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Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage
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on: July 16, 2009, 05:53:42 pm
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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.
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Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage
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on: July 15, 2009, 10:36:16 am
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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.)  : Deal X damage to target creature or player. 2.)  : Put X 1/1 saproling tokens into play. 3.)  : Destroy target creature or artifact. 4.) Creatures spells you play have Devour (what number?) 5.)  : 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?
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Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage
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on: July 13, 2009, 08:31:52 pm
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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.
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Vintage Community Discussion / Card Creation Forum / Re: Jund Master Mage
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on: July 13, 2009, 12:44:45 pm
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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.
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Vintage Community Discussion / Card Creation Forum / Grixis Master Mage
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on: July 09, 2009, 03:37:02 pm
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The last of the master mages I've created. Grixis Master Mage, Molgrun  Legendary Creature -- Zombie Wizard Creatures in your Graveyard have Unearth. Unearth cost for all creature spells is  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
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Vintage Community Discussion / Card Creation Forum / Bant Master Mage
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on: July 09, 2009, 03:24:01 pm
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On to Bant's Master Mage. Bant Master Mage  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.
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Vintage Community Discussion / Card Creation Forum / Re: Naturalizing Pulse
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on: July 09, 2009, 09:51:51 am
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I guess that could do. (Life Bolt was just something I came up with in the moments notice so  ) 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 
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