asmoranomardicodais
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« on: May 22, 2005, 12:27:34 am » |
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Okay, this is a WHOLE lot of cards, but the only way I could get this idea to work was to do it like this:
Materials Cycle:
Rat's Tail 1 Artifact Sacrifice Rat's Tail: Add B to your mana pool
Squid's Ink 1 Artifact Sacrifice Squid's Ink: Add U to your mana pool
Lizard's Egg 1 Artifact Sacrifice Lizard's Egg: Add R to your mana pool
Oak's Seed 1 Artifact Sacrifice Oak's Seed: Add G to you mana pool
Farmer's Grain 1 Artifact Sacrifice Farmer's Grain: Add W to your mana pool
Alchemist Cycle:
Laboratory Alchemist 1UU Creature-Alchemist
T, Sacrifice Rat's Tail, Sacrifice Squid's Ink: Draw five cards. You lose five life.
T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase.
1/3
Morgue Alchemist 1BB Creature-Alchemist
T, Sacrifice Lizard's Egg, Sacrifice Rat's Tail: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player.
T, Sacrifice Squid's Ink, Sacrifice Rat's Tail: Draw five cards. You lose five life.
2/1
Battle-Front Alchemist 1RR Creature-Alchemist
T, Sacrifice Oak's Seed, Sacrifice Lizard's Egg: Put into play two 4/1 Elemental Tokens with haste. Sacrifice these token's at end of turn.
T, Sacrifice Rat's Tail, Sacrifice Lizard's Egg: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player.
3/1
Naturalist Alchemist 1GG Creature- Alchemist
T, Sacrifice Lizard's Egg, Sacrifice Oak's Seed: Put into play two 4/1 Elemental Tokens with haste. Sacrifice these token's at end of turn.
T, Sacrifice Farmer's Grain, Sacrifice Oak's Seed: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life.
2/2
Town Alchemist 1WW Creature- Alchemist
T, Sacrifice Oak's Seed, Sacrifice Farmer's Grain: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life.
T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase.
0/4
Master Alchemist WUBRG
T, Sacrifice Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, and Rat's Tail: You win the game.
2/4
Material's Cycle (common)
Rat's Tail 1 Artifact Material Sacrifice Rat's Tail: Add B to your mana pool 1, Sacrifice Rat's Tail: Draw a card
Squid's Ink 1 Artifact Material Sacrifice Squid's Ink: Add U to your mana pool 1, Sacrifice Squid's Ink: Draw a card
Lizard's Egg 1 Artifact Material Sacrifice Lizard's Egg: Add R to your mana pool 1, Sacrifice Lizard's Egg: Draw a card
Oak's Seed 1 Artifact Material Sacrifice Oak's Seed: Add G to you mana pool 1, Sacrifice Oak's Seed: Draw a card
Farmer's Grain 1 Artifact Material Sacrifice Farmer's Grain: Add W to your mana pool 1, Sacrifice Farmer's Grain: Draw a card
Alchemist Cycle: (uncommon)
Laboratory Alchemist 2U Creature-Alchemist T, Sacrifice Rat's Tail, Sacrifice Squid's Ink: Draw five cards. You lose five life. T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase. 2/2
Morgue Alchemist 2B Creature-Alchemist T, Sacrifice Lizard's Egg, Sacrifice Rat's Tail: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player. T, Sacrifice Squid's Ink, Sacrifice Rat's Tail: Draw five cards. You lose five life. 2/2
Battle-Front Alchemist 2R Creature-Alchemist T, Sacrifice Oak's Seed, Sacrifice Lizard's Egg: Put into play two 5/1 Elemental Tokens with haste and trample. Sacrifice these tokens at end of turn. T, Sacrifice Rat's Tail, Sacrifice Lizard's Egg: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player. 2/2
Naturalist Alchemist 2G Creature- Alchemist T, Sacrifice Lizard's Egg, Sacrifice Oak's Seed: Put into play two 5/1 Elemental Tokens with haste and trample. Sacrifice these token's at end of turn. T, Sacrifice Farmer's Grain, Sacrifice Oak's Seed: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life. 2/2
Town Alchemist 2W Creature- Alchemist T, Sacrifice Oak's Seed, Sacrifice Farmer's Grain: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life. T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase. 2/2
Apprentice alchemist cylce (C):
Laboratory Apprentice U Creature-Alchemist T, sacrifice Squid's Ink: Return two target permanents to their owner's hand. 1/1
Morgue Apprentice B Creature-Alchemist T, sacrifice Rat's Tail: return a creature from your graveyard into play 1/1
Battle-front Apprentice R Creature-Alchemist T, sacrifice Lizard's Egg: deals 3 damage to target creatures and/or players, divided any way you choose 1/1
Naturalist Apprentice G Creature-Alchemist T, sacrifice Oak's Seed: put a 2/4 green treefolk token into play 1/1
Town Apprentice W Creature-Alchemist T, sacrifice Farmer's Grain: all creatures you control get protection from any one color until end of turn 1/1
Alphonso, Master Alchemist (Rare) WUBRG Legendary Creature-Alchemist T, sacrifice Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, and Rat's Tail: You win the game. T, Sacrifice a material: You may play an activated ability of any other alchemist in play without paying its cost. 2/4
Philosopher's Stone (Rare) Legendary Artifact Comes into play tapped T: Add one mana of any color to your mana pool. T: Target material's name becomes Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, or Rat's Tail (you choose one).
Resource Harvester (uncommon) 3 Artifact Creature When Resource Harvester damages an opponent, you may search your library for a material card and put it in your hand. 1/3
Alchemical Bazaar (uncommon) Land Tap: Add one colorless mana to your mana pool Tap: Shuffle a material card you control from play into your library. Search your library for a material card and put it into your hand.
Alchemical Academy (rare) Land Tap: Add one colorless mana to your mana pool Tap: Shuffle an alchemist you control from play into your library. Search your library for an alchemist card and put it into your hand.
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« Last Edit: June 02, 2005, 10:01:04 pm by asmoranomardicodais »
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MrZuccinniHead
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« Reply #1 on: May 22, 2005, 01:00:57 am » |
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let me first say that this is interesting. Except the last one. There's no way that's playable. It seems like the defender tokens are much better compared to the 4/1 hasters.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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brianb
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« Reply #2 on: May 22, 2005, 03:26:18 am » |
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Zuchini, you realize that defender = wall, right?
The cards all suck so much they would never see play in limited (on their own). Even as commons, the cards wouldn't turn up enough to make this a possible draft strategy. Of course, if you put these in a basic set, you could put cards in the expansions that played on the theme. Maybe a cylce of apprentice alchemists 1/1 for a colored mana that could tap and sacrifice a material to do some little trick. Maybe a dude that could fetch materials from your deck. Like an artifact dude 1/3 for 3--every time it deals damage to your opponent, search your deck for a material and put it in your hand. Ophidian for materials. Maybe a raw material artifact. Artifact, 3 to cast, counts as a rat tail, squids ink, egg, seed, grain, etc. Sacrifice for any color mana. Maybe a recycling plant that could bring back materials from the graveyard. Artifact. 3 to cast. Tap and discard a card to return a material to your hand. Maybe an academy that could promote apprentices to alchemists and alchemists to masters. Land. Taps for colorless mana. x, sacrifice an alchemist: search your library for an alchemist with cmc of x and put it into play. Maybe an alchemists swap meet. Land. Taps for colorless mana. Tap and shuffle a material from play into your library to put a material card from your library into play.
I'm not normally a big fan of concepts that build too much of people's decks for them, but this does seem kind of fun.
Tweaks to existing cards: Do the alchemists really have to have two colored mana in the cost? They would play better together (and in limited) with only one mana in the cost. Could the 4/1 hasty guys have trample? Could the materials get an added ability of 1, maybe 2, sacrifice <this>: draw a card
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brianb
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« Reply #3 on: May 22, 2005, 04:22:20 am » |
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Okay, here's an expanded list of cards:
Made a material subtype. Gave all the materials a cycling ability. Made an apprentices cycle. Made some other cards that play on the theme.
I think all the alchemists should just be grey ogres. It evens out the power level, and makes them a bit easier to cast. I gave the master alchemist a really strong ability. He can now do any of the tricks that your other guys can do. And he can do it more efficiently and with whatever resources are on hand (lead to gold, no problem!).
Material's Cycle (common)
Rat's Tail 1 Artifact Material Sacrifice Rat's Tail: Add B to your mana pool 1, Sacrifice Rat's Tail: Draw a card
Squid's Ink 1 Artifact Material Sacrifice Squid's Ink: Add U to your mana pool 1, Sacrifice Squid's Ink: Draw a card
Lizard's Egg 1 Artifact Material Sacrifice Lizard's Egg: Add R to your mana pool 1, Sacrifice Lizard's Egg: Draw a card
Oak's Seed 1 Artifact Material Sacrifice Oak's Seed: Add G to you mana pool 1, Sacrifice Oak's Seed: Draw a card
Farmer's Grain 1 Artifact Material Sacrifice Farmer's Grain: Add W to your mana pool 1, Sacrifice Farmer's Grain: Draw a card
Alchemist Cycle: (uncommon)
Laboratory Alchemist 2U Creature-Alchemist T, Sacrifice Rat's Tail, Sacrifice Squid's Ink: Draw five cards. You lose five life. T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase. 2/2
Morgue Alchemist 2B Creature-Alchemist T, Sacrifice Lizard's Egg, Sacrifice Rat's Tail: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player. T, Sacrifice Squid's Ink, Sacrifice Rat's Tail: Draw five cards. You lose five life. 2/2
Battle-Front Alchemist 2R Creature-Alchemist T, Sacrifice Oak's Seed, Sacrifice Lizard's Egg: Put into play two 4/1 Elemental Tokens with haste and trample. Sacrifice these token's at end of turn. T, Sacrifice Rat's Tail, Sacrifice Lizard's Egg: Target opponent sacrifices two creatures. Morgue Alchemist deals damage equal to the greatest power of a creature sacificed in this way to target player. 2/2
Naturalist Alchemist 2G Creature- Alchemist T, Sacrifice Lizard's Egg, Sacrifice Oak's Seed: Put into play two 4/1 Elemental Tokens with haste and trample. Sacrifice these token's at end of turn. T, Sacrifice Farmer's Grain, Sacrifice Oak's Seed: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life. 2/2
Town Alchemist 2W Creature- Alchemist T, Sacrifice Oak's Seed, Sacrifice Farmer's Grain: Put into play two 5/8 Elemental tokens with defender. Whenever these tokens deal combat damage, yo gain that much life. T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase. 2/2
Apprentice alchemist cylce (C):
Laboratory Apprentice U Creature-Alchemist T, sacrifice Squid's Ink: Return two target permanents to their owner's hand. 1/1
Morgue Apprentice B Creature-Alchemist T, sacrifice Rat's Tail: return a creature from your graveyard into play 1/1
Battle-front Apprentice R Creature-Alchemist T, sacrifice Lizard's Egg: deals 3 damage to target creatures and/or players, divided any way you choose 1/1
Naturalist Apprentice G Creature-Alchemist T, sacrifice Oak's Seed: put a 2/4 green treefolk token into play 1/1
Town Apprentice W Creature-Alchemist T, sacrifice Farmer's Grain: all creatures you control get protection from any one color until end of turn 1/1
Barney, Master Alchemist (Rare) WUBRG Legendary Creature-Alchemist T, sacrifice Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, and Rat's Tail: You win the game. T, Sacrifice a material: You may play an activated ability of any other alchemist in play without paying its cost. 2/4
Raw Material (Uncommon) 3 Artifact Material Counts as Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, and Rat's Tail Sacrifice Raw Material: Add one mana of any color to your mana pool Sacrifice Raw Material: Draw a card.
Resource Harvester (uncommon) 3 Artifact Creature When Resource Harvester damages an opponent, you may search your library for a material card and put it in your hand. 1/3
Recycling Plant (uncommon) 3 Artifact T, discard a card: return a material card from the graveyard to your hand.
Alchemical Bazaar (uncommon) Land Tap: Add one colorless mana to your mana pool Tap: Shuffle a material card you control from play into your library. Search your library for a material card and put it into your hand.
Alchemical Academy (rare) Land Tap: Add one colorless mana to your mana pool Tap: Shuffle an alchemist you control from play into your library. Search your library for an alchemist card and put it into your hand.
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« Last Edit: May 22, 2005, 04:32:51 am by brianb »
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MrZuccinniHead
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« Reply #4 on: May 22, 2005, 11:36:37 am » |
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Zuchini, you realize that defender = wall, right?
Yeah, but two 5/8 defenders with spirit link are svg to many aggro assaults. I'm not saying this ability is overpowered. I'm saying that the ability is overpowered when compared to the 4/1 hasters.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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Sanity_XIV
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« Reply #5 on: May 22, 2005, 01:14:45 pm » |
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Nitpick:
Does this need to have the wording that Urborg Panther got errata'd to? (i.e. a card named farmer's grain, etc.)
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Grumf.
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asmoranomardicodais
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« Reply #6 on: May 22, 2005, 05:07:45 pm » |
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WOW. Thanks Brianb, that's exactly what I wanted.
Cool, I like what input everyone's given to this idea. I'm making brianb's list my current wording, and I'm making the hasty guys 5/1's with trample and haste. I was just afraid that the red dude would be too overpowered if he could kill the opponents crearures, then hit them for ten damage.
Anyways, Awesome! I'm glad people like the idea. Anymore comments?
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Ephraim
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« Reply #7 on: May 22, 2005, 07:15:42 pm » |
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I am concerned that there are too many cards here. Don't get me wrong – I think that this is an interesting idea. I haven't gone over the cards in great detail, but this collection of cards feels like something that should be a key element of a block, with the cards spread across all three sets. I'm happy to help you develop your cards, but I'm not sure that TMD is in a position to support all of these.
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Did you know that Red is the color or art and music and passion? Combine that with Green, the color of nature, spiritualism, and community and you get a hippie commune of drum circles, dreamcatchers, and recreational drug use. Let's see that win a Pro Tour.
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MrZuccinniHead
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« Reply #8 on: May 22, 2005, 07:25:59 pm » |
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I am concerned that there are too many cards here. Don't get me wrong – I think that this is an interesting idea. I haven't gone over the cards in great detail, but this collection of cards feels like something that should be a key element of a block, with the cards spread across all three sets. I'm happy to help you develop your cards, but I'm not sure that TMD is in a position to support all of these.
Yeah that's a good point. CAn TMD support 15+ cards at once? On another note, the 5 color alchemist is more playable now.
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Scopeless on mIRC I'd like to imprint My Cock on that. If she handles it right, it makes white mana.
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asmoranomardicodais
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« Reply #9 on: May 23, 2005, 12:15:43 am » |
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Yeah, it is a lot of cards, but I couldn't find another way to do this. I could take out brianb's lands and extra stuff, but that would still leave eleven cards. I posted it because I felt it was a cool idea, and I wanted to see if others agreed.
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Jacob Orlove
Official Time Traveller of TMD
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Posts: 8074
When am I?
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« Reply #10 on: May 23, 2005, 07:53:55 am » |
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Matt was working on an expanded version of this concept as well--you should see if he still has his old alchemical card list (which worked in a very similar manner, with greater reliance on subtypes).
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Team Meandeck: O Lord, Guard my tongue from evil and my lips from speaking guile. To those who slander me, let me give no heed. May my soul be humble and forgiving to all.
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asmoranomardicodais
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« Reply #11 on: May 25, 2005, 12:22:15 am » |
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I'm gonna start the clock soon, if no one has anything to say.
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brianb
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« Reply #12 on: May 25, 2005, 01:29:44 am » |
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The only real question (and it's one for the masters of the card sets) is if there is a set for these to go in? You really need at least this many cards (and maybe a few more) to flesh out the theme. I don't know if the aztec set has room for a major theme like this? If so, it might be good to work on flavor a bit. If not, I guess the idea goes into cold storage.
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« Last Edit: May 25, 2005, 01:31:43 am by brianb »
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Nefarias
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« Reply #13 on: May 25, 2005, 12:52:30 pm » |
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Okay, so one costs WUBRG, but the Master Alchemist and Raw Material as written are a two card instant win combo. No good. Due to the unprecedented nature of Raw Material, I'm not really sure how one would fix this, but something should be done.
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Team GG's This will be the realest shit you ever quote
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Nibble
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« Reply #14 on: May 25, 2005, 02:03:59 pm » |
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The wording may need some work, but it seems intended that you need to sacrifice five different materials. If something said 'sacrifice a black creature and a green creature,' one Spiritmonger wouldn't be able to pay the cost.
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Team Grosse Manschaft - We don't just play type 4 all the time, we swear
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asmoranomardicodais
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« Reply #15 on: May 25, 2005, 11:51:30 pm » |
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Changed Raw material to address this problem. I did the following to it:
1. Changed its name to Philosopher's Stone for added flavor
2. Made it legendary for flavor reasons, and also to prevent a deck that uses only Raw material and the recyclying plant to use whatever abilities they see fit.
3. Gave it akward wording with the intention to make it only count as one material when you play it. This makes it fairer in my mind, and also makes sure that the Alphonso combo doesn't work anymore.
Anyway, more thoughts? Does my wording work, or is there a way to simplify it?
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brianb
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« Reply #16 on: May 26, 2005, 01:37:20 am » |
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I don't think there was a problem with the initial wording. (The new name is great though.) As Nibble said, the wording on Alphonso shouldn't allow a 2-card instant win combo. If a card required a sacrifice of a forest and a swamp, you could not accomplish both by sacrificing a bayou. Is there a precedent for this somewhere--a card that requires as a cost that you sacrifice two different things? If so, I'm sure there's a ruling that sacrificing a card that counted as both things could be used to satisfy either part of the sacrifice, but not both. If you had to be absolutely positively sure, just change the wording on alphonso to be like the other alchemists, sacrifice a, sacrifice b, ..., sacrifice e: you win. The current wording on the stone requires you to remember what you chose, which is a pain. Besides, the stone should have the flexibility to be whatever you need whenever you need it. As for play balance, it's a cycling lotus petal that costs three mana. In the spirit of the legendary philosopher's stone (which is really a catalyst more than a material itself), I would power it up to:
Philosopher's Stone (Uncommon) 3 Legendary Artifact All materials count as Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, and Rat's Tail Sacrifice any Material: Add one mana of any color to your mana pool T: add one mana of any color to your mana pool.
So it's not a material itself anymore, but it makes all materials interchangeable. You can't cycle it (which increases the legendary drawback), harvest it, or buy it at the bazaar; but it's useful in and of itself as a 3-mana mox diamond.
Anything that's going to be uncommon (or especially common) needs to be almost playable in limited apart from the combo aspect.
With that in mind, I'd like to improve the materials just a wee bit.
Rat's Tail 1 Artifact Material Sacrifice Rat's Tail: Add B to your mana pool 1, Sacrifice Rat's Tail: Add B to your mana pool. Draw a card
Instead of costing you a mana to cycle it, it's potential color-fixing. Pay a mana to get either a one-color lotus petal or a one-color chromatic sphere.
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« Last Edit: May 26, 2005, 02:43:18 am by brianb »
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brianb
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« Reply #17 on: May 26, 2005, 03:16:54 am » |
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To make the dudes work in limited, I would want to give them a wee bit more flexibility.
Give the apprentices a weaker ability that they can use with any material.
Laboratory Apprentice U Creature-Alchemist T, sacrifice Squid's Ink: Return two target permanents to their owner's hand. T, sacrifice any material: Return target permanent to its owner's hand. 1/1
Morgue Apprentice B Creature-Alchemist T, sacrifice Rat's Tail: return a creature from your graveyard into play T, sacrifice any material: Remove up to three cards from any graveyards. 1/1
Battle-front Apprentice R Creature-Alchemist T, sacrifice Lizard's Egg: Battle-front Apprentice deals 3 damage to target creatures and/or players, divided any way you choose T, sacrifice a material card: Battle-front Apprentice deals 2 damage to target creature or player. 1/1
Naturalist Apprentice G Creature-Alchemist T, sacrifice Oak's Seed: put a 2/4 green treefolk token into play. T, sacrifice a material card: put a 1/1 green saproling token into play. 1/1
Town Apprentice W Creature-Alchemist T, sacrifice Farmer's Grain: all creatures you control get protection from any one color until end of turn. T, sacrifice a material card: target creature you control gets protection from any one color until end of turn. 1/1
Also, for a sacrifice of a material card, the alchemists should get the better apprentice ability.
Laboratory Alchemist 2U Creature-Alchemist T, Sacrifice Rat's Tail, Sacrifice Squid's Ink: Draw five cards. You lose five life. T, Sacrifice Farmer's Grain, Sacrifice Squid's Ink: Tap up to five non-land permanents. They don't untap during their controller's next untap phase. T, Sacrifice a material: Return two target permanents to their owner's hand. 2/2
etc for all of them. That gives them a wee bit more flexibility. Will all that text fit on a card in a readable font?
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LordHomerCat
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« Reply #18 on: May 26, 2005, 10:26:27 am » |
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Also, as far as there being too many cards (which there probably are for one set), could you split it up into a block? Like, set1 gets the materials and the low level mages and maybe 1-2 of the catalyst cards (the land, philosophers stone), set 2 gets the cycle of 2/2 guys and another of the catalyst cards, and the third set gets the master alch. and all the rest of the cards? It would be a good way to use it as a central block theme, and also not to clog up an entire set with nothing but alchemy cards.
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Team Meandeck Team Serious LordHomerCat is just mean, and isnt really justifying his statements very well, is he?
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asmoranomardicodais
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« Reply #19 on: May 26, 2005, 11:34:21 am » |
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Lord Homer Cat: I agree, and Ephraim already mentioned that idea, but that is probably what this cycle would end up being. I think it would be best to split up all the Alchemists, so as to not clog up the entire set with only alchemists.
Brianb: I'm not sure, but some of those things might be pushing the power level a little bit now. Sac a material to bounce two permanents seems awfully powerful, and could result in a very power contructed deck using this to bounce all the permanents the opponent owns. What might be better is to allow the alchemists to do the apprentice ability by tapping their appropriate material.
I will change philosopher's stone, but I think your version right now is Jitte powerful. Darksteel Ingot is three and taps for any color, and it doesn't allow for the player to throw extremely powerful achelmist spells every single turn. Either your version needs to be four mana, or we need to make it less crazy. If we were using imprint, which I am afraid to use because of set issues, I would make it this:
Philosopher's Stone 3 Legendary artifact Imprint- A material card form your hand All material cards in play count as the imprinted material in addition to counting as themselves. Tap: Add one mana of a color the imprinted material card could produce.
But again, using imprint would limit the cycle's usability.
Also, I wanted to make the materials pretty bad on their own, so that's how I started them out. Adding the cycling-ness was a good idea, but I'm not sure I like how powerful your new idea makes them. The way it looks, it feels like allowing them to cycle and change mana would make them strictly better then chromatic sphere, a card I feel is on the right power level. Give me a good argument to change my mind, but I'm wary about making the materials too good.
Lastly, I agree with you that at least the apprentices need to be limited oriented, and I like the idea you had for the abilities. Maybe though, make the blue one "Counter target spell unless the opponent pays two" instead of bouncing. Anyway, keep it up. I'm not changing the master yet, but I will once I think about the power level of you changes, brianb.
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brianb
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« Reply #20 on: May 27, 2005, 03:17:09 am » |
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As was mentioned below, the abilities probably have to have the urborg panther wording. Sacrifice a card named squid's ink, etc. Unfortunately, that adds text to already crowded cards.
The philosopher's stone is the universal catalyst. It should be able to transform materials at will. If it needs to cost four, so be it. Here's a toned-down version that still could cost 3 I think
Philosopher's Stone Legendary Artifact Comes into play tapped T: Add one mana of any color to your mana pool. T: Target material's name becomes Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, or Rat's Tail (you choose one).
Awkward wording aside, is this fair? Compared to Darksteel Ingot: in exchange for losing indistructability and coming into play tapped (and the legendary drawback), it can transform materials. If you wanted to take it back yet another notch, the last ability could be
T, tap an untapped alchemist you control: Target material's name becomes Farmer's Grain, Squid's Ink, Oak's Seed, Lizard's Egg, or Rat's Tail (you choose one).
Like the alchemist would have to spend time working to do the transformation.
Clone cards change names, so why not this? You might have to use a scrap of paper or something to keep track if you don't use the material right away, but that's okay.
For constructed, you could avoid the renaming issue by having the ability swap out the material for one in the library, but I want this to be able to fix materials in limited where you might not have access to the right thing.
As for the blue apprentice, I'm fine with taking his power down a bit. Make it 3 mana though (ala mana leak). With this guy sitting on the table, the opponent will be able to play around it to some extent if he really needs to.
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asmoranomardicodais
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« Reply #21 on: May 27, 2005, 05:38:47 pm » |
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Okay, I like your Philosopher's Stone now, it seems fair as it is. And I'll also change the blue apprentice as well, and the wording to (sigh) the Urborg Panther Wording.
What about the blue alchemist if we change the ability to a mana leak? Will he just counter spells?
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asmoranomardicodais
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« Reply #22 on: June 02, 2005, 10:03:06 pm » |
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Okay, I changed Philospher's Stone to your version. I also removed recycling plant, because I feel it is too strong with the set of cards I have right now. Keep the suggestions coming! I like these cards a lot!
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Matt
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« Reply #23 on: June 29, 2005, 12:59:47 pm » |
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Closed and added to a seperate section.[/color]
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http://www.goodgamery.com/pmo/c025.GIF---------------------- SpenceForHire2k7: Its unessisary SpenceForHire2k7: only spelled right SpenceForHire2k7: <= world english teach evar ---------------------- noitcelfeRmaeT {Team Hindsight}
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