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1  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 17, 2009, 09:57:01 am
That I understand.

Edited
2  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 16, 2009, 05:53:42 pm
I'd change the second ability to 'Whenever a permanent you control is sacrificed, you may x 1/1 green Saproling tokens onto the battlefield, where X is that permanent's converted mana cost'.

Then, I'd invert the abilities so that the Devour was after the permanents ability (see, for reference Swooping Talon from Legions, which has Flying, then provoke, then loses flying.)

I understand part of what you've said (italics) but the second part, not so much.

Many of you are saying that these effects don't work together which is confusing since they do work together...maybe just a little to well. If that's the case then I understand the situation, if they just don't work then I might be missing something.
If these effects don't work together, then would a summon and damage ability (exactly as Jund Battlemage's abilities) work? Let me put up a replica of the card one more time, but with those effects, just with a little more impact.
3  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 15, 2009, 01:51:00 pm
Good point. I guess the devour and summoning abilities are good enough for this guy. So he's pretty much a keeper at this point, isn't he?
4  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 15, 2009, 10:36:16 am
Okay, so the saprolings HAVE to be 1/1s and Devour is one of the main effects in Jund. Basically make big creatures by eating little creatures.

Another effect of jund is obviously the damage...so do I leave that effect out or do I make 3 mini effects...let me make a little list of effects that this card (right now since I'm just making this up as I go) might be able to have:

1.) {X} {R} : Deal X damage to target creature or player.
2.) {X} {G} : Put X 1/1 saproling tokens into play.
3.) {2} {B} : Destroy target creature or artifact.
4.) Creatures spells you play have Devour (what number?)
5.) {3} {R} {Tap} : Target creature you control gets +2/+2 and has Trample until end of turn.
....
That's all I got for now, any other effects that might work for this card to make it interesting and useful?
5  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 14, 2009, 05:29:26 pm
I'll just make the saprolings...well given the cost to play this mage...make them 2/2 and allow them to attack.
6  Vintage Community Discussion / Card Creation Forum / Re: Kodama's Gifts Ungiven on: July 14, 2009, 05:16:44 pm
Makes sence. I guess I have to stop trying to make too many hybrid cards of my own...then again, in real life, hybrid type cards (except for lands) are all I have.
7  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 14, 2009, 05:15:31 pm
Is it good if the saprolings are able to attack? Or will it be a bit overpowered?
8  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 14, 2009, 02:34:34 pm
Edited. Made Devour to Devour 1 instead of 2 and the Saprolings can only be summoned when a permanent is removed from play. This'll make it a little harder, given that the saproling's can't attack either.
9  Vintage Community Discussion / Card Creation Forum / Re: Disrupting Sprite on: July 13, 2009, 08:58:36 pm
It's a good little critter. I can see this card being useful in quite a few handfuls.
10  Vintage Community Discussion / Card Creation Forum / Re: Grixis Master Mage on: July 13, 2009, 08:55:46 pm
Everything (except for name and type) was changed. Still, I get the feeling that this guy's power and toughness is off...
11  Vintage Community Discussion / Card Creation Forum / Re: Naya Master Mage on: July 13, 2009, 08:50:13 pm
Edited this guy, made him a bit more compatable. What about now?
12  Vintage Community Discussion / Card Creation Forum / Re: Bant Master Mage on: July 13, 2009, 08:45:39 pm
What about this? I've edited the Bant Master Mage abilities, and everything (except name and flavor).
13  Vintage Community Discussion / Card Creation Forum / Re: Esper Master Mage on: July 13, 2009, 08:39:10 pm
IDEA!

How about this?
14  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 13, 2009, 08:31:52 pm
That actually seems better, and since jund really does go along with the devour, and token summoning ability it does seem a bit more stable if I make this guy that way. I'll bump this guys power and toughness down too....

IDEA!

edited,

what about this?

This'll cover up for the tokens, will give creatures a boost of power and reflects some of the Jund concepts. Flavor text is removed because, I don't know, could use upgrade.
15  Vintage Community Discussion / Card Creation Forum / Re: Naturalizing Pulse on: July 13, 2009, 12:51:39 pm
Well, not anymore with the Alara Reborn set here. All the cards in that set are pretty much multi-colored and many offer hybrid costs for either cycling or playing them.
16  Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage on: July 13, 2009, 12:44:45 pm
This is the kind of comments I need to receive in order to improve the cards! THANK YOU!!
--

Back to the card.
The reason I madde these mages 5/5s is because I was following up upon the Malestrom effect. In the story, Nicol Bolas is developing the storm in order gain his deadly powers and knowledge once more. But who is to say that he is the only one who could use that energy? That's where these mages come into play. Originally each one of these "ex-Battle" mages was trained by at least 1 plainswalker or has learned by watching them and then got the power boost from the storm. That's where the power comes from.

Second, the effects. If one were to get to close to the storm, they would be wiped out (Malestrom Pulce) and if you aren't close enough the mages might not be able to get decent power from the storm. But some mages were close enough to use the power from the storm and bonded that power with the mana produced by their plane (Hybrid costs). Each one of them reflect upon their plane's abilities. Since these abilities are permanent it would be good to make the cost for the effect at least 4 mana, sort of like an enchantment but without the enchantment card.

The abilities, although they seem uninterresting, can be quite useful and replace a few cards and enchantments. This creature is meant to do to much.

Lastly the alternative cost: They used to be Battlemages, so this is a form of "Champion" except instead of removing the creture from play, you return it to your deck and it does not come into play when the Master Mage is removed from play.
--

Still, I editted it into your format (card format).

+ pointers for flavor. It goes better than the original card.

However, I'll make two versions of the card. Tell me which one seems better.
17  Vintage Community Discussion / Card Creation Forum / Re: Naya Master Mage on: July 13, 2009, 12:20:30 pm
Which ones?
18  Vintage Community Discussion / Card Creation Forum / Re: Naturalizing Pulse on: July 09, 2009, 06:09:47 pm
It offers more options. But then again, this isn't my card.
19  Vintage Community Discussion / Card Creation Forum / Grixis Master Mage on: July 09, 2009, 03:37:02 pm
The last of the master mages I've created.

Grixis Master Mage, Molgrun
 {3} {U} {B} {R}
Legendary Creature -- Zombie Wizard
Creatures in your Graveyard have Unearth. Unearth cost for all creature spells is  {U} {B} {R}
Remove target spell from any player's Graveyard during your upkeep.
"Life and death. They are just two sides of the same cruel coin."
0/7
20  Vintage Community Discussion / Card Creation Forum / Bant Master Mage on: July 09, 2009, 03:24:01 pm
On to Bant's Master Mage.

Bant Master Mage
 {3} {G} {W}  {U}
Legendary Creature -- Angel Wizard
Flying
Creature and Enchantments you control have Exalted.
Creatures you control have Life Link.
"Loyalty and honor I have been taught. Loyalty, honor and togetherness is what I shall teach."
1/6

I've already explained about these cards on the Jund Master Mage topic. If you have any questions go and see that thread before posting, please.
21  Vintage Community Discussion / Card Creation Forum / Re: Fertile Promise on: July 09, 2009, 02:54:40 pm
I guess, but I still wouldn't sell out Pale Recluse just yet. I wouold instead put both Pale Recluse and Fertile Promise in a deck that would need alot of mana fixing and accelerating.
22  Vintage Community Discussion / Card Creation Forum / Re: Naturalizing Pulse on: July 09, 2009, 02:52:37 pm
 not a  {W} {G} hybrid but the other type of hybrid like Wasp Lancer in the Mortal Coil ( {U} {B} ) theme. Why not make it that type of hybrid?

Other names:

Overgrowth
Vitallity Blast
Essence Complexion'
Oversoul
23  Vintage Community Discussion / Card Creation Forum / Re: Color Matters Creature (Black) on: July 09, 2009, 10:10:01 am
This doesn't look so bad in a full black deck, but since the new thing is haveing hybrids I guess this creature can be good to a certain point. The lifelink is a booster for not being able to play non-black spells so I guess its okay.
24  Vintage Community Discussion / Card Creation Forum / Re: Shadowfore Loremaster on: July 09, 2009, 10:07:53 am
Cards like these are so annoying! Which is why they are good to play against your opponent. This is a good card for its "milling" if you are the one using it that it. XP
25  Vintage Community Discussion / Card Creation Forum / Re: Fertile Promise on: July 09, 2009, 10:05:07 am
Somewhat better than pale recluse? yeah. I wouldn't mind at all (now that I've read it carefully and have understood its effect) haveing at least 3 of these guys in a mana heavy deck (Bant, Naya or  {G} {W} theme).
26  Vintage Community Discussion / Card Creation Forum / Re: Kodama's Gifts Ungiven on: July 09, 2009, 10:02:46 am
Maybe the cost is what is throwing me off. It's a good card but hybrids are becoming more and more popular these days, and I have to say that they can be quite useful. Why not make the cost a hybrid cost instead, like Wasp Lancer?
27  Vintage Community Discussion / Card Creation Forum / Re: Naturalizing Pulse on: July 09, 2009, 09:51:51 am
I guess that could do. (Life Bolt  was just something I came up with in the moments notice so Razz) Why not a hybrid cost instead?

Other thoughts for names:
Life Remedy
Life Force
Nature Energy
Life Flash

again, all of these at the top of my head Razz
28  Vintage Community Discussion / Card Creation Forum / Jund Master Mage on: July 09, 2009, 09:43:00 am
Last two cards came out a bit off as some of the members here have pointed out. These master mages of mine are powerful in three colored decks and can be summoned through a number of ways. That's probably why some have said they have a complicated mana cost. Each one of these creature spells can be played in many forms. Here's Jund's Master Mage and I will explain the main points of these cards better.

Edited once more:

Jund Master Mage, Varrock
 {3} {B} {R} {G}
Legendary Creature -- Human Shaman
 {1} {B} {R} {Tap} : Deal 3 damage to target creature and player.
 {1} {G} {R} {Tap} : Put into play two 1/1 Saproling tokens.
3/4

Jund Master Mage, Varrock
 {3} {B} {R} {G}
Legendary Creature -- Human Shaman
Creature spells you play have Devour 1.
Whenever a non-token permanent you control is sacrificed, you may place X 1/1 green Saproling tokens onto the battlefield, where X is that permanent's converted mana cost.
3/4
29  Vintage Community Discussion / Card Creation Forum / Re: Esper Master Mage on: July 09, 2009, 09:07:39 am
So how can I fix this one?

--

What this card is trying to do is give Esper creatures more power. But now that I mention it, it does seem a bit off. Let me fix. Please tell me if I did a better job this time.
30  Vintage Community Discussion / Card Creation Forum / Re: Naya Master Mage on: July 09, 2009, 09:03:33 am
XP forgot! I guess I added water on it by accident. Fixed
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