Bottom up designs I came up with that I am having trouble trying to flavor/lore. Any ideas?
CARD 1WB
Legendary Creature - ?
Lifelink, Deathtouch
At the beginning of each end step, if an opponent gained 3 or more life this turn, that player puts a card from his or her hand on top of his or her library. 1WB, Pay 3 life: Target opponent gains 3 life.
2/2
CARD 2UB
Enchantment
At the beginning of each end step, if you drew 2 or more cards this turn, put a -1/-1 counter on a creature you don't control.
CARD 31GG
Legendary Creature - ?
Trample
Whenever a green creature you control attacks, draw a card.
3/3
CARD 4WUBRG
Legendary Creature - ?
Flash
If a spell or ability would increase a creature's power or toughness, it decreases it by that much instead.
If a spell or ability would decrease a creature's power or toughness, it increases it by that much instead.
3/4
CARD 51WW
Creature - ?
If a land card would enter the battlefield that wasn't played from a player's hand, exile it instead.
CARD 62U
Enchantment
At the beginning of your end step, draw a card if you did not play a land during your first or second main phase.
[quote from="Honor Basquiat »" url="http://www.mtgsalvation.com/forums/community-forums/creativity/custom-card-creation/780367-help-me-name-these-cards?comment=1"]Bottom up designs I came up with that I am having trouble trying to flavor/lore. Any ideas?
CARD 1 - So if I have enough mana and even a minor source of lifegain, I can deny my opponent from ever drawing a card? Does this seem like it would be good gameplay? In terms of name, I'd go for entrapment flavor. Something like '[appropriate name], master of entrapment' if it has to be legendary.
CARD 2 - Name proposal: Ruthless Scholarship
CARD 3 - [NAME], thought of the wild. This card is super pushed though, makes edric look weak by comparison.
CARD 4 - In order for this effect to work, you need to combine both of the abilities. As is, any time the first replacement effect would apply, it would cause the second replacement effect to apply resulting in neither ever actually working. At least, that's my understanding of the rules. I don't have any good naming advice here
CARD 5 - Name: Legislated Growth. Give it a pseudo-azorius flavor
CARD 6 - Any reason not to just say "if you did not play a land during your turn." I know there is a mechanical difference, but it's a very small one which feels more in line with the desired function of the card. No good name suggestion here.
Private Mod Note
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Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Card 1 is playing with fire, the fact that it can be used each turn means that you can not only prevent your opponent from drawing new cards, you can actually set them back progressively until they get locked to just their topdeck, which won't change if they can't play it.
"Ayli, Keeper of the Faith"
Card 2 should target the creature to put the counter on, bypassing hexproof for what is clearly a targeted effect isn't kosher unless there's a mechanical reason for the card (like in Clones). Personally, I would drop the "don't control" but to add some spice, it stings you back if you trigger it without any enemies.
"Wartime Research"
Card 3 is absolutely insane card advantage, put all other card advantage legends to shame, I could draw 3 cards on turn 3 with little trouble, and it would snowball very fast from there.
"The Lorax"
Card 4 as written sticks itself in a recursive replacement loop, attempting to do both, you can combine it into a single line that simply swaps the effects though.
"Soul of the Roil"
Card 5 seems like it costs 1 too much to me, it really only hoses green ramp unless they're going for some shenanigans. Seems like the wrong color to do this, I would think Black or Blue would be the colors in which to put a dedicated ramp hoser.
"Secure the Realm"
Card 6 is overly wordy, can just read "At the beginning of your end step, draw a card if you didn't play a land this turn." You can only play lands during your own main phases anyways, and it doesn't trigger from lands that enter from other means either way.
"Cartographer's Laboratory"
Card 1: No, Thank you. You can do ONE of these things: (1) Punish life gain. (2) Cause a target player to gain life. You cannot do them both on the same card. I mean, you can if your goal is to not care about any other card in the set. It'd be so easy to print some white cards that would "combo" with just the punisher mechanic here; but there's a good reason they don't do this now.
Normally red gets the punishing of lifegain, not black. Black likes lifegain.
But, really, you don't care about lifegain. You made a Chittering Rats effect engine. No deck construction required.
On the plus side, I kind of like having the "drawback" of lifelink. Do something clever with that. "If you've gained N life this turn, you lose the game," etc. Although then you'd want to tie the lifegain to something you're not in complete control over.
Card 2: Corrosive Knowledge.
Card 3: 3 mana that draws me 2 cards and leaves a 3/3 behind... and can draw me more cards next turn... should cost more. We're slightly better than Ophidian today, but not THAT MUCH BETTER. Also, the green-only feels really ad hoc. This should be tribal that gives curiosity and even then this is going to cost more. So pick a tribe and the name will come from that.
Card 4: WUBRG doesn't equal 3/4 with a U ability. Inverse Elemental seems fine; make it a 4/ with flash for 3UU
Card 5: Have it be put into it's player's hand, and be blue. Delayed Progress
Card 6: At the beginning of your end step, draw a card if a land didn't enter the battlefield under your control this turn. Acknowledge Limits.
CARD1 - Love-For-All, Emmisary of Lotus "I gift oblivion, torn from my flesh, and ask of you only to savor it."
I dislike that it shifts the game from "we both play and try to kill each other" to "I play, you don't, and I try not to kill myself before I kill you". It's good that opponent still has a window to cast their spells, but I think it should punish lifegain in some other, fairer way. All in all, Alms Beast effects are a nice design space, but you should separate the enabler and the pay-off into different cards.
CARD3 - [NAME] Of The Stampede He constantly hums, as he always hear a distant anthem - the intimidating roar, the resonance of rumbling steps, the predatory slither, the high-pitched cry, the echoing flap of the wing, the beating of a savage hearts and growlings of hundreds hungry stomachs, soon to be filled.
Oh boy, the card is a bit too much. Remember the 2/2 naga from Amonkhet limited that procs only on itself and needs to be exerted? Of course, you can up the power level, but not by that much. Overall, nice clean design (except in modern MtG the clauses for him and other creatures should be separated, but I would understand if you don't want to do so for aesthetic reasons).
CARD5 - Civilized Growth
"In all matters, we've traded the chaos of the jungle for the orderly development. Should you consider this an affront to nature, you may leave our fruitful groves, go into the untouched wild, and starve among your fellow beasts."
- Junn, scolding the students
Private Mod Note
():
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Wizards can start putting booster packs inside dog poo and dog owners will still complain.
Thanks, Dissapointing Sigs!
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CARD 1 WB
Legendary Creature - ?
Lifelink, Deathtouch
At the beginning of each end step, if an opponent gained 3 or more life this turn, that player puts a card from his or her hand on top of his or her library.
1WB, Pay 3 life: Target opponent gains 3 life.
2/2
CARD 2 UB
Enchantment
At the beginning of each end step, if you drew 2 or more cards this turn, put a -1/-1 counter on a creature you don't control.
CARD 3 1GG
Legendary Creature - ?
Trample
Whenever a green creature you control attacks, draw a card.
3/3
CARD 4 WUBRG
Legendary Creature - ?
Flash
If a spell or ability would increase a creature's power or toughness, it decreases it by that much instead.
If a spell or ability would decrease a creature's power or toughness, it increases it by that much instead.
3/4
CARD 5 1WW
Creature - ?
If a land card would enter the battlefield that wasn't played from a player's hand, exile it instead.
CARD 6 2U
Enchantment
At the beginning of your end step, draw a card if you did not play a land during your first or second main phase.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
CARD 1 - So if I have enough mana and even a minor source of lifegain, I can deny my opponent from ever drawing a card? Does this seem like it would be good gameplay? In terms of name, I'd go for entrapment flavor. Something like '[appropriate name], master of entrapment' if it has to be legendary.
CARD 2 - Name proposal: Ruthless Scholarship
CARD 3 - [NAME], thought of the wild. This card is super pushed though, makes edric look weak by comparison.
CARD 4 - In order for this effect to work, you need to combine both of the abilities. As is, any time the first replacement effect would apply, it would cause the second replacement effect to apply resulting in neither ever actually working. At least, that's my understanding of the rules. I don't have any good naming advice here
CARD 5 - Name: Legislated Growth. Give it a pseudo-azorius flavor
CARD 6 - Any reason not to just say "if you did not play a land during your turn." I know there is a mechanical difference, but it's a very small one which feels more in line with the desired function of the card. No good name suggestion here.
- Manite
"Ayli, Keeper of the Faith"
Card 2 should target the creature to put the counter on, bypassing hexproof for what is clearly a targeted effect isn't kosher unless there's a mechanical reason for the card (like in Clones). Personally, I would drop the "don't control" but to add some spice, it stings you back if you trigger it without any enemies.
"Wartime Research"
Card 3 is absolutely insane card advantage, put all other card advantage legends to shame, I could draw 3 cards on turn 3 with little trouble, and it would snowball very fast from there.
"The Lorax"
Card 4 as written sticks itself in a recursive replacement loop, attempting to do both, you can combine it into a single line that simply swaps the effects though.
"Soul of the Roil"
Card 5 seems like it costs 1 too much to me, it really only hoses green ramp unless they're going for some shenanigans. Seems like the wrong color to do this, I would think Black or Blue would be the colors in which to put a dedicated ramp hoser.
"Secure the Realm"
Card 6 is overly wordy, can just read "At the beginning of your end step, draw a card if you didn't play a land this turn." You can only play lands during your own main phases anyways, and it doesn't trigger from lands that enter from other means either way.
"Cartographer's Laboratory"
Normally red gets the punishing of lifegain, not black. Black likes lifegain.
But, really, you don't care about lifegain. You made a Chittering Rats effect engine. No deck construction required.
On the plus side, I kind of like having the "drawback" of lifelink. Do something clever with that. "If you've gained N life this turn, you lose the game," etc. Although then you'd want to tie the lifegain to something you're not in complete control over.
Card 2: Corrosive Knowledge.
Card 3: 3 mana that draws me 2 cards and leaves a 3/3 behind... and can draw me more cards next turn... should cost more. We're slightly better than Ophidian today, but not THAT MUCH BETTER. Also, the green-only feels really ad hoc. This should be tribal that gives curiosity and even then this is going to cost more. So pick a tribe and the name will come from that.
Card 4: WUBRG doesn't equal 3/4 with a U ability. Inverse Elemental seems fine; make it a 4/ with flash for 3UU
Card 5: Have it be put into it's player's hand, and be blue. Delayed Progress
Card 6: At the beginning of your end step, draw a card if a land didn't enter the battlefield under your control this turn. Acknowledge Limits.
Love-For-All, Emmisary of Lotus
"I gift oblivion, torn from my flesh, and ask of you only to savor it."
I dislike that it shifts the game from "we both play and try to kill each other" to "I play, you don't, and I try not to kill myself before I kill you". It's good that opponent still has a window to cast their spells, but I think it should punish lifegain in some other, fairer way. All in all, Alms Beast effects are a nice design space, but you should separate the enabler and the pay-off into different cards.
CARD3 -
[NAME] Of The Stampede
He constantly hums, as he always hear a distant anthem - the intimidating roar, the resonance of rumbling steps, the predatory slither, the high-pitched cry, the echoing flap of the wing, the beating of a savage hearts and growlings of hundreds hungry stomachs, soon to be filled.
Oh boy, the card is a bit too much. Remember the 2/2 naga from Amonkhet limited that procs only on itself and needs to be exerted? Of course, you can up the power level, but not by that much. Overall, nice clean design (except in modern MtG the clauses for him and other creatures should be separated, but I would understand if you don't want to do so for aesthetic reasons).
CARD5 - Civilized Growth
"In all matters, we've traded the chaos of the jungle for the orderly development. Should you consider this an affront to nature, you may leave our fruitful groves, go into the untouched wild, and starve among your fellow beasts."
- Junn, scolding the students