FAIR WARNING: This first post will be rather long, so those of you just interesting in seeing the cards, you should probably just skip to the bottom of each of my posts to view them, or browse all of the cards I've created so far for both sets here: http://th3m4g1cm4n.imgur.com. I'm looking for feedback, suggestions, and ideas, so please, feel free to comment!
So I started this thread http://www.mtgsalvation.com/forums/creativity/custom-card-creation/624553-an-experiment-in-card-design-and-card-evaluation about a month ago and found that I was having way too much fun creating cards. So much so that I decided to make a two block set (going along with Wizards new block structure) depicting the clashing of two manga/comic book universes very different from one another in both style and flavor. Yu Yu Hakusho happens to be one of my favorite Animes of all time, and there's a mythology and godliness about the DCU (Detective Comics Universe) that has always intrigued me. And I thought, why not? Once I get closer to finishing a block, I'll create a full image gallery and/or URL people can go to look at all the cards. For now, this thread will primarily focus on the creative process, as well as sharpening and honing the two sets. I'll be posting design notes for each card, as well as which set I think the card works best in.
The Setup: The first set (unnamed for now) takes place during the Spirit Detective Saga of the Yu Yu Hakusho Anime. The Four Saint Beasts are not only able to rip open a hole to Human World from Demon World, but accidentally open a hole into the DCU. Beset on all sides by an invasion of invisible Makai Insects, humanity is driven insane from the insect's bites and pushed nearly to the brink destruction. Only those strong of will and power like the the DCU's heroes and some of it's villains are able to resist the demonic possession. It, only through the machinations of Lex Luthor that dimensional hole between both worlds has been opened. He enlists the aid of the DCU's most powerful heroes to help stop the invasion, but has ulterior motives of his own. The action takes place on both planes simultaneously. The second set (also unnamed for now) takes place entirely in the YYHU (Yu Yu Hakusho Universe) at the end of the Spirit Detective Saga through the end of the Dark Tournament Saga. Having crossed over into a new universe, the DCU heroes and villains acquire new powers and abilities, as well as new outlooks on life and their place in the multiverse. Three quarters of the action takes place in the YYHU, so most of the cards in the block will be based off of the characters and settings from that world
About the Set: The block will deal primarily with the themes of corruption and transformation. Ideally, I'd like to come up with 3 new (or at least lesser used game mechanics) for each set. The first set (so far) has a sub-theme of "artifacts matter," and will have a large amount of artifacts in it. The mechanics I've created so far are as follows:
-Kyukoni Transformation: {Cost}: This creature gets +1/+1 and gains protection from creatures until end of turn (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything creatures until end of turn.) The idea behind this mechanic is that certain demons can become invincible against traditional forms of combat and damage. It's inspired by it's namesake from the YYHU anime. Only demons are able to use this ability. I foresee this ability also carrying over to the second set.
-Charge (number) (1: Put (number) charge counters on this creature.) So the idea behind this ability also came from YYHU. As of right now, the ability is a RED ONLY ability, as far as it's application. It is the representation of the storing of energy to do things, like dealing damage. It almost acts like Suspend, but players actually get to decide when to use it. It is a potentially broken mechanic, but it fits the flavor of the YYHU so well. Right now, I'm allowing up to Charge 3, but only on specific creatures. I suspect I'll allow the other colors in the color pie to use it in the second set, although I don't quite know how it will be applied to them just yet. As of right now, it works as follows:
Charge 2: (1: Put two charge counters on this creature.) RT: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way.
-Corrupt: Creatures with Corrupt counters on them become gain the Demon type in addition to their other creature types. I created Corrupt with the idea of the mechanic giving and making creatures do things that they normally wouldn't do or be able to do. Different cards will affect how Corrupt works.
The second set will have an "enchantments matter" sub-theme to it, and will have a fairly large number of enchantments in it. The mechanics I've created so far are as follows:
-Totem Aura: Totem Aura (number): (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy an Aura attached to it.) My take on the Totem Armor game mechanic. But instead there would be varying degrees of protection, such as: Totem Aura 2: (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy two Auras attached to it.) It buys into the idea of creatures being intrinsically stronger than the enchantments on them instead of the other way around.
There will also be some returning mechanics from other Magic sets as well. Again, I'm trying to figure out which set they fit best in. Right now they are:
Battle Cry: Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn. Populate: Put a token onto the battlefield that's a copy of a creature token you control. Spell mastery: If there are two or more instant and/or sorcery cards in your graveyard, X affect happens.
Planeswalkers may be included in the block, but as of right now I've only marginally designed one.
The Artwork: Gotta be honest on this one guys, but I won't be drawing this set. Although I am a somewhat talented artist, I have neither the time nor technical "know how" to upload hand drawn/painted images not done on a computer to my computer. Nor do I have any desire to purchase/download the tools needed to do so. Yes, while this is a labor of love, It would take me at least two years (I think) to actually draw and complete the block. Maybe even longer. SO I've been primarily relying on Google Images and various websites to find the artwork for the cards. Because I'm using two radically different universes, some of the artwork WILL NOT accurately depict whats going on in the card. It's my sincerest hope that the flavor text on the card will be able to compensate for this. HOWEVER, if there are any other artists even remotely interested this project and would like to contribute their work it would be most appreciated!
There's still an ENORMOUS amount of work to be done and I'm primarily working on this project in my spare time. I'll mostly be posting cards as I complete them, so they probably won't be in any particular order initially. NOTE: Cards that I feel belong in a particular set will be labeled as such. Cards I'm unsure of which set they belong in won't be labeled at all. With that, let us begin!!!
A Thousand Years Planting4GGUSecond Set
Sorcery
Mythic
Until end of turn, you gain control of all lands on the battlefield. Untap those lands. Exile A Thousand Years Planting. Memory-Recall Trees. They take a millennia to grow and require large amounts of energy to manipulate.
Card Notes: This card is definitely a Second Set card. In all honesty, the event depicted in the card (I know, it's grainey as hell, I'm trying to find a better one) takes place in the YYHU series final arc. But I like the spell, so I included it.
Arrest2WFirst Set
Enchantment-Aura, Uncommon
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated. “Ha ha! Let’s see you break free of these!”
-Gama
Card Notes: A staple of White's spells and fits perfectly in the flavor of the set during the Dark Tournament Saga of the YYHU.
Back Alley Thugs1RRFirst Set
Sorcery, Uncommon
Put three Human Demon creature tokens with Corrupt onto the battlefield. Minds occupied by the Makai develop a need for destruction, physical power, and murder.
Card Notes: Like Hordeling Outburst, but with humans with Corrupt counters on them.
Baldoc, the Bat TamerRBFirst Set
Creature-Bat Demon, Uncommon
Flying, haste (This creature can attack and T as soon as it comes under your control.) A straight line through the forest? Not without encountering Baldok first.
2/1
Batman, Silent Vigilante1WUBFirst Set
Legendary Creature-Human Ninja, Rare
Intimidate
Batman, Silent Vigilante can’t be blocked by creatures with power 2 or less.
Whenever Batman, Silent Vigilante enters the battlefield or attacks, you may search your library for an equipment card and put it into your hand. Shuffle your library.
Equipment cost 0 to equip to Batman, Silent Vigilante.
2/3
Card Notes: Batman, Silent Vigilante was the third character I created and was the most interesting to design for. From the onset, I wanted to concentrate on the various equipment cards I'm creating for him. I also wanted to focus on his martial arts skills as well. I made him a 2/3 with the idea flavor-wise being that regular humans would be 1/1's that would be no match for him in a fight. 2/1 or 2/2 humans would be skilled martial artists that could hold their own in a fight, but would ultimately fall to Batman's superior fighting skills. Hence Batman being unblock-able against them and having a 3 toughness so that they aren't capable of killing him on their own without some kind of equipment or pump spell.
Now for the name... Silent Vigilante isn't set in stone. Right now, it's the name I like the most. I've always liked the more stealthier aspects of Batman, owing mostly to his ninja training. Historically, real life ninja's were able to conceal numerous weapons on their person without them being seen. Flavor-wise, I think I've accomplished this. Also, I made Batman a ninja instead of a rogue because, although Batman operates outside of the law, he doesn't engage in an illicit activities. Calling him the "Caped Crusader" or the "Dark Knight" would have been flavor fails in my opinion as well because they don't embody what the card is designed to do.
I think it's fairly obvious why I went WUB with him: Mechanically, he's W for his ability to tutor and equip equipment for cheap, U for his unblock-ability, and B for intimidate (c'mon he's Batman, when is he ever not intimidating someone?). Ideologically, he also has a strong sense of justice(W), is a brilliant planner and tactician(U), and is not above hurting and maiming people to get what he wants(B).
Battle Axe Token Second Set
Artifact-Equipment
Equipped creature gets +3/+0.
Equip 3
Bladed Gauntlets1First Set
Artifact-Equipment, Common
Equipped creature gets +1/+1.
As long as equipped creature is a human, it has vigilance.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery.)
“Try This!” -Batman
Card Notes: This card is Bladed Bracers for the same mana cost, but without the angel creature type clause.
Bracelets of Submission1First Set
Artifact-Equipment, Uncommon
Bracelets of Submission are indestructible.
Equipped creature gets vigilance and +0/+3 for each creature it blocked this combat until end of turn.
Equip 3(3: Attach to target creature you control. Equip only as a sorcery.)
“We will submit to Man’s World no more!”
-Queen Hippolyta
Card Notes: A psuedo Accorder's Shield that's indestructible and raises a creature's toughness. The flavor text on it is in direct opposition to the flavor text on Lasso of Truth.
Bui of Team Toguro3(B/G)Second Set
Bui of Team Toguro enters the battlefield with five -1/-1 counters on it. (B/G)(B/G): Remove a -1/-1 counter from Bui. Put an enchantment artifact - equipment token named “Battle Axe” onto the battlefield.
Totem Aura 1: (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy an Aura attached to it.)
4/5
Disenchant1WSecond Set
Destroy target artifact or enchantment. “But? But how? My Makeup of Chains is unbreakable!”
-Gamma
“Heh, apparently not.”
-Superman
Batarangs1S1
Artifact-Equipment, Uncommon 3, Sacrifice Batarangs: Batarangs deals 3 damage divided as you choose among target creatures and/or players.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.) -An eccentric crimefighter’s mainstay
So essentially this card acts as a 5 mana Arc Lightning (4, if you control Batman, Silent Vigilante) that can be used at instant speed. The current artwork was chosen because it depicts Batman throwing multiple batarangs at a single, or possibly multiple targets.
Dragon of the Darkness Flame(B/R)XS2
Instant, Rare
As an additional cost to cast Dragon of the Darkness Flame, sacrifice a creature. Dragon of the Darkness Flame deals X damage to target creature. If a creature dealt damage this way would die this turn, exile it instead.
Elder Genkai3U(R/W)(R/W)S2
Legendary Creature-Human Psychic, Mythic
Charge 2: (1: Put two charge counters on this creature.) R, T: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way. UU: Change the target of target spell targeting Elder Genkai. Transform Elder Genkai.
4/4
She’s mythic for not only flavor purposes, but also because of what she can do once she flips. Her UU ability represents her Spirit Reflection Blast technique, and her flipping represents her Reihado-ken technique.
Younger Genkai
Legendary Creature-Human Psychic, Mythic
Lifelink, vigilance, exalted
Charge 3: (1: Put three charge counters on this creature.) R, T: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way. UU: Change the target of target spell targeting Younger Genkai.
5/4
Not my most favorite design, but still pretty solid. She does most of the things the character in the anime is capable of. I gave her lifelink as a way of illustrating spirit healing technique. And she has vigilance and exalted because she’s very capable of battling hoards of humans/demons as well as power humans/demons one on one.
Everything is Taboo2BBS2
Sorcery, Rare
Name a nonland card. Search target opponent’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. Targeted opponent may then search your graveyard, hand, and library for any number of cards with the same name of the card exiled by Everything is Taboo. Shuffle your library. Exile Everything is Taboo.
Memoricide with a twist. Not a card you'd want to play in a mirror match though.
ATTACHMENTS
Batarangs
Dragon of the Darkness Flame
Everything is Taboo
Elder Genkai
Younger Genkai
Private Mod Note
():
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So I started this thread http://www.mtgsalvation.com/forums/creativity/custom-card-creation/624553-an-experiment-in-card-design-and-card-evaluation about a month ago and found that I was having way too much fun creating cards. So much so that I decided to make a two block set (going along with Wizards new block structure) depicting the clashing of two manga/comic book universes very different from one another in both style and flavor. Yu Yu Hakusho happens to be one of my favorite Animes of all time, and there's a mythology and godliness about the DCU (Detective Comics Universe) that has always intrigued me. And I thought, why not? Once I get closer to finishing a block, I'll create a full image gallery and/or URL people can go to look at all the cards. For now, this thread will primarily focus on the creative process, as well as sharpening and honing the two sets. I'll be posting design notes for each card, as well as which set I think the card works best in.
The Setup: The first set (unnamed for now) takes place during the Spirit Detective Saga of the Yu Yu Hakusho Anime. The Four Saint Beasts are not only able to rip open a hole to Human World from Demon World, but accidentally open a hole into the DCU. Beset on all sides by an invasion of invisible Makai Insects, humanity is driven insane from the insect's bites and pushed nearly to the brink destruction. Only those strong of will and power like the the DCU's heroes and some of it's villains are able to resist the demonic possession. It, only through the machinations of Lex Luthor that dimensional hole between both worlds has been opened. He enlists the aid of the DCU's most powerful heroes to help stop the invasion, but has ulterior motives of his own. The action takes place on both planes simultaneously. The second set (also unnamed for now) takes place entirely in the YYHU (Yu Yu Hakusho Universe) at the end of the Spirit Detective Saga through the end of the Dark Tournament Saga. Having crossed over into a new universe, the DCU heroes and villains acquire new powers and abilities, as well as new outlooks on life and their place in the multiverse. Three quarters of the action takes place in the YYHU, so most of the cards in the block will be based off of the characters and settings from that world
About the Set: The block will deal primarily with the themes of corruption and transformation. Ideally, I'd like to come up with 3 new (or at least lesser used game mechanics) for each set. The first set (so far) has a sub-theme of "artifacts matter," and will have a large amount of artifacts in it. The mechanics I've created so far are as follows:
-Kyukoni Transformation: {Cost}: This creature gets +1/+1 and gains protection from creatures until end of turn (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything creatures until end of turn.) The idea behind this mechanic is that certain demons can become invincible against traditional forms of combat and damage. It's inspired by it's namesake from the YYHU anime. Only demons are able to use this ability. I foresee this ability also carrying over to the second set.
-Charge (number) (1: Put (number) charge counters on this creature.) So the idea behind this ability also came from YYHU. As of right now, the ability is a RED ONLY ability, as far as it's application. It is the representation of the storing of energy to do things, like dealing damage. It almost acts like Suspend, but players actually get to decide when to use it. It is a potentially broken mechanic, but it fits the flavor of the YYHU so well. Right now, I'm allowing up to Charge 3, but only on specific creatures. I suspect I'll allow the other colors in the color pie to use it in the second set, although I don't quite know how it will be applied to them just yet. As of right now, it works as follows:
Charge 2: (1: Put two charge counters on this creature.)
RT: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way.
-Corrupt: Creatures with Corrupt counters on them become gain the Demon type in addition to their other creature types. I created Corrupt with the idea of the mechanic giving and making creatures do things that they normally wouldn't do or be able to do. Different cards will affect how Corrupt works.
The second set will have an "enchantments matter" sub-theme to it, and will have a fairly large number of enchantments in it. The mechanics I've created so far are as follows:
-Totem Aura: Totem Aura (number): (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy an Aura attached to it.) My take on the Totem Armor game mechanic. But instead there would be varying degrees of protection, such as: Totem Aura 2: (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy two Auras attached to it.) It buys into the idea of creatures being intrinsically stronger than the enchantments on them instead of the other way around.
There will also be some returning mechanics from other Magic sets as well. Again, I'm trying to figure out which set they fit best in. Right now they are:
Battle Cry: Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
Populate: Put a token onto the battlefield that's a copy of a creature token you control.
Spell mastery: If there are two or more instant and/or sorcery cards in your graveyard, X affect happens.
Creature Types (so far): Humans, Metahumans, Demigods, Kryptonians, Demons, Bats, Wolves, Insects.
Creature Subtypes (so far): Ninja, Warrior, Psychic, Fighter, Demon
Planeswalkers may be included in the block, but as of right now I've only marginally designed one.
The Artwork: Gotta be honest on this one guys, but I won't be drawing this set. Although I am a somewhat talented artist, I have neither the time nor technical "know how" to upload hand drawn/painted images not done on a computer to my computer. Nor do I have any desire to purchase/download the tools needed to do so. Yes, while this is a labor of love, It would take me at least two years (I think) to actually draw and complete the block. Maybe even longer. SO I've been primarily relying on Google Images and various websites to find the artwork for the cards. Because I'm using two radically different universes, some of the artwork WILL NOT accurately depict whats going on in the card. It's my sincerest hope that the flavor text on the card will be able to compensate for this. HOWEVER, if there are any other artists even remotely interested this project and would like to contribute their work it would be most appreciated!
There's still an ENORMOUS amount of work to be done and I'm primarily working on this project in my spare time. I'll mostly be posting cards as I complete them, so they probably won't be in any particular order initially. NOTE: Cards that I feel belong in a particular set will be labeled as such. Cards I'm unsure of which set they belong in won't be labeled at all. With that, let us begin!!!
A Thousand Years Planting 4GGU Second Set
Sorcery
Mythic
Until end of turn, you gain control of all lands on the battlefield. Untap those lands. Exile A Thousand Years Planting.
Memory-Recall Trees. They take a millennia to grow and require large amounts of energy to manipulate.
Card Notes: This card is definitely a Second Set card. In all honesty, the event depicted in the card (I know, it's grainey as hell, I'm trying to find a better one) takes place in the YYHU series final arc. But I like the spell, so I included it.
Arrest 2W First Set
Enchantment-Aura, Uncommon
Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
“Ha ha! Let’s see you break free of these!”
-Gama
Card Notes: A staple of White's spells and fits perfectly in the flavor of the set during the Dark Tournament Saga of the YYHU.
Back Alley Thugs 1RR First Set
Sorcery, Uncommon
Put three Human Demon creature tokens with Corrupt onto the battlefield.
Minds occupied by the Makai develop a need for destruction, physical power, and murder.
Card Notes: Like Hordeling Outburst, but with humans with Corrupt counters on them.
Baldoc, the Bat Tamer RB First Set
Creature-Bat Demon, Uncommon
Flying, haste (This creature can attack and T as soon as it comes under your control.)
A straight line through the forest? Not without encountering Baldok first.
2/1
Batman, Silent Vigilante 1WUB First Set
Legendary Creature-Human Ninja, Rare
Intimidate
Batman, Silent Vigilante can’t be blocked by creatures with power 2 or less.
Whenever Batman, Silent Vigilante enters the battlefield or attacks, you may search your library for an equipment card and put it into your hand. Shuffle your library.
Equipment cost 0 to equip to Batman, Silent Vigilante.
2/3
Card Notes: Batman, Silent Vigilante was the third character I created and was the most interesting to design for. From the onset, I wanted to concentrate on the various equipment cards I'm creating for him. I also wanted to focus on his martial arts skills as well. I made him a 2/3 with the idea flavor-wise being that regular humans would be 1/1's that would be no match for him in a fight. 2/1 or 2/2 humans would be skilled martial artists that could hold their own in a fight, but would ultimately fall to Batman's superior fighting skills. Hence Batman being unblock-able against them and having a 3 toughness so that they aren't capable of killing him on their own without some kind of equipment or pump spell.
Now for the name... Silent Vigilante isn't set in stone. Right now, it's the name I like the most. I've always liked the more stealthier aspects of Batman, owing mostly to his ninja training. Historically, real life ninja's were able to conceal numerous weapons on their person without them being seen. Flavor-wise, I think I've accomplished this. Also, I made Batman a ninja instead of a rogue because, although Batman operates outside of the law, he doesn't engage in an illicit activities. Calling him the "Caped Crusader" or the "Dark Knight" would have been flavor fails in my opinion as well because they don't embody what the card is designed to do.
I think it's fairly obvious why I went WUB with him: Mechanically, he's W for his ability to tutor and equip equipment for cheap, U for his unblock-ability, and B for intimidate (c'mon he's Batman, when is he ever not intimidating someone?). Ideologically, he also has a strong sense of justice(W), is a brilliant planner and tactician(U), and is not above hurting and maiming people to get what he wants(B).
Artifact-Equipment
Equipped creature gets +3/+0.
Equip 3
Bladed Gauntlets 1 First Set
Artifact-Equipment, Common
Equipped creature gets +1/+1.
As long as equipped creature is a human, it has vigilance.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
“Try This!”
-Batman
Card Notes: This card is Bladed Bracers for the same mana cost, but without the angel creature type clause.
Bracelets of Submission 1 First Set
Artifact-Equipment, Uncommon
Bracelets of Submission are indestructible.
Equipped creature gets vigilance and +0/+3 for each creature it blocked this combat until end of turn.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
“We will submit to Man’s World no more!”
-Queen Hippolyta
Card Notes: A psuedo Accorder's Shield that's indestructible and raises a creature's toughness. The flavor text on it is in direct opposition to the flavor text on Lasso of Truth.
Bui of Team Toguro 3(B/G) Second Set
Bui of Team Toguro enters the battlefield with five -1/-1 counters on it.
(B/G)(B/G): Remove a -1/-1 counter from Bui. Put an enchantment artifact - equipment token named “Battle Axe” onto the battlefield.
Totem Aura 1: (If enchanted creature would be destroyed, instead remove all damage marked on it and destroy an Aura attached to it.)
4/5
Disenchant 1W Second Set
Destroy target artifact or enchantment.
“But? But how? My Makeup of Chains is unbreakable!”
-Gamma
“Heh, apparently not.”
-Superman
Artifact-Equipment, Uncommon
3, Sacrifice Batarangs: Batarangs deals 3 damage divided as you choose among target creatures and/or players.
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
-An eccentric crimefighter’s mainstay
So essentially this card acts as a 5 mana Arc Lightning (4, if you control Batman, Silent Vigilante) that can be used at instant speed. The current artwork was chosen because it depicts Batman throwing multiple batarangs at a single, or possibly multiple targets.
Dragon of the Darkness Flame (B/R)X S2
Instant, Rare
As an additional cost to cast Dragon of the Darkness Flame, sacrifice a creature. Dragon of the Darkness Flame deals X damage to target creature. If a creature dealt damage this way would die this turn, exile it instead.
Elder Genkai 3U(R/W)(R/W) S2
Legendary Creature-Human Psychic, Mythic
Charge 2: (1: Put two charge counters on this creature.)
R, T: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way.
UU: Change the target of target spell targeting Elder Genkai. Transform Elder Genkai.
4/4
She’s mythic for not only flavor purposes, but also because of what she can do once she flips. Her UU ability represents her Spirit Reflection Blast technique, and her flipping represents her Reihado-ken technique.
Younger Genkai
Legendary Creature-Human Psychic, Mythic
Lifelink, vigilance, exalted
Charge 3: (1: Put three charge counters on this creature.)
R, T: This creature deals damage divided as you chose to target creature and/or player equal to the number of charge counters on it. Remove a charge counter from this creature for each point of damage dealt this way.
UU: Change the target of target spell targeting Younger Genkai.
5/4
Not my most favorite design, but still pretty solid. She does most of the things the character in the anime is capable of. I gave her lifelink as a way of illustrating spirit healing technique. And she has vigilance and exalted because she’s very capable of battling hoards of humans/demons as well as power humans/demons one on one.
Everything is Taboo 2BB S2
Sorcery, Rare
Name a nonland card. Search target opponent’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. Targeted opponent may then search your graveyard, hand, and library for any number of cards with the same name of the card exiled by Everything is Taboo. Shuffle your library. Exile Everything is Taboo.
Memoricide with a twist. Not a card you'd want to play in a mirror match though.