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3 months ago ::
Feb 26, 2013 - 6:46AM
#11
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Date Joined:
Nov 15, 2012
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Will you take supertypes? (Tribal, snow, etc.)
No. The card cannot be an existing type.
Dummy Player   Enchantment
*ahum*
Yes, almost all concepts can be represented by other card types
Planes walkers could be enchantments
Queen Cobra   enchantment When this comes into play put 4 life counters on it. This can be attacked and damaged as a player. Your creatures may block for this. Add or Pay life counters for 1 power below once on your turn +2: target creature becomes the type and color of your choice. -3: Replace permanent with one in your hand of mana count equal or less than the replaced permanent. Discard the original It's controller controls the replacement
Planes Walkers present a new card type by creating a mechanic which is not part of the actual card. {lanes Walker require outside rules to include all the abilities on the card
here is a non=card
(A Band of creatures you control may be composed among banding creatures and/or 1 other creature. A band combats as a single creature. You determine how combat damage to the band is dealt among creatures in the band. If any creature in the band can be blocked; the entire band can be blocked.)
A new card could be a reveal card (reveal the card in your hand and pay the cost for effect without discarding it.) though this could be covered by returning a spell to out hand after being cast.
Illuminati
An Illuminati card had 4 arrows leaving it (one on each side) It can control other cards and those cards are attached to it on an open arrow, A controlled card can control cards other cards in spaces set around it, A die roll is simulated by clashing and adding the difference between the 2 clashed cards. You may pay mana to boast the chance of controlling a card and your opponent may pay mama against attempts to control. Cards controlled by the Illuminati can be nuetralized (taking out of the illuminati's control)
...
TLDR
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3 months ago ::
Feb 26, 2013 - 6:49AM
#12
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Date Joined:
Oct 10, 2009
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boiling cauldron of indecipherableness
www.youtube.com/watch?v=FX3z3lZgMeE
http://magiccardswithgooglyeyes.tumblr.com/
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3 months ago ::
Feb 26, 2013 - 12:53PM
#13
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Date Joined:
Nov 15, 2012
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Dummy Player   Enchantment When this is cast; Choose an opponent and color. Give this control of all cards of only that color and lands that only produce that color in your hand(reveal hand) to dummy player's hand and under your control to dummy players control. This starts with 7 life and draws from your deck. Dummy Player takes its turn after chosen opponent. When this or you draw a card; reveal it If the card is only the chosen color or a land the produces the chosen color, put it in Dummy Player's hand otherwise put it in your hand. This does not share your graveyard. You Control Dummy Player and it cannot win. If this leaves play, exile all cards this controlled. If you loss, this leaves play.
Dummy Player goes after choosen opponent When Dummy Player or you draw a card reveal the card Dummy Player's hand get the specified types card and the rest go to your hand Dummy player starts with how ever many life you give it and all cards you control of the spefuied types in your hamd and play
Dummy Player Red, Mountains Dummy Player Sorcery and lands it draws Dummy Player Goblin and lands it draws
TLDR
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3 months ago ::
Feb 26, 2013 - 1:53PM
#14
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Date Joined:
Aug 22, 2005
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Essence cards are a new type of mana resource card, similar to lands. You can play one essence from your hand during your main phase (this may be exclusive from playing a land card, but the rules could allow for both). Essence cards add a new type of mana from the five core colors. We'll refer to this as  mana. An essence card may look something like this: Living Well Essence Sacrifice Living Well: add  to your mana pool. Since you only get one  mana for each essence card in your deck, creature effects with a  mana cost can be scaled up pretty heavy-duty, since they can't be repeated reliably unless your deck is stuffed with essence. A    card would be almost impossible to cast without good essence fixing. Disclaimer: this is NOT adding a new color to Magic. Essence mana does not affect the color pie. Any "essence mana only" creatures would just be colorless artifacts with  in its casting cost. I'm not sure how well this idea would actually fit into the design space for Magic, and whether there would be enough room to include a meaningful amount of essence and land in the same deck. But hey, it's just a concept.
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3 months ago ::
Feb 26, 2013 - 2:55PM
#15
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Date Joined:
Jan 15, 2013
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Currently existing Zones: Hand, Library, Graveyard, Exiled, Battlefield.
Hades      Zone (While this card is on the battlefield, it counts as a new Zone. It has its own specifications for entry, which override the normal rules for transferring cards from one Zone to another. If this card is destroyed, all cards within it are put into their owners' graveyards.)All permanents destroyed by a Black or Red noncreature spell are put into Hades. So long as at least one card is in Hades, all Black and Red creatures you control get +1/+1 for each of those colors that it is. The Luminiferous Ether   Zone (While this card is on the battlefield, it counts as a new Zone. It has its own specifications for entry, which override the normal rules for transferring cards from one Zone to another. If this card is destroyed, all cards within it are put into their owners' graveyards.) At any time, you may put target White Instant or Sorcery spell you control into The Luminiferous Ether. Whenever you cast a White Instant or Sorcery spell, you may cast a card from The Luminiferous Ether without paying its mana cost. Then return it to The Luminiferous Ether. Planebreak    Instant Destroy target Zone on the Battlefield that you don't control. Overload   Hell Arisen     Creature Zone - Elemental 0/0 (While this card is on the battlefield, it counts as a new Zone. It has its own specifications for entry, which override the normal rules for transferring cards from one Zone to another. If this card is destroyed, all cards within it are put into their owners' graveyards.)Trample Hell Arisen gets +1/+1 for each creature card within it. When Hell Arisen enters the battlefield, destroy X target creatures. When another creature you control dies, put it in Hell Arisen. Edit: aaahhh these are so much fun I can't stop making them Circle of Life   Zone (While this card is on the battlefield, it counts as a new Zone. It has its own specifications for entry, which override the normal rules for transferring cards from one Zone to another. If this card is destroyed, all cards within it are put into their owners' graveyards.)
 , where X is the creature's converted mana cost: Put target creature into Circle of Life or remove it from Circle of Life under is owner's control.  : Destroy target creature in Circle of Life. Its controller gains life equal to its toughness. You or any opponent may activate this ability.
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3 months ago ::
Feb 26, 2013 - 5:44PM
#16
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PotionA potion is a permanent. All potions come into play with 4 beverage counters on them. All potions have the Drink # keyword. This is simply shorthand for 'remove # beverage counters from [cardname]'. You can drink a potion at instant speed. Here are some examples: Healing Potion   Potion Drink 2: Regenerate Target Creature Flaming Potion   Potion Drink 1: Target Creature gets +1/+0 until end of turn Shielding Potion  Potion Drink 4: You have Hexproof until end of turn
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3 months ago ::
Feb 26, 2013 - 6:23PM
#17
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Date Joined:
Aug 22, 2005
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3 months ago ::
Feb 26, 2013 - 6:46PM
#18
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Date Joined:
Jan 15, 2013
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But in all seriousness, I really like this concept. I feel like it could have a lot of design space.
Always glad to hear that people like the things I come up with
Also, I can't stop making them, send help
Landscape Portrait   Zone At any time, you may put a Land card in your hand into Landscape Portrait.
: Add one mana to your mana pool that a card in Landscape Portrait could provide.
That's right, you can tap an entire Zone, WHAT NOW
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3 months ago ::
Feb 26, 2013 - 7:36PM
#19
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Oakheart Academy  College - Oakheart [+1] Add  to your mana pool. [-2] Creatures you control gain trample until end of turn. [-3] Put a 1/2 green Spider creature token with reach onto the battlefield. {4} Helmsworth University  College - Helmswoth[+1] Gain 1 life. [-2] Creatures you control get first strike until end of turn. [-3] Put a 1/1 white Bird creature token with flying onto the battlefield. {4} Forge of Phyrexia University College - FPU[+1] Put a 1/1 Myr artifact creature token onto the battlefield. [-2] Target permanent becomes an artifact in addition to its other types until end of turn. [-4] Put a charge counter on target artifact, then proliferate. {5} Colleges go by the Legendary rule. They are designed to run in the uncommon to rares levels, although maybe outside that. They go by the same gameplay rules as planeswalkers. Although I realize the player his or herself would be to high up to go to some training classes on magic in the metagame, I figure to explain the flavor that the player may be a guest professor or something at a college and teaching low level spells (maybe the player got challeged in the middle of teaching a class to duel a planeswalker or some crap). They are meant to give more flexibility to enchantments, acting as multiple enchantments in one that don't always stay on at the same time to keep the power levels in check. Also, as planeswalkers stick to similar abilities, I think this can have more broad abilities to represent the undertakings of multiple studies in a college.
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3 months ago ::
Feb 26, 2013 - 7:45PM
#20
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Date Joined:
Dec 21, 2012
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