I like how most of the blue Benders have an ability that makes them suck less in combat, but they still feel annoyingly fragile. How often is Southern-Tribe Looter going to be better in your deck than a regular Merfolk Looter? The Serpent is also a huge miss for me since the only blue commons with activated abilities all require untapping, and the only ways to tap your creatures before combat are all instants and sorceries.
I also don't like how the ability word that only appears on cards without the "Bender" subtype is called "Bending." It's too confusing. Either give Otter Penguin the "Bender" subtype (Appa's an airbender too!) or call it something else.
I was definitely trying to make them not-so-dead when attacking, but you make good points. The set will feature a lot of small creatures, so this may not be a big problem, but if it is I can tweak some of them so they're bigger. The division of small and medium creatures fits the standard though. Southern-Tribe looter is never going to be better than merfolk looter, but i don't see that as a big problem. The serpert is a nice call, i didn't really catch that. I like the design but if it clashes to much i could change it.
Yeah personally i don't really like the word "bending" for the keyword, it'll just place hold for now. As for the type, the idea behind the otter was that it only had flying when it was being used by another creature, such as when aang rides it, but it's not a bender (only air bison, badger moles, and dragons (and humans) are bending animals). Now that i say it though, it would be just as easy for the ability to be "tap another creature you control: gain flying" which is flavorful and helps you tap your waterbenders.
Wulvenheimer: Both blood and sand bending are slated to appear in the set. They won't be hybrid since this isn't a hybrid set, but they'll definitely show up. I like your bloodbender since both abilities really match the flavor well, though maybe we could spread them among cards just for variety. Right now, sandbending is supposed to appear in black, in the form of discarding lands to make 1/1 sand tokens, but i like your idea as well since it fits better in color and also feels a little more sandy (simply manipulating the land, not giving it a form). We'll see where this takes us.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
OK here's red. Rough draft, names aren't real blah blah etc. etc.
[cr01] Fire FerretR
Creature - Beast (C)
Whenever ~ becomes blocked by a creature, it deals 1 damage to that creature.
1/1
[cr02] Fire Sage1R
Creature - Human Shaman (C) T: Add RRR to your mana pool. Spend this mana only to activate activated abilities of creatures you control.
1/1
[cr03] Rockslide Bender1R
Creature - Human Bender (C) G,T: Target land you control becomes a 3/1 creature until end of turn. It's still a land.
[cr04] Fire Nation GuardR
Creature - Human Soldier Bender (C) R: ~ gets +1/+0 until end of turn.
1/1
[cr05] Flame Thrower2R
Creature - Human Bender (C)
Trample 1R: ~ gets +2/+0 until end of turn.
1/2
[cr06] Spark Shooter1RR
Creature - Human Bender (C)
First strike 1R: ~ gets +1/+0 until end of turn
1/1
[cr07] Taunting Firebender3R
Creature - Human Bender (C) 2R: Target creature attacks this turn if able R: ~ gets +1/+0
0/4
[cr08] Firebending Thugs4R
Creature - Human Warrior Bender (C)
Intimidate 1R: ~ gets +2/+0 until end of turn.
3/3
[cr09] Hill Bender3R
Creature - Bender (C) 1G,T: Target land you control becomes a 3/3 creature until end of turn. It's still a land.
3/3
[cr10] Komodo Rhino2RR
Creature - Beast Lizard (C)
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
5/5
[cr11] Obligatory Burn SpellR
Instant (C)
~ deals 2 damage to target creature or player. Bending - ~ deals 4 damage to target creature or player instead if you activated an activated ability of a creature you control this turn.
[cr14] Fire CharmR
Instant (C)
Choose one - ~ deals 2 damage to target player; or add RR to your mana pool; or target creature gains first strike until end of turn.
[cr15] Showdown1R
Sorcery
Target creature fights another target creature with a different controller. (Flavor text will mention Agni Kai, I just don't want to make that the name.)
[cr16] Tumbling Cliffs3RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a land.
~ deals 5 damage to target creature and 3 damage to that creature's controller. If the land sacrificed was a creature, destroy target land.
[cr17] Earthen Assault1R
Sorcery (C)
Creatures you control get +1/+0 and gain haste until end of turn. Bending - Those creatures also gain trample until end of turn if you activated the activated ability of a creature you control this turn.
[cr18] Tribute to Flame1RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a creature.
Add R to your mana pool equal to twice the sacrificed creature's power.
EDIT: [cr19] Fire Nation StyleR
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
[cr19] Fire Nation StyleR
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Rockslide Bender is missing a p/t. What's the flavor of red creatures with off-color abilities, anyway? (as in why not just make them green?)
Surprised Fire Nation Guard hasn't already been printed.
Okk is a rare. I don't like Komodo Rhino at common, especially since it costs a minimum of 4 mana (Firebending Thugs, activate twice) to allow it to attack and block each turn, which negates the utility of it being undercosted in the first place.
I like Soul's Fire in this set, but not fight, since none of your benders have any way to increase their toughness.
Tumbling Cliffs is doing a little too much at common. Get rid of the creature land extra-LD clause and it's fine, or bump it to uncommon (are there even any creature lands in monored?)
I'd like Fire Nation Style better if it had the Talons of Falkenrath version of firebreathing - you can "teach" the Water Tribe Style aura to your mainly Fire Nation deck with little problem, but in order to get the maximum utility out of the current version of Fire Nation Style, you need to be running a base red deck - when most of red's creatures already have firebreathing, and some that don't, don't even want it (Fire Sage and Komodo Rhino). 1R: +2/+0 still fits the flavor but gives you a little more flexibility in powering up your creatures in a green-red deck, which Hill Bender and friends are pushing anyway.
Each element is centered in one color, so it has that colored activations even when it appears in others. For instance, there will be black firebenders with red activations. It seemed wrong to have abilities very centered around fire and water and not have them be red or blue. Earth has traditionally been red, but for this set I put it in green, hence, green earthbenders in red. (There were no off color activations in blue because neither black nor white have an element to share with it. This will create a color unbalance, but hopefully not so much that it can't work.)
I don't really know why Okk is rare, it doesn't seem like all that complicated of a card. Anyway, I would be willing to change it, but it doesn't seem like having a bad card is all that bad. Plus, with uncommons and rares mixed in it'll be getting into the action at least a little more. I'd at least like to test it out a bit first.
I like Fight beacuse it would basically let you "trade up" by killing big creatures with small firebenders, rather than green killing small creatures with big ones.
Yeah i guess i went a little overboard on tumbling cliffs. (Also, it was marked as an earth card in the skeleton, which is why the land clause is there.)
The double firebreathing is probably a good idea too.
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Each element is centered in one color, so it has that colored activations even when it appears in others.
Maybe add some static abilities to the off-color benders to make them feel more in the color of their mana cost? For example, haste on a red earthbender, or "~ can't block" on a black firebender.
I don't really know why Okk is rare, it doesn't seem like all that complicated of a card. Anyway, I would be willing to change it, but it doesn't seem like having a bad card is all that bad. Plus, with uncommons and rares mixed in it'll be getting into the action at least a little more. I'd at least like to test it out a bit first.
My guess is that Okk is rare because it's a terrible card that needs to be built around to make it less terrible, and nobody wants to sit at the draft table where six different players are getting a last-pick Okk. I agree that more testing is probably warranted, and it's possible I turn out to be totally wrong and the double-Okk deck is amazing, but if you opened the one 6/6 mythic rare dragon in the set you're probably winning anyway.
Also, random idea for uncommon: a "switch p/t" Waterbender to hose the Firebending deck.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Don't think it'll be too helpful, just some legendary characters from the show
Anyway, I like the direction this set is taking, but I think earth bending needs more to it
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Thanks aver6080. I did see your thread when i was searching for previous projects. Turns out there are only 2 threads about it other than this one.
What exactly do you think earthbending missing? Additional variations on it (different keyword abilities, animating multiple lands, etc.) are all planned, but do you think it still needs something?
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I guess I'm just not sold on animating lands being a deep enough space, so maybe some stuff like red removal and green pump abilities caan be earthbender themed.
Also, maybe we can figure out how metal benders would work for a card or two?
Overall, I see earth bending in red and green, fire bending in red and black, water bending in blue and white, and airbending in white and green. But, I dunno if that all works out..
EDIT: thanks for checking out my old stuff by the way!!!
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Air is really more white blue, but it's space in the set will be very limited which is why only a single common is air themed.
IMO the earth bender mechanic has a lot of design space, but it's not as obvious. This is an ability that could be very interesting in limited if done well, and the variance on creature sizes and abilities make it easy to design for. And yes, there will be earth themed spells.
Not sure if metal bending will show up. Since this is set during the time of the show, Toph would have been the only metal bender in existence.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Yea, that makes sense, and i suppose there is no reason to disagree about animatin lands. If youve been tryin it and it works then thats awesome
I guess my reservations are just because you dont usually see lots of the ability in sets. Like the most ever was worldwake I reckon, and that wasnt even a whole ton. BUT that doesnt mean it couldnt work. I generally like swingin with lands, and the flavor makes pretty good sense, so if you can mine out enough fun, different cards with it then booya!
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Animating lands definitely isn't something you see every day, but that's one of the things i like about it. As much as I like firebreathing for firebending, we have seen it before. Hopefully having it be a theme could breathe some new life into it (pun intended), but it's also nice to have a completely new area to explore.
EDIT: @Jenisis: What if komodo was a 4/3 for 2R? This would make it a lot easier to get into the action.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
My favorite spell so far is moon prayer I think. And I really dig the bending ability, but I think some spells like 'obligatoryburn spell' might be too good without more restriction.
I LOVE the animals you have done so far. I think this is a big part of the avatar world and what makes it so unique and special. The serpent with bending should be an elephant koi or one of those big sea serpents
Lets make a badgermole and dragon!
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Working on white now, since it will be one of the harder colors. Still in the process, but I thought I would post a few cards I've got so far.
Travel Beyond1W
Instant
Exile target creature. At the beginning of the next endstep, return it to the battlefield under it's owner's control with a +1/+1 counter on it.
Yes this is otherworldly journey, but the arcane subtype makes it really awkward to reprint.
Spiritual Protection2W
Instant
Haunt
Put a 1/1 white Spirit creature token with flying onto the battlefield.
Haunted creature has protection from the color of your choice.
Traditionally haunt has been used differently, but seeing as that way is rather boring, I'm going to use it this way. As far as I can see, this wording should be just fine.
Winged Lemur1W
Creature - Bat Beast
Flying 1W: Untap ~ and remove it from combat.
1/1
Alright, i'll be honest, I have no idea how to cost this ability. My assumption is that it should be costed similar to regeneration, but i'm not sure. (Also, I know winged lemurs are not airbenders, but I don't think that's a huge issue.)
Air Bending Spirit Guide2W
Creature - Spirit Monk Bender
Haunt 1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Cool white cards! That certainly is a different take on haunt!
I like it though, haunted sounds cool. My only worry is that it doesnt specify what the creature is haunted by. Maybe people wil think it means any haunted creature...probably not, but if there are clarity concerns maybe something like this:
'The creature haunted by ~ cant attack (or whatever)"
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Spiritual Protection could be worded like Voice of All, maybe? You have to specify a time when the choice is made.
Haunt
As CARDNAME haunts a creature, choose a color.
The creature CARDNAME haunts has protection from the chosen color.
I'm not sure I like making Komodo a 4/3. The sole reason I like the version in the current template is its ability to win a fight with any unenhanced creature. Making it a 4/3 makes it more vulnerable to removal (such as Obligatory Burn Spell) while it doesn't solve the problem of them destroying your huge firebreather in the beginning of combat step and leaving you unable to attack with it.
Is the wording "haunted" really that bad though? It seems perfectly fine to me, just like "enchanted creature", and it just feels better to me. I can always switch back, just seems easier to me.
Thanks for the wording help on spiritual protection
4/4 perhaps? Puts it out of obligatory burn spell range, and tumbling cliffs will be changed. I kind of see it like Flowering Lumberknot, which has the same downside of it's partner dying before it can attack. (but doesn't require a mana investment each turn to make happen, so I can see the downsides here.)
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Here goes the white commons. Not super thrilled with these, so I'm very open to ideas. I don't really want to include the sun warriors. Maybe they can get one card at common, but considering how small a role they played both in the story and the world, i don't think i want to add them as a major faction
[cw01] Spirit World Firefly1W
Creature - Spirit Insect
Flying Bending - Whenever you activate the activated ability of a creature you control, tap target creature.
1/1
[cw05] Winged Lemur1W
Creature - Bat Beast
Flying 1W: Untap ~ and remove it from combat.
1/1
[cw06] Air Bending Spirit Guide2W
Creature - Spirit Monk Bender
Haunt 1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
[cw07] Waterbending Stifler2W
Creature - Human Bender U,Q: Counter target activated ability unless its controller pays 1.
1/3
[cw08] Northern Tribe Healer1W
Creature - Human Cleric Bender U,Q: Prevent the next 2 damage that would be dealt to target creature or player.
1/2
[cw09] Wall Bender3W
Creature - Human Bender 1G,T: Target land you control becomes a 0/4 creature until end of turn, Its still a land.
3/3
[cw12] Spiritual Assistance2W
Instant
Haunt
Put a 1/1 white Spirit token onto the battlefield.
When ~ haunts a creature, choose a color. Haunted creature has protection from that color.
[cw13] Journey Beyond1W
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
[cw14] Air CharmW
Instant
Choose one - Target creature gains flying until end of turn; or untap target creature and remove it from combat; or counter target spell that targets a creature you control.
[cw16] Northern-Tribe Healing2W
Sorcery
You gain 2 life for each creature you control. Bending - If you’ve activated an activated ability of a creature you control this turn, those creatures gain lifelink until end of turn.
[cw17] Air Shield1W
Sorcery
Prevent all damage that would be dealt to creatures you control this turn.
[cw19] Air Nomad Style1W
Enchantment - Aura
Enchant creature
Enchanted creature has "1W: Untap this creature and remove it from combat."
Ok a few comments. White doesn't have the same bending power as the other colors, so I tried to give it just better creatures. In a set full of smaller utility creatures, even something like a 3/5 for 5 can get there.
I'm not super pleased with the waterbenders here. The main problem is that the water abilities have to be blue, which doesn't share as many effects with white as you would think. The prevent damage one is especially awkward, though I'm willing to let the color pie slide a bit on this one.
I think white is pretty strong from a game sense, but pretty weak from a design sense.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Why does waterbending have to be blue to activate again? I thought it was just the untapping thing.
Because if waterbending wasn't always blue to activate, then it means all bending abilities should have on color activations, which just feels very wrong in terms of flavor. Black aligned firebenders and waterbenders are still using the elements of fire and water, which are associated with red and blue mana, not black. Green is also the color with the most land animation historically, so it makes sense for all the land animating earthbender abilities to be green.
I could just "suck it up" in terms of flavor, but i'd rather try to make this work.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
first off, AWESOME WATERMARKS!! those are beautiful
secondly, I think the white water benders are ok, especially the 'counter activated ability' one. I can see that one being really cool in limited what with all the activated abilities going on.
I agree that the bending should always be the right color of mana, it just dont seem right to me for a water bender to not have blue on the card somewhere (and so on and so forth with the other colors).
My big question is, What the heck is black going to look like??? I can think of a few things like wolf-bats and black fire/water benders, but what else are we thinking is going to be black?
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The true mind can weather all the lies and illusions without being lost. The true heart can tough the poison of hatred without being harmed. Since beginning-less time, darkness thrives in the void but always yields to purifying light.
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I was definitely trying to make them not-so-dead when attacking, but you make good points. The set will feature a lot of small creatures, so this may not be a big problem, but if it is I can tweak some of them so they're bigger. The division of small and medium creatures fits the standard though. Southern-Tribe looter is never going to be better than merfolk looter, but i don't see that as a big problem. The serpert is a nice call, i didn't really catch that. I like the design but if it clashes to much i could change it.
Yeah personally i don't really like the word "bending" for the keyword, it'll just place hold for now. As for the type, the idea behind the otter was that it only had flying when it was being used by another creature, such as when aang rides it, but it's not a bender (only air bison, badger moles, and dragons (and humans) are bending animals). Now that i say it though, it would be just as easy for the ability to be "tap another creature you control: gain flying" which is flavorful and helps you tap your waterbenders.
Wulvenheimer: Both blood and sand bending are slated to appear in the set. They won't be hybrid since this isn't a hybrid set, but they'll definitely show up. I like your bloodbender since both abilities really match the flavor well, though maybe we could spread them among cards just for variety. Right now, sandbending is supposed to appear in black, in the form of discarding lands to make 1/1 sand tokens, but i like your idea as well since it fits better in color and also feels a little more sandy (simply manipulating the land, not giving it a form). We'll see where this takes us.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
[cr01] Fire Ferret R
Creature - Beast (C)
Whenever ~ becomes blocked by a creature, it deals 1 damage to that creature.
1/1
[cr02] Fire Sage 1R
Creature - Human Shaman (C)
T: Add RRR to your mana pool. Spend this mana only to activate activated abilities of creatures you control.
1/1
[cr03] Rockslide Bender 1R
Creature - Human Bender (C)
G,T: Target land you control becomes a 3/1 creature until end of turn. It's still a land.
[cr04] Fire Nation Guard R
Creature - Human Soldier Bender (C)
R: ~ gets +1/+0 until end of turn.
1/1
[cr05] Flame Thrower 2R
Creature - Human Bender (C)
Trample
1R: ~ gets +2/+0 until end of turn.
1/2
[cr06] Spark Shooter 1RR
Creature - Human Bender (C)
First strike
1R: ~ gets +1/+0 until end of turn
1/1
[cr07] Taunting Firebender 3R
Creature - Human Bender (C)
2R: Target creature attacks this turn if able
R: ~ gets +1/+0
0/4
[cr08] Firebending Thugs 4R
Creature - Human Warrior Bender (C)
Intimidate
1R: ~ gets +2/+0 until end of turn.
3/3
[cr09] Hill Bender 3R
Creature - Bender (C)
1G,T: Target land you control becomes a 3/3 creature until end of turn. It's still a land.
3/3
[cr10] Komodo Rhino 2RR
Creature - Beast Lizard (C)
~ can't attack unless a creature with greater power also attacks.
~ can't block unless a creature with greater power also blocks.
5/5
[cr11] Obligatory Burn Spell R
Instant (C)
~ deals 2 damage to target creature or player.
Bending - ~ deals 4 damage to target creature or player instead if you activated an activated ability of a creature you control this turn.
[cr12] Reroute*
[cr13] Soul's Fire*
[cr14] Fire Charm R
Instant (C)
Choose one - ~ deals 2 damage to target player; or add RR to your mana pool; or target creature gains first strike until end of turn.
[cr15] Showdown 1R
Sorcery
Target creature fights another target creature with a different controller.
(Flavor text will mention Agni Kai, I just don't want to make that the name.)
[cr16] Tumbling Cliffs 3RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a land.
~ deals 5 damage to target creature and 3 damage to that creature's controller. If the land sacrificed was a creature, destroy target land.
[cr17] Earthen Assault 1R
Sorcery (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Bending - Those creatures also gain trample until end of turn if you activated the activated ability of a creature you control this turn.
[cr18] Tribute to Flame 1RR
Sorcery (C)
As an additional cost to cast ~, sacrifice a creature.
Add R to your mana pool equal to twice the sacrificed creature's power.
EDIT: [cr19] Fire Nation Style R
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
Enchantment - Aura (C)
Enchant creature
Enchanted creature has "1R: This creature gets +2/+0 until end of turn."
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Surprised Fire Nation Guard hasn't already been printed.
Okk is a rare. I don't like Komodo Rhino at common, especially since it costs a minimum of 4 mana (Firebending Thugs, activate twice) to allow it to attack and block each turn, which negates the utility of it being undercosted in the first place.
I like Soul's Fire in this set, but not fight, since none of your benders have any way to increase their toughness.
Tumbling Cliffs is doing a little too much at common. Get rid of the creature land extra-LD clause and it's fine, or bump it to uncommon (are there even any creature lands in monored?)
I'd like Fire Nation Style better if it had the Talons of Falkenrath version of firebreathing - you can "teach" the Water Tribe Style aura to your mainly Fire Nation deck with little problem, but in order to get the maximum utility out of the current version of Fire Nation Style, you need to be running a base red deck - when most of red's creatures already have firebreathing, and some that don't, don't even want it (Fire Sage and Komodo Rhino). 1R: +2/+0 still fits the flavor but gives you a little more flexibility in powering up your creatures in a green-red deck, which Hill Bender and friends are pushing anyway.
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I don't really know why Okk is rare, it doesn't seem like all that complicated of a card. Anyway, I would be willing to change it, but it doesn't seem like having a bad card is all that bad. Plus, with uncommons and rares mixed in it'll be getting into the action at least a little more. I'd at least like to test it out a bit first.
I like Fight beacuse it would basically let you "trade up" by killing big creatures with small firebenders, rather than green killing small creatures with big ones.
Yeah i guess i went a little overboard on tumbling cliffs. (Also, it was marked as an earth card in the skeleton, which is why the land clause is there.)
The double firebreathing is probably a good idea too.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Maybe add some static abilities to the off-color benders to make them feel more in the color of their mana cost? For example, haste on a red earthbender, or "~ can't block" on a black firebender.
My guess is that Okk is rare because it's a terrible card that needs to be built around to make it less terrible, and nobody wants to sit at the draft table where six different players are getting a last-pick Okk. I agree that more testing is probably warranted, and it's possible I turn out to be totally wrong and the double-Okk deck is amazing, but if you opened the one 6/6 mythic rare dragon in the set you're probably winning anyway.
Also, random idea for uncommon: a "switch p/t" Waterbender to hose the Firebending deck.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
http://forums.mtgsalvation.com/showthread.php?t=305005
Don't think it'll be too helpful, just some legendary characters from the show
Anyway, I like the direction this set is taking, but I think earth bending needs more to it
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
What exactly do you think earthbending missing? Additional variations on it (different keyword abilities, animating multiple lands, etc.) are all planned, but do you think it still needs something?
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Also, maybe we can figure out how metal benders would work for a card or two?
Overall, I see earth bending in red and green, fire bending in red and black, water bending in blue and white, and airbending in white and green. But, I dunno if that all works out..
EDIT: thanks for checking out my old stuff by the way!!!
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
IMO the earth bender mechanic has a lot of design space, but it's not as obvious. This is an ability that could be very interesting in limited if done well, and the variance on creature sizes and abilities make it easy to design for. And yes, there will be earth themed spells.
Not sure if metal bending will show up. Since this is set during the time of the show, Toph would have been the only metal bender in existence.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I guess my reservations are just because you dont usually see lots of the ability in sets. Like the most ever was worldwake I reckon, and that wasnt even a whole ton. BUT that doesnt mean it couldnt work. I generally like swingin with lands, and the flavor makes pretty good sense, so if you can mine out enough fun, different cards with it then booya!
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
EDIT: @Jenisis: What if komodo was a 4/3 for 2R? This would make it a lot easier to get into the action.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I LOVE the animals you have done so far. I think this is a big part of the avatar world and what makes it so unique and special. The serpent with bending should be an elephant koi or one of those big sea serpents
Lets make a badgermole and dragon!
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Travel Beyond 1W
Instant
Exile target creature. At the beginning of the next endstep, return it to the battlefield under it's owner's control with a +1/+1 counter on it.
Yes this is otherworldly journey, but the arcane subtype makes it really awkward to reprint.
Yang Chen's Justice 3W
Instant
Haunt
Destroy target attacking creature.
Haunted creature can't attack.
Spiritual Protection 2W
Instant
Haunt
Put a 1/1 white Spirit creature token with flying onto the battlefield.
Haunted creature has protection from the color of your choice.
Traditionally haunt has been used differently, but seeing as that way is rather boring, I'm going to use it this way. As far as I can see, this wording should be just fine.
Winged Lemur 1W
Creature - Bat Beast
Flying
1W: Untap ~ and remove it from combat.
1/1
Alright, i'll be honest, I have no idea how to cost this ability. My assumption is that it should be costed similar to regeneration, but i'm not sure. (Also, I know winged lemurs are not airbenders, but I don't think that's a huge issue.)
Air Bending Spirit Guide 2W
Creature - Spirit Monk Bender
Haunt
1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
I like it though, haunted sounds cool. My only worry is that it doesnt specify what the creature is haunted by. Maybe people wil think it means any haunted creature...probably not, but if there are clarity concerns maybe something like this:
'The creature haunted by ~ cant attack (or whatever)"
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
Spiritual Protection could be worded like Voice of All, maybe? You have to specify a time when the choice is made.
Haunt
As CARDNAME haunts a creature, choose a color.
The creature CARDNAME haunts has protection from the chosen color.
I'm not sure I like making Komodo a 4/3. The sole reason I like the version in the current template is its ability to win a fight with any unenhanced creature. Making it a 4/3 makes it more vulnerable to removal (such as Obligatory Burn Spell) while it doesn't solve the problem of them destroying your huge firebreather in the beginning of combat step and leaving you unable to attack with it.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Thanks for the wording help on spiritual protection
4/4 perhaps? Puts it out of obligatory burn spell range, and tumbling cliffs will be changed. I kind of see it like Flowering Lumberknot, which has the same downside of it's partner dying before it can attack. (but doesn't require a mana investment each turn to make happen, so I can see the downsides here.)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
[cw01] Spirit World Firefly 1W
Creature - Spirit Insect
Flying
Bending - Whenever you activate the activated ability of a creature you control, tap target creature.
1/1
[cw02] Cat Owl 2W
Creature - Bird Cat
Flying, First strike
2/1
[cw03] Platypus Bear 1W
Creature - Bear Beast
W, tap an untapped creature you control: You gain 2 life
2/2
[cw04] Soothing Spirit W
Creature - Spirit
Haunt
Lifelink
Haunted creature has lifelink.
1/1
[cw05] Winged Lemur 1W
Creature - Bat Beast
Flying
1W: Untap ~ and remove it from combat.
1/1
[cw06] Air Bending Spirit Guide 2W
Creature - Spirit Monk Bender
Haunt
1W: Untap ~ and remove it from combat.
Haunted creature has "1W: Untap this creature and remove it from combat."
2/2
[cw07] Waterbending Stifler 2W
Creature - Human Bender
U,Q: Counter target activated ability unless its controller pays 1.
1/3
[cw08] Northern Tribe Healer 1W
Creature - Human Cleric Bender
U,Q: Prevent the next 2 damage that would be dealt to target creature or player.
1/2
[cw09] Wall Bender 3W
Creature - Human Bender
1G,T: Target land you control becomes a 0/4 creature until end of turn, Its still a land.
3/3
[cw10] Armadillo Bear 3WW
Creature - Bear Beast
3/5
[cw11] Spirit Guardian 2WW
Creature - Spirit
Haunt
Vigilance
Haunted creature has Vigilance.
2/4
[cw12] Spiritual Assistance 2W
Instant
Haunt
Put a 1/1 white Spirit token onto the battlefield.
When ~ haunts a creature, choose a color. Haunted creature has protection from that color.
[cw13] Journey Beyond 1W
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
[cw14] Air Charm W
Instant
Choose one - Target creature gains flying until end of turn; or untap target creature and remove it from combat; or counter target spell that targets a creature you control.
[cw15] Yang-Chen's Justice 3W
Instant
Haunt
Destroy target attacking creature.
Haunted creature can't attack.
[cw16] Northern-Tribe Healing 2W
Sorcery
You gain 2 life for each creature you control.
Bending - If you’ve activated an activated ability of a creature you control this turn, those creatures gain lifelink until end of turn.
[cw17] Air Shield 1W
Sorcery
Prevent all damage that would be dealt to creatures you control this turn.
[cw18] Arrest
[cw19] Air Nomad Style 1W
Enchantment - Aura
Enchant creature
Enchanted creature has "1W: Untap this creature and remove it from combat."
Ok a few comments. White doesn't have the same bending power as the other colors, so I tried to give it just better creatures. In a set full of smaller utility creatures, even something like a 3/5 for 5 can get there.
I'm not super pleased with the waterbenders here. The main problem is that the water abilities have to be blue, which doesn't share as many effects with white as you would think. The prevent damage one is especially awkward, though I'm willing to let the color pie slide a bit on this one.
I think white is pretty strong from a game sense, but pretty weak from a design sense.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Because if waterbending wasn't always blue to activate, then it means all bending abilities should have on color activations, which just feels very wrong in terms of flavor. Black aligned firebenders and waterbenders are still using the elements of fire and water, which are associated with red and blue mana, not black. Green is also the color with the most land animation historically, so it makes sense for all the land animating earthbender abilities to be green.
I could just "suck it up" in terms of flavor, but i'd rather try to make this work.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
secondly, I think the white water benders are ok, especially the 'counter activated ability' one. I can see that one being really cool in limited what with all the activated abilities going on.
I agree that the bending should always be the right color of mana, it just dont seem right to me for a water bender to not have blue on the card somewhere (and so on and so forth with the other colors).
My big question is, What the heck is black going to look like??? I can think of a few things like wolf-bats and black fire/water benders, but what else are we thinking is going to be black?
I invision a future where one is not mighty when he can silence a crowd with brutality,
but when he leaves them speechless with wisdom.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing