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Author Topic: Legend Cycle  (Read 4901 times)
Alfred
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« on: July 27, 2004, 03:53:33 pm »

I'm basing this Legend cycle on the Greek city-states which worshipped their own specific deity. As most of you know, each city IRL has it's own destinct identity, and it would be very interesting to port this into magic, and have the city manifest itself into an actual entity.

Penoia
Spirit Legend
6RW
7/2

Does not tap to attack.
X, T: Deal X damage to any number of attacking or blocking creatures, gain X life. Spend only White or Red mana in this way.

Penioa is known not only for it's notorious ability to resist attack, due to rockslides, but also the miraculous healing qualities of it's hot springs.


Altaria
Spirit Legend
6UB
5/5

Flying
T, Pay X life: Add X blue or black mana to your mana pool.
X: Look at the top X cards of your library and put them back in any order.

The inhabitants of Altaria built their island city on the ruins of an ancient and advanced race. The dark and powerful force eminating from these ruins has warped it and it's citizens to the core.


Karx
Spirit Legend
6GR
6/4

Haste
3G: Search your library for a basic forest or mountain and put it into play tapped.
3R, Sacrifice a Land: Karx deals 3 damage to target creature or player.

Like a fungus, the city of Karx grows larger by the day, Karxians often set the city on fire to defeat it's foes.


Riverseed
Spirit Legend
6UG
3/3

Trample
For each card you draw, put a +1/+1 counter on Riverseed.
For each creature you play, put two +1/+1 counters on Riverseed.

In the serene Riverseed, brilliant magics has allowed the city's tree-dwellings grow to enormous proportions.


Evermoor
Spirit Legend
6WB
6/6

1WB: Look at an opponent's hand and choose a colored card from it, that player discards that card and evermoor gains protection from that color. Play this ability as a sorcery.

Originally settled by the dualist clerics of the Xelax order, the citizens of Evermoor embrace both good and evil in their lives as one and the same.


I think most of the cards on the list are pretty well balanced I would like some comments/suggestions on the flavour of the cards.
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Alfred
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« Reply #1 on: July 28, 2004, 03:55:35 pm »

Wow, no replies Sad
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« Reply #2 on: July 28, 2004, 04:24:41 pm »

Long, long ago, on the original site, I posted a series of Arthurian based legends.  It did not go over well.

I converted a few of them to "generic fantasy" and a couple have ended up in the master set.

I sugest you do the same.  The main focus here is TMD set, and it's own mythos has sort of developed.
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Alfred
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« Reply #3 on: July 28, 2004, 04:41:48 pm »

Basically, these are new cities that I made up. They could exist in TMD universe without much effort.
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« Reply #4 on: July 28, 2004, 07:09:07 pm »

The names and flavor text are strong, but I don't really like sticking them on creatures, especially these random fatties. They'd make some neat lands, though, or better yet an overarching flavor-setting without a specific tie to a card (a la Fallen Empires),
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Alfred
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« Reply #5 on: July 28, 2004, 11:01:13 pm »

Hmmmm, how about I through this idea out there: Why not make a land that is similar to stalking stones, but with colored mana instead. I wanted the idea to be that the city's personality created a sort of spirit that reflected some of the city's qualities.
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« Reply #6 on: July 28, 2004, 11:38:45 pm »

That's better, but be sure to leave room for the awesome flavor texts.
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Alfred
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« Reply #7 on: July 29, 2004, 12:34:28 am »

Panoia
Legendary land

T: Add 1 to your mana pool.
WR: Deal one damage to target attacking creature, you gain one life.

Penioa is known not only for it's notorious ability to resist attack, due to rockslides, but also the miraculous healing qualities of it's hot springs.


Altaria
Legendary land

T: Add 1 to your mana pool.
XUB, T: Look at the top X cards of your library and put them back in order, you lose X life.

The inhabitants of Altaria built their island city on the ruins of an ancient and advanced race. The dark and powerful force eminating from these ruins has warped it and it's citizens to the core.


Karx
Legendary land

T: Add 1 to your mana pool.
GGRR, Sacrifice Karx: Search your library for a basic forest or mountain and put it into play, deal 3 damage to target creature or player.

Like a fungus, the city of Karx grows larger by the day, Karxians often set the city on fire to defeat it's foes.


Riverseed
Legendary land

T: Add 1 to your mana pool.
3UG: Put a 0/5 Blue and Green Wall token into play, play this ability only if you have more than 5 cards in your hand.

In the serene Riverseed, brilliant magics have allowed the city's tree-dwellings grow to enormous proportions.

Evermoor
Legendary land

T: Add 1 to your mana pool.
WB, Sacrifice Evermoor: an opponent discards a card from their hand and you gain 4 life.

Originally settled by the dualist clerics of the Xelax order, the citizens of Evermoor embrace both good and evil in their lives as one and the same.

Well, I didn't put this in the updated wordings because I wanted to get feedback about the creatures and the land before I made any hasty decisions.

NEW VERSIONS:

Panoia
Legendary land

T: Add 1 to your mana pool.
WR: Deal one damage to target attacking creature, you gain one life.

Penioa is known not only for it's notorious ability to resist attack, due to rockslides, but also the miraculous healing qualities of it's hot springs.


Altaria
Legendary land

T: Add 1 to your mana pool.
XUB, T: Look at the top X cards of your library and put them back in order, you may choose and remove one of those cards from the game.

The inhabitants of Altaria built their island city on the ruins of an ancient and advanced race. The dark and powerful force eminating from these ruins has warped it and it's citizens to the core.


Karx
Legendary land

T: Add 1 to your mana pool.
GR, Sacrifice Karx: Search your library for a basic forest or mountain and put it into play, deal 3 damage to target creature.

Like a fungus, the city of Karx grows larger by the day, Karxians often set the city on fire to defeat it's foes.


Riverseed
Legendary land

T: Add 1 to your mana pool.
3UG: Put a 0/5 Blue and Green Wall token into play, play this ability only if you have more than 5 cards in your hand.

In the serene Riverseed, brilliant magics have allowed the city's tree-dwellings grow to enormous proportions.

Evermoor
Legendary land

T: Add 1 to your mana pool.
WB, Sacrifice Evermoor: an opponent discards a card from their hand and you gain 4 life.

Originally settled by the dualist clerics of the Xelax order, the citizens of Evermoor embrace both good and evil in their lives as one and the same.


I think the Evermoor one is actually pretty good, and becomes abusive when combined with crucible of worlds.
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« Reply #8 on: July 29, 2004, 11:10:07 am »

The white/red one is fine.

The blue/black one is a little expensive--you can probably just cut the life loss, and maybe let the player remove one of those cards from the game.

The red/green one costs a whopping GGRR and sacrifice to use. I'd recommend cutting it down to like G/R, letting it only target creatures, and leaving off "basic", since there are no nonbasic mountains/forests in T2/block/extended

I guess the U/G one is fine. I'm not sure how good that one is, really.

The W/B one is pretty terrible.
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« Reply #9 on: July 30, 2004, 01:01:23 am »

I think the cards are decent, but more important to me than the power levels they represent is their flavour. You've presented a good opportunity to build a set with a story and I don't think we'd be wise to waste it. However, if we do decide to build a story set, there needs to be a dedicated commitment to designing cards with the specifics of the set in mind. Our first set is something of a hodge-podge, I understand, which wouldn't do the grand flavour of these cards justice.
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Alfred
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« Reply #10 on: August 01, 2004, 10:38:19 am »

Cards changed.
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« Reply #11 on: August 01, 2004, 11:24:22 am »

The UG one can just poop out 3/5 Treefolks as far as I am concerned. Maybe make them discard a card as a fertilizer?
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Alfred
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« Reply #12 on: August 06, 2004, 01:51:03 pm »

Using the bolded lands as the new versions of the cards, I'm going to put a 24 hour clock on this thing.
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« Reply #13 on: August 06, 2004, 02:38:19 pm »

Quote from: Alfred
Using the bolded lands as the new versions of the cards, I'm going to put a 24 hour clock on this thing.


Can you clean up the templating and wording of these cards?
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« Reply #14 on: August 06, 2004, 02:53:46 pm »

Also the grammar. And the W/B one is still awful.
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Alfred
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« Reply #15 on: August 06, 2004, 10:47:17 pm »

Is this better?

Evermoor
Legendary land

T: Add 1 to your mana pool.
WB, Discard 2 cards from your hand, T: Gain 12 life.
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« Reply #16 on: August 07, 2004, 11:17:25 pm »

Wow, that's a really random ability. It'd be easier to evaluate (and better as a card) if it was simpler.
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Alfred
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« Reply #17 on: August 08, 2004, 01:25:31 am »

Perhaps someone could give a suggestion? I would be totally open to suggestions.
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« Reply #18 on: August 08, 2004, 12:27:41 pm »

How about

WB, Sacrifice Evermoor: Prevent the next one damage that would be dealt to each creature you control. Evermoor deals one damage to each creature you do not control.

Also, some of the flavor texts need work.
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Alfred
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« Reply #19 on: August 09, 2004, 12:10:41 am »

Which ones?
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« Reply #20 on: August 09, 2004, 12:27:57 am »

Pretty much all of them have various spelling/grammar errors.
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