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Author Topic: Patience Cycle  (Read 1511 times)
asmoranomardicodais
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« on: June 14, 2005, 11:34:38 am »

Okey dokey, here's my idea for a cycle of 1/1's for one with wat I think is an interesting mechanic. I also thought about making these instants for one, but what do you think? I also need good names and flavor for them.

Patient Monk
W
T: If any creature would go to the graveyard this turn, it instead goes to the graveyard at the end of the turn.
"Give us hope today so that we might see tommorrow."
1/1

Patient Druid
G
T: You mana pool doesn't drain till the end of your next turn.
1/1
"Give us life today so that we might enjoy it tommorrow."

Patient Scholar
U
T: All spells that are put on the stack this turn do not resolve till the end of this turn.
1/1
"Give us time to see today so that we might understand tommorrow."

Patient Fireslinger
R
T: You cannot lose the game this turn.
1/1
"Give us strength today so that our enemies won't see tommorrow."

Patient Necromancer
B
T: All cards that target player would draw this turn are instead drawn at the beginnning of his or her discard step.
1/1
"Take our foes knowledge today and only give it to them tommorrow."

Current Wording:

Patient Monk
W
W, T, Sacrifice Patient Monk: If any creature would be destroyed or suffer lethal damage this turn, instead remove that creature from the game at end of turn.
"Give us hope today so that we might see tommorrow."
1/1

Patient Druid
G
G, T, Sacrifice Patient Druid: Until the end of your next turn turn, your mana pool doesn't empty at the end of phases. (This effect stops mana burn.) 
1/1
"Give us life today so that we might enjoy it tommorrow."

Patient Scholar
U
U, T, Sacrifice Patient Scholar: Until end of turn, whenever a spell would resolve, remove it from the game instead. If you do, at end of turn, put that spell on the stack as a copy of the original spell.
1/1
"Give us time to see today so that we might understand tommorrow."

Patient Fireslinger
R
R, T, Sacrifice Patient Fireslinger: You cannot lose the game this turn.
1/1
"Give us strength today so that our enemies won't see tommorrow."

Patient Necromancer
B
B, T, Sacrifice Patient Necromancer: if a player would draw a card before the end step this turn, that player skips that draw. If he or she does, at end of turn that player draws a card.
1/1
"Take our foes knowledge today and only give it to them tommorrow."
« Last Edit: June 20, 2005, 01:07:16 pm by asmoranomardicodais » Logged
Bouli
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« Reply #1 on: June 14, 2005, 11:47:08 am »

Blatant spam deleted. Read the rules for TMD and the card creation forum. Verbal warning, since you've done this before.
-Jacob
« Last Edit: June 19, 2005, 09:38:54 am by Jacob Orlove » Logged
Slay
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« Reply #2 on: June 14, 2005, 01:57:33 pm »

Those are so insanely overpowered. The black one is a Time Walk on legs, and hoses combo decks way too well. It also makes sure that Mana Drains no longer do anything related to tempo, making it just slightly more useful than a counterspell. And let's not forget how obscenely it hoses Brainstorm, the other guy puts two cards from his hand on top, then draws 3 EOT. You've turned Brainstorm into Reach Through Mists. This card is way too stupid.

The blue one simply shuts down storm combo decks. It's essentially a reusable Orim's Chant, and that is simply retarted.

The white one is simply worded badly, as At end of Turn effects happen before this turn effects wear off. That means that creatures you chump blocked will get to attack again before they're sent to the yard. Or, if you want to, they will survive to chump block the next turn if you tap twice. Not to mention how this makes Mogg Fanatic into infinite damage.

The green one is a one-sided Upwelling for less mana. That's stupid as well, and I'm sure TNN would break this card in half.

The red one just sucks. It has no useful effect unless you're detonating a 20+ point Earthquake or Hurricane.What doesn't kill you this turn will kill you before you gain priority next turn.
-Slay
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LordHomerCat
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« Reply #3 on: June 14, 2005, 04:40:58 pm »

It also seems to me the blue one would sorta end the game the minute it was used, as the game doesnt progress to the next phase until both players pass priority on an empty stack... and the stack won't empty until end of turn... so you would both just sit there.   Oh, and the white one is broken in half too, with any sacrifice effect.
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asmoranomardicodais
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« Reply #4 on: June 14, 2005, 08:03:38 pm »

UUGG
Flying Turtle
Summun Turtle

This gains flying when a land is put into play

4/4

I think you might have made a mistake when you posted...

LordHomerCat, you do have some good objections that need to be fixed.

First I'll change the white one to ignore sacrifices.

The Green one needs to be a one time effect.

I like the red one. It has a final fortune feel to it

I have no problem with hosing combo decks through the black one. If a deck can't deal with the ability, I don't want to see it.

You right about the blue one. Maybe it needs to have wording so that all spells on the stack are removed from the game until end of turn, then put on the stack in the order they were cast. That might work much better.

But for the most part, I think they are still overpowered, so I'll add a sacrifice to their costs.
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asmoranomardicodais
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« Reply #5 on: June 16, 2005, 12:44:34 pm »

Anyone want to comment on these?
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Jacob Orlove
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« Reply #6 on: June 19, 2005, 09:40:08 am »

Half of these abilities basically don't work, the powerlevel differences are absurd, and some are just in the wrong color (red is the standout here).
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asmoranomardicodais
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« Reply #7 on: June 20, 2005, 10:39:54 am »

What do you mean, half don't work? I fixed the abilities to the best of my knowledge, and if you don't point out which ones don't work I can't fix them.

As for power level, give me some advice on casting costs, and we'l fix that too. Except for the red one, the power levels don't seem to out of sync with each other.

As for the abilities, I feel  that the red one fits one of the best. The flavor of the card is to do something that hurts both the players, and then use this to survive, much in a final fortune sort of way. It is a kinda "give me what I want now, I don't care about the consequences" sort of flavor.

The only other one that looks out of color is the black one, but black has at least delayed its own drawing of cards (necropotence, necrologia), and no color owns the ability to delay the opponents draws.

Rather than just point that out, back up your points so I know what to do to fix them.   
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Jacob Orlove
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« Reply #8 on: June 20, 2005, 11:00:00 am »

Quote
W, T, Sacrifice Patient Monk: If any creature would leave play this turn, it instead is removed from the game at the end of the turn. Ignore creatures leaving play as a cost of a spell or ability.
There's no good way to word that, but you could try something like:
W, T, Sacrifice Patient Monk: If any creature would be destroyed or suffer lethal damage this turn, instead remove that creature from the game at end of turn.

That avoids little issues like the game being a draw if you try to play a second copy of a Legend that's already in play (legend rule attempts to put both in the graveyard, fails, tries again, fails, etc. No one gets priority, drawing the game).

Quote
G, T, Sacrifice Patient Druid: You mana pool doesn't drain till the end of your next turn.
Should be (based on upwelling):
G, T, Sacrifice Patient Druid: Until the end of your next turn turn, your mana pool doesn't empty at the end of phases. (This effect stops mana burn.) 


Quote
U, T, Sacrifice Patient Scholar: Until end of turn, whenever a spell would resolve, remove it from the game instead. At end of turn, put all spells removed from the game this way back on the stack in the order cast.
This should be something more like (based on Ertai's Meddling):
U, T, Sacrifice Patient Scholar: Until end of turn, whenever a spell would resolve, remove it from the game instead. If you do, at end of turn, put that spell on the stack as a copy of the original spell.

Quote
R, T, Sacrifice Patient Fireslinger: You cannot lose the game this turn.
That effect doesn't do much, since if you're at 0 life, you'll just lose at the beginning of the next turn.
Also, that kind of protection effect is in no way red. Sure, it protects you from a huge Earthquake or something, but red isn't even supposed to protect itself from stuff like that, plus this also protects you from your opponent's efforts to kill you, which is not at all red.

Quote
B, T, Sacrifice Patient Necromancer: All cards that all players would draw this turn are instead drawn at the beginnning of his or her discard step.
Should be more like:
B, T, Sacrifice Patient Necromancer: if a player would draw a card before the end step this turn, that player skips that draw. If he or she does, at end of turn that player draws a card.

Now on power levels, the white one is okay, the green one is really bad, the red one needs to be some other effect anyway, the blue one is ridiculous since it counters stuff like combat tricks, and the black one is probably good.
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asmoranomardicodais
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« Reply #9 on: June 20, 2005, 01:02:46 pm »

The green one effectively doubles your mana pool. Although this may not be great, it is a good casual card.

Okay, I'll agree that we should find another red ability.

I was trying with the white one to catch remove from the game effects as well, but I'll use your wording as of now.

The blue one will need a higher casting cost, as you're right, it probably is the best of all of them.

Besides that, I like your wording, and I'll update them to use it.
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« Reply #10 on: June 20, 2005, 02:13:33 pm »

W, T, Sacrifice Patient Monk: If any creature would be destroyed or suffer lethal damage this turn, instead remove that creature from the game at end of turn.

If you want to word it like this, remember you have to remove the damage. Otherwise, just like your example with Legends, the creature will say 'Hey, I've got lethal damage on me' while this will say 'Okay, you'll be handled eot', but then SBEs are checked again and you've still got a creature with lethal damage. (Consecrate Land had to have this sort of wording, but it's since been changed again to just make it indestructible.)

Unless by 'suffer lethal damage' you mean assigning lethal damage to the creature in the first place, which might be possible but would have to be a little clearer.
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Jacob Orlove
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« Reply #11 on: June 20, 2005, 02:16:07 pm »

Yeah, it was supposed to prevent the damage, but I guess I should just grab the old consecrate land wording and regenerate it instead.
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