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Lack of Bear
Jun 12, 2007

he couldn't bear it



I would take away the initial targeting restriction on that aura. Maybe you could up the cost and make it reduced if it would target a knight? It just seems more limited than what they usually like to do to have a card that you just can't cast without a knight.

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Eeevil
Oct 28, 2010

Well obviously he didn't see it, or he'd be wearing a hardhat




Mechanic for witches, but actually for wizards because witches don't get their own type.

Eeevil
Oct 28, 2010

Well obviously he didn't see it, or he'd be wearing a hardhat




Here's another one, an evoke inspired mechanic that lets you exert your elementals to get big ETBs.

Eeevil fucked around with this message at Jun 13, 2018 around 10:53

MartianAgitator
Apr 30, 2003

Damn Earth! Damn her!

I've been working on combining snakes and seasons forever and most likely will never get it 100%.



Currently every color has every season, but that's of course up in the air.

MartianAgitator fucked around with this message at Jun 13, 2018 around 22:13

TheChirurgeon
Aug 7, 2002

Remember how good you are


Oven Wrangler

Here's an idea I had for the demon tribe.

PMush Perfect
Sep 30, 2009

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|PMush used Shitpost! |
|It's super effective!|
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This is already kind of a mechanic that exists, I mostly just gave it a little push.



PMush Perfect fucked around with this message at Jun 14, 2018 around 03:57

Lone Goat
Apr 16, 2003

When life gives you lemons, suplex those lemons.



TheChirurgeon posted:

Here's an idea I had for the demon tribe.



I think this can just say "At the beginning of your end step, if ~this~'s Bargain cost was paid, you lose the game" or even "At the beginning of your end step, if ~this~ was Bargained, you lose the game."

MartianAgitator
Apr 30, 2003

Damn Earth! Damn her!

"...was Bargained, you lose the game." or "...was Bargained with, you lose the game."

Mystic Mongol
Jan 5, 2007



College Slice

Knights, a Black and White tribe, get a new mechanic, Chivalry. Chivalry means that knights, driven by madness or their ideals, rise to the occasion. A knight stands alone against a teaming horde!

Most knights with Chivalry also get First Strike, so they don't necessarily die from their wounds after defeating their foes.



You can also play around with the effects of it a bit. Black knights tend to interact more directly with other creatures you control somehow, while white knights tend to simply be stronger alone.



Notably, the Heroic Youth becomes a Knight when he's outnumbered--or just when he's given weapons and armor, that's good too.

Also you can dip into the deep end of the color pie, if you want.

Mystic Mongol fucked around with this message at Jun 15, 2018 around 03:21

MartianAgitator
Apr 30, 2003

Damn Earth! Damn her!



Proof-of-concept uncommons. Guay's Elk was originally named Bleeding Hart, which proves I am a bad person.



This is some of the clunkiest wording I've ever written, but hopefully it's clear and simple after three readings. Great design, I know. Maybe should be ETB trigger?



Power, toughness and mana cost for all these are complete shots in the dark.



The amazingly named Bloomhoof is a god so it has indestructible. Could also be a spirit and switch indestructible for protection from non-black creatures or some such.


This is basically one of those attempts to make enchantments suck less. I'm thinking about adding a clause to Lambent to make it only work for Auras of the same color, but left it out for simplicity reasons. The simplest version of this ability I could think of was "Your Auras targeting this creature costs 2 less." but that's so boring. Criticism welcome!

MartianAgitator fucked around with this message at Jun 15, 2018 around 10:31

AJ_Impy
Jun 17, 2007



Yam Slacker

Let's invoke the spirit of Licids and Bestow and give Chimerae an ability that matches their first appearance back in Mirage block.



Sorcery speed shuts down most Licid shenanigans, the Bestow clause getting them as creatures prevents card disadvantage. You can build your own monster with impunity.

Elyv
Jun 14, 2013



Contest ends in 8.5 hours

black potus
Jul 13, 2006

we got females in this krew straight up ballin gonna watch some naruto you better not be stallin


Germs!

For mechanical identity, germs get your equipment equipped faster. Living weapon was the first version of this, I added a mechanic called Contaminate which allows you to cast a germ for cheaper as you're casting an equipment, and then have the germ pick up the equipment for free! A couple of the cards also just fill out other slots with the tribal theme in mind as well.

Commons


Uncommons


Rare


Mythic that now I feel like should have been another rare

ChewyLSB
Jan 13, 2008

Destroy the core


Druids have a bit of a mechanical identity, they're tied with mana production to some degree but some of their more exotic abilities I feel like aren't represented in MTG very well.

In particular, they're shapeshifting abilities aren't often represented at all except on a few choice cards. In addition to that, their spellcasting abilities are often underused.

Because they are so tied to nature it seems natural (get it) that they would be a green tribe at least, but one of the most basic forms I could think of is a druid that transforms into a bird, but Green doesn't get access to flying! So thus, I figured that Blue would be a good addition to the tribe.

The use of DFC's seemed natural but I felt like it was important that Druids felt distinct from Werewolves. Thus, I came up with the ~Flexible~ mechanic (name pending).



So it is obviously pretty wordy but in my ideal world I think that these cards would have a unique DFC frame that signifies to the player that you can cast either side of the card (and while its in your graveyard or in your library you can treat either side as face up for the purposes of cards that care about those). In addition, I think that the flexible ability should only be able to be used at sorcery speed.

So the above card is pretty simple, but for the rest of the cards I came up with I wanted the Human side to have a 'spellcaster' feel, so I wanted to make sure they had an ability that felt like spellcasting.

Here are the remaining cards I designed.



The clone uses a bit of odd wording because it has to transform ~as~ it enters to not die to SBE's which is not wording that WoTC has used yet.

I wanted to design a G/U mythic thats gold on both sides but couldn't come up with anything that I loved.

MartianAgitator
Apr 30, 2003

Damn Earth! Damn her!

ChewyLSB posted:

I wanted to design a G/U mythic thats gold on both sides but couldn't come up with anything that I loved.

Cool idea! Can I help?



Although Aven Ley Scout is probably worded incorrectly, the idea (land-based Geist of St Traft), should be clear. Hurricane Elemental should probably draw cards somehow, but I didn't want to overword it and thought U/G has enough card draw to make this a "resource spender" rather than a "resource generator".



I think Flexible should probably have an "Activate this as a sorcery" clause, or each side should have the same P/T (which would probably suck).

Elyv
Jun 14, 2013



[Entries are closed!

I'll post winners later tonight.

Elyv
Jun 14, 2013



First off, thanks to everyone for the effort you put in. By including the mechanic I increased the workload needed, and you guys delivered. There were a lot of really neat ideas in this that I would never have even dreamed of. The individual cards I quoted were my favorites from each submission.

Honorable Mentions:


Mystic Mongol's Chivalry


Evocative mechanic, some cool cards. I especially like how this specific card lets you manipulate whether or not your dudes turn on their Chivalry. My issue was that I wasn't really convinced by how your mechanic would work in white, the go wide color, and none of your cards really jumped out at me.



I like these cards, one nice, simple, and clean common and a cool spin on Endless Ranks of the Dead. They fit in with the little we have of rats, too.

black potus' Germs


This fits thematically with the Living Weapons from MBS/NPH, but it feels like it can get kind of swingy. On the one hand you want good equipment to go with it, on the other hand if you have good equipment you can absolutely run people over.


Third Place: AJ_Impy's Chimeras:

It took me a little while to understand what was going on here, but I like it, it's a neat spin on Bestow. Tons of decisions to make, and I like that you took a step away from Bestow. However, I think this mechanic is difficult to do at common and I think this particular card is almost always going to be operating independently.


Second Place: TheChirurgeon's demons


This mechanic doesn't have a ton of depth to it, but that's more than fine because it's for a single tribe in a single set. It expands naturally; I can easily imagine an attorney or summoner type card with the text of "Whenever you Bargain" or "Whenever you pay an alternate cost" to make it a tribal mechanic rather than a mechanic in a tribe, and I thought it was incredibly evocative of the standard demonic tropes. I especially liked Demonic Reaver as a neat spin on Steel-Leaf Champion. The thing that ended up knocking you out of first is that I think it would be very hard to make Commons that wouldn't just run away with the game or be useless. It's not a major criticism given my judging criteria, but it was enough to drop you out of first.

First Place: ChewyLSB's Druids


At first, this was nowhere near, and then I read the tidbit where you said that it would only be possible at sorcery speed. I think this is a really neat spin on shapeshifting and Druids. Voluntary shapeshifting is a trope that's woefully underused in Magic(offhand, I can only think of Skinshifter?), and linking it with DFCs and Druids makes sense. I like these individual cards; I can see times when you would want to use either side, and I think it can go up and down rarity fairly easily.

Congratulations Chewy!

ChewyLSB
Jan 13, 2008

Destroy the core


Design a Cycle
I think this contest is going to be difficult to execute well, not only because I'm asking you to design 5 cards (quite a bit from the get go) but also because I spent about an hour trying to think of a good example of a cycle in MTG that I think exemplifies what I'm looking for and couldn't find anything.

When I'm looking at cycles I want cards that are similar in power level (which granted is more of a development thing) but also I want cards that I feel exemplify each color's strengths and weaknesses and feel distinct from each other. The best example of this I could think of was the M14 Color Hate Cycle.



This cycle almost gets there for me except that White and Green feel somewhat similar. Reading these cards though you can get a good feel for how each cholor uniquely accomplishes a similar goal. This cycle is also relatively close power wise, with the green one not being _too far_ behind the White/Red ones which both saw standard sideboard play which is not _too_ far behind the black/blue ones which saw standard maindeck play.

I'll be judging primarily on your cards feeling unique and also in-color-pie. Relative power level to each other will be a consideration as well but since this is a design thread I won't be focusing as much on that.

Since I spent so long thinking about this before hand I'll give some thoughts on some other cycles I was looking at while I was looking for a printed version of a good example:

Dominaria CCC Cycle:


My main issue with this cycle, besides the fact that the black one feels a little lame is that Chainwhirler doesn't feel red to me, mostly that red, as the second worst creature color, shouldn't be getting 3 mana 3/3's with upside. I know that this isn't the first time that they've printed them but it still feels very pushed to me and not at all red. Besides that, the black, blue, and green ones all feel somewhat similar as just very aggressive hard to block beat sticks.

M11 Titan Cycle:


I'm sure a lot of people thought about this cycle but my huge issue with this cycle is that the black one doesn't feel black at all. Since when does black get 10 power for 6 mana with no downside?

Coldsnap Color Hosers:


Yes, another color hosing cycle, but I promise that you don't have to submit one to win. The main thing I love here is that the cycle spans a wide variety of card types but they all have the same theme. That being said its mad weird that the green one is still bale to do anything against non blue/black decks whereas the other ones' cant, and also the fact that the power level of this cycle is all over the place. That being said, I love Flashfreeze and Deathmark.

Lorwyn Commands:


Yes, this cycle isn't nearly balanced power level wise but this is thge kind of cycle that a player can look at and get a super clear idea what every color is about since it literally is a laundry list of 'poo poo this color can do'. The cycle also does a good job appealing to different groups of players for different effects which I think is cool as well. Shame about the red one, though.

So, there you go. You'll have until next Tuesday, June 26th, 2018 and 6:00 EST to submit.

ChewyLSB fucked around with this message at Jun 19, 2018 around 21:49

PMush Perfect
Sep 30, 2009

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|PMush used Shitpost! |
|It's super effective!|
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OP updated!

This is gonna be a tricky one.

AJ_Impy
Jun 17, 2007



Yam Slacker

Spreadsheet updated.

Here's a cycle that rewards playing into a colour's identity and strengths.

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Nebalebadingdong
Jun 30, 2005



i'm still makin' robots

these robots are all intended to be universally useful. but if you have access to the appropriate color, you can get more use from them

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