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Author Topic: Bad Poison Commons  (Read 1091 times)
Machinus
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« on: July 13, 2005, 07:29:49 am »

So we need more bad cards. I don't know if we've made too much poison already or what we want right now. These aren't terribly creative but they aren't very good either. I had draft in mind with these, for the poison block.

White Poison Card
1W
Instant
Remove a poison counter from target opponent. If you do, the next time damage that would be dealt to target creature or player this turn, it is dealt to another target creature instead. ~ cannot deal more than 3 damage this way.

Blue Poison Card
1U
Instant
Remove a poison counter from target opponent. If you do, return target artifact or creature to its owner's hand.

Black Poison Card
1B
Instant
Remove a poison cointer from target opponent. If you do, that player sacrifices a creature.

Red Poison Card
1R
Instant
Remove a poison counter from target opponent. If you do, ~ deals 2 damage divided as you choose among any number of target creatures and/or players.

Green Poison Card
1G
Instant
Remove a poison counter from target opponent. If you do, distrubute three +1/+1 counters among any number of target creatures. Remove them at end of turn.


Any ideas? I tried to base these on cards that are common and have been remade in several forms. They are all either overcosted or strictly worse than other cards, but still good in limited.


EDIT: Fixed wording on the red, white, and green cards.
« Last Edit: July 15, 2005, 12:09:11 pm by Machinus » Logged

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Jacques
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« Reply #1 on: July 13, 2005, 09:20:01 am »

They look decent to me except the red one.  That one seems kind of overpowered.  Did you mean divided however you choose?  That would add the versatility to make it not strictly worse than Shock, yet not making it a better Pyroclasm if your opponent has a poison counter.

Did you want the white one to deal damage or simply redirect it?  For redirecting damage wording check Shining Shoal or Captain's Manuever.  Not quite sure how it would be worded to show that only three damage could be redirected yet all of the damage would be prevented.  Maybe just have it redirect three of the damage, as even that would often two for one.

The green one should be worded something more like:

Remove a poison counter from target opponent. If you do, up to three target creatures get +1/+1 until end of turn.

I'm fairly sure that wording would allow the same creature to get targeted three times.  If it doesn't, well, some one will see that and suggest what does.  That also assumes that you didn't want to have it usable in some sort of weird sunburst/modular/spike type combo.

Also, the black one is a strictly worse Diabolic Edict.  Not quite sure how to fix it.  I'd suggest making it just cost B, but I do see the casting cost cycle and don't want to break that up (I <3 cycles).  Maybe making it into Dark Banishing.  You know, destroy target non-black creature.  Or more interesting, target creature gets -X/-X, where X is a number that would be balanced.  I looked real quick and couldn't find any cards appropriately costed that didn't either cantrip, give -X/-X to all creatures, or have an adjustable X.

Hope I wound up helping and not just causing more problems.
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Machinus
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« Reply #2 on: July 13, 2005, 09:47:58 am »

You were correct about the red one. I want some of these to be strictly worse. They are just limited common fodder so drafting is better and all of our sets aren't super overpowered.

I am not sure about the wording for the green card, but I do want to make sure it can target the same creature.
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« Reply #3 on: July 13, 2005, 10:07:53 am »

For the white one, why not just make it "the next 3 damage that would be dealt..." instead of X, and then later limiting X to 3?  Theres pretty much no instance when you will pick X < 3, so it seems like just setting it to 3 is fine.  Otherwise these seem good... if you are looking for wording for the green one, you might look at Bounty of the Hunt, as that is the same effect as the one you are going for (if you want to be able to give one creature multiple counters).
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Machinus
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« Reply #4 on: July 13, 2005, 10:09:49 am »

I want it to prevent all damage - saving the creature - but I don't want it to be able to deal more than 3 damage.
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Jacques
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« Reply #5 on: July 15, 2005, 11:09:25 am »

With the white one, it should be "The next time damage would be dealth to target creature or player this turn, it's dealt to another target creature instead.  ~This~ cannot deal more than 3 damage."  At least I think it should be.  Otherwise you have a random X floating around, which could be confusing.

I think it'd be interesting if the black one removed the poison counter from the same opponent it made sac a creature.  Flavorwise mainly.  Sure, you couldn't make yourself sacrifice your own Kokusho, but I like the whole healing at a cost idea.
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MrZuccinniHead
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« Reply #6 on: July 16, 2005, 10:12:27 pm »

some of these seem too weak for the poison drawback.  Not only does the opponent lose a counter...they have to have one in the first place.  The red one should be three damage.  The white one should be any amount of damage from one source.  Blue should be U and any permanant.  The black one is inferior for diabolic edict, but i guess any stronger would be too strong so that ones a toss up.  Green is perfect.
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