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Jalor
2008-01-28, 06:39 AM
I've recently downloaded Magic Set Editor, and I am working on a completely new themed set. I'll probably post a card every day, and when done I'll post the remaining cards. The set is D&D based, and I call it Dungeon. It has a new card supertype, the Dungeon spell. These cards can have their mana payed by dungeon lands, as shown below.
http://img526.imageshack.us/img526/1061/dungeonbs7.jpg

Today's card is Hellwasp Swarm:
http://img341.imageshack.us/img341/9769/hellwaspswarmjd0.jpg

Arakune
2008-01-28, 07:07 AM
Who made the pictures inside the cards?

Lyinginbedmon
2008-01-28, 07:11 AM
Wizards of the Coast

Jalor
2008-01-28, 07:11 AM
That would be Wizards Of The Coast. They have aa art gallery of illustrations from their sourcebooks.

Nameless
2008-01-28, 08:20 AM
Magic cards are awesome, but they don't sell them anywhere. :smallfrown:

boomwolf
2008-01-28, 09:00 AM
Sorry to say but the wasps do not work, as they never deal combat damage from the firstplace. (0 power or lower=no damage, not 0 damage.)

Gorbash Kazdar
2008-01-28, 09:42 AM
Sorry to say but the wasps do not work, as they never deal combat damage from the firstplace. (0 power or lower=no damage, not 0 damage.)
That doesn't mean they wouldn't work, they'd just need to be much cheaper. An 0/2 Poisonous creature, for example, creates an interesting build problem in that it needs help to function properly.

Maybe something more on the lines of:

Hellwasp Swarm 1B
Dungeon Creature - Insect Swarm
Flying, Poisonous 3
0/2

Jalor
2008-01-28, 05:46 PM
Sorry to say but the wasps do not work, as they never deal combat damage from the first place. (0 power or lower=no damage, not 0 damage.)

Thanks for the tip. They are 1/1 now.

Jalor
2008-01-29, 05:37 AM
Today's card:
http://img155.imageshack.us/img155/7979/dreshacthehoarderxy7.jpg
This massive dragon is one of the four gold-bordered rares in the set, and was balanced with Scourge's Dragon Overlord.

MrEdwardNigma
2008-01-29, 12:24 PM
Splendid initiative. I've thought about doing it myself, but I've never had the proper graphics to do it. It's a pity we won't be able to have these as real cards.

Two things I'm wondering about though:
-Will you be adding flavour text to any of your cards? I personally think that gives Magic cards just that edge over a lot of the other collectible card games out there.
-Does using images from Wizard of the Coast not limit you enormously in your creativity?

boomwolf
2008-01-29, 02:08 PM
You should remove the reminder text off regular abilities (first strike, double strike, flying, trample etc.) and add up flavor instead.

There is also a simple thing to keep in mind:

Legendary-Flavor text=Poor card.

Jalor
2008-01-30, 06:00 AM
I'll add flavor text once I get ideas for good flavor text. If anyone has a good idea, just post it. Also, I decided that all Swarms (the wasps aren't the only one) can block an additional creature, just like how Walls used to have Defender.
Today's card:
http://img401.imageshack.us/img401/5981/demonicoverlordxc0.jpg

Yes, demons are a tribe in this set.

Jalor
2008-01-31, 06:13 AM
No comments?

Today's card:
http://img208.imageshack.us/img208/4377/earthenguardianuv9.jpg

Post questions, comments, suggestions, etc.

Lyinginbedmon
2008-01-31, 06:56 AM
It seems a bit expensive, but I'm not really an expert as far as Magic: the Gathering goes

averagejoe
2008-01-31, 12:03 PM
It seems a bit expensive, but I'm not really an expert as far as Magic: the Gathering goes

I think it's to balance the fact that you can basically pay for any of these with the dungeon lands.

If I might nay say a little, hopefully without causing offense: This mechanic isn't really very exciting, and it seems like it would be kind of unfun. Basically the only way I'm going to use dungeon lands is if I use a lot of them and fill my deck with dungeon creatures. There isn't really a halfway for this. It isn't worth it to have a mostly non-dungeon deck, because a lot of the time the dungeon lands would just sit uselessly on the board, causing me to miss a land drop for no payoff. The other way to do it, a dungeon based deck with some non-dungeon cards would be even worse, because I wouldn't even be able to play those cards with the dungeon land. I could play a lot of dungeon creatures and not fill my deck with dungeon lands, but then the dungeon mechanic has very little advantage. It basically forces people to build one way, which is notoriously unfun.

Anyways, good job starting on this. I do like what you're trying to do, I just wonder if the core mechanic couldn't use a bit more thought.

Dallas-Dakota
2008-01-31, 12:53 PM
I think it's to balance the fact that you can basically pay for any of these with the dungeon lands.

If I might nay say a little, hopefully without causing offense: This mechanic isn't really very exciting, and it seems like it would be kind of unfun. Basically the only way I'm going to use dungeon lands is if I use a lot of them and fill my deck with dungeon creatures. There isn't really a halfway for this. It isn't worth it to have a mostly non-dungeon deck, because a lot of the time the dungeon lands would just sit uselessly on the board, causing me to miss a land drop for no payoff. The other way to do it, a dungeon based deck with some non-dungeon cards would be even worse, because I wouldn't even be able to play those cards with the dungeon land. I could play a lot of dungeon creatures and not fill my deck with dungeon lands, but then the dungeon mechanic has very little advantage. It basically forces people to build one way, which is notoriously unfun.

Anyways, good job starting on this. I do like what you're trying to do, I just wonder if the core mechanic couldn't use a bit more thought.

I must agree, and it may be wise to make some cheaper cards.

Jalor
2008-01-31, 07:33 PM
Actually, a 2/5 with double strike is better than a 4/5 with no abilities. The best vanilla red creature for 4R is a 4/4, as far as I know.

The set is going to be quite large, and I will make expansions as is done for real Magic sets. After I finish Dungeon, I will start on Underdark, featuring Drow. I am having trouble finding good pictures though, so if anyone has a source I could use, just tell me.

Some stuff I just had to post:
http://img114.imageshack.us/img114/5331/dungeonmasterig9.jpghttp://img222.imageshack.us/img222/4006/spiketournamentplayersv5.jpg

Jalor
2008-02-01, 05:32 AM
Today's card, and its token:
http://img352.imageshack.us/img352/8623/summoningbondyh9.jpghttp://img352.imageshack.us/img352/5929/demonwarriordg4.jpg

I have always loved epic spells.

Lyinginbedmon
2008-02-01, 05:50 AM
I can certainly see the temptation, but being the Wizard-fanatic I am I'm just not sure about the "no spells after this one" part, it's just not...kosher :smallconfused:

(Yes I know it's a requisite part of the Epic tag, I'm just saying in general I prefer to have access to my spells rather than deliberately locking them out)

Jalor
2008-02-01, 06:41 AM
Epic spells are usually played near the end when most of a player's deck has already been played. Just think of it as you playing two creatures every turn.

Jalor
2008-02-02, 09:27 AM
Today's card:
http://img337.imageshack.us/img337/1710/demonicberserkerdr0.jpg

Before anyone screams "broken!", let's compare it to Phantom Warrior. Phantom Warrior is a 2/2 for 2 colored and 1 colorless. It is unblockable. That's pretty much a guaranteed 2 damage every turn. This card is a 2/1 and multicolored. It can, in theory, be blocked and even killed by big enough creatures. Also, 1 toughness is very fragile, so it won't live very long.

Uncle Festy
2008-02-02, 06:50 PM
One toughness is very...
If he gets blocked at all, he's minimum an 8/7!
Rampage two seems more reasonable - he's a Spined Wurm on the block, which could be killed much more reasonably for a three-mana creature.

Jalor
2008-02-03, 06:51 AM
Rampage is only for each creature beyond the first. If two creatures block him, he's a 5/4. As now he's basically an easier-to-kill Phantom Warrior.
Today's card:
http://img152.imageshack.us/img152/8664/demonicoverlordtb3.jpg

The incredible demon race lord.

Ichneumon
2008-02-03, 07:04 AM
You already used that picture.

FoE
2008-02-03, 07:24 AM
I can certainly see the temptation, but being the Wizard-fanatic I am I'm just not sure about the "no spells after this one" part, it's just not...kosher :smallconfused:

(Yes I know it's a requisite part of the Epic tag, I'm just saying in general I prefer to have access to my spells rather than deliberately locking them out)

I don't know, it was a fun mechanic in Saviours of Kamigawa. You either built your deck around Epic spells or you ignored them. Simple as that. And they're great in multiplayer.

Uncle Festy
2008-02-03, 10:33 AM
Ah. I knew that. Fine card, then.

Jalor
2008-02-03, 05:18 PM
You already used that picture.

Um, no. Where do you think I used it?

Ichneumon
2008-02-03, 05:42 PM
Isn't this the same picture?


I'll add flavor text once I get ideas for good flavor text. If anyone has a good idea, just post it. Also, I decided that all Swarms (the wasps aren't the only one) can block an additional creature, just like how Walls used to have Defender.
Today's card:
http://img401.imageshack.us/img401/5981/demonicoverlordxc0.jpg

Yes, demons are a tribe in this set.

Jalor
2008-02-03, 05:47 PM
Hmm. I could've sworn that I used a different card there.
Anyway...
http://img337.imageshack.us/img337/4714/elementalgateru0.jpghttp://img138.imageshack.us/img138/7030/elementalswarmel6.jpg

I haven't yet found a good image for this one, so just post any that might work.

Also, post any images, card ideas, or balance suggestions that cross your mind. It's not easy doing this on my own.

Jalor
2008-02-04, 06:02 AM
Today's card:
http://img259.imageshack.us/img259/3518/bloodtrollsne1.jpg

Jalor
2008-02-05, 06:55 PM
Today's card:
http://img256.imageshack.us/img256/7359/rakshasasorcererva5.jpg

Uncle Festy
2008-02-05, 07:02 PM
Uh...
Pinging moved out of Blue years ago.
Also, way underpowered for a multicolored, CCC card.
Very few decks are going to be able to get this guy out on turn three. Even then, a two-damage ping doesn't seem so momentous - especially on such an easy-to-kill guy.

Jalor
2008-02-06, 06:24 PM
My bad, that was the old version of the card. It is really a 1/3, and a common.

Also, from now on I will post 2 cards a day.
Today's cards:
http://img523.imageshack.us/img523/5272/demonicconjuringcv2.jpg
http://img172.imageshack.us/img172/8821/demongruntxh3.jpg

Also, I have modified the Dungeon slightly.
http://img206.imageshack.us/img206/9098/dungeonvd5.jpg

Jalor
2008-02-07, 08:32 AM
Unbelievable. Still no comments?

Today's cards:
http://img142.imageshack.us/img142/9703/bestialdemonwq5.jpg
http://img210.imageshack.us/img210/3448/evilesscencedl2.jpg

boomwolf
2008-02-07, 10:32 AM
Actually its CCD casting cost. (D=2ed color.)

The rakasha is purely wrong. its cost should be red, and cat-people are white.
So at best it would have been RRW, and that would make no sense.
2RR is a better cost.


In any way, it seems your concept it very wild and not well stichted.
I suggest you to start from scrap, using the following "mold" for setmaking:

Step one: pick a main theme.
I think you did that, dungeon and the underworld.

Step two: mechanical ideas.
Choose a LIMITED number of mechanics, say 3-4 (most sets are not like time spiral that had dozens.) and work them out, stretch them, play with them, and it is better if you AVOID using existing mechanics, as then your originality and the room for you to explore is highly limited. invent a few new stuff. (transmute, ripple and delve are still ok as they got a total of like 10 cards.)

Step three: colors.
Seems simple? think again.
In this step you make up how each color connects to the theme and mechanics. you choose what every color does and what he does not do.
In short-what makes is different from the core-set version of this color.

Step four: cards.
Yay, the fun part, building cards, dozens of them. hundrends of them, multiple variations of the same card. untill you have over double, even triple, the final amount you want.

Step five: fix.
Last "have to" step. redo, remove and fix cards, slowly choosing the variations you want, cutting it down to jest over the number you are aiming for.

Step six, extra: test.
The first "extra" step, you dont have to, but its recommended.
Play with the cards, test them, see how they work in a real game.

Step seven, extra: fix 2.
The second "extra" step, if you did the testing you have to do this.
Try to fix any card that is simply worthless, overpowered or jest does not work. if you can't, remove it. add any card that the testing brought you to think you should make.
Repeat six and seven until you reach the final number of well-made cards.


As building remember these design rules:
-Do not bend the color pie too much. red and black cant handle enchantments, green and white have very little and very limited removal, the entire most counterspells are blue, etc.
-Do not make cards much stronger jest because they are rare, in constructed it matters not.
-Over 3 mana symbols of the same color are not needed unless its a CCCC cost spell. (2CCCC is also unneeded, use 3CCC instead.)
-Too many complex cards in common and uncommon are unhealthy for the fluid gameplay.

I hope I helped, boomwolf.

Jalor
2008-02-07, 12:33 PM
Why would the Rakshasa be red or white? Rakshasa are Lawful Evil, and this one is a spellcaster.

Drglenn
2008-02-07, 06:01 PM
Demonic grunt should be more expensive, look at cards such as the nim from mirrodin as examples (yes they use artifacts but they don't get strength from themselves): Probably 3(R/B) or 1RB

Uncle Festy
2008-02-07, 06:14 PM
It would be red because the mechanic is.
White for the catfolk, but I personally disagree with that - rakshasas are a totally different race.

boomwolf
2008-02-08, 06:30 AM
Why would the Rakshasa be red or white? Rakshasa are Lawful Evil, and this one is a spellcaster.

A-black is not lawful in his core.
B-lawful is mostly white. sometimes blue.
C-wizards made cat people white.
D-pinging (tap for damage) is a pure red ability. (taken away from blue years ago.)

The rakasha could be RB or something. but not BU ever.

Jalor
2008-02-08, 03:52 PM
Actually, boomwolf, I will take your previous advice and start on a new set, one with proper design like you outlined for me.

I'm going to make a new topic for the new set, so don't post in this one anymore. Expect the topic and some cards in a day or 2.

The_Hunting_Enemy
2008-02-08, 06:17 PM
What program did you use to create these? I haven't played magic in years, so I don't know about the actual functionallity of these cards, really.

kalanasa
2008-08-06, 05:20 PM
Actually its CCD casting cost. (D=2ed color.)

The rakasha is purely wrong. its cost should be red, and cat-people are white.
So at best it would have been RRW, and that would make no sense.
2RR is a better cost...


I think you can twist the color pie, as it could be that it was another race of cats. You dont have to follow the color pie always, just do what your imagination tells you.

Monkey461
2008-08-25, 07:30 AM
Im not creating a new set, but a new card game. It's a blatant ripoff of magic, but oh well. I'll start posting cards. I'd like feedback, please. and card ideas.

Bounty
2008-09-20, 02:50 PM
Sorry to say but the wasps do not work, as they never deal combat damage from the firstplace. (0 power or lower=no damage, not 0 damage.)

So you hit them with an Unholy Strength, or a Giant growth,, or any of a dozen auras that are currently considered Standard, or the HUNDREDS that are in extended play.

Poisionous is a RARE mechanic because it's a POWERFUL mechanic. Once you've added Flyihng we're talking about a character that can't be blocked by 75% of the creatures in the game, who needs only score 5 hits to kill you, irregardless of your Life Count.

The only change I might consider is making it a 0/2 so that your black auras that give +1/-1 don't kill it.

Bounty
2008-09-20, 02:58 PM
Today's cards:
http://img523.imageshack.us/img523/5272/demonicconjuringcv2.jpg



So i don't get why Demonic Conjouring looks like it does. IT's not a land, and it doesn't have a land effect, so why bother withthe whole demon Cycling thing. Just move the 1BB up to the cost Corner, and make it a sorcery that reads "Search you deck for a demon card, and put it into play."

Threeshades
2008-09-20, 03:51 PM
My bad, that was the old version of the card. It is really a 1/3, and a common.

Also, from now on I will post 2 cards a day.
Today's cards:
http://img523.imageshack.us/img523/5272/demonicconjuringcv2.jpg
http://img172.imageshack.us/img172/8821/demongruntxh3.jpg


The demon grunt is waaaaaaay too cheap. Not only is it much more powerful than a creature that would normally cost one mana (thats usually an ability-less 1/1 creature), no you can even choose one of 2 colors to pay it with, which makes it even more easily available than that. Either make it higher in mana cost or make it not only a rare, but a super-super-you-will-probably-never-get-one-no-matter-how-many-boosters-you-buy-rare.

The demonic conjuring: I dont know why it's a cycling card. You might as well make it an instant that lets you search for a demon upon playing. Or will the whole setting have alot to do with cycling? like cycling-triggered abilities and stuff?

Bestial Demon and Evil essence are okay, but i would make evil essence an uncommon or rare.

Blood trolls are too cheap too. On attack they are effectively a 5/4 creature at the very least. Except if the defending player takes them out with a direct damage spell or ability. or an +-X/-2 (or more) effect of some sort. I would make them cost (3)(B)(R)

Demonic overlord is also too cheap. From its abilities id make it a (4)(B)(B)(R)(R). The reason: It's 8/8 (makes 8 mana), has fear (+1) and the +1/+1 for all other demons (+1) and cumulative upkeep (-1 = 8)

Keler
2008-09-28, 09:30 PM
so why bother withthe whole demon Cycling thing. Just move the 1BB up to the cost Corner, and make it a sorcery that reads "Search you deck for a demon card, and put it into play."

My guess is to make sure the card can't be countered.