![]() |
|
ADVENTURERS! MtG cards! - Printable Version +- ADV, AFH, CMC, ETC (http://107.170.157.187:8000/forum) +-- Forum: Comic Forums (/forumdisplay.php?fid=1) +--- Forum: Mark Shallow's ADVENTURERS! (/forumdisplay.php?fid=3) +--- Thread: ADVENTURERS! MtG cards! (/showthread.php?tid=1621) |
RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 10:49 AM Thank you very much for your help, Milo. Even though I don´t get what those symbols mean, I got the main idea of this swords. The problem was that both blades seem identical except in different colors, and I prefer having all different cards if possible. In Mugendai-Yaiba, I used that "the HP of the wielder defines its power" thing, wich is their original function. As it is Eternion´s original blade, I made it so that only black decks could use it. [attachment=961] For Kyuukyou-Yaiba, I had to come up with something different. This is what I did. [attachment=960] And in one of those comics you pointed me out, I found something that reassures me in the fact that termis should be the five color Eternal. In here Ardam says that Termis has abilities from every other eternal. RE: ADVENTURERS! MtG cards! - Milo - 11-01-2005 12:25 PM Hannibal Wrote:I don´t get what those symbols mean,The circles refer to light, gray, and dark mana, which are the colors in CMC. The star is CMC's dizzy (equivalent to MtG tap) symbol. The arrow signifies an activated ability (this is not marked in MtG). So, ![]() ![]() means that you can play the ability by tapping the card and paying one mana. Above the card name the first line refers to the play cost, and the second to something that doesn't exist in MtG and isn't really relevant.Hannibal Wrote:The problem was that both blades seem identical except in different colorsLook carefully. Mugendai-Yaiba depends on your life, while Kyuukyoku-Yaiba depends on your opponent's life. (Or in a more-than-two-player MtG game, target creature's controller's life.) I do think depending on creatures' life (the one wielding the sword or the one being hit, depending on the sword) would be better flavorwise than depending on players' life, although that could get tricky with Kyuukyoku-Yaiba. There could even be a case made for depending on attack (or total mana cost?) rather than life, as Eternion seemed to have the same the same hitpoint meter in both forms, but Argent's blade would supposedly hit him harder as Eternity. Kyuukyoku-Yaiba granting first strike makes little sense, as supposedly Eternion started the war and the others fought for defense. Hannibal Wrote:And in one of those comics you pointed me out, I found something that reassures me in the fact that termis should be the five color Eternal. In here Ardam says that Termis has abilities from every other eternal.Well... yeah. I sorta assumed everybody knew that already. Here's the other Eternals' titles and roles, which may also help: Maxima Termis, Grand Eternal Eternion, Knight, Eternal of War Invisin, Assassin, Eternal of Misdirection Infinel, Messenger, Eternal of Peace and Order Imposis: never mentioned, but he knows magic and seems to prefer manipulating others to fighting himself Endless, Teacher, Lesser Eternal of Instruction Infinel is also stated to know weaponcraft, and is most likely the one who forged Kyuukyoku-Yaiba (and possibly the one who wielded it) and may have made Longinus himself too. Since we have five eternals besides Grand (excepting Finis who is a mere flowgem recruit), we may want to assign one color to each, although arguably Endless might not deserve a color of his own, being merely a Lesser Eternal (under Imposis). Eternion = red, Imposis = blue, and Infinel = white are fairly obvious, and Invisin is black if we decide to ignore her aura color, which leaves green for Endless. RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 01:40 PM Well, among the basic abilities, first strike seemed the most appropiate. I thought that it was the most appropiate for a counterblow to Eternion. Being able to finish him quickly was probably the only way to finish him at all the other eternals had. And, as you said, it was most probably created by infinel. Infinel does not like his people getting hurt. First strike is the only ability that lets a creature take down an opponent of similar strenght without being obliterated himself. That was the quick reasoning i did, a reasoning that has a few flaws, I admit. Should have thought a bit more. Maybe vigilance would fit better, as Wizards uses it as a defense-flavor element (many vigilance cards are guards, sentrys, or the like, as you know) Yeah, both swords were so similar that i didn´t notice the little difference. Since Kyuukyouku is supposed to adapt to enemy´s stength, and not wielder´s, it might be tricky to get an ability for it. I suppose we could always do the mirror of the Mugendai-Yaiba, and let it say "when equppied creature blocks or is blocked, it gets +X/+0, where X is the thoughness of target creature blocking it". But that is extremely uncreative, isn´t it? About Imposis title, since it has never been stated, i was thinking about "Eternal of knowledge" or something of the sort. He really looks like he´s a brain among the eternals. The eternals´ colors you say seem right, except... that cycle wouldn´t let Eternion be black, or part black, and he really fits that role. Omnipotence is black´s greatest desire, and egoism a very important feature in most black characters. That sounds Eternion to me. Anyway, thanks for the advice, Milo! This is quite difficult for me so your help is greatly appreciated. Also, I´d love to have your opinions on the cards I already made, in case you feel they should be changed. This is to everyone that thinks they can help. I could try to do this alone, but then only I would really like the cards, and that would be no fun. Any oppinion will probably be taken into account. And i know that there are talented people out there, you could try doing a few cards yourselves and posting them. Hey, to be fair, yours will almost surely be better than mine :) RE: ADVENTURERS! MtG cards! - Milo - 11-01-2005 02:28 PM Hannibal Wrote:Yeah, both swords were so similar that i didn´t notice the little difference. Since Kyuukyouku is supposed to adapt to enemy´s stength, and not wielder´s, it might be tricky to get an ability for it. I suppose we could always do the mirror of the Mugendai-Yaiba, and let it say "when equppied creature blocks or is blocked, it gets +X/+0, where X is the thoughness of target creature blocking it". But that is extremely uncreative, isn´t it?Problem is, that would basically mean "target blocking creature is pwninated". Since it takes damage equal to however much toughness it had in the first place. One could design a mathematical formula such that lower-life creatures take even less damage and survive while higher-life ones are instakilled, which I guess fits, but is rather complicated. Hannibal Wrote:The eternals´ colors you say seem right, except... that cycle wouldn´t let Eternion be black, or part black, and he really fits that role. Omnipotence is black´s greatest desire, and egoism a very important feature in most black characters. That sounds Eternion to me.Eternion seems to me to be rather fight-eager, getting into fights for the thrill of it without much of an agenda. 1, 2, 3, 4. And he's the ETERNAL OF WAR. He exists for battle. Hannibal Wrote:Also, I´d love to have your opinions on the cards I already made, in case you feel they should be changed.Well, they're nice. I especially liked the shouting-stuff-as-a-cost ones. But, I can't really comment too much, as I don't actually know that much about MtG. I just watched enough games here to get the basics :) RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 03:41 PM Quote:Problem is, that would basically mean "target blocking creature is pwninated".Yes, I know. That´s exactly why I was so reluctant to use something like that. Maybe it could limit blocker´s toughness to a set number, or let the creature be able to use a weakening ability, or something like that. Quote:Eternion seems to me to be rather fight-eager, getting into fights for the thrill of it without much of an agenda. 1, 2, 3, 4. And he's the ETERNAL OF WAR. He exists for battle.Yes, that´s right. That´s why i strongly suggested to make Eternion Black/red, instead of only mono black, as most people suggested. Eternion has a thirst for control that is black. Right. But he also has a VERY important tendency to pick fights almost at random, and act violently even when not needed. That is clearly red. But since red doesn´t really give a damn about control or power other than raw strenght, it´s not fit for a mono-color Eternion, I think. Even though, to make an Eternal cycle maybe we could strain things a bit... By the way, talking of Eternals, here is my first view on Termis. [attachment=962] I gave him flying, first strike and trample because some other eternals will have them, and he is supposed to have a portion of each other´s power. The eternal pumping/shrinking ability is to acknowledge his status as Head of the Council. Oh, a late idea. Milo, you seem to have a very good grip of the archives, while my memory has lots of leaks, and i need to reread a few hundred pages to find something useful. Maybe you could select a few flavor texts for the cards while I center on the mechanic part? I´m particularly in problem to get good flavor text for some of the heroes -too many choices. Would you mind? If not, most needed are Karn, Ardam and Karashi. Not an idea of what I should choose for them. Any suggestions welcome. Not only from Milo, but from anybody else that actually reads these posts. Which is probably nobody :), but had to try anyway. RE: ADVENTURERS! MtG cards! - Hello - 11-01-2005 04:01 PM I don't like the eternal pumping/shrinking ability really. It's not all that useful. Something more useful would be like "cannot be the target of spells or abilities" or a direct damage attack like he did with spybot. Also, unlike most of your other cards, which are quite overpowered, he's quite expensive for his cost. I mean sliver queen is a 7/7 for one mana of each type. RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 04:26 PM Quote:I don't like the eternal pumping/shrinking ability really. It's not all that useful. Something more useful would be like "cannot be the target of spells or abilities" or a direct damage attack like he did with spybot.I didn´t do it because it could be useful. I did it because it was flavorful :). But I see your point, I´d like to see Termis played. So maybe I´ll add the untargetability. But I don´t want to give him huge direct damage. My experience (as little as it may be) has shown that "5 color" really means "for green based decks" or "for sunburst decks" only. Green and direct damage just don´t mix well. Quote:Also, unlike most of your other cards, which are quite overpowered, he's quite expensive for his cost. I mean sliver queen is a 7/7 for one mana of each type.Yeah, I know that they are overpowered. They´re Eternals. That´s the idea. But yes, I went a little too far on the cost. Guess those flashy abilities got me carried away. Maybe a drop of 2: 3WGRUB should be enough. That´s high too, but remember: evasion, trample, first striker, and he´s an 11/10, all in one. And I´m gonna add untargetability, but only against opponent´s spells. Like Troll Ascetic. Those are things that our dear Queen can´t match, hence the higher cost. Actually, it seems that if the opponent doesn´t have a Wrath of God or Final judgement, they are pretty much screwed. Termis is a brutal finisher, wich was the basic idea, yet he´s difficult to hardcast. But there are ways to get around that (Defense of Heart anyone?). By the way, I just noticed the lack of sorceries or instants. I have centered too much on characters. Reading the archives for a laugh, I got two little stupid ideas, but all sets have their share of stupid cards, don´t they? [attachment=963] [attachment=964] RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 04:32 PM Quote:I don't like the eternal pumping/shrinking ability really. It's not all that useful. Something more useful would be like "cannot be the target of spells or abilities" or a direct damage attack like he did with spybot.I didn´t do it because it could be useful. I did it because it was flavorful :). But I see your point, I´d like to see Termis played. So maybe I´ll add the untargetability. But I don´t want to give him huge direct damage. My experience (as little as it may be) has shown that "5 color" really means "for green based decks" or "for sunburst decks" only. Green and direct damage just don´t mix well. Quote:Also, unlike most of your other cards, which are quite overpowered, he's quite expensive for his cost. I mean sliver queen is a 7/7 for one mana of each type.Yeah, I know that they are overpowered. They´re Eternals. That´s the idea. But yes, I went a little too far on the cost. Guess those flashy abilities got me carried away. Maybe a drop of 2: 3WGRUB should be enough. That´s high too, but remember: evasion, trample, first striker, and he´s an 11/10, all in one. And I´m gonna add untargetability, but only against opponent´s spells. Like Troll Ascetic. Those are things that our dear Queen can´t match, hence the higher cost. Actually, it seems that if the opponent doesn´t have a Wrath of God or Final judgement, they are pretty much screwed. Termis is a brutal finisher, wich was the basic idea, yet he´s difficult to hardcast. But there are ways to get around that (Defense of Heart anyone? I´m right now dreaming of playing simultaneously Eternion And Termis... Gaea´s blood, it´s SCARY :)). By the way, I just noticed the lack of sorceries or instants. I have centered too much on characters. Reading the archives for a laugh, I got two little stupid ideas, but all sets have their share of stupid cards, don´t they? [attachment=963] [attachment=964] RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 04:34 PM Damned doubleposting, sorry. RE: ADVENTURERS! MtG cards! - Milo - 11-01-2005 04:41 PM Try these... Karn: "Just three more CUTERABBITs, I promise!" or "I'll take ten sword bombs! Cash okay?" or "Never fear, I'll crush them easily with THE GIGANTO SWORD! I will smite all my enemies using the power of its... umm, bigness... and we will be victorious... er, once I regain my balance..." or "Thou? Is that some kind of monster?" or "Okay, here's the infiltration plan. The front will be heavily guarded, so we go around the back, over the wall, and the big red X is where we get ambushed..."... Ardam: "You'd think destroying the planet would be more damaging..." or "Sometimes I think the laws of physics are against me." or "Wait a sec, you actually mean to talk to EVERYONE ON THE PLANET!?"... Karashi: this or this or middle panel... As you can tell, I got bored around comic #500. I probably missed some good ones before then too. RE: ADVENTURERS! MtG cards! - Hannibal - 11-01-2005 04:54 PM Thank you milo. I think I´ll use the sword bombs one for Karn; it compresses all his stupidity in such few words. For Ardam, maybe the one of the laws of physics against him. It´s sadly true... For Karashi... can´t decide yet. I´ll think of it. RE: ADVENTURERS! MtG cards! - Hannibal - 11-02-2005 12:34 PM Ok, I was extremely bored in history class today, so I started designing cards. For some reason I got focused on non-creature cards. These are some of the ideas. I know they´re not too polished, but hey, it´s difficult to concentrate in Magic while some guy is speaking loudly and dully (sounds to me more like a buzzing, quite soporific). [attachment=971] [attachment=972] [attachment=976] [attachment=975] The melody that the psychodelic twirling coloured background asks for is here (a true masterpiece by the way, good work, Bogeyman!) I also thought there about this, [attachment=973] but I´m not certain. I thought two possibilities: one, as it is. Two, make it a global enchantment, cost 1 more, and affect only combat damage. The one right now stands for a short FMV, while the other will possibly cause a very long and lethal cutscene fighting. Wich do you like better? And as a finisher, my dear friend the Silver Haired Guy in Gold Trimmed Armor, AKA Argent, Judge Finis. [attachment=974] Well, what do you people think of these? I considered it a better-than-usual employed history class... I got a few other ideas, but I´m still searching suitable images for them. RE: ADVENTURERS! MtG cards! - Hannibal - 11-03-2005 03:11 PM I managed to scrape some free time today, and did these: [attachment=984] [attachment=986] And I did Spybot too, but it was a bit though. His first ability is my try to adapt cover/counter. Didn´t know how to do it otherwise. The second... the second is there just for fun, actually. [attachment=985] And a question about mechanics: I wanted to get the summons in, because this might be a little short on creatures, but I wanted them to fit the "temporal summon" role. And there should only be one summon at a time under anyone´s control (no one can summon more than one creature at a time... the mystery of this has finally been solved. It´s the bungee thing :)) So I made our own variant of the Fading mechanic. Summon X ([This] comes into play with X summon counters on it. At the end of your turn, remove a summon counter from [this]. When [this] has no summon counters on it, sacrifice it. When another creature with summon comes into play under your control, remove [this] from the game) Kinda like fading, but slightly different. Hope this will not cause Wizards of the Coast´s lawyers to eat me. But, anyway, what are your views on this? And as I said a while before, mechanic suggestions are really going to be warmly welcome! RE: ADVENTURERS! MtG cards! - Hannibal - 11-18-2005 11:55 AM I´m back, after those damned exams. I´ve managed to get new borders for my MWS, and I started trying them. First, I corrected Termis as you asked. Here´s the new version. It certainly looks better. [attachment=1028] Then I started with new cards. I want to get finished with Eternals, so I did Invisin. [attachment=1029] And here´s my first try on a Summon. I don´t know, he seems a bit underpowered, at 7 mana. Your opinions? (The summon mechanic is explained in my previous post. It probably needs a little tweaking too. Suggestions?) [attachment=1030] RE: ADVENTURERS! MtG cards! - Yoru - 12-31-2005 09:25 PM your summon mechanic sounds almost exactly like fading, except it has the "when another summon comes into play" thing RE: ADVENTURERS! MtG cards! - Kassil - 01-02-2006 07:25 AM Hmmm... It seems to me that Karn should actually be a red/white card. White because he's obviously a Holy Warrior sort, defends his friends, and wants to protect the world from evil, and Red because he's impulsive, rash, prone to doing massive amounts of damage, and I'll bet 10 to 1 that he has some ability that lets him get in the first hit (either First Strike or "Haste", maybe both...) Ardam should be a blue/red. Blue because he /is/ a wizard, and wizards have typically been the domain of Blue, and he does tend to be orderly, logical, thoughtful, and creative. Red because he can unleash some serious beatdown when he wants to. I'd guess a mechanic of a sort that lets you discard a card to deal damage to a target - maybe something like "(Some mana cost)(Tap), Discard a card: Ardam deals X damage to target creature or player, where X is equal to the converted casting cost of the discarded card." Karashi should definitely be a white/black, with some kind of stealth ability you can pay to activate - maybe something like paying to make her unblockable by all creatures of a given color until end of turn. And possibly give her a Tim-like ability to represent her throwing skill. Drecker should be a red/black, I think. Given his thief abilities, and the tendency of RPG monsters to carry potions and the like, he should have an ability that costs mana and taps him to deal damage to a target player and give you the lost life. Spybot's obviously an artifact creature, but he should have an ability to do something like turn him into an enchantment on a creature to give it +X/+0, whatever X happens to be. Maybe the converted mana cost of the creature the enchantment's on. I'd say Gildward should be green. Green "weenies" tend to be really easy to kill, after all. His ability should be something like tapping him to remove a target creature from combat, to represent his music possibly doing something useful like distracting an opponent. Lumi is definitely pure white, and should get an ability that's similar to the Samite Healers, or maybe one that adds life to a player. Chookie... Is green. With a Lure-like ability to represent how a lot of people will tend to go after the revoltingly cute things first. Tesla is pure red. She's all about shooting things, with a direct damage ability to make life difficult for others. It should be an X-cost ability, with damage being something along the lines of X, but X can only be red mana, or something like that. Khrima would be pure black, and he'd have to have some kind of annoying regeneration ability, since he keeps coming back from everything except that very last attack (so far; who knows, he might come back still.) Possibly also some kind of tap-to-deal-damage ability for his lasers. Argent is probably a white/black or blue/black (he /was/ a lawyer, and I'd think that the mindset of a lawyer would work best with blue...), and an ability to amplify himself for the rest of the turn somehow. For instant-type spells, there has to be things like the X-Potion for white, which gives life to a player, Ardam's magic for red, Lumi's magic for white, Bard Music for green (with some result that has a chance of completely backfiring), the Cover/Counter abilities for blue, and something along the lines of Khrimalith Laser for Black. And... ...That's it for me, for now. In the morning when I wake up, I'll likely look at this and wonder what I was thinking at the time, but it seems like a good idea right now as I prepare to go off. RE: ADVENTURERS! MtG cards! - Hannibal - 01-03-2006 10:53 AM Weee! people post here again! I had left this because it was starting to be only Milo and me, but if people are interested again, I will continue with it. Since I had thought a bit about this topic before quitting, I guess I'll post my thoughts, and then we get to some arrangement. ok? But, first... Yorukun Wrote:your summon mechanic sounds almost exactly like fading, except it has the "when another summon comes into play" thingYup. As I said, I tried to do a tweaked version of fading, because that mechanic seemed to fit with summons. Notice as well the difference of the duration between fading and summon. I decided to make it so that the creature would fade right before the enemy's turnn Anyway, almost the same. Now, for Kassil's Very Good Post . No, really, you gave a lot of insight, thank you. Quote:Ardam should be a blue/red. Blue because he /is/ a wizard, and wizards have typically been the domain of Blue, and he does tend to be orderly, logical, thoughtful, and creative. Red because he can unleash some serious beatdown when he wants to. I'd guess a mechanic of a sort that lets you discard a card to deal damage to a target - maybe something like "(Some mana cost)(Tap), Discard a card: Ardam deals X damage to target creature or player, where X is equal to the converted casting cost of the discarded card."Yeah... that would be a nice color combination. Thing is, and this ties with Karashi as well, I had already thought of something like it for Karashi's throw. The strenght of the throw depends on the object that was threw (I-mode doesn't count, that's too much like hack Quote:Drecker should be a red/black, I think. Given his thief abilities, and the tendency of RPG monsters to carry potions and the like, he should have an ability that costs mana and taps him to deal damage to a target player and give you the lost life.R/B Drecker? mmm... not so sure. Drecker doesn't seem too black... black is supposed to be uncaring, willing to betray his allies for personal gain, and seek power over anything else. For some reason, the nice and funny Drecker doesn't seem to fit in black. Absolutely agreed on the red part, anyway. Dislike of rules looks like one of his greatest features Quote:Spybot's obviously an artifact creature, but he should have an ability to do something like turn him into an enchantment on a creature to give it +X/+0, whatever X happens to be. Maybe the converted mana cost of the creature the enchantment's on.Thought of that, but adding one more Licid-like creature to MTG made some part of my mind (you know, that part that convinces you not to kill every human being that makes eye contact with you... what? you don't have? aw, then that guy who said I was crazy might be right. Aaanyway) screech with fear. Those things require a lot of text just to explain that ability, are rules nightmares everytime they show up. So I erased that ability and went for the strange second ability it has now. Less problems (rules-wise. About enraged hosts... that's not my problem xD). Quote:I'd say Gildward should be green. Green "weenies" tend to be really easy to kill, after all. His ability should be something like tapping him to remove a target creature from combat, to represent his music possibly doing something useful like distracting an opponent.As a green player, I resent that you compare my creatures to Gildward, sir.*slaps Kassil in the face with a glove*. Naw, joking. I was going to make him white, but more opinions are always welcome. Now I don't know what to do...:S Quote:Argent is probably a white/black or blue/black (he /was/ a lawyer, and I'd think that the mindset of a lawyer would work best with blue...), and an ability to amplify himself for the rest of the turn somehow.*points to Argent, Judge Finis card* Seems we agree on something ^^. About the others, I didn't have them very fleshed out, so I won't discuss them now. But red Tesla seems perfect, and R/W Karn... mmm don't know. I'll think it over. Karn would fit in the Boros Legion, I wonder? Oh, and about the last part, where you mention the Khrimalith, one question: I'm doubting whether to make the Krimalth a legendary artifact or a legendary land... what do you think? [/end of post] And thank you again. If you've got some ideas/sketches/mechanics or anything, be sure to post them. RE: ADVENTURERS! MtG cards! - 3mT - 01-03-2006 01:51 PM It depends on how easily you want the krimalath to be destroyed. It seems its an invincible weapon of destruction - so it could be a land that is destroyed when Khrima is destroyed(and can only be in play when he is)? Or it could be a high costing artifact of some description? RE: ADVENTURERS! MtG cards! - Milo - 01-07-2006 04:57 PM Blue as in MtG is decently appropiate for Ardam and it's the color of his robes as well, so I think monocolor blue would be more flavorful even if he has some red elements. And Drecker can't be red, he hates mountains. I say either blue or black. Now Karashi DOES live on a hideout mountain, and can get angry despite her primarily stealthy nature. RE: ADVENTURERS! MtG cards! - GryphonLord - 08-03-2006 01:03 PM You guys haven't even come up with the most obvious idea yet! "Ha! Gorrilla! Right there!" Makes Khrima more powerful or something The Judge Gold Armored Dude (Forgot his name) when equipped with Flowstone "There are many Guards in the Castle" I dunno "There are many Guards in the Castle" by NPC Can only be played if the 1st GITC is on the field "There are many Guards in the Castle" the Movie Can only be played if GITC 2 is on the field There are many Guards in the Castle" the Interview Can only be played if GITC 3 is on the field As for the effects of the 4 GITC's I don't know Make them something creative Lasers! Does X amount of damage but does X2 damage when Khrima is in play. "Any job worth doing with one laser is worth doing ith many" Eternity Eternion when equipped with a Flowstone BTW Drecker-Blue because it kind of goes with his laid back personaity Karisha-Red Khrima-Black Eternion-Red and Black Eternity-Red and Black |