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New Card IDEAS *Wizards I hope you are listening*


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Russell_Nash



Joined: 05 Jan 2006
Posts: 694
Location: Burn Ward

PostPosted: Thu Mar 22, 2007 11:09 pm    Post subject: Reply with quote

I like Urza’s Greenhouse aside from it being able to produce 2 mana a turn from 1 land. Lands that produce more than 1 mana are fundamentally busted. Could be cool with some tweaking.

Mana Burst: is way too powerful. First turn 3 untapped lands is ridiculous. Also they don’t even have to be not basics. Yes, I WOULD like to start turn 1 with the full tron, thank you.

Souless Pact: oh man. The most busted card ever. Coupled with mana burst, you can create some insanely consistent turn 2 combo kills(if not turn 1). Its pretty apparent to most competitive players that tutors to hands are too good. This is literally 3 times as good. Also discarding your hand is generally an up for most silly combo decks these days.


But hey, this is an interesting thread I will give you that.


BattleofWits wrote:

Grim Gallows
Rare
4 - Artifact
2W,T: Put a wanted counter on target creature.
2B,T: Destroy target creature with a wanted counter on it.

Veto
Rare
UU - Instant
Counter target spell.
You cannot play Veto unless you control a creature.
(May be broken)


Grim Gallows seems cool. I like how its not totally busted but it is good. Its an incredibly powerful recurring effect but at a very high cost. Maybe you could lower the cost and restrict how many times you could use it. Like with 3 wanted counters on it like serrated arrows, 3 mana cc. 1W,T: move a wanted counter from this to a creature. 1B,T: destroy all creatures with wanted counters.(you would could word it all permants so there is some chance of losing the gallows, it would be cool I think but it would loose a lot of flavor.

Veto: I really like that. Gives counterspell a restriction that could still function in many builds while at the same time keeping blue mages from playing anti-decks.

Stucco wrote:
High Noon
Land

T: Add 1 to your mana pool.
3, T, Discard a card: High Noon deals 2 damage to target creature.


Too good. Drop the add mana ability and it would be more balanced.
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BattleofWits



Joined: 03 Jun 2006
Posts: 210

PostPosted: Thu Mar 22, 2007 11:22 pm    Post subject: Reply with quote

Thanks for the positive feedback everyone. I had stopped making cards for my set, as I had trouble coming up with mechanics and such, but this topic has renewed my passion.
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Peaches



Joined: 23 Mar 2007
Posts: 2

PostPosted: Fri Mar 23, 2007 4:57 am    Post subject: Reply with quote

Hey guys.... relatively new here (this being my first post)... and I'm pretty inspired by a lot of the originality I'm seeing on these forums.

In regards to the first post, Mana Burst needs a few tweaks, and I'm just throwing out a couple of ideas.

4G instead of 3G, to keep it from being strictly better than Explosive Vegetation.

"Pitch effect" maybe should be sac a Forest and discard a green card, both to keep from turn 1 - 3 land fiascos, and to keep it from being able to be played in any given deck, even without green.

Only pull basic lands, because being able to set up 'Tron on turn 1 (as previously pointed out), or in this case, turn 2, is still ridiculous.

So, all in all, I thought...

Mana Burst 4G
Sorcery
You may sacrifice a Forest and discard a card from your hand rather than pay Mana Burst's mana cost.
Search your library for up to two basic lands and put them into play. Shuffle your library afterwards.

Too weak? Still broken? You're still losing 3 cards (the land, Mana Burst, and the discarded card), so it's kind of like Chrome Mox, but it thins lands, so I don't know. Great firestarter though, and hello to all.
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STiL



Joined: 05 Oct 2004
Posts: 27

PostPosted: Fri Mar 23, 2007 5:20 am    Post subject: Reply with quote

That's probably the best designed card in the thread. Could be printed as is for filling out a set for limited, or be slightly upped in power if they needed a solid constructed card.

Also, having a thread to brainstorm new magic cards is hardly new, but it's actually Wizard's policy to never have anyone directly involved in the creation of new cards to look at unsolicited ideas. Intellectual property and all that.
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Peaches



Joined: 23 Mar 2007
Posts: 2

PostPosted: Fri Mar 23, 2007 5:26 am    Post subject: Reply with quote

Thanks, I actually thought about raising the card's power a little, since I DID make 3 drawbacks on the initial card, but I'm not sure what I could change without obseleting an older card. Any suggestions?
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STiL



Joined: 05 Oct 2004
Posts: 27

PostPosted: Fri Mar 23, 2007 5:58 am    Post subject: Reply with quote

Between Harrow and Explosive Vegetation, there isn't TOO much you can do to the card.

Mana Burst 1G
Sorcery
You may sacrifice a Forest rather than paying Mana Burst's mana cost.
Kicker - Discard a card
Search your library for a Forest card and put into play tapped
If you payed the kicker cost, instead search your library for two Forest cards and put them into play tapped.
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Stucco



Joined: 14 Mar 2005
Posts: 481

PostPosted: Fri Mar 23, 2007 6:09 am    Post subject: Reply with quote

1R
Making a Name
Enchantment - Aura

Flash

Enchanted creature gains "T: This creature deals 1 damage to target creature or player."

Whenever a creature damaged by the enchanted creature this turn is put into a graveyard, put a +1/+1 counter on enchanted creature.

You either have the quickest draw, or the fastest fall
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pmoore311



Joined: 19 Feb 2007
Posts: 47

PostPosted: Fri Mar 23, 2007 6:38 am    Post subject: Reply with quote

sc4rs wrote:
When I flame it's because people deserve flaming by being arrogant about how good they are at what they do (deckbuilding usually, but in this case card creation) and making broad claims about the player base that are untrue.

You made cards that are admittedly broken. People said that. Then you said everyone likes broken cards. This is not true. I said why it's not true. "There's a reason they stopped printing broken cards." That reason is new players hate playing games they can't win, and good players hate playing the same deck against itself over and over. I know that you probably like beating new people with decks that are absolutely stupid broken. But it's people like you that make new people not want to play Magic. I'd consider rethinking your card design and the reason behind the game of Magic (re: interactivity and interesting mechanics, not one-sided game winning spells that let one person combo off turn one while the other person sits there going "Well this is dumb" and doing nothing).


I know that the cards are way broken. My origional intentions were to just spark some interesting conversation. Obviously my designs are way flawed or I would be employed by WOTC. No hard feelings I was just looking to start an interesting conversation in this thread.
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coolcreep



Joined: 18 Feb 2006
Posts: 215

PostPosted: Fri Mar 23, 2007 9:03 am    Post subject: Reply with quote

_Metallica_ wrote:
the land is ok, but it's strictly worse than duals and painlands, and the other two cards are fucking broken, specially Souless pact, mana burst allows you to have 3 mana on the first turn, 4 on the second and so on... it should be sacrifice a land instead of discarding it and the lands should come into play tapped. I hope Wizards is not reading this. really


The land is UBER BROKEN. Turn 1 play it, end of opp's turn pay 1 untap it, then on your turn 2 you have 3 mana (tap, pay 1 to untap, tap again, play normal land, tap) The soulless pact thing reads "if you are playing combo and your opponent isnt, you win the game", and the mana thing is the rigz. between greenhouse and mana burst thing i could have 5 mana on turn 2 without card disadvantage.
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pmoore311



Joined: 19 Feb 2007
Posts: 47

PostPosted: Fri Mar 23, 2007 1:18 pm    Post subject: Reply with quote

coolcreep wrote:
_Metallica_ wrote:
the land is ok, but it's strictly worse than duals and painlands, and the other two cards are fucking broken, specially Souless pact, mana burst allows you to have 3 mana on the first turn, 4 on the second and so on... it should be sacrifice a land instead of discarding it and the lands should come into play tapped. I hope Wizards is not reading this. really


The land is UBER BROKEN. Turn 1 play it, end of opp's turn pay 1 untap it, then on your turn 2 you have 3 mana (tap, pay 1 to untap, tap again, play normal land, tap) The soulless pact thing reads "if you are playing combo and your opponent isnt, you win the game", and the mana thing is the rigz. between greenhouse and mana burst thing i could have 5 mana on turn 2 without card disadvantage.



Actually the land reads choose 2 basic land types so for example, mountain and plain. so now everytime you tap the land for mana add 1 of the chosen lands type to your mana pool. This was my indeded wording. I think some people are getting tripped up with that. I probably worded it bad...
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Apos



Joined: 24 May 2005
Posts: 740

PostPosted: Thu Mar 29, 2007 4:03 am    Post subject: Reply with quote

most of your cards are way to good

creating and balancing cards is a art

cost=gg

creature

1gg,sacrifice (name): search your libary for a land card and put it into play tapped


2/2

ok u think thats boring how about this:


cost =ww

name= no idea

legendary creature- human sumthing

4/4

any opponent may sacrifice a creature to flip (name) and put a
sorrow counter on it

any opponent may sacrifice a land to flip (name) and put a dump counter on it

any opponent may discard 1 card at random to flip (name) and put a harmless counter on it

any opponent may draw 1 card to flip (name) and put a fool counter on it

can only be flipped once

---------------
flipped

legendary creature 2/2

whenever (name) blocks or get blocked it gets -1/-1 until end of turn
as long as it has a sorrow counter on it

(name) attacks each turn if able as long as it has a dump counter on it

whenever (card) deals damage, target opponent gains that much life as long as it has a harmless counter on it

(name) is indestructible as long as it has a fool counter on it



lol right Very Happy
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Samyueru



Joined: 16 Aug 2006
Posts: 16

PostPosted: Tue Apr 10, 2007 6:30 am    Post subject: Reply with quote

pmoore311 wrote:
we haven't had any broken cards since the frickin P9

See: Necropotence
Yawgmoth's Bargin
Skullclamp
Acrbound Ravanger
Tolerian Academy
Etc.

Learn the history of the game before you just quote amazingly broken cards and say "Yeah we haven't had anything this powerful since these". Yeah, guess what? There's a REASON!
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