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Author Topic: Design a Type 4 card  (Read 4945 times)
forests failed you
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« on: August 25, 2006, 09:48:48 pm »

If you could make a busted card for type four what would it do?

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« Reply #1 on: August 25, 2006, 10:06:06 pm »

This was probably my best one:

Blatant Stevery
4UUU
Sorcery
Put your hand on the stack.
I have so many insane plays!

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« Reply #2 on: August 25, 2006, 10:26:19 pm »

To Arms!

As an additional cost to play To Arms!, yell "To Arms!"

Shuffle your hand, graveyard, and all permanents you control into your library, then draw 16 cards.  Reveal them, and put all permanents into play.  Then take another turn.



Fungal Shambler
Haste, Trample, Protection from Red, Protection from White
7/7
Whenever Shambler deals combat damage to a player, that player discards a card and you draw a card.
« Last Edit: August 25, 2006, 10:38:22 pm by Tha Gunslinga » Logged

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« Reply #3 on: August 25, 2006, 10:39:35 pm »

This was probably my best one:

Blatant Stevery
4UUU
Sorcery
Put your hand on the stack.
I have so many insane plays!
No good, it woudl take forever to figure out the optimal stack order. Make it stack randomly.
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« Reply #4 on: August 25, 2006, 10:55:30 pm »

What about Pedro, Salsa Master?  Rearrange the stack.
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« Reply #5 on: August 25, 2006, 11:20:20 pm »

Quote
No good, it woudl take forever
Duh. That's the point of Blatant Stevery!

Here's mine:

Yawgmoth's Rules Enforcement
XBBBBBBBBBBUUUUUUUUUU
Instant
Counter target spell unless it was the first spell a player played this turn.
X is the number of cards in all players' libraries combined.
If a spell is countered in this way, its controller loses the game.
Nice Bringer Noob.
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« Reply #6 on: August 25, 2006, 11:38:50 pm »

I already made a T4 card: Keldon Mangonel.

Keldon Mangonel
{6}
Artifact
{5}, {T}: Each player shuffles their deck and reveals the top card. Each player sacrifices X permanents, where X is the highest converted mana cost among all cards revealed in this way.
"Things fall apart, the centre cannot hold;
Mere anarchy is loosed upon the world." -Samuel Butler Yeats, The Second Coming
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« Reply #7 on: August 28, 2006, 11:17:20 am »

DeMars' Revenge.

Artifact:  10

DeMars' Revenge comes into play tapped.

5T:  Sacrifice DeMars' Revenge:  all players remove all permenents in play from the game, the remove their hands from the game, and then remove their graveyards from the game.  DeMars' Revenge is removed from play after use.  Take an extra turn after this one.  Play this ability only durning your turn.

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« Reply #8 on: August 28, 2006, 11:38:04 am »

Three Card Blind Mastery 2UUUU
Enchantment
As Three Card Blind Mastery comes into play, all players enter a sub-game. All type 4 rules apply With these additional rules:
- Players do not loose for not being able to draw a card
- At the start of the game, each player draws 3 cards, reveals them to all players and removes his/her library from the game
- Players start with 20 life

Who ever wins the Subgame gains control of Three Card Blind Mastery (while it is on the stack).  If the Subgame is a draw, remove Three Card Blind Mastery from the game instead.

Reveal three cards from your hand: You may play any of the revealed cards without paying thier mana cost and without useing a spell for turn.  Use this ability only durring your turn, and only once each turn.
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« Reply #9 on: August 30, 2006, 05:14:00 pm »

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« Reply #10 on: August 30, 2006, 05:24:00 pm »

Flux!
Sorcery
Redistribute control of all the permanents in play, leaving each player with the same number of permanents.
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« Reply #11 on: August 30, 2006, 06:20:14 pm »

Unfair bargain
sorcery
6BU
As an additional cost to play unfair bargain.  Sacrifice every permanent you control.
Each player choses two permanents and then sacrafices the rest.  Then, each player gains control of one permanent the player on their left controls, and one permanent the player on their right controls.  A permanent chosen this way MUST be a permanent that player started the turn with.
This spell still resolves if players have less than two permanents before Unfair bargain resolves.


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« Reply #12 on: August 30, 2006, 08:01:50 pm »

Achilles
{5} {R} {R} {R} {R}
Legendary Creature -- Human Warrior
5/2
Double strike, haste
Achilles can't leave play. (It can't be sacrificed, and costs requiring it to leave play can't be paid.)
If Achilles' toughness would be reduced to less than one, it is reduced to one instead.
« Last Edit: August 31, 2006, 05:41:53 am by Illissius » Logged

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« Reply #13 on: August 30, 2006, 08:12:46 pm »

Achilles should be able to be destroyed if an opponent mulliganed that game. After all, he did die to Paris! Razz
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« Reply #14 on: August 30, 2006, 09:37:46 pm »

Achilles should be able to be destroyed if an opponent mulliganed that game. After all, he did die to Paris! Razz

My basis for the card is actually the books Ilium and Olympos by Dan Simmons.

[spoiler]
The premise for the books is quite zany. I won't detail it all here, but involved are Shakespeare's The Tempest, space aliens, posthumans, and the Trojan War taking place on Mars which is actually Earth, complete with the gods. In it, Achilles and Hector (and by extension, the Greeks and Trojans) are tricked into setting their differences aside, and instead joining forces against the gods themselves. Achilles goes on a massive killing spree or two (he's fast), but the gods are immortal, in this case meaning they don't stay dead. Zeus lobs a few thermonukes at Ilium to show his leetness. Paris is killed in a duel with Apollo. Later, it is revealed that all the strands of fate converge at a single point in space and time where Achilles can possibly die: when Paris shoots his ankle. As Paris is dead, this is Not Going To Happen, and Achilles is literally immortal. He goes on to duel Zeus in Odysseus' home, where Zeus fires Odysseus' old bow straight into Achilles' chest at point blank range. The arrow plunks into the wall behind him without ever changing its course. Achilles then disembowels Zeus and feeds his kidney to Odysseus' dog which, due to other circumstances, was by that point half starved to death. So, yeah. Awesome.
[/spoiler]

It is incidentally possible to kill my interpretation of Achilles by using Humility, Humble, or Cytoshape; which just goes to show what a crazy game Magic really is.
« Last Edit: August 30, 2006, 09:43:44 pm by Illissius » Logged

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« Reply #15 on: August 31, 2006, 01:54:42 am »

I think I have the most played T4 card already:

Really Good Looking Tutor      B
Instant
Doesn't count towards spell limit for the turn. Does not count towards Storm.
As an additional cost of ~, compliment an opponent. (backhanded or sarcastic compliments do not count.)
Tutor 1 card, reveal it and put it in your hand.



Errata is that if you compliment me, you tutor for 2 cards instead. I keep my phone number pretty well guarded though...

AFAIK, it's in 4 stacks. Kevin has an RGLT I made for him that is double signed by me and signed by Richard Garfield (!). If Garf AND me are in the room and you compliment him, you get to tutor for FOUR!!! cards.

The idea was that straight-up tutoring wasn't present in the format at all. Vamp is too disadvantageous. The compliments add fun to the game and bring levity to the card. The revealing is part flavor (the tutor is vain enough that he wants everyone to see what he helped with) and it defrays some of the power of the card.
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« Reply #16 on: August 31, 2006, 12:03:33 pm »

Here's an idea that occurred to me yesterday. Probably way broken, but so what?


foo
XYZ
Legendary Artifact

At the beginning of your upkeep choose a word. Ignore all previously chosen words.
Choose a second word: All instances of the upkeep-chosen word are replaced with this word. Ignore any nonsensical results.
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« Reply #17 on: August 31, 2006, 04:30:05 pm »

Grim Long wins Games {3}

Play the deck, even if you've played your spell for the turn.

"Grim Long is the best deck in the format."
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« Reply #18 on: August 31, 2006, 06:08:21 pm »

The Beard
17 1/2 U
Enchantment - Aura
Enchant creature
You may play The Beard whenever you could play an instant.
Instead of playing The Beard, put it a creature in your hand into play tapped and attacking. Then attach The Beard to the creature.
Enchanted creature gains super haste.
If damage would be dealt to the enchanted creature, instead deal no damage.
If enchanted creature would leave play for a reason other than the game being over, it instead stays in play.
If The Beard would leave play for a reason other than the game being over, it instead stays in play.
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« Reply #19 on: August 31, 2006, 06:16:40 pm »

The Guardrail
3
Artifact
You may play The Guardrail when you could play an instant.
Sacrifice The Guardrail: Counter target creature spell. If it's countered in this way, that spell's controller can tell a good story. If they do, remove the spell countered in this way from the game. Put it into play at the beginning of the spell's controller next turn.
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« Reply #20 on: August 31, 2006, 06:23:56 pm »

This is a card that SHOULD be made.  It would make Type Four games SO Much more interesting for people who have already lost:

Revival of the Fittest

WWUUGGRRBB

Choose a player that has lost and return them to the game.   They begin the game as if it were a new game except that they start the game with two cards in hand and ten life.  That player may not attack you or target you with spells until there are only two players left in the game. 
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« Reply #21 on: August 31, 2006, 07:00:09 pm »

2 cards and 10 life is fairly random.  What if you set those values to the least of anyone in the game?
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« Reply #22 on: August 31, 2006, 07:02:32 pm »

Favorite artist?

Name an artist, then reveal the top 10 cards of your library. Put into play any cards with named artist.


Bluff your life away

Start by announcing any number of cards with a specific casting cost. Cards with casting cost X counts as 0. Let the number of cards times the casting cost become the bet of size X. Another player, randomly chosen, then either calls bluff or overbids the bet. The game continues until one player calls bluff and the other player reveals his or her hand. The player who looses must pay X life and the player who won gains X life.
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« Reply #23 on: August 31, 2006, 10:10:36 pm »

This is a card that SHOULD be made.  It would make Type Four games SO Much more interesting for people who have already lost:

Revival of the Fittest

WWUUGGRRBB

Choose a player that has lost and return them to the game.   They begin the game as if it were a new game except that they start the game with two cards in hand and ten life.  That player may not attack you or target you with spells until there are only two players left in the game. 

My stack actually already has a variant on that:

Life/Death

Death:
Sorcery
Destroy target player.

Life:
Sorcery
Target person joins the game.

Entwine: 3

Spooky_Kid made the mistake of thinking it was too powerful, and played it, and got it Shunted right back at him.
« Last Edit: August 31, 2006, 10:30:44 pm by Tha Gunslinga » Logged

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« Reply #24 on: August 31, 2006, 10:39:00 pm »

Life/Death

Death:
Sorcery
Destroy target player.

Life:
Sorcery
Target person joins the game.

Entwine: 3

Spooky_Kid made the mistake of thinking it was too powerful, and played it, and got it Shunted right back at him.


The correct play is to entwine, targeting yourself (or another player already in the game) with Life. Then, it is not a spell with a single target. Don't people know how to play around Misdirection in Type Four?

Nuclear War
Instant
{16} {B} {B} {B} {B}
All players lose the game.
Target person who is not playing wins the game.

« Last Edit: September 01, 2006, 12:33:39 pm by parallax » Logged

How about choosing a non-legend creature? Otherwise he is a UG instant Wrath of Frog.
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« Reply #25 on: August 31, 2006, 10:55:55 pm »

So the only winning move is not to play... good job. WOPR would be proud.
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« Reply #26 on: August 31, 2006, 11:00:51 pm »

Such cards exist mostly to cast in response to whatever would kill you, with lethal damage on the stack, etc.  Or for the guy who has no chance of winning the game to at least have a huge impact on it.
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« Reply #27 on: September 01, 2006, 02:40:29 am »

Nuclear War
Instant
{16} {B} {B} {B} {B}
All players lose the game.
Target person who is not playing wins the game.
On that note:

Nuclear Flame War
{R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R} {R}
All players lose the game.
Jacob Orlove wins the game, whether he was playing or not.
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« Reply #28 on: September 01, 2006, 06:03:42 am »

You Wish {8} {W} {W} {U} {B} {B} {R} {G}
Sorcery
Choose a card that a user other than yourself posted on The Mana Drain.   Make a proxy of that card, and put it into your hand.  You must pay the owner of the Type 4 stack $1 (because its a dollar extra per proxy).  You loose half your life rounded up, and remove You Wish from the game.
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« Reply #29 on: September 01, 2006, 09:19:22 am »

obviously I have a bunch of these.  I have images on my home computer so you guys can check them out as fully rendered cards.   I'll post them soon.
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