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  • posted a message on February MCC Round 2 - Say My Name
    No love for monogreen?

    Rootwalla Mother 1GG [1GG for those with unworking mana tags]
    Creature - Lizard (((U)))
    Flash. (You may cast this spell any time you could cast an instant.)
    Discard a card named Basking Rootwalla: Rootwalla Mother gets +2/+2 and Hexproof until end of turn.
    Contrary to most animal species, it is the offpring of the rootwalla which is protective towards their hatcher.
    1/3

    (For those not in the know, Basking Rootwalla is a 1/1 with Madness 0 cost, meaning you can cast it for free at instant speed if you discard it. It also self-pumps for 1G: +2/+2 once a turn, and was a common.
    With this card you hardcast it on flash and can immediately discard-cast your other rootwallas for a neat combat trick. Also, if your opponent has removal, you can keep them guessing if you have or not a rootwalla on your hand to defend the mother.)


    [Was told I dont "qualify" for not being at the start]
    Posted in: Monthly Contests Archive
  • posted a message on Mortthal: A WW1-Inspired Set (green commons are now up)
    I much preferred the original concept of Mass-Produce.

    WW1 was a protracted conflict. You want to give the prospect of a really long-drawn out war.

    Mass produce X at the start doesn't do that. In fact, it may hinder combat and create a more "thoughtful" ambience where players speculate whether to cast their spells or not.

    Producing token copies either each upkeep by paying cost, or as a sorcery by paying costs, is much better.

    There is no "tracking issue". Just make sure to make a token-card of every card with mass-produce.

    That way you can have more entering play every turn, and not limited by the mana you have when you cast it. It really makes both players dish it out in a slow, grinding, protracted war of attrition, rather than in a non-war of "waiting to have the mana to cast multiple copies"...
    Posted in: Custom Set Creation and Discussion
  • posted a message on UNDERGROUND set (with images, custom MSE template)
    Thanks for the feedback.

    As there is most interest on the template, there are a few stray pixels I would like to fix before releasing, like on top of the artifacts.
    About the gradient lacking in others cards than blue, it's actually there, just not too noticeable.
    I had to turn down the gradient for most cards as I feared too dark textboxes may lead in difficulties in reading (as text is still black). Maybe this would be countered by doing an even darker version with white text.

    Mainly I expect to work into making the image field "extensible" onto the lower half optionally before release, and applying this to some cards. I have already succeeded in adding this functionality to another template.

    I am also glad you liked the set flavorwise.

    About the card design itself:

    Firstly I would like to apologize so to speak because some things about the mechanics I left unexplained. The rules clarifications on the cards don't get exported, nor you know there are other sets which use some of this stuff.

    My only "Hardcounter" to any allegation is that I don't see any problem at all with new basic land types. These are just expats for the normal plains, forests, etc. which would not be available in an underground habitat. Wastes was introduced into the main game as a sixth basic land and nothing changed because of it. If there would be any terrible problem mechanically, I would like to hear it, but so far cannot think of any...

    The rest of the things can be discussed, and are mostly opinions, but maybe you can hear my reasoning on some points.

    For example, Legendary Sorceries, Instants, etc. can only resolve their effects once per player per game. This is the mechanic that most closely resembles the rule for permanents. If you cast it again after it resolved, it will be countered. It is a new rule but not too much of a stretch.

    Plots are colorless because I wanted them to give the sensation mostly of creatures acting instead of players. If you see, they tend to require creatures doing stuff, or do stuff in regards to them. There is already at least a colorless instant in MTG and is much more powerful than my poor underpowered cards... (even, most of my cards are deliberately underpowered)

    About other types added, there's a whole set with Performer tribal, I kid you not. It makes sense in context (this is on a plane where art warps reality)

    Other keyword abilities that you feel are "Insufficiently used" to be keyworded are actually "evergreen" abilities, like Armor [Number] (Whenever this permanent would be dealt damage, prevent [number] of that damage), which are used across different (custom) sets. And normally have their reminder text there.

    I have at least six sets and that's not counting the many I have lost to hard drive failure... (there was an old set of mine posted here, but even that vanished with Imageshack ending their hosting of the images. Ahhh, should have used text spoilers...)

    Spore Counters: Already used before on Thallids and actually way more annoying then because of all the upkeep and putting/taking with free abilities... in this case you only put them/take them/count them when directed to do so by one-time card effects.

    The rest of returning mechanics... well, I just like that, like it worked on Time Spiral. Maybe "minimalistic" players don't prefer that, but if WOTC did it, so can I. The variety keeps the game interesting, and things like Split Second aren't demanding, they require no counters, etc.

    Convoke has been made an evergreen mechanic (sortof) by WOTC and printed on core sets.

    Regeneration is the same, this is an evergreen mechanic like Indestructible (Basically is a forced 0: Regenerate and has been printed a few times without keywording), Tiring just replaces "Enters the battlefield tapped", "Unwary" is just "this creature can't block" (opposite of Defender) etc.- None of these are a mechanical challenge or "set mechanic", it's just like when Wizards decides to apply retroactively a keyword.

    Shadow, somewhat I would like to avoid that one, but I just love the flavor, as they are living literally in the shadows deprived of the Sun, it makes sense that some creatures work with that. Anyways, Shadow is still a low complexity mechanic which requires you to remind nothing extra, take no steps, and at worst means "this creature can't block or be blocked" if there are no others.

    About the complexity I don't have any "excuse", but I rather like complex cards as it opens the game for more interaction. I know for example the Vault land mechanic seems daunting, yet in practice is not very complicated.

    In any case, I recognize simplicity is still important and I see myself trying to trim down the cards a little when possible



    Two good ways to make them not redundant, and therefore much more interesting, is by having them interact with both the top and the bottom e.g. choosing where to put cards, switching the two


    But there are cards that do that in this very set, I suggest you look at that closely.
    Divinatory Glyphs is the obvious example, and it's a one-drop.

    Also, you are missing a very important detail, and it is that you never draw the card from the bottom of your library normally - so unless it's interacted with, it will remain constant, unlike the card at the top of the library which will tend to change -at least- once per turn. Stuff like Lantern Control being in the meta now shows this key distinction.


    ...ah, perhaps when I can order the cards by colors, this will be seen more clearly...
    Posted in: Custom Set Creation and Discussion
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I think the bot should be paired with the image-generation software.
    It would be easy to set the intelligence of the network on the Expansion symbol, since that isn't being used to rely information at all. The other possibility is to make it show the intelligence level with a watermark.

    I mean, the image-generation does pretty nice results and would get the bot character.-

    The script to assign the images has pretty much been written too, and the image generation has been done specifically for this, so there shoudn't be a problem... no?

    Also, looking forward to getting my own robo-cards made, but I am an absolute beginner in this, with a phone connection only, so possibly not going anywhere-

    ___

    PD: retty sure I had more than just three posts and I'm not "Just getting started" if I got registered on frigging 2008. Thanks forum dot dot dot
    Posted in: Custom Card Creation
  • posted a message on UNDERGROUND set (with images, custom MSE template)
    This has custom template which humbly I say is superior to the Wizards one, while following the same layout.
    Why superior?
    Because it has the next step in evolution, historically speaking. Templates started in modern so washed out that you could barely distinguish white from artifact, back in mirrodin. They gradually became darker until the current iteration.

    Template for MSE will be released in the near future.

    The darker, more dramatic scheme I made also fits with the theme...

    This is an an underground set, as the name implies.

    In this world catastrophes have beset the surface. Civilization has fallen. Human survivors have gone to the underground caverns and thrive only in fundamentalist cults. The color wheel is off balance. Lizards dwell in grottos covered by fungi, and prey on the weak. And in the crypts, deathless necromancers experiment their only hope for eternal life and power. Meanwhile, deep within the watery abyss of the world, a race a of merfolk recover the lost relics of the ancient world. This is Therlessa.

    The set is not yet finished and thus is presented unclassified, but the outline is clear.








































































    subir imagenes gratis


    Posted in: Custom Set Creation and Discussion
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