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2
Magic: the Gathering / RU Tease
« on: April 27, 2013, 09:25:41 PM »
Tease (At the beginning of each opponent's combat, target creature that player controls attacks if able.)

Tease is mostly blue and red ability. cf. Courtly Provocateur, Incite, Chemister's Trick

3
Magic: the Gathering / Snowy mechanics
« on: April 25, 2013, 08:37:54 PM »
Ice counters on players

Quote
new game rules for the Untap step

502.2a. Before the active player untaps any permanents, if that player has one or more ice counters, that player chooses X tapped permanents he or she controls, where X is the number of ice counters that player has. Those permanents don't untap during this untap step.

502.2b. After the active player has untapped all permanents that he or she could, that player loses an ice counter.

Which goes with Freezetouch

Quote
Freezetouch (Whenever this creature deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step. Whenever this creature deals damage to a player, that player gains an ice counter. Players with ice counters don't untap that many tapped permanents during the untap step. At the end of the untap step, that player loses an ice counter.)

Quote from: gumOnShoe;10114270
That's some seriously nasty stuff LOA, but it definitely shows that there's potential.

Another rendition that doesn't use counters in existence:

Frostbite (Whenever this creature deals damage, put a frost counter on each damaged player or creature. If a permanent with a frost counter on it would untap, remove a frost counter instead. If a player with a frost counter would untap a permanent, remove a frost counter instead.)

4
Magic: the Gathering / Re: Mechanics
« on: April 14, 2013, 11:13:25 PM »
Kicker that checks a condition only when cast, not when resolved. Remember, autokicker is optional even if you meet the conditions.

ex.

Autogrowth
Instant
Autokicker - You control three tapped Forests
Target creature gets +2/+2 until end of turn. If ~ was kicked, that creature gets +4/+4 until end of turn instead.

Autopath
Instant
Autokicker - You have 5 or less life
Exile target creature. If ~ was kicked, exile another target creature.

Autocounter
Instant
Autokicker - You drew a card this turn
Counter target spell. If ~ was kicked, draw a card.

5
Magic: the Gathering / Semper Phi
« on: April 06, 2013, 01:02:25 AM »
:P = Pay or 2 life

Counter that Spell
:P
Instant
Counter target spell.

Sign that Blood
:P
Sorcery
Draw two cards.

Wrath that God
:P
Sorcery
Destroy all creatures.

Lightning that Bolt
:P
Instant
~ deals 4 damage to target creature or player.

Creep that Mold
:P
Sorcery
Destroy target noncreature permanent.

6
Magic: the Gathering / Re: Planeswalkers
« on: April 04, 2013, 10:04:54 PM »
Chandra, Energy Harness

Planeswalker - Chandra
+1: Put a 3/1 red Elemental creature token onto the battlefield.
-1: ~ deals 3 damage to target creature that has been dealt damage this turn.
-7: Sacrifice any number of creatures. ~ deals damage to target player equal to the total power of the sacrificed creatures.
3

7
Magic: the Gathering / Re: [YMTC] Random cards
« on: April 03, 2013, 12:05:22 AM »
Unbridled Idol

Creature - Giant Idol
Trample
At the beginning of your declare attackers step, if ~ is not attacking, you may have it become an attacking creature. If you do, tap it and choose which defending player or which planeswalker a defending player controls it's attacking.
At the beginning of each declare blockers step, if ~ is not blocking, you may have it become a blocking creature. If you do, it blocks a creature attacking you or a planeswalker you control.
6/6

8
Magic: the Gathering / Living Aura
« on: March 26, 2013, 12:39:00 PM »
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)

Aura spells with Living Aura do not have to target. If you choose a target, it resolves like any other Aura, that is, it enters the battlefield attached to the target. If you don't choose a target, in that case, as it resolves, you may put a 0/0 token and attach the Aura to the token, but not another creature.

If the Living Aura enters play not as spell, then there are two cases. 1), it enters play attached to another creature or permanent (e.g. Sovereigns of Lost Alara ). In that case, you don't get a 0/0 token and don't get to attach it to the token. 2), it enters play unattached (e.g. Hypergenesis). In that case, you may choose to either A) put a 0/0 token and attach this Aura to it; or B) you may attach the Aura to another creature (the token is never created).

Obviously, Living Auras all should have Enchant creature and not other permanent types.

ex.
Living Brilliant Orb
Enchantment - Aura
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)
Enchant creature
Enchanted creature gets +2/+2 and protection from black.

Living Vigilance
Enchantment - Aura
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)
Enchant creature
Enchanted creature gets +2/+2 and vigilance.

9
Magic: the Gathering / Re: [BFC] RGU
« on: March 23, 2013, 05:21:52 PM »
All cards go in this post.

Rule of 5 : Whenever you spend five or more mana to cast a spell or activate an ability, do <something>.

UncommonPentamage Librarian
Creature - Human Wizard
Whenever you spend five or more mana to cast a spell or activate an ability, you may draw a card.
: Draw two cards, then put a card from your hand on top of your library.
2/3
Mythic RarePentasphere
Artifact
Each spell that would cost less than five mana to cast costs five mana to cast.

10
Magic: the Gathering / [BFC] WB1 Cards
« on: March 23, 2013, 12:57:11 PM »
All cards go in this post.

is about psychoanalysis, therapy, judgment, morality, motive, crime and punishment, revealing secrets, manifesting internal thoughts and fears

Here is a vertical cycle of split cards (only get split cards).
CommonUnder
Instant
Destroy target land or nonblack creature.
//
Over
Instant
Until end of turn, creatures you control gain flying.
UncommonIntrovert
Sorcery
Target player discards two cards.
You draw two cards.
//
Extrovert
Sorcery
Search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
Put a 1/1 white Spirit creature token with flying onto the battlefield.
You gain 1 life.
RareExecutioner
Sorcery
Choose a number. Target opponent sacrifices all creatures with converted mana cost equal to that number.
//
Judge
Sorcery
Until your next turn, creatures controlled by target player can’t attack you or a planeswalker you control and that player can’t play spells.

get Living Weapons and Living Auras.
Living Weapon (As this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
Living Aura (You may play this spell without choosing a target. As this Aura enters the battlefield, if it is unattached to a creature, you may put a 0/0 white Essence creature token onto the battlefield. If you do, attach this to it.)
CommonLiving Shield
Artifact - Equipment
Living Weapon
Equipped creature gets +1/+3 and has lifelink.
Equip
UncommonLiving Catapult
Artifact - Equipment
Living Weapon
Equipped creature gets +2/+1 and has first strike.
Equip
RareLiving Effigy
Artifact - Equipment
Living Weapon
Equipped creature gets +X/+X, where X is half your life total rounded up.
Equip
Mythic RareLiving Syphon Fang
Equipped creature gets +4/+4 and has intimidate.
Whenever this creature deals combat damage to a player, you may return an artifact or creature card from your graveyard to the battlefield.
Equip
CommonLiving Vigilance
Living aura
Enchant creature
Enchanted creature gets +2/+2 and has vigilance.
CommonLiving Intimidation
Living aura
Enchant creature
Enchanted creature gets +2/+2 and has intimidate.

11
Magic: the Gathering / Re: [BFC] Battle for Colors: Spoiler List
« on: March 23, 2013, 02:57:49 AM »
Spoiler  Spoiler List:
Spoiler List
Set exported using Magic Set Editor 2, version 2.0.0

Spoiler List created on 2013-03-23 18:01:14

Card Name:   Living Catapult
Card Color:   Art
Mana Cost:   3
Type & Class:   Artifact - Equipment
Pow/Tou:   
Card Text:   Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
      Equipped creature gets +2/+1 and has first strike.
      Equip 1W/B
Flavor Text:   
Artist:      
Rarity:      U
Card #:      6/8

Card Name:   Living Syphon Fang
Card Color:   Art
Mana Cost:   5
Type & Class:   Artifact - Equipment
Pow/Tou:   
Card Text:   Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
      Equipped creature gets +4/+4 and has intimidate.
      Whenever this creature deals combat damage to a player, you may return a creature card from your graveyard to the battlefield.
      Equip 3W/BW/B
Flavor Text:   
Artist:      
Rarity:      C
Card #:      8/8

Card Name:   Executioner
Card Color:   B
Mana Cost:   3BB
Type & Class:   Sorcery
Pow/Tou:   
Card Text:   Choose a number. Target opponent sacrifices all creatures with converted mana cost equal to that number.
Flavor Text:   
Artist:      
Rarity:      R
Card #:      3/8

Card Name:   Twilight Mist
Card Color:   Gld
Mana Cost:   3W/BW/B
Type & Class:   Enchantment
Pow/Tou:   
Card Text:   Creatures you control get +1/+1.
      Creatures your opponents control get -1/-1.
Flavor Text:   
Artist:      Dilek Genc
Rarity:      R
Card #:      2/8

Card Name:   Under
Card Color:   B
Mana Cost:   2BB
Type & Class:   Instant
Pow/Tou:   
Card Text:   Destroy target land or nonblack creature.
Flavor Text:   
Artist:      
Rarity:      C
Card #:      5/8

Card Name:   Introvert
Card Color:   B
Mana Cost:   4BB
Type & Class:   Sorcery
Pow/Tou:   
Card Text:   You draw two cards and target opponent discards two cards.
Flavor Text:   
Artist:      
Rarity:      U
Card #:      4/8

Card Name:   Phyrexian Drain
Card Color:   B
Mana Cost:   X;B;B
Type & Class:   Sorcery
Pow/Tou:   
Card Text:   Spend only black mana on X.
      Phyrexian Drain deals X damage to target creature or player. You gain X life.
Flavor Text:   
Artist:      
Rarity:      U
Card #:      1/8

Card Name:   Living Shield
Card Color:   Art
Mana Cost:   3
Type & Class:   Artifact - Equipment
Pow/Tou:   
Card Text:   Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)
      Equipped creature gets +1/+3 and has lifelink.
      Equip 1W/B
Flavor Text:   
Artist:      
Rarity:      C
Card #:      7/8


13
Magic: the Gathering / Re: Autocard as Opera Extension and Userjs
« on: March 22, 2013, 03:06:13 PM »
1.46
magiccards.info flip cards and double-face cards have 'a' and 'b' in URL: e.g. http://magiccards.info/dka/en/71a.html & http://magiccards.info/dka/en/71a.html

1.47
added site mtgcolorpie.com
change \u2019 (dumb quote) to apostrophe

14
Magic: the Gathering / Re: Planeswalkers
« on: March 22, 2013, 12:10:47 PM »
Thinking about 2cc PWs. What if they don't have ultimates, but instead have cheap repeatable utility that advance the gameplan?

Tibalt the Firefiend

Planeswalker - Tibalt
+1: Tibalt deals 2 damage to target player if he or she has two or fewer cards in hand.
-1: Tibalt deals 1 damage to target creature. That creature can't block this turn.
-3: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

15
Magic: the Gathering / Ethereal
« on: March 20, 2013, 11:31:42 AM »
Keyword: Ethereal
When this permanent dies, if it had no ethereal counters on it, return it to the battlefield under its owner's control with an ethereal counter on it.

Twist on persist and undying, but meant for enchantments (read: Auras) and maybe artifacts and lands.

Ethereal Skin

Enchantment - Aura
Enchant creature
Enchanted creature has Absorb 1.
Sacrifice ~: Regenerate enchanted creature.
Ethereal

Ethereal Castle

Enchantment
Creatures you control get +0/+2.
Sacrifice ~: Creature you control get +2/+0 until end of turn.
Ethereal

Ethereal Terramorpher
Land
~ enters the battlefield tapped.
, , Sacrifice ~: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Ethereal

16
Magic: the Gathering / Re: [YMTC] Random cards
« on: March 18, 2013, 12:05:09 PM »
Everyone's been wanting a Wasteland replacement to rein in the duals. So here's a narrow replacement.

Dual Killer
Land
: Add to your mana pool.
, Sacrifice ~: Destroy target land with two or more land types.

This also happens to kill Urza's lands, and sometimes shenanigans with like Urborg, Tomb of Yawgmoth or other land changing effects.

Blinding Illumination

Enchantment
Cumulative upkeep—Pay 2 life.
Creatures can't attack you or planeswalkers you control.
The blinding mage who stares at the light too long goes blind himself.

For those anti-land fans.

Humble Heartbeat Flare

Enchantment
All lands lose all abilities except mana abilities.
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.

Actually, it helps lands that come into play tapped or have some other costs. Lotus Vale, anyone?

Sanctity
Instant
As an additional cost to cast Sanctity, tap five untapped creatures you control.
Gain 10 life.
//
Solitude
Instant
If you control exactly one creature and that creature has power 6 or greater, draw 6 cards.

17
Magic: the Gathering / Contraptions
« on: March 14, 2013, 02:38:34 PM »
Contraptions Re-imagined

My concept of Contraptions is an evolution of flip cards and level up cards. A Contraption changes form via assembly or disassembly.

Assemble is a keyword action, like tap, that changes a card's state from disassembled to assembled. All permanents enter the battlefield assembled, except Contraptions come in disassembled.

Contraption cards look like leveler cards in that the text box is partitioned to denote the card's current assemble state. The disassembled state may be indicated, for instance, by the O symbol and assembled state by | symbol (like off/on symbols on electronic devices.) A contraption card's rules text in either the disassembled or assembled box only applies while that card is in the appropriate state. Rules outside of both boxes are always in effect.

Contraptions usually come with the keyword ability Assembly. "Assembly <cost>" means "<cost>: Assemble this. Activate this ability only any time you could cast a sorcery and only if this is disassembled." This ability is always in effect since it is generally placed outside the disassembled/assembled rules boxes.

Example cards

Mox Contraption

Artifact - Contraption
Assembly
O > : Add to your mana pool.
| > : Add one mana of any color to your mana pool.

Howling Cave

Artifact - Contraption
Assembly
O > At the beginning of each player's draw step, that player draws an additional card.
| > , : Draw a card.

Roobix Cube

Artifact - Contraption Equipment
Assembly , Equip
O > Equipped creature gets +1/+0.
| > Equipped creature gets +1/+0 and gains "Whenever this creature deals combat damage to a player, you may draw a card."

Jinxed Contraption

Artifact - Contraption
At the beginning of your end step, target opponent gains control of ~.
Assembly
O > At the beginning of your upkeep, ~ deals 1 damage to you.
| > At the beginning of your upkeep, ~  deals 3 damage to you.

Junk Contraption

Artifact - Contraption
Assembly
O > Creatures you control get -1/-0.
| > Disassemble: Creatures you control get +1/+0 until end of turn.

Contraption Juggernaut

Artifact Creature - Contraption Juggernaut
Assembly
O > 1/3
| > ~ attacks each turn if able and can't be blocked by Walls. 5/3

Contraption Gnome

Artifact Creature - Contraption Gnome
Assembly
O > 1/1
| > When ~ becomes assembled, you gain 3 life. 2/2

Contraption Skeleton

Artifact Creature - Contraption Skeleton
Assembly
O > 1/2
| > If ~ would be destroyed, instead remove all damage marked on it and disassemble it. 2/3

Other cards may assemble or disassemble Contraptions. For example

Novice Rigger

Creature - Goblin Rigger
, : Assemble a Contraption you control.
3/2

Esteemed Rigger

Creature - Human Rigger
When ~ enters the battlefield, for each Contraption you control, you may assemble it.
3/4

Fast-Trigger Rigger

Creature - Goblin Rigger
Haste
When ~ enters the battlefield, you may assemble a Contraption you control.
2/1

Spoiler:
Before you say creatures can't assemble, and thus won't interact with Steamflogger Boss, see Karmic Justice, which implies that spells and abilities can destroy, even though their effects don't explicitly state as such. For instance, Murder says simply "Destroy target creature" not "Murder destroys target creature." Likewise for all destruction effects. However, we know that they all interact with Karmic Justice even without direct action. In other words, Murder itself doesn't destroy a creature; it instructs you the player to destroy a creature. Yet it still triggers Karmic Justice even though it didn't directly do the destroying.

Likewise, Steamflogger Boss is only asking whether the source of the effect directing a player to assemble a Contraption comes from a Rigger (permanent) you control.

18
Magic: the Gathering / Ultimatums Wedge
« on: March 11, 2013, 01:58:19 AM »
represents conflict, warfare, good vs evil, territories, factions and kingdoms

Conqueror's Ultimatum

Sorcery
Target opponent separates all permanents he or she controls into two piles. You gain control of all permanents in one pile. You gain 1 life and that player loses 1 for each permanent in that pile.

cf. Balance, Bend or Break, Do or Die, Liliana of the Veil, etc. combined with typical red, white, and black effects like mass destruction, taking control of someone else's permanents, comparing amount of permanents each player controls, life drain, etc.

represents discovery, invention, research, instinct vs knowledge, practice vs theory

Discoverer's Ultimatum

Sorcery
Search your library for a land card, a creature card, an instant card, and a sorcery card, and reveal them. Put those cards into your hand, then discard a card at random. Then shuffle your library.

cf. Mystical Tutor, Burning Wish, Living Wish, Gamble, Gifts Ungiven. are the combo colors, and this is very comboriffic.

represents necromancy, revival, cycles (life & death, day & night), hordes, semi-permanence

Necromancer's Ultimatum

Sorcery
Return all permanent cards in your graveyard to the battlefield.

cf. Faith's Reward, Gleancrawler, Twilight's Call, etc.

represents philosophy, government, freedom, order vs chaos, logic vs emotion, commerce

Philosopher's Ultimatum

Sorcery
Discard seven cards, then draw seven cards. You gain 7 life.

cf. Windfall, Wheel of Fortune, Sphinx's Revelation. Usually these affect all players, but here only you get the benefits. Orderly part is the repetition of 7, the chaotic part is the discard before the draw.

Another thing in common for is artifacts and equipments. Esper's artifact theme should have been .

Artificer's Ultimatum

Sorcery
Search your library, graveyard, and hand for up to three artifact cards, reveal them, and put them onto the battlefield. Then shuffle your library. For each Equipment put onto the battlefield this way, attach it to a creature you control.

cf. Stoneforge Mystic, Tinker, Godo, Bandit Warlord, Mishra, Artificer Prodigy, Trash for Treasure, Academy Ruins, Puresteel Paladin, etc.

represents survival of the fittest, predation, mental and physical superiority, nature vs nurture, evolution, biological warfare

Predator's Ultimatum

Sorcery
Draw a card.
Creatures target opponent controls get -X/-X until end of turn and creatures you control get +X/+X until end of turn, where X is the number cards in your hand.

cf. Consume Strength, Mutilate, Inner Calm, Outer Strength, Oboro Envoy

19
Added WideSplit layout

WideSplit layout (recommended for table split landscape)

20
Magic: the Gathering / Development
« on: March 08, 2013, 04:53:04 PM »
Development (As you draw a card, you may reveal it. When you draw a creature card, if it was revealed, you may put a +1/+1 counter on this and it gains all creature types of the revealed card.)

Example
Hooz Ooze

Creature - Ooze Mutant
Hexproof
Development
1/1

Blue's Clues

Creature - Merfolk Rogue
Development
Whenever ~ deals combat damage to a player, you may draw a card.
1/1

Elf Seer

Creature - Elf Shaman
Development
When enters the battlefield, draw a card.
1/1

21


25
Magic: the Gathering / Re: Gatecrash Magic Workstation card images
« on: January 25, 2013, 07:04:07 PM »
Thanks for your efforts. Unfortunately I did not check this in time, and it was only 2 days later that Wizards spoiled all the cards. We'll try better next time.

As for the cards, Vizkopa Guildmage is awesome. So is Blind Obedience. OTOH, I'm not a fan of Simic or green. I'm more Esper guy.

26
Magic: the Gathering / [YMTC] Post your cards from Online Card Creator
« on: January 25, 2013, 06:44:05 PM »
Please post all your cards made with the Online Card Creator



Re: Mountain Village
Is there theme of Villages? Why is it indestructible? Would it be more interesting if you can bring it back from the grave with a cost?
ie
3RW: Return Mountain Village from you graveyard to the battlefield.

27
Guestbook / Re: FFL2 - could i change it even further?
« on: January 03, 2013, 08:48:37 PM »
Thanks for the hint, but the Excel-download does not seem to work anymore. :D


http://www.shenafu.com/ffl2/ffl2xls.zip

28
Magic: the Gathering / Dampen
« on: January 03, 2013, 01:08:06 AM »
Dampen is a keyword ability on permanents.

Dampen means "When this permanent becomes tapped, you may exile the top card of target player's library."

To dampen a card is to exile a card as a result of this ability. If an effect says to dampen N cards, it means to exile the top N cards from than player's library. The dampen effect does not occur again if it's a replacement effect.

Ideas for triggers and other abilities off of dampen.

e.g.
When ~ exiles a card or permanent, if it's a land or land card, ~ gains +2/+2 (or +1/+1 counter or other abilities) until end of turn.

You may play cards exiled with ~. (Nightveil Specter is the same idea.)

When ~ exiles a card or permanent, you may scry X, where X is the card or permanent's converted mana cost.

When ~ exiles a card or permanent, if it's a creature card, you may cast it without paying its mana cost. (Probably on a rare and/or high CMC dampener.)

If a Merfolk you control would dampen a card, it dampens two cards instead. (Steamflogger Boss...)

White supports with enchantments that grant exiling abilities.

e.g.
Enchanted creature gains ", : Exile target creature with power 5 or greater."

Enchanted creature gains ", : Exile target card in a graveyard."

Whenever a creature you control exiles a card or permanent, you may gain 1 life.

29
Magic: the Gathering / Vehicles
« on: December 31, 2012, 10:22:37 PM »
Contrary to Auras and Equipments, reverse the direction of attachment, like so:

Quote
301.N. Some artifacts have the subtype "Vehicle". A vehicle can have creatures attached to it.

301.Na A creature attached to a Vehicle rides that Vehicle. The Vehicle carries creatures attached to it.

301.Nb A creature cannot ride more than one Vehicle. However, a Vehicle may carry more than one creature.

301.Nc A Vehicle has a maximum capacity value in the bottom left corner of the card. A Vehicle can carry no more than that many creatures. If an effect attempts to attach a creature to a Vehicle already at maximum capacity, the creature doesn't move.

301.Nd A Vehicle is cast and enters the battlefield just like any other artifact. A Vehicle doesn't enter the battlefield with any creatures attached. The carry keyword ability attaches a creature you control to the Vehicle. Control of the creature matters only when the carry ability is activated and when it resolves. Spells and other abilities may also attach a creature to a Vehicle. If an effect attempts to attach a creature to an object that it can't ride, the creature doesn't move.

301.Ne A Vehicle may also be a creature. A Vehicle cannot ride or carry itself. It may still carry other creatures, and it may ride on other Vehicles.

301.Nf A Vehicle's controller is separate from the riding creatures' controllers; the two need not be the same. Changing control of the creature doesn't change control of the Vehicle, and vice versa. Only the Vehicle's controller can activate its abilities. However, if the Vehicle grants an ability to the riding creature (with "gains" or "has"), the creature's controller is the only one who can activate that ability.

301.Ng During the declare attackers or blockers step, creatures riding a vehicle cannot be declared as attackers or blockers. Instead, a Vehicle may be declared as attacking or blocking. If a Vehicle is declared as attacking or blocking, all creatures riding the Vehicle also become attackers or blockers. A tapped Vehicle cannot be declared as an attacker. When declaring a Vehicle as an attacker, tap the Vehicle (unless it has vigilance), but not the creatures it carries. All creatures riding the same Vehicle attack the same player or planeswalker as the Vehicle they ride on.

301.Nh A creature may block a Vehicle, but not its riders. In this case, all creatures riding the Vehicle are considered blocked by the blocking creature. Normal combat damage rules apply, except damage cannot be assigned to a noncreature Vehicle.

301.Ni. If a non-Vehicle permanent has an ability that refers to the "riding creature," that phrase doesn't refer to any creature.
Quote
702.N. Carry
702.Na Carry is an activated ability of Vehicle cards. "Carry [cost]" means "[Cost]: Attach a creature you control to this permanent. Activate this ability only any time you could cast a sorcery."
702.Nb For more information about Vehicles, see rule 301, "Artifacts."
702.Nc If a permanent has multiple instances of carry, any of its carry abilities may be activated.
Quote
702.N. Disembark
702.Na Disembark is an activated ability of Vehicle cards. "Disembark [cost]" means "[Cost]: Unattach a creature you control that is attached to this permanent. Activate this ability only any time you could cast a sorcery."
702.Nb For more information about Vehicles, see rule 301, "Artifacts."
702.Nc If a permanent has multiple instances of disembark, any of its disembark abilities may be activated.

Spoked Buggy

Artifact - Vehicle
Riding creatures gain trample.
Carry (Attach a creature you control to this Vehicle. That creature rides this Vehicle.)

30
Guestbook / Re: FFL2 - could i change it even further?
« on: December 31, 2012, 02:25:20 PM »
Get a hex editor to edit the ROM. Get my Excel file to tell you the hex offsets of the data blocks.

31
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: December 17, 2012, 03:52:38 PM »
MRCCC #1: Design a card that has or 'deals with' with haste, first strike, or double strike.

Heart of Vulcan
Land - Mountain
: Until end of turn, ~ becomes a 2/2 red Elemental creature with haste.

MRCCC #2: Design a card that has or 'deals with' with haste, first strike, or double strike.

** WINNER **

The One Charm

Instant
Target player gains 7 life. Counter target spell. Target player discards a card at random. Destroy target permanent. Target creature assembles a contraption.

MCCC #1: Create a card that makes one or more creature tokens.

Draft's Singles

Enchantment
At the beginning of your upkeep, if a creature you control attacked during your last turn, put a 1/1 red and white Soldier token onto the battlefield.
Soldiers you control have haste.

MRCCC #4: Make a Legendary Creature that has one of the following creature types.

Miracles the Miracle Pegasus

Legendary Creature - Pegasus Defender-of-Justice
Flash
Flying
When ~ enters the battlefield, you may exile any number of creatures you control. At the beginning of the end step, return them to the battlefield under your control.
: Return ~ to your hand.
3/3

MRCCC #5: Make a man-land for any of the enemy colors.

Steamy Pylon
Land
~ enters the battlefield tapped.
: Add or to your mana pool.
: Until end of turn, ~ becomes a 1/4 blue and red Elemental creature with ": Switch ~'s power and toughness until end of turn." It's still a land.

32
Arts, Literature, and Crafts / Re: [lang] Flownetic: The Phonetic Script
« on: November 12, 2012, 10:30:32 PM »
Universal Declaration of Human Rights (Article 1): All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood. (English transliteration)
. .

33
Arts, Literature, and Crafts / [lang] Flownetic: The Phonetic Script
« on: November 12, 2012, 09:56:01 PM »
Flownetic : The Phonetic Script

Main article here
Flownetic is a phonetic alphabet. The philosophy is simple, intuitive, distinguishable, practical. The flow and structure of the symbols imitate the flow and structure of your mouth and tongue as you speak each sound. Unlike other phonetic writing systems, the letters are easily distinguishable from each other. This makes it easy and fun to read and write with these letters.

SymbolSoundSymbolSoundSymbolSoundSymbolSoundSymbolSoundSymbolSound
/i//y//u//ɔ//ɑ//ɛ/
/ɪ//ʉ//ʊ//ʌ//æ//œ ɜ/
/ɨ//ɵ//o//ə//a/
/j//ɥ//w//r/
/m//f//n// ɲ//ŋ//h/
/p//v//t//l//k//x/
/b//θ//d//ɾ//g//ħ/
/ð//ʔ/
/s//z//ʃ ɕ//ʒ ʑ//ʂ//ʐ/
/ts//dz//tʃ tɕ//dʒ dʑ//tʂ//dʐ/

Ex.
Han Sjng Yqn

Selina Ren

Dzae Qn Kei

Yi Hyori



34
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu: Khuvi (three-symbols)
« on: November 10, 2012, 10:50:45 PM »
Here defines the khuvi or three-symbols.

SymbolPronunciationDefinitionSymbolPronunciationDefinitionSymbolPronunciationDefinition
rhithisbethatluall
raoryiandngiperson
tj'ssiifkhibut
theatfcplacevutime
pcfromnyathingwuhave
thoinshqtokoway
dzjnodzqwithdxother
zaImqyouhahe/she/it
zhxistsoforghuwhich

35
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu Alternative Scripts
« on: October 31, 2012, 03:30:21 PM »


Variant 7
Key

Ex.
Han Sjng Yqn

Selina Ren

Dze Qn Kei




Variant 11
Key

Ex.
Han Sjng Yqn

Selina Ren

Dze Qn Kei

36
Arts, Literature, and Crafts / Re: [lang] Li-Ya-Hu Alternative Scripts
« on: October 30, 2012, 04:00:25 PM »
In addition to official script, there are alternative scripts for different purposes and usage. e.g. writing by hand, digital, rope-like, flags, etc.



Variant 1
Key

Ex.
Han Sjng Yqn

Selina Ren

Dze Qn Kei




Variant 2
Key

Ex.
Han Sjng Yqn

Selina Ren

Dze Qn Kei




Variant 4
Key

Ex.
Han Sjng Yqn

Selina Ren

Dze Qn Kei


39
Added WHEARVX and Home Block

WHEARVX layout (recommended)
space is moved one square to the left compared to WHTARKX and comma moved down


Home Block layout (recommended)



40
Non-Digital Games / Simple Card Game
« on: October 09, 2012, 11:02:17 PM »
Somehow I found the rules for a card game I designed back in 1998. I have no recollection that I even posted it on usenet. I played it only a few times with a fellow Marine. Anyway I will repost the rules here.

this is a very simple card game, so simple someone might have even
thought of it before I did.

2-4 players

basically there are two types of cards: attack and defend
red cards attack, black defend
A-10 count as that value of attack or defend, depending on the color

Face cards (Jack Queen King) count as both attack and defend
Red Jack = 6 attack, 5 defend
red queen = 7 a, 5 d
red king = 8 a , 5 d
black jack = 5 a 6 d
black queen = 5 a 7 d
black king = 5 a 8 d

play:
each player starts with the same amount of life, say 20 in a 4
player game
each turn , each player plays one card
[face down, then reveal at the same time]
if the card played is red, then attack to right
if card is black, defends to left
if face card attacks and defends

red cards cause damage equal to value on card, ace is one
black cards subtract damage if player from left plays red card
if red card greater than black card or no black card is played, then
take damage
equal to difference
eg. say I'm to the left of you. Then I will attack you and you
will defend from me
If i play black cards then you don't take any damage
If i play red cards and you play red then you take damage equal to
red card I played
If i play red cards and you play black then subtract black from red
(red - black) and
you take that much damage. count negative damage as zero
but in 4-player game you only attack to your right and defend your
left
when a player reaches zero life, he is out of the game
last survivor wins, in case of ties nobody wins
might even use score system: in four player game, there could be
1,2, or 3 points
first one out gets no points, next player gets 1, runner-up gets 2,
winner gets 3
if two players die on same turn, they get same amount of points

havent tried it out and seems really stupid but in case you're bored
you
might try it out and comment how it plays

41
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: October 01, 2012, 08:34:00 PM »
RCCC 577: Make a card that interacts directly with planeswalkers in some way.

Pseudo Plainswalker

Creature - Human Knight
Plainswalk
Activated abilities of planeswalkers cost an additional to activate.
2/1

RCCC 581: Make a card from a hypothetical future Return to Zendikar set

Quicksandbar
Land
, Pay 2 life, Sacrifice ~: Search your library for a Plains, Island or Swamp card and put it onto the battlefield. Then shuffle your library.

RCCC #582:

Not a Tropical Island
Land - Island Forest
You may have ~ enter the battlefield as a copy of any creature on the battlefield. It is still a land.
The only rule on this island is survival of the fittest.

RCCC #588: Make an overload card that does not use Red or Blue.

Ultimate Removal

Sorcery (MR)
Destroy target creature. It can't regenerate.
Overload

RCCC #595: Make a mono-red instant or sorcery.

Pyroclastic Charm

Instant
Choose one--Destroy target artifact creature; destroy target land creature; or destroy target artifact land.


42
Non-Digital Games / Simple Collectible Board Game: Vi
« on: September 25, 2012, 12:33:46 AM »
temp name is Vi (pronounced like letter V)
each vi has 3 values: mind, body, soul
values range from 1-15
build a deck of vi (any size?)

3 rounds, 2 phases each
1. each player chooses a pog
2. random comparison operator: 1. m/b/s/total, 2. high/low/average (9 possible compares 2 players, 12 for multiplayer)

first to win 2 rounds wins the match

Examples
Pig 4/10/7 vs. Bat 9/3/10
Compares:
1. Mind high - 9-4 bat wins
2. Body high - 10-3 pig wins
3. Mind low - 4-9 pig wins
Pig wins the match

Special abilities
Wins ties in mind fights
You may +2 or -2 if opponent vlaue is odd.

Lore
animals, monsters, heroes
idols, celebrities

43
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: September 22, 2012, 01:51:59 PM »
RCCC #570: Make a Red and Blue creature that does not interact with Instants or sorceries

Zhizzitinneress

Creature - Merfolk Pirate
When ~ enters the battlefield, you may destroy target artifact. If you do, ~ deals 3 damage to that artifact's controller and you draw a card.
2/2


CCC #37 Round 3: Make a non-planeswalker limited bomb with CMC 5.

Karaya Invisimancer

Creature - Human Wizard
Haste
~ is unblockable.
When ~ enters the battlefield, target creature is unblockable this turn.
4/3


CCC #38 Round 1: Create a card that represents one of the five Gatecrash Guilds, and create a new mechanic for that card's guild.

Simic Winglings

Creature - Bird
Evolve (As ~ comes into play, you may sacrifice a creature. If you do, put X +1/+1 counters on ~, where X is the sacrificed creature's power.)
Flying
When ~ dies, you may have target creature gain flying. (Permanently.)
2/1

RCCC #574: Create a flavorful card depicting the Phyrexian invasion of Ravnica.

Yawgmoth, Liberator of Ravnica

PW- Yawgie
+3: Put target permanent card from a graveyard onto the 'field. It is black and gets +1/+1 as long as it's a creature.
-4: Put a Phyrexian Negator into play.
-21: Blow up every permanent. No regen.
7

RCCC #576: Make an instant with CMC 3, 2, or 1 that you would actually want to use Firemind's Foresight to find.

Knork

Instant
If ~ would be put into your hand from anywhere, you may cast it without paying its mana cost instead.
Copy target instant or sorcery spell. You may choose new targets for the copy.

44
Guestbook / Re: Warsong Excel Sheet
« on: September 21, 2012, 09:42:09 PM »
Hi!
I'm trying to edit some of the stats of the commanders but just can't seem to get it to work. There is a red screen loaded when I make a change to the file. Even something as simple as a minor change to the attack or defense. I'm using HxD Hexeditor if that is of any importance and also tried it with the game genie master code (saw this posted somewhere saying that it might work - but it doesn't).

???

get a tool to fix the checksum. such as segatool.

45
Magic: the Gathering / Re: Autocard as Opera Extension and Userjs
« on: September 14, 2012, 05:03:32 PM »
1.43
fixed 'A' tags with child nodes steal events. so loop until parent node is 'A' or null.

1.44
now works with http://shenafu.com/imgd/card2img/mtg-cardoriginal.jpg , where it takes unchanged card name
http://shenafu.com/imgd/card2img/mtg-cardname.jpg script finds cards at magiccards.info and scours the page for the image source

1.45
included mtgredzone.com

46
Magic: the Gathering / Re: [YMTC] GameFAQs CCCs
« on: August 20, 2012, 06:57:14 PM »
RCCC #565:

Dessert
Land
: Add to your mana pool.
, : Transform ~.
//
Strawberry Cheesecake
Land
: Add two mana of different colors to your mana pool.

Snow-covered Desert
Snow Land - Desert
: Add to your mana pool.
, : Desert deals 1 damage to target attacking creature. That creature doesn't untap during its controller's next untap step. Activate this ability only during the end of combat step.

CCC #37 Round 1: Make a card with CMC = 0, 1, 5, or 6.

Ral's Charm

Instant
Choose one--Draw a card, then discard a card; or target creature you control with toughness 2 or less gains flying until end of turn; or copy target instant or sorcery spell with converted mana cost 1 or less. You may choose new targets for the copy.

RCCC #568: Make a card with detain.

Oath of Silence

Sorcery
Detain all nonland permanents your opponents control.
Forecast - , Reveal ~ from your hand: Detain target creature.

CCC #37 Round 2: Make a two-color hybrid card.

Jace, Conceited Analrapist

Planeswalker - Jace
+1: Up to one target creature gets -X/-0 until your next turn, where X is the number of cards in your hand.
-2: You draw two cards and lose 2 life.
-8: Exile all cards in target opponent's hand and graveyard. You may cast up to three nonland cards exiled this way without paying their mana costs.
4

47
Magic: the Gathering / Re: [YMTC] Random cards
« on: August 19, 2012, 08:55:33 PM »
Jace, the Raging Mind

Planeswalker - Jace
+1: Target opponent puts the top card of his or her library into his/her graveyard. Until end of turn, you may play that card from the graveyard.
-X: Target creature gets +X/-X until end of turn.
-5: Any number of target players each draw X cards, then discard X cards, where X is the number of cards in his or her graveyard.
4

48
Magic: the Gathering / Re: [YMTC] Random cards
« on: August 13, 2012, 10:30:22 AM »
Overpopulate

Sorcery
Populate, then populate again, then populate again.

49
Magic: the Gathering / Re: Official Rules -- Improved and Modified
« on: July 26, 2012, 05:16:54 PM »
Keyword action: Assemble

When an object assembles N, put an N token under its controller's control.

e.g. This creatures assembles a Contraption. By definition Contraption is an artifact subtype. IOW put a Contraption artifact token onto the battlefield.

50
Magic: the Gathering / Re: [YMTC] Random cards
« on: July 20, 2012, 10:26:52 PM »
Laura the Aura Master

Planeswalker - Laura
Whenever you cast an Aura spell, you may put a loyalty counter on ~.
-3: Copy target Aura and attach it to a creature.
-6: Put target Aura card from a graveyard onto the battlefield under your control attached to a creature.
4

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