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3 years ago  ::  Oct 18, 2010 - 1:20AM #681
jordhard
Date Joined: Jun 25, 2007
Posts: 2,601
I like these a lot.

Though the red one seems a little blue .
You can't spell necromancer without a little romance.
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3 years ago  ::  Oct 18, 2010 - 9:30AM #682
Libe
Date Joined: Jul 20, 2006
Posts: 6,072

Oct 18, 2010 -- 1:20AM, jordhard wrote:

I like these a lot.

Though the red one seems a little blue .



I never thought that ability fit into blue very well. Besides, Spark Elemental and Cinder Wall both set precedent for the ability being in red.

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3 years ago  ::  Oct 18, 2010 - 10:21AM #683
jordhard
Date Joined: Jun 25, 2007
Posts: 2,601

Oct 18, 2010 -- 9:30AM, Libe wrote:

Oct 18, 2010 -- 1:20AM, jordhard wrote:

I like these a lot.

Though the red one seems a little blue .



I never thought that ability fit into blue very well. Besides, Spark Elemental and Cinder Wall both set precedent for the ability being in red.




Very True.

You can't spell necromancer without a little romance.
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3 years ago  ::  Oct 18, 2010 - 7:36PM #684
Libe
Date Joined: Jul 20, 2006
Posts: 6,072
I was working on a tribal set not too long ago that focused on class types instead of race types. I got to the point where I had completed a significant portion of the set when the typical thing happened and I hit a wall. I've never completed a set and, odds are, I never will. But rather than let all my labor amount to nothing, I figured I could post a little bit of what I had gotten done for critique.

Choose Your Path! Show
The path mechanic allows a creature to specialize in one of two classes. By default, creatures with the path mechanic have only a race type. But as they enter the battlefield, that creature's controller chooses one of two printed paths, represented as a creature type (For example, a creature may have a "Warrior path" and a "Wizard path"), a P/T, and an ability. As long as it's on the battlefield, that creature has the chosen class type, P/T, and ability.

In my head, the card template would look rather similar to the Level Up template, but with two shaded boxes instead of three.

Here are a few example cards.

Information Broker

Creature -- Human
[Wizard Path] : Look at the top card of your library. 1/1
[Rogue Path] : Look at the top card of target opponent's library. 1/1

Halting Pontiff

Creature -- Vedalken
[Advisor Path] : Tap target creature. 1/1
[Cleric Path] : Prevent all damage that target creature would deal this turn. 1/1

Blood-House Ravager

Creature -- Elemental
[Warrior Path] 3/3
[Berserker Path] Haste 4/1

My goal here was to create cards that had a built-in tension, especially in Limited. Do you choose the Path that has the body/abilty that best suits the situation? Or do you choose the one with the more relevant creature type to boost the cards in the next category?


Tools of the Trade Show
There are some things that certain classes can just do better than others. This ability word represents that mechanically. It shows up as "[Type]craft -- As long as you control a [Type] creature, ". All cards with this ability are Tribal. 

It's a workhorse mechanic, like Metalcraft. But a set's gotta have 'em.

Examples:

Illusory Wings

Tribal Enchantment -- Wizard Aura
Flash
Enchant creature
Enchanted creature has flying.
Wizardcraft -- At the end of turn, sacrifice Illusory Wings unless you control a Wizard creature.

Rough Cleave

Tribal Sorcery -- Warrior
Rough Cleave deals 3 damage to target creature.
Warriorcraft -- If you control a Warrior creature, Rough Cleave deals 3 damage to that creature's controller.

And then there's a cycle of tribal equipment like this one:

Burglary Tools

Tribal Artifact -- Rogue Equipment
Equipped creature has intimidate and “Whenever this deals combat damage to a player, draw a card.”
Equip
Equip rogue

I tried to make each of these playable without any members of the appropriate class. But they obviously get a lot better when you've got one around.


Odds and Ends Show

Shadowclinger

Creature -- Human Rogue
Shadowclinger can't be blocked except by Rogues.
It takes a thief to catch a thief.
2/1

Glass Alley Pickpocket

Creature -- Human Rogue
Whenever you cast a Rogue spell, Glass Alley Pickpocket is unblockable until the end of turn.
Whenever Glass Alley Pickpocket deals combat damage to a player, you may draw a card.
"No matter how good you are, it always helps to have a distraction."
2/1

Flamekin Firedancer

Creature -- Elemental Wizard
, Tap an untapped Wizard creature you control: Flamekin Firedancer deals 1 damage ot target creature or player.
1/1

Disbelieve

Instant
Return target creature with converted mana cost 3 or less to its owner's hand.
Draw a card.

Vile Confidant

Creature -- Human Advisor
At the beginning of your upkeep, you draw a card and lose 1 life for each Advisor you control.
2/1

Master of Propaganda

Creature -- Vedalken Advisor
When Master of Propaganda enters the battlefield, gain control of target creature.
When Master of Propaganda leaves the battlefield, that creature's owner gains control of it unless you control another Advisor.
2/3

I never really finished planning out the distribution of class types among the colors. My idea was to have about five "main" classes that showed up in two colors each (Rogues, Warriors, Wizards, Advisors, and... something else). Then there'd be a few tertiary classes with one or two cards that interacted with them (Assassins, Druids, Berserkers, Scouts, etc). I really liked how Lorwyn/Morningtide spread out the tribes among several colors, so I tried to follow that example. But it ended up being too complicated for one mediocre card designer to sort out.

I was going to need a second major mechanic. I was leaning on something like "Renovate (You may cast this spell for its Renovate cost by returning a permanent you control that shares a type with it to its owner's hand.)" I liked that you could bounce your own Path creatures so that you could replay them with the other choice. But I never got that far.




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3 years ago  ::  Oct 18, 2010 - 7:48PM #685
Maraxas-of-Keld
Date Joined: Dec 11, 2009
Posts: 7,954
The choose your path dudes are sweet, man.
May I have this dance~? Show



Toys and Fun Stuff Show
Autocarding: [c*]Icefall[*/c] without the *'s gives you Icefall .

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3 years ago  ::  Oct 18, 2010 - 7:55PM #686
Libe
Date Joined: Jul 20, 2006
Posts: 6,072

Oct 18, 2010 -- 7:48PM, Maraxas-of-Keld wrote:

The choose your path dudes are sweet, man.



Thanks. It was the one mechanic in the set I was really proud of. I didn't want it to die alone in an MSE file like everything else I do.

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2 years ago  ::  Dec 13, 2010 - 8:24PM #687
Libe
Date Joined: Jul 20, 2006
Posts: 6,072
Shock Therapy

Enchantment -- Aura
Enchant creature
When Shock Therapy enters the battlefield, it deals 4 damage to enchanted creature.
You control enchanted creature.


My guess on how many times this has been done before: 47.
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2 years ago  ::  Dec 17, 2010 - 9:40PM #688
Libe
Date Joined: Jul 20, 2006
Posts: 6,072
Emperor Wurm

Creature -- Wurm
Trample
At the beginning of each player’s upkeep, that player may put a creature card from his or her hand onto the battlefield.
What is a king without his subjects?
5/5


A homage to Tempting Wurm and Boldwyr Heavyweights , kind of.
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2 years ago  ::  Dec 18, 2010 - 11:17PM #689
Libe
Date Joined: Jul 20, 2006
Posts: 6,072
Duplicant's Mask

Artifact -- Equipment
Imprint — When Duplicant enters the battlefield, you may exile target nontoken creature.
Equipped creature is a copy of the imprinted creature card.
Equip

Weeee!
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2 years ago  ::  Dec 24, 2010 - 2:35AM #690
Libe
Date Joined: Jul 20, 2006
Posts: 6,072
Fiery Calamity

Sorcery
Choose a number. Fiery Calamity deals that much damage to each creature and to you. The damage can't be prevented.


Originally submitted as Explosion in the Pokemon attack contest. I thought it was a very red way to do mass removal. Inspired, obviously, by Volcanic Hellion .
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