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Rai's Bag of Gimmicks


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#1
Raitaki

Raitaki

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I love gimmicky cards and decks centered around a few central mechanics, so here I am to make some more of 'em! I'll just be dumping the cards I make here, and explain stuff about 'em as I go. Technically I don't intend to aim for brokenness and some of the products might be eligible for R&D, but since I'm going off my ideas for the gimmicks instead of trying to keep them balanced, they'd fit here better. I'll still take suggestions on how to make them more balanced, though.

 

Here's the photobucket where I'll be dumping the cards. Yes, there is no graphics for them. Sorry but I can't art, and can't be assed into putting random generic Googled images in there :V

 

 

So, first concept/set. This would be based around die rolls, the manipulation thereof, transforming, and artifacts. Dice are used as general-purpose counters for which numbers are their quality instead of quantity, and which can't be proliferated. The goal is enough different cards that can play enough different roles to make a black/red (mostly black) semi-aggro deck that involves a few tons of artifact stapled to a few elite creatures, bolstered by very variable, volatile and usually luck-based supports. Yes, I know, don't worship the RNGod, but hey, Unglued, right?

 

SchrodingersBox.jpgProbabilityEngine.jpg

 

Behold, two of this set's central keyword abilities! Uncertainty allows creatures that have it to start die rolls (which you WOULD like to do. A lot.) and gain bonuses from dice they roll this way (unless said die is grabbed by other cards). It also allows you to give your creature a quick boost when needed, and since the results are both variable and determined at resolution, they won't know how much your creature will be boosted and whether it will be power or toughness until the ability resolves, which might provide an edge. Of course, to prevent diescumming, uncertainty abilities generally have costs high enough to limit its use. Schrodinger's Box provides cheap uncertainty to everything (it is likely the cheapest uncertainty source you'd have in most cases), but as a drawback your opponent can use it too, albeit they might not have any use for the dice except for boosting.

The second keyword is duality. Duality "logs" your consecutive die rolls by leaving the die on the card, where it would either provide some passive benefit or can be used as a cost (such as for mana, demonstrated on the Probability Engine). I'm not exactly sure what the official rules say on this, but duality being an interrupt SHOULD mean uncertainty rolls triggering duality should go straight to the card with duality, instead of the card with uncertainty. There are 2 kinds of duality: general duality, denoted by "duality" without any number, can trigger on any two rolls of the same result in a row, and duality X, which only triggers when you roll X twice in a row. This example here, the Probability Engine, while it can certainly be used as an unreliable mana source (since how much and how often you get is random), but its true intended function is to fuel rerolls uncertainty and any other ability/card I might implement in the future. Not happy with your uncertainty roll or trying to trigger a duality X? You can either leave that roll on the Engine for future needs, or consume the die to fuel another roll right away!

 

That said, the chances of Probability Engine actually being sufficiently useful to be included in a deck seems pretty low. I'll look into making it better. Also, note that duality, unlike uncertainty, DOES NOT remove the die at the end step. If a creature has both uncertainty and duality, uncertainty WILL remove the die you have from duality when activated, and if you activate duality the grabbed die, although it will not be removed at your end step, will not provide bonuses either.

 

 

NalzeheimBluntBladedAssassin.jpg

 

Aaaand the central figure of this set! At first glimpse, the day Nalzeheim is quite useless. 4 cost and 2 colors just for 1/1 Equipment hogger (which actually renders your Equipments USELESS) with a possibly very expensive uncertainty? Horrible! ...Until you notice that it can transform. It's still a 2/2, and all it does is change the targetting rules for its attached Equipments, so what's the big deal? Well, remember how the untransformed Nalzeheim was a free Equipment magnet? Well, while transformed, the text that renders attached Equipments useless disappear. So, good or not, now you have a creature that now have a whole fat load of Equipments propped on it. Think about what that MEANS.

 

Oh, and also the transformed Nalzeheim is supposed to have general duality to be more able to keep dice on him, but I forgot to shoe it in :S

 

 

So, those are what I've made on MTGMaker for now, although I have many ideas for more. Feel free to comment and leave feedback. Coming up next: Low-cost, high-equip-cost artifacts, support for artifacts and the set in general, actual die manipulation, and (probably) more!

 

Until next time!

PS How do I resize images here



#2
Raitaki

Raitaki

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Aaand the first update to the set is out! Check it out on my photobucket album, folks!

I also switched to Magic Set Editor, since it's much more flexible and stylish than MTG Card maker is. And I CAN ACTUALLY SAVE CARDS

 

Changelist (10/6/13):

+ Some changes to Nalzeheim, Blunt Bladed Assassin // Nalzeheim, Midnight Horror, mostly slightly buffing him. Also reworded Midnight Horror's ability to make equipments untargetable by effects that target artifacts protection from spells and abilities targetting equipments/artifacts instead.

+ Added cards: Paranoia, Matrons of Dismemberment, Quantum Conundrum, Schrodinger's Cat // Quasireal Cat (name suggestions for Quasireal Cat welcome), Memories of a Misty Place, Discovered Corpse, Discord, Fragments of Imagination // ...Or Were They?, Nalzeheim The Schrodinger's Phantom, Blackout, Death // Destruction, Bloodrinker, Misty Town of Strangers.

+ Added keywords: Curse <number> (During your upkeep, if this card is not attached to any creature, deal <number> damage to you and target creature or player.) (yes I am aware that that is a real enchantment subtype), Entangle <noun> (When this card enters the battlefield, choose a <noun> on the battlefield. That card and this card are considered entangled until either card is no longer on the battlefield or graveyard.), Superposition (When a creature with superposition is targeted by a spell or ability or about to take damage, transform it, remove it from combat, and it is not considered a creature or permanent until the stack resolves.).

+ Added ruling: 1. When a die, or a rerolled die (die 2) is considered to be from the same source of another die (die 1) (i.e. from the +3 ability of Nalzeheim, The Schrodinger's Phantom), any effects that was applied to die 1, such as the power/toughness granted to a die from uncertainty as well as the declaration of either power or toughness, also applies to die 2.

+ Added ruling: 2. Cards which are entangled stay entangled if one of them moves from the battlefield to graveyard or vice versa, as long as each of them is still either on the battlefield or the graveyard.

+ Added ruling: 3. Duality's activation and placing of a die onto the card whose duality activated doesn't go on the stack. If you control multiple cards with duality, they all activate duality when eligible, and you choose the order in which they activate, with the last instance of duality activated to receive the die.

+ Errata: Keyword Duality ("as an interrupt" changed to "immediately".)

 

Soo that's it. Curse is a general-purpose ability that I made just because I'm too lazy to repeat the damage-every-upkeep clause again if I ever do something like that again :P Entangle is more or less soulbound that stays a lot longer, and yes you CAN entangle multiple cards to the same card at once if you can put it into the battlefield again without letting any not be in the battlefield or graveyard in between. Superposition serves as both a transforming mechanism and a free die. Also unlike uncertainty, it doesn't have to keep the die to resolve!

 

Also, I want to know which side of a card a two-faced card is considered to be if it leaves the battlefield (i.e. transforming cards): is it the "human" side with the sun and mana cost, or whatever face was face-up when it leaves the field! This is not very important, but I don't really want to edit and reupload Schrodinger's Cat just to edit the damage-preventing clause into the Schrodinger's Cat face (I'm perfectly fine with only the other face having Entangle) and to add entangle effects to both sides of every transforming entangle card.

 

So, whaddyall think about the new cards! There's also reference(s) in there, kudos to anyone who spots it :V






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