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Switch to Forum Live View Sankora: The Desert Awaits
1 year ago  ::  May 05, 2012 - 11:24PM #31
MurlocMaster
Date Joined: Apr 27, 2012
Posts: 138
So maybe Erzuval's flavor text should be:

"Allow yourself to join the tide of life!" 
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1 year ago  ::  May 05, 2012 - 11:36PM #32
MurlocMaster
Date Joined: Apr 27, 2012
Posts: 138
Heres another Green Hero! This ones a healer type, maybe a Goddess or something.

Yavailana, Forerunner of Forest's Dawn :3:
Legendary Creature-Treefolk Avatar 
Seed
Yavailana's Toughness is equal to the number of permanents on the battlefield with fungus counters on them. 
regenerate target creature with a fungus counter on it. 
4/X
"We come to allow life to flourish, not wither away." 
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1 year ago  ::  May 06, 2012 - 1:30AM #33
Purple_Shrimp
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Date Joined: Jul 29, 2006
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May 5, 2012 -- 2:28PM, Mata_Hari wrote:

b. Why the hell did you put the white mana symbols before the colourless mana symbol?????? 



the reason why people do this is one of the great mysteries of our age

Apr 8, 2013 -- 2:06PM, Matt_Holck wrote:

firstrike



Jan 20, 2013 -- 11:33AM, Dilleux_Lepaire wrote:

Jan 19, 2013 -- 1:54PM, bay_falconer wrote:

Jan 18, 2013 -- 11:16AM, Dilleux_Lepaire wrote:

Jan 18, 2013 -- 9:19AM, bay_falconer wrote:


Ceci n'est pas une pipe.


This definitely doesn't mean what you think it means.


I was referring to the painting The Treachery of Images.


I know.

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1 year ago  ::  May 06, 2012 - 3:13PM #34
AzureShade
Date Joined: Jan 30, 2012
Posts: 3,890
Wow, I look away for a few days an all kinds of stuff shows up.

Anyway, things:

At the moment I'm planning on twelve mythics for the set.  There will be two mythics for each color.  I've chosen green's mythics to be the planeswalker that accidently brought The Creep to Sankora, and a fungus elemental overmind that rules over the invading plants.  White and blue will get a gold mythic as will red and black.

I'm trying not to fill this set up with too many legendaries.  This isn't Kamigawa.

You are right, flavor text will be an important factor in explaining the ecology.  Unfortunately, flavor text doesn't come very easy to me, so that is something I plan on working through last. 

At the moment I'm still trying to figure out a mechanic for the red and black faction.  I kind of want a burn/despoil mechanic that hurts things and removes counters.

Dec 18, 2012 -- 7:05PM, magicpablo666 wrote:

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!

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1 year ago  ::  May 06, 2012 - 10:57PM #35
MurlocMaster
Date Joined: Apr 27, 2012
Posts: 138
Who was the planeswalker who brought the Creep? Thanks for telling us, for I kinda get carried away with characters. I just love making key generals and stuff.
Maybe for that red/black, they seem to be evil, so maybe something necromantic-like? Maybe it could be something like:

Dehydration (If a creature dealt damage by this creature has counters on it, instead remove that many counters until there is no more damage, or no more counters)

If this doesn't make sense, which I don't think it does, example:

Something, maybe called a Horaat Dunemage, deals 5 damage to a creep crawler with 8 +1/+1 counters on it. The Dunemage would remove 5 of those counters instead. If the same crawler had 4 counters on it, the Dunemage would remove 4 counters, and deal 1 regular damage.

How's that? 
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1 year ago  ::  May 07, 2012 - 7:20AM #36
AzureShade
Date Joined: Jan 30, 2012
Posts: 3,890

I haven't designed the 'Walker yet.  I've just decided that it will be green.  As for the Horaat, I don't see them as particularly evil or necromantic.  I see them more as opportunistic thugs and raiders that follow a more "kill it with fire and despoil the ashes" sort of philosophy when it comes to their encounters with The Creep.  Greenery and plant life is a "new" thing on Sankora.  The Horaat fear it because they do not understand it.

As for their ability, I'm thinking of something similar to a reverse Proliferate mechanic that removes counters as a rider on a spell or ability rather than adds them.  Something like:

Purge - (You choose any number of permanents and/or players with counters on them, then remove a counter from each of them.)


Sear 
Instant 
Sear deals 2 damage to target creature or player. Purge. (You choose any number of permanents and/or players with counters on them, then remove a counter from each of them.)

Blight Bandit 
Creature - Goblin Rogue
Sacrifice Blight Bandit: Purge. (You choose any number of permanents and/or players with counters on them, then remove a counter from each of them.)
1/1

Dec 18, 2012 -- 7:05PM, magicpablo666 wrote:

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!

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1 year ago  ::  May 07, 2012 - 3:51PM #37
blurrymadness
Date Joined: Sep 3, 2010
Posts: 57
@Azure
I can almost guarantee that Purge will eventually exist. WotC have a history of reversing mechanics to get cool interactions and that sounds like one they'd do. Mad Props etc.. lol
 
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1 year ago  ::  May 07, 2012 - 10:28PM #38
MurlocMaster
Date Joined: Apr 27, 2012
Posts: 138
Purge, that's actually pretty cool! Would this work? I'll recycle the name:

Horaat Dunemage
Creature-Human Bandit Wizard
Purge (You choose any number of permanents and/or players with counters on them, then remove a counter from each of them.)
2/1
When the Horaat conduct a raid, they send in dunemages first to immobilize the guards, so then the raiders can pillage without any rude interruptions. 
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1 year ago  ::  May 08, 2012 - 6:17AM #39
AzureShade
Date Joined: Jan 30, 2012
Posts: 3,890

I don't know if Purge will ever get to be an actual thing.  While Wizards loves to reverse mechanics from time to time, this one breaks one of MaRo's cardinal rules, in that it can remove poison counters from players.

Dec 18, 2012 -- 7:05PM, magicpablo666 wrote:

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!

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1 year ago  ::  May 08, 2012 - 6:48AM #40
AzureShade
Date Joined: Jan 30, 2012
Posts: 3,890

Anyway, now that I have some mechanics skeletons to work with, squaring them has been a tough process.  Prophecy seems fine so far as is, and I really like Purge.  The problem is that I can't decide if I need to work over Seed some more. 

The existence of Purge makes this something of a "counters matter" set, which is what I wanted when I devised Seed's use of fungus counters with the idea that spells in green might do extra things to cards based on the amount of counters, or have a reduced cost depending on the number of fungus counters on the board.  However, I'm not sure where to strike the balance between Seed and Purge.


I'm more than willing to accept suggestions on the matter.

Dec 18, 2012 -- 7:05PM, magicpablo666 wrote:

You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!

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