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1  Vintage Community Discussion / Card Creation Forum / Re: Metal Medic on: September 02, 2005, 04:32:22 pm
Flavor-wise, since he's both made of metal and is a medic, should he only regenerate artifacts and artifact creatures?

also, I think it should either cost 2 to cast or have a mana cost in the activated ability.
2  Vintage Community Discussion / Card Creation Forum / Re: utility critter on: September 02, 2005, 02:51:48 pm
If the card was green I could see "hate" for artifacts; nature vs. technology and all that.
3  Vintage Community Discussion / Set In Progress / Re: Cards in the set that need altering on: September 02, 2005, 10:08:30 am
Could we change the flavor text on War Wolf to "The beasts crested the hill, fel riders high in the saddle, and stormed the valley below."  The current flavor text is way overwritten.

Aslo, could we change the flavor text of Moritorium to "These are troubleing times when a person's life is seen only as a means to power."  I think the pronoun "one" makes the difference between who's seeking power and who's life is being sacrificed confusing.
4  Vintage Community Discussion / Card Creation Forum / Re: Sinking Tomb (land) on: September 02, 2005, 08:10:27 am
I'll go ahead and add (1) to the activation's cost, but I have a feeling that may be a bit too expensive.

EDIT: this may be a remedial question, but is there a specific order the costs of the activation should go?
5  Vintage Community Discussion / Card Creation Forum / Re: Dweomer Restoration (blue instant) on: September 02, 2005, 08:08:36 am
I like dandan's kicker version and I like Slay's "remove your graveyard" version.  I'm not sure which of those two to go with.
6  Vintage Community Discussion / Card Creation Forum / Re: Dweomer Restoration (blue instant) on: August 30, 2005, 09:52:21 am
If you all don't like this then please say so it can be closed and I can move on.
7  Vintage Community Discussion / Card Creation Forum / Re: Sinking Tomb (land) on: August 30, 2005, 09:50:47 am
Dropped the milling ability; added sac'ing a creature to the cost of the Crypt ability.
8  Vintage Community Discussion / Card Creation Forum / Re: Sinking Tomb (land) on: August 21, 2005, 03:35:39 pm
And get rid of the milling ability?  I like that idea.
9  Vintage Community Discussion / Card Creation Forum / Re: Sinking Tomb (land) on: August 20, 2005, 11:15:07 am
When considering card interactions, are we to consider Magic as a whole or think more about the cards within TMD set? 

I'm fine with dumping the milling ability if that's what people want.  I don't think I've ever made a card here that didn't get nerfed in some way before final aproval, which is cool.  I think it's bettter to make an overpowered or overcomplicated card and par it down then it is to make a week card and then tack things on, which usually ends up seeming clumsy and unwieldy.
10  Vintage Community Discussion / Card Creation Forum / Re: Dweomer Restoration (blue instant) on: August 20, 2005, 12:38:09 am
Dweomer is an old word for magic.  I think it's pronounced "dwimmer", but I don't know.  I'm not stuck on the name.
11  Vintage Community Discussion / Card Creation Forum / Re: Dweomer Restoration (blue instant) on: August 19, 2005, 03:55:40 pm
Relearn is a sorcery, and this lets you copy a spell in any graveyard, not just your own.
12  Vintage Community Discussion / Card Creation Forum / Dweomer Restoration (blue instant) on: August 19, 2005, 03:28:47 pm
Dweomer Restoration
UU4
Instant
Remove target instant or sorcery card in any graveyard from the game.  Make a copy of that spell and add it to the stack.  If the spell has X in the mana cost, X is 0.

All purpose trick and one-shot Yawgmoth's Will.  I can see some potential for abuse when using it to recur a particularly powerful sorcery, but at 6 mana I think it balances out.   However, I suck at judging a card's power on paper.   

I supose with some self milling and/or the likes of Intuition this could be used as part of some kind of combo where Blue gets to use a card it normally could not, but again, at 6 mana I don't think it would be too powerful. 

Most importantly, I think it looks fun.  I love instant tricks with a variety of uses.


Dweomer Restoration
UU4
Instant
Remove target instant or sorcery card in any graveyard from the game.  Make a copy of that spell and add it to the stack.  If the spell has X in the mana cost, X is 0.
13  Vintage Community Discussion / Card Creation Forum / Re: Sinking Tomb (land) on: August 19, 2005, 01:46:49 pm
RE: too good

Should the activated abilities (sans the mana ability, of course) have a mana cost?  Maybe 2 or 3 each?
14  Vintage Community Discussion / Card Creation Forum / Sinking Tomb (land) on: August 19, 2005, 09:29:18 am
Almost every card I've ever made for this little project has been flavor based.  I like the idea of an old cemetary or tomb falling into a sinkhole and taking everything around it down with it.  On a game-play level, it's obviously an uncounterable Tormad's Crypt with a couple extra abilities thrown on.  The mana ability is there because all lands make mana (now, at least) and the milling ability is there to make it a little more then just a Crypt and so you can be semi-proactive.  The card itself would be better if the mill was a non-tap ability, maybe costing 1 or 2 mana to activate, but I wasn't sure if that would be "too good", though it might make a great sideboard card against any deck that heavily utilizes it's graveyard as a resource.

Sinking Tomb
Land
T: add 1 to your mana pool.
T: put the top card of each player’s library into his or her graveyard.
T, sacrifice ~this~: remove all graveyards from the game.

‘Tis a strange thing to see the burial of a grave.

Sinking Tomb
Land
T: add 1 to your mana pool.
1, T, sacrifice a creature: remove all graveyards from the game.

"Tis a strange thing to see the burial of a grave."


15  Vintage Community Discussion / Card Creation Forum / I made a poison card on: September 30, 2004, 11:36:43 am
Since it takes 10 poison counters to kill, shouldn't poison's various values be counted as being worth twice that of normal damage (and damage half the value of poison)?  

As such, should this, being a Healing Salve for poison, remove 1.5 poison counters, rounded to 1 or 2? (most likely 1)
16  Vintage Community Discussion / Card Creation Forum / Berserker, inspired by "cool red card". on: September 29, 2004, 01:46:41 pm
I think you all may be right.  I removed the "additional main phase" stipulation and cleaned up the text (the ability cost was written incorectly and the card's name was not right).
17  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 29, 2004, 01:44:43 pm
It's not that I didn't like the idea, it's just that I was going for a big creature control card for green.   I do see that the flavor text I chose would more closely fit a land affecting card.

It may be a more powerful effect for green to have then red (due to green's mana fixing abilities) but what would the cost difference of such a card be when compared to Blood Moon?
18  Vintage Community Discussion / Card Creation Forum / Murderous Cult on: September 29, 2004, 09:42:36 am
24, unless people think the cost should be 3BB.
19  Vintage Community Discussion / Card Creation Forum / Berserker, inspired by "cool red card". on: September 29, 2004, 09:40:21 am
I'll go on the asumption that the wording is cool and say 24.
20  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 29, 2004, 09:10:36 am
OK, edited the card.  Now it removes creatures from the game and creates tokens.  For now, they are creature tokens that also count as land.  However, I like the unprecidented idea of making forest tokens.  Can we do this?
21  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 28, 2004, 03:15:42 pm
Are we sure we want to make this a green humility?  I didn't want to make it an enchantment.  However, the majority rules so if that's what you all want, that's what you get.  The concept will still be the same.

In either case, it seems removing creatures from the game and replacing them with tokens is the right way to go.
22  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 28, 2004, 11:08:51 am
Jumpin' Jesus do I need to keep up with the times.  So "defender" is an ability?  Do I need to just replace "gain Wall in addition to thier creature types" with "gain defender"?

Removing the creatures from the game and replacing them with tokens may be the better idea.  It would also match the flavor text better, even though the flavor shouldn't be a guide in the card's design.

indistinct in the twilight

I wanted to avoid a Hummility clone, so that's why it's a sorcery.  Any creatues that came in later would be uneffected.
23  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 28, 2004, 10:44:40 am
Do I need to include (this effect does not end at end of turn)?
24  Vintage Community Discussion / Card Creation Forum / Primeval Call, green sorcery on: September 28, 2004, 10:42:32 am
Primeval Call
4GG
Sorcery
All creatures loose all special abilities, gain Wall in addition to thier creature types and gain "Tap: add G to your mana pool".


Primeval Call
4GG
Sorcery
Remove all creatures from the game.  For each creature removed this way, that creature's controler puts into play a 0/3 green Wood creature token that also counts as a land.  These tokens have defender and "T: Add G to your mana pool".
This is the forest primeval. The murmuring pines and the hemlocks,
Bearded with moss, and in garments green, indistinct in the twilight...

Evangeline, Henry Wadsworth Longfellow
25  Vintage Community Discussion / Card Creation Forum / Berserker, inspired by "cool red card". on: September 28, 2004, 09:00:03 am
Ok, cool then.  I think the cc and the cost of the ability are good.  My only concern is the way the ability is worded.  I'm forever stuck in 1994 when it comes to templating, so I can never tell if it's correct.
26  Vintage Community Discussion / Card Creation Forum / Murderous Cult on: September 27, 2004, 02:20:51 pm
I thought the recruiter one might be a little too much, so it's gone.

As for the other one, should it be 3BB?
27  Vintage Community Discussion / Card Creation Forum / Berserker, inspired by "cool red card". on: September 27, 2004, 12:08:55 pm
Is there any interest in this card?
28  Vintage Community Discussion / Card Creation Forum / Murderous Cult on: September 27, 2004, 11:55:57 am
EDIT:  OK, I've edited the first post with both the goblin recruiter idea and the original idea with just two special abilities instead of three.    Both have about the same amount of text.

Which is the better card?  I could go with either.

Also, would adding another 10 or so characters to either of those two cards make a significant difference?  If not, I'd like to change the name back to Murderous Cult...it's cooler.
29  Vintage Community Discussion / Card Creation Forum / Murderous Cult on: September 27, 2004, 11:11:10 am
Screwed around with it even more to shorten and simplify the text.  
I think this is a short as I can go without completely neutering the concept.
30  Vintage Community Discussion / Set In Progress / Aztec Flavour Summary on: September 27, 2004, 09:40:21 am
Quote from: Ephraim
Firearms were present in Portal: the second age. The Alaborn nation had muskets at the very least. Look at all of the cards with "Alaborn" in their name. Most of them have a firearm of some sort featured in the artwork.


I did not know this; I don't think I've ever looked at a Portal card.

I see no reason to disallow firearms.  When kept at a low technological level it can still be mixed well with fantasy, and would provide a nice juxtoposition with the Aztecish natives.  A lot better then the fantasy mechs of Invasion block.

It's also a nice change of pace to have the "good guys" be dark skined primatives and the "bad guys" white skined gun (or gunne) toting ship builders who are the real savages.
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