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Author Topic: aztech uncommon cycle (removed from other thread)  (Read 2186 times)
orgcandman
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« on: October 13, 2004, 02:06:35 pm »

Moved here from the rares thread.
--------------------------------UNCOMMON CREATURES---------------------------------------
Foul Apprentice
1B
1/1
Creature - Human
If CARDNAME is given any abilities by other cards, it gets +1/+1.
Sacrifice CARDNAME: Put a creature card from your graveyard into play. Lose life equal
to it's casting cost. That creature is removed from the game at end of turn.

Mystical Apprentice
1U
1/1
Creature - Human
If CARDNAME is given any abilities by other cards, it gains flying.
Sacrifice CARDNAME, Pay 1 life: Target player draws a card.

Enraged Apprentice
1R
1/1
Creature - Human
If CARDNAME is given any abilities by other cards, it gains +1/+0 and haste.
Sacrifice CARDNAME, Pay 3 life: Destroy target artifact or land.

Stubborn Apprentice
1G
1/1
Creature - Human
If CARDNAME is given any abilities by other cards, it gains +0/+3 and protection from a
color of your choice.
Sacrifice CARDNAME: Put 2 1/1 Insect tokens into play.

Vengeful Apprentice
1W
1/1
Creature - Human
If CARDNAME is given any abilities by other cards, it gains "T: Prevent the next 1 damage
to target creature or player"
Sacrifice CARDNAME: Target creature gains protection from artifacts or the color of your
choice.

-----------------------------------------------------------------------------------------------

CURRENT WORDING

Foul Apprentice
1B
1/1
Creature - Human
Sacrifice Foul Apprentice: Return target creature card from your graveyard to play. That creature gains haste. At end of turn, sacrifice it. If that creature would be put into a graveyard from play, remove it from the game instead.
"He bent the rituals toward his will, until he too was bent."

Mystical Apprentice
1U
1/1
Creature - Human
Whenever Mystical Apprentice is the target of a spell or ability you may look at the
top card of your library.
Sacrifice Mystical Apprentice, Pay 1 life: Target player draws a card.
"He studied the rituals only long enough to think he could survive"

Enraged Apprentice
1R
1/1
Creature - Human
Whenever Enraged Apprentice is dealt damage, you may pay 1 life. If you do,
Enraged Apprentice deals 1 damage to target creature or player.
Sacrifice Enraged Apprentice: Change the target of a spell that targets a single
creature you control with another target.
"He invoked the fierce power of the rituals"

Peaceful Apprentice
1G
1/1
Creature - Human
Whenever you tap a land for mana, if Peaceful Apprentice is untapped, you may tap it and empty your mana pool to put a land from your hand into play.
Sacrifice CARDNAME: Search your library for a creature or land card. Shuffle your library, and put that card on top.
"He molded the rituals to shape himself"

Hopeful Apprentice
1W
1/1
Creature - Human
Whenever Hopeful Apprentice becomes tapped, prevent the next 1 damage that
would be dealt to target creature.
Sacrifice Hopeful Apprentice: Target creature gains protection from artifacts or the color of your
choice until end of turn.
"He forsake the rituals, to save the forsaken"

EDITS#1:
* Took out the odd mechanic of "when this is given an ability." It's just too hairy
* Made the Black just sacrifice. The rare and uncommon are both powerful enough.
* Changed to work within the confines of the rares (IE: white combos with
white, red with red, blue with blue, green with green, although there are some inter-combos.)

EDITS #2:
* Modified black card for clarity.
* Modified names and added some flavor text.

EDITS #3:
* Modified all the cards to remove "CARDNAME" text
* Modified the green guy to work
* Modified the Flavor text to not be so...lame...

EDITS #4:
* consistency in flavor text, made all references to ritual non-possesive and plural
* Fixed a spelling mistake

EDITS #5:
* Decided to live with the At end of turn trickery. Don't like the interaction with welder and arcanis, but c'est la vie.
« Last Edit: July 28, 2005, 04:15:57 pm by orgcandman » Logged

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GerryMander
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« Reply #1 on: October 13, 2004, 06:36:51 pm »

Make these abilities sorcery speed ya crazy mo'fo'!
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« Reply #2 on: October 13, 2004, 11:52:54 pm »

Quote from: GerryMander
Make these abilities sorcery speed ya crazy mo'fo'!

That would make the blue and white ones incredibly weak, and the red one totally useless. Only the black one realy feels strong enough to be sorcery-speed.
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orgcandman
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« Reply #3 on: October 18, 2004, 07:39:49 am »

the black one is still is slightly more powerful (in some respects) necromancy. And it doesn't allow for WGD abuse. It also makes sure that for this possible tempo boost, you've gotten card disadvantage. I think that the black one is OK the way it is.

If there aren't any more objections, I'd like to clock this cycle

24 hrs.
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« Reply #4 on: October 18, 2004, 08:52:50 am »

The black one has the same problem as the White card which makes 3 2/2 Knights. If you activate it on the opposing end step after eot triggers are on the stack, then you get the creature for your own turn, and it can attack as well. Needs fixing unless this was the intention...

[Edit: I'm talking about Waylay]
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orgcandman
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« Reply #5 on: October 18, 2004, 10:07:04 am »

I was under the impression that the End phase recursed until both players passed priority through each step, and all conditions for EOT were met, IE: active player had, at most, their max hand size, and no triggers or effects that lasted until end of turn lingered
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« Reply #6 on: October 18, 2004, 12:58:40 pm »

These need serious fixing up. The wording should not contain "CARDNAME", and needs to be cleaned up in general. Look at cards with similar effects to see what kind of wording you should be using.

"Until end of turn" effects are always resolved during the cleanup step, which will happen as many times as necessary to deal with new effects that pop up.

"At end of turn" effects trigger at the beginning of the end step, once a turn. If the card is used after that point, the effect will wait until the next turn to trigger.

The green card has a very random ability, and some of the names don't fit at all.
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orgcandman
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« Reply #7 on: October 20, 2004, 10:25:41 am »

changed the green to have a better ability. Also changed some of the names.
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« Reply #8 on: October 20, 2004, 01:35:27 pm »

I meant the "if a land is targeted" ability.

I don't think the black wording works.
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orgcandman
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« Reply #9 on: November 30, 2004, 10:30:17 am »

*bump after edit*

I took some time to go through these. They're strong, but not overly powerful, and are very flavorful, I feel.
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orgcandman
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« Reply #10 on: December 02, 2004, 09:07:25 am »

I think that these are good enough to be clocked now.
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« Reply #11 on: December 02, 2004, 05:45:15 pm »

Two issues with the flavor texts:
1) "he invoked the ritual's..." -- all the other texts refer to "rituals". For consistency, this should probably be "rituals' "

2) "rituales" is misspelled.
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orgcandman
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« Reply #12 on: December 03, 2004, 09:23:53 am »

*obligatory bump after edit*
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orgcandman
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« Reply #13 on: July 27, 2005, 03:17:37 pm »

I realize that this is pooh pooh'd but I totally forgot to clock this after the last edit.
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« Reply #14 on: July 28, 2005, 01:42:35 pm »

I don't like the wording on the black one: "Until end of turn, return this creature...".  I don't think that really works, I think it needs the "At end of turn, sacrifice (or rfg) that creature", and it shouldnt matter that its the WayLay issue, since it gains haste anyway (which waylay wasnt supposed to have).
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orgcandman
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« Reply #15 on: July 28, 2005, 04:22:52 pm »

I agree. I was trying to work around some baggage that I shouldn't really have been concerned about. It can still be slightly abused via arcanis, but I'm willing to live with that since it doesn't seem TOO broken. Clock
« Last Edit: July 29, 2005, 08:53:46 am by orgcandman » Logged

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« Reply #16 on: July 29, 2005, 02:36:11 pm »

I still dont like the black guys wording, what with "Sac at EOT... oh, and remove him from the game if he goes to the graveyard".  It just seems unnecessarily confusing.  Why not just go with the Goryo's Vengeance / Corpse Dance style wording, and if it dies naturally before the trigger, send it back to the yard.  Is that really too broken?
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