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Make your own card!!!

Started by Bozo_Law, January 13, 2013, 11:53:02 PM

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All-Mana Mania

Yea and i can bring it up to wizards. I give you all the credit because i know them personally

Frothandslosh

Quote from: All-Mana Mania on February 25, 2013, 08:12:20 PM
Yea and i can bring it up to wizards. I give you all the credit because i know them personally

......Are you being serious, or am I just being trolled? XD

All-Mana Mania

I actually know a few people. Me and my family are trying to become retailers and ya know lol.

Frothandslosh

Quote from: All-Mana Mania on February 25, 2013, 08:20:58 PM
I actually know a few people. Me and my family are trying to become retailers and ya know lol.

Oh, that's pretty cool!

Anyway, back to card making XD This'll be the last Conquest card I post here before working on the intro deck.

{3}{R}
Craterhome Giant
Creature- Giant
3/3

Whenever you conquer a land, CARDNAME deals 1 damage to target creature or player.

If you control two or more lands with conquest counters on them, CARDNAME gets +2/+0 and first strike.

Birdbrain

Can I make a suggestion?

{R}{G}{2}

Whenever CARDNAME attacks, it deals X damage to target creature were X is the number of lands you control.

Whenever CARDNAME deals damage to a player, untap up to two target lands you control

3/3


Birdbrain

Come to think of it. There may be a few bugs in your mechanic

For one. It would make games no fun. Think about it. A little bit of land destruction is good. If you do it multipule times a turn every turn. It gets so the opponent has no lands pretty quick. And then, they play 1 land a turn, and the mechanic fizzles because you can't constantly steal lands

Frothandslosh

Quote from: Birdbrain on February 25, 2013, 08:45:26 PM
Come to think of it. There may be a few bugs in your mechanic

For one. It would make games no fun. Think about it. A little bit of land destruction is good. If you do it multipule times a turn every turn. It gets so the opponent has no lands pretty quick. And then, they play 1 land a turn, and the mechanic fizzles because you can't constantly steal lands

I personally see it as a quirky, casual mechanic. The best case scenario is you'll get one land a turn, which basically means your opponent doesn't know how to play MtG. Your opponents will block your creatures, burn/exile them, or counter them before they get out on the field. Creatures are the easiest threat to deal with.

This is a hit-or-miss mechanic. Either you can't steal any lands because their defense/removal is too good, or you clear yourself a path and get yourself a land every one or two turns (at around turns 6 to 8 )

Birdbrain

It makes games no fun for the opponent, and then they wouldn't want to play you. That's why wizards tries not to print stuff that makes the game no fun.

I'm not saying to completely scrap it, I'm just saying find a way so it doesn't sap the fun out of your games. Or else no one would want to play against it, and everyone would hate the deck

Maybe give the opponent an option that lets them keep tere lands. Like a life threshold, or that they have to pay a cost to keep there lands. Then you could steal tere lands OR lock there mana

That also makes the mechanic more mean, while making it more fun at the same time

Iandtormentor

Is this mechanic mechanic to good?

{B}{B}{2}
Markov militant
Creature-Vampire soldier

Unending-when this creature enters your grave yard from your hand or library you may put it on to the battle field it has hast.  exile it at the end of turn.

Lifelink

4/2

Birdbrain

Quote from: Iandtormentor on February 26, 2013, 11:44:21 AM
Is this mechanic mechanic to good?

{B}{B}{2}
Markov militant
Creature-Vampire soldier

Unending-when this creature enters your grave yard from your hand or library you may put it on to the battle field it has hast.  exile it at the end of turn.

Lifelink

4/2
might work at common so maybe. Although I don't like it personaly. I'm not an expert at these things. Just remember when making a mechanic, wizards likes to make ones that can work on common cards, but can still be potent enough for rares. It's a balancing act. Use this information to judge custom mechanics for yourself.

And on the other, I was merely stating my opinion, you don't have to take it. I like the mechanic, just think it has a few bugs for common cards. If you do salvage it, you could always put it on a rare or uncommon like they did with "pain cast" and putting it on the new rakdos...whatever his name is. Anyway, I shouldn't have my phone right now. So good luck, hope your mechanics turn out good and fun

All-Mana Mania

Banen, Ruthless Traitor
1 red or green. 1 blue or red. 1blue or green and 1 generic. Hybrid Card

+2: Banen, Ruthless Traitor deals X damage to target creature where X is the amount of Loyalty Points on Banen. Draw a card.

-1: Put 2 +1/+1 counters on target creature. If this creature was red, blue or green, draw a card.

0: Banen, Ruthless Traitor becomes a 7/7 indestructible human warrior creature with Double Strike and Trample. Prevent all damage that would be dealt to Banen this turn.

-8: You get an emblem with " permanents you control are indestructible, and have Double Strike and Trample" and " Whenever a creature you control deals combat damage to a player, you may draw a card.

5 loyalty counters

Kaleo42

I spose i can commend creativity, but i cant find where to begin on how broken that is. Might i recommend a few key points when balancing a walker.
Loyalty less than or equal to CMC
Subtract the number of counters placed for a plus ability from the cmc to judge the power of that ability. Example {garruk, primal hunter} {2}{G}{G}{G} - 1 (number of counters for his plus ability) = {4} put a 3/3 into play. Because it helps to defend him you cant have it work out to {3} for a 3/3 or have the token be a 4/4.

This same principle can be applied to all abilities. No single planeswalker ability should be amazing under this equation because by nature a walker is amazing in that it is 3 sorceries for one cost imprinted on an enchantment

IntoFire

Spellcaster's Advantage
{3}{W}{W}{U}{U}
You gain X life for each spell you cast this turn where X are their  converted mana costs

IntoFire

Zanthrax,the Envigorated
{2}{G}{W}{B}

+1 Target opponent loses life equal to the number of cards in your graveyard.
+3 You get an emblem with:"Creatures you control have Trample,Deathtouch,and Vigilance"
-6 Zanthrax,the Envigorated  becomes an X/X Mutant equal to your life total.
-18 Lands you control become X/X Mutants with Lifelink and Deathtouch where X are the number of all creatures on all battlefields.
                                                      {3}

Birdbrain

Quote from: IntoFire on March 06, 2013, 06:49:48 AM
Zanthrax,the Envigorated
{2}{G}{W}{B}

+1 Target opponent loses life equal to the number of cards in your graveyard.
-3 You get an emblem with:"Creatures you control have Trample,Deathtouch,and Vigilance"
-6 Zanthrax,the Envigorated  becomes an X/X Mutant equal to your life total.
                                                      {3}
one word: brokenasheck