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Set creation: Looking for People


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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Sun Apr 16, 2006 3:13 am    Post subject: Set creation: Looking for People Reply with quote

Unless I start seing progress from the community I'm just going to assume this dead and drop the project soon. I may reattempt on wizards official forums... Sad

To Prove how serious I am I'm actually in the process of one of the art for the cards already. This one is for Amnesia Dragon (I hate the name so it will change). Here is only 1 1/2 hours work on it:





Going to drop the green back ground as I realize now that almost all gold cards have art using colors similar to its color type and it looks weird otherwise. Switch it to purple or red.


starting to look life a real card?

Currently
Well I've decided I want to use the fun creatures that we don't see to often or are just simply staple fun types to play. Perhaps revolve this set around an uncharted island...

306 (286)cards: 130 (110) c, 88 u, 88 r

Red: 48
Black: 48
Green: 48
Blue: 48
White: 48
Gold: 15
Artifact: 20
Land: 31 (11)

"( )" = after 20 basic land

Fun creature types in mind:
wizard rogue
wurm
dragon
hydra
leviathan
leech
kavu
wolves
hell maybe even dinosaur, we have seen raptors...but we'll have to make sure this one doesn't get stupid

Anywho I'm trying to get rid of the boring stuff like soldiers etc...but naturally a few staple types will be included: goblin, shaman, wizard, spirit, etc...

Well I've decided Green's main creature types to be: Wurm and Shamans. I love wurms, ever since I was a n00b who only looked at P/T I always liked these guys. Now I want to see what cool abilites we can give them to make them viable.

Also I'm debating 15-20 gold cards. 5 being a set of rare dragons, possibly legend.

Gold colors: GU, UW, WR, RB, BG

I'm still looking for judges to help take control over certain colors and work me through my own possible flaws in deciding the cut. Only request this position if your going to be active on the forum.

Any cards I post are NOT neccessarily on the made list. They're open for discussion too as I'm sure I'll make some odd wordings or possible overly broken clause somewhere inevitably.[/b][url][/url]


Last edited by Fanboy on Thu Apr 20, 2006 12:26 pm; edited 11 times in total
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synch987



Joined: 31 Mar 2006
Posts: 256

PostPosted: Sun Apr 16, 2006 4:23 am    Post subject: Reply with quote

do you need help with the technical side of making cards or do you need creative input? or both? and on what scale are you considering doing it?
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THE_PREDATOR



Joined: 20 Apr 2005
Posts: 93

PostPosted: Sun Apr 16, 2006 6:48 am    Post subject: Reply with quote

Yeah, I'm with Synch. I've tried making sets before and just never finished them, it' s tough on your own. I can help if you tell me what you need help with.
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iKe



Joined: 14 Dec 2005
Posts: 524
Location: New York

PostPosted: Sun Apr 16, 2006 9:36 am    Post subject: Reply with quote

I would never have the patience to do such a thing.. I think most people are like me thats why these things never workout
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Mon Apr 17, 2006 2:46 am    Post subject: Reply with quote

well considering I check the computer everyday and constantly get bored after I've built every viable rogue deck in standard possible. I feel I'll be motivated to crank out my own set to perk my interests and fill in that time where I'm constantly checking my never updating myspace account (we all conform to it eventually).

Well I haven't putmuch together. I remember a long time ago making a halo themed set where I actually made an exact ability of equip using artifact weapons before Mirrodin came out. Unfortunately I didn't know about MWS at the time.

I'm sure I'm capable enough to get a theme and abilities made and have a lot of input on card creation. My main concerns are who's willing to help judge and override my bias and secondly how do I make the set once it's formed. I know how to create a card on MWS, that's easy. But, I'm having technical issues thrwoing those cards into it's own set. Perhaps someone on the "judge" list could do it and I merely submit myself as another aide.

So I need to know if I can get those rolling before anything happens. I'm 100% sure I'll do my end of the work in seeing this finish. However I need people who are going to be up to date at least two times per week minimum.
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THE_PREDATOR



Joined: 20 Apr 2005
Posts: 93

PostPosted: Mon Apr 17, 2006 4:31 pm    Post subject: Reply with quote

I think the best program to make cards with is Magic Set Editor, which can export right to Apprentice, I'm not sure about MWS.
http://magicseteditor.sourceforge.net/
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 1:21 am    Post subject: Reply with quote

Ok we now have a set editor

Now we need a team, theme, and abilites. I can post some for discussion nothing final of course.

Also...if we succeed how do we make the set available for others. I don't have a website yet (another year).

If it is successful. I will literally submit my artwork in the cards images (bit by bit naturally)
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 1:13 pm    Post subject: Reply with quote

Well in the mean time I will be putting together a theme, set abilites, and creature types. Any input would be nice. I'll rpost the first post every chance I can. For now here's some cards. These are not neccessarily on the made list. I still need time to check for flaws, overly borken gaps, etc...They're just here for discussion.
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 2:15 pm    Post subject: Reply with quote

So here's a long list of cards I created out of fun. Up for discussion and none have been too well thought out for flaws so a lot criticism is expected. But this is just to show I'm doing something.

Names WILL change.

BLUE

Arcane Robber - 2U
Creature - Rogue Wizard

You may play this spell anytime you could play an instant.

When Arcane Robber comes into play remove target spell from the game.

When Arcane Robber leaves play each player may put a copy of the removed spell on the stack.

Uncommon
1/1


Force of Denial - U
Instant

As an additional cost to play, return target permanent of opponent's choice to its owner's hand.

Counter target spell.

Rare


Spell Collapse - 1U
Instant

Counter target spell. If the spell was successfully countered by Spell Collapse, that player may search their library for a copy of the countered spell and put it into their hand at end of turn.

Common


Tide Serpent - 6UU
Creature - Leviathan

Islandwalk, Defender

Tide Serpeant loses defender whenever an opponent controls an Island.

2UU: Target land becomes an Island till end of turn.

Rare
5/8


Will Enslaver - 2UU
Creature - Wizard Rogue

Will Enslaver cannot be the target of spells or abilities.

Whenever a creature is dealt damage by Will Enslaver you gain control of that creature as long as Will Enslaver is under your control.

Uncommon
1/4


RED

Goblin Mage - 1R
Creature - Goblin Wizard

Goblin Mage attacks each turn if able to.

2R: Deal 4 damage to target creature or player. Play this ability only during your upkeep.

Uncommon
2/1


Scorched Hydra - 2R
Creature - Hydra

Whenever Scorched Hydra is dealt damage this turn put a +1/+1 counter on it at end of turn.

1R: Deal 1 damage to each creature.

Uncommon
3/3


GREEN

Queen Wurm - 4GGGG
Creature - Wurm

As an additional cost to play, sacrifice a wurm in play.

Trample

If Queen Wurm is played from hand, put two 6/6 wurm tokens into play.

Rare
9/9


Scavanger Wurm - 2G
Creature - Wurm

At the beginning of your upkeep sacrifice a creature.

Whenever a creature is put into a graveyard from play, Scavanger Wurm gets a +1/+1 counter.

Common
1/2


Wurm Offspring - GG
Creature - Wurm

At the beginning of your next upkeep that Wurm Offspring was played, sacrifice a wurm. If you do, place three +1/+1 counters on Wurm Offspring.

Rare
2/2

MULTICOLORED

GB:

Toxic Hydra - 2BGG
Creature - Hydra

Whenever Toxic Hydra is dealt damage put a +1/+1 counter on it at end of turn.

Whenever a creature is dealt damage by Toxic Hydra put a -1/-1 counter on it.

Common
3/3


Grave Wurm - BGG
Creature - Wurm

When Gravewurm is in play or in your graveyard you lose 1 life at the beginning of your upkeep.

BG: If Grave Rurm is in your graveyard return it to play under your control. Play this ability only in your upkeep and only once per turn.

Uncommon
3/3


Venomous Dragon - 2BBGG
Creature - Dragon

Flying, Trample

At the begininning of your upkeep put a -1/-1 counter on another creature.

When Venomous Dragon attacks put a -1/-1 counter all creatures blocking it.

Rare
4/4


BR:

Mind Scorch - BR
Sorcery

When Mind Scorch is played name a color.

Target player discards a card. If that card shares a color with the named color that player take 3 damage.

Common


Dark Embers - BBR
Instant

Deal 2 damage to target creature. If that creature was dealt damage by Dark Embers and would be put into a graveyard this turn, return it to play under your control instead.

Uncommon


Amnesia Dragon - 2BBRR
Creature - Dragon

Flying, Haste

During your upkeep each player discards a card.

Whenever Amnesia Dragon attacks target player discards a card.

Rare
4/4


RW:

Blazing Wisp - RW
Creature - Spirit

Flying

Blazing Wisp deals 1 damage to target creature at the end of your turn.

Common
1/1


Addrenaline Rush - 1RW
Instant

Target creature has protection from damage until end of turn. Then that creature gains +5/+0 until end of turn.

Uncommon


Searing Dragon - 2 RRWW
Creature - Dragon

Flying, First Strike

At the beginning of your upkeep deal 3 damage to target creature. That creatures controller gains 3 life.

Whenever Searing Dragon attacks deal 3 damage to target creature. That creatures controller gains 3 life.

Rare
4/4


WU:

Blessed Insight - WU
Instant

Reveal the top card of your library and put it into your hand. You gain life equal to its converted mana cost.

Common


Grip of Loyalty - 1WU
Enhantment - Aura

Enchant Creature


You control target enchanted creature. That creature can not deal or recieve combat damage.

Uncommon


Temporal Dragon - 2WWUU
Creature - Dragon

Flying, Vigilance

At the beginning of your upkeep return target nonland permanent to its owner's hand.

Whenever Temporal Dragon attacks return target creature to its owner's hand.

Rare
4/4


UG:

Gliding Wurm - 1GUU
Creature - Wurm

GU: Gliding Wurm gains flying and trample until end of turn.

Common
3/4


Unnatural Growth - 1GU
Instant

Target creature gains +5/+5 until end of turn. At end of turn return that creature to its owner's hand.

Uncommon


Fertile Dragon - 2GGUU
Creature - Dragon

Flying

Fertile Dragon cannot be the target of spells or abilities.

At the beginning of your upkeep search your library for a Forest or Island and put it into play tapped.

Whenever Fertile Dragon attacks search your library for a basic land card and put it into play tapped.

Rare
4/4

-------------------------------------
So yeah hope you like some of them
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ElvishGod



Joined: 12 May 2005
Posts: 2924

PostPosted: Tue Apr 18, 2006 3:16 pm    Post subject: Reply with quote

couple'a broken shit in there
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 4:57 pm    Post subject: Reply with quote

ElvishGod wrote:
couple'a broken shit in there
Mind pointing them out? I need to know where the errors are.
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ElvishGod



Joined: 12 May 2005
Posts: 2924

PostPosted: Tue Apr 18, 2006 7:24 pm    Post subject: Reply with quote

Fanboy wrote:
So here's a long list of cards I created out of fun. Up for discussion and none have been too well thought out for flaws so a lot criticism is expected. But this is just to show I'm doing something.

Names WILL change.

BLUE

Force of Denial - U
Instant

As an additional cost to play, return target permanent of opponent's choice to its owner's hand.

Counter target spell.

Rare


Will Enslaver - 2UU
Creature - Wizard Rogue

Will Enslaver cannot be the target of spells or abilities.

Whenever a creature is dealt damage by Will Enslaver you gain control of that creature as long as Will Enslaver is under your control.

Uncommon
1/4


RED

Goblin Mage - 1R
Creature - Goblin Wizard

Goblin Mage attacks each turn if able to.

2R: Deal 4 damage to target creature or player. Play this ability only during your upkeep.

Uncommon
2/1


Scorched Hydra - 2R
Creature - Hydra

Whenever Scorched Hydra is dealt damage this turn put a +1/+1 counter on it at end of turn.

1R: Deal 1 damage to each creature.

Uncommon
3/3



MULTICOLORED

GB:

Grip of Loyalty - 1WU
Enhantment - Aura

Enchant Creature


You control target enchanted creature. That creature can not deal or recieve combat damage.

Uncommon






those are pretty good
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 9:18 pm    Post subject: Reply with quote

Well I'll analyze each one and show you why I chose it to be like that. Next I'll need feedback on how to "save" the card by means of tweeking it to become a valid card.

1.

Force of Denial - U
Instant

As an additional cost to play, return target permanent of opponent's choice to its owner's hand.

Counter target spell.

Rare
-----------------------------
I just realized I mistyped the casting cost. it should read "1U". Still really really good as it is any easier to pay counterspell. I'm hoping that the drawback is enough to make this not too good. But I did intend for this to be a very powerful card. Perhaps I should up the drawback? But I do want to keep it a 2 mana solid counter.

2.

Will Enslaver - 2UU
Creature - Wizard Rogue

Will Enslaver cannot be the target of spells or abilities.

Whenever a creature is dealt damage by Will Enslaver you gain control of that creature as long as Will Enslaver is under your control.

Uncommon
1/4
---------------------------
I didn't feel he was to broken. Originally I had it without the target defense, but I realized you could easily turn this guy into a theft machine gun. So that was installed to both protect it and prevent abusing it with an enchantment or equipment. He only deals 1 damage and I'm assuming by not blocking his small attack his ability shouldn't be too out of control. He'll be hard to pump since he can't be targetted so I feel he's balanced. Any input on what would make it more fair in your eyes though? A hinderence perhaps?

2.

Goblin Mage - 1R
Creature - Goblin Wizard

Goblin Mage attacks each turn if able to.

2R: Deal 4 damage to target creature or player. Play this ability only during your upkeep.

Uncommon
2/1
------------------------------------------
Well I was hoping the flaws of this guy would out weigh the brokenness of having a one sided char on a stick. Since he has to attack each turn and has only 1 defense, it makes it hard to keep this guy around long. Also since the ability can only be played in upkeep it should prevent playing to much early game if your going to be abusing this. Perhaps take the damage down to 3 and/or make it only once per turn?

4.

Scorched Hydra - 2R
Creature - Hydra

Whenever Scorched Hydra is dealt damage this turn put a +1/+1 counter on it at end of turn.

1R: Deal 1 damage to each creature.

Uncommon
3/3
-------------------------------
Well he can only up himself +1/+1 a turn despite how much he recieves. But, if you do that everyturn he gets +2/+2 every time it's your turn. That could get big fast. Only thing I can think that will still make this a cool card is maybe up the ability to require a tap? That would significantly hinder the field wiping this thing could do, let alone it's self pump.

5.

Grip of Loyalty - 1WU
Enhantment - Aura

Enchant Creature


You control target enchanted creature. That creature can not deal or recieve combat damage.

Uncommon
--------------------------------
Doesn't seem to broke to me. Good definitely but not borke. You are removing a target creature they control for 3 mana and gaining a blocker. Perhaps that's a little too strong for 3 mana. 4 perhaps? Also make it non colorless to make it a more difficult cast. WWUU sound good?

Next, time try and point out flaws, sure these ones were easy since they were put together so fast, but it will make things more smooth for me in the editing process. Despite thanks as pointing these out did help me come up with ideas to fix them
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Fanboy



Joined: 16 Jun 2005
Posts: 424

PostPosted: Tue Apr 18, 2006 11:33 pm    Post subject: Reply with quote

Did some of the changes.

1. Force of Denial got upped to 1U. Still a really powerful card, but that's what I want. May still add more drawback though

2. No change to Will Enslaver

3. Goblin mage now must tap to deal damage and has been reduced to dealing only 3 damage.

4. Hydra has also been forced to tap to do it's ability and has been reduced to a 2/2 but still costs only 2R to cast

5. Grip of Loyalty was upped to 1WUU vs. 1WU

Anyone feeling the dragon set? They're a bit rogue I know but they look really fun and viable for play. 4/4 flyer for 6 is not horrible, let alone having all those abilites.

Here's an enchantment set I've been dealing with. I particularly like the red one, however casting costs may change as I feel these will be way too powerful once tested without the change.

W:

Local Loyal - WW
Enchantment

If a land were to come into play put a 2/2 Knight Token into play with first strike. Then sacrifice Local Law.

B:

Territory Fee - BB
Enchantment

If a land were to come into play its controller discards two cards. Then sacrifice Territorial Fee.

U:

Land Profit - UU
Enchantment

If a land were to come into play draw two cards. Then sacrifice Territorial Fee.

G:

Deep Roots - GG
Enchantment

If a land were to come into play search your library for a land card and put it into play at end of turn. Then sacrifice Deep Roots.

R:

Hollow Earth - RR
Enchantment

If a land were to come into play put it into the owner's graveyard instead. Then sacrifice Hollow Earth

All Rares
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ElvishGod



Joined: 12 May 2005
Posts: 2924

PostPosted: Wed Apr 19, 2006 9:08 am    Post subject: Reply with quote

Goblin Mage having to tap to use the ability just makes him even MORE broken. Change that to "use once every upkeep" instead.




Anyway, I'd like to help with this set -- if you promise it won't die like the other 2 I've taken part as a leader in.
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