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Create a card 94 - a new mechanic JUDGED


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khara



Joined: 09 Jun 2011
Posts: 70

PostPosted: Tue Feb 21, 2012 12:39 pm    Post subject: Create a card 94 - a new mechanic JUDGED Reply with quote

great thanks to Ffancrzy for having me stir the boat this round.

il be askin you to design a NEW MECHANIC, a mechanic that can be used throughout an expansion set and not just a cycle of cards. a mechanic that can be viable design with commons to mythic rares.

guidelines and scoring:

1. design of mechanic/power level - 50
2. flavor of the card - 20
3. correct rarity -20
4. constructed playable/ fun factor - 10

if you feel you need some further explanation of the card please do so, it will help me judge the card better.

i will return after 4 days for the judging. have fun.


Last edited by khara on Mon Feb 27, 2012 6:17 am; edited 1 time in total
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Jacois



Joined: 05 Sep 2004
Posts: 1155

PostPosted: Tue Feb 21, 2012 1:50 pm    Post subject: Reply with quote

*The first card, Gust Weirding, will be my 1 submission*

The idea is to have creatures evolve Pokemon/Digimon style into bigger dudes. Kinda like level up, but that looked clunky and counters are annoying.

Gust Weirding 1U
Creature - Weird
Evolve 3 (Shuffle ~ into your library : Search your library for a Weird card with converted mana cost 3 and play it without paying its mana cost)
1/3

Funnel Weirding 2U
Creature - Weird
Flying
Evolve 4 (Shuffle ~ into your library : Search your library for a Weird card with converted mana cost 4 and play it without paying its mana cost)
3/1

The power level can be regulated because each colour can have a new (or underused) creature type. Some of the most skill testing times would be when to choose to stop the evolution, like coming into a card like this....

Whiplash Courier 1UUU
Creature - Weird
Flash, flying
When ~ enters the battlefield, counter target spell.
2/2

Or maybe use an underpowered card because it evolves more quickly...

Protoplasm 1U
Creature - Weird
Evolve X (Shuffle ~ into your library : Search your library for a Weird card with converted mana cost X and play it without paying its mana cost.)
0/4

Tribal could also make a comeback to allow Weird spells...

Beyond the Body
2U
Tribal Instant - Weird
Return target creature to its owners hand and draw a card
Some evolve into beings of pure energy. We should harvest some.

Obv we could have evolutions going all the way from 1-10 or anywhere in between. Also plenty of Weirds that simply can't evolve on their own, the end of that particular branch of evolution.

Penultimate Speciman 5UUUUU
Legendary Creature - Weird Ooze
Trample
1U, reveal ~ from your hand : Search your library for a Weird card, reveal it, and put it into your hand then shuffle ~ into your library.
10/10

Weird is pretty much a new creature type. But black could even be zombies, their "evolving" being amassing clumps of bodies together like in ISD. Green could be Oozes, giving some overlap to the Ooze creature type.

Lots of coming into play effects would make some of these like pseudospells up the chain.


Last edited by Jacois on Sat Feb 25, 2012 7:20 pm; edited 5 times in total
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GreenBear



Joined: 27 Jul 2010
Posts: 491

PostPosted: Tue Feb 21, 2012 1:54 pm    Post subject: Reply with quote

Sixth Sense - U (uncommon)

instant

Recall (when you cast this spell search your graveyard for cards with the same name as this spell, you may draw a card for each card with the same name found.)

Draw a card.

'The more you learn to trust it the more powerful a tool it becomes.'

(above card is the card submitted I will give a few more examples though)

Ancient Bear 1G (common)

creature - bear

Recall

2/2

These bears have inhabited this land for as long as the sun has shone upon it.

Deep Prejudice 1BB (rare)

Recall

sorcery

Destroy target non black creature.

The dugears hatred for the elves ran back centuries of battle and bitter conflict.

Eruption of Khan 1RR (mythic rare)

instant

Recall

Eruption of Khan deals 2 damage to you and 4 damage to target creature or player.

'Khan is the biggest and most famed volcano on all of Atronica, legend has it that deep in its depths the god's themselves wage battle against each other.'


Last edited by GreenBear on Tue Feb 21, 2012 4:27 pm; edited 11 times in total
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Mr_Weebles



Joined: 22 Aug 2005
Posts: 153

PostPosted: Tue Feb 21, 2012 2:14 pm    Post subject: Reply with quote

My new mechanic is Manalink (Damage dealt by this creature to players also causes you to untap that many lands.)

It would likely be an ability found on green and blue creatures for the most part and a handful of red pinger style creatures. White and black already have Lifelink dominated so they don't need this.

This could be delivered at instant speed similar to Hunter's Insight.

Avacyn Restorer - G
Creature - Human Monk (Common)

Manalink (Damage dealt by this creature to players also causes you to untap that many lands.)

1/1

"This is our land!"
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GunsAndDope



Joined: 12 Jul 2011
Posts: 261

PostPosted: Tue Feb 21, 2012 3:10 pm    Post subject: Reply with quote

Harness the Aether | U
Instant - Common

Draw a card.

Manacast - You may play this card as a non-basic land that taps to produce one mana of this card's color.

----------------------------------------------------------------------------------

Puncture the Aether | R
Instant - Common

Deal 1 damage to target creature or player.

Manacast



Nurture the Aether | G
Instant - Common

Target creature gets +2/+2 until end of turn

Manacast



Poison the Aether | B
Instant - Common

Each player discards a card.

Manacast
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Mr_Weebles



Joined: 22 Aug 2005
Posts: 153

PostPosted: Tue Feb 21, 2012 3:37 pm    Post subject: Reply with quote

Harness the Aether makes Lonely Sandbar sad
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cloysterd



Joined: 24 Jan 2007
Posts: 176

PostPosted: Tue Feb 21, 2012 3:51 pm    Post subject: Reply with quote

Simple example:

Mean Streak (C)
1G
Instant

Target creature gets +2/+2 until end of turn.

Feedback G (As an additional cost to play this spell, you may pay G. If you do, exile it instead of putting it into your graveyard on resolution. At the beginning of your next upkeep, put any cards exiled this way into your hand.)



Obviously a variant on buyback. The fact that you can only do it once per turn means the mana cost doesn't have to be prohibitive.


Entry:

Ruinous Advance (R)
2RR
Sorcery

Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Feedback - Sacrifice a land

Nobody does "scorched earth" quite as enthusiastically as a goblin.


Last edited by cloysterd on Wed Feb 22, 2012 7:28 am; edited 3 times in total
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EMA



Joined: 15 Feb 2007
Posts: 189

PostPosted: Tue Feb 21, 2012 4:44 pm    Post subject: Reply with quote

I always felt creatures should be able to ride mounts!

The new keyword should be called "Ride" and can be found only in creatures with the subtype "mount".
I'll try to write some rulings (I'm no judge tho, so obv this isn't going to be 100% correctly worded. Judges, feel free to make suggestions and corrections).

"Ride" is an activated and static ability of mount cards. “Ride [cost]” means “[Cost]: Attach this creature to target creature you control with toughness less or equal to the mount's toughness. If at any time the rider toughness becomes larger than the mount's, destroy this creature.
Activate this ability only any time you could cast a sorcery.”

Mount definition:
Some creatures have the subtype mount. Mounts can be attached to a creature and can’t legally be attached to an object that isn’t a creature. The creature a mount is attached to is called the "rider".
The "ride" keyword ability attaches the mount to a creature you control. losing control over one of the two attached creatures causes the two creatures to unattach and tap. If at any time one of the two creatures leaves play or becomes tapped, the other creature becomes tapped.
A mount can't ride other mounts.
If a permanent has multiple instances of ride, any of its ride abilities may be activated, though a mount can be attached only to one creature at a time and a rider may ride just one mount at the same time.
When two creatures become attached, the rider gains all the abilities of the mount except for "ride" instances. The two creatures are treated as a single creature during the combat steps with power and toughness equal to the sum of the two creatures power and toughness. If a spell or an ability would target one of those creatures they are still considered as separate objects (previous point on one of the creatures dying/tapping/changing controller is still applied).

Sample, good in limited mount

Armored Steed 2W

Creature - Horse Mount (uncommon)

Vigilance

Ride (2)

1/3

Sample rare limited bomb:

Stealththunder Wyvern 2UU

Creature - Wyvern Mount (rare)

Flash, Flying, First Strike

When Stealththunder Wyvern comes into play, attach it to target creature you control.

Ride 1U

2/3

My submission:

Mistwing Griffin 1UW

Creature - Griffin Mount (Mythic)

Flying, First Strike, Hexproof

Ride UW

2/2

Riding the mistwing is a rare privilege and honor for the soldiers of the Citadel. Considered as an emanation of Serra's blessing, these noble creatures and are worshipped like gods in the whole Realm of Raesia.

P.S Now, i'm well aware of the fact that this could lead to silly unflavorful rats and insects riding huge dragons (lol), but during the years I've seen enough gorillas, dogs and hawks carrying freaking swords and jittes so I don't think this would be a real issue ^^.


Last edited by EMA on Wed Feb 22, 2012 4:14 pm; edited 1 time in total
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AxiomBlurr



Joined: 11 Jul 2010
Posts: 266

PostPosted: Tue Feb 21, 2012 6:06 pm    Post subject: Reply with quote

Arcane Lucubration U

Instant (U)

Draw a card.

Spellwise - When you play this spell, each player exiles a card from his or her hand face down. Each player then reveals his or her card exiled in this manner and returns it to his or her hand, if the revealed cards shared a converted mana cost, you may copy this spell.


"Study, study, then study some more"


lu·cu·bra·tion 
1.
laborious work, study, thought, etc., especially at night


Studies in Fire R

Instant (U)

Studies in Fire deals 2 damage to target creature or player.

Spellwise
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Stucco



Joined: 14 Mar 2005
Posts: 901

PostPosted: Tue Feb 21, 2012 6:13 pm    Post subject: Reply with quote

Swiftcloak Banisher.........................................................................2UU
Creature - Human Wizard....................................................................U

When Swiftcloak Banisher enters the battlefield, return target
permanent to its owner's hand.

Recall 2UU (Exile this card. Return it to the battlefield at the beginning of
your next end step.)


The Falls Library and Laboratory is a compilation of eons of knowledge and
study. It's preservation and upkeep is left to a small sect of adepts who
wander the halls, invisible all but themselves.


2/2


Last edited by Stucco on Thu Feb 23, 2012 10:10 am; edited 2 times in total
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sc4rs



Joined: 23 Mar 2006
Posts: 731

PostPosted: Tue Feb 21, 2012 6:16 pm    Post subject: Reply with quote

Panic Button
4
Artifact (Uncommon)
Impulse - 4: Gain 1 life. (If you don't play an Impulse ability of this permanent during your upkeep, sacrifice this permanent.)
1: Panic Button deals 1 damage to target player.

Was thinking of lots of cards that had abilities you had to play each turn.


Rage Demon
R
Creature - Demon (Rare)
Impulse - R: Rage Demon gets +2/+0 until end of turn.
0/1

Rickety Mine
Land (Rare)
Rickety Mine comes into play tapped.
Impulse - R: Add 1 to your mana pool.
T: Add RR to your mana pool.
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cloysterd



Joined: 24 Jan 2007
Posts: 176

PostPosted: Tue Feb 21, 2012 8:23 pm    Post subject: Reply with quote

@ EMA

Fun idea, but creatures can't be attached to anything. You would have to make them like Licids (which is a can of worms).
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khara



Joined: 09 Jun 2011
Posts: 70

PostPosted: Tue Feb 21, 2012 9:34 pm    Post subject: Reply with quote

Hi guys glad you like the challenge. And thanks to the flow of ideas.

But i will only judge 1 card. So please highlight the official submission. All other ideas that you posted will be considered in rating the designed mechanic.

Cheers.
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yajiko



Joined: 28 Mar 2011
Posts: 100

PostPosted: Wed Feb 22, 2012 2:05 am    Post subject: Reply with quote

mechanic:
Honing X (during your upkeep, you may put X honing counters on the permanent)

sample common - R
creature - goblin

honing 1
if cardname has 4 or more H.counters, it has +3/+3
1/1
----

sample uncommon - 4GG
creature - giant

honing 2, trample, doesnt untap during your untap step.

remove 3 H.counters: untap cardname
4/4
----

sample rare - 2UU
creature - wizard

honing 1

whenever you would draw a card, you may instead look at the top X card of your library. choose 1 and put it into your hand, the restat the bottom of your lirary.where X is the number of H.counters on cardname.
2/2
----

sample support sorcery - 2WW

destroy all creatures with counters

----
sample support artifact - 3

T:add 1 mana to your mana pool.if this mana is used on a creature with honing, it comes into play with 1 H.counters.

-----

sample support enchantment - 4BB

whenever a creature with honing counter deals combat damage to you, destroy it at the end of turn.
----


official submission


Mass of hatred 2RR
creature -elemental *mythic rare*

honing 1(during your upkeep, you may put a Honing counter of it)
whenever you would play a non-creature spell, put a honing counter on it.

remove a honing counter:<cardname> has +2/+2 or <cardname> deals 2 damage to target creature.

"all the hate in the world, and its pointed at you"

3/3
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EMA



Joined: 15 Feb 2007
Posts: 189

PostPosted: Wed Feb 22, 2012 3:21 am    Post subject: Reply with quote

cloysterd wrote:
@ EMA

Fun idea, but creatures can't be attached to anything. You would have to make them like Licids (which is a can of worms).


well, I guess they can now^^

Or simply i could change "attached" with another word, but I wouldn't know.
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