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Author Topic: Ohmrogg [legendary land & creature mini-cycle]  (Read 1191 times)
Harlequin
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« on: June 23, 2006, 08:48:32 am »

Ohmrogg's Clutch
Legendary Land - Forest
As you play Ohmrogg's Clutch Sacrifice a Forest.  If you do not, put Ohmrogg's Clutch into your graveyard.
{T}: Add {G} to your mana pool.
{T}: Tap Target unblocked creature, that creature does not untap durring its controler's next untap phase. (this does not take that creature out of combat)

Ohmrogg's Lash
Legendary Land - Swamp
As you play Ohmrogg's Lash Sacrifice a Swamp. If you do not, put Ohmrogg's Lash into your graveyard.
{T}: Add {B} to your mana pool.
{T}: Target attacking creature gets -1/-1 until end of turn.

Ohmrogg's Maw
Legedary Land - Mountain
As you play Ohmrogg's Lash Sacrifice a Mountian.  If you do not, put Ohmrogg's Maw into your graveyard.
{T}: Add {R} to your mana pool.
{T}: Target creature with power 1 or less is considered blocked.
Sacrifice Ohmrogg's Maw, Ohmrogg's Lash, and Ohmrogg's Clutch: Put a Legendary 12/7 colorless Ohmrogg token into play with Fear.


Basically, as you could guess from the flavor of the card.  There's this Giant nasty mo-fo creature trapped inside the earth.  As he trys to escape the earth (or as you try and free him), various parts of his body poke through and trash around.  Then when the time comes, he emerges to beat face.

12/7 Fear is rather insane... but look at what it takes to play.  At a minium you need: a swamp, a mountan, a forest, each of the 3 lands.  So that mean he attacks at the very very earliest on turn 7 (aside from fastbond effects).  As far as limited goes, each of the lands are situationally good on thier own, even if you don't run other other 2 lands.  You could easily pop in 1 type of these lands into mono-color decks just to get the land bonus (esp the black one). 

Legendary Land - Forest.  how do we feal about this?  Clearly its not a basic but either are duel lands.  As far as flavor goes, what I had in mind was:  you have a forest, then a Giant Claw and forarm burst forth from the Forest... Its still a forest, but now its a forest with a giant arm in it.  We do run into a slight Flavor hic-up when we through duel lands into the mix, but I don't want to through the word "basic" in there just to take that away.

I kept them all legendary because the creature himself is legendary... Also even though he has 2 arms, if you end up createing the token... you would only have to sac one arm, and then... well you have a legendary token but one of his arms is still in the ground.  Also haveing the Lash in multiples could be too good powerwise.

I had an Idea to make them Enchant - [Land Type].  But that made him to easy to get down turn 4 or 5ish.  I kinda like the idea that this creature is paid for in land drops rather than mana cost.  Because lets face it there are way more cards that cheat mana cost than cards that cheat land drops.
« Last Edit: June 23, 2006, 09:17:22 am by Harlequin » Logged

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zeus-online
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« Reply #1 on: June 23, 2006, 09:13:01 am »

Hmm i like them, i feel that the black one should give -1/-1 rather then deal damage, as damage dealing lands tend to give red mana.

The lands have an enormous drawback currently...maybe letting them tap for 1 colored and 1 colorless would make them more playable?

/Zeus
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« Reply #2 on: June 23, 2006, 09:16:46 am »

I very much like the -1/-1, very much in the flavor of becoming entangled.  I guess the only problem I have with that is it may overlap too much with the Maw.  Maybe up the Maw to any creature of power 2 or less? that seems offly powerful for a land. 
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« Reply #3 on: June 23, 2006, 10:27:12 am »

He's essentially GBR, since those are the colors it takes to play him.  But even colorless, that's not exactly a good fit for the Fear ability.  Plus, 12/7 is the most random power/toughness ever.  More like

Sacrifice Land1, Land2, and Land3 (since those names are awful as fuck to type): Put a Legendary 8/8 red, green and black Troll creature token named Ohmrogg into play.

Templated off Tolsmir, WolfEngine.
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« Reply #4 on: June 23, 2006, 11:05:34 am »

Hmm I dont like that token, and i definetly dont like him being a troll...I immediatly thought of a dragon or demon when i heard the name "Ohmroog"!
I think the token should have either: Flying, trample or haste...Though fear seems in-flavor aswell.

Also i dont see how the lands themselves having synergi, is bad? More flavor is always good...something like one arm bashing the creature, and the other one grabbing it! Wink

/Zeus
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Harlequin
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« Reply #5 on: June 23, 2006, 11:16:45 am »

I wish I had a good justification for 12/7.  I guess It was that I think 12 power is fairly good for an insanely lucky turn 6 play.  and I didn't want him to be 12/12  so... I just sorta arbitarily picked 7 for toughness, it seemed about right.  The reason I choose fear over trample is because #1 to reflect the Maw's ability to scare off weak creatures with a single roar, and #2 Trample is too predictable.

The reason I made him colorless is as I imagine it, this creature is as old as the land itself.  Hes not so much being conjured by a mage [as in he clearly is not being cast by mana], he is more being aided by a mage to escape the cold depths of the earth.  This creature is older than logic and reason, he has a primal thought pattern of hunt, and feed.  His roar shakes the earth and rattles the trees.  This ancient bellow turns even the most seasoned warrior to jelly [fear].  If a hero does have the nerve to stand in his path, he will focus on this "odd challenge" becuase he has no concept of winning, loosing, or goals [no trample].  

Too bad that doesn't fit in the flavor text box =/

If we really want to "standardize" him we can make him 3 color with trample and whatver p/t we think is appropriate.  Now, I'm normally not a big fan of the "but this will be unique" argument when it comes to most off-color cards.  However, if you can flavor your way out of it, then I usually go along with it.  The reason I like his "unpredictable" body is that he was not shaped from magic, he was born of the earth.
----
@ Zues, Yeah, I just wanted them to have a bit less overlap.  But all in all I think your right.  and btw the "Lash" is his tail.
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Darkenslight
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« Reply #6 on: June 23, 2006, 02:06:19 pm »

I like the Legendary Forest bit, but I really don't like the p/t of the token.  I think something of a 10/10 or something similar.

I also think if these should have flavor texts, they would have something like:

(Ohmrogg's Clutch) - The demon's clutch was far reaching for those who could not be defended against.

(Ohmrogg's Lash) - When the demon lashed out, the very earth quivered in fear.

(Ohmrogg's Maw) - The demon's gaping maw ate the weak like a bird eats worms.
« Last Edit: June 23, 2006, 02:39:29 pm by Matt » Logged
Anusien
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« Reply #7 on: June 23, 2006, 02:34:43 pm »

Darkenslight: You felt the need to quote the entire post for that?

As for the creature, you might have a sweet flavor in your head but the cards aren't helping to express it.  Especially since the token does not get artwork, the flavor really isn't coming across well.  I'm also wary of cards that refer specifically to other cards because it's too weak otherwise, and too scripted.
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« Reply #8 on: June 23, 2006, 09:21:53 pm »

The ability on the Forest is a White or Blue ability, not a Green ability. What's wrong with giving a creature +1/+1?

The ability on the Mountain is a White or Green ability, not a Red ability. First Strike or Haste would be kinda cool, or target creature can't block this turn.
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