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#1
PaladinCards

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As of now, I'm not too sure how this game works, so  just made a generic dark creature.

Feel free to critique.



#2
Kalam Mekhar

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Dark creature, huh? Yeah, you're definitely a YGO player. =P

 

It's actually a fairly interesting vanilla creature for black (vanilla meaning no abilities, if you were unaware). Low toughness makes it feel similar to many black creatures in the past, and although I think 7 might be just a tidge too much for 4 mana, it's not that bad. Good first card, I would say.



#3
Guest_Slayer-72_*

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meh, make it a 7/1 and I'd feel better about it. other than that, i'd say you got a winner.



#4
Corgi

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Yeah, as Slayer said, either a 7/1 or a massive power decrease.



#5
Guest_Slayer-72_*

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Yeah, as Slayer said, either a 7/1 or a massive power decrease.

nah, the power is fine. I'd just like it to be a 7/1 because big creatures arn't Blacks thing. as a 7/2 it contends with Green 7 drops as a 4 drop, and can block 1/1 weenies and still live. On top of that, it's easy to get regen/undying or some variant of it in black, so a big creature should be more prone to dying in black. I feel like this card is more Red though. some really classic red creatures fit this description. lightning elemental is a common, but a 4/1. 



#6
PaladinCards

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Thanks for the feedback.  I like these cards but I'm not sure how the colors work.  In fact, I thought the colors were just colors :P

I would appreciate anyone giving me more advice about this game and how a card works.  I've looked up the rules, but it didn't help.  And yes, I am a spirited YGO player :)

 

EDIT:

 

I decided to make another based on the small bit of information I learned.  Is it better than the last card I made?  Did I choose the "right" card color?

[spoiler=SHOW][/spoiler]



#7
Kalam Mekhar

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This reminds me of Oracle of Nectars, or whatever it's called, from Shadowmoor.

 

First up, you don't need to put basic on the card type. That's only for lands. Not a big deal in any case. Also, you need to word it something like, "G: You gain 1 life." Although that ability is way powerful, so you'd probably need to do this instead: "XG, T: You gain X life." I don't think there's a real good reason why you'd only be able to spend green mana for this ability, but having the single green requirement in the cost should get that across a little at least.

 

Other than that, it should be rare, I guess, but it's an alright card all-in-all. Oh, and I like seeing a green Dragon, even though traditional Magic frowns upon that. At least mono-green ones. But it doesn't bother me at all.

 

Hopefully that's not too much Magic-speak for you. =)

 

Edit: In fact, after looking at Oracle of Nectars, you basically made that card. lol It's better power-wise as a 3/2 instead of 2/2, but Oracle can be played in white decks also, so whatevs.



#8
PaladinCards

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This reminds me of Oracle of Nectars, or whatever it's called, from Shadowmoor.

 

First up, you don't need to put basic on the card type. That's only for lands. Not a big deal in any case. Also, you need to word it something like, "G: You gain 1 life." Although that ability is way powerful, so you'd probably need to do this instead: "XG, T: You gain X life." I don't think there's a real good reason why you'd only be able to spend green mana for this ability, but having the single green requirement in the cost should get that across a little at least.

 

Other than that, it should be rare, I guess, but it's an alright card all-in-all. Oh, and I like seeing a green Dragon, even though traditional Magic frowns upon that. At least mono-green ones. But it doesn't bother me at all.

 

Hopefully that's not too much Magic-speak for you. =)

 

Edit: In fact, after looking at Oracle of Nectars, you basically made that card. lol It's better power-wise as a 3/2 instead of 2/2, but Oracle can be played in white decks also, so whatevs.

 

Actually, that was a little too Magic Speak for me, but I get the gist.  The only thing that I don't understand is the wording of the effect.  I get the "XG".  That means "Give this many Green Mana" but what  does the "T" mean?  And thanks again for the feedback.  Maybe I can get the hand of this game soon  :blink:



#9
Kalam Mekhar

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Okay, so I'll explain myself a bit more, no prob man.

 

XG actually means 'pay one green mana and however much eXtra you want.' X doesn't specifically need to be green mana. T means tap (turn sideways), which is necessary so that you either use the ability or attack with the creature, not both (as attacking also requires a tap). This keeps the power level in check a little better. It's still a very strong ability, however. If it was worded, "G: You gain 1 life," you would have to pay one green mana for each life you wanted to gain, but the X way allows more decks to play the card, which is generally a good thing.

 

Hopefully that was a bit clearer.



#10
PaladinCards

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That helps a lot.  Thanks. :)



#11
Kalam Mekhar

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Glad to help. =)



#12
PaladinCards

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Alright.  I met with a friend today who plays this game, and I played (and didn't finish) my first card game.  It's interesting, to say the least.  It at least makes more sense than when I read the Wikipedia page :P

 

So now I know what Instants and Artifacts do, and I know what Tapping is, so I made this instant card.  Its effect is supposed to send it to the Graveyard and then you get to choose any other Instant or Artifact that either player controls and send it to their Graveyard.

 



#13
Kalam Mekhar

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Well....not quite there yet, I'm afraid. =P

 

Okay, so this card is supposed to be blue, I take it. This means it needs to have at least one blue mana in its cost, since all cards derive their color(s) from their casting cost. In this case, because no colored mana is in the cost, this card is actually colorless, which is only used on artifacts except for rare cases (like almost never).

 

Next up, instants and sorceries are never actually on the battlefield. They are the only two types of cards that are not 'permanents,' meaning that you cast them, their effect happens, then they go to the graveyard immediately after. They don't actually hit the field. This means you can't send an instant from the battlefield to the graveyard (sending anything from battlefield to the graveyard is called 'destroying'). You can counter it as your opponent casts it, which means it goes to the graveyard and nothing happens just like YGO, but that's about it.

 

Now, as far as the actual effect goes, here's the problem. In Magic, each color has access to different abilities. Some colors are better at certain aspects of the game, some are worse. Some colors just can't do things that other colors can. This card is trying to do one of two things: counter an instant spell, or destroy an artifact. The first ability blue can do no problem. The best example of this is the card Dispel. Destroying an artifact, however? Not so much. That is a red or green ability, but other colors can't usually do it, if ever. In fact, blue can't destroy ANYTHING, ever. Best it can do is return something to its owner's hand or tap it down so it can't do anything.

 

Also, the tap symbol is unnecessary here; instants and sorceries don't have to tap ever, since they aren't in play, and can't be manipulated physically.

 

Overall, my suggestion is thus:

 

Magical Tornado 1U

Instant (uncommon)

Choose one or both - Counter target instant spell; or return target artifact from the battlefield to its owner's hand.

 

The reason I wrote choose one or both is because neither effect is particularly appealing at two mana by itself, but put together it could be a pretty decent card. That type of musing, however, is usually not something a new designer should worry about right away.






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