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Switch to Forum Live View "Trot," My Second Full Set (Better than the first one)
2 years ago  ::  Jan 26, 2011 - 10:13PM #1
Rockdeworld
Date Joined: May 4, 2008
Posts: 204
I wanted to name this set "Trot" because the first one was "Fox..."  Get it?  But this set isn't connected to Fox, and it's supposed to be the first in a group of two or three, not a sequel.  So instead I'm naming the set "Unterdrückung."

Anyways, here's the second full set of 145 144 original cards and 1 reprint.  I've been working on this set for a few months now.  I got the White, Red, and Land cards done fairly quickly, then worked on Blue, then Green, and finally Black, which I have just finished.  That also means that I've proof-read the black ones less than the others, green a little more, and so on, so there may be more rules-grammar mistakes in that order.

This time around:
-I focused on less keywords (because someone described Fox as "Planar Chaos II") and more consistency inside colors.  The cards in this set are markedly more powerful than current cards, which probably makes me a Timmy gamer.
-I tried to avoid obsoleting current cards in general, and I used Gatherer a lot - on almost every card I created - in order to prevent re-making old cards with new names or strictly better versions of old cards (also because in Fox I created two strictly-better versions of Cancel and someone called me out on that by saying I couldn't do that anymore.  Now Stoic Rebuttal has been printed, so Nyeh =P). There will be some exceptions to the "no strictly-better cards" though, for the simple reason that such cards are and have been printed - moreso with the introduction M10 and M11 ( Shock -> Lightning Bolt , somewhat Devour in Shadow -> Vendetta , Cancel -> Stoic Rebuttal ) - as MtG is currently in a state of creating increasingly powerful cards.
-I also focused on keeping the card creation format simple.  Card names are referenced by ~, and you won't see any pictures or custom names in this set like the last set.  Partially because this saved me time to work on the more important card mechanics, and partially because I know from experience that it would've been a lot of work (o_O), not to mention making the entire set harder to read as a whole.
-I didn't include any rarities.  To determine the rarity of a card, roll a 4-sided die, with 1 meaning common, 2 uncommon, 3 rare, and 4 mythic rare.  I don't follow WotC's idea that rare cards should be better than commons or uncommons (which is the case, e.g. compare Druid of the Anima with Noble Hierarch , which were in Standard together), and I have written about that elsewhere on these boards, so I won't go into it here.  However, it wouldn't be going too far to say that this is meant as a protest against WotC's current system.

The plot behind this set is like the setting between and leading up to WWII in Germany, where Hitler's plan of "Ethnic Cleansing" was in full effect.  In this set, Hitler and the Germans are represented by the White human soldiers (due to the principles of law, order, and the improvement of humanity), whereas the Jews, Gypsies, mentally or physically handicapped, etc. are represented by the other colors and various races (notably none human).  Of course, it is possible for some of the white creatures to be rebels (and join with the other colors)...  After all, not all Germans were pro-Hitler all the time.

One last thing: I pressed myself to finish this so I could post it online and get people's feedback, and I appreciate whatever you have to give.  Please at least leave me a comment!  I want to know if:
-this set is altogether too powerful to actually be printed
-the set is internally balanced, color against color (more for limited play than constructed, given the lands)
-these cards would be fun to play with
-I've made any major errors in mechanics

As always, Please Examine And Critique Honestly!  Thank you!

New Keywords:
Spoiler: Show
Second Coming (When this creature is put into a graveyard from the battlefield, put a token onto the battlefield that's a copy of this creature without Second Coming.)
Unveil X (If you have no cards in your hand, you may play this card from your library for its Unveil cost. You may not Unveil more than once per turn.)
Hindrance X (You may have up to X target creatures become blocked until the end of the next combat phase.)
Powershift (At the beginning of the end step, ~'s power becomes equal to the amount of damage dealt to an opponent this turn, and its toughness becomes equal to that number plus 1.)
Deathcall X (Whenever a creature is put into a graveyard from the battlefield, you may pay X. If you do, return this card from the graveyard to the battlefield.)


Unterdrückung



Because foreign words are cooler than English ones.
A 145 card set.

Card format:
Spoiler: Show
Just in case it isn't clear, each card is written as:
CARDNAME
Mana Cost
Types - Subtypes
Rules Text
Power/Toughness (if applicable)


32 White:
Spoiler: Show
Whitie #1
W
Creature - Human Soldier
Second Coming
Other Soldier creatures you control with converted mana cost 0 or less get +1/+1.
1/1
 
Whitie #2
WW
Creature - Human Soldier
Second Coming
Other Soldier creatures you control with converted mana cost 1 or less get +1/+1 and gain first strike.
2/2
 
Whitie #3
WWW
Creature - Human Soldier
Second Coming
Other Soldier creatures you control with converted mana cost 2 or less get +1/+1 and gain vigilance.
3/3
 
Whitie #4
WWWW
Creature - Human Soldier
Second Coming
Other Soldier creatures you control with converted mana cost 3 or less get +1/+1 and gain flying.
4/4
 
Whitie #5
WWWWW
Creature - Human Soldier
Second Coming
Other Soldier creatures you control with converted mana cost 4 or less get +1/+1 and gain protection from blue, black, green and red.
5/5
 
Whitie #6
WWWWWW
Creature - Human Soldier Archon
Flying
Other Soldier creatures you control with converted mana cost 5 or less get +1/+1 and gain Second Coming.
5/5
 
Whitie #7
WWW
Legendary Creature - Human Soldier
Double Strike, Second Coming
2/3
 
Whitie #8
WW
Creature - Human Soldier Cleric
Prevent all noncombat damage that would be dealt to Soldiers you control.
1/3
 
Whitie #9
WWWW
Legendary Creature - Human Soldier
Soldier spells you play can't be countered.
Other Soldier creatures you control get +1/+1.
4/4
 
Whitie #10
WWW
Creature - Human Soldier Archon
Flying
When ~ enters the battlefield, sacrifice it unless you sacrifice all lands you control.
5/5
 
Whitie #11
W
Creature - Human Soldier Archon
When ~ attacks, you may search your library for a Plains card and put it into your hand.
1/1
 
Whitie #12
WWW
Creature - Human Soldier
Second Coming
When ~ enters the battlefield, search your library for a Soldier card and put it into your hand.
3/2
 
Whitie #13
WW
Creature - Human Soldier
Second Coming
When ~ enters the battlefield, soldiers you control gain protection from the color of your choice until end of turn.
2/1
 
Whitie #14
WWW
Creature - Human Soldier
Opponents can't cast spells on your turn.
2/3
 
Whitie #15
WWWWWW
Creature - Human Soldier Archon
Second Coming
When ~ enters the battlefield, return target creature from your graveyard to play.
6/6
 
Whitie #16
WWWWWWWW
Creature - Human Soldier Archon
Flying, Second Coming
When ~ enters the battlefield, destroy all nonland permanents you don't control.
8/8
 
Whitie #17
WW
Creature - Human Soldier
Second Coming
When ~ enters the battlefield, if you control less lands than an opponent, you may search your library for a Plains card and put that card into your hand.
2/2
 
Whitie #18
WW
Creature - Human Soldier Cleric
You have shroud.
1/2
 
Whitie #1i
WWW
Instant
Exile up to two target creatures.  For each creature exiled this way, its controller gains life equal to its power.
 
Whitie #2i
W
Instant
Destroy target artifact or enchantment.  Its controller reveals cards from the top of his or her library until he or she reveals a basic land card, and puts that card onto the battlefield.
 
Whitie #3i
W
Instant
Target creature gets +2/+2 and gains Second Coming until end of turn.
 
Whitie #4i
WWW
Instant
Exile all creatures you control. Return those cards to the battlefield under your control at the beginning of the next end step. For each token exiled this way, put a token onto the battlefield that's a copy of that creature at the beginning of the next end step.
 
Whitie #1s
WWWWW
Sorcery
Destroy all lands. For each land destroyed this way, put a 1/1 white Human Soldier creature token with Second Coming onto the battlefield under your control.
 
Whitie #2s
WWW
Tribal Sorcery - Soldier
Put 3 1/1 white Human Soldier creature tokens with Second Coming onto the battlefield.
 
Whitie #3s
WW
Sorcery
Reveal cards from the top of your library until you reveal a soldier card. Put that card into your hand and the rest on the bottom in any order.
 
Whitie #4s
WWWW
Sorcery
Destroy all creatures, then gain X life, where X is the number of creatures destroyed this way.
 
Whitie #5s
WWW
Sorcery
If you control less lands than each opponent, search your library for up to 3 basic land cards and put them into your hand.
 
Whitie #1e
W
Legendary Tribal Enchantment - Soldier
At the beginning of your upkeep, put a XYZ counter on ~. Then, you may put a Soldier creature card with converted mana cost less than or equal to the number of XYZ counters on ~ from your hand onto the battlefield.
 
Whitie #2e
WWW
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3 and gains Flying and Second Coming.
When enchanted creature is put into a graveyard from play, return ~ to its owner's hand.
 
Whitie #3e
WWW
Enchantment
Creatures you control can't be targeted by spells or abilities your opponents control.
 
Whitie #4e
W
Enchantment
At the beginning of your upkeep, choose 1: Gain 1 life if you have less than your starting life total, or tap target non-creature permanent, or untap target creature.
 
Whitie #5e
W
Enchantment - Aura
Enchant Creature
Enchanted creature has Second Coming. When enchanted creature attacks, you may search your library for a Plains card and put that card into your hand. If you do, shuffle your library.
When enchanted creature is put into a graveyard from play, return ~ to your hand.

 
25 Red:
Spoiler: Show
Reddie #1
R
Creature - Elemental
Haste, Powershift (At the beginning of the end step, ~'s power becomes equal to the amount of damage dealt to an opponent this turn, and its toughness becomes equal to that number plus 1.)
1/1
 
Reddie #2
2R
Creature - Elemental
Double Strike, Powershift
3/3
 
Reddie #3
1R
Creature - Elemental
Powershift
T: ~ deals 1 damage to target creature or player.
2/2
 
Reddie #4
R
Creature - Elemental
First Strike, Powershift
1/1
 
Reddie #5
2R
Creature - Elemental
Flying, Powershift
3/3
 
Reddie #6
1R
Creature - Elemental
Powershift
When ~ enters the battlefield, it deals 2 damage to target creature or player.
2/2
 
Reddie #7
3R
Creature - Hound
Plainswalk
When ~ attacks, you may have it deal damage equal to its power divided as you choose among any number of target creatures.  If you do, it deals no combat damage this turn.
4/4
 
Reddie #8
3RR
Creature - Elemental
Flying, Trample, Powershift
XR: ~ deals X damage to target creature or player. X must be less than or equal to ~'s power.
5/5
 
Reddie #9
2R
Creature - Elemental
Powershift
When ~ comes into play, it deals 3 damage to target creature or player, and 3 damage to you.
3/3
 
Reddie #10
R
Creature - Elemental
Trample, Powershift
1/1
 
Reddie #11
4RR
Legendary Creature - Elemental
Haste, Trample
Whenever damage is dealt to ~, it deals that much damage to target creature or player.
At the beginning of the end step, ~'s power and toughness become equal to the amount of damage dealt this turn.
6/6
 
Reddie #12
1R
Creature - Elemental
Powershift
When ~ is put into a graveyard from play, it deals damage equal to its power to target creature or player.
2/2
 
Reddie #13
-
Creature - Elemental
Powershift, Unveil 2R
When ~ enters the battlefield, it deals 3 damage to target creature or player and 3 damage to you.
2R, discard this card: ~ deals 3 damage to target creature or player.  Play this ability only if ~ is the only card in your hand.
3/3
 
Reddie #14
2R
Creature - Elemental
Haste
When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following:
If B was spent to cast ~, destroy target nonblack, nonred creature.
If G was spent to cast ~, put a token into play that's a copy of this creature.
2/2
 
Reddie #1i
R
Instant
~ deals 3 damage to each player.
 
Reddie #2i
1R
Instant
~ deals 4 damage divided as you choose among any number of target creatures.
 
Reddie #3i
3R
Instant
Destroy target land.
~ deals 4 damage to target creature or player.
 
Reddie #4i
2R
Instant
As an additional cost to cast ~, discard X cards at random from your hand.
Destroy X target lands.
~ deals X damage to each creature and player.
 
Reddie #5i
2R
Instant
~ deals 3 damage to one or two target creatures or players.
 
Reddie #1s
R
Sorcery
Add R to your mana pool.
Until end of turn, whenever you play a creature spell, add R to your mana pool.
 
Reddie #2s
3R
Sorcery
Elemental creatures you control get +2/+0 and gain double strike until end of turn.
 
Reddie #3s
XRR
Sorcery
Search your library for an instant or sorcery card with converted mana cost X.  You may play that card without paying its mana cost.
 
Reddie #1e
R
Enchantment
At the beginning of your upkeep, choose 1: ~ deals 1 damage to target creature, or target creature gets +1/+0 until end of turn, or untap target land.
 
Reddie #2e
2R
Enchantment - Aura
Enchant Land
At the beginning of your end step, choose one: destroy enchanted land, or ~ deals 2 damage to enchanted land's controller.
 
Reddie #3e
2R
Enchantment - Aura
Enchant Creature
Whenever enchanted creature attacks, it deals damage equal to its power to target creature or player.

 
25 Green:
Spoiler: Show
Greenie #1
G
Creature - Beast
~ doesn't untap during your untap step.
Whenever another creature is sent from the battlefield to the graveyard, you may untap ~.
2/2
 
Greenie #2
G
Creature - Elf
T, Sacrifice a creature: Return target land from your graveyard to the battlefield.
1/1
 
Greenie #3
1G
Creature - Beast
Other creatures lose all static abilities.
2/2
 
Greenie #4
2G
Creature - Centaur Druid
G,Sacrifice a forest: Creatures you control get +1/+1 until end of turn.
G,T: Return target basic land card from your graveyard to your hand.
2/3
 
Greenie #5
1G
Creature - Elf Druid
1,T: Add UG, BG, RG, or GG to your mana pool.
G: Untap ~.
1/3
 
Greenie #6
2G
Creature - Troll
Trample
When ~ enters the battlefield, untap up to three lands.
2/2
 
Greenie #7
1G
Creature - Dryad
Sacrifice ~: Return target land from your graveyard to your hand.
Whenever a basic land is sent from the battlefield to the graveyard, you may return ~ from your graveyard to the battlefield.
2/1
 
Greenie #8
2G
Creature - Centaur Druid
Sacrifice a land: Add one mana of any color that land could produce to your mana pool.
2/3
 
Greenie #9
6GGG
Legendary Creature - Elemental
Trample, Shroud
Creatures you control get +1/+1 for each untapped land you control.
0/1
 
Greenie #10
1G
Legendary Creature - Dryad
Each creature you control is a Forest land in addition to its other types.
1/1
 
Greenie #11
1G
Creature - Beast
Shroud
When ~ enters the battlefield, sacrifice it unless you return a land you control to its owner's hand.
3/3
 
Greenie #12
5GG
Creature - Beast
When ~ enters the battlefield, each player returns all creature cards in his or her graveyard to the battlefield.
6/6
 
Greenie #13
4G
Creature - Elemental
1G: Regenerate target creature.
4/4
 
Greenie #14
5G
Creature - Beast
Trample
When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following:
If U was spent to cast ~, ~ has "whenever ~ deals combat damage to an opponent, you may draw a card."
If B was spent to cast ~, ~ has "whenever ~ deals combat damage to an opponent, that player discards a card."
6/6
 
Greenie #1s
2GG
Sorcery
All creatures become 0/1 Plant creatures with no abilities.
 
Greenie #2s
2G
Sorcery
Reveal cards from the top of your library until you reveal a basic land card and put that card onto the battlefield, then shuffle your library. As many times as you choose, you may sacrifice a nonbasic land to repeat this process.
 
Greenie #3s
3G
Sorcery
Until end of turn, creatures you control get +1/+1 for each untapped land you control.
 
Greenie #4s
-
Sorcery
Search your library for a Green creature card and put it into your hand.
3G, Discard ~: Put a +1/+1 counter on each creature you control.
Unveil 2GG
 
Greenie #1i
XGG
Instant
Return X target cards from your graveyard to your hand.
 
Greenie #2i
G
Instant
Target creature deals 3 damage to another target creature or player.
 
Greenie #3i
1G
Instant
Regenerate target creature. That creature gets +3/+3 and gains trample until end of turn.
 
Greenie #1e
G
Enchantment
At the beginning of your upkeep, choose 1: target creature gains trample until end of turn, or add G to your mana pool at the beginning of your precombat main phase, or put target card in your graveyard on the bottom of your library.
 
Greenie #2e
3G
Enchantment
At the beginning of your end step, you may put a +1/+1 counter on each creature you control whose power or toughness changed this turn.
 
Greenie #3e
2G
Enchantment
Whenever a card is returned to its owner's hand, you may have target creature get +1/+1 until end of turn.
 
Greenie #4e
1G
Enchantment
Lands you control have shroud.
1G: Return target basic land card from your graveyard to your hand.

 
25 Blue:
Spoiler: Show
Bluie #1
3UU
Creature - Horror
~ is unblockable.
When ~ attacks and isn't blocked, defending player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in his or her graveyard.
0/4
 
Bluie #2
U
Creature - Merfolk Wizard
T, put the top 6 cards of your library into your graveyard: Draw a card.
0/1
 
Bluie #3
1U
Creature - Bird
Flying 
When ~ attacks and isn't blocked, look at the top 3 cards of your library, then put them back in any order, then you may shuffle your library.
0/3
 
Bluie #4
2U
Creature - Elemental
Flying, Defender
Whenever a source deals damage to ~, that source's controller puts that many cards from the top of his or her library into his or her graveyard.
0/5
 
Bluie #5
1U
Creature - Merfolk
When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following:
If R was spent to cast ~, ~ has T: ~ deals 1 damage to target player.
If G was spent to cast ~, ~ has 1,T: Add UG to your mana pool.
When ~ becomes tapped, you may draw a card. If you do, discard a card from your hand.
0/1
 
Bluie #6
4U
Creature - Bird
Flying
When ~ attacks and isn't blocked, the defending player puts the top 9 cards of his or her library into his or her graveyard.
0/4
 
Bluie #1i
U
Instant
Draw a card.
Hindrance 1 (When you cast this spell, you may have up to 1 target creature become blocked until the end of the next combat phase.)
 
Bluie #2i
3U
Instant
Return up to two target permanents to their owner's hands, then put the top 6 cards of target player's library into his or her graveyard.
 
Bluie #3i
U
Instant
Counter target creature spell unless it's controller pays 1.
Hindrance 1
 
Bluie #4i
2U
Instant
Counter target spell, then that player reveals the top six cards of his or her library, puts one of them into his or her hand, and the rest into his or her graveyard.
Hindrance 2
 
Bluie #5i
3U
Instant
Counter target spell.
Hindrance 3
 
Bluie #6i
-
Instant
Draw two cards.
Discard ~: Target creature becomes blocked until the end of the next combat phase. Play this ability only if ~ is the only card in your hand.
Hindrance 3
Unveil 3U
 
Bluie #7i
2U
Instant
Return target permanent to its owner's hand.
Hindrance 2
 
Bluie #8i
2U
Instant
Target player puts the top 10 cards of his or her library into his or her graveyard.
 
Hindrance 2
 
Bluie #9i
1U
Instant
Each player draws two cards.
Hindrance 1
 
Bluie #1s
XUU
Sorcery
Return X target permanents to their owner's hands.
 
Bluie #2s
2U
Sorcery
Draw two cards, then each opponent draws a card.
Hindrance 3
 
Bluie #3s
U
Sorcery
Target player puts the top 8 cards of his or her library into his or her graveyard.
 
Bluie #4s
3U
Sorcery
Tap all creatures.  Target player puts the top X cards of his or her library into his or her graveyard, where X is 3 times the number of creatures tapped this way.
 
Bluie #5s
4U
Sorcery
Target player returns each nonland permanent he or she controls to its owner's hand. Then that player puts the top X cards of his or her library into his or her graveyard, where X is two times the number of permanents returned this way.
 
Bluie #1e
U
Enchantment
At the beginning of your upkeep, choose 1: return target permanent you control to its owner's hand, or tap target basic land, or look at the top card of target player's library.
 
Bluie #2e
1U
Enchantment
Whenever you counter a spell, you may put the top 6 cards of target player's library into their graveyard.
 
Bluie #3e
3U
Enchantment
Whenever a card is returned to its owner's hand, you may draw a card.
 
Bluie #4e
U
Enchantment - Aura
Enchant Player
At the beginning of enchanted player's upkeep, that player may pay up to 3. Then that player puts the top X cards of his or her library into his or her graveyard, where X is 3 minus the amount of mana paid this way.
 
Bluie #5e
1U
Enchantment
Whenever you cast a spell during an opponent's turn, target player puts the top 3 cards of his or her library into his or her graveyard.

 
25 Black:
Spoiler: Show
Blackie #1
B
Creature - Shade
Sacrifice ~: Add BB to your mana pool.
0/1
 
Blackie #2
B
Creature - Zombie
Whenever ~ deals combat damage to a player, you may pay 1 life.  If you do, that player discards a card.
1/1
 
Blackie #3
4BB
Creature - Horror
Fear
When ~ comes into play, if you played it from your graveyard, each opponent discards his or her hand and you draw cards equal to the greatest number of cards discarded this way.
Deathcall--Sacrifice two creatures.
5/5
 
Blackie #4
5BB
Creature - Zombie Wizard
Fear
When ~ comes into play, if you played it from your graveyard, destroy up to three target nonblack creatures.
Deathcall--Sacrifice three creatures.
6/6
 
Blackie #5
6BB
Creature - Demon
Flying, First Strike
When ~ comes into play, if you played it from your graveyard, each player sacrifices all permanents he or she controls except for this card.
Deathcall--Sacrifice four creatures.
6/6
 
Blackie #6
2B
Creature - Shade
Fear
Pay 1 life: ~ gets +1/+1 until end of turn.
B: ~ gets +1/+1 until end of turn.
0/1
 
Blackie #7
1B
Creature - Zombie
Whenever another creature is put into a graveyard from the battlefield, ~ gets +1/+1 until end of turn.
1/1
 
Blackie #8
3B
Creature - Demon
Flying
At the beginning of your upkeep, sacrifice a creature. If you sacrifice ~ this way, it deals 5 damage to you.
5/5
 
Blackie #9
3B
Creature - Horror
When ~ comes into play, each player loses 4 life.
4/4
 
Blackie #10
5B
Creature - Zombie Wizard
Fear
When ~ comes into play, you lose 3 life and draw 3 cards.
5/5

Blackie #11
1B
Creature - Zombie
Whenever another creature is put into a graveyard from the battlefield, you may pay 1 life. If you do, draw a card.
1/3

Blackie #12
2B
Creature - Horror
Whenever another creature is put into a graveyard from the battlefield, you may have each player discard a card.
3/2

Blackie #13
2BB
Creature - Horror
You may exile your graveyard rather than pay ~'s mana cost.
~'s power is equal to the number of black creature cards in your graveyard, and its toughness is equal to that number plus one.
*/*+1

Blackie #14
4B
Creature - Zombie
When ~ enters the battlefield, if you spent more than one color mana to cast ~, choose one of the following:
If U was spent to cast ~, ~ has flying.
If R was spent to cast ~, destroy target creature.
4/3

Blackie #15
1B
Creature - Shade
T: Until end of turn, ~ has "Pay 1 life: add B to your mana pool"
1/1

Blackie #1i
1B
Instant
Counter target nonblack spell.  You lose life equal to that spell's converted mana cost.

Blackie #2i
B
Instant
You may pay 1 life and exile a black card from your hand rather than pay ~'s mana cost.
Destroy target creature with toughness less than or equal to the number of cards in your graveyard.

Blackie #3i
XB
Instant
As an additional cost to cast ~, pay X life. Destroy X target creatures.
 
Aether Snap (Blackie #1s)
3BB
Sorcery
Remove all counters from all permanents and exile all tokens.

Blackie #2s
2B
Sorcery
Return target creature card from your graveyard to the battlefield. It gains haste. At the beginning of the next end step, sacrifice it.

Blackie #3s
4B
Sorcery
You may pay 20 life rather than pay ~'s mana cost.
Until end of turn, all creatures get -X/-X, where X is their toughness.
 
Blackie #1e
B
Enchantment
At the beginning of your upkeep, choose 1: Return target creature card in your graveyard to your hand, then lose life equal to its converted mana cost, or exile target card in a graveyard, or target player discards a card and you skip your draw step.
 
Blackie #2e
2B
Enchantment
Sacrifice a creature: Add X black mana to your mana pool, where X is the sacrificed creature's mana cost.
 
Blackie #3e
2BB
Enchantment
At the beginning of your upkeep, pay 1 life or sacrifice ~.
Whenever a source would deal damage to you, you may pay 1 life. If you do, prevent that damage.

Blackie #4e
-
Enchantment
Each player returns all creature cards from his or her graveyard to the battlefield for as long as ~ remains on the battlefield.
Discard ~: Exile target card in your graveyard. You gain life equal to that card's converted mana cost.
Unveil 3BB


1 Gold:
Spoiler: Show
Gold #1
UBRG
Legendary Enchantment
Whenever you spend at least three colors of mana to cast a spell, choose one of the following:
If U was spent, draw a card.
If B was spent, target player loses 2 life.
If R was spent, target creature gets +1/+0 and gains haste until end of turn.
If G was spent, return target creature card in a graveyard to its owner's hand.

 
12 Land:
Spoiler: Show
Land #1
Land - Plains Island Swamp
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #2
Land - Forest Mountain Swamp
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #3
Land - Mountain Forest Plains
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #4
Land - Mountain Swamp Island
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #5
Land - Forest Plains Island
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #6
Land - Forest Plains Swamp
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #7
Land - Plains Island Mountain
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #8
Land - Island Swamp Forest
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #9
Land - Mountain Swamp Plains
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #10
Land - Mountain Forest Island
If ~ would enter the battlefield, discard a card instead. If you do, put ~ onto the battlefield. If you don't, put it into its owner's graveyard.
 
Land #11
Land
All creatures lose flying.
 
Land #12
Land
Unveil 0
You may not play ~ from your hand.
Shuffle ~ into your library: Reveal cards from the top of your library until you reveal a basic land and put that card into your hand, then shuffle your library. Play this ability only if ~ is the only card in your hand.
T: Add W to your mana pool.


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2 years ago  ::  Jan 29, 2011 - 6:30PM #2
chinkeeyong
Date Joined: May 30, 2010
Posts: 7,523
I am physically incapable of critiquing sets without flavor.

Also, rarities are much more important than you might think. Apart from giving a card design the 'punch' that you get from seeing a gold or orange set symbol, they also help to solidify Limited play. 
Embrace imagination.
Lord of YMtC | Ten Rounds Contest Winner
Solphos – A fan set with a 'combo matters' theme
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Each of its nine tails is imbued with supernatural power, and it can live for a thousand years.







My Standard deck: Setting Sun

Apr 19, 2012 -- 5:36AM, prospector wrote:

Think of how Neo couldn't beat the robots, but they kept him around anyways to defeat Agent Smith. Sure, the robots might not like having a Neo running rampant because instead of playing their favorite 4 drop fatty robot, they have to play a bunch of one mana Matrixs to contain him, but at least Neo keeps Agent Smith from reanimating an Iona on turn two.

Jun 26, 2012 -- 3:07PM, GM_Champion wrote:

Are you saying I'm trying to blame my loss on something? I don't care that I lost, I care that he's a sore loser, and a cheater, and a liar.

Oct 5, 2012 -- 1:36PM, magicpablo666 wrote:

CKY, are you bad at anything?

Oct 25, 2012 -- 9:53PM, magicpablo666 wrote:

I really enjoy imagining this from Kevin's perspective. Because in Kevin's world, Rosewater actually reads everything he types. Mark is sitting there right now, reading this, and thinking "The greatest trick the devil ever pulled. . ." Or some such. He chuckles low, then clicks on "The Best Of KEVINSET" and says "Yes, this'll do just fine. A busty lady with banding who deals direct damage to Zones!? Why this will be the star of my next set, and no one will ever believe you Kevin." Then he closes his Macbook, so his servant may move it out of the way, while another servant puts a Fetal Richard Garfield Clone lathered in Steak Sauce in front of him. Then Mark Feasts.

I mean, In KevinWorld, Mark is reading the very words I'm typing as well. Heck, in KevinWorld maybe I am Mark.

Nov 9, 2012 -- 2:27PM, Exxile72 wrote:

I'm beginning to think CKY may be anime in real life...

Feb 11, 2013 -- 7:38AM, Jessica_Morgan wrote:

Don't go anywhere CKY, I need to crash dramatically through your window and propose marriage and I don't want you throwing off my paradrop.

Mar 15, 2013 -- 7:56AM, Knifethrower wrote:

[In response to a thread about how hard grading is]

Upon reading this, I've found myself completely unable to operate in the world.  I tried to decide what to eat for breakfast, and pondered the vast consequences of my choice.  How do I balance my dietary needs against my desire to eat good-tasting food? Should I factor in how long it takes to prepare?  Cereal is ready in moments, but bacon takes longer to cook.

Then there is the impact on other industries.  Do people in the cereal industry deserve to be employed more than people in the bacon industry?  Which industry should I support? I don't even have the data regarding HOW MUCH the cereal industry benefits from me eating a bowl of cereal, or how much the bacon industry benefits from me eating a side of bacon.  How can I compare two qualities I can't even quantify?

And let's not forget the milk on the cereal.  In addition to determining whether or not milk is healthy for me, how much that benefits the milk industry, and how much the people in the milk industry deserve my support, we have to factor in the fact that cows are put under brutal conditions in order to collect thier milk.  Of course, the same goes for the pigs, and then they get killed.  Of course, I really like bacon.  So I need to come up with a scale that compares the value of cow happiness to pig happiness to my happiness.  What trade-offs am I willing to make here?  Does the fact that the pig gets put out of its misery count as a plus or a minus?  Isn't bacon bad for me anyway?

Deciding what to eat for breakfast (or any meal) is impossible.  Help me!

Apr 11, 2013 -- 6:15AM, altimis wrote:

I must admit chinkeeyong, you have the most interesting character ideas; and you play them well.

Apr 12, 2013 -- 7:13PM, magicpablo666 wrote:

Anyway, you'd be surprised about Time Stop. When I first saw that card as a relatively new player I didn't see its full potential until I read the reminder text. Is it that unintuitive, though? Mine I mean. What is possibility? Is it possible for me to type these words with my tusks? No, because I don't have tusks. Although I am now tempted to go buy some - obviously not from poachers or whatever - and use them as typing apparatus. I could be the best secretary ever. "What's your words per minute sir?" "Well, only six, but I use these tusks to type them." "You're hired!" That was the interview. And is anyone else disappointed that "apparati" is not the plural form of apparatus? I just could strangle a dictionary, because "apparatuses" is a real word. I guess it sounds pretty cool. I'll call them my Apparatusks.

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2 years ago  ::  Jan 30, 2011 - 9:18PM #3
Rockdeworld
Date Joined: May 4, 2008
Posts: 204

Jan 29, 2011 -- 6:30PM, chinkeeyong wrote:

I am physically incapable of critiquing sets without flavor.


In that case, why not critique the "plot" section of my post?

Also, rarities are much more important than you might think. Apart from giving a card design the 'punch' that you get from seeing a gold or orange set symbol, they also help to solidify Limited play. 


Would you explain to me how they help to solidify Limited play?  I was under the impression that they made sure the winner in a Limited tournament had to have a little bit of luck.

Edit: Also, no one else has any feedback for me?  I hoped the amount of work I put into this would at least interest some people.  I want to know if:
-this set is altogether too powerful to actually be printed
-the set is internally balanced, color against color (more for limited play than constructed, given the lands)
-these cards would be fun to play with
-I've made any major errors in mechanics
Actually, I'll post those questions in the OP.

Edit #2: I'm changing the name of this set, becuase it isn't connected to "Fox" at all.  This would be the first in a group of two or three sets.

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2 years ago  ::  Feb 13, 2011 - 4:11PM #4
Rockdeworld
Date Joined: May 4, 2008
Posts: 204
Bump.  Is this really so uninteresting that no one wants to read, even to critique, it?
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2 years ago  ::  Feb 13, 2011 - 4:45PM #5
Brusko651
Date Joined: Jan 25, 2008
Posts: 1,665
*Does this set not have any mechanical theme?

I don't like your history reference.:
*Are you implying that jews and handicapped people are not human?
*There were no "battles" between Nazis and minorities in the way you're suggesting. One reason minorities get picked on is because they can't fight back.
*How is that even a good theme for a magic set?

*Rarity is indeed an important characteristic of cards.

*If you don't even bother finding names for your cards, why would people bother looking through your cards.

*I only quickly looked through the white ones. Why do none of them have any non-white mana symbols in their costs? You're preventing white cards from getting used together with cards from other colors. So you're extremely limiting deck-building possibilities (there is pretty much only one white deck that can be made). And Limited play (draft/sealed) would suck with your set because you can never get quite enough white cards to support a full mono-white deck but you also can't really combine white with another color.
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2 years ago  ::  Feb 13, 2011 - 5:29PM #6
Rockdeworld
Date Joined: May 4, 2008
Posts: 204
What is a mechanical theme?  If you're talking about a mechanic that several cards have in common, I encourage you to look at the White-vs-Non-White card theme, as well as the Second Coming andSoldier theme in White, the Elemental andPowershift theme in Red, the importance of lands in Green, the milling theme in Blue, and the suicidal theme in Black.

I am certainly not implying jews and handicapped people are not human.  The implication is that even the White "Good" humans are capable of complete evil, in their own way (similar to, but not exactly like the law-adhering opression of the Order from the Dominaria-era of Magic).

I drew on the Holocaust as much for inspiration as theme.

I didn't realize creating names was the most important part of making Magic cards.  I hoped everyone would find the mechanics interesting enough to read that the lack of names wouldn't bother you.

All of the white cards have mono-white mana costs to create a mechanic for the difference between the "oppressing" white and the "opressed" other colors.  Scars of Mirroden and MBS have keyword differences between factions, I used mana cost for mine.  The intention is that people don't build multicolored decks.  On that same note, if you look at the lands, you'll see that a multicolored deck is indeed possible, since I created Shard and Wedge lands, which could create a lot of multi-colored possibilities when combined with the dual-lands in core.  I don't think Limited play would suffer horribly, since one or two players would get a lot of White cards that no one else wants for the reasons you mentioned, and they would have enough White cards to build a mono-white deck.

Edit: Also, I realized that Blackie #6 is a game-ender, and should be re-written more like this:
Blackie #6
1B
Creature - Shade
Fear
Pay 1 life: ~ gets +1/+1 until end of turn. 
Activate this ability no more than three times each turn.
0/1

Also, I always wanted Whitie #7 to be a 2 CMC creature, but couldn't figure out how to do it with that P/T, and so left it at an unsatisfied 3.  I think I prefer this instead:
Whitie #7
WW
Legendary Creature - Human Soldier
Double Strike, Second Coming
1/3

Blackie #6
2B
Creature - Shade
Fear
Pay 1 life: ~ gets +1/+1 until end of turn.
B: ~ gets +1/+1 until end of turn.
0/1
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2 years ago  ::  Feb 13, 2011 - 5:34PM #7
Metropole
Date Joined: Jul 23, 2007
Posts: 178
Just to reiterate mostly what has been said.

I looked through the first few cards in the white section also.  What is with the mana costs?  Extremely limiting.  Also, uninspiring, as all the cards are pretty much the same, just 1 mana more with a slightly altered version of the same ability.

When making cards, rarities are of the utmost importance.  There are so many reasons why that I won't go into it.  I appreciate you want to do thinks differently to Wizards, but there is a reason their systems are in place.  They work, and some of the stuff they do you simply have to adhere to in order to become a better designer.
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2 years ago  ::  Feb 13, 2011 - 5:57PM #8
just_nigel
Date Joined: Jul 17, 2003
Posts: 1,404
Rockdeworld,

You certainly have done a lot of work here. I hope you enjoyed doing it, even if you are not receiving as much feedback as you hoped.

Designing a whole set is a big and difficult project. Having a flavor and setting for your world is one important starting point, and the second important starting point is how are you going to communicate that theme mechanically, in the game play. I think this set has problems with both.

Firstly, the flavor is some kind of allegory of a real world event event and a very painful one at that. This is fraught and Wizards will not do this. Brusko raises one example. It may fit with the "white/nazi" philosophy that those who are different are sub-human, but by making the Jews, Gypsies etc "green/trolls" "black/horrors" and so on you have implicitly made the other colors conform to the "white/nazi" world view.

By all means tell a story of a homoginising group trying to impose itself on others, but far better to use a fantasy setting to tell a fantasy story in its own right.

Secondly what is the mechanical heart of this set?  I can't see it, other than "white doesn't play well with others". You have deffinately made that a strong theme of the white cards and others like your single gold card. Maybe you imagine that this set is only used where one player is white and the other player is any or all of the other colors? That is not the way Magic is normally played.

I can see that you have designed a specific theme/mechanic for each color. You acheived your goal of being focussed here and not over doing it. But have you thought about how they interact?

- If every white card is a human soldier there seems to be only one good white deck to build.
- If every second red card has powershift there seems to be only one good red deck I can build.
- If every blue card is "not-blocked" and "mill", then there is only one good blue deck to build -- except for the many cards that "do block" (via hinder) and seem to discourage me doing the one thing that blue did want to do.

Lots of decks (especially in limited) are dual colors. How would I build a blue/black deck here for example?

The best designed sets have mechanical hearts (eg land matters, or +1/+1 counters and combat damage matters, or time is a resource and turns matter, or dual colors matter, or creature types matter) and are then filled with many interlocking pieces that encourage playing with those mechanical themes, and present a range of ways of doing so.

I don't think "mono white" can alone can carry a set. But maybe you can find a way to do it. Maybe every color wants to fight on alone. But then there should be cards that specifically encourage that, reward it in interesting ways, and address the issues of cards needing to fit into more than one deck. (Note how Hybrid was designed to make more cards available to you in a limited format.)

Quickly
Second Coming - is a great idea, I can deffinately imagine this mechanic being a keeper.
Unveil - this is a rules nightmare and would drop it. When are you allowed to look at your library to see the cards with unveil??
Hindrance - interesting, work with it more -- maybe blocking or not blocking could be a clue to the mechanical heart of the set. Creature combat is vital to the game and this could change the way it feels in this set.
Powershift - Do I have this straight: On my turn I do damage to you and so on your turn my creatures are big. Then on your turn I don't do damage to you , so then on my turn when I want to attack my creatuers are all small again?? That doesn't seem fun. As a red mage I would have more fun attacking with big creautres and not bother about blocking on your turn.
Deathcall - Ah another mechanic I like . Hmm this and Second Coming both work off of enter the graveyard triggers -- maybe there is something interesting to further explore there.

I hope this is constructive and helps.
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2 years ago  ::  Feb 13, 2011 - 6:42PM #9
Rockdeworld
Date Joined: May 4, 2008
Posts: 204
@just_nigel: That was very constructive, thank you!

I am happy that this set was able to get past absymal mechanical interactions (the problem with my first set) to the point that your critique is mostly of my base design.  I can see that I have much more to work on when designing, and your critique has given me some direction for my future design.  Your comments have brought new light to and embodied what the others are trying to say, I think.

As to your comments on the keywords: I'm glad you like Second Coming and Deathcall, and they are my favorites as well, along with Unveil.  Unfortunately, I think you're right on about it being a rules nightmare, based on what you've said.  At the same time, I can't help thinking that it would be any more complicated than implementing Cycling.  The counterexample, of course, is a player saying "I'm going to Unveil" and then looking at his deck, even though they have no Unveil cards in their deck.  Perhaps something more akin to Panglacial Wurm would work.  Powershift has a grammar error and should read "at the beginning of your end step."  Your comment about Hindrance intrigues me and makes me want to make a set based on combat blockers, even though I feel like that's already been stolen by Ninjitsu.
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2 years ago  ::  Feb 13, 2011 - 7:02PM #10
just_nigel
Date Joined: Jul 17, 2003
Posts: 1,404
When you unveil, do you shuffle your library?
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