sorcery
Target creature gets +1/+1. If and were spent to play Deviating Evolution that creature gains haste, first strike, and vigilance until end of turn. Otherwise, that creature gains hexproof and deathtouch.
Cycling UU
Madness BG
Doubling BloomUUGG
Sorcery
For each creature token on the battlefield, its controller puts a token that's a copy of that creature onto the battlefield.
For each counter on a permanent in play, put another counter onto that permanent.
Flashback - UUUGGG
Lands
Slumbering Hydropon
Land
Slumbering Hydropon comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symg: to your mana pool. 1UG, :symtap:: Slumbering Hydropon becomes a 0/0 blue and green Plant creature with three +1/+1 counters on it until end of turn. Whenever another creature enters the battlefield, you may move a +1/+1 counter from Slumbering Hydropon onto it. When Slumbering Hydropon is no longer a creature remove all +1/+1 counters from it.
Ritualgrounds
Land
Ritualgrounds comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symr: to your mana pool.
:symb::symr:, Discard a nonland card, :symtap:: Add :symb::symb::symb::symr::symr::symr: to your mana pool.
Primordial Temple
Land
Primordial Temple comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symg::symw: to your mana pool.
Creature spells you play cost one mana less for each color they share with Primordial Temple.
:symg:: Primordial Temple becomes green until end of turn.
:symw:: Primordial Temple becomes white until end of turn.
Sheltered Peninsula
Land
Sheltered Peninsula comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symw: to your mana pool.
:xmana::symu::symw:, Reveal an instant card from your hand with converted mana cost X, :symtap:: You may put a copy of that card onto the stack. Activate this ability only during your upkeep and only once each turn.
Fetile Fen
Land
Fertile Fen comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symg: to your mana pool.
:symb::symg:, :symtap:: Return target land card from your graveyard to the battlefield tapped.
Searing Steppe
Land
Searing Steppe comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symr: to your mana pool.
:2mana::symw::symr:, :symtap:: Searing Steppe deals 1 damage to target attacking or blocking creature and all attacking or blocking creatures that share a color with it.
Haunted Cathedral
Land
Haunted Cathedral comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symb: to your mana pool.
:symw::symb:, Put a 1/1 black and white Spirit token with Flying onto the battlefield. Exile the token at the end of the turn.
Quarantined Bog
Land
Quarantined Bog comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symb: to your mana pool.
:xmana::symu::symb:, :symtap:, Discard a card from your hand with converted mana cost X: Search your library for a card with converted mana cost X, reveal it, and put it into your hand. Play this ability only any time you could play a sorcery.
Bloodstained Thicket
Land
Bloodstained Thicket comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symr::symg: to your mana pool.
:1mana::symr::symg:, :symtap:: Put a +1/+1 counter on each creature you control. Play this ability only if an opponent was dealt damage this turn.
Reflecting Geyser
Land
Reflecting Geyser comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symr: to your mana pool.
:2mana::symu::symr:, :symtap:: Copy target instant or sorcery spell you cast. You may choose new targets for the copy.
So without further ado. It's time to design our first card.
Entangling Roots1G
Creature - Treefolk
Defender x: Entangling Roots gets +0/+X until end of turn.
Creatures blocked by Entangling Roots don't untap during their controller's next untap step.
1/1
I'll help. I made a 200 card set on anycraze many years ago...
First, I suggest coming up with ONE mechanic for each color (or just 5 mechanics that can be color shared)
Like affinity, or dredge, or whatever
Here is a few I'll offer, you may change them a little or whatever you want, I got no problems
Mechanic #1
Conscription CMC# (When you cast CARDNAME, reveal the top CMC# cards of your library. Put all revealed cards named CARDNAME onto the battlefield under your control. Shuffle the rest of the revealed cards into your library)
Conscription ~ always = to cmc, always for the same name, and always upon casting. This means they can counter the original, but wont get to counter the freebie.
I'll help. I made a 200 card set on anycraze many years ago...
First, I suggest coming up with ONE mechanic for each color (or just 5 mechanics that can be color shared)
Like affinity, or dredge, or whatever
Here is a few I'll offer, you may change them a little or whatever you want, I got no problems
Mechanic #1
Conscription ~ always = to cmc, always for the same name, and always upon casting. This means they can counter the original, but wont get to counter the freebie.
Oreglaze Marauder3RR
Creature - Orc Warrior (U)
Haste
Conscription 5 (When you cast Oreglaze Marauder, reveal the top 5 cards of your library. Put all revealed cards named Oreglaze Marauder onto the battlefield under your control. Shuffle the rest of the revealed cards into your library)
3/2
Justicar of the Banner4WW
Creature - Human Knight (R)
First Strike, Protection from Black
Conscription 6
4/4
hope this helps, its a start
Thanks! Conscription seems interesting. I know I want to make a five color cycle with a strange mechanic I came up with before, but that's just for those five. That mechanic which I haven't named yet is:
This spell doesn't resolve off of the stack.
Basically the idea is to create something like Glorious Anthem or something, but instead of being able to just destroy an enchantment, you'd have to counter it to remove it.
I'll think about mechanics though and let you know if I come up with something.
Glorious Call2WWW
Sorcery (R)
When Glorious Call resolves, you get an emblem
with "Creatures you control get +1/+1"
actually, you dont even need the "resolves" part. Obviously, it will resolve unless countered
Glorious Call2WWW
Sorcery (R)
You get an emblem with "Creatures you control get +1/+1". Then, exile
Glorious Call instead of putting it into its owners graveyard.
Edited, Because of the absolute strength of emblems, I added a catch to it. it needs to be exiled after that.
Glorious Call2WWW
Sorcery (R)
When Glorious Call resolves, you get an emblem
with "Creatures you control get +1/+1"
actually, you dont even need the "resolves" part. Obviously, it will resolve unless countered
Glorious Call2WWW
Sorcery (R)
You get an emblem with "Creatures you control get +1/+1". Then, exile
Glorious Call instead of putting it into its owners graveyard.
Edited, Because of the absolute strength of emblems, I added a catch to it. it needs to be exiled after that.
You just gave me an idea. I think a minor theme will be "Emblems matter." Have a lot of emblem effects. Does this work?
Normally I'd be fine with everyone doing their own thing, but if we have competing "give me cards!" threads, neither of us will end up getting a full set in a reasonable amount of time.
Its not up to me, but we can certainly merge our minds, the more minds the better.
Simpler Times doesnt work. Emblems are not permanents, so there is nothing to "destroy"
This is how it would have to be:
Simpler Times
Sorcery (R)
Each player loses all emblems.
Here's the thing though. I do not believe emblem removal would be a white/green thing.
Part of me believes that emblem removal would be a Black thing, or even Red
Scorch the Divine2RR
Instant (U)
Target player loses an emblem of their choice.
Unholy Cleansing3BB
Sorcery (R)
Each player loses all emblems.
I see emblems as more of an "artifact" when it comes to how we would target/treat them.
Sure any color can provide emblems, but I would push emblem removal into black and red
Since they can't be "targeted" single removal who have to let them choose I guess.
anti-emblem Tribe leader
Balthor the Unbound3B(B/R)R
Legendary Creature - Dwarf Horror (R)
Intimidate
When Balthor the Unbound deals combat damage to a player, that
player loses an emblem of their choice. "I will take from them their desire to resist. As if resisting would have helped anyways."
5/5
P.S., P.S. - Since black and red would be our only emblem hating colors, I'd maybe give white blue and green 70-80% of the "emblem" cards. Maybe have 6-7 "emblems" in each of white blue and green, and 1-2 emblems in each of black and red (since black and red have no enchantment removal, this seems fair to me)
There are but a "few" emblems available right now. Because their are so few, they are very strong and cannot be removed.
If the environment introduces many more emblems, not only can the emblems get "cheaper" (no more $40 Elspeths or $60 Vensers) but also more common, then emblem removal becomes acceptable.
Honestly having bs like Venser and Elspeth FORCES $40 cards into the environment. This is an undue burden to both the casual player base and metagame.
Literally there were some FNM's where 70% of the decks were Elspeth Scoop Phase, Gideon Jurawinner, and Jace the Mind☺☺☺☺er
all running about 30-50 dollars a pop.
This ruins metagames, its not a good thing.
If we introduce 21 new "emblems" and no removal...you wreck the game.
However, if we introduce 21 new emblems and 4 emblem removal spells, win.
p.s., its a fantasy set someone wants to make...we can do what we want, its NOT actually going to hurt the value of your Vensers
Crushmonger4GGG
Creature - Wurm (U)
When Crushmonger enters the battlefield, you get an
emblem with "Creatures you control have Trample".
If Crushmonger would be put into a graveyard from the
battlefield, exile it instead.
6/6
Dreanought of the Torn Sea7UUU
Creature - Leviathan (MR)
Islandwalk
When Dreadnought of the Torn Sea enters the battlefield, you
get an emblem with "Creatures you control have Shroud".
If Dreadnought of the Torn Sea would be put into a graveyard
from the battlefield, exile it instead.
8/8
Ambusher Maniac2R
Creature - Orc Berserker (C)
When Ambusher Maniac enters the battlefield, you get an
emblem with "Creatures you control have Haste".
If Ambusher Maniac would be put into a graveyard from the
battlefield, exile it instead.
1/1
Righteous Squire2WW
Creature - Human (U)
When Righteous Squire enters the battlefield, you get an
emblem with "White creatures you control get +0/+2".
If Righteous Squire would be put into a graveyard from the
battlefield, exile it instead.
2/2
Blight Medic3B
Creature - Zombie (C)
When Blight Medic enters the battlefield, you get an emblem
with "Creatures you control have B: Regenerate this creature".
If Blight Medic would be put into a graveyard from the battlefield,
exile it instead.
2/1
Or rather, if you're going to have cards that affect emblems, why not have VERY few of them, and make them ridiculously expensive? Also, instead of getting rid of them, why not have spells that edit them?
Omnipotent Abduction 4UURR
Sorcery (R)
Gain control of up to one emblem target player controls.
The reason I left out "target emblem" is because.. well, I dont think emblems can be targeted. Not quite sure though. They're not permanents, they're not on the battlefield...
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Normally I'd be fine with everyone doing their own thing, but if we have competing "give me cards!" threads, neither of us will end up getting a full set in a reasonable amount of time.
I'm not trying to steal your thunder. It seems like you're suggesting I just close down this thread, which I'm not going to do. In any case I'm not asking people to just "give me cards," but rather help in the creative process. Besides I'm only planning on making a couple of cards per day and our imaginations are limitless, at least mine is.
@Icecreamman: I got kind of confused too when I was trying to fit destroy emblems into the color wheel. White and green are just so good at killing artifacts and enchantments, I figured emblems would be similar.
I want to make a cycle of you get an emblem sorceries. Preferably one costing 1, 2, 3, 4, and 5, in CMC. I'm going to have to think about it, but the white one will most likely be:
White Emblem MakerW
Sorcery
You get an emblem with "At the beginning of your upkeep you gain 1 life."
Gotta think about the others.
Maybe the green one will make tokens. Red could ping creatures. Blue could bounce. Black could be... well I donno. I really want to make it like a Phyrexian Arena.
EDIT: @ Mundus: I don't want to make them super rare though. Maybe cuz I've never actually been able to get one out. The card you posted could be cheaper if there were a lot of them and the opponent got to choose which one to give you, but I like your version. I still think it can come down though.
Emblems are purposely rare. They're tricky to keep track of in large numbers, and, as Yarpus pointed out, really just made to denote permanent effects that are supposed to last the rest of the game. Focusing on Emblems is setting yourself up to be another Kamigawa.
And so, a card:
Imperious Sphinx 4UUU
Creature - Sphinx
Flying
All other creatures lose flying.
5/5
I'm not trying to steal your thunder. It seems like you're suggesting I just close down this thread, which I'm not going to do. In any case I'm not asking people to just "give me cards," but rather help in the creative process. Besides I'm only planning on making a couple of cards per day and our imaginations are limitless, at least mine is.
I want to make a cycle of you get an emblem sorceries. Preferably one costing 1, 2, 3, 4, and 5, in CMC. I'm going to have to think about it, but the white one will most likely be:
White Emblem MakerW
Sorcery
You get an emblem with "At the beginning of your upkeep you gain 1 life."
Gotta think about the others.
Maybe the green one will make tokens. Red could ping creatures. Blue could bounce. Black could be... well I donno. I really want to make it like a Phyrexian Arena.
The emblem cycle is interesting, and I think you should go for it, but just keep in mind that these emblems are a lot harder to affect than virtually anything else in the game. So, if you're going to have something cheap that gives you an emblem, I suggest you be warry of what that emblem actually does, and picture how it would play in an actual game, not really being able to have an answer for it, and balance it accordingly.
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Emblems are purposely rare. They're tricky to keep track of in large numbers, and, as Yarpus pointed out, really just made to denote permanent effects that are supposed to last the rest of the game. Focusing on Emblems is setting yourself up to be another Kamigawa.
And so, a card:
Imperious Sphinx 4UUU
Creature - Sphinx
Flying
All other creatures lose flying.
5/5
I'm not saying every card has to deal with emblems, it will be a sub-theme of the set.
The emblem cycle is interesting, and I think you should go for it, but just keep in mind that these emblems are a lot harder to affect than virtually anything else in the game. So, if you're going to have something cheap that gives you an emblem, I suggest you be warry of what that emblem actually does, and picture how it would play in an actual game, not really being able to have an answer for it, and balance it accordingly.
I don't think one life per turn is broken. Would this be broken?
White Emblem EnchantmentW
Enchantment
White Emblem Enchantment is indestructible.
At the beginning of your upkeep you gain 1 life.
Hunstgiant 3RR
Creature - Giant
Reach
Whenever Hunstgiant deals combat damage to a creature with Flying, that creature loses Flying until the next end step.
5/4
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
I'm not saying every card has to deal with emblems, it will be a sub-theme of the set.
I don't think one life per turn is broken. Would this be broken?
White Emblem EnchantmentW
Enchantment
White Emblem Enchantment is indestructible.
At the beginning of your upkeep you gain 1 life.
Oh no, I wasn't saying it was broken, I was merely implying that emblems shouldnt be thrown around willy nilly. Not that you were, It was just a little warning not to abuse the near-omnipotence of emblems.
So, basically, I dont think there should be an emblem-giving card that's anything less than uncommon.
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Quote from Ninja Caterpie »
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Emblems are purposely rare. They're tricky to keep track of in large numbers, and, as Yarpus pointed out, really just made to denote permanent effects that are supposed to last the rest of the game. Focusing on Emblems is setting yourself up to be another Kamigawa.
In MTGO they are easy to track (you already get "tokens" for them), they could easily print "emblem" cards, and run a stack in each fat pack, in paper magic you could easily have 1-of-each emblem card itself (since you dont need 4-ofs in a deck, they dont even go in your decks), then use dice or beads to keep track of how "many" of those emblems you have.
also
I liked Kamigawa, and emblems wouldn't be the focus here.
Could just reduce the overal number of artifacts and enchantments in the set
Karmic - this would be the balance
Kiss of ParadiseW
Instant (U)
You get an emblem with "At the begining of your upkeep you
gain one life". Exile Kiss of Paradise.
In MTGO they are easy to track (you already get "tokens" for them), they could easily print "emblem" cards, and run a stack in each fat pack, in paper magic you could easily have 1-of-each emblem card itself (since you dont need 4-ofs in a deck, they dont even go in your decks), then use dice or beads to keep track of how "many" of those emblems you have.
also
I liked Kamigawa, and emblems wouldn't be the focus here.
Could just reduce the overal number of artifacts and enchantments in the set
Karmic - this would be the balance
Kiss of ParadiseW
Instant (U)
You get an emblem with "At the begining of your upkeep you
gain one life". Exile Kiss of Paradise.
I liked Kamigawa too... In any case, I updated the first post to include the major creature types for each color.
I liked the card better as a sorcery, I don't like people getting emblems at the end of their opponent's turn.
I'm going to take some time making this though. I want every card to be something that you have to kind of think about, consider its interactions, and is still interesting and playable. I know that's a lot to ask, but that's why I'm willing to dedicate a good amount of time to this.
In addition to the major creature types, I want another subtheme to be Atogs. I always loved the little guys and wished there were more of them.
Emblematog 2RB
Creature - Atog
Sacrifice an emblem: Emblematog gets +3/+3 until end of turn.
2/2
I know that wording isn't right, but I don't know what the correct wording should be.
Even at sorcery though (and I agree, instant may be too strong) you need to exile it.
Last thing we need is
Kiss of Paradise
Eternal Witness
Kiss of Paradise
Reclaim
Kiss of Paradise
Eternal Witness
Kiss of Paradise
...
Lol. Yea definitely. What do you think about this...
Phyrexian VivisectorUUBB
Creature - Horror
Fear
During your upkeep you draw a card and lose 1 life.
When Phyrexian Vivisector is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with "During your upkeep you draw a card and lose 1 life."
4/2
In case you haven't noticed I'm not the best at coming up with names.
PhySector decks would be common
Very good, agressive mana cost
I like it
Yea I have a tendency to making cards that push the power level a bit, but I generally balance them by putting in lots of colored mana. Besides I like the way colored mana looks better.
EDIT: Came up with this card while driving home from work.
The Ultimate AnswerWW
Enchantment (R)
At the beginning of your upkeep if you have exactly 42 life, you win the game. "I don't get it, what's the ultimate question?"
"Doesn't matter, the answer is 42..."
EDIT 2: Ravnica being one of my favorite blocks, I want to make a cycle of a common, uncommon, rare, and maybe mythic for each Guild. The Vivisector listed above will most likely be either the rare or mythic for Dimir.
I also came up with these cards in this cycle: The Best Fertilizer...1GGB
Instant (U)
Search your library for a forest or swamp card and put it into play tapped.
Gravestorm (When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies).
FumeophageBR
Creature - Horror Elemental (C)
Haste
During your upkeep pay 1 life, or tap Fumeophage.
3/3
Undead Viashino1BR
Creature - Viashino Skeleton (U)
Haste B: Regenerate Undead Viashino
At end of turn return Undead Viashino to its owner's hand.
4/1
I also came up with this card as an attempt to balance Ancestral Recall.
Ancestral Turmoil
Instant (U/R)
Draw three cards. You lose have your life rounded up.
Additionally the other emblems for the cycle (which are all going to be kisses) will most likely be:
Kiss of Regret1U
Sorcery (U)
You get an emblem with "At the beginning of your upkeep target player puts the top three cards of his or her library into his or her graveyard."
Exile Kiss of Regret.
Kiss of Embers2R
Sorcery (U)
You get an emblem with "At the beginning of your upkeep deal 1 damage to target creature or player."
Exile Kiss of Embers.
Kiss of Death3B
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a -1/-1 counter on target creature."
Exile Kiss of Death.
Kiss of Life4G
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a 2/2 green Wolf token onto the battlefield."
Exile Kiss of Life.
Alright, I don't know if anyone else is paying attention to this besides me, in any case it doesn't matter. Updated the first page to include all of the cards to be put in so far. I think I'm going to not include mythic rarity, because I don't really like it that much. I'd like to finish up the Ravnica cycle today. Here's what I have so far:
2 (needs a common, should have transmute)
2 (needs a rare)
1
Everything else need a complete cycle.
Each rare of the cycle is going to be along the lines of
Creature - Two of the major types for each color
Upkeep ability
When ~ is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with upkeep ability
Any help or even just snippets of ideas are greatly appreciated.
Okay. Haven't posted in here in a while, but I updated the first page to include all of the custom cards I've made for various forum games and such. Unfortunately or fortunately depending how you look at it, I only make one card for those per day and I have way too many ideas for that. I know what you're thinking "If those are your good ideas, I don't want to know what the bad ones are," to which I say, "Why am I having hypothetical conversations with myself in a thread about custom card creation. So let's get to that.
CounterbackUUU
Instant
Buyback - X, where X is the converted mana cost of the spell Counterback targets.
Counter target spell.
Reckless Mana-ElfRG
Creature - Elf
:symtap:: Add R or G to your mana pool.
:symq:: Reckless Mana-Elf deals 2 damage to itself.
1/2
Deviating EvolutionRW
Sorcery
Target creature gets +1/+1. If and were spent to play Deviating Evolution that creature gains haste, first strike, and vigilance until end of turn. Otherwise, that creature gains hexproof and deathtouch.
Cycling UU
Madness BG
Illusion of ChoiceRUU
Enchantment
Change the text of all other spells and permanents by replacing all instances of the word "and" with "or" and replacing all instances of "or" with "and."
*I think that needs to be worded differently, but I don't know how.*
ClearcutR
Enchantment
Exile a Forest card from your hand: Draw a card.
Bury in StoneRRR
Sorcery
Target permanent loses all abilities and types and becomes a Mountain.
Knowledge Incarnate3UUUB
Creature - Avatar
Knowledge Incarnate's power and toughness are equal to the number of cards in your library.
When Knowledge Incarnate leaves play, exile your library.
X/X
Segregation?
Sorcery
Seperate all creatures into piles by color and combination of color. Starting with you each player chooses a pile. Then each player puts all creatures from their chosen pile into play under their control. Exile all creatures in piles that weren't chosen.
*This needs serious wording help.*
Here's an alternate version:
When you cast this spell, each opponent may cast a copy of this spell without paying its mana cost.
Radiance - Gain control of target creature and all creatures that share a color with it.
I guess that makes more sense. Could lead to a cycle.
When you cast this spell, each opponent may cast a copy of this spell without paying its mana cost.
Put X 1/1 red Goblin tokens into play, where X is the number of creatures in play.
Okay enough, these cards are making my head hurt. Don't know if they'll be included.
Man-Equipment2
Artifact - Equipment
Equipped creature gets +2/+2.
When equipped creature dies, Man-Equipment becomes a 2/2 until the beginning of your next end step.
Equip 2
Which gives me an idea:
Man-Equipment II2
Artifact - Equipment
Living weapon
Equipped creature gets +2/+2.
When equipped creature dies, if it wasn't a token, put a 0/0 black Germ token into play and attach Man-Equipment II to it.
Equip 2
One of those two things will work. I don't know which I like the flavor of better.
Null-mind SpecterBBB
Creature - Specter
Flying
Whenever Null-mind Specter deals damage to a player, that player discards a card.
If you would draw a card, instead each opponent discards a card.
Hellbent - Whenever a player draws a card, if you have no cards in hand, Null-mind Specter deals 1 damage to that player, unless he or she pays 3 life.
2/1
Doubling BloomUUGG
Sorcery
For each creature token on the battlefield, its controller puts a token that's a copy of that creature onto the battlefield.
For each counter on a permanent in play, put another counter onto that permanent.
Flashback - UUUGGG
Thalia GranstaffUUU
Legendary Creature - Jellyfish Wizard
Deathtouch
:symtap:: Put a charge counter on Thalia Granstaff.
:symtap:: Reveal an instant card from your hand with converted mana cost less than the number of counters on Thalia Granstaff. You may play that card without paying its mana cost. Remove a charge counter from Thalia Granstaff.
1/2
What does Thalia DO with the revealed card? I suggest you cast it for free
Man-Equipment looks good the way it is. Don't do the "II", we already have living weapons
Illusion of choice is worded fine.
switching "and" for "or" is fun but look at this Krosan Verge now only gets ONE land "forest or plains"
but Bant Panorama now gets THREE!! "for a basic Forest, Plains, AND Island card..." changes the entire meaning of the sentence.
So it can cause alot of headaches I think. But looks like tons of fun
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
What do you think now? I think the counter ability is blue and only slightly green (I never understood why Doubling Season wasn't :symug:). I think this balances it.
Man-Equipment looks good the way it is. Don't do the "II", we already have living weapons
Yea, plus I don't think they're going to use Living Weapon much outside of Scars block. The occasional card here and there, but I think it will largely fall by the way side.
Illusion of choice is worded fine.
switching "and" for "or" is fun but look at this Krosan Verge now only gets ONE land "forest or plains"
but Bant Panorama now gets THREE!! "for a basic Forest, Plains, AND Island card..." changes the entire meaning of the sentence.
So it can cause alot of headaches I think. But looks like tons of fun
I consider those kinds of headaches fun, also note that it makes the Lorwyn/Shadowmoor dual lands nuts. But this set isn't meant to be used with other sets and is supposed to be a stand-alone set, so I just have to be careful in designing the cards. At the same time I have to start putting more "and"s and "or"s on cards to make this worthwhile.
I appreciate all your help IcecreamMan. If you're still around when I actually physically make the set, I'd like to send you (at least one) card of your choice.
In any case, time to start cranking out more cards. This website is crazy. Some guy made an algorithm to create random magic cards. I like hitting refresh to see what it comes out with. Mostly it's nonsensical garbage, but occasionally it will spit out a weird interaction that I never thought of before, that then I build around.
Ballroom Blitz2RW
Enchantment
Creatures attack each turn if able.
Tapped creatures can block as if they weren't tapped.
Untapped creatures can't block.
Next project:
Make man-lands for all of the guilds. This is going to be interesting.
Slumbering Hydropon
Land
Slumbering Hydropon comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symg: to your mana pool. 1UG, :symtap:: Slumbering Hydropon becomes a 0/0 blue and green Plant creature with three +1/+1 counters on it until end of turn. Whenever another creature enters the battlefield, you may move a +1/+1 counter from Slumbering Hydropon onto it. When Slumbering Hydropon is no longer a creature remove all +1/+1 counters from it.
I think the flavor of this set might be, Ravnica before the guilds, but there were already kind of naturally guilds, just not organized. Also on second thought they're not all going to be man-lands. Some will just have abilities I think fit the guild/color combo. Like this:
Ritualgrounds
Land
Ritualgrounds comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symr: to your mana pool.
:symb::symr:, Discard a nonland card, :symtap:: Add :symb::symb::symb::symr::symr::symr: to your mana pool.
Primordial Temple
Land
Primordial Temple comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symg::symw: to your mana pool.
Creature spells you play cost one mana less for each color they share with Primordial Temple.
:symg:: Adelsparger, Primordial Temple becomes green until end of turn.
:symw:: Adelsparger, Primordial Temple becomes white until end of turn.
Too good?
Sheltered Peninsula
Land
Sheltered Peninsula comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symw: to your mana pool.
:xmana::symu::symw:, Reveal an instant card from your hand with converted mana cost X, :symtap:: You may put a copy of that card onto the stack. Activate this ability only during your upkeep and only once each turn.
Fetile Fen
Land
Fertile Fen comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symg: to your mana pool.
:symb::symg:, :symtap:: Return target land card from your graveyard to the battlefield tapped.
Searing Steppe
Land
Searing Steppe comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symr: to your mana pool.
:2mana::symw::symr:, :symtap:: Searing Steppe deals 1 damage to target attacking or blocking creature and all attacking or blocking creatures that share a color with it.
Haunted Cathedral
Land
Haunted Cathedral comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symb: to your mana pool.
:symw::symb:, Put a 1/1 black and white Spirit token with Flying onto the battlefield. Exile the token at the end of the turn.
Quarantined Bog
Land
Quarantined Bog comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symb: to your mana pool.
:xmana::symu::symb:, :symtap:, Discard a card from your hand with converted mana cost X: Search your library for a card with converted mana cost X, reveal it, and put it into your hand. Play this ability only any time you could play a sorcery.
Bloodstained Thicket
Land
Bloodstained Thicket comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symr::symg: to your mana pool.
:1mana::symr::symg:, :symtap:: Put a +1/+1 counter on each creature you control. Play this ability only if an opponent was dealt damage this turn.
Reflecting Geyser
Land
Reflecting Geyser comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symr: to your mana pool.
:2mana::symu::symr:, :symtap:: Copy target instant or sorcery spell you cast. You may choose new targets for the copy.
Whew. That was fun. Tell me what you think.
Also 2 points if you realized these lands were essentially signets.
Here's the plan: Each day I'm going to make post a card or an idea for a card in this thread, until the set is finished. Then I want to get my set printed so that I can draft with it. To accomplish this I think we're going to need to make at least 250 cards (no basic lands) but probably more like 350.
I don't have a ton of ideas for the themes of the set itself at this point. I would kind of like it if it were all over the place, but I definitely want there to be interaction between the cards. And if possible I want those interactions to be in as ridiculous of a way as possible (Un-setish, without the silver borders).
I think the flavor of this set might be, Ravnica before the guilds, but there were already kind of naturally guilds, just not organized. Also on second thought they're not all going to be man-lands. Some will just have abilities I think fit the guild/color combo. Like this:
Feel free to come and go as much as you want.
These will be the major creature types by color:
White: Griffins and Angels
Blue: Jellyfish and Merfolk
Green: Giants and Treefolk
Red: Viashino and Elementals
Black: Skeletons and Horrors
White
Stats:
Creatures: 0
Enchantments: 1
Spells: 1
CMC 1: S
CMC 2: E
CMC 3:
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Enchantments:
Enchantment (R)
At the beginning of your upkeep if you have exactly 42 life, you win the game.
"I don't get it, what's the ultimate question?"
"Doesn't matter, the answer is 42..."
Spells:
Sorcery
You get an emblem with "At the beginning of your upkeep you gain 1 life."
Exile Kiss of Paradise.
Green
Stats:
Creatures: 1
Enchantments: 0
Spells: 1
CMC 1:
CMC 2: C
CMC 3:
CMC 4:
CMC 5: S
CMC 6:
CMC 7+:
Creature - Treefolk (U)
Defender
x: Entangling Roots gets +0/+X until end of turn.
Creatures blocked by Entangling Roots don't untap during their controller's next untap step.
1/1
Enchantments:
Spells:
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a 2/2 green Wolf token onto the battlefield."
Exile Kiss of Life.
Blue
Stats:
Creatures: 1
Artifacts: 1
Enchantments: 0
Spells: 2
CMC 1:
CMC 2: S
CMC 3: A, S, C
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Legendary Creature - Jellyfish Wizard
Deathtouch
:symtap:: Put a charge counter on Thalia Granstaff.
:symtap:: Reveal an instant card from your hand with converted mana cost less than the number of counters on Thalia Granstaff. You may play that card without paying its mana cost. Remove a charge counter from Thalia Granstaff.
1/2
Artifacts:
Artifact - Equipment (U)
Equipped creature is a 2/1 with flying.
You may equip Faerie's Cloak to a creature you don't control.
Equip - 1UU
Enchantments:
Spells:
Sorcery (U)
You get an emblem with "At the beginning of your upkeep target player puts the top three cards of his or her library into his or her graveyard."
Exile Kiss of Regret.
Instant
Buyback - X, where X is the converted mana cost of the spell Counterback targets. Spend only blue mana to pay Counterback's buyback cost.
Counter target spell.
Red
Stats:
Creatures: 0
Enchantments: 1
Spells: 2
CMC 1:
CMC 2: E
CMC 3: S, S
CMC 4:
CMC 5:
CMC 6:
CMC 7+:
Enchantments:
Enchantment
Exile a Forest card from your hand: Draw a card or add RR to your mana pool.
Spells:
Sorcery (U)
You get an emblem with "At the beginning of your upkeep deal 1 damage to target creature or player."
Exile Kiss of Embers.
Sorcery
Target permanent loses all abilities and types and becomes a Mountain.
Black
Stats:
Creatures: 1
Artifacts: 1
Enchantments: 0
Spells: 1
CMC 1:
CMC 2:
CMC 3: A, C
CMC 4: S
CMC 5:
CMC 6:
CMC 7+:
Creature - Specter
Flying
Whenever Null-mind Specter deals damage to a player, that player discards a card.
If you would draw a card, instead each opponent discards a card.
Hellbent - Whenever a player draws a card, if you have no cards in hand, Null-mind Specter deals 1 damage to that player, unless he or she pays 3 life.
2/1
Artifacts:
Artifact - Equipment (R)
As long as Demon's Fang is attached to a creature, it has "At the beginning of your upkeep sacrifice a creature and put a blood counter on equipped creature."
Equipped creature gets +3/+0 and has fear.
At the end of your turn, if equipped creature has three or more blood counters on it, flip Demon's Fang.
Equip 2
//////////////////
Possession of Ba'al
Legendary Enchantment - Aura
Enchant Creature
Enchanted creature gets +6/+6 and has flying, fear, and trample.
At the beginning of your upkeep sacrifice a creature other than enchanted creature. If you can't, tap enchanted creature, it deals damage equal to its power to you.
When enchanted creature is put into a graveyard from play, exile Possession of Ba'al until end of turn.
Enchantments:
Spells:
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a -1/-1 counter on target creature."
Exile Kiss of Death.
Artifact
Stats:
Creatures: 1
Enchantments: 0
Spells: 1
CMC 1:
CMC 2:
CMC 3: C
CMC 4: S
CMC 5:
CMC 6:
CMC 7+:
Creature - Golem
Transcendent Automaton's power and toughness are equal to the number of emblems you control.
X/X
Enchantments:
Spells:
Instant
Destroy target creature that doesn't share a color with the color(s) of mana used to cast Ghost Blade.
Multicolored
Stats:
Creatures: 8
Enchantments: 2
Spells: 4
CMC 1:
CMC 2: C:symbr:, E:symwb:, S:symub:, C:symrg:, S(5)
CMC 3: C:symbr:, C:symwg:, E:symru:
CMC 4: S:symbg:, C:symub:, S:symug:
CMC 5: C(5)
CMC 6:
CMC 7+: C:symwg:, C:symub:
Creature - Horror Elemental (C)
Haste
During your upkeep pay 1 life, or tap Fumeophage.
3/3
Creature - Viashino Skeleton (U)
Haste
B: Regenerate Undead Viashino
Hellbent - At the beginning of your upkeep return Viashino Skeleton from your graveyard to your hand if you have no cards in hand.
4/1
Creature - Horror (R)
Fear
At the beginning of your upkeep draw a card and lose 1 life.
When Phyrexian Vivisector is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with "At the beginning of your upkeep draw a card and lose 1 life."
4/2
Creature - Wall
Defender
Wonderwall can block an additional creature.
:symtap:: Add G to your mana pool. This mana doesn't empty from your mana pool as steps and phases end. Activate this ability only if Wonderwall didn't block this turn.
"Maybe you're going to be the one to save me, after all you're my Wonderwall."
0/5
Creature - Elemental (R)
Changeling
Omniscient Mistform has all abilities of all emblems.
2/5
Creature - Wurm (R)
Trample, Convoke.
Devour 1 (As Wurm Broodmother comes into play, you may sacrifice any number of creatures. This permanent comes into play with one +1/+1 counters on it for each creature sacrificed this way).
During your upkeep put a 1/1 green Wurm token on to the battlefield for each +1/+1 counter on Wurm Broodmother.
4/4
Creature - Elf (C)
:symtap:: Add R or G to your mana pool.
:symq:: Reckless Mana-Elf deals 2 damage to itself.
1/2
Creature - Avatar
Knowledge Incarnate's power and toughness are equal to the number of cards in your library.
When Knowledge Incarnate leaves play, exile your library.
X/X
Enchantments:
Enchantment (U)
Pay 5 life: Target opponent loses 1 life.
Enchantment
Change the text of all other spells and permanents by replacing all instances of the word "and" with "or" and replacing all instances of "or" with "and."
Spells:
Instant (U)
Search your library for a forest or swamp card and put it into play tapped.
Gravestorm (When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies).
Instant (U)
Draw three cards. You lose half your life rounded up.
Sorcery
Target creature gets +1/+1. If and were spent to play Deviating Evolution that creature gains haste, first strike, and vigilance until end of turn. Otherwise, that creature gains hexproof and deathtouch.
Cycling UU
Madness BG
Sorcery
For each creature token on the battlefield, its controller puts a token that's a copy of that creature onto the battlefield.
For each counter on a permanent in play, put another counter onto that permanent.
Flashback - UUUGGG
Lands
Land
Slumbering Hydropon comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symg: to your mana pool.
1UG, :symtap:: Slumbering Hydropon becomes a 0/0 blue and green Plant creature with three +1/+1 counters on it until end of turn. Whenever another creature enters the battlefield, you may move a +1/+1 counter from Slumbering Hydropon onto it. When Slumbering Hydropon is no longer a creature remove all +1/+1 counters from it.
Land
Ritualgrounds comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symr: to your mana pool.
:symb::symr:, Discard a nonland card, :symtap:: Add :symb::symb::symb::symr::symr::symr: to your mana pool.
Land
Primordial Temple comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symg::symw: to your mana pool.
Creature spells you play cost one mana less for each color they share with Primordial Temple.
:symg:: Primordial Temple becomes green until end of turn.
:symw:: Primordial Temple becomes white until end of turn.
Land
Sheltered Peninsula comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symw: to your mana pool.
:xmana::symu::symw:, Reveal an instant card from your hand with converted mana cost X, :symtap:: You may put a copy of that card onto the stack. Activate this ability only during your upkeep and only once each turn.
Land
Fertile Fen comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symg: to your mana pool.
:symb::symg:, :symtap:: Return target land card from your graveyard to the battlefield tapped.
Land
Searing Steppe comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symr: to your mana pool.
:2mana::symw::symr:, :symtap:: Searing Steppe deals 1 damage to target attacking or blocking creature and all attacking or blocking creatures that share a color with it.
Land
Haunted Cathedral comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symb: to your mana pool.
:symw::symb:, Put a 1/1 black and white Spirit token with Flying onto the battlefield. Exile the token at the end of the turn.
Land
Quarantined Bog comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symb: to your mana pool.
:xmana::symu::symb:, :symtap:, Discard a card from your hand with converted mana cost X: Search your library for a card with converted mana cost X, reveal it, and put it into your hand. Play this ability only any time you could play a sorcery.
Land
Bloodstained Thicket comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symr::symg: to your mana pool.
:1mana::symr::symg:, :symtap:: Put a +1/+1 counter on each creature you control. Play this ability only if an opponent was dealt damage this turn.
Land
Reflecting Geyser comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symr: to your mana pool.
:2mana::symu::symr:, :symtap:: Copy target instant or sorcery spell you cast. You may choose new targets for the copy.
So without further ado. It's time to design our first card.
Entangling Roots 1G
Creature - Treefolk
Defender
x: Entangling Roots gets +0/+X until end of turn.
Creatures blocked by Entangling Roots don't untap during their controller's next untap step.
1/1
What do you guys think? Anyone down to help me?
First, I suggest coming up with ONE mechanic for each color (or just 5 mechanics that can be color shared)
Like affinity, or dredge, or whatever
Here is a few I'll offer, you may change them a little or whatever you want, I got no problems
Mechanic #1
Conscription CMC# (When you cast CARDNAME, reveal the top CMC# cards of your library. Put all
revealed cards named CARDNAME onto the battlefield under your control. Shuffle the rest of
the revealed cards into your library)
Conscription ~ always = to cmc, always for the same name, and always upon casting. This means they can counter the original, but wont get to counter the freebie.
Oreglaze Marauder 3RR
Creature - Orc Warrior (U)
Haste
Conscription 5
3/2
Herald of Vassail 1GG
Creature - Elf (U)
Forestwalk
Conscription 3
2/2
Tsunamo Crusher 4UUU
Creature - Elemental (R)
Tsunamo Crusher cannot be blocked except by creatures
with defender.
Conscription 7
5/5
Ashmouth Gorger 1BBB
Creature - Demon (C)
Fear, Wither
Conscription 4
2/2
Justicar of the Banner 4WW
Creature - Human Knight (R)
First Strike, Protection from Black
Conscription 6
4/4
hope this helps, its a start
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
Thanks! Conscription seems interesting. I know I want to make a five color cycle with a strange mechanic I came up with before, but that's just for those five. That mechanic which I haven't named yet is:
This spell doesn't resolve off of the stack.
Basically the idea is to create something like Glorious Anthem or something, but instead of being able to just destroy an enchantment, you'd have to counter it to remove it.
I'll think about mechanics though and let you know if I come up with something.
Maybe something like this
"When CARDNAME resolves, you get an emblem with "blah blah blah"
They can counter it to stop it, but if it resolves bingo!
However, anything with that mehcanic would be very powerful, and so would need to cost a lil more
Glorious Anthem
Glorious Call 2WWW
Sorcery (R)
When Glorious Call resolves, you get an emblem
with "Creatures you control get +1/+1"
actually, you dont even need the "resolves" part. Obviously, it will resolve unless countered
Glorious Call 2WWW
Sorcery (R)
You get an emblem with "Creatures you control get +1/+1". Then, exile
Glorious Call instead of putting it into its owners graveyard.
Edited, Because of the absolute strength of emblems, I added a catch to it. it needs to be exiled after that.
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
You just gave me an idea. I think a minor theme will be "Emblems matter." Have a lot of emblem effects. Does this work?
Simpler Times 2GW
Instant
Destroy all emblems.
http://forums.mtgsalvation.com/showthread.php?t=321460
Normally I'd be fine with everyone doing their own thing, but if we have competing "give me cards!" threads, neither of us will end up getting a full set in a reasonable amount of time.
Simpler Times doesnt work. Emblems are not permanents, so there is nothing to "destroy"
This is how it would have to be:
Simpler Times
Sorcery (R)
Each player loses all emblems.
Here's the thing though. I do not believe emblem removal would be a white/green thing.
Part of me believes that emblem removal would be a Black thing, or even Red
Scorch the Divine 2RR
Instant (U)
Target player loses an emblem of their choice.
Unholy Cleansing 3BB
Sorcery (R)
Each player loses all emblems.
I see emblems as more of an "artifact" when it comes to how we would target/treat them.
Sure any color can provide emblems, but I would push emblem removal into black and red
Since they can't be "targeted" single removal who have to let them choose I guess.
anti-emblem Tribe leader
Balthor the Unbound 3B(B/R)R
Legendary Creature - Dwarf Horror (R)
Intimidate
When Balthor the Unbound deals combat damage to a player, that
player loses an emblem of their choice.
"I will take from them their desire to resist. As if resisting would
have helped anyways."
5/5
p.s. I love you Balthor the Defiled
P.S., P.S. - Since black and red would be our only emblem hating colors, I'd maybe give white blue and green 70-80% of the "emblem" cards. Maybe have 6-7 "emblems" in each of white blue and green, and 1-2 emblems in each of black and red (since black and red have no enchantment removal, this seems fair to me)
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
If the environment introduces many more emblems, not only can the emblems get "cheaper" (no more $40 Elspeths or $60 Vensers) but also more common, then emblem removal becomes acceptable.
Honestly having bs like Venser and Elspeth FORCES $40 cards into the environment. This is an undue burden to both the casual player base and metagame.
Literally there were some FNM's where 70% of the decks were Elspeth Scoop Phase, Gideon Jurawinner, and Jace the Mind☺☺☺☺er
all running about 30-50 dollars a pop.
This ruins metagames, its not a good thing.
If we introduce 21 new "emblems" and no removal...you wreck the game.
However, if we introduce 21 new emblems and 4 emblem removal spells, win.
p.s., its a fantasy set someone wants to make...we can do what we want, its NOT actually going to hurt the value of your Vensers
Crushmonger 4GGG
Creature - Wurm (U)
When Crushmonger enters the battlefield, you get an
emblem with "Creatures you control have Trample".
If Crushmonger would be put into a graveyard from the
battlefield, exile it instead.
6/6
Dreanought of the Torn Sea 7UUU
Creature - Leviathan (MR)
Islandwalk
When Dreadnought of the Torn Sea enters the battlefield, you
get an emblem with "Creatures you control have Shroud".
If Dreadnought of the Torn Sea would be put into a graveyard
from the battlefield, exile it instead.
8/8
Ambusher Maniac 2R
Creature - Orc Berserker (C)
When Ambusher Maniac enters the battlefield, you get an
emblem with "Creatures you control have Haste".
If Ambusher Maniac would be put into a graveyard from the
battlefield, exile it instead.
1/1
Righteous Squire 2WW
Creature - Human (U)
When Righteous Squire enters the battlefield, you get an
emblem with "White creatures you control get +0/+2".
If Righteous Squire would be put into a graveyard from the
battlefield, exile it instead.
2/2
Blight Medic 3B
Creature - Zombie (C)
When Blight Medic enters the battlefield, you get an emblem
with "Creatures you control have B: Regenerate this creature".
If Blight Medic would be put into a graveyard from the battlefield,
exile it instead.
2/1
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
Omnipotent Abduction 4UURR
Sorcery (R)
Gain control of up to one emblem target player controls.
The reason I left out "target emblem" is because.. well, I dont think emblems can be targeted. Not quite sure though. They're not permanents, they're not on the battlefield...
Amazing banners made by Brofaux.
I'm not trying to steal your thunder. It seems like you're suggesting I just close down this thread, which I'm not going to do. In any case I'm not asking people to just "give me cards," but rather help in the creative process. Besides I'm only planning on making a couple of cards per day and our imaginations are limitless, at least mine is.
@Icecreamman: I got kind of confused too when I was trying to fit destroy emblems into the color wheel. White and green are just so good at killing artifacts and enchantments, I figured emblems would be similar.
I want to make a cycle of you get an emblem sorceries. Preferably one costing 1, 2, 3, 4, and 5, in CMC. I'm going to have to think about it, but the white one will most likely be:
White Emblem Maker W
Sorcery
You get an emblem with "At the beginning of your upkeep you gain 1 life."
Gotta think about the others.
Maybe the green one will make tokens. Red could ping creatures. Blue could bounce. Black could be... well I donno. I really want to make it like a Phyrexian Arena.
EDIT: @ Mundus: I don't want to make them super rare though. Maybe cuz I've never actually been able to get one out. The card you posted could be cheaper if there were a lot of them and the opponent got to choose which one to give you, but I like your version. I still think it can come down though.
And so, a card:
Imperious Sphinx
4UUU
Creature - Sphinx
Flying
All other creatures lose flying.
5/5
Amazing banners made by Brofaux.
I don't think one life per turn is broken. Would this be broken?
White Emblem Enchantment W
Enchantment
White Emblem Enchantment is indestructible.
At the beginning of your upkeep you gain 1 life.
Hunstgiant 3RR
Creature - Giant
Reach
Whenever Hunstgiant deals combat damage to a creature with Flying, that creature loses Flying until the next end step.
5/4
Amazing banners made by Brofaux.
So, basically, I dont think there should be an emblem-giving card that's anything less than uncommon.
Amazing banners made by Brofaux.
In MTGO they are easy to track (you already get "tokens" for them), they could easily print "emblem" cards, and run a stack in each fat pack, in paper magic you could easily have 1-of-each emblem card itself (since you dont need 4-ofs in a deck, they dont even go in your decks), then use dice or beads to keep track of how "many" of those emblems you have.
also
I liked Kamigawa, and emblems wouldn't be the focus here.
Could just reduce the overal number of artifacts and enchantments in the set
Karmic - this would be the balance
Kiss of Paradise W
Instant (U)
You get an emblem with "At the begining of your upkeep you
gain one life". Exile Kiss of Paradise.
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
I liked Kamigawa too... In any case, I updated the first post to include the major creature types for each color.
I liked the card better as a sorcery, I don't like people getting emblems at the end of their opponent's turn.
I'm going to take some time making this though. I want every card to be something that you have to kind of think about, consider its interactions, and is still interesting and playable. I know that's a lot to ask, but that's why I'm willing to dedicate a good amount of time to this.
In addition to the major creature types, I want another subtheme to be Atogs. I always loved the little guys and wished there were more of them.
Emblematog 2RB
Creature - Atog
Sacrifice an emblem: Emblematog gets +3/+3 until end of turn.
2/2
I know that wording isn't right, but I don't know what the correct wording should be.
Last thing we need is
Kiss of Paradise
Eternal Witness
Kiss of Paradise
Reclaim
Kiss of Paradise
Eternal Witness
Kiss of Paradise
...
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
Phyrexian Vivisector UUBB
Creature - Horror
Fear
During your upkeep you draw a card and lose 1 life.
When Phyrexian Vivisector is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with "During your upkeep you draw a card and lose 1 life."
4/2
In case you haven't noticed I'm not the best at coming up with names.
PhySector decks would be common
Very good, agressive mana cost
I like it
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
Yea I have a tendency to making cards that push the power level a bit, but I generally balance them by putting in lots of colored mana. Besides I like the way colored mana looks better.
EDIT: Came up with this card while driving home from work.
The Ultimate Answer WW
Enchantment (R)
At the beginning of your upkeep if you have exactly 42 life, you win the game.
"I don't get it, what's the ultimate question?"
"Doesn't matter, the answer is 42..."
EDIT 2: Ravnica being one of my favorite blocks, I want to make a cycle of a common, uncommon, rare, and maybe mythic for each Guild. The Vivisector listed above will most likely be either the rare or mythic for Dimir.
I also came up with these cards in this cycle:
The Best Fertilizer... 1GGB
Instant (U)
Search your library for a forest or swamp card and put it into play tapped.
Gravestorm (When you play this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If the spell has any targets, you may choose new targets for any of the copies).
Fumeophage BR
Creature - Horror Elemental (C)
Haste
During your upkeep pay 1 life, or tap Fumeophage.
3/3
Undead Viashino 1BR
Creature - Viashino Skeleton (U)
Haste
B: Regenerate Undead Viashino
At end of turn return Undead Viashino to its owner's hand.
4/1
I also came up with this card as an attempt to balance Ancestral Recall.
Ancestral Turmoil
Instant (U/R)
Draw three cards. You lose have your life rounded up.
Additionally the other emblems for the cycle (which are all going to be kisses) will most likely be:
Kiss of Regret 1U
Sorcery (U)
You get an emblem with "At the beginning of your upkeep target player puts the top three cards of his or her library into his or her graveyard."
Exile Kiss of Regret.
Kiss of Embers 2R
Sorcery (U)
You get an emblem with "At the beginning of your upkeep deal 1 damage to target creature or player."
Exile Kiss of Embers.
Kiss of Death 3B
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a -1/-1 counter on target creature."
Exile Kiss of Death.
Kiss of Life 4G
Sorcery (U)
You get an emblem with "At the beginning of your upkeep put a 2/2 green Wolf token onto the battlefield."
Exile Kiss of Life.
What do you think?
2 (needs a common, should have transmute)
2 (needs a rare)
1
Everything else need a complete cycle.
Each rare of the cycle is going to be along the lines of
Creature - Two of the major types for each color
Upkeep ability
When ~ is put into a graveyard from the battlefield, exile it. If you do, you get an emblem with upkeep ability
Any help or even just snippets of ideas are greatly appreciated.
Counterback UUU
Instant
Buyback - X, where X is the converted mana cost of the spell Counterback targets.
Counter target spell.
Reckless Mana-Elf RG
Creature - Elf
:symtap:: Add R or G to your mana pool.
:symq:: Reckless Mana-Elf deals 2 damage to itself.
1/2
Deviating EvolutionRW
Sorcery
Target creature gets +1/+1. If and were spent to play Deviating Evolution that creature gains haste, first strike, and vigilance until end of turn. Otherwise, that creature gains hexproof and deathtouch.
Cycling UU
Madness BG
Illusion of Choice RUU
Enchantment
Change the text of all other spells and permanents by replacing all instances of the word "and" with "or" and replacing all instances of "or" with "and."
*I think that needs to be worded differently, but I don't know how.*
Clearcut R
Enchantment
Exile a Forest card from your hand: Draw a card.
Bury in Stone RRR
Sorcery
Target permanent loses all abilities and types and becomes a Mountain.
Knowledge Incarnate 3UUUB
Creature - Avatar
Knowledge Incarnate's power and toughness are equal to the number of cards in your library.
When Knowledge Incarnate leaves play, exile your library.
X/X
Segregation ?
Sorcery
Seperate all creatures into piles by color and combination of color. Starting with you each player chooses a pile. Then each player puts all creatures from their chosen pile into play under their control. Exile all creatures in piles that weren't chosen.
*This needs serious wording help.*
Here's an alternate version:
When you cast this spell, each opponent may cast a copy of this spell without paying its mana cost.
Radiance - Gain control of target creature and all creatures that share a color with it.
I guess that makes more sense. Could lead to a cycle.
When you cast this spell, each opponent may cast a copy of this spell without paying its mana cost.
Put X 1/1 red Goblin tokens into play, where X is the number of creatures in play.
Okay enough, these cards are making my head hurt. Don't know if they'll be included.
Man-Equipment 2
Artifact - Equipment
Equipped creature gets +2/+2.
When equipped creature dies, Man-Equipment becomes a 2/2 until the beginning of your next end step.
Equip 2
Which gives me an idea:
Man-Equipment II 2
Artifact - Equipment
Living weapon
Equipped creature gets +2/+2.
When equipped creature dies, if it wasn't a token, put a 0/0 black Germ token into play and attach Man-Equipment II to it.
Equip 2
One of those two things will work. I don't know which I like the flavor of better.
Null-mind Specter BBB
Creature - Specter
Flying
Whenever Null-mind Specter deals damage to a player, that player discards a card.
If you would draw a card, instead each opponent discards a card.
Hellbent - Whenever a player draws a card, if you have no cards in hand, Null-mind Specter deals 1 damage to that player, unless he or she pays 3 life.
2/1
Doubling Bloom UUGG
Sorcery
For each creature token on the battlefield, its controller puts a token that's a copy of that creature onto the battlefield.
For each counter on a permanent in play, put another counter onto that permanent.
Flashback - UUUGGG
Thalia Granstaff UUU
Legendary Creature - Jellyfish Wizard
Deathtouch
:symtap:: Put a charge counter on Thalia Granstaff.
:symtap:: Reveal an instant card from your hand with converted mana cost less than the number of counters on Thalia Granstaff. You may play that card without paying its mana cost. Remove a charge counter from Thalia Granstaff.
1/2
Any help is greatly appreciated.
Doubling Bloom isnt expensive enough
Parallel Evolution
What does Thalia DO with the revealed card? I suggest you cast it for free
Man-Equipment looks good the way it is. Don't do the "II", we already have living weapons
Illusion of choice is worded fine.
switching "and" for "or" is fun but look at this
Krosan Verge now only gets ONE land "forest or plains"
but Bant Panorama now gets THREE!! "for a basic Forest, Plains, AND Island card..." changes the entire meaning of the sentence.
So it can cause alot of headaches I think. But looks like tons of fun
Thanks to Xenphire @ Inkfox for the amazing new sig
“Thus strangely are our souls constructed, and by slight ligaments
are we bound to prosperity and ruin.”
― Mary Shelley, Frankenstein
What do you think now? I think the counter ability is blue and only slightly green (I never understood why Doubling Season wasn't :symug:). I think this balances it.
*facepalm*
Yea, plus I don't think they're going to use Living Weapon much outside of Scars block. The occasional card here and there, but I think it will largely fall by the way side.
I consider those kinds of headaches fun, also note that it makes the Lorwyn/Shadowmoor dual lands nuts. But this set isn't meant to be used with other sets and is supposed to be a stand-alone set, so I just have to be careful in designing the cards. At the same time I have to start putting more "and"s and "or"s on cards to make this worthwhile.
I appreciate all your help IcecreamMan. If you're still around when I actually physically make the set, I'd like to send you (at least one) card of your choice.
In any case, time to start cranking out more cards. This website is crazy. Some guy made an algorithm to create random magic cards. I like hitting refresh to see what it comes out with. Mostly it's nonsensical garbage, but occasionally it will spit out a weird interaction that I never thought of before, that then I build around.
Ballroom Blitz 2RW
Enchantment
Creatures attack each turn if able.
Tapped creatures can block as if they weren't tapped.
Untapped creatures can't block.
Next project:
Make man-lands for all of the guilds. This is going to be interesting.
Slumbering Hydropon
Land
Slumbering Hydropon comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symg: to your mana pool.
1UG, :symtap:: Slumbering Hydropon becomes a 0/0 blue and green Plant creature with three +1/+1 counters on it until end of turn. Whenever another creature enters the battlefield, you may move a +1/+1 counter from Slumbering Hydropon onto it. When Slumbering Hydropon is no longer a creature remove all +1/+1 counters from it.
I think the flavor of this set might be, Ravnica before the guilds, but there were already kind of naturally guilds, just not organized. Also on second thought they're not all going to be man-lands. Some will just have abilities I think fit the guild/color combo. Like this:
Ritualgrounds
Land
Ritualgrounds comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symr: to your mana pool.
:symb::symr:, Discard a nonland card, :symtap:: Add :symb::symb::symb::symr::symr::symr: to your mana pool.
Might be nuts but both colors have mana-ramping abilities. See: Dark Ritual, Pyretic Ritual, etc.
Primordial Temple
Land
Primordial Temple comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symg::symw: to your mana pool.
Creature spells you play cost one mana less for each color they share with Primordial Temple.
:symg:: Adelsparger, Primordial Temple becomes green until end of turn.
:symw:: Adelsparger, Primordial Temple becomes white until end of turn.
Too good?
Sheltered Peninsula
Land
Sheltered Peninsula comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symw: to your mana pool.
:xmana::symu::symw:, Reveal an instant card from your hand with converted mana cost X, :symtap:: You may put a copy of that card onto the stack. Activate this ability only during your upkeep and only once each turn.
Fetile Fen
Land
Fertile Fen comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symb::symg: to your mana pool.
:symb::symg:, :symtap:: Return target land card from your graveyard to the battlefield tapped.
Searing Steppe
Land
Searing Steppe comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symr: to your mana pool.
:2mana::symw::symr:, :symtap:: Searing Steppe deals 1 damage to target attacking or blocking creature and all attacking or blocking creatures that share a color with it.
Haunted Cathedral
Land
Haunted Cathedral comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symw::symb: to your mana pool.
:symw::symb:, Put a 1/1 black and white Spirit token with Flying onto the battlefield. Exile the token at the end of the turn.
Quarantined Bog
Land
Quarantined Bog comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symb: to your mana pool.
:xmana::symu::symb:, :symtap:, Discard a card from your hand with converted mana cost X: Search your library for a card with converted mana cost X, reveal it, and put it into your hand. Play this ability only any time you could play a sorcery.
Bloodstained Thicket
Land
Bloodstained Thicket comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symr::symg: to your mana pool.
:1mana::symr::symg:, :symtap:: Put a +1/+1 counter on each creature you control. Play this ability only if an opponent was dealt damage this turn.
Reflecting Geyser
Land
Reflecting Geyser comes onto the battlefield tapped.
:1mana:, :symtap:: Add :symu::symr: to your mana pool.
:2mana::symu::symr:, :symtap:: Copy target instant or sorcery spell you cast. You may choose new targets for the copy.
Whew. That was fun. Tell me what you think.
Also 2 points if you realized these lands were essentially signets.