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Creating my own set.



 
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Fri Apr 21, 2006 1:54 pm    Post subject: Creating my own set. Reply with quote

I thought I'd give this a whirl. It's fun and it satisfies my creative side.

No story yet, so chances are when I implement one, I'll change names of the cards, and flavor text.

But to gather some intrest, I thought I'd post a spoiler of some of the cards.

Blue

Lost in the Mists - 1U - Common
Enchant Creature
Play only on a creature you do not control. Whenever enchanted creature becomes tapped, put a counter on Lost in the Mists.
Remove a counter from Lost in the Mists: Tap target creature.

Annoying Countermage - 2U - Uncommon
Creature - Wizard
T: Counter target spell. Instead of going into the graveyard, Annoying Countermage becomes an enchantment enchanting that spell. Put a counter on Annoying Counter mage. At the beggining of your upkeep remove a counter from Annoying Countermage. If then there are no counters on Annoying Countermage, return enchanted spell to owners hand and put Annoying Countermage into play tapped.
1/1

Bargaining Tool - U - Rare
Sorcery
Target opponent chooses a card in his hand. Put that card in your hand. Put this card in target opponents hand.
"I'll have what hes having."

Black

Broodling Pit - 1B - Common
Enchantment
During your upkeep, put a 0/1 black Broodling Token into play with Feebleness 1.

Spirits of Ill-Rest - 2B - Uncommon
Creature - Spirit
Defender (This creature can’t attack.)
Sacrifice a creature: Spirits of ill-rest loses defender until end of turn.
Sacrifice a creature: Spirits of ill-rest gets +2/-2 until end of turn.
0/7

Ceasless Coercion - 1BB - Rare
Sorcery
Look at target opponents hand and choose a non-land card from it. That player discards the choosen card. Then look at the top card of target opponents library. You may choose to place that card in his or her graveyard.

During your upkeep, if Ceasless Coercion is in your graveyard, you may sacrifice a creature to return Ceasless Coercion to its owners hand.

Gold

Madness Inspired - UB - Rare
Sorcery
Target opponent chooses and discards a card. Search your library for a card with equal converted mana cost to the discarded card and put it in your hand.

And finally, a card my friend wanted to become, and with stats I just couldn't say no to:

Nenariel, Lost in Nowhere - 0 - Rare
Legendary Artifact Creature - Avatar
Nenarial, Lost in Nowhere can be played as an instant.
Phasing (At the beginning of your upkeep, put this and any cards attached to it in the phased-out zone. If this is already in the phased-out zone, return it and any card attached to it to play. If there were counters on this card when it phased out, put that many counters on it when it returns to play. This ability does not cause comes-into-play or leaves play abilities to trigger.)
Nenarial, Lost in Nowhere can block creatures with flying.
Nenarial, Lost in Nowhere cannot be the target of spells or abilities.
"It's Left. Right is right and we want to go the wrong way first."
0/4

As a note:
Feebleness: If this creature is the target of a spell or ability that does not involve sacrifice, remove it from the game and its controller loses life equal to its Feebleness. If this creature attacks or blocks, remove it from the game and its controller loses life equal to its Feebleness.

Let me know what you think so far.
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saurgoth



Joined: 21 Feb 2005
Posts: 68

PostPosted: Fri Apr 21, 2006 7:06 pm    Post subject: Reply with quote

The cards need to be worded in a more professional manner, so that the average player can clearly understand what each card does. For example, you really want feebleness to remove a creature at end of combat and the phrase "involving sacrifice" is vague. Try "that does not include a sacrifice in its cost." Also, commons and uncommons need reminder text, i.e. explain Feebleness on Broodling Pit, and rares do not include reminder text, especially if it's an old ability (albeit complex).

Lastly, Annoying Countermage breaks too many game rules. How does a card enchant a spell? Does the spell come into to play somehow? Spells only exist on the stack. Does the creature turn into an Aura - Enchant spell and move from the in-play zone to the stack? If so, how do you track it's counters since it's not in play? Additionally, leaving those two cards on the stack unresolved would prevent players from playing anything but instants and abilities - no sorceries or permanents. Furthermore, the way you word it, the clause "instead of going to the graveyard" refers to Annoying Countermage, not the spell in question. It's also extremely abusable with untap effects.

Hope you know how to apply these suggestions!
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Fri Apr 21, 2006 7:51 pm    Post subject: Reply with quote

Awesome feedback Saurgoth.

I only have a rough basic idea on how to word things, and am attempting to do my best, however, people like you, and others around, I will have to have look over the cards and have them revamped to perfection.

Annoying Countermage basically takes a spell from the stack, and places it in an out-of-game zone, with annoying countermage becoming an enchantment enchanting it. The spell attempting to be played cannot be targeted, but annoying countermage as an enchantment can be. Therefore he can only be used on one card at a time. Untap effects would be him better since he comes out of that effect tapped, but he can still only effect one spell at a time.

I'll work on wording that.
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xmtgjunkiex



Joined: 09 Apr 2005
Posts: 140

PostPosted: Fri Apr 21, 2006 11:59 pm    Post subject: Reply with quote

Annoying Countermage - 2U - Uncommon
Creature - Wizard

T: Counter target spell. Instead of going to the graveyard remove the countered spell from the game. Annoying Countermage becomes an enchantment with 1 Annoyance counter on it. ( it is no longer a creature )

At the beginning of your upkeep if Annoying Countermage is an enchantment remove an Annoyance counter from it. If there are no Annoyance counters to remove, return all spells countered by Annoying Countermage to their owner's hand and Annoying Countermage returns to being a creature ( unaffected by summoning sickness )

1/1

This is a much better worded version of your card and doesnt break any game rules... i think
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Sat Apr 22, 2006 5:21 am    Post subject: Reply with quote

Okay, how about this..

T: Counter target spell. Instead of going to the graveyard remove the countered spell from the game. Annoying Countermage loses this ability and becomes an enchantment with 1 Annoyance counter on it. ( It is no longer a creature )

At the beginning of your upkeep if Annoying Countermage is an enchantment, remove an Annoyance counter from it. If ever there are no Annoyance ccounters on Annoying Countermage, return all spells countered by Annoying Countermage to their owner's hand and Annoying Countermage returns to being a creature and regains all lost abilities, placed under your control, tapped. ( unaffected by summoning sickness )
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Sat Apr 22, 2006 5:30 am    Post subject: Reply with quote

Some further Spoiler:

Green

Shaman Acolyte - G - C
Creature - Shaman
As long as you control a Saproling, Shaman Acolyte gets +1/+1.
1/1

Sporeridden Growth - 2G - U
Instant
Target creature gains +1/+1 until end of turn. If that creature deals damage to a player, put a 1/1 green saproling token into play for each damage it dealt this turn.

Stompafant - XGG - R
Creature - Elephant
Stompafant comes into play with X +1/+1 counters.
Bloodthirst X (If an opponent was dealt damage this turn, this creature comes into play with X +1/+1 counters on it.)[/b]
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ElvishGod



Joined: 12 May 2005
Posts: 3009

PostPosted: Sat Apr 22, 2006 7:26 am    Post subject: Reply with quote

Feebleness does not need that "sacrifice" errata, because sacrificing something does not target it.

Also, Madness Inspired doesn't need to say "opponent chooses".


Also, phasing happens during the untap step.
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Sat Apr 22, 2006 10:27 am    Post subject: Reply with quote

Elvish God:

I didn't think sacrifice involved targeting, but I wasen't sure. I'll fix that up.

Right, opponent discards is good enough.

That was not my written description of phasing, just by writing the word "Phasing" in magic set editor, that entire speech bubble pops up wether I like it or not (Which incedently makes it impossible for me to name something Phasing ~, and describe what it does, or any other key word). If this description isn't accurate to phasing, I'm honestly not sure what I can do about that.
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Wed Apr 26, 2006 6:24 pm    Post subject: Reply with quote

After a short break to create a D&D session, and then running it, I'm back to the creation of cards.

Heres some further Spoiler:

White

Disband - W - Common
Instant
Remove target attacking and target blocking creature from the game.

Affluent Rookie - 2WW - Uncommon
Creature - Knight
When Affluent Rookie comes into play, search your library for an enchant knight with casting cost 3 or less and put it into play attached to it.
1/1

Warding Runes - WWW - Rare
Enchant Knight
When Warding Runes comes into play, choose a color. Enchanted knight and all other enchanted creatures you control gain protection from that color.

I know the standard formay is Enchantment - Aura with rules text saying Enchant Whatever, but magic set editor decides that when I right the word Enchant in rules text, in needs a giant speech bubble. Annoyed with this, I went another route.

My next sploiler will be red, and then perhaps I shall indulge in the developing story.

Within a week or so, I believe I will be needing in probably this order:

A> 1 or 2 editors, who know the game rules and grammer well who can look through the cards, edit them, and submit me a notepad of what was edited.

B> 1 or 2 Balance Consultants, make sure the costs and rarity are on par with current cards.

C> Around 4-8 Playtesters who will upload this set to thier Apprentice and test constructed/draft and offer feedback on whats over/underpowered.

D> 1 Creative Consultant, who can look at the story, and the card names, and be able to offer re-names to cards and offer additional story.

E> Unknown amount of artists. Basically if the set is doing successful, then I can see who would want to offer any amount they are willing of art to the set. The art should be after creative consulting so that the pictures match the story. For what I can't find, I will look up online for.

Keep any feedback coming, I feed energy off of it =)


Last edited by ShadowS on Tue May 02, 2006 9:33 pm; edited 1 time in total
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ElvishGod



Joined: 12 May 2005
Posts: 3009

PostPosted: Wed Apr 26, 2006 6:38 pm    Post subject: Reply with quote

I'd be editor, cuz I'm good at that.


But I'm lazy as hell and would inevitably slack off.

Rolling Eyes
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Tue May 02, 2006 9:29 pm    Post subject: Reply with quote

Red is surely a tough colour to design for. It's themes don't stretch as far as the others. But, I now have 22 of them done, and enough to post spoiler.

Red

Seal of Chaos - R - Common
Enchantment
Whenever an opponent plays a spell, flip a coin. If it comes up heads, sacrifice Seal of Chaos and deal 3 damage to target creature or player.

Wall of Infinite Fury - 1R - Uncommon
Creature - Wall
Whenever Wall of Infinite Fury is dealt damage, put that many Rage counters on it.
Remove a Rage counter: Wall of Infinite Fury deals 1 damage to target attacking creature.
Remove three Range counters: Sacrifice Wall of Infinite Fury, deal 3 damage to target creature or player.
0/3

Master of Flux - 1RR - Rare
Creature - Wizard
Master of Flux comes into play with two +1/+1 counters.
Remove a +1/+1 counter from a creature you control: Master of Flux deals 1 damage to target creature.
1/1

I'm developing a decent amount of synergy in red finally. It was turning out to be such a dead and frankly, way to insane a colour.

I think in my next installment, I shall release some artifacts.
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ElvishGod



Joined: 12 May 2005
Posts: 3009

PostPosted: Wed May 03, 2006 12:33 pm    Post subject: Reply with quote

Seal of Chaos = really good, and needs to be fixed as such:


Seal of Chaos - R - Common
Enchantment
Whenever an opponent plays a spell, sacrifice Seal of Chaos. If you do, flip a coin. If it comes up heads, Seal of Chaos deal 3 damage to target creature or player.
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ShadowS



Joined: 03 Mar 2006
Posts: 161

PostPosted: Wed May 03, 2006 4:44 pm    Post subject: Reply with quote

Your suggestion makes it unplayable, and I really really don't like making unplayable cards.

If the fact that you don't get to choose what sets it off doesn't balance it enough, I would restrict it to either only creature, or only player as further balance. If thats not enough, I'd increase the rarity.

But the last thing magic needs are more flip coin effects that are meaningless.
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ElvishGod



Joined: 12 May 2005
Posts: 3009

PostPosted: Wed May 03, 2006 6:53 pm    Post subject: Reply with quote

I'd up it to 4 damage and Uncommon,

or do what you said. Up it to rare.

Or make it only deal to creatures

etc. etc.

Just seems really REALLY good for a common
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