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Vintage Community Discussion / Card Creation Forum / Production Scheduling
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on: December 21, 2004, 06:56:59 am
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I think it's a bit weird to put the counters on the imprinted card. What about:
Imprint - 0: Remove an artifact card in your hand from the game face up, then remove all charge counters from Production Scheduling.
1: Put a charge counter on Production Scheduling.
Remove X charge counters from Production Scheduling: Put the last imprinted card into play. X is the converted mana cost of that card.
Incidentally, the most similar existing card is probably Iceberg...
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5
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Vintage Community Discussion / Card Creation Forum / Rain of Trees
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on: November 10, 2004, 10:45:38 am
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Er, it sacrifices all your lands? That's ludicrously weak when you could have Nature's Lore or Sakura-Tribe Elder for the same cost.
(If all your lands are forests, maybe you'd find 1 or 2 among the 5 cards you reveal. Obviously you can do better if you combo it with Scouting Trek, but then you're playing 2GG for a 2-card combo that fetches, um, 5 basic forests into play... tapped. I'd rather have Gaea's Balance.)
My version:
Rain of Trees 1G Sorcery Sacrifice all non-forest lands you control. Search your library for that many basic forest cards and put them into play.
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10
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Vintage Community Discussion / Card Creation Forum / Cycle of gemstones (artifact mana)
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on: November 10, 2004, 04:29:34 am
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Actually I think these are pretty weak. You're laundering 1 into a (specific) colored mana on the turn you cast it, and then generating another colored mana the turn after. That's the same amount of acceleration as Elvish Spirit Guide, but it takes an extra turn and you need mana to set it up in the first place.
Consider this version:
Garnet Gemstone 0 Artifact Garnet Gemstone comes into play tapped. T, Sacrifice Garnet Gemstone: Add R to your mana pool.
Is that playable? I don't think so. And that's essentially the same card, except you don't get the (weak, possibly inconvenient) mana laundering effect.
I think they should start out with 3 depletion counters, or produce more than one colour.
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12
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Vintage Community Discussion / Card Creation Forum / Mind Over Mass
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on: November 09, 2004, 11:42:29 am
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Power-setting effects don't work perfectly, but they're tolerable. (They printed Riptide Mangler not all that long ago, remember). It doesn't matter whether a creature has a power-setting ability, external effects will always override internal ones.
To make it more useful, how about "Target creature's power and toughness become equal to the number of cards in target player's hand"?
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13
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Vintage Community Discussion / Card Creation Forum / Merciful Monk
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on: November 06, 2004, 03:58:24 am
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Changed to a 2/3 with Vigilance, to recover some of the "can't attack" flavour of the original.
At the moment it only spares creatures that it hasn't already spared; does that seem fair?
And I realise... this creature can't be affected by Kiku, Night's Flower! The first time, he gives himself a counter; after that he's got protection from himself.
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16
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Vintage Community Discussion / Card Creation Forum / a bunch of decent limited creatures
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on: November 05, 2004, 10:42:44 am
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Names...
Preternatural Sasquatch feels like a Goblin (do we have goblins in this set?) and the mechanic feels like he's drawing his power from the air or the aether or something. So I suggest "Goblin Lightning Rod".
Tricky Sasquatch/Balshan Lobster feels like some kind of elemental or illusion... Sublimation Elemental? Vapor Elemental? Vaporous Soldier?
Sentry Sasquatch... Spirit of the Eastern Sky?
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20
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Vintage Community Discussion / Card Creation Forum / Rainbow Elemental
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on: November 03, 2004, 11:10:09 am
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I think it would be more elegant if it said:
Rainbow Elemental 1U Creature -- Elemental */* Flying Rainbow Elemental's power and toughness are each equal to the number of colors among permanents you control.
So it's a 1/1 flier on its own, or a 2/2 if you control a different coloured permanent. I think that's reasonable for 2 mana, but it would need testing. Perhaps 3 would be a fairer cost.
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21
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Vintage Community Discussion / Card Creation Forum / a bunch of decent limited creatures
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on: November 03, 2004, 05:24:51 am
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Sentry Sasquatch is interesting. You probably wanted to add "until end of turn" though.
Alternatively, how about: Reveal an enchantment card from your hand: Sentry Sasquatch gains protection from black and from red until end of turn.
Evil Sasquatch is completely mental - it's a Hill Giant with the minor ability of being practically unkillable. I think it needs to have (at the very least) a mana cost in addition to the reveal. Or else it needs to have a stricter reveal requirement.
Evil Sasquatch 2BB Creature - Sasquatch 3/1 B, Reveal a black creature card from your hand: Regenerate Evil Sasquatch.
And how about this idea:
Preternatural Sasquatch 1R Creature - Sasquatch 1/1 T, Reveal a red card from your hand: Preternatural Sasquatch deals 1 damage to target creature or player.
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Vintage Community Discussion / Card Creation Forum / New Wrath of God
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on: November 03, 2004, 04:14:07 am
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The problem with the "creature cards" wording is that an animated land is a creature and is a card, but isn't a creature card. (This distinction made sense when we had "summon cards", but no longer does. That's why this wording is no longer used.)
I suggest:
Essence Sweep Sorcery Destroy all creatures except token creatures, artifact creatures, and land creatures.
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Vintage Community Discussion / Card Creation Forum / Merciful Monk
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on: November 03, 2004, 04:03:54 am
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Merciful Monk 2W Creature - Cleric 3/3 If Merciful Monk would deal lethal damage to a creature, prevent that damage. Put a life-debt counter on the creature and it gains defender. (It can't attack. This effect doesn't end at end of turn.)
Current wording:
Merciful Monk 2W Creature - Cleric 2/3 Vigilance, Protection from creatures with grace counters. If Merciful Monk would deal lethal damage to a creature without a grace counter, prevent that damage and put a grace counter on the creature.
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Vintage Community Discussion / Card Creation Forum / Soulhunter
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on: November 03, 2004, 04:01:00 am
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The second ability is a static ability, so when Soulhunter dies, the creatures can regenerate again.
I suggest "Whenever Soulhunter deals damage to a creature, that creature can't regenerate this turn".
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