king of nowhere Posted April 1, 2016 Posted April 1, 2016 (edited) That inspired me for an unglued-like set. The first representative of that is pre-character development Vivenna. I would also have liked to add "2: take control of Vivenna. Any player may play this ability". as always, it wouldn't fit. Edited April 1, 2016 by king of nowhere 1
Glamdring804 Posted April 1, 2016 Author Posted April 1, 2016 (edited) That inspired me for an unglued-like set. The first representative of that is pre-character development Vivenna. I would also have liked to add "2: take control of Vivenna. Any player may play this ability". as always, it wouldn't fit. That's great. Why don't you try using the M15 frame? I find space management is a little easier. Here's my idea for a chasmfiend Chasmfiend 3{g}{b} Creature--Greatshell R Trample When this card dies, the player that killed it puts a Gemheart artifact token onto the battlefield with "{t}: Add one mana of any color to your color pool." 6/6 Edited April 1, 2016 by Glamdring804
Mistform Posted April 13, 2016 Posted April 13, 2016 I think the Chasmfiend should cost 4gb based on the costing of 6/6 creatures with no downside on magiccards.info I think Vin's sacrifice ability doesn't fit. The cost is usually sacrifice one of your own creatures or each player sacrifices on their upkeep. Also this ability is often on DEMONS which doesn't fit Vin much. However causing them to sacrifice when she deals damage like in this card http://magiccards.info/eve/en/33.html(which would work well for her Ruin side) could work. However I feel she is more preservation. Another card has sacrifice when you take damage which could also work. http://magiccards.info/sok/en/19.html I think the artifact/non-basic clause should be just for what you control but I'm not sold on it. I think it might be cool to have counters to represent the metals, either starting with them and removing them for effects, or adding them with level up. Here's a card with level up (that looks thematic) to explain the mechanic: http://magiccards.info/roe/en/51.html In Magic the Gathering characters with multiple cards show off different aspects on each card and they have decided lore wise that the planeswalker cards are just how much a planeswalker is willing to help you rather than their full power.
Mistform Posted April 13, 2016 Posted April 13, 2016 For Nightblood these are the closest existing magic cards: http://magiccards.info/mi/en/144.htmland http://magiccards.info/5dn/en/119.html However as Nightblood is awake all the time living weapon would be better (it enters equipped to a 0/0 token) http://magiccards.info/c15/en/245.html . I'm not sure if Infect or Deathtouch is better as Nightblade sometimes only makes people sick. As well you can only equip creatures you control, but you could give control of the equipment to the other player and have an effect that makes creatures equip it. Another question is how we define "evil", non-white creatures could work, but white often has soldiers which Nightblood has killed lots of.
king of nowhere Posted April 13, 2016 Posted April 13, 2016 Another question is how we define "evil", non-white creatures could work, but white often has soldiers which Nightblood has killed lots of. "equipped creature deals double damage against black or red creatures" hey, why the cards I made did not show up anymore? what did i do wrong?
Mistform Posted April 14, 2016 Posted April 14, 2016 I'm not sure, maybe the cards are only saved for a certain length of time or something, I've never used that site.
Mistform Posted April 14, 2016 Posted April 14, 2016 "equipped creature deals double damage against black or red creatures" That would work. I guess Nightblood can be wielded by your creatures safely (If we add a legendary clause the living weapon mechanic would have to be modified), I suppose we could also go for an artifact creature and never mind it being an equipment, the Theros god's weapons were not equipment (if only because legendary enchantment artifact equipment would not fit on the type line). I think trying to make a Nightblood card where one of your opponent's creatures is forced to equip it then have it kill that creature and other ones that your opponent controls would be ridiculous to format and be broken. Having Nightblood give -1/-1 counters to the creature that wields it each turn (eating their breath or whatever) would be cool but definitely a different card than the one where he attacks thing on his own.
Glamdring804 Posted April 22, 2016 Author Posted April 22, 2016 Hey guys, sorry for not being able to keep up with this thread. I've been super busy with school. I've decided to rethink this whole thing, and go about it in a more set by set basis, with one set based on each book. I set up an account on the website Magicmultiverse, which lets you design entire card sets. You can see the full set here: http://www.magicmultiverse.net/cardsets/1441 2
Dunkum he/him Posted April 22, 2016 Posted April 22, 2016 interesting. I like the invest mechanic you have going on. only had a chance to look at the rares so far, but I like a lot of it.
Glamdring804 Posted April 22, 2016 Author Posted April 22, 2016 interesting. I like the invest mechanic you have going on. only had a chance to look at the rares so far, but I like a lot of it. Thank you. A fair portion of the credit goes to Sperlman/Samuel from MTG Salvation. He has been an invaluable help in working out mechanics and balancing things.
Mistform Posted May 6, 2016 Posted May 6, 2016 I haven't read the Stormlight Archives yet, so I can't comment on the flavour of the cards. I did notice a lot of double coloured mana costs and no draft archetype helping 2 colour uncommmons but I haven't looked at stuff too closely. Mark Rosewater, the head designer of Magic the Gathering has a Nuts and Bolts column about making your own set, which should be helpful. http://magic.wizards.com/en/articles/archive/making-magic/nuts-bolts-troubleshooting-2016-02-15
Glamdring804 Posted May 6, 2016 Author Posted May 6, 2016 I haven't read the Stormlight Archives yet, so I can't comment on the flavour of the cards. I did notice a lot of double coloured mana costs and no draft archetype helping 2 colour uncommmons but I haven't looked at stuff too closely. Mark Rosewater, the head designer of Magic the Gathering has a Nuts and Bolts column about making your own set, which should be helpful. http://magic.wizards.com/en/articles/archive/making-magic/nuts-bolts-troubleshooting-2016-02-15 Well, for starters, the set isn't complete yet. Also, I would advise you stay away from the set until you've read the books, as it contains a fair number of spoilers.
Lindel he/him Posted May 6, 2016 Posted May 6, 2016 Looks cool so far! What makes Invest distinct as a mechanic, though? What makes it different from simply saying, "put a charge counter on this card"?
Dunkum he/him Posted May 6, 2016 Posted May 6, 2016 Looks cool so far! What makes Invest distinct as a mechanic, though? What makes it different from simply saying, "put a charge counter on this card"? from what I recall: flavor mostly. if you use an ability that much within the set, and if it is thematically relevant to the set, it makes sense to me to turn it into a keyword.
Lindel he/him Posted May 6, 2016 Posted May 6, 2016 That's fair. It might feel a bit more like a Keyword if it were phrased along the lines of, "Invest [1] ([1], [T]: Put a charge counter on this artifact.)"
Dunkum he/him Posted May 6, 2016 Posted May 6, 2016 That's fair. It might feel a bit more like a Keyword if it were phrased along the lines of, "Invest [1] ([1], [T]: Put a charge counter on this artifact.)" maybe, but other abilities follow a similar pattern. off the top of my head: populate and proliferate are somewhat similar.
Lindel he/him Posted May 7, 2016 Posted May 7, 2016 (edited) I guess it could be "[T], [4]: Invest. (Put a charge counter on this card.)" That feels awkward as a Keyword, though. Both Populate and Proliferate are more specific, specialized ideas, as is generally the case with Keywords. Even Outlast, which is basically "Put a +1/+1 counter on this creature", is more nuanced, because tapping is built into the mechanic and it can only be done as a sorcery, which makes it a more unique rule than simply placing a +1/+1 counter. Placing a charge counter just doesn't feel like it needs to be a keyword action. Edited May 7, 2016 by Lindel
Glamdring804 Posted May 7, 2016 Author Posted May 7, 2016 We explored it as an activated ability, doing something similar to what you suggested, having a cost payed, and different numbers of charge counters. However, we ran into a problem when we started doing alternate costs. With Mistborn, for example, we will be tapping untapped artifacts as the cost of investing. (To represent allomancers burning metal) In the end, it made sense to use invest as a term for adding a counter.
Lindel he/him Posted May 7, 2016 Posted May 7, 2016 (edited) Ah, I see. Makes sense. Ooh, now I want to see a Nightblood card with a mechanic that does something along the lines of removing charge counters from the equipped creature, and if they don't have any charge counters he starts adding -1/-1 counters, or something. EDIT: Maybe have him be a double sided card, and have Nightblood, Unsheathed be extent extremely powerful, but he drains charge counters each turn, and if there are no charge counters left, you have to sac the creature, or start placing -1/-1 counters each turn, or something. Edited May 7, 2016 by Lindel 1
Dunkum he/him Posted May 7, 2016 Posted May 7, 2016 I feel like warbreaker will be the hardest book to make work with the invest mechanic, since most people would have to start out with the charge counter...
Silverblade5 he/him Posted May 7, 2016 Posted May 7, 2016 I feel like warbreaker will be the hardest book to make work with the invest mechanic, since most people would have to start out with the charge counter... You could have them play a counter on another creature and sack themselves
Lindel he/him Posted May 7, 2016 Posted May 7, 2016 You could just give them a Graft-esque ability, where they enter the battlefield with a charge counter, or Invest immediately upon entering, but either way, you can later bump the counter onto another creature.
Dunkum he/him Posted May 7, 2016 Posted May 7, 2016 i mean there is no reason you wouldn't be able to do it, I just imagine it would look clunky. something like "x comes into play with a charge counter on it. t: remove a charge counter from x, (awakening effect here)" actually, looking at that, it isn't too too bad. you'd just have to fiddle around a bit to figure out the best way to make awakening work. creating artifact creature tokens maybe?
Lindel he/him Posted May 9, 2016 Posted May 9, 2016 Creating artifact creature tokens could work. I think every Awakener/Nalthian should also have the ability to give their Breaths to other creatures. And you could have Returned with an Upkeep cost of one charge counter, with awesome sac abilities.
Dunkum he/him Posted May 9, 2016 Posted May 9, 2016 Creating artifact creature tokens could work. I think every Awakener/Nalthian should also have the ability to give their Breaths to other creatures. And you could have Returned with an Upkeep cost of one charge counter, with awesome sac abilities. ooh, I like that. another possibility for awakening would be allowing you to pull creatures from the graveyard back to play.
Recommended Posts