This first started as an exercise to just make solid cards that aren't too flashy. Designing the Spirit Island set with razor showed me I had a tendancy to be too clever rather than "solid". Then, I submitted a card for a thread that gave me the idea of doing a space set and as I was designing the cards I figured I would embrace Star Wars. There are many like it, but this one is mine.
Design principles:
Saddle and Crew are evergreen for this set as Star Wars is partly defined by its ships and mounts. No race as the rebels and the empire have a huge spread and it would quickly become to singular and including race meant leaving out far too many characters other than humans. X mana costs are a focus of the set. New Keywords: Destiny - small cycle of cards at common that support Heroic and are thematic with the choices force sensitive people must make. See cards below. Harmonize - support for the X theme in the set and I felt helped display the idea of "using the force" to do powerful things. See cards below. Bounty Hunter - this comes with a bunch of verbiage. If you are a bounty hunter, you put a bounty counter on a creature when you enter. A "Wanted" creature means that creature has a bounty counter on it, Collect a bounty means you controlled a source that either destroyed, exiled or sacrificed a creature with a bounty counter. See cards below. Returning Keywords: Cycling - easy tack on to make basic cards more interesting. Heroic - thematic for the star wars universe. I let good and bad guys have heroic for the sake of balance. Fuse cards - They were a good way to get quotes onto cards, despite taking a little literary freedom with editing. Designing these ones was fun. High number of legendary cards due to the characters of the star wars universe. Higher number of artifacts due to the technological themes. No planeswalkers.
Vehicles
Tie Fighter Artifact ─ Vehicle (C) Flying When Tie Fighter enters, create a 1/1 black imperial soldier. Crew 1 4/3
X-Wing Fighter Artifact ─ Vehicle (C) Flying When X-Wing Fighter enters, create a 1/1 white rebel soldier. Crew 1 4/3
I really wanted to include a quasi-suspend where you could exile a ship from the battlefield with time counters as a sorcery to act as "Hyperspace", but it would have only been like 7 cards in the whole set with it and I felt it would ultimately get cut. But I am still a little undecided.
Hyperdrive X (Pay X, exile this with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste. X is the number of lands you control.)
It might go back in because hyperspace is a large part of star wars lore.
Destiny Keyword
Give into your Anger Enchantment ─ Aura (C) Enchant creature Enchanted creature gets +3/+0 and gains trample. Destiny (, tap an unenchanted creature you control: Return this aura from your graveyard to the battlefield attached to that creature. Activate this as a sorcery.)
Protect the Weak Enchantment ─ Aura (C) Enchant creature Enchanted creature gets +1/+2 and gains vigilance. Destiny (, tap an unenchanted creature you control: Return this aura from your graveyard to the battlefield attached to that creature. Activate this as a sorcery.)
Luminous Beings are We Enchantment ─ Aura (C) Enchant creature Enchanted creature gets +2/+2. Destiny (, tap an unenchanted creature you control: Return this aura from your graveyard to the battlefield attached to that creature. Activate this as a sorcery.)
They are not brain busters, but I wanted something that could help support Heroic and thematically convey the paths characters can take. Right now it only exists at common, but I will likely try to make a few at higher rarities.
Harmonize Keyword
Harmonize (Each you pay for as you cast this counts as .) Harmonize was designed to support the X theme the set has going as well and try to thematically imply using the force. I am not sold on the word Harmonize, but I really wasn't sure what else to use.
Force Healing Instant (C) Harmonize (Each you pay for X as you cast this counts as .) Target player gains X life.
Echoes of Rebellion Sorcery (U) Harmonize (Each you pay for X as you cast this counts as .) Create X 1/1 white rebel soldier creature tokens.
Visions of the Future Sorcery (R) Harmonize (Each you pay for X as you cast this counts as .) Scry X, then draw four cards.
Luke Skywalker Legendary Creature ─ Jedi Knight (M) Vigilance, lifelink, harmonize Luke Skywalker enters with X +1/+1 counters. When Luke enters put X +1/+1 counters on any number of other target creatures. 0/0
I wanted to make Luke a strong card that helps showcase the harmonize ability.
Darth Vader Legendary Creature ─ Sith Warrior (M) Haste, menace, harmonize Darth Vader enters with X +1/+1 counters. When Darth Vader enters it deals X damage to another target creature. 0/0
I wanted Darth to be a pure aggro beatstick.
Bounty Hunter mechanic
Bounty Hunter(When this creature enters, put a bounty counter on target creature.) 1. When a creature with bounty hunter enters, you may put a bounty counter on target creature. That creature is now considered a "Wanted" creature. 2. Whenever a source you control destroys, exiles or sacrifices a Wanted creature, create a treasure. This is known as "Collecting a bounty."
Price on my head Sorcery (C) Put a bounty counter on target creature. Destroy target creature.
Han Solo Legendary Creature ─ Rebel Rogue (U) Han enters with a bounty counter. Haste, first strike 4/2
Cad Bane Legendary Creature ─ Bounty Hunter (U) Cad Bane costs you less to cast for each wanted creature. Heroic — Put a bounty counter on target creature. 3/3
Frozen in Carbonite Enchantment ─ Aura (U) This spell costs you less to cast if it targets a wanted creature. Enchant creature Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
Boba Fett Legendary Creature ─ Bounty Hunter (U) First strike Ward — Put a bounty counter on target creature you control. Whenever a creature with a bounty counter dies, return Boba Fett, Bounty Hunter from your graveyard to the battlefield. 4/4
Mando Legendary Creature ─ Bounty Hunter (R) Flying, bounty hunter (When this creature enters, put a bounty counter on target creature.) When Mando enters, search your library for an equipment card, reveal it and put it into your hand. Then shuffle. Whenever you collect a bounty you may attach an equipment you control to Mando. 4/4
Cycling cards
Stalking Nexu Creature ─ Beast (C) Cycling (, Discard this card: Draw a card.) When you cycle Stalking Nexu you may put a +1/+1 counter on target creature you control. 2/2
Admiral Piett Legendary Creature ─ Imperial Soldier (U) Black creatures you control get +1/+1. Imperialcycling 2/2
Wars Not Make One Great Sorcery (C) Destroy target creature with power 4 or greater. If it had the greatest power among creatures on the battlefield, exile it instead. Cycling
Nightsister Creature ─ Sith Wizard (C) Heroic — Create a 1/1 black sith warrior creature token. Cycling — Exile a creature card from a graveyard. 3/3
Heroic Cards
A cycle of 5 legendary Rare Jedi/Sith.
Darth Maul Legendary Creature ─ Sith Warrior (R) Darth Maul enters with a finality counter. Heroic — Darth Maul gets +1/+1 for each creature card in your graveyard and gains double strike until end of turn. 4/4 At last we shall have our revenge.
Kylo Ren Legendary Creature ─ Sith Warrior (R) Haste, first strike Heroic — Exile the top three cards of your library, then you may discard your hand. If you do, put the exiled cards into your hand. 5/3
Kanan Jarrus Legendary Creature ─ Jedi Knight (R) Heroic — If it was an instant or sorcery, put that spell into your hand as it resolves. 3/3
Obi-wan Kenobi Legendary Creature ─ Jedi Knight (R) Obi-wan enters with a shield counter. Lifelink Heroic — Put a shield counter on target creature you control. 4/4
Qui-gon Jinn Legendary Creature ─ Jedi Knight (R) Trample Heroic — Double this creatures power and toughness until end of turn. 3/5
Fuse Cards
I used the Fuse Cards to highlight the more memorable quotes from the movies. I did a little creative editing where I needed to. I regret nothing.
Let's Blow This Thing Sorcery (U) Destroy target artifact. \\\\\\ FUSE \\\\\\ Go Home Sorcery (U) Search your library or graveyard for a land card, reveal it and put it into your hand. Then shuffle.
Do. Or Do Not Instant (U) Counter target activated ability. \\\\\\ FUSE \\\\\\ There is no Try Instant (U) Counter target spell.
Let the Past Die Sorcery (U) Exile X target cards from graveyards. \\\\\\ FUSE \\\\\\ Kill It If You Have To Sorcery (U) As an additional cost to cast Kill It If You Have To, sacrifice a creature. Destroy target creature.
My Ally is The Force Instant (U) Target creature gets +3/+3 until end of turn. \\\\\\ FUSE \\\\\\ A Powerful Ally it Is Instant (U) If you control a creature with power 7 or greater, draw three cards.
I Love You Instant (U) Untap target creature. You may destroy any auras attached to it. \\\\\\ FUSE \\\\\\ I Know Instant (U) Draw two cards.
A few random Mythics
Grand Moff Tarkin Legendary Creature ─ Imperial Soldier (M) Lifelink You may pay cycling costs with life instead of mana. You may sacrifice a permanent with cycling by paying its cycling cost. If you do, draw a card. 5/5
Lando Calrissian Legendary Creature ─ Rebel Rogue (M) When Lando Calrisian enters, choose X different types of counters from among flying, first strike, deathtouch, hexproof, shield, lifelink, menace, trample, +1/+1 and vigilance. It enters with a counter of each chosen type. 3/3
The Death Star Legendary Artifact ─ Vehicle (M) The Death Star can’t gain indestructible. Flying, trample When The Death Star attacks or blocks, destroy X target permanents with a combined mana value of X where X is the power of its crew. Crew X 20/3 That's no moon.
I'm still filling in the gaps and redesigning to make it a cohesive set, but you fine people really know your card design and might notice something that I have overlooked.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Last edited by Dudibus on Tue Aug 06, 2024 9:21 pm, edited 1 time in total.
I wonder if bounties might be better if you could only collect bounties on your opponents' creatures whenever they leave for any reason. It might lead to some endless standoffs if both players wanted to destroy or sacrifice the same permanent. Plus, having a repeatable sac outlet could turn off all your opponents' bounty cards.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Joined: Sep 23, 2013 Posts: 5218 Location: California
Some quick thoughts:
- I'd make TIE Fighter and X-Wing a bit more different from each other. The big difference in lore is that TIE Fighters have greater maneuverability and X-Wings are more durable. - I'd make the Millennium Falcon legendary and give it a bit more flare. Your preamble discussed focusing on solid design, but a marque card still wants some excitement attached to it other than good french-vanilla stats. - Hyperspace or something akin to it would serve as a solid marker for the set. You don't need to use much space to make it worthwhile, and 7 cards sounds about right. I'd look for something that's not just suspend, but that design space feels like the right direction. EDIT: Traveling through hyperspace is sort of this ultimate move for a starfighter that has nothing to do with attacking. With that in mind, it might make sense to have it be a mechanic that replaces an attack. Hyperspace (Instead of attacking, you may send this through hyperspace. If you do, [EFFECT].) You could make the effect variable ("Hyperspace - Draw a card") or find one specific thing that makes sense. Just a thought. - Destiny is a nice design. I like it. You might want to make it sorcery speed; it's a crazy good sorta on board combat trick that people can walk right into over and over. - I agree that harmonize is the wrong name choice. This is modern Magic: just call it Use the Force.
Luke Skywalker Legendary Creature ─ Jedi Knight (M) Use the Force (Each you spend on casting this pays for .) Vigilance, lifelink Luke Skywalker enters with X +1/+1 counters on it. When Luke enters, distribute X +1/+1 counters among any number of other target creatures. 0/0
- I like bounty in theory, but I wonder if it needs tweaking. First: can I kill my own creature to collect the bounty? Second: a lot of bounties are about capturing opposing characters. Should that come across in the mechanic somehow?
- The split fuse spell motif is fabulous.
- The one thing missing so far is the planets. Obviously they'd be lands, but I'm wondering if "system" can be used in some way to create a fun mechanic.
I was using symetry with the X Wing and Tie Fighter as an hommage to their constant battle and being solidly symbols for the rebellion and the empire. That being said, I have no issue re-designing them. I will juggle some ideas here.
I meant to make the Falcon legendary, so that was an oversight. I would love to see some ideas on how to make it more interesting, because I agree it is on the bland side, but hyperspace would spice it up a bit. Originally I had Hyperspace as ": Untap target land." to try to simulate the travel aspect, but it felt to bland. Your version of hyperspace gets around the other issue I had with using a suspend variant, which was how to manage the cost and the fact you could keep doing it over and over. Like, do I have the Falcon have a hyperspace cost of 0, despite in the stories it often had issues with its hyperdrive? Would a Star Destroyer have a longer time?
Destiny definitely needs to be sorcery speed.
Harmonize should definitely be Use the Force as it conveys the theme I intended, plus it creates sentences like "I'll play Visions of the Future and Use the Force to scry for 4."
I wasn't too concerned about people putting bounty counters on their own creatures as you would have to be pretty desperate to start killing your own creatures to get the treasure, but I just know someone will be ready to break it somehow. If I changed Bounty Hunter to be "Put a bounty counter on target creature you don't control" that would pretty much get around people putting it on their own creatures. What do you think? Is it a big deal to collect bounties on your own creatures?
I have the planets in the file, but so far they are just ETB tapped dual lands. I have cities and buildings (flavourfully) as lands and enchantments on lands to help make them feel more "Star Wars" locationy.
Jedi Temple Enchantment ─ Aura (C) Enchant land When Jedi Temple enters, create a 1/1 white knight creature token. Enchanted land gains “Whenever this land is tapped for mana, add .”
Moisture Farm Enchantment ─ Aura (C) Enchant land When Moisture Farm enters, create a 1/1 blue farmer creature token. Enchanted land gains “Whenever this land is tapped for mana, add .”
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Blaster Fire Instant (C) Blaster Fire deals 2 damage to any target. If it targets a wanted creature it deals 3 damage instead.
Han Shot First Instant (C) As an additional cost to cast Han Shot First, tap a wanted creature you control. Han Shot First deals 4 damage to target creature that entered this turn.
Heroic + Use the Force support + X support:
Consumed by Hate Instant (U) Use the Force (Each you pay for as you cast this counts as .) Target creature gets +X/+0 until end of turn. If Consumed by Hate was cast from exile, put it into your hand as it resolves.
Size Matters Not Instant (U) Use the Force (Each you pay for as you cast this counts as .) X target creatures get +X/+X until end of turn.
A couple of marque characters:
Yoda, Jedi Master Legendary Creature ─ Jedi Knight (M) Flash, vigilance When Yoda enters, counter target spell. : Add three mana of any color. Spend this mana only to use the force. 4/4 "When 900 years old you reach, look this good you will not."
Din Djarin Legendary Creature ─ Bounty Hunter (R) Flying, bounty hunter When Din Djarin enters, search your library for an equipment card, reveal it and put it into your hand. Then shuffle. Whenever you collect a bounty you may attach an equipment you control to Din Djarin. 4/4 "This is the way."
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Joined: Sep 23, 2013 Posts: 5218 Location: California
My original thought for "jump to hyperspace" was to have an attack that was replaced by some other benefit. The problem with that is... it's not really that different than at that point, is it? So how about an exert style trade-off?
Millennium Falcon Artifact - Vehicle (R) Crew 2 Flying, haste, jump to hyperspace (As this attacks, you may have it jump to hyperspace. If you do, it can't be blocked this turn. It doesn't untap during your next untap step.) Whenever Millennium Falcon attacks, exile up to one target artifact from a graveyard. If you do, put a +1/+1 counter on Millennium Falcon. "What a piece of junk!" ─Luke Skywalker 3/3
As for the fuse cards, the designs don't currently embody the spirit of fuse, which is to say that fusing them doesn't create one big cohesive effect. I'd consider leaning into that style or thinking about a different style for the split nature of the quotes. The base idea is still perfect.
I know you mentioned not wanting to have races because of the breadth of options, but it feels a bit weird seeing all these people without any species listed. Honestly, I think even just having just "Human" and "Alien" would be good enough.
For bounties, it seems a bit awkward since other cards in the game already use bounty counters for other things. You could borrow the tech from suspect and just make creatures Wanted directly, without the counter: When CARDNAME enters, target creature becomes wanted. (Whenever a wanted creature dies, each of it's controller's opponents creates a treasure). It could cut down on some of the excess verbiage. Also, could the creature type just be Mercenary instead of Bounty Hunter? Solves the problem of if it's supposed to be one creature type or two, and makes it backwards compatible with the rest of the game (like making them outlaws!)
Lastly, I think some of the bigger names could do with some epithets, opening up the ability to design multiple versions. I think Luke Skywalker, Ace Pilot, Luke Skywalker, Rebel Hero, and Luke Skywalker, the Last Jedi could all be very different / interesting cards, instead of trying to capture the breadth of the character in one go.
@Rush: Holdo Maneuver Instant As an additional cost to cast Holdo Maneuver, sacrifice a vehicle you control. Holdo Maneuver deals damage equal to the sacrificed card's mana cost to target creature you don't control. If that vehicle jumped to hyperspace this turn, instead it deals that much damage to each creature you don't control.
I know you mentioned not wanting to have races because of the breadth of options, but it feels a bit weird seeing all these people without any species listed. Honestly, I think even just having just "Human" and "Alien" would be good enough.
For bounties, it seems a bit awkward since other cards in the game already use bounty counters for other things. You could borrow the tech from suspect and just make creatures Wanted directly, without the counter: When CARDNAME enters, target creature becomes wanted. (Whenever a wanted creature dies, each of it's controller's opponents creates a treasure). It could cut down on some of the excess verbiage. Also, could the creature type just be Mercenary instead of Bounty Hunter? Solves the problem of if it's supposed to be one creature type or two, and makes it backwards compatible with the rest of the game (like making them outlaws!)
Lastly, I think some of the bigger names could do with some epithets, opening up the ability to design multiple versions. I think Luke Skywalker, Ace Pilot, Luke Skywalker, Rebel Hero, and Luke Skywalker, the Last Jedi could all be very different / interesting cards, instead of trying to capture the breadth of the character in one go.
@Rush: Holdo Maneuver Instant As an additional cost to cast Holdo Maneuver, sacrifice a vehicle you control. Holdo Maneuver deals damage equal to the sacrificed card's mana cost to target creature you don't control. If that vehicle jumped to hyperspace this turn, instead it deals that much damage to each creature you don't control.
That is a very good point about the bounty counters and your solution works great. The verbiage is much more simple and easier to understand. I had intially thought that a creature could have multiple counters on it so it could become "more wanted" for multiple treasures which I don't think wanted would allow. Also a good point on the outlaw idea. Not sure I can use Mercanery due to the Mercadian Masque mercenaries. Various versions of the characters is a fun design space since I had like 12 different versions of Luke and went with the simple but strong one.
Also, is this a good cost for this card:
Pod Racing Sorcery (R) Untap all vehicles that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Not sure I can use Mercanery due to the Mercadian Masque mercenaries.
they've done some mercenaries since, including a couple in Bloomburrow like hired claw, which don't relate to that mechanic. I don't think there's a power concern, either, so if it's a good fit for flavor I'd just use it.
Pod Racing Sorcery (R) Untap all vehicles that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
probably. relentless assault costs 4 and is a lot less limited in scope so a 1-mana discount seems fine. could maybe even cost but I don't see a reason to push it.
Joined: Sep 23, 2013 Posts: 5218 Location: California
Another point about mercenary: Mercadian Masques had rebels, too. Bringing both back here is sort of a cute nod to the past. I think I'd even consider 1-of cards that reflect the MM mechanic, though definitely not a whole chain.
Joined: Jun 04, 2014 Posts: 15598 Location: Freedom
Preferred Pronoun Set: they
honestly I think the Rebel chain mechanic would be pretty balanced and maybe even interesting in a modern set. they were only a problem in Masques block 'cause Masques block was slow. (and also because the old legend rule made lin sivvi, defiant hero a lot stronger) not sure the mechanic is a great fit for Star Wars, so I wouldn't try to do more than one or two cards with it here, just musing.
Joined: Mar 18, 2016 Posts: 5359 Location: Anyway the wind blows
Identity: doesnt really matter
Preferred Pronoun Set: to me
Regarding hyperspace - what about it causing the creature/vehicle to phase out for a turn, and then providing some bonus when it phases back in?
Could even get creative with optional multi turn phase outs to represent longer trips, with choice of when to phase in being baked into the mechanic description. Ex: mechanic reading ‘when a creature enters hyperspace it phases out until it leaves hyperspace. At the beginning of each turn you may choose to leave hyperspace’ and a card ex: when /name/ leave hyperspace, creatures you control get +1/+1 until end of turn for each turn it was in hyperspace.
Or have variable durations fixed to the particular card (ex: Hyperspace or Hyperspace ) with longer hyperspace trips providing greater bonuses.
Regarding hyperspace - what about it causing the creature/vehicle to phase out for a turn, and then providing some bonus when it phases back in?
Could even get creative with optional multi turn phase outs to represent longer trips, with choice of when to phase in being baked into the mechanic description. Ex: /name/ phases out. When you leave hyperspace, creatures you control get +1/+1 until end of turn for each turn it was in hyperspace.
Or have variable durations fixed to the particular card (ex: Hyperspace or Hyperspace ) with longer hyperspace trips providing greater bonuses.
These are some excellent ideas as well. I'm going to spend some time tomorrow really trying hash out the best way to do it.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
honestly I think the Rebel chain mechanic would be pretty balanced and maybe even interesting in a modern set. they were only a problem in Masques block 'cause Masques block was slow. (and also because the old legend rule made lin sivvi, defiant hero a lot stronger)
Completely agreed. It didn't help that creature quality was so bad that a chain of slow creature card advantage was the best you could do.
not sure the mechanic is a great fit for Star Wars, so I wouldn't try to do more than one or two cards with it here, just musing.
This is what I'm really getting back. Recruiting soldiers for the galactic war is part of the story, but only minorly so. Having a card on each side would be nice, but you really don't need to go farther. If this were an actual WOTC crossover (which, come on, they're gonna go here eventually), they'd probably do remake of both with shifted names.
Sith Mox Artifact (R) When Sith Holocron enters, add . : Add a mana of any color.
and does it become less powerful if I up the cost?
Sith Mox Artifact (R) When Sith Holocron enters, add . : Add a mana of any color.
EDIT: haha seeing it in print here made me see how busted it is. Better off using the "You can't play this on the 1st, 2nd, 3rd turns" rider.
Is this enough of a drawback to make the card printable?
The Mask of Darth Nihilus ? ? Legendary Artifact (M) When The Mask of Darth Nihilus enters, your life total becomes 10. Your maximum life total is 10. , pay 1 life: Draw a card.
Perfect originality is overrated and often ugly. The best and most beautiful cards I've ever seen were clearly inspired by something else. Cards are not entirely unlike living organisms in this regard. All the good ones are a result of long evolution; the 'original' ones are either mono-cellular or mutant aberrations.
Cato
A true warrior seeks out the greatest foe. Their heart cries out for glorious battle, heedless even to its own end.
Joined: Sep 23, 2013 Posts: 5218 Location: California
The moxes have that same abusable problem as Priest of Gix and friends. On one hand, Burning-Tree Emissary came years later and didn't break anything (but was fun and good), which suggests that otherwise small vanilla creatures aren't gonna create problems. On the other end is Frantic Search, providing much more of what combo decks want. I think these moxes lean in that direction since they are pure mana makers. But I think you can fix that with one small tweak:
Sith Mox Artifact (R) When Sith Holocron enters, add . : Add one mana of any color.
This takes away the "mox" quality of increasing your mana production the same turn, but it otherwise makes that card more palatable while accomplishing similar goals. There's a chance that is fine, but I think less is more in this case.
The Mask isn't any more powerful than The One Ring at . I'd even consider removing the no life above 10 clause, although that does make this more unique.
Things I'm expecting:
Lightsaber as an equipment. Some question of whether or not multiple lightsabers need to exist. I lean no, but at the same time, Darth Maul makes me want specific ones. Equipment, obviously.
Jar-Jar Binks as a luck-based creature, maybe with some Squee-esque survivability, though more about avoiding death than returning from it.
Midi-chlorians (lol, just DO IT)
Frozen in Carbonite as some sort of sleep effect.
Here's an idea for a planetary system dual-land cycle:
Dagobah Land (C) System - Dagobah enters tapped unless you control another permanent named Dagobah. : Add or .
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