The "Let's Design a Set Together" Game

Ransac

CPA Trash Man
Limited said:
Hah. I forgot to post the casting casting (so thats what cc stands for)
I figured it around 3W, but you make a strong case for 1WW.

Courier Spirit 1W
Creature - Spirit
Flying.
Target opponent gains control of ~: Gain three life
1/1


Cute? Perhaps its also not very white (except for the lifegain)

Veteran Defender 2WW
Creature - Soldier
Whenever ~ blocks, put a +0/+1 counter on all blocking creatures.
2/2


Can we use +0/+1 counters? Or should we stick to +1/+1?

And now for something really risky:

Audacious Knight 1WW
First Strike
Whenever ~ attacks, defending player may put a creature card from his or her hand into play. If he does, that creature blocks ~ this turn if able.
4/3


Ooo... I get to have a little fun with this.

Courier Spirit: This seems very nice. HOWEVER, the casting cost MAY be justified at just W. Healing Salve can net you 3 life at instant speed OR prevent damage. My suggestion on this is to lower the casting cost to W OR to increase the amount of life gained to 5. Either way, this card still has the draw of a common (which is good).

Veteren Defender: I'm a little uncertain about this card. There's something about it that I can't put my finger on, but it seems to lack something. I'm not sure..... maybe you could increase its durabilty by making it 1/3. If you do, I'd make it an uncommon. If we don't make the change, it's common at best.

Audacious Knight: a-HA! This is the kinda stuff I like. Uncertainty with your creature's life and attacking anyway. I'm inspired to make a red version right now.

Card picking Ball Lightning
RRR
Creature - Elemental
Haste
Whenever <THIS> attacks an opponent, that opponent reveals his or her hand. If that player has one creature card in hand, put that creature into play blocking <THIS>. If that player has more than one creature card in hand, randomly select one of those creature cards and put it into play blocking <THIS>
At the end of any turn, sacrifice <THIS>
6/1


Ransac, cpa trash man
 
L

Limited

Guest
Ransac said:
Ooo... I get to have a little fun with this.

Courier Spirit: This seems very nice. HOWEVER, the casting cost MAY be justified at just W. Healing Salve can net you 3 life at instant speed OR prevent damage. My suggestion on this is to lower the casting cost to W OR to increase the amount of life gained to 5. Either way, this card still has the draw of a common (which is good).
I kinda like it as a 1/1 flyer and I think the ability doesn't matter at all if it only cost one mana.. so
Courier Spirit 1W
Creature - Spirit
Flying.
Target opponent gains control of ~: Gain five life
1/1


Veteren Defender: I'm a little uncertain about this card. There's something about it that I can't put my finger on, but it seems to lack something. I'm not sure..... maybe you could increase its durabilty by making it 1/3. If you do, I'd make it an uncommon. If we don't make the change, it's common at best.
And if it gave +1/+1 counters to all blocking creatures? Would that do it for ya?

Audacious Knight: a-HA! This is the kinda stuff I like. Uncertainty with your creature's life and attacking anyway. I'm inspired to make a red version right now.

Card picking Ball Lightning
RRR
Creature - Elemental
Haste
Whenever <THIS> attacks an opponent, that opponent reveals his or her hand. If that player has one creature card in hand, put that creature into play blocking <THIS>.
If that player has more than one creature card in hand, randomly select one of those creature cards and put it into play blocking <THIS>
At the end of any turn, sacrifice <THIS>
6/1
Hmm.. this feels kinda like RRR sorcery - Target player discards a creature card at random. I liked the white one because it gives the choice to the defending player: do they have a creature that can kill a 4/3 first strike? Or do they want to chumpblock?
The red version feels like a discard spell instead.
 

Ransac

CPA Trash Man
I like the white one (and wasn't suggesting replacing it). I agree, the red one does feel like a discard spell, BUT it has the red uncertainty with it. There's the chance that your opponent has NO creatures in hand. There's the chance that he/she could pick a creature with huge toughness OR regeneration.

Methinks it would be balanced as a 4/1 for 2R or 1RR.


Ransac, cpa trash man
 

turgy22

Nothing Special
I think we need more bad cards. Every time we submit an idea, we're always wondering if it's "playable" and "balanced" and comparing it to other "good" cards. So I decided to try my hand at a cycle of badish cards. To me, nothing screams bad like 3/3 for 5CC creatures with marginal abilities. So I made a cycle of them that each have a static ability and an activated ability that uses both of their allied colors. In general, I'm pretty happy with it, but I think that some of them might be too good, even if they do require three colors to be playable. Thoughts?

Red Regenerator ~ Submitted by Turgy22
4R
Creature - Troll
Haste
GB: Regenerate <THIS>.
3/3

White Non-targetable ~ Submitted by Turgy22
4W
Creature - Cat
Vigilance
UG: <THIS> can't be the target of spells or abilities until EOT.
3/3

Black Pinger ~ Submitted by Turgy22
4B
Creature - Wraith
Swampwalk
RU: <THIS> deals 1 damage to target creature.
3/3

Green Double Striker ~ Submitted by Turgy22
4G
Creature - Beast
Trample
WR: <THIS> gains double-strike until EOT.
3/3

Blue Pumper ~ Submitted by Turgy22
4U
Creature - Drake
Flying
BW: <THIS> gets +1/+1 until EOT.
3/3
 

Ransac

CPA Trash Man
:rolleyes:

Seems to me that the last two cards are pretty decent (considering their colors). What about first strike instead of double strike and +0/+1 instead of +1/+1?


Ransac, cpa trash man
 

turgy22

Nothing Special
Ransac said:
:rolleyes:

Seems to me that the last two cards are pretty decent (considering their colors). What about first strike instead of double strike and +0/+1 instead of +1/+1?
Yeah, those two seemed too good to me, too. I originally had the green dude gaining first strike, but then I got excited about the combination of trample + double strike and made it too good. First strike is a better fit.
I'm still not sold on the +0/+1, though. I wasn't really sold on the +1/+1, either. +0/+1 just really doesn't seem to incorporate black. Can you think of a better BW activated ability that actually feels both black and white?
 

Ransac

CPA Trash Man
Hallo? Anybody OUT There????

Okay, fine. I'll post some cards tomorrow, then.

*Ransac folds his arms and pouts*


Ransac, cpa trash man
 
L

Limited

Guest
Sorry, I was trying to come with an BW ability.. but still think +1/+1 is the best option.

Furthermore, I think the cycle of "bad cards" isn't all that bad actually. Especially considering limited play instead of constructed, they are all pretty decent. I'd say they all need either a tap symbol or "can only use this once per turn" restriction to make them border on unplayable.

Red Regenerator ~ Submitted by Turgy22
4R
Creature - Troll
Haste
GB,T: Regenerate ~.
3/3

White Non-targetable ~ Submitted by Turgy22
4W
Creature - Cat
Vigilance
UG,T: ~ can't be the target of spells or abilities until EOT.
3/3

Black Pinger ~ Submitted by Turgy22
4B
Creature - Wraith
Swampwalk
RU,T: ~ deals 1 damage to target creature.
3/3

Green Double Striker ~ Submitted by Turgy22
4G
Creature - Beast
Trample
WR: ~ gains first strike until EOT.
3/3

Blue Pumper ~ Submitted by Turgy22
4U
Creature - Drake
Flying
BW: ~ gets +1/+1 until EOT. Use this ability only once each turn.
3/3
 

Mooseman

Isengar Tussle
Maybe, it's just me, but how does opponent gain control of Courier Spirit?

Courier Spirit 1W
Creature - Spirit
Flying.
Target opponent gains control of ~: Gain five life
1/1


Donate?
Triggered?
Activated?
COP?

Maybe it should have an activation cost like
tap:Target opponent gains control of ~: You gain five life
 

Mooseman

Isengar Tussle
I'm going to try to keep working on the Landcasting/void stuff.

Mine the Void
1G
Sorcery
Return target land card RFG to play tapped under your control. For each U was spent in casting this, tap or untap target land.
 
L

Limited

Guest
Mooseman said:
Maybe, it's just me, but how does opponent gain control of Courier Spirit?

Courier Spirit 1W
Creature - Spirit
Flying.
Target opponent gains control of ~: Gain five life
1/1


Donate?
Triggered?
Activated?
COP?

Maybe it should have an activation cost like
tap:Target opponent gains control of ~: You gain five life
Its the cost for gaining five life.
Cost: Effect, so I can have target opponent gain control of this card in order to pay for its ability, namely getting five life.
Perhaps, to avoid this kind of confusion, I should word it like Blinking Spirit
"0: Gain five life and target opponent gains control of ~."

edit: just thought how this would play out in multiplayer and decided that the ability should have a manacost to avoid abuse
"W: Gain five life and target opponent gains control of ~."
 
L

Limited

Guest
Mooseman said:
I'm going to try to keep working on the Landcasting/void stuff.

Mine the Void
1G
Sorcery
Return target land card RFG to play tapped under your control. For each U was spent in casting this, tap or untap target land.
Sorry, but I think it looks really ridiculous to put the "For each M that was spent" on cards that only have one generic mana in the mana cost. Sure, Cost Increaser would make it matter, but I think that just to narrow.

And is 3G such a strange cost for this? Perhaps 4G and you can return two lands to play?
 

Mooseman

Isengar Tussle
Limited said:
Its the cost for gaining five life.
Cost: Effect, so I can have target opponent gain control of this card in order to pay for its ability, namely getting five life.
Perhaps, to avoid this kind of confusion, I should word it like Blinking Spirit
"0: Gain five life and target opponent gains control of ~."

edit: just thought how this would play out in multiplayer and decided that the ability should have a manacost to avoid abuse
"W: Gain five life and target opponent gains control of ~."
The W is much better.
 

Mooseman

Isengar Tussle
Fixing Switch places

Switch Places - Submitted by Mooseman
2UW
Instant
Remove target attacking or blocking creature from the game and place target creature card RFG into play as an attacking or blocking creature with all blocks that were assigned to the removed creature. At EOT return removed creature to play tapped and sacrifice the other creature.

I am looking for the ninja-type ability, but this may be too much

Switch Places - Submitted by Mooseman
2UW
Instant
Remove target attacking unblocked creature you control from the game and return target RFG creature to play tapped under it's owners control. The creature is attacking if it's controller is the active player.
 

Mooseman

Isengar Tussle
Limited said:
Sorry, but I think it looks really ridiculous to put the "For each M that was spent" on cards that only have one generic mana in the mana cost. Sure, Cost Increaser would make it matter, but I think that just to narrow.

And is 3G such a strange cost for this? Perhaps 4G and you can return two lands to play?
Ridiculas? Why?
The card is better if combined with blue and since the cost could change the "for each" is necessary.

Should this really be 3G?
4G for 2 land, but 3G for 1 land?
 
L

Limited

Guest
You are forgetting that allowing U to be paid to untap lands, the spell is essentially free and its potentially possible to create mana with it.

So 3G to retrieve one land isn't very great, but I think it makes sense.. So 4G for two lands is horridly undercosted..

And the For Each isn't necessary, we could word it like the Ravnica cards ("if M was spent playing this spell") and I thought we wanted to make something different.
 

Mooseman

Isengar Tussle
Limited said:
You are forgetting that allowing U to be paid to untap lands, the spell is essentially free and its potentially possible to create mana with it.
It can't be free, since the U will never equal U+G. And the land comes in tapped.

Limited said:
So 3G to retrieve one land isn't very great, but I think it makes sense.. So 4G for two lands is horridly undercosted..
What about 1GG for one land? Also remeber that the land has to come from the RFG zone and that is a liability in itself, as you need lands put there. This is different from a library search, more like a GY search, but even tougher.
Limited said:
And the For Each isn't necessary, we could word it like the Ravnica cards ("if M was spent playing this spell") and I thought we wanted to make something different.
Yes, different in that you could pay more than 1 and get multiple effects, but by making the costs 2 or 3 generic allows for too much abuse of "good" effects. That's why I have kept them to 1 generic and then it would have to be combined with things like cost increaser to get more effects.
 

Mooseman

Isengar Tussle
Okay, I am trying to create a series of changeling creatures. I want to concentrate on Wolves, Bears, Berserkers and Warriors.
I didn't want them to be too good, but I may not have achieved that.
Am I close or totally off track?



Red Totem Minion
<2><R>
Creature – Human
<R>: <THIS> becomes a 4/1 wolf creature with first strike until EOT
2/1

Blue Totem Minion
<2><U>
Creature – Human
<U>: <THIS> becomes a 2/1 Berserker with flying until EOT
2/1


Black Totem Minion
<2><B>
Creature – Human
<B>: <THIS> becomes a 3/1 Berserker with fear until EOT
2/1

White Totem Minion
<2><W>
Creature – Human
<W>: <THIS> becomes a 1/3 Warrior with vigilance until EOT
2/1

Green Totem Minion
<2><G>
Creature – Human
<G>: <THIS> becomes a 3/3 Bear with Trample until EOT
2/1
 

turgy22

Nothing Special
Had another idea for a mechanic. I'm going to call it "rotate" for now, cause the wordings kind of long at this point. Maybe someone can help me clean it up.

Rotate
When you play this card if there is a card named ~ RFG, you may put that card into your hand.
When ~ is put into your graveyard, if there is another card named ~ in your graveyard, you may remove that card from the game.

So basically, if you have 3+ off one of these spells in hand, you can do a loop for however much mana they cost.
1) You play the first one, it resolves and goes into the graveyard.
2) You play the second one, it resolves and goes into the graveyard and the first one gets RFG.
3) You play the third one, the first one goes back into your hand and the second one gets removed from the game. Then you can keep doing it over and over.

Some examples:

Rotate ~ Submitted by Turgy22
U
Instant
Rotate
Yes, that's all it does. It's just a spell you play and nothing more. I'm thinking there might be a way to abuse it, but I don't know yet.

Rotating Fire
2R
Sorcery
<THIS> deals 2 damage to target creature or player.
Rotate
I originally had this costed at 1RR to avoid abuse in limited, but then realized that it will be hard to get 3 copies of one card in limited formats. Still something to consider, though.

Rotating Land
2G
Sorcery
Search your library for a land card and put it into play tapped.
Rotate

Rotating Disease
2B
Sorcery
Target creature gets -1/-1 until EOT.
Rotate

Rotating Power
2W
Instant
Target creature gets +1/+1 until EOT.
Rotate
 
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