TheManaDrain.com
January 23, 2026, 03:06:26 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: You Make the Card TMD #1 - The Ability  (Read 3378 times)
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« on: November 18, 2005, 10:53:27 am »

I want everyone to congratulate themselves thus far.  We have had a decent voting in each section up to this point for "You Make the Card TMD #1."  Our next step will be the basics of the entire red card.
Just to recap:
The color is: Red
The type is: Sorcery/Instant

Now the next step is everyone with an awsome idea that they would love to see on the first you pick the card TMD to send me their idea.  Just so there are no concerns let me explain how this will work. 
* You have until Wedsneday the 23rd to send me your card ideas.
* Next week after the deadline I will put up several polls each with all the card concepts submitted to me.
* Each poll will last until monday after the deadline. 
* From there the winning concept of each poll will be put into a final poll to decide the final choice.
* The only reason a card submitted would not be put in the poll is:
-It is already a card.
-It is an unrealistic card submission (ex. 9 poison counters.)
-It is not a red flavored card.

If you have any questions feel free to submit them to me in this thread.

All entries should be labeled You Make the Card TMD #1 - My Card Ability

Thank you all for your participating thus far!
Logged

Team Technology - Strictly better than our previous name.
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« Reply #1 on: November 20, 2005, 06:29:27 pm »

I only have 3 entries (not including myself).  I know TMD has been a little slow due to the holidays but submit your ideas guys!  All kinds of crazy things could be made!
Logged

Team Technology - Strictly better than our previous name.
Ephraim
Moderator
Basic User
*****
Posts: 2938


The Casual Adept

LordZakath
View Profile
« Reply #2 on: November 20, 2005, 11:39:24 pm »

I have been away all weekend. I promise that I'll submit something especially cool for this card.
Logged

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.
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #3 on: November 21, 2005, 03:41:27 am »

1. "Search your library for an equipment card and attach it to target cretaure you control. At end of turn, sacrifice that creature and that equipment."

This mechanic fits in red because that Bandit Warlord guy had a similar one. It makes a long-term sacrifice for a short-term gain, which is very red. The flavor could be that you pick up a sword (or whatever) while it's still being forged (still molten) and thus it breaks when you use it.

2. "Until end of turn, all creatures gain "{T}: Choose target creature. That creature deals damage equal to its power to this creature and this creature deals damage equal to its power to the chosen creature.""

One-shot mass Contested Cliffs. Like Shoving Match, but more brutal.

3. "As an additional cost to play ~this~, sacrifice any number of creatures. Until end of turn, if a red source would deal damage, it deals that much damage plus 1 for each creature sacrificed in this way instead."

It gives a way to power up burn spells (when applied to a Blaze-type spell, it's a sort of red version of Convoke), but it also has a neat tension with creature combat - the more you sac, the more damage your other guys will do, but that's one less damage source, too.
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
dandan
More Vintage than Adept
Full Members
Basic User
***
Posts: 1467


More Vintage than Adept


View Profile WWW Email
« Reply #4 on: November 21, 2005, 06:16:08 am »

1. All creatures have 'Fling'
Fanatics everywhere

2. Sacrifice X Mountains: This does 2X damage to target player
Blast fire!

3. Until end of turn, whenever a player is dealt damage, all creatures are dealt that much damage
Fire cleanses the deepest wounds

4. Target player (all players?) sacrifices a permanent for each point of damage they have received this turn
A hot blade continues to damage long after the battle

5. Target player (all players?) sacrifices a permanent for each point of non-combat damage they have received this turn

6. Until end of turn you may sacrifice a permanent of discard a card at random to deal 1 point of damage to target player or creature

7. Exchange hands with target player
Chaos is a double-edged sword

8. All creatures you control get +X/-X until end of turn where X is their toughness minus 1
Those intent on destruction wull probably find it
Logged

Playing bad cards since 1995
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« Reply #5 on: November 21, 2005, 12:58:06 pm »

Great work guys, this helps alot!  I'm looking forward to see how things end up.
Logged

Team Technology - Strictly better than our previous name.
Englishman_in_NH
Basic User
**
Posts: 184


View Profile
« Reply #6 on: November 21, 2005, 03:00:00 pm »

Thanks to red's nature of stealing stuff temporarily, how about.

Gain Control of Target Spell

Probably too much of a rules issue, but it would be fun!
Logged

Ball and Chain: Using your discarded decks since 1994.
Limbo
Full Members
Basic User
***
Posts: 593



View Profile
« Reply #7 on: November 21, 2005, 03:31:16 pm »

How about a combination between mind slaver and final fortune:

You control target opponents next turn.
If you lose the game during that turn, you win the game instead.
At the beginning of your next turn, you lose the game.
Logged

Without magic, life would be a mistake - Friedrich Nietzsche

Chuck would ask Chuck how a woodchuck would chuck wood...as fast as this.
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« Reply #8 on: November 21, 2005, 03:46:54 pm »

Thanks to red's nature of stealing stuff temporarily, how about.

Gain Control of Target Spell

Probably too much of a rules issue, but it would be fun!

This could be possible but it is already a blue spell: [card]Spelljack[/card].

How about a combination between mind slaver and final fortune:

You control target opponents next turn.
If you lose the game during that turn, you win the game instead.
At the beginning of your next turn, you lose the game.

That seems possible as well however it would be quite expensive as a card.
Logged

Team Technology - Strictly better than our previous name.
Jacob Orlove
Official Time Traveller of TMD
Administrator
Basic User
*****
Posts: 8074


When am I?


View Profile Email
« Reply #9 on: November 21, 2005, 04:00:41 pm »

7. Exchange hands with target player
Chaos is a double-edged sword
This one, unfortunately, does not work at all. Cards you own cannot be in anyone else's hand, so if you attempted to switch hands with your opponent, the game just would not let that happen.
Logged

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.
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« Reply #10 on: November 21, 2005, 04:29:34 pm »

7. Exchange hands with target player
Chaos is a double-edged sword
This one, unfortunately, does not work at all. Cards you own cannot be in anyone else's hand, so if you attempted to switch hands with your opponent, the game just would not let that happen.

It could be made to work however:

You and target player remove your hands from the game.
Until end of turn, you may play cards removed from your opponents hand as though they were in yours and your opponent may play cards removed from your hand as though they were in his hand.
At the end of turn return all cards removed in this way to there owners hands.

It probably could be worded better, but it does work.
Logged

Team Technology - Strictly better than our previous name.
Cross
Basic User
**
Posts: 454


Ribs+24+7
View Profile WWW
« Reply #11 on: November 21, 2005, 05:32:20 pm »

Until end of turn you may remove lands in your graveyard from the game. When a land is removed in this way, deal two damage to target creature or player.
Logged

the GG skwad

"109)   Cast Leeches.

110)   You win the game."
Ephraim
Moderator
Basic User
*****
Posts: 2938


The Casual Adept

LordZakath
View Profile
« Reply #12 on: November 21, 2005, 09:19:32 pm »

I'm noticing a bit of a problem with some of these suggestions. There are a lot of cards in this thread that seem to be patterned after Flame Fusillade. "Until end of turn <class of cards><does this>." Unfortunately, I think that region of design space is razor thin. Cards that want to be enchantments, except only until end of turn have their place, but let's not overdo them.

Here are my suggestions:

Target opponent takes an extra turn after his or her next turn.

I spent about fifteen minutes trying to come up with an ability sufficiently powerful to merit this kind of drawback. Then I realized that I didn't want an additional ability. I really pity the opponent of the player who goes gets two counters on Smokestack, then plays this.

Destroy target land. Its controller may search his or her library for a Mountain card and put that card into play.  If that player does, he or she then shuffles his or her library.

There are all sorts of neat things that could be done with this card. You can use it as a tutor, sort of, if all you're looking for is a Mountain of some sort. You can use it as land destruction if you know your opponent isn't playing with Mountains. You can use it to color screw your opponent even if he or she is playing with Mountains.

Destroy each artifact with converted mana cost equal to the number of cards in your graveyard

I pondered a variety of variables that could be used to pin the converted mana cost, but most of them seemed to be too easy to manipulate to equal zero. I didn't want this to be a guaranteed Mox sweeper. If anybody can think of a better source of number for an artifact sweeper, let me know and I'll change this.
Logged

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.
Nazdakka
Full Members
Basic User
***
Posts: 480


Nazdakka@yahoo.co.uk
View Profile
« Reply #13 on: November 21, 2005, 10:54:35 pm »

Some more suggestions:

Until the end of turn, if target creature would be put into a graveyard from play, destroy another target creature.
Think Romeo and Juliet.

All players may remove a card in their hand from the game, face down. Until the end of turn, players may play cards removed by ~this~ any time at which they could play an instant without paying their mana cost.
I'm bored of waiting for mana. Let's all do cool stuff NOW!

~This~ deals 3 damage to target creature. If that creature is put into a graveyard this turn, copy this card and play the copy without paying its mana cost
Zap! Zap! Zap! Hehehehehehehe! Whooops! Hehehehe!
(Could be better worded, but you can see what I'm trying for)
Logged

Nazdakka

Arcbound Ravager is MY Fairy Godmother!

Check out Battle of the Sets - Group 1&2 results now up!
Beatdown
Basic User
**
Posts: 38


View Profile Email
« Reply #14 on: November 21, 2005, 11:37:05 pm »

Until the end of the turn whenever a red spell(source maybe?) would deal damage, it deals double it's damage instead.
Logged
SpencerForHire
Adepts
Basic User
****
Posts: 1473



View Profile
« Reply #15 on: November 22, 2005, 01:18:04 am »

Until the end of the turn whenever a red spell(source maybe?) would deal damage, it deals double it's damage instead.

I thought there was something like that Furnace affect already.
Logged

Team Technology - Strictly better than our previous name.
dandan
More Vintage than Adept
Full Members
Basic User
***
Posts: 1467


More Vintage than Adept


View Profile WWW Email
« Reply #16 on: November 22, 2005, 01:40:27 am »

I'm noticing a bit of a problem with some of these suggestions. There are a lot of cards in this thread that seem to be patterned after Flame Fusillade. "Until end of turn <class of cards><does this>." Unfortunately, I think that region of design space is razor thin. Cards that want to be enchantments, except only until end of turn have their place, but let's not overdo them.

I disagree. I'd say that the design space for Enchantments for Red is razor thin. Red isn't into investment, 'permanent' magic. However, there is a huge difference between one-off effects and effects that offer a limited window of opportunity.  If you go down the one-off path, a simple counterspell really ruins the day, as do a large number of White prevention effects. By giving a window of opportunity, the Red player, gambling with his resources is more able to gamble effectively. True gamblers don't blindly trust in luck.

In addition, by making the effects until end of turn, it (for some cards) gives the opportunity to the opponent to use the effect too. This increases the risk against other Red mages, an effect I like.
Logged

Playing bad cards since 1995
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #17 on: November 22, 2005, 07:54:19 pm »

Sometimes the Fusillade templating is just the easiest way to word something which could be done another way.
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Marco
Basic User
**
Posts: 767


View Profile
« Reply #18 on: November 23, 2005, 10:19:07 pm »

I submitted the following abilities to Gimbles:

Until end of turn, red spells you play cost R less to play.

Or

Until end of turn, red spells and abilities you play cost R less to play.

And

Draw three cards, then discard two cards at random.
Logged
TheUprisal
Basic User
**
Posts: 37


Another Combo Whore

TheUprisal
View Profile WWW Email
« Reply #19 on: November 23, 2005, 11:59:47 pm »

Hmm...

Until end of turn, for each other instant and sorcery played, put a copy of that spell on the stack with a random target (target must be legal)

Logged

Team Vorple Bunny - Illinois chapter 3.14

Fuck a bunch of Wasteland
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #20 on: November 24, 2005, 01:40:24 am »

Quote
Draw three cards, then discard two cards at random.
They already did this, twice! Control of the Court and Goblin Lore.
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Baron.Pocket
Basic User
**
Posts: 38



View Profile
« Reply #21 on: November 24, 2005, 01:57:43 am »

Here's the one we should vote for :

[Spell name] deals 3 damages to target creature or player.







Seriously, what about :
[Spell name] deals 3 damages to all creatures and players. Any damaged creatures or player take double damage from any further source until end of turn.
Logged
Marco
Basic User
**
Posts: 767


View Profile
« Reply #22 on: November 24, 2005, 11:55:28 am »

Quote
Draw three cards, then discard two cards at random.
They already did this, twice! Control of the Court and Goblin Lore.

Control of the Court and Goblin Lore read, "Draw four cards, then discard three cards at random". This could cost R instead of 1R, or could cost 1R and be an instant.
Logged
Matt
Post like a butterfly, Mod like a bee.
Moderator
Basic User
*****
Posts: 2297


King of the Jews!


View Profile
« Reply #23 on: November 24, 2005, 02:17:25 pm »

My mistake, that's what I get for not paying attention to lame Portal cards.
Logged

http://www.goodgamery.com/pmo/c025.GIF
----------------------
SpenceForHire2k7: Its unessisary
SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
----------------------
noitcelfeRmaeT
{Team Hindsight}
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.062 seconds with 21 queries.