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 Post subject: New Creature Type - Mult
PostPosted: Mon Oct 28, 2013 3:50 pm 
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During the past few days, I've been wondering what can be related to something like the sliver, but isn't like it either, but isn't as powerful when together. And I thought of the creature type, Mult (Means Multiples)

These Mults are meant to self produce and die during the process. They all have triggered abilities that only work if you control enough mult (which, in a way, can say that they work together to make something successful.)

You can say that they are an individual colony.

Here's an example:

Glowing Mult :w::w:
Creature- Mult
At the beginning of your upkeep, if you control 3 or more other mult creatures, you gain 4 life.
:w::w:, Sacrifice Glowing Mult: Put 3 0/1 white mult creature tokens with defender on the battlefield.
2/2

Leaf Eating Mult :g::g:
Creature- Mult
At the beginning of your precombat main phase, if you control 4 or more other mult creatures, add :g: to your mana pool.
:g::g:, Sacrifice Leaf Eating Mult: Put 2 2/1 green mult creature tokens with trample on the battlefield.
2/2

Lava Bursting Mult :r::r:
Creature- Mult
At the beginning of your upkeep, if you control 3 or more other mult creatures, Lava Bursting Mult deals 2 damage to target creature.
:r::r:, Sacrifice Lava Bursting Mult: Put a 3/2 red mult creature token with haste on the battlefield.
2/2

Plague Spreading Mult :b::b:
Creature- Mult
At the beginning of your upkeep, if you control 4 or more other mult creatures, put a -1/-1 counter on target creature.
:b::b:, Sacrifice Plague Spreading Mult: Put 2 1/1 black mult creature tokens with deathtouch on the battlefield.
2/2

Sea Sighting Mult :u::u:
Creature- Mult
At the beginning of your upkeep, if you control 2 or more other mult creatures, target player puts the top 2 cards of his or her library into his or her graveyard.
:u::u:, Sacrifice Sea Sighting Mult: Put a 2/2 blue mult creature token with flying on the battlefield.
2/2

How does this creature type look so far? Does it need to be improved by a little or much? And should the yhave some kind of enemy creature type that can balance them out against each other?


Last edited by JadeCryptWish on Mon Oct 28, 2013 4:07 pm, edited 1 time in total.

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PostPosted: Mon Oct 28, 2013 3:56 pm 
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the green one would probably be more useful if it triggered at the beginning of your precombat main phase


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PostPosted: Mon Oct 28, 2013 4:03 pm 
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I think they should use a standard token.


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PostPosted: Mon Oct 28, 2013 4:07 pm 
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Ko wrote:
the green one would probably be more useful if it triggered at the beginning of your precombat main phase

Probably would be a better idea. Just wasn't thinking anything of it since it would be almost useless. Now edited.

DS wrote:
I think they should use a standard token.


I want them to be unique to their color. But I know that I won't have too many different kinds of tokens of them.


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PostPosted: Mon Oct 28, 2013 4:45 pm 
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For the green one I would take a note from Sakura-Tribe Springcaller and have it say "At the beginning of your upkeep, add Green to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end." It's a lot wordier, but it also fits with the upkeep triggers the rest of these guys have going on. Your call really.

For the cycle as a whole I don't think they should be costed at CC. That makes it really hard to fit different types of mults into the same deck.

I second the standard token bit. Since you'll want to run as many mults together as possible you could easily have 3 or 4 different types of tokens out at once. That's a lot to keep track of and I don't really see the benefit of having so many different mult tokens.

Is the "sacrifice this mult to make two mult tokens" ability going to go on all mults or just this one cycle?

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PostPosted: Mon Oct 28, 2013 7:58 pm 
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TPmanW wrote:
For the green one I would take a note from Sakura-Tribe Springcaller and have it say "At the beginning of your upkeep, add Green to your mana pool. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end." It's a lot wordier, but it also fits with the upkeep triggers the rest of these guys have going on. Your call really.

For the cycle as a whole I don't think they should be costed at CC. That makes it really hard to fit different types of mults into the same deck.

I second the standard token bit. Since you'll want to run as many mults together as possible you could easily have 3 or 4 different types of tokens out at once. That's a lot to keep track of and I don't really see the benefit of having so many different mult tokens.

Is the "sacrifice this mult to make two mult tokens" ability going to go on all mults or just this one cycle?


I probably just want to keep the mana thing that is already going on.
The CC for these are only for this cycle, and with the sacrifice to make a certain amount of tokens will be on all mults, yes.


Should I make an enemy version of these?


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PostPosted: Mon Oct 28, 2013 11:38 pm 
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JadeCryptWish wrote:
Should I make an enemy version of these?

I'm not sure I understand you there.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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PostPosted: Tue Oct 29, 2013 7:18 am 
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Well, when I mean enemy version of them, I mean that the Mults have an enemy that are almost the exact oppsite of them. These enemies care about only themselves and will use everybody else's power within their group just to make themselves better. They would grow everytime by themselves, but would take from the rest of it's tribe.

Here's a (maybe) example:

(name) (mana)
Creature- (type)
At the beginning of your upkeep, put a +1/+1 counter on this creature.
Remove 3 or more +1/+1 counters from a (type) creature you control: (effect)
p/t

Maybe something like this?


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PostPosted: Tue Oct 29, 2013 3:25 pm 
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Well, mults are already a lot of tribal for one set so I would hold off.
Your idea for their enemy also works just as well if it weren't tribal and cared about counters on any creatures you control- it would open up a lot more interaction. It could work though. See the Spike creature type for WOTC's take on the idea.

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Cato wrote:
CotW is a method for ranking cards in increasing order of printability.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

TPrizesW
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PostPosted: Sat Nov 02, 2013 4:21 am 
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I love the idea, but I think they need a better name... Multi just sound strange.

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PostPosted: Sat Nov 02, 2013 4:34 am 
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My biggest issue is memory. Some activate with 3 other mults, others with 4. I can understand having a different token per color (not ideal, but doable...) but having to constantly remind myself these 3 here activate, those ones don't, would get old. Fast. This could potentially be streamlined to a Keyword-
Support [type] (At the beginning of your upkeep, if you control 4 creatures with [type], this ability activates.) "BLAH BLAH STUFF"

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