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3 months ago  ::  Feb 26, 2013 - 6:46AM #11
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,521

Feb 26, 2013 -- 12:23AM, K9GM3 wrote:

Feb 25, 2013 -- 11:25PM, metalevolence wrote:

Will you take supertypes? (Tribal, snow, etc.)



No. The card cannot be an existing type.

Feb 25, 2013 -- 6:23PM, Matt_Holck wrote:

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
metalevolence
Date Joined: Oct 10, 2009
Posts: 3,187

Feb 26, 2013 -- 6:46AM, Matt_Holck wrote:

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
Matt_Holck
Date Joined: Nov 15, 2012
Posts: 3,521

Feb 25, 2013 -- 6:23PM, Matt_Holck wrote:

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
Rogue_Four
Date Joined: Aug 22, 2005
Posts: 104
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
BlueJ
Date Joined: Jan 15, 2013
Posts: 57
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
M.E.K.T.A.R.
Date Joined: Jun 2, 2012
Posts: 231
Potion
A 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
My novel, Mektar, Clash of Ideals, is now available for purchase! Just click this text.
I have +30 bragging rights according to HairlessThoctar. Just saying.
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3 months ago  ::  Feb 26, 2013 - 6:23PM #17
Rogue_Four
Date Joined: Aug 22, 2005
Posts: 104

Feb 26, 2013 -- 2:55PM, BlueJ wrote:


(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.)

 




We can finally use the absolutely-removed-from-the-freaking-game-forever zone !!!!



But in all seriousness, I really like this concept. I feel like it could have a lot of design space.

Ghost Plane
Zone
Whenever a creature dies (is put into the graveyard from the battlefield), put it in Ghost Plane.
Creatures in Ghost Plane lose all abilities, can attack players as if they were on the battlefield, and can only be blocked by other creatures in Ghost Plane. If a creature in Ghost Plane would be dealt lethal damage, put it in its owner's graveyard.


The question now is whether these new zones play nice with all the current rules and cards that we have.

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3 months ago  ::  Feb 26, 2013 - 6:46PM #18
BlueJ
Date Joined: Jan 15, 2013
Posts: 57

Feb 26, 2013 -- 6:23PM, Rogue_Four wrote:

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
SimonGlume
Date Joined: Feb 3, 2012
Posts: 1,032
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
Siphor.Magic
Date Joined: Dec 21, 2012
Posts: 19
Plan
A Plan may be exiled face down at any time with X time and X plan counters. At the beginning of your upkeep, if a Plan is exiled face down, remove a time counter from it. When all time counter are removed you may play the card for its manacost. A Plan stays on the field until the end of the turn, then it is put in the graveyard.
(1) stands for plan counter, so a cost of (2)   means to pay and remove 2 plan counters


Eliminate all threats
Plan
(1) : Destroy target creature

Conserve Time
Plan
(2) : You get an extra turn after this one

Plant seedlings 
Plan
(1) : Put a 1/1 green saproling creature token onto the battlefield

Prepare Attacks 
Plan
(1) : Target creature gets First Strike until end of turn
(2) Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase.

Final Attack 
Plan
(1) : Detain target creature
(1) : All Creatures you control get +1/+1 until end of turn 
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