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PostPosted: Thu Aug 08, 2024 3:53 pm 
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I have Frozen in Carbonite as:

Frozen in Carbonite
Enchantment ─ Aura (U)
Frozen in Carbonite cost you less to cast if it targets a wanted creature.
Enchanted creature can't attack, block or activate abilities.
"He's no good to me dead." ─ Boba Fett

I went with different colored lightsabers and tried to keep them on the simplier side again.

Red Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +6/+2 and gains trample.
Equip
Equip Jedi or Sith

Blue Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +3/+5 and gains vigilance.
Equip
Equip Jedi or Sith

Green Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +4/+4 and gains hexproof.
Equip
Equip Jedi or Sith

Simple but solid.

Not sure I can bring Jar-Jar into it. I know it's trendy to hate him, but man, he is not easy to like.
NO TO MIDI-CHLORIANS. JUST NO.

I think I'll try the Sith Mox as you mentioned above.

Still monkeying around with phasing/attack replacement/suspend for hyperdrive.

A few more cards:

Bacta Tank
Artifact (U)
At the beginning of your upkeep, gain 1 life.
, , sacrifice Bacta Tank: Exile target creature you control then return it to the battlefield.

Holocron
Artifact (C)
: Add a mana of any color.
Cycling :c:

Balance of the Force
Instant (C)
Choose one —
• Destroy target enchantment.
• Untap target creature.
If you used the force this turn, you may choose both instead.

Princess Leia Organa
Legendary Creature ─ Rebel Soldier (U)
Heroic — Create a 1/1 white rebel soldier creature token.
At the beginning of the end step, gain 1 life for each creature you control.
3/3

Wisdom of the Jedi
Enchantment (R)
When Wisdom of the Jedi enters the battlefield, you may discard any number of cards, then draw that many cards.
At the beginning of each player’s draw step, that player draws an additional card.
"You must unlearn what you have learned." ─ Yoda

Force Choke
Enchantment ─ Aura (C)
Enchant creature
When Force Choke enters, add .
: Enchanted creature gets -1/-1 until end of turn.
"I find your lack of faith...disturbing." ─ Darth Vader

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PostPosted: Thu Aug 08, 2024 7:30 pm 
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I thought the internet finally came around on justice for Jar-Jar? The thing I like about Jar-Jar for the game is that he so clearly has a designable quality to him. He's a goofy, lucky aquatic creature that fails upwards. That just sounds fun.

How far into the Star Wars universe were you planning on incorporating? First trilogy? All three trilogies? Side films? Shows? Books? The Christmas special???

Anything that shows something using the force probably wants to incorporate use the force. I'd consider redesigning Force Choke to that standard.

The Sarlacc Pit would make a sweet creature land. Make a card for the Asteroid Field, too!

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PostPosted: Thu Aug 08, 2024 8:01 pm 
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I've been cherry picking the things I want to use from the films, books and comics :).

I can't believe I didn't make Force Choke use the force! It actually makes me want to re-design Use the Force to be able to effect activated abilities as well. Not sure how to word it though, but it makes a lot of sense for a bunch of the other cards in the set as well.

Force Choke
Enchantment ─ Aura (C)
Enchant creature
Use the Force (Each you spend to cast or activate this spell counts as .)
: Target creature gets -1/-1 until end of turn.

Does that work?

Jedi Acolyte
Creature ─ Jedi Knight (C)
, : Tap target creature. This ability costs you less to activate if you used the force this turn.
1/1

Jedi Sabermaster
Creature ─ Jedi Knight (U)
First strike
The first time you use the force each turn, put a +1/+1 counter on Jedi Sabermaster.
2/2

Order 66
Instant (C)
Destroy target Jedi.

Order 66
Instant (R)
Destroy all creatures, then return a creature card from your graveyard to your hand.
Decimated, but not defeated.

Sarlacc Pit
Enchantment ─ Aura (U)
Enchant land
Enchanted land is a 5/5 black beast creature with "Whenever a creature dies, exile it with 1000 time counters on it. When the last time counter is removed, exile it."

More "activated" force use:

Rey Palpatine
Legendary Creature ─ Jedi Knight (M)
Use the Force
: Exile the top three cards of your library. You may play a creature card exiled in this way without paying its mana cost.
5/5

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PostPosted: Fri Aug 09, 2024 6:36 pm 
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You could just say that use the force applies to paying X costs in the rules, and the reminder text can describe the card its on. That said, I'd just make Force Choke an instant:

Force Choke
Instant (C)
Use the force (Each you spend on pays for .)
Target creature gets -X/-X until end of turn.

Lots of force abilities you could put on cards, perhaps as a cycle: force lightning, force jump, force lift, force projection, etc. Lots of great scenes that could be used for art/flavor text.

Disturbance in the Force sounds like an excellent card name. Either a counterspell or perhaps a prohibitive enchantment. Maybe an X-spell punisher.

I forgot about all of the land vehicles! AT-ATs and whatnot. I've found that sets don't like having a huge about of vehicles and equipment together, but your earlier vehicles that provide pilots solve a little of that.

I'm trying really hard to throw out suggestions and not just go on a design spree. Star Wars is just excellent to design for.

Okay, maybe just one more:

Watto, Junk Dealer
Legendary Creature - Alien (R)
Flying, hexproof from costs (This creature can't be the target of spell or abilities your opponents control with in their costs.)
, Sacrifice a nontoken artifact: Create a Clue token and a Treasure token.
"What, you think you're some kind of Jedi, waving your hand around like that?"
1/4

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PostPosted: Fri Aug 09, 2024 7:19 pm 
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Watto is great and I am stealing him for the set. I also love the X punisher card. Think:

Distrurbance in the Force
Instant (C)
Counter target spell with in its mana cost.

is too good? ?

I had already designed the exact card you posted above for Force Choke, but I didn't have it called Force Choke. It was "That is Why you Fail" but changing the name to Force Choke is a much better idea and that's done now and you need to keep giving me ideas. Go on a design spree, I am totally ok with that. :)

As for the land vehicles, I have designs for the AT-AT, the imperial walker, the landspeeder, Sandcrawler, Speeder Bike and the Snow Speeder so far. But looking at them, they were early, first pass designs that are pretty bland. You have helped me realize solid\simple does not need to be boring.

For instance:

AT-AT 6
Artifact ─ Vehicle
Trample, crew 3
6/9

Imperial Walker 4
Artifact ─ Vehicle
Reach, crew 2
3/5

Landspeeder 3
Artifact ─ Vehicle
Haste, crew 1
3/3

Sandcrawler 5
Artifact ─ Vehicle
Crew 2
3/7

Speeder Bike 0
Artifact ─ Vehicle
Flying, haste, crew 1
2/1

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PostPosted: Fri Aug 09, 2024 10:29 pm 
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Dudibus wrote:
I have Frozen in Carbonite as:

Frozen in Carbonite
Enchantment ─ Aura (U)
Frozen in Carbonite cost you less to cast if it targets a wanted creature.
Enchanted creature can't attack, block or activate abilities.
"He's no good to me dead." ─ Boba Fett



I’d go artifact a la Portable Hole over enchantment (prob rename to carbonite chamber or similar). Maybe just a function of my own interpretation, but enchantment implies magic and carbonite is more artifacty in my eyes. I like the idea of cost discount when targeting wanted creatures tho

Quote:
Red Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +6/+2 and gains trample.
Equip
Equip Jedi or Sith

Blue Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +3/+5 and gains vigilance.
Equip
Equip Jedi or Sith

Green Lightsaber
Artifact ─ Equipment (R)
Equipped creature gets +4/+4 and gains hexproof.
Equip
Equip Jedi or Sith


I like where you’re going with these, and think the sith/jedi bonus to equip cost is neat. Feel overcosted tho. I can see myself cracking these in limited and being playable picks but 5cmc equipment feels unplayable in constructed formats with what they give. Is worth considering bumping down their stat buff numbers and bringing cmc in line with swords of X and Y like Sword of Fire and Ice et al

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PostPosted: Sat Aug 10, 2024 6:36 am 
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Changing Frozen in Carbonite to an artifact is a simple change and is definitely more in line with Star Wars. I was initially balking since colored artifacts have always seemed odd to me, but it is a tried and true design space and that is only perception.

I'll try re-jigging the sabers as you suggested. I had the sword of ice and fire and its ilk when I was designing the sabers and I was hoping the bigger stat buffs would differentiate them enough without competing for the slot, but I think you are right plus I was worried such large stat bonuses would be too strong really.

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PostPosted: Sat Aug 10, 2024 7:45 am 
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I was thinking about the Asteroid field, and that got me thinking about asteroid tokens, which led me to them being "2, sacrifice this: Deal 2 damage to any target." which lead me to the idea of "navigating the asteroid field" which had me come up with:

Asteroid Field
Sorcery (M)
Navigate 5 times. (To navigate, create an asteroid token. It's an artifact with ", sacrifice this: Deal 2 damage to target creature.")

Not sure navigate is the best name for it, or if that sort of design is good for the game.

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PostPosted: Sat Aug 10, 2024 1:06 pm 
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Dudibus wrote:
Distrurbance in the Force
Instant (C)
Counter target spell with in its mana cost.

is too good?

Nah, that's reasonable. You could extend it to activated abilities if you really want and tack on an extra mana. It's narrow, but for limited's sake, it could be worth it to be a smidgen more expensive.

Dudibus wrote:
As for the land vehicles, I have designs for the AT-AT, the imperial walker, the landspeeder, Sandcrawler, Speeder Bike and the Snow Speeder so far. But looking at them, they were early, first pass designs that are pretty bland. You have helped me realize solid\simple does not need to be boring.

How boring you want them depends a bit on your goals. If you're designing for the sake of designing, boring is just that: boring. If your goal is to have a playable set, boring can help a lot. That said, I'd probably split between boring and interesting based on how well each vehicle lends itself to creative ideas.

For example, the speeder bike is a pretty one-dimensional vehicle. It goes fast, it crews one. Great option for a vehicle that's cheap, small, low crew cost, and has haste. The AT-ATs, however, are big, methodical, feature powerful laser canons, blaster resistant shields, and are most notably taken out via tripping. There's a lot more to work with there, so I'd go for something a slight bit grander.

Dudibus wrote:
I was thinking about the Asteroid field, and that got me thinking about asteroid tokens, which led me to them being "2, sacrifice this: Deal 2 damage to any target."

I think they could work well as a token for the set, though I'm leaning toward restricting the damage to creatures. (Which I see you did on the actual card.) Really want them chucked at vehicles. I only really remember the asteroid scene from Empire as a major inclusion of them, but it's so significant that I think it works.

Dudibus wrote:
...which lead me to the idea of "navigating the asteroid field" which had me come up with:

Asteroid Field
Sorcery (M)
Navigate 5 times. (To navigate, create an asteroid token. It's an artifact with ", sacrifice this: Deal 2 damage to target creature.")

Navigate is evocative, but it sort of doesn't connect properly. Your ability to navigate asteroids lets you use them as projectiles? It could work. I'd write it just "Navigate 5." But it might not need another keyword. I guess it depends on how many cards end up using asteroids and how many of them actually have a navigation theme.

Thinking more about use the force, the easiest way to make it work on spells and abilities is to use it as a pseudo keyword instead. Examples:

Anakin, Child of the Force
Legendary Creature - Human Pilot (U)
: Add one mana of any color. Spend this mana only to pay for costs.
Use the force : Target Vehicle you control with crew cost X or less becomes an artifact creature until end of turn. Each you spend on activating this ability pays for . Activate this ability only once a turn.
"Someday, I’m going to fly away from this place."
1/2

Force Lift
Sorcery (U)
Use the force ─ Each you spend on casting this spell pays for .
Return target permanent card with mana value X or less from your graveyard to the battlefield.
Luke: I don't believe it!
Yoda: That is why you fail.

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PostPosted: Sat Aug 10, 2024 2:36 pm 
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Jar Jar Binks
Legendary Creature - Alien (R)
Spells with a single target must target Jar Jar Binks if able.
Whenever a player casts a spell that only targets Jar Jar Binks, copy that spell. Choose a new target for the copy.
"Mesa cause one, two-y little bitty axadentes, huh?"
1/5

Similfuturus (or just call it Force Projection)
Sorcery (U)
Use the force ─ Each you spend on casting this spell pays for .
Create a token copy of target creature you control with mana value X or less.
"See you around, kid."
─Luke Skywalker, to Kylo Ren


Force Jump
Sorcery (U)
Use the force ─ Each you spend on casting this spell pays for .
Up to X target creatures you control each get +1/+1 and gain flying until end of turn.
Mother Pran: He moved so fast... where did he go?
Anakin Skywalker: Up.

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PostPosted: Sat Aug 10, 2024 8:14 pm 
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You are right about use the force needing to be a pseudo keyword. It's the best way to cover spells and activated abilities. Each of your cards are excellent and are immediately in the file. With a little more thought, I agree that navigate doesn't really work for asteroids. As it stands now there is exactly 1 card that uses them so I think just making Asteroid tokens that deals 2 damage to a creature is good.

Force Ghost
Creature ─ Jedi Spirit (U)
Force Ghost can't be blocked.
Exile Force Ghost from your graveyard: Create a token copy of Force Ghost.
1/1

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PostPosted: Sun Aug 11, 2024 2:07 am 
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worth noting that basically no trinket tokens have generating keywords anymore. it's really just clues and incubators: the first because it was the first version and they hadn't nailed down the technology yet, and the second because it also had to succinctly manage the +1/+1 counters. you can just say "create 5 asteroid tokens", you don't need a keyword to do it for you. the asteroids are the keyword.

:duel:

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PostPosted: Sun Aug 11, 2024 5:37 am 
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Going back to your fuse spells: again, I think the idea of split cards using famous quotes is wonderful. But fuse is meant to allow the spellcaster to choose between two small effects or one big effect that both small effects create together. Alive and Well can create a creature token or gain you life per creature you have. Smash them together, guaranteed more life-gain! Currently, your fuse cards don't do this. Take Do. Or Do Not//There Is No Try. It's a counter for activations on one side and for spells on the other. Together, nothing bigger gets created. On top of this, there will rarely be a case to use both simultaneously. The first option is to redesign them to fit the fuse aesthetic. The second is to make them OG split cards. The third is to use a different existing split mechanic. And the last... make something new!

Do or Do Not
Instant (U)
Counter target spell unless its controller has a lack of faith. (If that player chooses to have a lack of faith, cast the other half of this card without paying its mana cost.)
~~~~
There Is No Try
Instant (U)
Scry 2, then draw two cards.

The idea with this mechanic: you can cast either half like a traditional split card. But the first half gives the opponent the option to default into the second half. To make this more rewarding for you, the second half will be a bigger effect that they'll only switch to if the situation is right. Classic punisher card. The difference being that you can always just cast the second half if that is what you really need.

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PostPosted: Sun Aug 11, 2024 10:04 am 
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I hear you about the Fuse. I am not a big fan of punisher mechanics, but I find your excess of faith invigorating. I think I'll take a good look at them to see if I can make them a little more cohesive.

I Don't Remember
Sorcery (U)
Target player reveals their hand. You choose an artifact card revealed in this way. They discard that card.
\\\\ FUSE \\\\
Owning a Droid
Sorcery (U)
Put target artifact from a graveyard onto the battlefield under your control.

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PostPosted: Sun Aug 11, 2024 8:08 pm 
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Rules question - Would the following card:

Admiral Thrawn
Legendary Creature ─ Imperial Soldier (M)
Whenever an opponent casts a spell, if it’s the first spell cast by that player this turn, counter it.
: Copy target instant or sorcery. You may choose new targets for the copy.
4/4

allow me to copy the spell that was countered (as long as it was an instant or sorcery)?

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PostPosted: Sun Aug 11, 2024 8:12 pm 
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Dudibus wrote:
Rules question - Would the following card:

Admiral Thrawn
Legendary Creature ─ Imperial Soldier (M)
Whenever an opponent casts a spell, if it’s the first spell cast by that player this turn, counter it.
: Copy target instant or sorcery. You may choose new targets for the copy.
4/4

allow me to copy the spell that was countered (as long as it was an instant or sorcery)?

yes, as long as you activate before the trigger resolves.

:duel:

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PostPosted: Mon Aug 12, 2024 12:30 pm 
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I'm working on a "Dark Side is easier, quicker" theme as well.

Disturbing Lack of Faith
Sorcery (C)
If you spent or to use the force this turn, Disturbing Lack of Faith costs you less to cast.
Target player discards two cards.

Embrace the Dark Side
Sorcery (C)
If you spent or to use the force this turn, you may cast Embrace the Dark Side as an instant.
Draw two cards and lose 2 life.

Only a Master of Evil
Sorcery (C)
If you spent or to use the force this turn, you may tap a black creature you control rather than pay this spells mana cost.
Destroy target creature.

Potential Black Mythic -

Starweird
Creature ─ Zombie Sith (M)
Flying
When Starweird enters, lose three life and draw 3 cards.
Use the Force: Return Starweird from your graveyard to the battlefield. X is your life total. Each you spend on activating counts as .
7/7

Starweirds were like Jedi Spirits, but evil.

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PostPosted: Mon Aug 12, 2024 1:30 pm 
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Some commons!

Tusken Raider
Creature - Alien Nomad (C)
First strike
Whenever Tusken Raider attacks, you may tap another untapped creature you control. If you do, it Tusken Raider gets +2/+0 until end of turn.
"These tracks are side by side; sand-people always ride single-file to hid their numbers."
—Obi-Wan Kenobi

1/1

Stormtrooper
Creature - Human Clone (C)
A deck can have any number of cards named Stormtrooper.
Stormtrooper gets +1/+0 for each creature you control named Stormtrooper.
"Blast them!"
2/2

Jawa Junker
Creature - Alien Artificer (C)
, Exile an artifact card from your graveyard: Create a treasure token.
There isn't a droid so broken that can't be turned into a profit.
1/2

Let the Wookie Win
Sorcery (C)
Target creature you control fights target creature you don't control. If the creature you control has power 4 or more, the creature you don't control doesn't fight back.
C-3PO: But sir, nobody worries about upsetting a droid.
Han Solo: That's because a droid don't pull people's arms out of their sockets when they lose.

And an uncommon:

Marksman-H Training Remote
Artifact (U)
You may pay life to help pay for equip costs. Each life pays for .
Though useful for lightsaber training, continual exposure to the blasts of these remotes can potentially lead to coma and incontinence.

Reading more on this, I guess it's actually a droid, so you could make it an artifact creature I suppose. Maybe 1/1 with flying?

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PostPosted: Mon Aug 12, 2024 10:10 pm 
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I'm going to have to make some cuts I think. I like wanted, but it only has like 12 cards in the file, and cycling has gotten pushed to the bottom of the numbers as well. I might have to pick one, or really start fleshing them both out. And the Fuse mechanic is fun to design, but theres only like 6 of them in the file so far. Use the force and heroic might have too many cards right now.

A few standard commons:

Imperial Sniper
Creature ─ Imperial Soldier (C)
Deathtouch
When Imperial Sniper enters, target player discards a card.
1/1

Bantha
Creature ─ Beast (C)
Whenever Bantha attacks while saddled, create a 2/2 red tusken raider creature token.
Saddle 2
5/4

Never Tell me the Odds
Sorcery (C)
Exile the top 3 cards of your library. You may play those cards this turn.
Add for each land exiled in this way.

Ship to Ship
Instant (C)
Choose one or both —
• Destroy target artifact.
• Untap target artifact.

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PostPosted: Tue Aug 13, 2024 9:09 am 
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Dudibus wrote:
I'm going to have to make some cuts I think.

Naturally. Do you have a design skeleton or an idea of how big you want it? Are you trying to make it fall in line with real Magic sets? I'd probably stuff the file, take a look at what you like, then start culling as need be. There are so many aspects that haven't been touched yet. No Chewie or R2 unless I missed them.

Dudibus wrote:
I like wanted, but it only has like 12 cards in the file

Wanted can work in small numbers. There's a slight parasitic quality to it, but the goal is to kill creatures, and that's something well over half of Magic desk aim to do. You'll have between 2 to 6 bounty hunters (unless that's part of the lore you want to mine hard) and some kill/reward spells.

Dudibus wrote:
and cycling has gotten pushed to the bottom of the numbers as well.

Cycling feels like a complete luxury add that only gets into the file if its a particularly great fit. Otherwise, it takes up space without being all that evocative. But not too much space, so, like, it could make it.

Dudibus wrote:
And the Fuse mechanic is fun to design, but theres only like 6 of them in the file so far.

The famous quotes fuse cards feel best kept to a cycle, but is that cycle 5, 10, or across rarities as well? Probably just a one simple cycle, though 5 or 10 both feel possible.

Dudibus wrote:
Use the force and heroic might have too many cards right now.

Use the force should limit itself naturally by the very nature of being attached to X-spells. It's a cool mechanic, so I can see the set having more than its fair share, but X-spells need to be curbed in that great of numbers.

Dudibus wrote:
Disturbing Lack of Faith
Sorcery (C)
If you spent or to use the force this turn, Disturbing Lack of Faith costs you less to cast.
Target player discards two cards.

I feel like this is too parasitic of a cycle. Use the force being a mechanic on X spells really pushes you to dump a lot of mana into it. (Which, as I mentioned above, is something to consciously curb with X costs that have a natural limit.) I think these would work better as cards on the battlefield that trigger from using the force, that way there's no burden to overmanage mana. I could be wrong.

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Dies to Removal | Karados


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