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  • posted a message on Planetside Block
    Quote from Sparta!0
    Data Overload is way too easily breakable. Especially at that cost. You can get a turn 1 win.


    In vintage and possibly Legacy, but these cards aren't being designed with those formats in mind.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Planetside Blue


    Aeon Guard 3UU
    Artifact Creature - Cybrin Guardian (Rare)
    When Aeon Guard comes into play, draw two cards.
    Phaseshift 3UUU
    If the phaseshift cost was paid, return two target creatures to their owners’ hand instead.
    3/4

    CAT-40 Thresher 5U
    Artifact Creature - Tank (Uncommon)
    Trample
    When CAT-40 Thresher comes into play, return target creature to its owner’s hand.
    Phaseshift 5UU
    Threshers are the fast and mobile tank of the Illuminate. Though light on armor, the Thresher is more than a match for any threat it encounters.
    4/4

    CFC-08 Reaver 3U
    Artifact Creature - Aircraft (Uncommon)
    Flying
    1U: Remove CFC-08 Reaver from the game. Return it to play under its owner’s control at end of turn.
    Phaseshift 5U (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    2/2

    Chain of Recall 1U
    Instant - Arcane (Common)
    Return target creature to its owner’s hand unless he or she pays 2. Search your library for a card named Chain of Recall and put it into your hand, then shuffle your library.
    Aftershock 1U0 (If you played a spell with a mana cost of 1U this turn, you may play this spell for its aftershock cost.)

    Cybrin Augmentor 2U
    Artifact Creature - Cybrin Mutant (Common)
    When Cybrin Augmentor deals damage to an opponent, draw a card.
    Augment U (U: Remove this permanent from the game augmenting target creature.)
    Augmented creature has, “When this creature deals damage to an opponent, you may draw a card.”
    1/2

    Cybrin Codebreaker 2U
    Artifact Creature - Cybrin Slicer (Common)
    When Cybrin Codebreaker comes into play you may have target player reveal his or her hand.
    Some cybrin are expert slicers, no matter how tough the security is these slicers will find a way to break the code and access the information within.
    2/2

    Cybrin Heavy Infantry 3U
    Artifact Creature - Cybrin Soldier (Common)
    Cybrin Heavy Infantry gets +0/+1 for each card augmenting it.
    Phaseshift 4U (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    3/3

    Cybrin Mindslaver 1U
    Artifact Creature - Cybrin Mutant (Uncommon)
    Augment 2UU (2UU: Remove this permanent from the game augmenting target creature.)
    You control augmented creature.
    Some augmentations aren’t always beneficial. Sometimes they are used to subjigate those who will not bend to the will of a higher power.
    1/1

    Data Overload 1UUU
    Sorcery - Technology (Rare)
    Draw fifty cards. If you discard more than forty cards at end of turn, you lose the game.
    Even the most devestating glitch in the network can be turned into an advantage in the right hands.

    Electromagnetic Field 2U
    Enchantment - Aura (Common)
    Enchant Artifact
    When Electromagnetic Field comes into play, tap enchanted artifact.
    Enchanted artifact does not untap during its controller’s untap step.

    Erratic Shifter
    Artifact Creature - Cybrin Shifter (Common)
    (Erratic Shifter is blue.)
    Haste
    Phaseshift—Remove a card in your hand from the game (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    1/1

    Exonic Crustacean 3UU
    Creature - Crustacean (Uncommon)
    Islandwalk
    When Exonic Crustacean comes into play, return target creature with flying to its owner’s hand.
    Exonic Crustaceans are one of the many lifeforms that inhabit the vast ocean of Planet Neuron. They’re particularly fond of the various birds that call Neuron their home.
    3/4

    Expert Technophile 1UU
    Artifact Creature - Cybrin Slicer (Uncommon)
    Whenever you play a technology spell, you may draw a card.
    Technopiles are the backbone of the overmind’s network. Their affinity for technology accelerates the accumulation of knowledge for use by Garra.
    2/2

    External Datadrive U
    Instant - Technology (Common)
    Look at the top card of your library, if you do you may put that card on the bottom of your library.
    Draw a card.
    Datadrives are capable of holding vast amounts of information in a small size. More often than not, the information contained within can be put to good use by expert Slicers.

    Garra's Tinkering 2U
    Sorcery - Technology (Uncommon)
    As an additional cost to play Garra’s Tinkering, sacrifice an artifact.
    Search your library for a noncreature artifact card and put it into play, then shuffle your library.

    Garra, Cybrin Overmind 4UU
    Legendary Artifact Creature - Cybrin Overmind (Rare)
    1UU: Target permanent becomes an artifact in addition to its other types until end of turn.
    3U: Gain control of target artifact. (This effect doesn’t end at end of turn.)
    Whenever a nontoken creature comes into play under your control, if Garra, Cybrin Overmind is untapped, put a 1/1 Replicon artifact creature token into play.
    The machines of the universe bend to my will.
    3/4

    Larion Rider 3U
    Creature - Crustacean Knight (Common)
    When Larion Rider comes into play, you may destroy target human.
    Harliacs are an evolved form of crustacean found on the planet Aurora. Some of the more skilled members of the species have become experts at riding the various forms of giant crustaceans that inhabit the seas of Aurora.
    3/2

    Mind Absorbing Tyren 1UU
    Creature - Spirit (Uncommon)
    Flying
    Aftershock 3—5UU
    If the aftershock cost was paid, target player discards four cards and you draw four cards.
    Tyren are lifeforms that look like spirits. These creatures wander the more barren parts of Aurora and absorb the intelligence of anything they come in contact with.
    2/2

    Network Disconnection 1UU
    Instant - Technology (Uncommon)
    Counter target spell.
    Aftershock 2—1UU (If you played a spell with converted mana cost of 2 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, remove that card from the game instead of putting it into its owner’s graveyard.

    Neuron Glacial Leviathan 5UUU
    Creature - Leviathan (Rare)
    Trample, islandwalk
    The only surface areas that still exist on Planet Neuron are glaciers. It’s suicide to build anything on these glaciers unless your wish is to be devoured by a Glacier Leviathan.
    7/7

    Neuronet Hacker 1U
    Artifact Creature - Cybrin Slicer (Uncommon)
    0: Change the text of target permanent or spell by replacing all instances of one color word with another or one basic land type with another. (For example, you may change “nonred creature” to “nonblue creature” or “islandwalk” to “swampwalk.” This effect doesn’t end at end of turn.)
    1/1

    Neuronic Override 4UU
    Sorcery - Technology (Rare)
    Gain control of target creature. (This effect doesn’t end at end of turn.)
    Phaseshift 7UUU (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    Orion, Cybrin Capital Ship 5U
    Legendary Artifact Creature - Warship (Rare)
    Flying, trample
    Whenever Orion, Cybrin Capital Ship attacks, you may return target permanent to its owner’s hand.
    It echoes through the stars, removing those who would stand in Garra’s way.
    5/5

    Path Through Subspace 1U
    Instant - Technology (Common)
    Target creature is unblockable until end of turn.
    Fifty years ago the Cybrin discovered a subreality that existed alongside our own. Since then, subspace has been used to get troops to the frontlines of battle through use of various subspace devices such as the subspace warpdrive.

    Repulsor Lift 2U
    Instant - Technology (Common)
    Target creature gains flying. (This effect doesn’t end at end of turn.)
    Repulsor Lifts are personal flying devices that were invented on the planet Aurora. Though primarily used by the Cybrin as a mode of transportation, they are sometimes used in combat due to the multi-directional flight capabilities they offer to the controller.

    Shrouded Xenomorph 3U
    Creature - Xenomorph (Common)
    Shroud
    Phaseshift 5U (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    This form of zygot has adapted quite well to the life cycle of Planet Aurora. It now gives off a slight shroud of mist that conceals it from the casual eye.
    2/2

    Subspace Intervention UU
    Instant - Technology (Uncommon)
    Counter target spell. Remove it from the game instead of putting it into its owner’s graveyard. That card gains phaseshift X+3 where X is its mana cost. (Mana cost includes color.)

    Subspace Lock U
    Instant - Technology (Rare)
    Counter target spell if it wasn’t played from its owner’s hand.
    While travelling through subspace has been generally deemed as safe, there’s still a risk of a portal closing as ships are travelling through the sub reality. Ships that are trapped in subspace will momentarily ghost into our reality, but pose no immediate threat while they are visible.

    Subspace Protocol XUU
    Sorcery - Technology (Rare)
    Look at the top X cards of your library and remove one of them from the game. That card gains phaseshift Y+2 where Y is its mana cost. Put the rest of the cards on the bottom of your library in any order.

    Subtle Manipulation U
    Instant - Technology (Common)
    Tap target creature.
    Aftershock 2—UU (If you played a spell with converted mana cost of 2 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, tap up to three target creatures intead.

    Xenomorphic Mindlinker 3U
    Creature - Xenomorph (Uncommon)
    Whenever Xenomorphic Mindlinker deals combat damage to a player, you may draw a card.
    Clone 4U (4U, T: Put a creature token into play that is a copy of this creature. The token does not gain this ability. Play this ability only as a sorcery.)
    2/3
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Update


    Starting today and continuing on through the week, I will post an update containing cards I have currently created for each color. This means that each day will highlight a different color in Planetside.

    I'll start off this update string with the white cards that have been made so far. Check back tomorrow to see which color will be highlighted next.

    I'm still deciding on the card images, so for now the list will be in text form. If I decide to add images, they will be placed after the text.

    And now for list:


    PLANETSIDE White


    AAB-14 Skyguard 2W
    Artifact Creature - Buggy (Uncommon)
    Reach
    Whenever AAB-14 Skyguard blocks or becomes block by a creature with flying, it gets +2/+0 until end of turn.
    2/3

    AAT-23 Vanguard 4W
    Artifact Creature - Tank (Rare)
    Trample
    Other tanks you control get +1/+1 and have first strike.
    The primary battle tank of the Federation. The mere presence of the Vanguard inspires strength in the battalions that are near it.
    3/4

    AFC-30 Striker
    4W
    Artifact Creature - Aircraft (Uncommon)
    Flying
    Phaseshift 5W (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    The T-30s are the fastest fighter craft the Arclia Federation has at its disposal. Unrivaled in air superiority, the T-30s strike fear in the hearts of enemy pilots.
    3/3

    Arclian Bodyguard 3W
    Creature - Human Soldier (Uncommon)
    Vigilance
    As long as Arclian Bodyguard is untapped, creatures you control get +0/+1.
    The guardians of Cloudkeep. Ever vigilant in their duty, they stand guard and strengthen those around them in preparation for any attack that may be launched on the fortress.
    2/3

    Battlefield Trainer 2W
    Creature - Human Soldier (Common)
    First strike
    W, T: Target creature gains first strike until end of turn.
    Some trainers prefer to teach their students on the field of battle hoping the first hand experience will turn them into better soldiers.
    2/2

    Chain of Purity 1W
    Instant - Arcane (Common)
    Destroy target enchantment. Search your library for a card named Chain of Purity and put it into your hand, then shuffle your library.
    Aftershock 1W0 (If you played a spell with a mana cost of 1W this turn, you may play this spell for its aftershock cost.)

    Federation Technophile 3W
    Creature - Human Scientist (Uncommon)
    Whenever you play a technology spell, you may tap target creature.
    Technophiles are capable of routing technology to achieve any effect they desire. Even minor things like datadrives can be used for any purpose in the hands of a technophile.

    1/2

    Field Medic 4W
    Creature - Human Medic (Common)
    Creatures you control have absorb 1.
    W, T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
    Advances in medical science have allowed field medics the ability to prevent injuries before they even occur.
    3/3

    First Order Aven Infantry 4W
    Creature - Bird Soldier (Common)
    Flying
    When First Order Aven Infantry comes into play, target creature gains first strike until end of turn.
    3/3

    Flag of the Federation 3WW
    Legendary Artifact (Rare)
    Creatures you control get +2/+2
    The Flag of the Federation waves freely in the breeze, inspiring all who see it to fight on behalf of their planet and brings strength to those who need it in their darkest hour.

    Free from Corruption
    1W
    Instant - Technology (Common)
    Remove all corruption counters from target creature.
    After months of research into the Lyntherian Bacterium, the Federation found a way of destroying the bacterium in infected individuals and freeing them from the tendrils of corruption.

    Healing Aura
    2W
    Instant - Arcane (Common)
    You gain 6 life.
    Aftershock 2—W (If you played a spell with converted mana cost of 2 or more this turn, you may play this spell for its aftershock cost.)

    Holiness Devotee W
    Creature - Human Cleric (Common)
    Augment W (W: Remove this permanent from the game augmenting target creature.)
    Augmented creature gets +1/+2.
    Some Ferysians managed to escape from their Solthin controlled homeworld and found refuge on Planet Arclight.
    1/2

    Holy Guardian 2W
    Creature - Human Cleric (Common)
    When Holy Guardian comes into play, choose a color. Holy Guardian gains protection from the chosen color.
    Augment 2W
    When you pay Holy Guardian’s augment cost, choose a color. Augmented creature has protection from the chosen color.
    1/2

    Jeriah , Arclian Chancellor 2WW
    Legendary Creature - Human Chancellor (Rare)
    When Jeriah, Arclian Chancellor comes into play, creatures target opponent controls can’t attack on that player’s next turn.
    I come here on behalf of the Arclia Federation. I wish to bring peace between our empires, so I humbly request you lay down arms against us or we will force you to do so.
    2/4

    Lifeforce Rejuvenator
    W
    Creature - Human Cleric (Common)
    Lifelink
    Gene Splice W
    Some humans were born with special abilities hardcoded into their DNA. By splicing the genes of these individuals into other organisms, we can give the organisms the talents that these individuals possess.
    1/1

    Ligament Xenomorph 2W
    Creature - Xenomorph (Common)
    Each Xenomorph you control has first strike.
    Clone 3W (3W, T: Put a creature token into play that is a copy of this creature. The token does not gain this ability. Play this ability only as a sorcery.)
    2/2

    Mystical Healer 2W
    Creature - Human Cleric (Common)
    When Mystical Healer comes into play, you gain 1 life.
    Gene Splice W (As you play a creature spell, you may reveal Mystical Healer from your hand and pay its gene splice cost. If you do, that creature gains one of Mystical Healer’s abilities until the end of your next turn. If the ability refers to Mystical Healer, it refers to that creature’s name instead.)
    2/2

    Orbital Bombardment 3WW
    Sorcery - Technology (Rare)
    Destroy all creatures. They can’t be regenerated.
    Phaseshift 4WWW (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    “Glass It” — General term meaning destroy all life in an area.

    Peaceful Ends 1W
    Enchantment - Aura (Uncommon)
    Enchant Creature
    Enchanted creature can’t attack or block, and it’s activated abilities can’t be played.
    “Sometimes, peace must be forced.”
    —Jeriah, Arclian Chancellor


    Pull from Beyond W
    Instant - Technology (Uncommon)
    Put target face-up card that’s removed from the game into its owner’s graveyard.

    Radiance, Arclian Capital Ship 4WW
    Legendary Artifact Creature - Warship (Rare)
    Flying, trample
    Whenever Radiance, Arclian Capital Ship attacks, put four 1/1 aircraft artifact creature tokens with flying into play.
    It radiates through the atmosphere, enforcing Jeriah’s law upon the entire system.
    5/5

    Reality Erasal WW
    Instant - Arcane (Uncommon)
    Remove target attacking creature from the game.
    Aftershock 1—XWW
    If the aftershock cost was paid, remove X target attacking creatures from the game instead.

    Ritual Ban 3W
    Legendary Enchantment (Rare)
    Permanents cannot be sacrificed.
    Rituals of Zyra were common in the Federation star system before Jeriah banned all ritualistic sacrifices. He outlawed them proclaiming that those who ally themselves with the Cult of Zyra are enemies of the Federation and will be dealt with as such.

    Ryuk, Federation General
    4WW
    Legendary Creature - Human General (Rare)
    All tanks, battleframes, aircraft, and warships you control get +1/+1 and have haste.
    All other creatures you control get +1/+1 and gain first strike.
    3/3

    Shine through the Shroud 2W
    Enchantment (Uncommon)
    Creatures in play that have shroud may be targeted as though they didn’t have shroud.
    The light of salvation pierces through the darkness of terror and mysticsm. It reveals the horrors that lie beyond and weaken those that hide behind a curtain of magic.

    Skyskirter Soldier 3WW
    Creature - Bird Soldier (Uncommon)
    Flying, First strike
    Gene Splice 1W (As you play a creature spell, you may reveal Skyskirter Soldier from your hand and pay its gene splice cost. If you do, that creature gains one of Skyskirter Soldier’s abilities until the end of your next turn. If the ability refers to Skyskirter Soldier, it refers to that creature’s name instead.)
    2/3

    Soldier of Order 1W
    Creature - Human Soldier (Common)
    First strike, Reach
    These nameless soldiers of the Arclia Federation are the backbone of their army. While weak in nature compared to the rest of their higher tier brethren, the soldiers of order possess a certain versatility that goes unmatched by the rest of the arclian forces.
    —Herrata. Arclian Transcriber

    1/1

    Subvert the Weak W
    Instant - Arcane (Uncommon)
    Remove target creature from the game. That creature gains phaseshift X+3 where X is its mana cost. (Mana cost includes color.)

    Surprise Attack 1W
    Instant - Technology (Uncommon)
    Put two 1/1 white soldier creature tokens into play.
    Aftershock 0—2WW (If you played a spell with converted mana cost of 0 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, put four 1/1 white soldier creature tokens into play instead.

    War Cry 1WW
    Sorcery - Technology (Common)
    Creatures you control get +1/+1 and gain first strike until end of turn.
    Phaseshift 3WW (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    Xenomorph Soulbonder 3W
    Creature - Xenomorph (Rare)
    Xenomorph Soulbonder’s power and toughness are each equal to 20 minus your life total.
    Some bioforms choose to bond with other organisms rather than other bioforms. This bonding forms an odd symbiotic relationship and study has shown that these bioforms get stronger as the host organism gets weaker.
    */*
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Planetside isn't dead to me yet. I just haven't had much in the way of new ideas.

    I'll post some up when I eventually come up with some.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planets
    I really don't know how I can simply the rules. My previous post is pretty much the official version and is about as short as it's gonna get:-/
    Posted in: Custom Card Creation
  • posted a message on Planetside Block
    New Planetary Update

    Before we begin I'd like to credit ZasZ234 for coming up with the basic idea that the final concept of planets were based off of. Thank you, your contribution has made the concept of planets a unique one that will continue to be used in any set I create that expands upon Planetside's storyline.

    Rulings for Planets
    --Planets are played as though they are lands but they do not count as your land play for the turn.
    --All planets are permanents and are effected by spells and abilities that specifically affect permanents.
    --You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
    --Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
    --Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
    --You may play permanents only on a planet you control.
    --Each planet comes into play with a number of Resource counters on it equal to the Resource count. The Resource count is the number in the bottom right hand corner.
    --Whenever you play a creature spell, you may add one resource counter to target planet you control.
    --As long as a planet is in play, all nontoken creatures in play have, "T: Add or remove one resource counter from target planet."
    --When a planet has no resource counters on it, it is destroyed as a state-based effect.
    --If a planet leaves play, all permanents that were on it remain in play.
    --Each Planet has the following three abilities:
    -----Homeworld <Number>—Effect
    ————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.
    -----Strategy -<number>—Effect
    ————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
    ————Strategy can be played on the same turn a planet came into play.
    ————Strategy can only be played once each turn.
    ————Strategy can only be played as a sorcery unless otherwise stated.
    -----Economy <number>—Effect
    ————If the economy effect is a static effect, it turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.



    Planet Arclight
    Planet Arclight is the Federation capitol world, a veritable mixing pot for all races living in the Federation Star System. While the Federation keeps watch over all its planets, Arclight is the most heavily fortified of them all. It is here that Cloudkeep is located and is where Jeriah keeps a close watch over his citizens and presides over the Federation.






    Planet Aurora
    Planet Aurora is the central nexus for the Cybrin Illuminate and it is here that the Overmind calls home. Garra has complete control over the vast information network that's rooted in everything on Planet Aurora. Arcadia, his personal fortress and information network, ensures that Garra is always aware of any events that take place on Aurora and the nearby planets in his star system.


    Planet Zyra
    Planet Zyra, infamous home to the Cult of Zyra. It is here that Mistress Shiya seeks to corrupt the entire galaxy through effective use of the Lyntherian Enzyme. Her personal Temple, Necros, is where she keeps a close eye over the entire planet and the nearby corrupted worlds in her star system. Those who come to Planet Zyra find themselves enthralled by the lavishness of life here, even the most pure of heart will quickly succumb to the corruption this planet brings to those who tread its ground.



    Planet Solthis
    Planet Solthis is the covenant capital world. It is here that all business and system wide negotiations take place within the covenant. Ortania, the underground fortress on Planet Solthis, is home of Nara Sumas...the official leader of the covenant. Unlike the other leaders, Nara is not afraid to get her hands dirty and will more often than not oversee particular misisons on her own. Solthis is home to many races that come from the various planets within the covenant star system and, like the rest of the capitol worlds, Solthis is home to the primary business and product exchange center for the entire system.


    Planet Karlith
    Planet Karlith is the Sovereignty homeworld, a planet of serene and elegant beauty that is matched only by Planet Eternia. The Templar call Karlith their second home, it is here that their noble ancestors managed to live alongside nature for thousands of years. It is here that their ancestors stopped refering themselves as Elves, and started to call themselves the Templar. Cylar, the current Sovereign and Commander of the Sovereignty, sees his rule over the sovereignty from his fortress in Tabornith.


    Planet Shalara
    Planet Shalara, the mysterious planet of myth that has recently been discovered. Legend has it that a race of exceptionally intelligent beings were on a quest to catalog all the knowledge of the universe, and in doing so accidentally uncovered the knowledge to obtain near limitless power. Upon discovering this knowledge, their race broke out into a civil war that eventually led to their extinction. It's rumored that the knowledge still exists on this planet, waiting for day when someone will come along and acquire it for themselves.

    Posted in: Custom Set Creation and Discussion
  • posted a message on Planets
    That's alot to address, hum..:-/


    Where to begin:

    Well, I've addressed everything up to Homeworld in the official Planetside Block thread.

    To begin, II made all the abilities on planets act as pseudo abilities. The reason they utilize a number is to cut down on the wording. Without that number, I'd have to write: Homeworld: If you control one more creatures all soldier creatures you control get +0/+1.

    In most cases it's fine, but when you have 3 different abilities all having to written out like that, it gets cluttered. It also prevents me from going into unique territory cause then the text starts shrinking down and gets hard to read.

    I consider Homeworld, Strategy, and Economy as pseudo-keywords. It's just the number was a necessity for me.

    I changed up homeworld a bit, I just kinda forgot to post the changes here:-/

    So here they are:

    -----Homeworld <Number>—Effect
    ————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.

    So now it'll look like: Homeworld 1—All soldier creatures you control get +0/+1.

    I scrapped the idea of making the bonus exclusive to creatures on the planet, while I want the planets to act as a virtual battleground I don't want to put too much emphasis on that.

    As per your suggestion, I scrapped the idea of creature specific homeworld. I was thinking about it cause it occured to me that certain planets aren't actually a homeworld to specific creature types (Like how Aurora is the Cybrin homeworld but Solthis is a mixing pot of various sentient species.)



    Now, the rewrite. I have the idea of maybe blending the two suggestions into something like this:

    --Whenever you play a creature spell, you may add one resource counter to target planet you control.
    --All nontoken creatures in play have, "T: Add or remove one resource counter from target planet."

    Why do I say target? Well, to make things interesting I guess. If you can find some way of giving the planet shroud, then it should be a double edged sword. While your opponent can't reduce your resources, you can't increase them.

    I also say "nontoken creatures" cause I REALLY dislike the idea of someone token swarming your planet into oblivion. While I use a token highlander that focuses on swarming, I still dislike the idea that someone capable of making tokens every turn can easily spam your planet into nothing before you get to do anything with it.

    If you wanna see the updates in full form, you'll have to keep an eye out on Planetside Block in the Custom Sets forum cause that's where I keep posting my updates at.:)




    This is the new rules text:

    Rulings for Planets
    --Planets are played as though they are lands but they do not count as your land play for the turn.
    --All planets are permanents and are effected by spells and abilities that specifically affect permanents.
    --You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
    --Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
    --Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
    --You may play permanents only on a planet you control.
    --Each planet comes into play with a number of Resource counters on it equal to the Resource count. The Resource count is the number in the bottom right hand corner.
    --Whenever you play a creature spell, you may add one resource counter to target planet you control.
    --As long as a planet is in play, all nontoken creatures in play have, "T: Add or remove one resource counter from target planet."
    --When a planet has no resource counters on it, it is destroyed as a state-based effect.
    --If a planet leaves play, all permanents that were on it remain in play.
    --Each Planet has the following three abilities:
    -----Homeworld <Number>—Effect
    ————Homeworld means that if the number of creatures you control on the planet is equal to or greater than the number listed after homeworld, it enables the following effect.
    -----Strategy -<number>—Effect
    ————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
    ————Strategy can be played on the same turn a planet came into play.
    ————Strategy can only be played once each turn.
    ————Strategy can only be played as a sorcery unless otherwise stated.
    -----Economy <number>—Effect
    ————If the economy effect is a static effect, it turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.


    This is the, now, final result:

    Posted in: Custom Card Creation
  • posted a message on Planets
    no, it's not my template. Lordpenguin from this forum made the template: http://pifro.com/mtg/viewtopic.php?t=314&sid=d94a73ceaf5da26b71914d4731c80fe2


    He got the idea from a topic on these forums, the link to which is in the link above.
    Posted in: Custom Card Creation
  • posted a message on Planets
    Think of playing permanents on planets being similar to playing Auras on permanents. The gamezone isn't actually changed, instead the Planet acts a pseudo-zone. Permanents that are played on planets still count as having that permanent in play and under your control, the Planet isn't an entirely different zone such as the graveyard or your RFG. So if you have Meloku on a planet and another Meloku comes into play, both are still affected by the legend rule and are destroyed.

    Back to the pseudo-zone part. Basically, planets treat themselves as a pseudo-zone for the purpose of having their abilities work. Playing permanents on your planet is so it simulates having your planet populated by many different things but it's not an entirely new gamezone.

    So, for instance, you can technically play basic lands onto your planet and spells that count land types you control (such as Skred) will still count those lands as under your control. Legendary permanents that are played on planets are still affected by the legend rule, and so on.


    As for Tarmogofy, if my set was actually printed then Time Spiral would cycle out;) But yeah, I know what you mean, but oh well:p
    Posted in: Custom Card Creation
  • posted a message on Planetside Block
    My brain is starting to burn out from trying to make planets unique. If I ever think of something flavorful to put after the Planet's name, I'll gladly do so.

    Thanks for the suggestion:)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planets
    After giving it some thought, I think I've come up with something...a sort of hybrid of ideas if you will.

    Let's start with an edited rules list:

    Rulings for Planets
    --All planets are permanents and are effected by spells and abilities that specifically affect permanents.
    --You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
    --If you control a Planet, and a Planet is put into play under your opponent's control both Planets will not be destroyed.
    --Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
    --Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
    --(New)Permanents can played onto planets, regardless of who controls the permanent spell.
    --(New)Tokens cannot be put onto planets when they are put into play due to a spell or ability. However, permanents that make tokens can be put onto planets and any tokens created on the planet will count toward the Economy gain count.
    --(New)Spells and abilities can target permanents that are on a planet.
    --(New)Each planet comes into play with a number of Economy counters on it equal to the Economy count. The Economy count is the number in the bottom right hand corner.
    --(New)As long as you have a creature on your planet, you will gain one economy counter at the beginning of your upkeep.
    --(New)Each Planet has three abilities, and they are the follow:
    -----<Creature type> Homeworld—Effect
    ————Homeworld means that if a creature of that type is on this planet, it will enable the given effect.
    ————(Optional) If you control the planet, static effects will only apply to creatures you control on that planet.
    -----Strategy(working title)-<number>—Effect
    ————To play a strategy ability, a player must remove a number of Economy counters equal to the number after Strategy. Upon doing so, they will trigger the given effect.
    ————Strategy can be played on the same turn a planet came into play.
    ————Strategy can only be played as a sorcery unless otherwise stated.
    -----Economy <number>—Effect
    ————The economy effect is a static effect that turns on when the planet has a number of economy counters on it that is equal to or greater than the number following Economy.
    -----(New) When a planet has no economy counters on it, it is destroyed as a state-based effect.
    -----(New) If an opponent has a creature on a planet you control, at the beginning of your upkeep the planet will lose one economy counter.



    The end result of all this, would be something like:




    That's pretty much what I have so far. The template I'm currently using is the one I've decided to keep as the Planet template.
    Posted in: Custom Card Creation
  • posted a message on Planets
    I was brainstorming an idea similiar (but not too similar...yours is pretty damned detailed) about what I could do with the newly thought up idea of that counter.


    I had the idea of changing it to Attrition counters. Basically, a planet would come into play with a set number of Attrition counters and would have one minorly effective passive ability but one powerful activated ability tacked to the attrition counters.

    It would work like this: Say a planet came into play with 5 Attrition counters. It has, oh, say all creatures you control get +0/+1. Useful, yes, but it might not turn the tide of battle all that much. But now, it's activated ability is something like, "3: All creatures you control get +3/+3 and have trample."

    Because the attrition counter, in this case 5, means that the opponent needs to attack with 5 creatures and deal at least 5 combat damage to you....by using the second ability, you now make your planet more vulnerable to being conquered.

    I like the idea of planets being a battleground of sorts, but I'm sure Jacob(Necroblade) is gonna bring up the idea that it's a memory nightmare....IE, having to remember which cards are played on planets or the general battlefield.

    I'd also have to make it so if your planet is destroyed in same way, that all the permanents you played on it will be destroyed as well. Which means I might have to delete Void Generator as a card (found under Planetside Block in the Custom Sets forum).

    Your idea is definitely unique and pretty much on the ball of what I was looking for. Now, I just gotta flesh it out and make it work within the confines of my set:)
    Posted in: Custom Card Creation
  • posted a message on Planets
    For those who are still interested in helping, I'm still having trouble figuring out with idea to use for the Planets.

    All the ideas I presented are viable in their own right, I'm just at a loss at which one I should use for the final concept.:-/
    Posted in: Custom Card Creation
  • posted a message on Planets
    Mondu, as well as my friend jacob, brought up an interesting point that I haven't really decided to address until now.

    Indeed, the only way to destroy planets were through spells that destroy permanents (of which there are two at this point, one of which is an artifact.)

    So, with that in mind, I decided to figure a way to make an alternative method for destroying planets. With the help of my friend, I was able to hammer out a final concept and I'm presenting it you all to see if you like it:

    Example:

    Planet Aurora
    Planet (Rare)
    (Abilities go here)
    5

    The number you're seeing is what I'm gonna call the Conquer Number. The Conquer Number works like this:

    In order to conquer the planet, you must attack with that many creatures and deal that much combat damage to the player.

    Since this number is 5, it means you have to attack with five creatures and deal five combat damage to the controlling player. Not an easy feat mind you. If you're successful, however, you conquer the planet and get to do one of two things: You can either take control of the planet for your own use or have it destroyed. The choice must be made when the Conquer Number parameter is met though, there is no "I'll take control then destroy it later" stuff.

    Mind you, the number 5 is theoretical. My friend pointed out that it would be rather hard to fill that parameter, which is true. But conquering a planet SHOULD be hard, but in the end I might settle for 3 or 4 depending on the planet.

    Mind you, this is an entirely separate idea on from what the Planet's abilities will be. This is an idea on making an alternate way of destroying them. At first, the number was just what you needed to do to destroy it. But I thought the conquering aspect was flavorful considering the future-themed set these planets are included in.
    Posted in: Custom Card Creation
  • posted a message on Planets
    So many mistakes on my part. What I presented were 4 different ideas.

    Here's the current rules for them, they can be changed to fit with the idea I use though...they're not set in stone yet:

    Rulings for Planets
    --All planets are permanents and are effected by spells and abilities that specifically affect permanents.
    --Planets are played like lands and count for your land play for the turn.
    --You may only control one Planet at all times. If another Planet comes under your control, both Planets are destroyed as a state based effect.
    --If you control a Planet, and a Planet is put into play under your opponent's control both Planets will not be destroyed.
    --Although Planets are played like lands, they are not lands. As such, Planets are unaffected by spells and abilities that interact with lands in any way.
    --You can only have one of each Planet in your deck.
    --Playing a planet does not count as playing a spell, as such they cannot be countered by spells and abilities.
    Posted in: Custom Card Creation
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