Design a Card

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ZePancakes
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Re: Design a Card

Postby ZePancakes » 22 Mar 2013, 19:29

Here's an Un- styled card (though a tad tame):

----------------------------

Mist, My Fog Cover Band (U)
Instant

Players close their eyes till end of turn. Prevent all combat damage that would be dealt this turn.

"I can't see anything in this fog!"
"You mean mist?"
"Ri-i-i-ght."


----------------------------
Oh-h-h-h SNAP... Concede.

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Dominic Appleguard
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Re: Design a Card

Postby Dominic Appleguard » 22 Mar 2013, 19:49

Card Advantage (3BU)
Instant

Draw 12 cards, then discard 13 cards.

Strictly better.



Prismatic Pie (7)
Artifact

If a white effect would deal noncombat damage, that damage is prevented.
If a blue creature has power greater than or equal to its converted mana cost, destroy it.
If a black effect would prevent damage, double that damage instead.
If a red effect would counter a spell, prevent that effect.
If a green effect would reduce a creature's toughness, its toughness is increased instead.
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Raphnarock
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Re: Design a Card

Postby Raphnarock » 16 Aug 2013, 21:18

I've got some funny ones; I'll a particular one. Not necessarily good or viable, just funny. If you guys like it, perhaps I'll throw in some of my more serious cards.
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Edit: To defend why he has shroud; it's not so that he can't be affected by opponent's. It's so that he's player proof.
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 06 Sep 2013, 07:23

Mobilization (4)
Enchantment

Tap X to put X soldier tokens on Mobilization. Counter target spell by removing tokens equal to countered spells mana cost

My domain extends for thousands of miles and every inch of it will be devoted to defeating you

or possibly

There is no problem that cant be fixed with man power
Discere linguam Latinam fuit perditio tempore in schola

Knowledge is knowing a Tomato is a Fruit. Wisdom is not putting it in a Fruit Salad

What do you call two crows? Attempted murder
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AdmiralMemo
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Re: Design a Card

Postby AdmiralMemo » 06 Sep 2013, 10:53

Needs a bit of a wording fix to make it consistent with normal MtG wording, but I like it.
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Kapol
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Re: Design a Card

Postby Kapol » 06 Sep 2013, 11:07

Hepheastus wrote:Mobilization (4)
Enchantment

Tap X to put X soldier tokens on Mobilization. Counter target spell by removing tokens equal to countered spells mana cost

My domain extends for thousands of miles and every inch of it will be devoted to defeating you

or possibly

There is no problem that cant be fixed with man power


Firstly, that seems like a white spell to me. Except the counter seems blue too. So... I'm not sure about the ability.

Secondly, by 'tap x' do you mean pay x mana? Because if so, the right way to put it would be 'X:' If it's tap X creatures you control, then it'd start that way.

Thirdly, the second ability would have it's own line.

Fourthly, there's some wording problems. Namely, at the moment, you can sacrifice any kind of tokens... including tokens your opponent controls. same with the 'tap X' if you mean creatures. Also, you say 'tokens' incorrectly here. Tokens would be creatures. In this case, you would say Soldier Counters.

Finally, it seems like it'd be too broken to ever be made. Being able to counter multiple spells with one card, while being able to activate the ability only whenever you need it, would be nuts.

But the right wording would be:

"X: Put X Soldier counters on Mobilization.

Remove X Soldier counters from Mobilization: Counter target spell with converted mana cost equal to the number of counters removed this way."

Or if you meant tap down creatures, it'd be "Tap X creatures you control: Put X Soldier counters on Mobilization."
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AdmiralMemo
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Re: Design a Card

Postby AdmiralMemo » 06 Sep 2013, 11:16

Would it be not broken if it were just "Counter target creature spell"? Because that seems more in flavor with the idea behind the card? Maybe "Counter target creature or artifact spell"?

Also, I think the "Tap X creatures you control" idea makes it less broken. Mana is easily obtained (usually). Tapping creatures means you can't use their abilities (if they have any), and you can't attack with them if it's your turn, or block with them if it's your opponent's turn.

Maybe the first ability should have a "Use this ability only if you could play a Sorcery" clause?
Graham wrote:The point is: Nyeh nyeh nyeh. I'm an old man.
LRRcast wrote:Paul: That does not answer that question at all.
James: Who cares about that question? That's a good answer.

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Kapol
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Re: Design a Card

Postby Kapol » 06 Sep 2013, 11:51

AdmiralMemo wrote:Would it be not broken if it were just "Counter target creature spell"? Because that seems more in flavor with the idea behind the card? Maybe "Counter target creature or artifact spell"?

Also, I think the "Tap X creatures you control" idea makes it less broken. Mana is easily obtained (usually). Tapping creatures means you can't use their abilities (if they have any), and you can't attack with them if it's your turn, or block with them if it's your opponent's turn.

Maybe the first ability should have a "Use this ability only if you could play a Sorcery" clause?


It'd be less so if it was a creature spell. It doesn't seem like flavor works so much for artifacts though, at least the way I see it.

Tap X creatures does make it better. But it still has issues. For example, it's still a 4-drop 'counter anything you don't like with 0 CMC' spell. And just having it tap the creatures doesn't make it much better. Since unless there's a clause like the one you mentioned, the creatures can still block and you can still do it EoT. I'm not sure if the sorcery clause would make it better enough or not.
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 09 Sep 2013, 01:43

Thanks for all the Advice guys.

1.) I've only recently got back into Magic after a few years out
2.) I though up that card and wrote it in a lunch break, so was kinda rushed :P

Mobilization (4)
Enchantment

Tap X creatures you control: Add X soldier tokens to Mobilization. Use this ability only if you could play a Sorcery

Remove X Soldier counters from Mobilization: Counter target creature spell with converted mana cost equal to number of counters removed this way. Use this ability only once per turn

My domain extends for thousands of miles and every inch of it will be devoted to defeating you

or possibly

There is no problem that cant be fixed with man power
Discere linguam Latinam fuit perditio tempore in schola

Knowledge is knowing a Tomato is a Fruit. Wisdom is not putting it in a Fruit Salad

What do you call two crows? Attempted murder
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Jenelmo
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Re: Design a Card

Postby Jenelmo » 09 Sep 2013, 03:43

There is already a card named Mobilization
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 09 Sep 2013, 03:45

(╯°□°)╯︵ ┻━┻
Discere linguam Latinam fuit perditio tempore in schola

Knowledge is knowing a Tomato is a Fruit. Wisdom is not putting it in a Fruit Salad

What do you call two crows? Attempted murder
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Mara Kalat
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Re: Design a Card

Postby Mara Kalat » 09 Sep 2013, 04:33

Conduit of Fate (2UU)
Artifact
2{T}: Put a Charge Counter on Conduit of Fate.
Remove 2 Charge Counters from Conduit of Fate {T}:: Change a target of a spell or activated ability to another target.
"What do you mean our funds have been diverted?" - Riptide Laboratory Researcher

----

Leafblade Operative (3G)
Creature - Elf Warrior
Protection from Black and White.
{U}: The next time Leafblade Operative deals damage to a player this turn you may draw a card.
3/3

----

All feedback very welcome.

Mara.
Last edited by Mara Kalat on 09 Sep 2013, 06:32, edited 1 time in total.
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 09 Sep 2013, 04:59

As mentioned above I'm not in a position to comment on the actual mechanics of cards but I really like the Theme of Conduit of Fate
Discere linguam Latinam fuit perditio tempore in schola

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Jenelmo
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Re: Design a Card

Postby Jenelmo » 09 Sep 2013, 05:47

Maybe i am reading it wrong by why can you put charge counters on Conduit of Fate it doesn't do anything
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 09 Sep 2013, 05:54

Huh...My guess would be you tap it and remove a charge counter to activate it's ability
Discere linguam Latinam fuit perditio tempore in schola

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JayBlanc
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Re: Design a Card

Postby JayBlanc » 09 Sep 2013, 06:02

I think this one goes along with what R&D want to do right now...

Cupcake Golem (0)
Legendary Creature - Golem
When Cupcake Golem is untapped it deals damage equal to its power to its controller
During your end step tap Cupcake Golem.
3: Target player gains control of Cupcake Golem.
A cupcake without toppings is just a muffin.
0/1
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Mara Kalat
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Re: Design a Card

Postby Mara Kalat » 09 Sep 2013, 06:19

Mara Kalat wrote:Conduit of Fate (2UU)
Artifact
2{T}: Put a Charge Counter on Conduit of Fate.
Remove 2 Charge Counters from Conduit of Fate {T}: Change a target of a spell or activated ability to another target.
"What do you mean our funds have been diverted?" - Riptide Laboratory Researcher


Heh, guess I missed actually putting in the Charge Counter cost :P
Fixed now, glad you like it! :D

Mara.
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Hepheastus
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Re: Design a Card

Postby Hepheastus » 09 Sep 2013, 06:59

Ok, awesome. I would totally play that card :D
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Knowledge is knowing a Tomato is a Fruit. Wisdom is not putting it in a Fruit Salad

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egyptcraze
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Re: Design a Card

Postby egyptcraze » 22 Mar 2015, 20:31

I made a few fun cards, here's my Black and White morphling variants:

Grimling (3BB)

Creature - Shapeshifter

B: Grimling gains intimidate until end of turn
B: Grimling gains deathtouch until end of turn.
B: Regenerate Grimling
1: Grimling gets +1/-1 until end of turn
1: Grimling gets -1/+1 until end of turn

3/3

Austerling (3WW)

Creature - Shapeshifter

W: Austerling gains vigilance until end of turn
W: Austerling gains first strike until end of turn
W: Exile Austerling, then return it to the battlefield at the beginning of the next end step
1: Austerling gets +1/-1 until end of turn
1: Austerling gets -1/+1 until end of turn

3/3
Step 1: Find your cousin
Step 2: Get your cousin in the cannon
Step 3: Find another cousin
egyptcraze
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Re: Design a Card

Postby egyptcraze » 22 Mar 2015, 20:38

Here are my ideas for a 4-color legend cycle:

Gurren, Crypt Warden (BRGW)

Legendary Creature - Ogre Cleric

Haste, Protection from Blue
XX(B/R)->: Reveal the bottom X cards of your library and put them into your graveyard. Return target creature with converted mana cost X or less from your graveyard onto the battlefield.
2/4

Galeera, Librarian of Gud'ul (UBRG)

Legendary Creature: Human Monk

Reach, Protection from White
You have no maximum hand size
Your opponents’ hand size is reduced to two.
3GU->: Draw cards equal to Galeera, Librarian of Gud’ul’s power, then discard cards equal to its toughness. Activate this ability only any time you could cast a sorcery.
3/2

Joni, Feral Lieutenant (RGWU)

Legendary Creature: Cat Soldier

Flash, Protection from Black
Cat creature spells you own not in play can be cast as though they have flash.
Whenever Joni, Feral Lieutenant attacks, attacking cats you control get +2/+0 and have first strike.
3/3

Eva, Duchess of Death (GWUB)

Legendary Creature: Zombie Elephant

Trample, Protection from Red
When Eva, Duchess of Death enters the battlefield, each opponent puts the top card of his or her library into his or her graveyard
Whenever a creature card is put into an opponent’s graveyard from anywhere, put a +1/+1 counter on Eva, Duchess of Death.
1/1

Persephone the Ageless (WUBR)

Legendary Creature: Angel

Flying, Protection from Green
When Persephone the Ageless deals combat damage to a player, choose an artifact, creature, or land that player controls. That player sacrifices that permanent.
4/4
Step 1: Find your cousin
Step 2: Get your cousin in the cannon
Step 3: Find another cousin
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Sanerem
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Re: Design a Card

Postby Sanerem » 06 May 2015, 12:21

We did a Conspiracy draft on Sunday and my friend drafted 6 copies of Provoke (With the Fblthp-like Homunculus on it) so I made this in honor of that achievement. Is it playable?

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steric hindrance
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Re: Design a Card

Postby steric hindrance » 06 May 2015, 12:51

It's playable, but I'm not sure why you would choose any option except the second as a cheaper Divination. This also seems outside of White's color pie.
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Sanerem
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Re: Design a Card

Postby Sanerem » 06 May 2015, 13:34

Hmmm, it's a divination that can be killed was the idea behind the cost. Fblthp worked for the Azorius Chancery, hence the colors.
steric hindrance
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Re: Design a Card

Postby steric hindrance » 06 May 2015, 14:20

What I meant was that you can effectively pay WW to draw two cards, not exactly something that mono-white can do. Perhaps if he cost UW.
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Sanerem
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Re: Design a Card

Postby Sanerem » 06 May 2015, 14:45

Oh ok, thank you, I'm not too familiar with the whole color pie thing.

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