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some help with new set



 
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WebMogg



Joined: 05 Feb 2005
Posts: 8

PostPosted: Fri Oct 20, 2006 2:53 pm    Post subject: some help with new set Reply with quote

Just recently began work on a custom set based on a D&D campaign I'm running, and wanted to get some feedback/ideas about a mechanic. I'd like to do something based on lycanthropy. It started out like this:

<name>
1GG
Creature - Human Lycanthrope
1B: If <name> is Human, it loses the Human creature type and becomes a 4/4 Werewolf.
G: If <name> is Werewolf, it loses the Werewolf creature type and becomes a 2/2 Human.

I actually sorta liked that as a creature, but I wanted to be able to have Lycanthropes infect each other. Here's how it stands now, as two different mechanics. Please offer any constructive rewordings or even overhauls of the ideas:

Carrier - Whenever this creature deals damage to another creature, that creature gains Lycanthropy.

Lycanthropy - At the beginning of your upkeep, turn this creature face down. While face down, it is a 4/4 green and black Lycanthrope with Carrier and "At the beginning of your upkeep, turn this creature face up."

The reason for the flip is that I don't want the Lycanthropes to retain their old features. The fact that it changes every other turn represents being subject to the moon rather than having control over the change.

It does seem a bit weird that this could change an insect or something, but I'm trying to keep in mind that an insect couldn't really wield a jitte either....

I will say though that the Human creature type will be more relevant in this set, so I haven't completely ruled out this affecting only Humans. The problem is that I don't want for the mechanic to need a full page explanation.

Which reminds me, multiple instances of Lycanthropy or Carrier on the same creature are redundant.

BTW, "You suck, noob" does not qualify as constructive feedback. This set is just for fun.

Have to run, but next time I'll post some of the spells that have come out of these ideas.
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Craze



Joined: 30 Jan 2005
Posts: 5379
Location: Indiana, U

PostPosted: Fri Oct 20, 2006 3:51 pm    Post subject: Reply with quote

lol sounds like a wolfgame cardset.
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HPempire



Joined: 19 Jun 2006
Posts: 113

PostPosted: Fri Oct 20, 2006 4:30 pm    Post subject: Reply with quote

you suck, n00b!, na, in all seriousness, that set does not sound half bad. its pretty original and seems like it could be fun to play, but i don't' have any ideas for ure deck lol, sorry.
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Unit92



Joined: 14 Nov 2005
Posts: 58

PostPosted: Fri Oct 20, 2006 6:10 pm    Post subject: Reply with quote

the turn into werewolf thing should only last until end of turn.
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KeySam



Joined: 14 Oct 2005
Posts: 539

PostPosted: Fri Oct 20, 2006 6:45 pm    Post subject: Reply with quote

I also think that the werewolf thing should be changed why someone should return to human if they can stay stronger? Maybe just let them do 1 damage to their controler at upkeep cause they are now wild beasts or something like that. Of course under your control i think that would be also i nice creature. And if you play with werewolf i would add things like witches a lot of witches. And the Inquisition. I mean pastors and such things.

The Carrier thing is a nice idea but if you do that it should do something useful, for example it becomes a lyncantrop and looses all abilities or something. The lycanthropy thing is a nice idea.

How about a witch carrier Black/blue which can shoot damage and does 1 damage 2 you.
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THE_PREDATOR



Joined: 20 Apr 2005
Posts: 93

PostPosted: Fri Oct 20, 2006 11:49 pm    Post subject: Reply with quote

um.... Flip Cards? One side is normal, and the other side is a warewolf etc. and the card flips if it blocks or is blocked by a warewolf? That seemed kinda obvious to me....

It does sound cool, though. Good Luck!
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Aston



Joined: 01 Sep 2004
Posts: 4

PostPosted: Sat Oct 21, 2006 9:29 am    Post subject: Reply with quote

I doubt turning them face down would interact well with morph. What you could do is have a Day/Night system...I'm just writing this off the top of my head, so I don't know how well it would work. Anyway, the default state is day, but certain cards can change it to night, like:

Moonrise 1U
Sorcery
Change states to Night

Day follows Night 2WW
Enchantment
At the beginning of your upkeep, if it is Night, change states to Day

Your werewolves might play out something like the following:

Infected Human 2G
Creature - Human Lyncanthrope
Night - Infected Human gains +2/+2 and is black.
2/2

Werewolf's Bite
Enchantment-Aura
Enchant Creature
Night - Enchanted creature gains +3/+3 and is black.

The night/day theme could work in reverse as well. I don't know.

Tortured Spirit 1B
Creature - Spirit
Fear
Day - Tortured Spirit can't attack or block
2/1

Haunted Nosferatu 1BB
Creature - Vampire
Flying
When it becomes Day, sacrifice Haunted Nosferatu
4/3

Have a play around with that.
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ShadowS



Joined: 03 Mar 2006
Posts: 157

PostPosted: Sat Oct 21, 2006 1:59 pm    Post subject: Reply with quote

Other than the poor reaction turning them face down has with morph, there are other issues.

First, most creature exchanges of battles lead to the death of one of the said creatures, thus chances are, infection won't take.

Seccond, if infection does start taking (do to a suplus of 1/3's), you really just end up with a battle field of 4/4's and it gets vanilla from there.

So the problem there is there will be very small room for interaction and game play, while overly complicating things.

The first example of a human that can switch would be good.

However, I really like that night and day example listed, sounds intresting to me. Very nice Aston. Even something like:

I'ma Human W
Creature - Human
Night - Im'a human gains the werewolf type and gets +1/+2 and gains first strike.
1/1

would be cool. What I like about that concept is that it offers a diverse interactive card base, and doesn't offer control to the affected creatures. (Because what werewolf truely can control its transformation?)

By the way, if you want wording or creative help, I hang out in #Aymara on solidirc.irc.com, which is a channel both for my online D&D campaign as well as my custom set (330 cards complete). So I can probably relate to you as fellow DM and designer.
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Aston



Joined: 01 Sep 2004
Posts: 4

PostPosted: Sat Oct 21, 2006 3:43 pm    Post subject: Reply with quote

I was thinking about the Carrier ability and came up with something like:

Carrier (When this creature deals damage to a creature, put an Infection counter on it. Creatures with infection counters attack each turn if able.)

That would kind of get the flavour of them not being able to control themselves. If you want to mix it with night and day, maybe they only attack each turn if night and can't attack if day? I don't know. Just some thoughts.
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Aston



Joined: 01 Sep 2004
Posts: 4

PostPosted: Tue Oct 24, 2006 3:21 pm    Post subject: Reply with quote

Aston wrote:
I was thinking about the Carrier ability and came up with something like:

Carrier (When this creature deals damage to a creature, put an Infection counter on it. Creatures with infection counters attack each turn if able.)

That would kind of get the flavour of them not being able to control themselves. If you want to mix it with night and day, maybe they only attack each turn if night and can't attack if day? I don't know. Just some thoughts.


Thinking some more about this and I came up with:

Carrier (This creature comes into play with an Infection counter on it. Whenever it deals damage to a creature, put an Infection counter on it. Creatures with Infection counters have Carrier)

Not sure if this is worded right. An alternative might be:

As ~ comes into play, put an Infection counter on it. Creatures with Infection tokens have Carrier (Whenever the creature deals damage to another creature, put an Infection counter on it.)

The carrier tokens by themselves do nothing; it's only when combined with other cards that they come alive. Something like:

Full Moon BB
Enchantment
Creatures with Carrier gain +1/+1

Silver Bullet W
Instant
Destroy target creature with Carrier

Lupine Madness 2R
Enchantment
Creatures with Carrier attack each turn if able.

Werewolf Lord 1BB
Creature - Lycanthrope Lord
Carrier
Creatures with Carrier have Fear
2/2
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ducttape4you



Joined: 22 Feb 2005
Posts: 4

PostPosted: Sun Jun 10, 2007 1:03 am    Post subject: A Token System for Night/Day Reply with quote

I think this opens up interesting design space and tackles templating issues elegantly.

Exs:

#1)Call of the Moon - G
Instant
Creatures with a Night counter gain +2/+1 and trample until end of turn. Put a Night counter on target permanent.

#2)Rabid Wererat - BB
Creature - Rogue Human Lycanthrop
Rabid Wererat comes into play with a Night counter.
If Rabid Wererat has a Night counter, creatures with Night counters have +1/+2, are black, and cannot block.
2/1

#3)Malevolent Shadow - B
Creature - Shade
B: Malevolent Shade gains +1/+1 until end of turn.
Whenever a creature with a Night counter leaves play, return Malevolent Shadow from the graveyard to play.
Sacrifice a permanent with a Night counter: Put a Night counter on target permanent.
1/1

#4)Valiant Hero - W1
Creature - Human Knight
First Strike
If Valiant Hero doesn't have a Night counter, it gets +1/+2 and has protection from black.
WW: Remove a Night counter from target permanent
2/1

#5)Sun's First Beams - R
Instant
Deal 2 damage to target creature.
Remove up to two target Night counters from the game.

#6) Churchyard
Nonbasic land - Plains
T, pay 1 life: add W to your mana pool.
Whenever a creature attacks you, remove all Night counters from it.

I think you get the idea. Possibly pair these concepts with some poisonous and deathtouch action for good times.
As for a carrier mechanic, why not have it search out aura's? Perhaps aura's with a special "infection" subtype.
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