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I prefer to create unique cards if I can, but sometimes it is easier to imitate and innovate.
(in other words change things just a bit).
now I could easily make 100 different versions of ligthningbolt (some more balanced than others)
but thats not cool to make. (It is however what magic needs, a hell of a lot of different yet similare cards).
So here are some unique cards that magic does not need...
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Hellspawn: BBB
creature - demon
Haste.
Discard a card:hellspawn gets +1/+1 until end of turn.
Whenever hellspawn deals combatdamage to a player draw that many cards.
2/2.
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The crystaloons...
This is actually a deck in itself...
crystaloons are a creaturetype that is crystal
and they all have the following abilities.
*this cannot be targeted by spells or effects*
*if you control crystaloons with a total toughness of 10 you win the game*
There are three 0/1 crystaloons costing U
there are three 0/2 crystaloons costing 1U
there are two 0/3 crystaloons costing 2U
there are one 0/4 crystaloon costing 3U
Using one of my manacurves it is possible to use the crystaloons to make a decent almost unstoppable turn 4 kill deck...
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KIN-PUSH'ER: 3
artifact
tap an untapped creature you control:untap target creature with the same creaturetype as the tapped creature.
Untap target tapped creature you control:tap target creature with the same creaturetype as the untapped creature.
This one should be fun, and probably evil too.
(maybe because of the name. there is something not quite right about it. its like something is missing. but we will C about that).
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Goblin killing machine: 2
artifact
T:destroy target goblin.
T,sacrifice *this*:put a goblin from your hand into play tapped.
"when goblins hear about a "goblin killing machine" they rush to where it is stationed, believing its something thats on their side... weird thing is that with all the rushing it actually ends on their side, its original owners being overwhelmed by goblins, oh yeah, and this flavortext is probably to long to be printed, so enjoy it right now before it gets printed by WOTC."
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GOLD!!! UB
instant
destroy taget mountain. if a mountain was destroyed this way tap all non-dwarves creatures.
"OCH!!! When someone yells GOLD, dont run unless the dwarves do..." groom, balduvian ex-miner.
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And some unglued stuff:
Pony revenge: RR
sorcery
If you can show a monkey to your opponent within two hours after this spell is resolved that player loses the game. said monkey may only be a real life monkey or a real dead monky. (no pictures, sculptures, paintings or other kind of unreal monkeys may be used) The targeted opponent and all other players must follow you around where you go (you may not run and you may not jump quickly into transport vehicles just about to drive) Anyone failing to follow you loses the game...
"so, now we have followed you around for one hour and 59 minnutes, now I have to see that monkey!!!" "well I could have sworn that there we a couple following me for almost two hours, but you may be right. lets walk back to the game"
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Curse of the koala's 3BBW
enchantment
all players of the homo sapiens familly counts as monkeys...
You may show a picture of darwin to play this card without paying its castingcost...
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You might want to up the required combined toughness of your 'crystaloons' because reaching 10 would be way too easy.
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Yeah, let's C.
My card means infinite combos with a lot of cards. Also it can tap/untap itself unlimited times 8iirc this measn you can tie any game if you want to). Maybe add the line that you can't tap/untap the same permanent that was used to pay the activation cost (much like they errata'd Basalth Monolith).
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I don't have a great sense for balancedness in game mechanics, but Hellspawn seems underpriced to me. Especially if you've got Dark Rituals.
Turn 1: Swamp, Dark Ritual, Hellspawn
Discard 4 cards.
Suddenly, your opponent is under seige by a 6/6 that makes you automatically regain a number of cards in your hand equal to the number discarded. Not only can you keep it up each turn, but your power increases because you will be drawing cards like crazy.
Of course, if you wanted to be really mean, you could make the defending player draw X cards but in an incovenient way, i.e. try to deck them.
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Untap target tapped creature you control:tap target untapped creature with the same creaturetype as the untapped creature.
That should fix it a little.
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planeswalker apprentice: 2U.
If an opponent cast a spell with a converted manacost of 1 or lower
you may reveal *this* from your hand, shuffle it into your deck and draw a card. if you do, counter that spell.
2/2.
This little baby is part of a cycle mechanic I call "Reveal and Reshuffle" you reveal these cards and then shuffle them into your deck to gain an effect then draw a card... They must all be reactive at something opponent does or they will be too powerfull. Its cards like these that can stop all powerdecks...
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SENGIR: the crystaloons are based on my manacurves, they can only kill at turn 4 unless you mix them with other cards, and if you do that you have to remove some of them and that will decrease your chances as well.
SQUEEMAN: Its less dangerous than a tinkered colossus, and may be dealt with the same way...
PUSCHKIN: Is it legal to stall a game by doing infinite actions ??? I thought they actually had a rule against that ??? Otherwise en-kor creatures can close the game in the same way, or shuko can do it... There are many cards out there doing the same lock... (and cheaper).
Anyways, the hellspawn and crystaloons were serious suggestions, the others were more or less fun...