Summon tokens are cool. How about arrow tokens that deal 1 damage to target creature, would that make combat math too horrible?
Seal Of Fire exists and even got reprinted, so it can't be too fundamentally bad an idea. Tons of Fiery Seals might get to be a pain in combat though. My interpretation: Create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”)
Ember-Slinger Goblin Creature - Goblin When ~ enters the battlefield create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”) 1/1 Goblin Fireslinger suggests this is totally doable.
Spitfire Dragon Creature - Goblin Flying : Create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”) 5/5
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Here are a bunch of cards I came up with at work. IT was a slow day. All WWI set-themed.
Join The Fight Sorcery Recruit X - (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.) You may have target army you control fights target creature you don’t control. - or is this better?- Join The Fight Sorcery Recruit X - (Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.) You may have target creature you control fights target creature you don’t control. -The difference is whether you need to use the army to do the fighting or not.
Bloody Commandant Creature - Vampire Noble At the beginning of your end step, ~ is the only nontoken creature you control, Recruit 1 (Put a +1/+1 counter on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.) 2/2
Tenepzi War Liege Creature - Vampire Noble Soldier Flying Sacrifice a creature: Recruit 1 (Put a +1/+1 counter on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.) 3/3
Drill Instructor Creature - Elf Soldier Creatures you control with base power less than 2 have 2 power. Creatures you control with base toughness less than 2 have 2 toughness. 2/2 By the time you grubs walk out of here you should have just about even odds of surviving your first combat. -Not sure about the wording here. Should it alter the "base power" of creatures of creatures that "Would" have lower P/T or something? -In a set with 0/0 Army tokens, this should actually be pretty good.
Hometown Hero Creature - Human Soldier When ~ dies, recruit X where X is ~'s power. Put X +1/+1 counters on an Army you control. If you don’t control one, create a 0/0 white Army creature token first.) 1/1 -Wayward Traveller is better more often than not, but this is potentially quite good.
*"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
*"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
Basically. I just didn't want them to be black zombie tokens.
That's fair ... is it possible to modify the Amass keyword so it can apply to different crwature types and colors?
Also, not sure if this would be an issue with Amass and Recruit playable in the same format.
I'm pretty sure you can't change the type and color and still use the Amass keyword. You can mix and mass amass and recruit. Whichever you use 1st will determine the type of army you get, but afterwards either one will work the same putting counters on it.
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Could a set handle both Summons tokens and Recruit? It seems like madness to me, but I really like both mechanics.
Relieve From Duty Return target nonland permanent to its owner's hand. That permanent's controller creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”) -Does this break pie? Blue can't usually deal with walkers, but is it ok if it's just an unsummon?
National Tragedy Sorcery Destroy all creatures. For each creature destroyed this way, its controller creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”) Historians on both sides agree the second battle of Long Ridge was fought entirely to avenge their losses at the first Battle of Long Ridge.
Call Of Duty Enchantment At the beginning of your end step creates a Summons token. (It’s an artifact with “, , Sacrifice this artifact: Create a 1/1 white Soldier creature token.”)
Sweeping Sickness Enchantment - Aura Enchant creature Enchanted creature gets -1/-1. When enchanted creature dies its controller attaches ~ to another creature they control. -This basically sucks unless the opponent has a tone of 1/1s in which case it acts as a sweeper.
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Secluded Outpost Land ~ enters the battlefield tapped. : Add . Soulbond (You may pair this land with an unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as ~ is paired with a creature, each of those permanents has “: Add or .”
What do I call these? Outposts? Rendezvous? Relays? Offices? Bureaus? Market? Square? Junction? I want to invoke the idea that these locations give instruction or materials to the creatures on the battlefield, and ideally there should be somebody manning them.
Ostentatious Decrepit Bustling Fortified Secluded
I'm also split as to whether these are too strong or too weak. Requiring a creature to get colored mana is a big drawback, but if the creature and land can both tap for mana then you're way up on mana. Even with this entering the battlefield tapped you can get mana out of it turn one by tapping a creature. Of course, a removal spell will rob you of your mana source. So how good are these exactly?
*"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
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Redoubled Might Instant Target creature gets +X/+0 until end of turn, where X is that creature's power. Flashback
Furystoker Creature - Elemental Berserker : ~'s base power becomes X until end of turn, where X is the greatest power among creatures you control. 2/2
Carnage Seeker Creature - Human Berserker Creatures you control with the greatest base power among creatures you control get +1/+1. 1/1 I thought this was a cute way to give red higher stats than it's supposed to get at this (and other) mana costs.
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Lanon, Vermillion Transcendent Legendary Creature - Phoenix Flying ~ costs less and enters the battlefield with a +1/+1 counter on it for each Phoenix card you exile from your graveyard to cast it. Sacrifice a Phoenix: Return ~ from your graveyard to your hand. 4/1
*"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
Highest Power Maybe do the ferocious mechanic again, but throw this in with it. I dunno. Big numbers just seems like something player's could get jazzed about.
Common Sickening Sycophant Creature - Human Assassin When ~ enters the battlefield, each opponent loses X life, where X is the greatest power among creatures you control. 2/2 IT's a pun because the art would be a dude poisoning somebody's food.
Common Furystoker Creature - Elemental Shaman : ~'s base power becomes X until end of turn, where X is the greatest power among creatures you control. 2/2
Uncommon Rage Driver Creature - Elemental Berserker Menace At the beginning of combat on your turn, each creature you control with the greatest power among creatures you control gains menace until end of turn. 3/3 A bunch of archetype-relevant would cluster around a few power stats to make it a little easier to get multiple boons out of cards like this.
Rare Battle-lust Hellkite Creature - Dragon Berserker Flying ~'s base power is equal to the greatest power among other creatures you control. : ~ get's +1/+0 until end of turn. */4 Yes, this can easily go infinite with 2 copies and any pump spell. It's the old Riptide Mangler with a +1/+1 counter combo.
Favor of the Mighty would imply that "the greatest power" is somehow the right wording. That is, without any mention of "you control". I do not favor that wording.
Spoiler
Creature - , Sacrifice a creature: Put a +1/+1 counter on ~. 2/2 I mean, this would totally support the theme, but does it display it?
1R Instant Target creature gets +X/+0 until end of turn. X is the highest power among creatures you control. Actually this would be sweet with a very expensive flashback cost.
Common
Creature - Demon Mercenary Flying ~ costs X less to cast, where X is the greatest base power among creatures you control. 3/3 Yeah, this should really be an uncommon. You don't ant too many of these in your hand early on.
Sickening Sycophant sadly won't work in a RG version of power matters. I could do a red burn equivalent, but I won't be able to keep the awesome name. Furystoker is too complex for a common. Maybe a static ability version would be simple enough? Eh, it could totally be uncommon. I don't particularly need that design as a common so much as I like the general concept. Rage Driver should probably have higher power to exemplify the theme, true. Sadly, the way the game actually works renders Battle-lust Hellkite nonfunctional, so that one was a bust. Actually, I think the cards in my design notes were generally better than the ones I actually submitted.
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Throne-guard Captain Creature - Human Soldier Utopian ~ gets +1/+1 as long as your life total is no lower than it was at the end of your last turn. 1/1 "Our vow is to his majesty. When the king is safe behind the palace walls, only then will we join the fight for the city." This was an idea for the Archetypes & Signposts contests. I like this execution, but it's probably not ideal for a limited-focused contest. Entries are supposed to represent a limited archetype, and while this seems pretty nifty in constructed, it doesn't fit the mid range feel of the limited archetype. Hence, I'm posting it here.
Endless Inferno ~ deals X damage to any target. Create X Ember tokens. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”) 2 months after the bombs went off and there's still a new fire every day. I don't know that the city will ever be livable. By the numbers it's an extremely underwhelming X burn spell- pricey for the damage up front and costing an extra per point of damage for the embers. On the other hand, as long as you have a few extra mana to spare, you'll end up getting that extra damage eventually. And it can be aimed at any target, even targets that didn't exist when the spell was initially cast. And there's artifact interactions. Anyway, I thought it was neat enough to warrant existing.
*"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
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Fire Spear Cavalier Creature- Centaur Knight Haste, vigilance Tap an untapped knight you control: Target Horse or Centaur gets +1/+1 and gains vigilance until end of turn. Tap an untapped Horse or Centaur you control: Target Knight gets +1/+1 and gains haste until end of turn. 2/2
I was thinking of what cards I could make that would fit into a WWI set and interact with Ossia cards. Centaur knights seemed fairly obvious. It's the dusk of the cavalry age. Centaurs in Ossia are all about attacking so giving them haste should be great. 1st strike is more knightly than vigilance, but I wanted to keep it a 2 drop. The name rhymes!
Raiser To The Blood Creature - Vampire Noble Flying Tap an untapped bat and an untapped human you control: Create a 3/3 black Vampire creature token with flying. Sacrifice a Vampire: Create a 1/1 black Bat creature token with flying. 3/3
This is more just something I always wanted to see in a vampire card. Should it work of a bat/vampire + human?
Q'kresh, Conquering Flame Legendary Creature - Elemental ~ costs less to cast for each Elemental you control. Whenever an elemental you control deals combat damage to a player, create an Ember token. (It’s an artifact with “,, Sacrifice this artifact: Deal 1 damage to any target.”) Sacrifice 3 Embers you control: Create a 3/1 red Elemental creature token. 3/3
I was going for a name that could be rendered as [fire noises]. The cost reduction is mostly in case you want to run it as a commander- to reduce the escalating cost of recasting your commander. If you activate the ability a bunch, this guy practically pays for itself. Should I go bigger with this? 6 mana 5/4?
*"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
- Holdfast "As long as/if your life total is no lower than it was at the end of your last turn"... Holdfast rewards players for concentrating on defense, usually by giving them offensive tools to close the game out. Striving to get or deny Holdfast bonuses should force players to interact. Hoping this makes life gain relevant, since it could offset life loss to trigger the ability. That's the big reason it's not just "if you didn't lose life".
Common Air Fleet Lieutenant Creature - Bird Scout Holdfast - At the beginning of your upkeep,if your life is total is no lower than it was at the end of your last turn, ~ gains gains flying until end of turn . 2/2 "We will receive no help from the Tholians. The council meekly keeps the air fleet in reserve." - Missives, Cpt. Aranus, Tezchian 5th
Common Untested Cavalier Creature - Centaur Knight Holdfast - At the beginning of your upkeep, if your life is total is no lower than it was at the end of your last turn, put a +1/+1 counter on ~. 2/3 "The war leaves us hardly pause to train our lads before we send them forth. Tell Tezch we need more time." - Councilor Jon
Uncommon Counter-Ambush Instant Prevent the next 3 damage that would be dealt to target creature or player this turn. Create two 1/1 white Soldier creature tokens.
Rare Defend The Throne Enchantment At the beginning of your upkeep, create a 1/1 white Soldier creature token. Holdfast - At the beginning of each combat, if your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 .
Spoiler
Ideas: Remove +1/+1 counter: prevent damage. At the beginning of your upkeep return ~ to hand unless your life is total is no lower than it was at the end of your last turn. Defender that can attack Card that has lifelink, but trades it for something more offensive if you meet the condition. Timely Reinforcements-type thing [b]Defend The Throne Enchantment Creatures you control have vigilance. At the beginning of combat each turn, as long as your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 until end of turn.
I have 2 legitimately good cards here, but the commons are boring and one's overpowered. I'm a little unsure how to approach commons in the archetype contest. Do I go for a super simple execution? Enablers or payouts for the theme? I only get a few cards to cover every base, and the commons have the most constraints.
*"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
- Holdfast "As long as/if your life total is no lower than it was at the end of your last turn"... Holdfast rewards players for concentrating on defense, usually by giving them offensive tools to close the game out. Striving to get or deny Holdfast bonuses should force players to interact. Hoping this makes life gain relevant, since it could offset life loss to trigger the ability. That's the big reason it's not just "if you didn't lose life".
Common Air Fleet Lieutenant Creature - Bird Scout Holdfast - At the beginning of your upkeep,if your life is total is no lower than it was at the end of your last turn, ~ gains gains flying until end of turn . 2/2 "We will receive no help from the Tholians. The council meekly keeps the air fleet in reserve." - Missives, Cpt. Aranus, Tezchian 5th
Common Untested Cavalier Creature - Centaur Knight Holdfast - At the beginning of your upkeep, if your life is total is no lower than it was at the end of your last turn, put a +1/+1 counter on ~. 2/3 "The war leaves us hardly pause to train our lads before we send them forth. Tell Tezch we need more time." - Councilor Jon
Uncommon Counter-Ambush Instant Prevent the next 3 damage that would be dealt to target creature or player this turn. Create two 1/1 white Soldier creature tokens.
Rare Defend The Throne Enchantment At the beginning of your upkeep, create a 1/1 white Soldier creature token. Holdfast - At the beginning of each combat, if your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 .
Spoiler
Ideas: Remove +1/+1 counter: prevent damage. At the beginning of your upkeep return ~ to hand unless your life is total is no lower than it was at the end of your last turn. Defender that can attack Card that has lifelink, but trades it for something more offensive if you meet the condition. Timely Reinforcements-type thing [b]Defend The Throne Enchantment Creatures you control have vigilance. At the beginning of combat each turn, as long as your life is total is no lower than it was at the end of your last turn, creatures you control get +1/+1 until end of turn.
I have 2 legitimately good cards here, but the commons are boring and one's overpowered. I'm a little unsure how to approach commons in the archetype contest. Do I go for a super simple execution? Enablers or payouts for the theme? I only get a few cards to cover every base, and the commons have the most constraints.
Feels like you have a better grasp on the contest than I do tbh, but as a Pauper player, I feel your green common has too much grow potential, even when compared to Blood Researcher from Strixhaven, and both are pretty simple designs.
For the white common, I'd actually give it Vigilance with Holdfast nd let it keep Flying all the time; maybe make it 1/2 to compensate. Green common could also just be an until of turn pump with another ability.
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
Canvas The Target Instant Put a Contract counter on target nonland permanent, then scry X where X is the number of Contract counters on opposing permanents. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")
Head Decapitator Creature - Human Assassin Tap two untapped assassins you control: Put a Contract counter on target creature that doesn't have a contract counter on it. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card") Tap three untapped assassins you control: Destroy target creature. 4/3
*"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
Whenever a creature with a Contract counter on it dies each opponent of that creature's controllers draw a card. Contract counters give the ability "When this permanent is destroyed, each of your opponents draws a card". Kind of like how flying counters make things fly. Except super horrible. Contract counters could go on anything, but creatures are the most obvious choice. I'd consider having lots of effects specify they put counters on "creatures without a Contract counter on them". I guess jut "A Contract on them" would be doable wording by messing with the rules behind all this. I won't cut off design space by making the limitation part of the mechanic itself though. Do the counters need to have text, or grant text to the creature? Seems simpler to offload it all to the rules. Also "Opposing (creatures)" is rules speak now. I've unilaterally decided this. If you can't grok what it means feel free to dock me points.
Common Target Acquisition Sorcery Put a Contract counters on up tp 3 different target creatures. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")
Common Contract Killer Creature - Kithkin Assassin When ~ enters the battlefield, put a Contract counter on target creature or destroy target creature with a Contract counter on it. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card")(An opposing permanent is any permanent controlled by an opponent) 2/1
Uncommon Arranged End Sorcery Target player puts a Contract counter on a creature they control then sacrifices a creature. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card") "See that something happens to him."
Rare Covert Overseer Creature - Kithkin Assassin Advisor Assassin spells you cast cost less for each opposing creature with a Contract counter on it. At the beginning of your upkeep, if no opposing creatues have Contract counters on them, put a Contract counter on target creature. (Contract counters grant the ability, "When this permanent is destroyed, each of your opponents draws a card") (An opposing creature is any creature controlled by an opponent) 3/2
Thoughts
Canvas The Target Instant Put a Contract counter on target nonland permanent, then scry X where X is the number of Contract counters on opposing permanents. Bounce and flicker effects aimed at your own guys would be pretty sweet in a format with bounties. Conversely, even top notch bounce looses some oomph when using it could Some kind of Choice Of Damnation sort of deal with Contract counters? Contract a bunch of your stuff or sacrifice a bit of stuff? Move counters around? Put counters on a couple dudes then they sac a couple dudes? Basic but effective. Remove Contract counters for some effect? Enemy critters etb with bounties? *End of turn, no bounties, put one out? Move bounties around? A counter manipulation theme would go great here. *(Mercenary) cost less if opposing creature has a Contract on it. "X can't be higher than the number of opposing creatures with Contract counters on them. Could "Opposing creature" be rules terminology? Seems grokkable. Aw man Chevill, Bane of Monsters already uses "Bounty counters". Boo. Hiss. Gotta do some reworking.
Took home the gold with this submission. black common was probably too efficient for balance's sake and the lord reduced the costs of mercenaries instead of assassins like it was supposed to (I fixed it here) but I pulled through.
*"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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