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  • posted a message on A New Sorin and other planeswalkers
    Wow, It's been a while... My last post was in 2007! Smile

    Sorin Blooddealer BBB
    Planeswalker - Sorin ( M )
    [+X] You lose three times X life.
    [+1] Reveal the top card of your library. You may put it into you hand. If you do so, you lose life equal to it's converted mana cost.
    [-5] You and target opponent exchange lifetotals.
    <3>

    For this one I was just thinking of how could a +X be pulled of, and this is what I came to.

    Nissa and Sorin 3BG
    Planeswalker - Nissa Sorin ( M )
    [+2] Discard up to three cards, than return that many cards from you graveyard to your hand.
    [+2] You gain 1 life for each card in your graveyard.
    [-X] Destroy target nonland permanent with converted manacost X and all other permanents with the same name.
    [-12] Exile the battlefield, than put all permanent cards in all graveyards onto the battlefield under your control, than put all exiled cards into their owner's graveyards.
    <5>

    For this one I was thinking what could be done if they printed a card that represents two planeswalkers teaming up. It would have both names, so you can't play separate copies of either, and it would be a little stronger than normal planeswalkers, I think.

    Any oppinions?
    Posted in: Custom Card Creation
  • posted a message on The "When I Grow Up, I Wanna Be..." Game
    Petunia, Grandmother of Runes WW
    Legendary Creature - Human Cleric ( R )
    When Petunia, Grandmother of Runes comes into play, choose a color.
    T: Choose one - You gain protection from the chosen color until end of turn; or, creatures you control gain protection from the chosen color until end of turn.
    "We are family, I got all my sisters with me"
    2/2

    Next:
    Land Leeches
    Posted in: Custom Card Contests and Games
  • posted a message on CCL Time Spiral Session 4 - Time shifts for no one!
    After tonight, I won't be able to enter the internet for the duration of two years ( For information, see LDS Missionaries in Wikipedia... or just ask your local elders about it... :p ).

    To you all, my thanks for all coments on my cards throughout the history of my participations in these forums and a a goodbye. And remember:

    - Stay foolish. Stay curious.


    OBS = Please coment my purple cards... I would really like to know what you though of them.... :p Grin
    Posted in: Custom Card Contests and Games
  • posted a message on *3-Card Monty*
    Skullmask 2BW
    Enchantment ( R )
    When Skullmask comes into play, if it's not a token, each other player puts a token into play that's a copy of Skullmask.
    At the beginning of your upkeep, discard a card from your hand.
    At the beginning of each of your opponent's upkeeps, you lose 2 life unless you have exacly three or exacly four cards in your hand.

    Next:
    Pentavus
    Triskelion
    Masticore
    Posted in: Custom Card Contests and Games
  • posted a message on Underdepths Project - Design Step
    I would have to agree with Ixious in that the drows shodn't use zombies. It's more like something the corrupted paladins would use, but let's not forget that in the end, the villains aren't the Underdepth Races, and neither are the Paladins. The Ghostfolk manipulated everybody to get their massacre of eleven thousand souls and the spark of a planeswalker in order to re-awaken their Nameless God.

    In the first set, we show how the Paladins are mean. In the second, we get to see a little of the Paladins and Driders side, but we do not yet show them as victims of the Ghostfolk plans. Finally, in the third set, Underdepth Races and Paladins unite against the Ghostfolk to stop the Nameless God from destroying everything.

    I could even see a card representing it's Awakening:

    Slaughterfull Awakening 4WB
    Sorcery ( ? )
    If you control three or more creatures, you may sacrifice all creatures you control rather than paying Slaughtefull Awakening's manacost.
    Choose one - return target creature card from your graveyard to play; or, put traget creature card you own that was removed from the game into play under your control.
    Posted in: Custom Set Creation and Discussion
  • posted a message on The Timeshift and Planeshift Game
    Confined Adept WW
    Creature - Human Cleric ( R )
    Shroud
    Prevent all combat damage that would be dealt to Confined Adept.
    0/2

    Next: Make me a Legendshifted Legend that makes more sense as a legendshift than it's original version.
    Posted in: Custom Card Contests and Games
  • posted a message on CCL Time Spiral Session 4 - Time shifts for no one!
    Finished my submission, and what a disapointment is it going to be... Grin
    Posted in: Custom Card Contests and Games
  • posted a message on The Mana Cost Game
    Crasac, the Purger 2UBR
    Legendary Creature - Dragon ( R )
    Flying
    Whenever Crasac, the Purger deals combat damage to a player, you may pay 1B. If you do, choose a color. That player reveals his or her hand and you choose a card in that player's hand of the chosen color. That player discards that card.
    Grandeur - Discard another card named Crasac, the Purger: Target player discards his or her hand.
    5/4

    Next: [No Manacost]
    Posted in: Custom Card Contests and Games
  • posted a message on Underdepths Project - Design Step
    Hey, what do you guys think of Chronsplasm's idea? Could we bring that sort of twist to the game? It could only make it more interesting.

    [NAME] Fear ( This cretaure can't be blocked except by [name] creatures and/or artifact creatures.)

    I think that if we name it as Fear of [NAME], it will look like the cretaure itself has fear of the element, instead of inspiring that fear on other creatures. For instance:

    Kobold Firewielders 2R
    Creature - Kobold Wizard ( ? )
    Red Fear ( This cretaure can't be blocked except by red creatures and/or artifact creatures.)
    2/1

    Blackmantle 2BB
    Dark Creature - Beast ( ? )
    Flying, Dark Fear ( This cretaure can't be blocked except by dark creatures and/or artifact creatures.)
    3/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on CCL Time Spiral Session 4 - Time shifts for no one!
    And we're on!


    1st Spreading Dark
    2nd LGMHorus
    3rd Seryph

    Thanks so much everybody for the coments on my card! ( Unfortunely, for this round, I'm going down back at 0 points with the card I'm gonna post :p )

    And now, for the last card I'll ever post in here before leaving the forums for two years. This one is based in the idea of something wizards might someday in the far future do.



    My mechanic is rather not only a mechanic, it's a whole new color!
    I chose to introduce my card by aluding it to a recent cycle of cards in order to better show it's view of the world in comparison to the other cards, both mechanicaly and flavorfully, and based it mostly in Mamelon's post, alongsided with my vision of the color.


    About the color purple. I do want to go on record saying I think that if a new color were added, it would not just be a sixth spot on the wheel. Rather, it would be in the center, as a kind of "over-color," representing inclusiveness, some place at which all the other colors meet. This would be in direct contrast to artifacts, which are more aptly thought as surrounding the wheel as an accessory as opposed to being a part of it. A new color would be like the "heart" of the wheel.

    But theoretically, there could have been a sixth color. What if they'd started with a six-pointed star for the wheel instead of five pointed? I want to contribute to speculation as to what that might have been.

    Let's go with the apparent default here and assume that purple would exist between blue and black. I can agree with that, since I've always felt that the greatest gap between ally colors is between those two. I feel that blue and black have less overlap both mechanically and aesthetically than all other ally color pairs do.

    This would put enemy colors in the arrangement of White vs. Black, Blue vs. Red, and Green vs. Purple. These would all be fairly palatable and would nicely suit traditional schemes about the colors. To be truthful, most people think of Blue vs. Red and White vs. Black as being more "obvious" enemy pairs, anyway.

    We can logically determine the identity of a color in two major ways: top-down, and bottom-up. Top-down would be by establishing an aesthetic feel for the color, what philosophical and moral ideals would be represented by the color, and so on. Bottom-up would be by finding what spot the color would occupy in the color pie in terms of mechanics and strategy, and building from there.

    Something can be defined by what it is not as much as by what it is. Purple's enemy would be green. This is important in two ways: Purple would be the logical opposite to green, and it would also be green's compliment. Enemy color pairs always have a place where they meet. Black and green are both graveyard-oriented colors; blue and red both manipulate and benefit from instants and sorceries; white and red are both adept at influencing the nuances of combat; so on in this fashion.

    How would purple and green oppose each other? Green excells as amassing resources. Accumulating power is its strong area; drawing cards, accelerating board position, creating mana, creating and summoning strong creatures, gaining a lot of life. Green is also good at projetcing threats - large, cheap creatures that can be "ramped" into quickly set a short clock for most opponents. Many of green's better threats represent inveitably and unsolvability - if they can even be targetted at all, they tend to frustrate attempts to surpress them.

    Green's weak area is controlling and manipulating - as a color, it has very little power to disrupt, stunt, or commandeer an opponent's game. Removal of artifacts and enchantents and land destruction is the bulk of green's capability in this area. Black and blue, purple's allies, are very skilled at manipulation and have a wealth of options to mess with opponents. So, purple should probably be a color that is good at control in some way, either through tempo control or board control.

    On one side, blue and white both excell at slowing games to a crawl, while black and red on the other side are more geared towards speeding up the situation (for good or ill). This creates a bit of tension, but suggests that purple should probably not be pronouncedly biased toward either tendency - green is the same way. This could be where the enemies overlap. Both colors could be oriented toward mid-range creatures, establishing board position, and control over the mid-game.

    I can envision purple as being distinct from blue in that it is less concerned with spells and spellcasting and more with board manipulation. Copying (shapeshifters, etc.) are a possible overlap. Purple should probably make use of some mechanic that is like countermagic or discard in that it suppresses opponents' power, but should be distinguished from both. Purple might be another color that has some limited access to countermagic.

    So, purple should have good manipulative power. What else? Should it have strong threats? Good at accessing resources? Purple could be another color that uses life gain.

    I think that a top-down approach might be more productive. What does purple tend to represent to most people? In many cultures, purple is a color representing spirituality, mysticism, and higher reality. Purple is associated with royalty, and sometimes with clergy or priesthood. Purple is not a color that occurs too often in nature. Even today, purple tends to be linked to art, artists, poetry, inspiration, romanticism, spirituality, devotion, creativity, intuition, instability, insanity, sensitivity, surrealism, and mystery.

    I can envision purple as being mystical where blue is methodical; idealistic where black is pragmatic; spiritual where green is naturalistic; ethereal where red is physical and direct; fantastic and surreal where white is down to earth. Purple would probably be like blue and black in that it values the individual, but less concerned with knowledge or overt power. Purple characters may be very driven by personal goals of a self-actualization nature. A purple villain may be trying to become a god for spiritual enlightenment or subjective happiness ("I will be one with everything") rather than omniscience or omnipotence. Purple heroes would probably be idealistic, even romantic. Ethereal, above the mundane.

    This fits as an enemy of green. Green is practical. It represents solidity, groundedness. Earth, as opposed to air or ether.

    Let's say blue represents intellect; green represents instinct; red represents impulse and emotionalism; black represents ego and desire; white represents both reason and ideal in action; then purple would represent intuition.

    More specifically, I can see purple being oriented towards creation and summoning (another vague overlap with green). Many purple creatures could be flavored to be alien, gruesome and weird, or from another world. A common creature type could be Faerie, or some other creature that is traditionally capricious and esoteric. Also like green, it could have an abundance of symmetrically beneficial effects (I could definitely see a purple Show and Tell, or a purple Awakening).

    Does all of this sound like a good start?

    Wishmaster 3PPP
    Creature - Dreamfolk ( R )
    Wishmaster's power and thoughness are each equal to the number of permanents in play that weren't played.
    Suspend X - X
    2PP. X can't be 0.
    Whenever a time counter is removed from Wishmaster while it's removed from the game, each player may put an artifact, creature or enchantment card from his or her hand into play.
    */*



    And a bonus: A Basic Land! ( This extra card is just for fun, so don't be influenced by it in your udging Grin )
    Posted in: Custom Card Contests and Games
  • posted a message on Underdepths Project - Design Step
    Really nice ideas guys.

    Here is the room we have in the first set:

    306 cards ( 88 Rares, 88 Commons, 110 Commons & 20 Basic Lands )
    - 20 Basic Lands
    - 20 Lands
    - 16 Artifacts
    - 42 White
    - 42 Green
    - 42 Red
    - 42 Black
    - 42 Blue
    - 40 Multicolored

    My sugestion, so this discussion doesn't gets pointless, is that we go through each one of these items assigning rarities and filling the slots we have. Later, in development, we make the necessary changes and tests.

    If we are in agreement, we should start out with lands. What do we have for them?

    I would sugest making 10 Common lands, 5 Uncommons lands and the Cycle of Five Uberlands as rare. Maybe we could make a common cycle of Enemy-Colored Lands like Molten Slagheap and Mold Reaches, or maybe at uncommon. Some land ideas:

    Fungal Glade
    Land ( ? )
    T: Add 1 to your manapool.
    ,T: Put a storage counter on [CARDNAME].
    1, Remove X storage counters from [CARDNAME]: Add X mana in any combination of B and/or G to your mana pool.

    Paladin Barracks
    Land ( ? )
    Protection from Dark
    T: Add 1 to your manapool.

    Shadow Well
    Dark Land ( ? )
    Darkweave - T: Add to your manapool one mana of any color that a land in your graveyard could produce. Play this ability only if there is a dark card in your graveyard that shares a type with [CARDNAME].

    For the Uber-Drow land, how about a variant of Dust Bowl.

    Agere, Halls of the Dark Elves

    Legendary Land ( R )
    T, Pay 1 life: Add B or G to your manapool.
    ,T, Sacrifice a creature: Destroy target creature. It can't be regenerated.
    The Mother-Queen is generous, granting anything unto those willing to pay the price.

    The Ghost City
    Legendary Land ( R )
    T: Add W or B to your manapool. Play this ability only if you own a permanent that was removed from the game.
    0: Remove [CARDNAME] from the game. Return it to play tapped at end of turn.
    The city which is not there, inhabited by those who were never bourn.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Pokémon Block
    I would have to agree with The Banshee in that pokemon should rather be a super-type, or even a card-type in the case of a Pokemon set, since all creatures are gona be pokemons.

    The pokemon types could and should be used as super-types. For instance:

    Flame Eye Vulpix 1RR
    Fire Pokemon - Vulpix Fox ( U )
    Whenever another fire pokemon or a red source deals damage to [CARDNAME], it gets +2/+0 until end of turn.
    Evolve into Ninetales - 4RR ( 4RR, Remove this pokemon from the game: Search your library for a ninetales card and put it into play. It has haste until end of turn. Shuffle your library afterwards. )
    1/2

    Ghostflame Ninetales 3WR
    Fire Pokemon - Ninetales Fox ( R )
    First Strike
    [CARDNAME] is colorless.
    Whenever [CARDNAME] attacks, you may tap target creature or pokemon defending player controls. That creature or pokemon and [CARDNAME] deals damage equal to it's power to each other.
    2/3

    Grudgefull Banette
    3B
    Ghost Pokemon - Banette Spirit ( U )
    Shadow
    When [CARDNAME] is put into a graveyard from play, each opponent sacrifices a pokemon or creature.
    2/1

    Breath of Charizard 1R
    Enchantment - Aura ( C )
    Enchant Creature or Pokemon
    R: Enchanted creature or pokemon gets +1/+0 until end of turn.
    Whenever a pokemon comes into play, if [CARDNAME] is in your graveyard, you may put it into play enchanting that pokemon.

    And so on... Wink You wouldn't even have to make only one pokemon of each, as there are many diferent Pikachus and Bulbasaurs in the world. There could bne a 'Ghostflame Ninetales' and a 'Raging Ninetales', and maybe even a ninetales whose name isn't 'Something Ninetales'. The thing bounding them together is the very pokemon type Ninetales, alongsided with a normal creature type, such as fox.

    What do you think? It could only make your set much more flavorfull and eficient.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Underdepths Project - Design Step
    Ixius boy, now, thanks for your intusiasm Smile but some of the things you're proposing have been already discussed is this thread. There is no more room for Keyworded Mechanics as you have seen. The main races are actually just five: Drows, Murlocks, Ilithids, Kobolds and Ghostfolk. Driders and Paladins are the villains here and show up a lot in the whole block, but cards refered to as pertaining to the "main races" are related only to the first five mentioned races ;).

    We apretiate your ideas and your creativity might be usefull for us :). I'll be off of these threads within a week, and will be out for quite a very long time ( Two Years Actually ) until I come back. For the duration of that period of time, LGMHorus is the Lead Designer for this set. He is the one coordinating everything, so your admission must be aproved by him.

    And to you all, nice work guys. Let's not forget what we have decided so far so that we don't get stuck in the same place.

    Please everybody, just throw random ideas and we will discuss them over, remebering aways of what we have stabilished as a basis for creative work. We already have a few card-ideas including the Uber-Land cycle and the Underdepth-Races-Zombie cycle. Also CP's ideas and some more along the way. I'll thow some too :p:

    [Ghostfolk Henchman] 1WB
    Creature - Spirit Scout ( ? )
    2: [CARDNAME] gains or loses shadow until end of turn. Any player may play this ability.
    Whenever [CARDNAME] becomes blocked, choose one - target creature gets +1/+1 until end of turn; or, target creature gets -1/-1 until end of trun.
    2/1

    [Grip from Below] 2B
    Instant ( ? )
    Destroy target non-Dark creature.

    [Kobold Trap] RW
    Enchantment ( ? )
    At the beginning of each player's upkeep, if all his or her lands are tapped, tap target creature that player controls.

    [Mind-Fleyer] 3UR
    Creature - Ilithid Wizard ( ? )
    T: [CARDNAME] deals 1 damage to target creature or player. Draw a card.
    2/2

    [Murlock Raider]
    3GG
    Creature - Fish Beast Warrior ( ? )
    Provoke
    [CARDNAME] gets +1/+1 and has islandwalk as long as you control an island.
    4/2

    [Murlock Seer]
    2U
    Creature - Fish Beast Shaman ( ? )
    When [CARDNAME] comes into play, scry 2, then reveal the top card of your library. If it's forest card, put it into play. Otherwise, put it into your hand.
    1/5
    Posted in: Custom Set Creation and Discussion
  • posted a message on Request a Card Based on an Art from Your Imagination!
    Lurking Predator 2GG
    Enchantment ( R )
    Whenever a creature attacks you and isn't blocked, sacrifice Lurking Predator and trhee forests. If you do, search your library for a green creature card with converted 6 or more and put it into play blocking that creature.
    C'mon, it's just a bunch a'leaves n' branches!
    Bagrim, last words

    Color: Black Alligned ( Multicolored, Hybrid or Just Black )
    Location: A dark and moldy ally, with a very poor illumination.
    Action: Show a black alligned mage ( see Style Guide for reference ) that gradually becomes a swarm of spiders and other hideous insects merging into the shadows.
    Focus: The macabre transformation.
    Mood: "Oh Yeah? Well, check this out then..."
    Posted in: Custom Card Contests and Games
  • posted a message on Legend Evolution
    They slaugther every Fire Elemental when they arive.

    The Wings that Were Taken 0
    Legendary Artifact Creature - Thopter Equipment ( R )
    Flying
    As long as The Wings that Were Taken is equipping a creature, it is a non-creature artifact.
    Equipped creature gets +0/+3 and has flying.
    Equip 2
    0/3

    The people in the coastal town sell the wings to a merchant caravan that were heading to New Benalia.
    Posted in: Custom Card Contests and Games
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