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  1. - Top - End - #1
    Troll in the Playground
     
    Beacon of Chaos's Avatar

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    Default MtG - You Make the Card IV: Threadwalkers

    Challenge: Imagine an M:tG sci-fi spin-off game. The rules are the same, just the theme is different. Design a card for that game.

    How it's themed (space, cyberpunk, etc.) is up to you. Just make sure to include rules for anything you change or add.



    Intro page shamelessly stolen from AgentPaper out of laziness.


    Other contests:
    You Make the Card: Challenge! III

    Previous threads:
    MtG - You Make the Card II: Wrath of Karn
    MtG - You Make the Card III: Wrath of the Khans

    The purpose of this thread is to make custom cards for Magic, the Gathering. If you haven't heard of that, it probably won't appeal to you!

    Each week, the current judge will post a challenge. You then need to make your very own magic card to fit that challenge. At the end of the week, the judge will select a winner, who becomes the judge for the next week.

    Entries can be made at any time before the judging is posted.

    In the event that a judge does not immediately post results on judging day, please allow them a 3-day grace period to post their results. If there are still no results 4 days after the judging day, anyone can announce a winner other than themselves.

    Each entry must have at least a text representation of their card, in the following format:

    Name Mana Cost
    Type - Subtypes Rarity
    Card text
    Power/Toughness

    Mana/tap symbols:
    W - White mana
    U - Blue mana
    B - Black mana
    R - Red mana
    G - Green mana
    C - Colourless mana (the new ◊ symbol)
    1, 2, 3, etc. - Amounts of generic mana
    T - The tap symbol
    Q - The untap symbol
    (W/R) or {W/R} - Hybrid mana
    (W/P) or {W/P} - Phyrexian mana

    Rarity symbols:
    C - Common
    U - Uncommon
    R - Rare
    M or MR - Mythic Rare
    Un - Unglued

    For example:

    Saint Ayilen, the Lunarblade 2WW
    Legendary Creature - Human Knight M
    Lifelink
    When Saint Ayilen, the Lunarblade dies, put a legendary 4/4 white Spirit Knight creature token with flying and first strike named Saint Ayilen, the Lunarblade onto the battlefield.
    4/4

    You may also post an image representation of your card if you wish, but make sure you also post the text version, in case of issues with hosting or image clarity.


    Finally, I would strongly suggest reading the following articles. They are written with novice designers in mind, but even veteran designers will likely learn something from them (or at least be reminded of something they forgot).

    Design 101
    Design 102
    Design 103
    Design 104

    Spoiler: Hall of Fame
    Show

    1. Imagine an M:tG sci-fi spin-off game. The rules are the same, just the theme is different. Design a card for that game.
    Winner: Upgrade Droid, by onasuma

    2. Make a card that uses poison counters.
    Winner: Initiate of Affliction, by LaZodiac

    3. Create a card specifically made for Commander/EDH.
    Winner: Keria, Possessor of Wills by tgva8889

    4. Make a card flavored around moons.
    Winner: Falling Moon, by mystic1110

    5. Make a card with a mana cost that hasn't appeared on a magic card before.
    Winner: Ancestors' Ultimatum, by Blue Ghost

    6. Make a card for a digital-only supplement.
    Winner: Chzoen Trawler, by bekeleven

    7. Legacy of the Planeswalkers.
    Winner: Devotee of the Dark Realm, by LaZodiac

    8. Make a card that uses colorless mana.
    Winner: Reclamationist, by Dr. Gunsforhands

    9. Make a card that you can build your deck around in a limited format.
    Winner: Sulvan Gadgeteer, by Blue Ghost

    10. Make a card using a piece of artwork by sandara.
    Winner: Soulburn Shaman, by Jormengand

    11. Create a Mythic Rare.
    Winner: Shadow of the Lake, by tgva8889

    12. Make an uncommon card from Innistrad (the world, not the set) that is not double-faced.
    Winner: Become Silverware, by mystic1110.

    13. Make a land card.
    Winner: Living Roil, by tgva8889.

    14. Make a colorless nonland card with more than one color of mana somewhere on it.
    Winner: TBD
    Last edited by Beacon of Chaos; 2016-02-12 at 04:12 PM.
    Just call me Diego. Mr. Havoc was my father.
    Spoiler: About Me
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    Quote Originally Posted by SiuiS View Post
    Diego Havoc, one of the hoopier froods I've met, up there with DeLancie.



  2. - Top - End - #2
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    GreenSorcererElf

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    EMP XUU
    Instant - C
    Tap target permanent. Place X counters on that permanent. When that permanent would untap, remove a counter instead.

    ...

    Is this how it works?
    Last edited by Atomburster; 2015-10-24 at 01:33 AM.

  3. - Top - End - #3
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Upgrade Droid 2MM
    Creation - Artisan U
    When ~ enters the battlefield, put a bionic counter on target explorer.
    2/4

    And heres ALL the specifics:


    M: Moonrock. Gathered by tapping Moons!
    Moon/Resource: Resources are your lands. There are 5: Moons, Stars, Meteors, Gas Giants and Living Planets.
    Creation: All non-legendary creatures are creations, robots made my the player.
    Artisan: This is just a creature type as it would be in mtg.
    Bionics: Bionic counters are a general thing (at least in this block). They're a +1/+1 counter that can be removed to act as a regeneration bubble.
    Explorer: The stand in for legendary creatures, each player has up to 3 explorers in their deck. They tend to start out pretty weak, but are the only things that can benefit from equipment (which is the same as in mtg). Whenever an explorer dies, something very bad happens to you.
    Last edited by onasuma; 2015-10-22 at 06:10 AM.
    Thank Saturn for this avatar!

  4. - Top - End - #4
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Egg Injector 2B
    Creature - Alien [C]
    Incubate (Whenever this deals damage to a creature, put a parasite counter on that creature after damage is dealt. Whenever a creature with a parasite counter dies, its controller puts X 1/1 black alien parasite creature tokens onto the battlefield with "at the beginning of your upkeep you lose 1 life" where x is how many parasite counters were on that creature.)
    2/2
    Last edited by mystic1110; 2015-10-29 at 03:24 PM.
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    YinBao and Ran Yang Li. The ultimate bromance! XD

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    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
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    All Praise In-Arl for his wisdom and tasty dark meat.
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    Yay! PTSD Chicken!

  5. - Top - End - #5
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Troll Shotgunner 3G
    Creature - Troll Samurai (U)
    Whenever ~ attacks, you may pay R. If you do, Troll Gunner deals 1 damage to each creature defending player controls.
    3/3

    In this alternate sci fi land Wizards bought Shadowrun instead of DND
    Last edited by LaZodiac; 2015-10-22 at 11:21 PM.


    Ray 01 avatar by Pinkhaired August. C U S T O M!
    Sig Banner by Pinkhaired August. No Regrets.

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    BarbarianGuy

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Full Dive Rig 1
    Artifact - Equipment - U
    Equipped solidspace creature enters netspace
    Equip (1)


    Reprogramable Dummy Chassis 1
    Artifact - Equipment - U
    Equipped netspace creature enters solidspace
    Equip (1)


    Debugger 2U
    Creature - Human, Programmer - U
    Terminal Access (solidspace creatures with terminal access can block netspace creatures)
    When blocking a creature in netspace, ~ gets +2/+3
    0/1


    Bear Bug 1G
    Creature - Bear, Program - C
    (Programs are netspace creatures and can only block and be blocked by netspace creatures)
    2/2



    Simple Turret AI 2B
    Creature - Program - U
    (Programs are netspace creatures, netspace creatures may only block and be blocked by netspace creatures)
    Turret Access (netspace creatures with turret access may block creatures in solidspace)
    When blocking a solidspace creature ~ gets +3/+1 and first strike
    0/1





    So I submitted a couple of cards to demonstrate a mechanic idea, given a Sci fi setting, flying would become a trivial thing (fluff wise) do I submit the netspace and solidspace mechanic to replace it, anything that has the program subtype enters the netspace battlefield, and anything without it enters the solidspace battlefield. It would essentially be flying, but it would be mutually exclusive instead of one way. These cards are just examples of interaction between the two, and terminal/turret access are essentially both reach. I would guess in this hypothetical Sci fi MTG programs would be less common than other creature types so netspace would be more akin to flying than solidspace, but from set to set the balance may change depending on how cyberpunk the plane in question is. (I'd suspect a lot of weirds to be able to switch between solid and net spaces for mana)


    My entry is the Simple turret AI, but the rest of the stuff helps with understanding it
    Last edited by braveheart; 2015-10-23 at 01:02 PM.
    The first rule of gaming, before you have even chosen the game is and always should be

    HAVE FUN

    (FUN being defined as it is in dwarf fortress)

  7. - Top - End - #7
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    Jormengand's Avatar

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Sol III
    Legendary Land - MR
    T: Add W to your mana pool.
    When Sol III leaves the battlefield, choose a human. Destroy all other humans and put a +1/+1 counter on the chosen human for each human that was destroyed in this way.
    In the ashes of humanity's cradle, only the strongest escaped, taking with them the final gifts and wishes of those who could not leave.

  8. - Top - End - #8
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Fleet Commander 2WW
    Creature - Human Advisor (R)
    At the beginning of each upkeep, put a 1/1 white Spaceship artifact creature token with flying onto the battlefield.
    Tap an untapped non-Spaceship creature you control: Target Spaceship gets +X/+Y until end of turn, where X is the tapped creature's power and Y is its toughness.
    0/2
    Last edited by tgva8889; 2015-10-24 at 01:44 AM.
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

  9. - Top - End - #9
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Elite Headhunter 2(h)(h)
    Employee - Consultant R
    When ~ enters the workforce search your library for an employee with a converted resource cost of 3 or less and put it into the workforce.
    1/1

    Glossary
    h = Human Resources, one of the varieties of resources (along with Natural, Research, Industrial, and Executive)... closest to White (Natural ~ Green, Research ~ Blue, Industrial ~ Red, Executive ~ Black... though really not a perfect match up).
    Employee = Creature (similar to how Tactic = Instant, Office = Land, and Strategy = Sorcery)
    Consultant = Creature subtype
    Workforce = Battlefield.
    Converted Resource Cost = Converted Mana Cost
    Last edited by Zaydos; 2015-10-24 at 01:45 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

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    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  10. - Top - End - #10
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    The Ansible {4}
    Legendary Artifact (Rare)

    When The Ansible enters the battlefield, chose a creature type. Creatures you control of the chosen type have formation. (Whenever a creature with formation you control attacks, it gets +1/+0 until end of turn for each other attacking creature with formation you control.)

    "My God, how could this happen?"
    "We thought we were smarter than the bugs."
    Last edited by bryn0528; 2015-10-28 at 06:06 AM.

  11. - Top - End - #11
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Atomburster View Post
    Is this how it works?
    It is indeed!
    Just call me Diego. Mr. Havoc was my father.
    Spoiler: About Me
    Show
    Quote Originally Posted by SiuiS View Post
    Diego Havoc, one of the hoopier froods I've met, up there with DeLancie.



  12. - Top - End - #12
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Atomburster View Post
    EMP XBB
    Instant - C
    Tap target permanent. That permanent does not untap for X turns.

    ...

    Is this how it works?
    Your phrasing is very close, a couple things:
    I presume you meant for this to cost blue mana instead of black, in which case it should cost XUU instead of XBB. B is the letter used for black mana, because long story short, they had two colors that shared the first two letters of their name and A was used for artifacts so blue got the short end of the letter stick.

    The proper wording of the second sentence is "That permanent does not untap during its controller's next X untap steps." See the most recent card that does this.

    Doing quite well otherwise, though!
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

  13. - Top - End - #13
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Atomburster View Post
    EMP XBB
    Instant - C
    Tap target permanent. That permanent does not untap for X turns.

    ...

    Is this how it works?
    In addition to what tgva8889 mentioned, this card has serious tracking issues. There's no way players will remember how long a permanent's been tapped, or when it's supposed to untap, unless you put a way to keep track of it on the card. I would recommend counters.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

    I make MtG cards. My portfolio

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Karkan War Council 1R
    Scenario (R)
    Condition: A creature you control attacks.
    2+: At the beginning of your upkeep, put a 1/1 red Alien Warrior creature token onto the battlefield.
    4+: Creatures you control have haste and menace.
    6+: Whenever a creature you control attacks, it deals 1 damage to defending player.

    Rules Outline:

    Scenario is a new card type.
    Scenarios are permanents.
    When a Scenario enters the battlefield, it is neutral (not under any player's control).
    Whenever a player achieves the condition listed on a Scenario:
    - If another player controls the Scenario, remove one achievement counter from the Scenario. Then if there are no achievement counters on it, the Scenario becomes neutral.
    - If the Scenario is neutral, the achieving player gains control of the Scenario and puts an achievement counter on it.
    - If the achieving player controls the Scenario, he or she may sacrifice the Scenario. If he or she does not, he or she puts an achievement counter on it.
    The Scenario gains abilities based on the number of achievement counters on it, as listed in the rules text.
    Last edited by Blue Ghost; 2015-10-22 at 11:57 PM.

    Blue Ghost, Lawful Good generalist wizard, at your service.
    Love wins. S'agapo.

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  15. - Top - End - #15
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Hovertech Instructor 1UU
    Creature - Moonfolk Artificer U
    Flying
    Each creature you control with a contraption has flying.
    1U, T: Tap target untapped creature you control. If you do, that creature assembles a contraption. (Put a contraption token next to assembling creature. When a creature leaves the battlefield, exile all of its contraptions.)
    2/2

    Spoiler: Notes
    Show
    I reserve the right to change my entry if I think of a better way to demonstrate the mechanic. I would have made a common, but the simplest ways to demonstrate how contraptions work in Sci-fi: the Gathering tend to feel like either regular tokens or charge counters. I feel like I need something more complex to demonstrate the uniqueness of the design space within the contest's one-card vacuum.

    EDIT: What am I saying?? This is a casual spin-off game! For all we care, this can completely replace counters and junk. Thanks, brain!

    - Contraptions are SFtG's generic artifact tokens, and can be affected by things that affect artifacts.

    - For ease of understanding, I'm liable to refer to the creature that assembled a given contraption as its owner or controller. This would probably make M:tG explode, but the spin-off game has no reason to care.
    - - If you shuffle some MtG and SFtG cards together and try to, 'bounce,' a contraption, it ceases to exist because that's what tokens do anyway in that situation.
    - - If you use Steal Artifact on an opponent's creature's contraption, you steal it from that creature, but you don't give it to one of your own creatures. This might make it pretty useless.


    Spoiler: Other stuff
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    Spoiler: Probably Too Simple
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    Medico-Mechanica
    Artifact Land - C
    Medico-Mechanica enters the battlefield tapped.
    T: Add W to your resource pool.
    T: You gain 1 life.


    Spoiler: Boros Riggers
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    Pyrik Overheater 1R
    Creature - Goblin Rigger C
    When Pyrik Overheater enters the battlefield, it assembles a contraption. (Put a contraption token next to this card. When this creature leaves the battlefield, exile all of its contraptions.)
    R, Sacrifice one of Pyrik Overheater's contraptions: Pyrik Overheater gets +2/+0 until end of turn.
    2/1

    Mini-turret Rigger 3W
    Creature - Human Rigger R
    When this creature enters the battlefield, it assembles 2 contraptions. (Put them next to this card so you know what assembled them. When this creature leaves the battlefield, exile all of its contraptions.)
    Your creatures' contraptions have, "T: This contraption deals 1 damage to target creature blocking or blocked by this contraption's assembler."
    2/3
    Last edited by Dr.Gunsforhands; 2015-10-24 at 05:20 PM.
    Mina, Lynera, Ajax, Vena.
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  16. - Top - End - #16
    Ogre in the Playground
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Sweet challenge, would have been really awesome in the make a set challenge.
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    I'm gonna be against the flow here and say outlined.

    What? Everyone else are against the flow too, okay?
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    In the grim statistics of the far future, there is only math.
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  17. - Top - End - #17
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    GreenSorcererElf

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by tgva8889 View Post
    Your phrasing is very close, a couple things:
    I presume you meant for this to cost blue mana instead of black, in which case it should cost XUU instead of XBB. B is the letter used for black mana, because long story short, they had two colors that shared the first two letters of their name and A was used for artifacts so blue got the short end of the letter stick.

    The proper wording of the second sentence is "That permanent does not untap during its controller's next X untap steps." See the most recent card that does this.

    Doing quite well otherwise, though!
    Oh. Amended the card. Thanks!

    Now for another idea.

    Spoiler: IDEA
    Show
    Friendly Fire 2BU
    Sorcery - R
    Target any 2 creatures. Initiate and resolve a battle between those 2 creatures (As if one creature had blocked the other*. If appropriate, you may choose which creature blocks and which attacks.).
    Last edited by Atomburster; 2015-10-24 at 01:33 AM.

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Atomburster View Post
    Oh. Amended the card. Thanks!

    Now for another idea.

    Friendly Fire 2BU
    Sorcery - R
    Target any 2 creatures. Initiate and resolve a battle between those 2 creatures (As if one creature had blocked the other*. If appropriate, you may choose which creature blocks and which attacks.).
    Sorry man, you're a bit late on this ability.

    "Target creatures fights another target creature".
    And it's mostly a green mechanic (although you're kinda right on the cost, I think)
    Last edited by Gandariel; 2015-10-23 at 05:14 AM.

  19. - Top - End - #19
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    GreenSorcererElf

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Gandariel View Post
    Sorry man, you're a bit late on this ability.

    "Target creatures fights another target creature".
    And it's mostly a green mechanic (although you're kinda right on the cost, I think)
    Aww...

    Looking at the colours again, I think that ability it could fit into any colour except White.

    Spoiler: IDEA
    Show
    Temporal Drive 4UUUU
    Artifact - Rare
    T - Tap target permanent and place a time counter on it.
    Permanents with a time counter on them do not untap during their controller's untap phase.
    T, 1 - Untap target permanent.
    T, UU - Draw a card.
    2UU - Untap this card.
    Last edited by Atomburster; 2015-10-24 at 01:33 AM.

  20. - Top - End - #20
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    GnomeWizardGuy

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Recnor, Master Rigger 3UU
    Creature - Legendary Dwarf Rigger
    You may choose not to untap ~ during your untap step
    3U: Search you liberary for an artifact creauture and put it into your hand then shuffle your libery.
    1UT:Gain control of target artifact creature with converted mana cost X for as long as ~ remains taped.
    UU: Sacrifice target artifact you control.
    2/2

  21. - Top - End - #21
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    BarbarianGuy

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Atomburster View Post
    Aww...

    Looking at the colours again, I think that ability it could fit into any colour except White.

    Temporal Drive 4BBBB
    Artifact - Rare
    T - Tap target permanent and place a time counter on it.
    Permanents with a time counter on them do not untap during their controller's untap phase.
    T, 1 - Untap target permanent.
    T, BB - Draw a card.
    2BB - Untap this card.



    I feel like every mana symbol on this card is supposed to be blue which is shown with a U simple error, and easy to fix, although if I'm wrong and it was meant to be black, there would probably be a life cost for some of the abilities

  22. - Top - End - #22
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Also Atomburster - you only need to submit one card design .
    Spoiler: YinBao
    Show
    Quote Originally Posted by AlexanderML View Post
    Yea, that is a nice rabbit.
    Quote Originally Posted by Razade View Post
    YinBao is fluffy and warm like all rabbits.
    Quote Originally Posted by Hatter View Post
    Yes, I am a shameless YinBao fan...
    Quote Originally Posted by Phobia View Post
    YinBao and Ran Yang Li. The ultimate bromance! XD

    Spoiler: In-Arl
    Show
    Quote Originally Posted by PossiblyInsane View Post
    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
    Quote Originally Posted by Razade View Post
    All Praise In-Arl for his wisdom and tasty dark meat.
    Quote Originally Posted by Hatter View Post
    Yay! PTSD Chicken!

  23. - Top - End - #23
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    It's generally good form to only submit one design and to spoiler the others to help the judge determine which one you're actually submitting for a grade.
    Thanks to araveugnitsuga for my Pika-tar!
    PTU: Alyssa OOC IC

  24. - Top - End - #24
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    GreenSorcererElf

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by mystic1110 View Post
    Also Atomburster - you only need to submit one card design .
    Quote Originally Posted by tgva8889 View Post
    It's generally good form to only submit one design and to spoiler the others to help the judge determine which one you're actually submitting for a grade.
    But how can I decide which one to submit? >.<

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Mi-Go Surgery-1B

    Instant-U

    Regenerate target creature. It gains Indestructible until the end of the turn.

    The Mi-Go's surgery is beyond all human knowing.

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Eidolon 4WUR
    Legendary Creature - Trump Hero R
    T - Search any deck for another creature. Eidolon gains all of its abilities until end of turn. Then, put that creature into its owner's graveyard and shuffle that deck. You may only activate this ability up to three times per turn.
    Put a -1/-1 counter on Eidolon: Untap him.
    7/7

    Worm, anyone?

    Spoiler: Explanation
    Show
    In Worm, there's superheroes everywhere, with their origin stories universally either near-death/traumatic experiences...
    Spoiler: Spoilers
    Show
    ...or buying superpowers in a vial, which Eidolon does.


    Eidolon is considered the strongest "Trump" type hero, and is capable of picking up to 3 powers.

    Spoiler: Spoilers
    Show
    He draws from "unused" powers (as compared to another cape that can pick from dead people's powers, or another that can pick from living people's powers). Since more and more people are getting powers/dying, he gets weaker over time.


    The cape categories, and what I'd have them do:
    Mover - Some kind of transport, e.g. speed, flight, or teleportation. These would be evasive creatures, with flight being like flying in current MtG, speed probably being a category (i.e. Speed 3 - This creature can only be blocked by creatures with Speed 3 or greater), etc.
    Shaker - Battlefield control types. These would generally have passive effects, like "enemy creatures get -2 Speed. If they don't have speed, they get -2/-0 instead."
    Brute - High durability/strength = high P/T.
    Breaker - Breaks the laws of physics. This is a bit of a grab bag.
    Master - Controls creatures, whether generated minions or other people. Probably tap effects to summon tokens or gain control.
    Tinker - Makes tech. Tap effects to create artifact tokens, mostly.
    Blaster - Ranged attacks. Tap effects that hurt/debilitate people.
    Thinker - Mental abilities, like plans that always work. Another grab bag, but more geared towards indirect combat.
    Striker - Melee attacks. On-damage effects, mostly.
    Changer - Transformations. Modifying own abilities/actual Transform mechanics.
    Trump - Powers that interact with powers. Either grab-bag, or creature-interacting mechanics.
    Stranger - Powers that help avoid detection. More evasion, plus things like Hexproof/Shroud, and some information utility e.g. Scry, Fateseal, looking at opponent's hand, etc.
    Last edited by r2d2go; 2015-10-25 at 07:13 PM.

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Cyberarm 2
    Artifact - Mechanical Equipment U
    Equip 1
    Whenever Cyberarm becomes attached to a creature put a -1/-1 counter on that creature.
    Equipped creature gains +3/+3.
    Whenever a creature you control takes damage you may pay 2, if you do attach Cyberarm to it.

    Edit: Adjusted the equip costs to balance the downside of moving it.
    Last edited by CantigThimble; 2015-10-28 at 07:56 PM.

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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Spoiler: Atomburster
    Show
    Quote Originally Posted by Atomburster View Post
    EMP XUU
    Instant - C
    Tap target permanent. Place X counters on that permanent. When that permanent would untap, remove a counter instead.
    While this definitely isn't something you'd find in ordinary Magic, thematically it falls down for me, mainly due to the fact that EMPs exist right now, which somewhat spoils the sci-fi flavour. I note that this works on any permanent, which does perhaps hint at a highly mechanical themed game, which I'll give you props for.


    Spoiler: onasuma
    Show
    Quote Originally Posted by onasuma View Post
    Upgrade Droid 2MM
    Creation - Artisan U
    When ~ enters the battlefield, put a bionic counter on target explorer.
    2/4

    And heres ALL the specifics:


    M: Moonrock. Gathered by tapping Moons!
    Moon/Resource: Resources are your lands. There are 5: Moons, Stars, Meteors, Gas Giants and Living Planets.
    Creation: All non-legendary creatures are creations, robots made my the player.
    Artisan: This is just a creature type as it would be in mtg.
    Bionics: Bionic counters are a general thing (at least in this block). They're a +1/+1 counter that can be removed to act as a regeneration bubble.
    Explorer: The stand in for legendary creatures, each player has up to 3 explorers in their deck. They tend to start out pretty weak, but are the only things that can benefit from equipment (which is the same as in mtg). Whenever an explorer dies, something very bad happens to you.
    Now this is what I'm talking about! The card itself is mechanically fine, but you've clearly put a lot of work into the theme of this game, with a refluff of almost everything. The bionic counters are a neat idea and I like the way this all conveys a theme of space-exploration. I'm interested in why the limit on explorers in a deck?


    Spoiler: mystic
    Show
    Quote Originally Posted by mystic1110 View Post
    Egg Injector 2B
    Creature - Alien [C]
    Infect (Whenever this deals damage to a creature, put a parasite counter on that creature after damage is dealt. Whenever an creature with a parasite counter dies, its controller puts X 1/1 black alien parasite creature tokens onto the battlefield with "at the beginning of your upkeep you lose 1 life" where x is how many parasite counters were on that creature.)
    2/2
    Ah, the good old xenomorphs. The wording on this ("after damage is dealt") seems to suggest that the creature must survive for a turn before the tokens are created, am I correct? It's a cool idea, though from a thematic point of view, it's a little odd that your opponent gains control of creatures you're alien iscreating. I guess they just damage everyone indiscriminately.


    Spoiler: LaZodiac
    Show
    Quote Originally Posted by LaZodiac View Post
    Troll Shotgunner 3G
    Creature - Troll Samurai (U)
    Whenever ~ attacks, you may pay R. If you do, Troll Gunner deals 1 damage to each creature defending player controls.
    3/3

    In this alternate sci fi land Wizards bought Shadowrun instead of DND
    Shadowrun is pretty awesome and I knew someone would do an SR card. My only problem with this card would be that I don't think this would be green in Shadowrun, which I think would probably be more for shaman type characters. Or perhaps this is more of a Shadowrun-like game, in which case ignore me.

    Speaking of colours, would they still represent mana in this set?


    Spoiler: Braveheart
    Show
    Quote Originally Posted by braveheart View Post
    Simple Turret AI 2B
    Creature - Program - U
    (Programs are netspace creatures, netspace creatures may only block and be blocked by netspace creatures)
    Turret Access (netspace creatures with turret access may block creatures in solidspace)
    When blocking a solidspace creature ~ gets +3/+1 and first strike
    0/1





    So I submitted a couple of cards to demonstrate a mechanic idea, given a Sci fi setting, flying would become a trivial thing (fluff wise) do I submit the netspace and solidspace mechanic to replace it, anything that has the program subtype enters the netspace battlefield, and anything without it enters the solidspace battlefield. It would essentially be flying, but it would be mutually exclusive instead of one way. These cards are just examples of interaction between the two, and terminal/turret access are essentially both reach. I would guess in this hypothetical Sci fi MTG programs would be less common than other creature types so netspace would be more akin to flying than solidspace, but from set to set the balance may change depending on how cyberpunk the plane in question is. (I'd suspect a lot of weirds to be able to switch between solid and net spaces for mana)


    My entry is the Simple turret AI, but the rest of the stuff helps with understanding it
    Netspace is an interesting idea, though in regular Magic the shadow ability does the same thing. Your set splits the game in two, having two battlefields. How does this work with non-creature cards? Would a Wrath affect one or the other or both? How do you fluff netspace damage to a player? You mention mana too. Is the player still a wizard in this?

    I love what you've done with this, but I want to know more about it.


    Spoiler: Jormengand
    Show
    Quote Originally Posted by Jormengand View Post
    Sol III
    Legendary Land - MR
    T: Add W to your mana pool.
    When Sol III leaves the battlefield, choose a human. Destroy all other humans and put a +1/+1 counter on the chosen human for each human that was destroyed in this way.
    In the ashes of humanity's cradle, only the strongest escaped, taking with them the final gifts and wishes of those who could not leave.
    I get the feeling this is a reference that I'm not getting. Sol III refers to the Earth, yes? Third planet of Sol? Perhaps "land" could have been refluffed to "world" or "planet" or something. Who is this human who escapes the destruction and somehow becomes stronger because of it? Sounds like a reverse Superman story.


    Spoiler: Tgva
    Show
    Quote Originally Posted by tgva8889 View Post
    Fleet Commander 2WW
    Creature - Human Advisor (R)
    At the beginning of each upkeep, put a 1/1 white Spaceship artifact creature token with flying onto the battlefield.
    Tap an untapped non-Spaceship creature you control: Target Spaceship gets +X/+Y until end of turn, where X is the tapped creature's power and Y is its toughness.
    0/2
    Cool. Immediately conjures an image of grand space battles. My minor gripe with this is that Spaceships are considered creatures. From a rules point of view it makes sense, and I think magic has done ship creatures in the past too, so I won't judge harshly. It's just funny that a spaceship without a "pilot" creature is basically as tough as a squirrel token.


    Spoiler: Zaydos
    Show
    Quote Originally Posted by Zaydos View Post
    Elite Headhunter 2(h)(h)
    Employee - Consultant R
    When ~ enters the workforce search your library for an employee with a converted resource cost of 3 or less and put it into the workforce.
    1/1

    Glossary
    h = Human Resources, one of the varieties of resources (along with Natural, Research, Industrial, and Executive)... closest to White (Natural ~ Green, Research ~ Blue, Industrial ~ Red, Executive ~ Black... though really not a perfect match up).
    Employee = Creature (similar to how Tactic = Instant, Office = Land, and Strategy = Sorcery)
    Consultant = Creature subtype
    Workforce = Battlefield.
    Converted Resource Cost = Converted Mana Cost
    Hmm. Not sure how to judge this. While I get that this is probably a cyberpunk themed game where Megacorps fight each other for resources (an idea I like), this could just as easily be a modern day game about disgruntled office employees fighting over pay rises. What I mean is, the theme doesn't really come through from this one card. If I didn't know the context of this contest, I would not say "Yup, this is sci-fi". Which is a shame because the idea of each player basically being the CEO of a massive company appeals to me.


    Spoiler: Bryn
    Show
    Quote Originally Posted by bryn0528 View Post
    The Ansible {4}
    Legendary Artifact (Rare)

    When The Ansible enters the battlefield, chose a creature type. Creatures you control of the chosen type have formation. (Whenever a creature with formation you control attacks, it gets +1/+0 until end of turn for each other attacking creature with formation you control.)

    "My God, how could this happen?"
    "We thought we were smarter than the bugs."
    Another card where I don't get the reference, I'm afraid. Google tells me it's an advanced communication device though, so I can see how it links into the abilty. Formation is a good name for an ability, and I can assume from it that this is a spaceship themed game, but mechanically it's an effect that's been done before. The flavour text lets me know that "bugs" are (presumably) the bad guys, alien invaders perhaps. There's hints to this sci-fi world, but sadly not enough to my liking.


    Spoiler: Blue Ghost
    Show
    Quote Originally Posted by Blue Ghost View Post
    Karkan War Council 1R
    Scenario (R)
    Condition: A creature you control attacks.
    2+: At the beginning of your upkeep, put a 1/1 red Alien Warrior creature token onto the battlefield.
    4+: Creatures you control have haste and menace.
    6+: Whenever a creature you control attacks, it deals 1 damage to defending player.

    Rules Outline:

    Scenario is a new card type.
    Scenarios are permanents.
    When a Scenario enters the battlefield, it is neutral (not under any player's control).
    Whenever a player achieves the condition listed on a Scenario:
    - If another player controls the Scenario, remove one achievement counter from the Scenario. Then if there are no achievement counters on it, the Scenario becomes neutral.
    - If the Scenario is neutral, the achieving player gains control of the Scenario and puts an achievement counter on it.
    - If the achieving player controls the Scenario, he or she may sacrifice the Scenario. If he or she does not, he or she puts an achievement counter on it.
    The Scenario gains abilities based on the number of achievement counters on it, as listed in the rules text.
    Well, I definitely didn't expect a completely new card type this contest, so props for that. I'm not too fond of the scenario itself, simply because it seems like it would mostly end up with an unfun tug of war. From a theme point of view, it doesn't tell me much about your game other than it contains War and aliens. A little flavour text would have gone a long way.


    Spoiler: Dr.Gunsforhands
    Show
    Quote Originally Posted by Dr.Gunsforhands View Post
    Hovertech Instructor 1UU
    Creature - Moonfolk Artificer U
    Flying
    Each creature you control with a contraption has flying.
    1U, T: Tap target untapped creature you control. If you do, that creature assembles a contraption. (Put a contraption token next to assembling creature. When a creature leaves the battlefield, exile all of its contraptions.)
    2/2

    Spoiler: Notes
    Show
    I reserve the right to change my entry if I think of a better way to demonstrate the mechanic. I would have made a common, but the simplest ways to demonstrate how contraptions work in Sci-fi: the Gathering tend to feel like either regular tokens or charge counters. I feel like I need something more complex to demonstrate the uniqueness of the design space within the contest's one-card vacuum.

    EDIT: What am I saying?? This is a casual spin-off game! For all we care, this can completely replace counters and junk. Thanks, brain!

    - Contraptions are SFtG's generic artifact tokens, and can be affected by things that affect artifacts.

    - For ease of understanding, I'm liable to refer to the creature that assembled a given contraption as its owner or controller. This would probably make M:tG explode, but the spin-off game has no reason to care.
    - - If you shuffle some MtG and SFtG cards together and try to, 'bounce,' a contraption, it ceases to exist because that's what tokens do anyway in that situation.
    - - If you use Steal Artifact on an opponent's creature's contraption, you steal it from that creature, but you don't give it to one of your own creatures. This might make it pretty useless.
    I love your take on contraptions, almost, but not quite, equipment tokens. Considering the sci-fi theme, are moonfolk in this literally aliens from the moon? I want to know more about hovertech. I'm just imagining hoverboards and/or jetpacks here.


    Spoiler: Somethingrandom
    Show
    Quote Originally Posted by somethingrandom View Post
    Recnor, Master Rigger 3UU
    Creature - Legendary Dwarf Rigger
    You may choose not to untap ~ during your untap step
    3U: Search you liberary for an artifact creauture and put it into your hand then shuffle your libery.
    1UT:Gain control of target artifact creature with converted mana cost X for as long as ~ remains taped.
    UU: Sacrifice target artifact you control.
    2/2
    Thematically, this could be in M:tG and you'd never know the difference. Only the word rigger hints to the Sci-fi theme and even then that's something that's been used in Magic already.

    Mechanically, this feels like it wants to be a planeswalker (or S:tG equivalent), but isn't. The tap ability mentions X but doesn't define what it is and while I guess the last ability is to sacrifice stolen artifacts, I'm not sure why I'd want to pay 2 mana for that privilege and get nothing in return.


    Spoiler: Firedaemon
    Show
    Quote Originally Posted by firedaemon33 View Post
    Mi-Go Surgery-1B

    Instant-U

    Regenerate target creature. It gains Indestructible until the end of the turn.

    The Mi-Go's surgery is beyond all human knowing.
    I don't know much about Lovecraft but this seems to be a rather boring way of making a card for creatures that are "masters of science and genetics" (according to Wikipedia). Also, while this is a nice effect, it's a white effect, not black. Assuming colours still mean the same thing in this set.


    Spoiler: R2D2GO
    Show
    Quote Originally Posted by r2d2go View Post
    Eidolon 4WUR
    Legendary Creature - Trump Hero R
    T - Search any deck for another creature. Eidolon gains all of its abilities until end of turn. Then, put that creature into its owner's graveyard and shuffle that deck. You may only activate this ability up to three times per turn.
    Put a -1/-1 counter on Eidolon: Untap him.
    7/7

    Worm, anyone?

    Spoiler: Explanation
    Show
    In Worm, there's superheroes everywhere, with their origin stories universally either near-death/traumatic experiences...
    Spoiler: Spoilers
    Show
    ...or buying superpowers in a vial, which Eidolon does.


    Eidolon is considered the strongest "Trump" type hero, and is capable of picking up to 3 powers.

    Spoiler: Spoilers
    Show
    He draws from "unused" powers (as compared to another cape that can pick from dead people's powers, or another that can pick from living people's powers). Since more and more people are getting powers/dying, he gets weaker over time.


    The cape categories, and what I'd have them do:
    Mover - Some kind of transport, e.g. speed, flight, or teleportation. These would be evasive creatures, with flight being like flying in current MtG, speed probably being a category (i.e. Speed 3 - This creature can only be blocked by creatures with Speed 3 or greater), etc.
    Shaker - Battlefield control types. These would generally have passive effects, like "enemy creatures get -2 Speed. If they don't have speed, they get -2/-0 instead."
    Brute - High durability/strength = high P/T.
    Breaker - Breaks the laws of physics. This is a bit of a grab bag.
    Master - Controls creatures, whether generated minions or other people. Probably tap effects to summon tokens or gain control.
    Tinker - Makes tech. Tap effects to create artifact tokens, mostly.
    Blaster - Ranged attacks. Tap effects that hurt/debilitate people.
    Thinker - Mental abilities, like plans that always work. Another grab bag, but more geared towards indirect combat.
    Striker - Melee attacks. On-damage effects, mostly.
    Changer - Transformations. Modifying own abilities/actual Transform mechanics.
    Trump - Powers that interact with powers. Either grab-bag, or creature-interacting mechanics.
    Stranger - Powers that help avoid detection. More evasion, plus things like Hexproof/Shroud, and some information utility e.g. Scry, Fateseal, looking at opponent's hand, etc.
    Okay, I'm not famailiar with Worm at all, so this is a lot to take in. You've clearly put a lot of thought into this and a superhero theme was not something I was expecting, so kudos there. Mechanically, I'm not sure what to make of the card. It's a unique effect, though I've been told in the past that mixing abilities on creatures can lead to major game-breakage, but that's M:tG not S:tG.


    Spoiler: CantigThimble
    Show
    Quote Originally Posted by CantigThimble View Post
    Cyberarm 2
    Artifact - Mechanical Equipment U
    Equip 1
    Whenever Cyberarm becomes attached to a creature put a -1/-1 counter on that creature.
    Equipped creature gains +3/+3.
    Whenever a creature you control takes damage you may pay 2, if you do attach Cyberarm to it.

    Edit: Adjusted the equip costs to balance the downside of moving it.
    The -1/-1 counter is a pretty cool way of simulating cybernetic grafts replacing limbs and I guess the damage ability is representing losing an arm in battle? It leads to some grim tones if one creature steals the arm from another. My one gripe is the thematic choice of keeping this as an Artifact, when it feels like that word should be refluffed to something else.


    A lot of really cool ideas here, and it's hard to pick, but...
    Spoiler: Third Place
    Show
    Zaydos, with Elite Headhunter, a somewhat average card, but one that hints at a much more interesting theme.


    Spoiler: Second Place
    Show
    CantigThimble with Cyberarm, which uses simple mechanics to evoke a strong themed card.


    Spoiler: Winner
    Show
    Onasuma with Upgrade Droid! A card that not only has a strong theme itself, but also gives good insight into the game it comes from.
    Just call me Diego. Mr. Havoc was my father.
    Spoiler: About Me
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    Quote Originally Posted by SiuiS View Post
    Diego Havoc, one of the hoopier froods I've met, up there with DeLancie.



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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Quote Originally Posted by Diego Havoc View Post
    Spoiler: LaZodiac
    Show

    Shadowrun is pretty awesome and I knew someone would do an SR card. My only problem with this card would be that I don't think this would be green in Shadowrun, which I think would probably be more for shaman type characters. Or perhaps this is more of a Shadowrun-like game, in which case ignore me.

    Speaking of colours, would they still represent mana in this set?
    Since you asked, I imagine it would. Like, Forests still produce G, but lore wise it'd just be "the magical and physical resources from this area". So like, Forests have a bunch of losers cutting down tree's and channeling elemental spirits to use for other Run purposes. I also made him green because all we changed was "the setting" for Magic, and Trolls are green in magic. The original run of this card was making him GR. Went through a couple revisions!


    Ray 01 avatar by Pinkhaired August. C U S T O M!
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    Default Re: MtG - You Make the Card IV: Threadwalkers

    Spoiler: Mystic1110
    Show
    Ah, the good old xenomorphs. The wording on this ("after damage is dealt") seems to suggest that the creature must survive for a turn before the tokens are created, am I correct? It's a cool idea, though from a thematic point of view, it's a little odd that your opponent gains control of creatures you're alien iscreating. I guess they just damage everyone indiscriminately


    Yep! Correct! They must survive the damage, and then when they die the opponent gets the parasites that feed off them

    Congrats on the winner !
    Spoiler: YinBao
    Show
    Quote Originally Posted by AlexanderML View Post
    Yea, that is a nice rabbit.
    Quote Originally Posted by Razade View Post
    YinBao is fluffy and warm like all rabbits.
    Quote Originally Posted by Hatter View Post
    Yes, I am a shameless YinBao fan...
    Quote Originally Posted by Phobia View Post
    YinBao and Ran Yang Li. The ultimate bromance! XD

    Spoiler: In-Arl
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    Quote Originally Posted by PossiblyInsane View Post
    HOW HAS THIS WORLD BECOME SO AWED BY A PATHETIC, TIRED CHICKEN?
    Quote Originally Posted by Razade View Post
    All Praise In-Arl for his wisdom and tasty dark meat.
    Quote Originally Posted by Hatter View Post
    Yay! PTSD Chicken!

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