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1
Arts, Literature, and Crafts / Minimal Alphabet
« on: March 25, 2015, 04:51:34 PM »
Minimal Alphabet

Create an alphabet with no more than 16 letters (two rows on the keyboard).

--consonants
h k l t f p s n
aspirated (-h), voiced (doubling), nasal (n-)
ng = nk
ny = nl
m = np
th = nf
z = ss
v = ff
ch = tsh
sh = sh
zh = ts
r = lw
r tap = ll
r roll = ln

--vowels
a e i o u . w y
round - flat (u - i) (w - y)
closed - mid - open (i - e - a)
front - center - back (a - . - o)
semivowel (w - y)

--keyboard layout
ye.w fktp
aoui hsnl


--examples
Han Seung Yeon
han siunk yaun

Selina Ren
selina lnen

Tse On Kei
tsea own khei

Lee Hyori
yi hyolli

Dennis Voong
ttenies ffownk

2
Magic: the Gathering / Re: Mechanics
« on: March 24, 2015, 01:41:55 PM »
Assist <cost> (<cost>: Put this card onto the battlefield from your hand tapped and attacking blocked by a blocking creature.)

--for Chaos Boros

3
Magic: the Gathering / Re: Mechanics
« on: March 24, 2015, 01:03:30 PM »
-touch mechanics

Icetouch (When this deals damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.)

Paintouch (This deal 1 more damage to creatures.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Healtouch (Damage this deals to another creature prevents that much damage to this.)

Rider keyword action: touch
When this creature touches another creature, EFFECT.

4
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 12, 2015, 11:37:28 PM »
Lore cards at Higher rarity for constructed

Spoiler:
Lifechanging Event
Instant
Target player gains 4 life.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Horror Story
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Fire Ceremony
Instant
Add to your mana pool.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Disturbing Rumors
Sorcery
Target player puts the top 5 five cards of er library into er graveyard.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Stampede Shout
Sorcery
Target creature gets +3/+3 and gains trample until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Repeating History
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Creation Myth
Instant (C)
Target land becomes a 3/3 Elemental creature with flying until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Status Quo
Instant (U)
Target creature has base power and toughness each equal to its converted mana cost until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Story Elements
Instant (R)
Summon a 5/5 green and blue Elemental creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Here some cards to push Lore decks:

$Eternal Witness
Creature — Human Shaman (U)
When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
2/1

Copyspell
Instant (R)
Copy target instant or sorcery card in a graveyard. You may cast the copy without paying its mana cost.

Repeating History
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)


Another idea is possibly push turbo-fog for constructed on the back of Lore spells.

5
Magic: the Gathering / Re: Autocard as Opera Extension and Userjs
« on: March 10, 2015, 08:31:34 PM »
1.53
scrape Wizards.com spoiled cards for upcoming set
http://magic.wizards.com/en/articles/archive/card-image-gallery/$SETNAME

6
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 07, 2015, 12:00:39 AM »
COMMONS

(Note: names starting with $ denotes reprint.)

Blue archetypes:

Transform, Learning, Keyword/Mimicry, Lore, cantrips

Blue Commons (11 cards)

Spoiler:
$Flight of Fancy
Enchantment — Aura
Enchant creature
When $Flight of Fancy enters the battlefield, draw two cards.
Enchanted creature has flying.

$Harbor Serpent
Creature — Serpent
Islandwalk
$Harbor Serpent can’t attack unless there are five or more Islands on the battlefield.
5/5

$Spreading Seas
Enchantment — Aura
Enchant land
When $Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.

Boring Story
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Fact Check
Instant
Counter target spell unless its controller pays .
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Flightless Bird
Creature — Bird Mutant
Whenever you play a land, you may transform Flightless Bird.
1/1
/////
Flappy Drake
(U) Creature — Bird Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land, transform Flappy Drake.
2/2

Lecture
Instant
Draw a card.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Memetic Faerie
Creature — Faerie Mystic
Flying
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
2/2

Memetic Merfolk
Creature — Merfolk Wizard
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/2

Metaphysicality
Instant
Target creature gains protection from creatures until end of turn.
Draw a card.

Pet Guppy
Creature — Fish Mutant
Whenever you play a land, you may transform Pet Guppy.
2/1
/////
Deadly Piranha
(U) Creature — Fish Mutant
Islandwalk
At the end of each opponent's end step, if that player didn't play a land, transform Deadly Piranha.
3/2

Green archetypes:

Transform, Learning, Keyword/Mimicry, Lore, ramp

Green Commons (11 cards)

Spoiler:
Bullish Rage
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.

Elf Adventurer
Creature — Elf Druid
: You may put a land card from your hand onto the battlefield.
1/1

Epic Adventure
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Lame Ape
Creature — Ape Mutant
Whenever you play a land, you may transform Lame Ape.
1/2
/////
Prime Ape
(G) Creature — Ape Mutant
At the end of each opponent's end step, if that player didn't play a land, transform Prime Ape.
3/4

Legless Snake
Creature — Snake Mutant
Whenever you play a land, you may transform Legless Snake.
2/1
/////
Four-Legged Basilisk
(G) Creature — Basilisk Mutant
Deathtouch
At the end of each opponent's end step, if that player didn't play a land, transform Four-Legged Basilisk.
2/4

Memetic Elf
Creature — Elf Mystic
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1

Memetic Treefolk
Creature — Treefolk Druid
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/5

Primal Hydra
Creature — Hydra
Primal Hydra enters the battlefield with X +1/+1 counters on it.
Trample
0/0

Resolve Conflict
Instant
Put a +1/+1 counter on target creature. It fights another target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Shamanic Dance
Instant
Prevent all combat damage target creature would deal this turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Steelsilk Spider
Creature
Reach
: Target creature gets +1/+1 until end of turn.
2/4

Multicolor Commons (8 cards)

Spoiler:
Orcish Intruder
Creature — Orc Warrior (C)
When Orcish Intruder deals combat damage to a player, gain control of one of his lands until end of turn. Untap that land.
2/2

Nightwatch Bodyguard
Creature — Human Knight (C)
Vigilance
When Nightwatch Bodyguard dies, you gain 1 honor and target opponent loses 1 honor.
2/1

Goblin Coat-hanger
Creature — Goblin Soldier (C)
First strike
Equip abilities that target Goblin Coat-hanger cost less to activate.
1/1

Adaptive Nature
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof or learning until end of turn.

Amphibious Hippo
Creature — Hippo Mutant (C)
Whenever you play a land, you may transform Amphibious Hippo.
3/3
////////
Hungry Hippo
(UG) Creature — Hippo Mutant
Whenever this creature transforms into Hungry Hippo, you may draw a card.
At the end of each opponent's end step, if that player didn't play a land, transform Hungry Hippo.
4/4

Mimicking Parrot
Creature — Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2

Spiny Skin
Enchantment — Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform Spiny Skin.
////////
Protective Shell
(UG) Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Protective Shell: Counter target spell or ability.

Call to Service
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.

Artifact Commons (4 cards)

Spoiler:
Leather Saddle
Artifact — Equipment (C)
Equipped creature gets +0/+1 and has haste.
When a Knight creature enters the battlefield under your control, you may attach Leather Saddle to it.
Equip

Supply Depot
Artifact — Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Sword and Board
Artifact — Equipment (C)
Equipped creature gets +1/+1.
As long as equipped creature is a Soldier or Warrior, it gets an additional +2/+2.
Equip

Wall of Spears
Artifact Creature — Wall (C)
Defender, first strike
2/3

Land Commons (1 card)

Spoiler:
Basic Plot
Land (C)
: Add to your mana pool. Put an age counter on Basic Plot.
 When there are three or more age counters on Basic Plot, remove them all and transform it.
////////
Advanced Plot
() Land
: Add one mana of any color to your mana pool.

7
Magic: the Gathering / Re: Mechanics
« on: March 06, 2015, 03:05:02 PM »
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

(Lore can go on any card type.)


Izzet Mechanic (goes on instants and sorceries):

Spellbond (When this card is put into the graveyard, you may exile it and another instant or sorcery card in your graveyard. When you cast a spell with the same name as either card, copy the other and cast it free.)


8
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 06, 2015, 10:10:03 AM »
Mechanic for spells:

I realized I wanted a mechanic for spells, like Ripple that adds variance to limited. so...

Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Art of War
Instant
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Lifechanging Event
Instant
Target player gains 4 life.
Lore

Sad Story
Instant
Target creature gets -1/-1 until end of turn.
Lore

Re-educate
Sorcery
Target player discards a card.
Lore

Horror Story
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Pass the Torch
Instant
Pass the Torch deals 2 damage to target creature or player.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Fire Ceremony
Instant
Add to your mana pool.
Lore

Groundbreaking News
Sorcery
Destroy target land.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Lecture
Instant
Draw a card.
Lore

Fact Check
Instant
Counter target spell unless its controller pays .
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Boring Story
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Chilling Mystery
Instant
Put target permanent on top of its owner's library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Disturbing Rumors
Sorcery
Target player puts the top 5 five cards of er library into er graveyard.
Lore

Resolve Conflict
Instant
Put a +1/+1 counter on target creature. It fights another target creature.
Lore

Epic Adventure
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Buried Artifact
Sorcery
Destroy target artifact.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Stampede Shout
Sorcery
Target creature gets +3/+3 and gains trample until end of turn.
Lore

Transformative Dance
Instant
Transform target creature you control. It fights target creature you don't control.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Shamanic Dance
Instant
Prevent all combat damage target creature would deal this turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)



(More Lore spells to come...)

9
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 06, 2015, 01:21:07 AM »
COMMONS

(Note: names starting with $ denotes reprint.)

White archetypes:

Honor, summon, tribal Soldier, equipment, sac knights, wall

White Commons (11 cards)

Spoiler:
$Marked by Honor
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has vigilance.

$Rebuke
Instant
Destroy target attacking creature.

$Skyhunter Cub
Creature — Cat Knight
As long as $Skyhunter Cub is equipped, it gets +1/+1 and has flying.
2/2

Art of War
Instant
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

First Sergeant
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/1

Glorious Kithkin
Creature — Kithkin Warrior
Glory (When this creature defeats another creature, you may gain 1 honor.)
1/1

Human Student
Creature — Human Monk
When you gain life, transform Human Student.
1/2
/////
Human Master
(W) Creature — Human Monk Master
Lifelink
2/3

Nonflammable Wall
Creature — Wall
Defender, protection from red
0/3

Prideful Knight
Creature — Cat Knight
Vigilance
Treacherous (When this creature dies, target opponent loses 1 honor.)
2/1

Royal Treatment
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
If your honor is greater than zero, draw a card.

Valorous Angel
Creature — Angel Knight
Flying
Sacrifice Valorous Angel: Target creature you control gains protection from the color of your choice until end of turn.
1/1

Black archetypes:

Honor, summon, tribal Soldier, sac knights, land disruption, wall

Black Commons (11 cards)

Spoiler:
Bloodshed Vampire
Creature — Vampire Knight
Sacrifice another creature: Bloodshed Vampire gets +2/+2 until end of turn.
2/2

Dark Night
Instant
Summon a 2/2 black Knight creature token. It gains haste and protection from white until end of turn.

Debrief
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.

Defame Rogue
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/2

Demon of Betrayal
Creature — Demon
When Demon of Betrayal enters the battlefield, you lose 1 honor until it leaves the battlefield.
6/3

Famous Vampire
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1

Hellhole
Sorcery
Destroy target land if its controller was dealt combat damage this turn.

Marked by Dishonor
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-2 and can’t block.

Rat Student
Creature — Rat Assassin
When an opponent discards a card, transform Rat Student.
2/2
/////
Rat Master
(B) Creature — Rat Assasin Master
When Rat Master deals combat damage to a player, that player discards a card.
3/3

Sad Story
Instant
Target creature gets -1/-1 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Treacherous Soldier
Creature — Snake Soldier
Deathtouch
Treacherous (When this creature dies, target opponent loses 1 honor.)
1/1

Red archetypes:

Honor, summon, tribal Soldier, equipment, land disruption, wall

Red Commons (11 cards)

Spoiler:
$Battle Rampart
Creature — Wall
Defender
: Target creature gains haste until end of turn.
1/3

Blast Zone
Sorcery
Destroy target artifact, land, or Wall.

Defame Shaman
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3

Dragon Kid
Creature — Dragon Warrior
Flying
: Dragon Kidgets +1/+0 until end of turn.
1/2

Dwarven Ingenuity
Instant
Target creature you control gains first strike until end of turn. You may attach an Equipment you control to it.

Famous Dwarf
Creature — Dwarf Knight
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
0/1

Inside Job
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.

Notorious Goblin
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
1/1

Ogre Student
Creature — Ogre Berserker
When a creature you control deals combat damage to a player, transform Ogre Student.
3/3
/////
Ogre Master
(R) Creature — Ogre Berserker Master
Trample
4/4

Pass the Torch
Instant
Pass the Torch deals 2 damage to target creature or player.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)

Warriors Day
Sorcery
Summon two 1/1 red Warrior creature tokens. Creatures you control gain haste until end of turn.

10
Magic: the Gathering / Re: Mechanics
« on: March 04, 2015, 02:33:34 PM »
Social Justice Warrior
Creature - Human Warrior
Insanity (When this creature enters the battlefield, you may discard a card.)
When Social Justice Warrior goes insane, exile target permanent.
2/1

11
Magic: the Gathering / Re: A Set in Four Cards
« on: March 04, 2015, 01:12:07 AM »
Block about Statuses

e.g. tap, lag, flip, face up, phase in, assemble

  • Lag
  • Assemble Contraption
  • Phasing
  • Flip card

Lag - , unlag -
Tap - , untap -
Phase out - , phase in -
Face down - , face up -
Assemble - , disassemble -
Flipped -


12
Magic: the Gathering / Skill and Traits
« on: March 04, 2015, 12:18:02 AM »
(original creation at MagicMultiverse on 29 Apr 2014)


Traits are characteristics of a card that include power, toughness, and skill. Templating will have to be modified to include the new traits. Ideally each trait is represented by a symbol on the card and in rules texts. For instance, an ability that says "Target creature gets +1 [Power symbol]" instead of "gets +1/+0". Then +1/+1 and -1/-1 counters would be replaced by +1 and -1 trait counters, respectively, and they affect all traits. It can be simplified to something like "Put a +1 trait counter on target creature", and all traits will be raised respectively.

Skill is a variable for abilities. For instance, absorb can be assigned as Absorb [Skill symbol]. That means the absorb ability is always updated when skill is increased or decreased.

13
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 02, 2015, 09:09:39 PM »
Summons for wedge

Vertical cycle

Call to Service
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.

Re-integrate
Instant (U)
Exile target creature. Summon a 1/1 white Soldier creature token.

Liege’s Crusade
Enchantment (R)
Warriors you control have haste.
Knights you control have first strike.
, Discard a card: Summon a 2/2 black and red Warrior Knight creature token.


14
Magic: the Gathering / Five Power Alignments
« on: March 02, 2015, 07:56:22 PM »
Five Power Alignments

(original discussion from old Space: the Convergence spin-off)

How does one go about controlling space? That depends on what you are and what you have, right? If I was a billionaire, guess what my most abundant resource is? If I was some head of state, who do I have to sleep with to get my way, right? :lol:

So looking at a galactic civilization, who has the most power? Is it the council that makes laws? The 1% who own 90% of the worlds' resources and money? Those who command well-trained armies who can detonate a planet at a touch of the button? What about controlling and programming people's minds directly and indirectly? Perhaps the other millions of "lower", neglected species who've banded together because their domains have been overtaken by civilization sprawl? Or is there some other insidious forces waiting in the sidelines?

But one thing is for sure: they need to amass their power somehow. With enough resources and power, they can then deploy plans and subordinates who bring their masters closer to their ultimate goal. Thus, financial leaders would use their huge bank account to build factories and pay workers to do their deeds. Political and religious leaders have so much sway over populace and believers who will do their bidding. As a fleet admiral, you have command over a huge force of trained fighters and pilots and the most powerful weapons. Masters of the Minds can control other minds and even inhabit their physical beings, and create AI drones. Mutants and uncivilized, untamed beasts, who are unhappy with their lowly status and treatment and don't have access to advanced technology, resort to biological and chemical warfare, and even brute force since they are usually much stronger than the more intelligent races, to turn the tables against their oppressors.

So these are the five basic alignments: financial, influential, neural, natural, and martial. They are generic enough that resources can come from various sources.
Financial resources are mostly generated by banks and factories and merchants and workers.
Influential resources come from residences, cities, lawmakers, priests.
Neural resources are discovered in laboratories, libraries, information networks, or a central Matrix-like virtual world.
Natural resources are found in anything biological and natural, flora and fauna, rocks and dirt: farms, forests.
Martial resources perhaps gathered at military academies and bases, and battlefields.

With enough of any or all of these resource, then the leader (player) can start to deploy units and strategies, that is put them into play. What do the units they do in game terms?
Financial: make more money, extort money or resources from other players, build factories and materials (artifacts)
Influential: change and define rules, ban deployments, arrest and incarcerate criminals and sinners
Neural: drawing and discarding cards, dealing with archive (library) and hand, control other players' units and deployments
Natural: corrupt and destroy units and materials (artifacts), pump units, units with naturally high stats
Martial: cheap, combat-efficient units, direct damage, resource destruction

I didn't expect it to be this long, but this is the gist of it. :P

15
Magic: the Gathering / Five Senses
« on: March 02, 2015, 07:48:43 PM »
Five Senses

original thread at MTG Salvation

  • taste - feel, smell I
  • Smell - taste, sight O
  • Sight - smell, hear Y
  • Hear - sight, feel B
  • Feel - hear, taste P


color wheel i think goes BYOIP. explain allies:

  • Taste - Feel, Smell - See Feel below. Taste and smell obviously go together.
  • Smell - Taste, Sight - See Taste above. Invisible gases can be lethal, so smell enhances awareness of things you can't see. e.g. we add odor to let us know presence of methane gas.
  • Sight - Smell, Hear - See Smell above. Sight and hearing and smell are long distance senses. We can interact greatly with just audiovisuals, e.g. games, movies, arts, etc.
  • Hear - Sight, Feel - See Sight above. Without echo location and vision, blind people must rely on hearing and touch to assist them.
  • Feel - Hear, Taste - See Hear above. Eating is enhanced by texture of food. Also babies first learn by touching and putting things in their mouth.

16
Magic: the Gathering / Alternate Color Wheels
« on: March 02, 2015, 07:47:54 PM »

17
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 02, 2015, 05:26:58 PM »
Split creatures - transform tech

Mind Bogle
Creature - Beast (U)
You may have ~ enter the battlefield transformed.
When ~ enters the battlefield, you may return target creature to its owner’s hand.
1/3
/////////
Body Bogle
Creature - Beast
When ~ enters the battlefield, you may destroy target artifact.
2/2

Draw Yeti
Creature - Yeti (R)
You may have ~ enter the battlefield transformed.
, : Draw a card.
2/4
/////////
Counter Yeti
Creature - Yeti
, : Put a +1/+1 counter on a creature you control.
3/3

Mind Elemental
Creature - Elemental (M)
You may have ~ enter the battlefield transformed.
Protection from blue
When ~ deals combat damage to a player, that player puts the top ten cards of his or her library into his or her graveyard.
2/2
/////////
Body Elemental
Creature - Elemental
Protection from green
When ~ deals combat damage to a player, summon a 2/2 green Wolf creature token.
2/2

18
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: March 01, 2015, 04:11:53 PM »
DFC Commons (10)

Flightless Bird
Creature - Bird Mutant (C)
Whenever you play a land, you may transform ~.
1/1
/////////////////
Flappy Drake
(U) Creature - Drake Mutant
Flying
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/2

Pet Guppy
Creature - Fish Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Deadly Piranha
(U) Creature - Fish Mutant
Islandwalk
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/2

Lame Ape
Creature - Ape Mutant (C)
Whenever you play a land, you may transform ~.
1/2
/////////////////
Prime Ape
(G) Creature - Ape Mutant
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/4

Legless Snake
Creature - Snake Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Four-Legged Basilisk
(G) Creature - Basilisk Mutant
Deathtouch
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/4

Amphibious Hippo
Creature - Hippo Mutant (C)
Whenever you play a land, you may transform ~.
3/3
/////////////////
Hungry Hippo
(G/U) Creature - Hippo Mutant
Whenever this creature transforms into ~, you may draw a card.
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
4/4

Spiny Skin
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform ~.
/////////////////
Protective Shell
(GU) Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice ~: Counter target spell or ability.

Cat Student
Creature - Cat Cleric (C)
When you gain life, transform ~.
1/2
/////////////////
Cat Master
(W) Creature - Cat Cleric Master
Lifelink
3/4

Rat Student
Creature - Rat Rogue (C)
When an opponent discards a card, transform ~.
2/2
/////////////////
Rat Master
(B) Creature - Rat Rogue Master
When ~ deals combat damage to a player, that player discards a card.
3/3

Ogre Student
Creature - Ogre Berserker (C)
When a creature you control deals combat damage to a player, transform ~.
3/3
/////////////////
Ogre Master
(R) Creature - Ogre Berserker Master
Trample
4/4

Basic Plot
Land (C)
: Add to your mana pool. Put an age counter on it.
When there are three or more age counters on ~, remove them all and transform it.
/////////////////
Advanced Plot
Land
: Add one mana of any color to your mana pool.

19
Magic: the Gathering / [A Set in Four Cards] Dangers of Tsinbork
« on: February 23, 2015, 07:44:39 PM »
Dangers of Tsinbork

A MMORPG parody about dangers and dungeons.

Maantau Fungus
Creature -- Fungus (C)
Respawn (When this dies, manifest the top card of your library.)
The maantau fungus is unique and abundant in the Jatjam Forest. It is recognized by its head shaped like a loaf of bread.
2/1
Blinding Trap
Instant -- Trap (C)
Exile target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Detonate (You may cast this card face down as a 2/2 creature for . Cast it for its detonate cost.)
All that glitters is not gold.
Poison Jet
Instant (U)
Target attacking creature gets -1/-1 until end of turn.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Necromancer skill. Cost 2 MP. AOE 4 MP. Range 50 ft. Area of effect 20 ft. Poison enemies for 5 seconds.
Tungfan Brawler
Creature -- Dwarf Berserker (R)
Level up
Haste 2/2
[Level 1-3] First strike 4/4
[Level 4+] Double strike. ~ can't be blocked by creatures with power 2 or less. 5/5

20
Magic: the Gathering / A Set in Four Cards (& set ideas)
« on: February 23, 2015, 07:11:33 PM »
A Set in Four Cards


21
Magic: the Gathering / Re: Mechanics
« on: February 23, 2015, 06:08:59 PM »
guild

Decompose N (When this dies, summon N 1/1 green Saproling creature tokens.)

Rotting Flesh
Creature -- Beast
Decompose 3
4/4

Respawn (When this dies, manifest the top card of your library).

Sultai Fungus
Creature -- Fungus
Respawn
1/1

22
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: February 23, 2015, 04:05:29 PM »
Miniset: UG vs WBR

DFC: 121 cards / sheet

C: 1/15 = 10*8 = 80
U: 1/30 = 7*4 = 28
R: 1/60 = 5*2 = 10
M: 1/120 = 2*1 = 2
=============
24/120
C: U 2, G 2, L 1, W 1, B 1, R 1, UG 2
U: U 2, G 2, UG 2, O 1
R: U 2, G 2, UG 1
M: U 1, G 1

Innistrad 20/120:
C 6*12 = 72
U 7*5 = 35
R 6*2 = 12
M 1*1 = 1

Rarity in packs:
10 C
3 U
1 R/M
1 DFC
1 Basic
==========
16 cards / pack

Booster draft:
1 round = 8 players
1 player = 3 packs
1 pack = 15 nonbasic cards
----------
cards seen = 8*3*15 = 360 nonbasic cards / round


23
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: February 23, 2015, 02:15:54 PM »
Lands

Basic Plot
Land (C)
: Add to your mana pool. Put an age counter on ~.
When ~ has three or more age counters on it, remove all of them and transform it.
/////////
Advanced Plot
Land
: Add one mana of any color to your mana pool.

GU Dual
Land (U)
~ enters the battlefield tapped unless you control an odd number of lands including this.
: Add or to your mana pool.

WB Dual
Land (U)
~ enters the battlefield tapped unless you control an odd number of lands including this.
: Add or to your mana pool.

BR Dual
Land (U)
~ enters the battlefield tapped unless you control an odd number of lands including this.
: Add or to your mana pool.

RW Dual
Land (U)
~ enters the battlefield tapped unless you control an odd number of lands including this.
: Add or to your mana pool.



24
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: February 22, 2015, 06:58:30 PM »
Mimicry

Increases variation in limited formats.

Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)

Mimicking Parrot
Creature - Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2

Mimicking Chameleon
Creature - Lizard Shapeshifter (U)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/3

Mimicking Beast
Creature - Beast Shapeshifter (R)
Mimcry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Trample, hexproof
5/5

Adaptive Nature
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof, or learning until end of turn. (Whenever a creature with learning deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)

Mimicry
Instant (U)
The next creature that enters the battlefield under your control has mimicry. (As that creature enters the battlefierd, you may have it gain a keyword ability that another creature has.)
Draw a card.

25
Magic: the Gathering / Re: Mechanics
« on: February 21, 2015, 12:06:32 AM »
Possess sounds like it should modify the other creature. which leads me to make an Aura version of this (kind of reverse bestow)

Beneficent Soul
Creature - Spirit
Flying
Possess (You may cast this as an Aura enchantment spell with enchant creature from your graveyard for its possess cost. If this would leave the battlefield, exile it instead.)
Enchanted creature gets +2/+2 and has flying.
2/2

Reform N (When this dies, manfest the top N cards of your library).

26
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: February 20, 2015, 10:32:02 PM »
Artifice

Field Repair
Instant (U)
As an additional cost to cast ~, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.

Kor Engineer
Creature -- Kor Artificer (R)
When ~ enters the battlefield, you may search your library for an artifact card. If you do, reveal that card,  shuffle your library, then put the card on top of it.
Activated abilities of Equipments and Fortifications you control cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
2/2

Goblin Coathanger
Creature -- Goblin Soldier (C)
First strike
Equip abilities that target ~ cost less to activate.
1/1

Kor Weaponmaster
Creature -- Kor Soldier (U)
Haste
Equip abilities that target ~ cost less to activate for each Equipment attached to it.
2/3

Angel Pathslicer
Creature -- Angel Soldier (R)
Flying, double strike
Equip abilities that target ~ cost less to activate for each Equipment attached to it.
2/5

Pleasures from Treasures
Sorcery (R)
~ deals X damage to target creature or player. You gain X life. X is the number of artifacts you control.
We chased our pleasures here
Dug our treasures there
Break on through to the other side

27
Magic: the Gathering / Re: [Miniset] UG vs WBR : Words against Swords
« on: February 18, 2015, 03:17:21 PM »
Sacrificial Knights

Altruistic Knight
Creature -- Human Knight (C)
Sacrifice ~: Target creature you control gains protection from the color of your choice until end of turn.
1/1

Bloodshed Vampire
Creature -- Vampire Knight (C)
Sacrifice another creature: ~ gets +2/+2 until end of turn.
2/2

Nightwatch Bodyguard
Creature -- Human Knight (C)
Vigilance
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
2/1

Preening Vampire
Creature -- Vampire Knight (U)
Lifelink
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
3/2

Vainglorious Demon
Creature -- Demon Knight (R)
Flying
~ can't be sacrificed or exiled.
When ~ dies, you gain 2 honor and target opponent loses 2 honor.
4/3

Our Life Will Never End
Instant
Return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn.



28
Magic: the Gathering / Re: Dual / Multi Lands - Old, Recent, and Custom
« on: February 17, 2015, 04:01:34 AM »
Inspired by discussion at MTG Salvation

Tundra Cycling
Land
~ enters the battlefield tapped.
: Add or to your mana pool.
Cycling
When you cycle ~, add or to your mana pool.

--------------------------

Odd Tundra
Land - Plains Island
~ enters the battlefield tapped unless you control an odd number of lands.

29
Magic: the Gathering / Walls
« on: February 17, 2015, 03:37:47 AM »
Walls mainly

Inflammable Wall
Creature -- Wall (C)
Defender, Protection from red
0/3

Battle Rampart*
Creature -- Wall (C)
Defender
: Target creature gains haste until end of turn.
1/3

Wall of Spears*
Artifact Creature -- Wall (C)
Defender
First strike
2/3

Wall of Absorption
Creature -- Wall (U)
Defender, flying
Whenever ~ is dealt damage, you gain that much life.
2/6

Wall of Explosives
Creature -- Wall (U)
Defender
When ~ blocks, destroy it at end of combat.
5/5

Wall of Ideas
Creature -- Wall (U)
Defender
When ~ enters the battlefield, draw a card.
0/4

Pile of Dead Bodies
Creature -- Wall (U)
Defender
~'s power and toughness are each equal to the number of creature cards in your graveyard.
*/*

Mobile Wall
Creature -- Wall (R)
Defender
Tap three untapped creatures you control: ~ loses defender and gains vigilance until end of turn.
5/5

* means reprint



30
Magic: the Gathering / Lands matter and Fortifications
« on: February 17, 2015, 03:15:19 AM »
Fortifications

Fortification vertical cycle

Supply Depot
Artifact -- Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Recruit Depot
Artifact -- Fortification (U)
Opponents can't gain control of fortified land.
Fortified land gains ", : Summon a 1/1 white Soldier creature token."
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Walking Fortress
Artifact -- Fortification (R)
Fortified land has indestructible.
: Fortified land becomes a 4/4 creature until end of turn. It's still a land.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)

Land Stealers
vertical cycle of red/black temporary land-stealers.

Orcish Intruder
Creature -- Orc Warrior (C)
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/2

Ogre Conqueror
Creature -- Ogre Warrior (U)
Double strike, trample
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/4

Dragon Warlord
Creature -- Dragon Warrior (R)
Flying, haste
When ~ deals combat damage to a player, gain control of three of his lands until end of turn and untap those lands.
5/5

Land Destruction

Blast Zone
Sorcery (C)
Destroy target artifact, land or Wall.

Hellhole
Sorcery (C)
Destroy target land if its controller was dealt combat damage this turn.

Set the Night on Fire
Sorcery (R)
Each player sacrifices X lands. Creatures you control get +X/+0 until end of turn.


31
Magic: the Gathering / Other mechanics
« on: February 14, 2015, 06:38:12 AM »
Other Mechanics

Learning is a new keyword ability. It means "Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card."

Ex.

Word of Advice
Creature - Illusion Meme
Learning (Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1

Summon is a new keyword action. It means "Put a described token onto the battlefield."

Ex.

Sergeant Pyle
Creature - Human Soldier
Whenever ~ attacks, summon a 1/1 white Soldier creature token tapped and attacking. (Put that token onto the battlefield.)
2/2

32
Magic: the Gathering / Double-faced cards
« on: February 14, 2015, 06:13:54 AM »
Double-faced cards

The majority of DFCs are from the faction. Many of them have a common trigger to transform back and forth. When you play a land, you may transform to the dark side. At the end of each opponent's end step, if that player didn't play a land, transform back to the light side.

Ex.

Flightless Bird
Creature - Bird Mutant
Whenever you play a land, you may transform ~.
1/1
////////
Flapping Drake
Creature - Drake Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land this turn, transform ~.
2/2

33
Magic: the Gathering / Planeswalkers
« on: February 14, 2015, 05:41:21 AM »
Planeswalkers (2-4):

Kiora, Commander of the Deep
Planeswalker - Kiora
[+1]: Until end of turn, whenever a land enters the battlefield under your control, draw a card.
[-2]: Put a creature card from your hand onto the battlefield.
[-6]: You get an emblem with "Creatures you control have base power and toughness 9/9."
4

Gorkhhesh, Dragon of Wrath
Planeswalker - Gorkhhesh
[+3]: Exile up to one target nonland permanent.
[-4]: Destroy all lands.
[-10]: Target player's life total becomes equal to the number of cards in his or her hand.
5

Tibalt, the Pain Dealer
Planeswalker - Tibalt
[+1]: You may sacrifice a creature. If you do, draw a card.
[-4]: Tibalt, the Pain Dealer deals 3 damage to target player. That player discards two cards.
[-6]: Target player loses 1 life for each creature card in your graveyard.
2

Susyon Hanwo
Planeswalker - Susyon
[+1]: Add to your mana pool.
[+0]: Susyon Hanwo deals 2 damage to target creature with flying.
[-5]: Untap all lands you control.
1

Susyon of Summer Storms
Planeswalker - Susyon
At the beginning of your upkeep, if you control six or more lands, you may transform Susyon of Summer Storms.
[+2]: Add to your mana pool.
[+1]: ~ deals 2 damage to target creature with flying.
1
//////////
Susyon of Fall Harvest
(G) Planeswalker - Susyon
[+1]: Summon a 1/1 green Elf Druid creature token with “: Add to your mana pool.”
[-3]: Untap all lands you control.
[-7]: Gain 1 life for each mana in your mana pool.

34
Magic: the Gathering / Honor System
« on: February 14, 2015, 05:41:05 AM »
Honor System

Honor is used to represent the warring faction of .

Basic idea:
Honor system uses honor points, like life.
Some abilities and effects makes you gain or lose honor.
Players start with 0 honor.

Positive Effects of Honor (When your honor is above zero):
Creatures you control get +1/+0 for each honor above zero.
At the beginning of your upkeep, you gain 1 life for each honor above zero.
Your maximum hand size is increased by one for each honor above zero.

Negative Effects of Dishonor (When your honor is below zero):
Creatures you control get -1/-0 for each honor below zero.
At the beginning of your upkeep, you lose 1 life for each honor below zero.
Your maximum hand size is decreased by one for each honor below zero.

Related abilities:
  • Fame (When this enters the battlefield, you gain 1 honor until this leaves the battlefield.) WuRBg
  • Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.) BRw
  • Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.) Rbw
  • Glory (When this creature defeats another creature, you may gain 1 honor.) Wrb
  • Treacherous (When this creature dies, you may have target player lose 1 honor.) BWr

Honor related commons:

White (4 cards)

Honorable Soldier
Creature — Kithkin Soldier
Glory (When this creature defeats another creature, you may gain 1 honor.)
1/1

Prideful Knight
Creature — Cat Knight
Vigilance
Treacherous (When this creature dies, target opponent loses 1 honor.)
2/1

Sergeant Pile
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When ~ enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/2

Royal Treatment
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn. If your honor is greater than zero, draw a card.

Black (4 cards)

Defame Rogue
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/2

Treacherous Impostor
Creature — Snake Rogue
Treacherous (When this creature dies, target opponent loses 1 honor.)
1/2

Famous Vampire
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1

Debrief
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.


Red (4 cards)

Defame Shaman
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3

Fame Dwarf
Creature — Dwarf Warrior
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
1/1

Notorious Goblin
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
2/1

Inside Job
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.

35
Magic: the Gathering / Re: Planeswalkers
« on: February 14, 2015, 05:38:20 AM »
Kiora, Commander of the Deep
Planeswalker - Kiora
[+1]: Until end of turn, whenever a land enters the battlefield under your control, draw a card.
[-2]: Put a creature card from your hand onto the battlefield.
[-6]: You get an emblem with "Creatures you control have base power and toughness 9/9."
4

Gorkhhesh, Dragon of Wrath
Planeswalker - Gorkhhesh
[+3]: Exile up to one target nonland permanent.
[-4]: Destroy all lands.
[-10]: Target player's life total becomes equal to the number of cards in his or her hand.
5

Tibalt, the Pain Dealer
Planeswalker - Tibalt
[+1]: You may sacrifice a creature. If you do, draw a card.
[-4]: Tibalt, the Pain Dealer deals 3 damage to target player. That player discards two cards.
[-6]: Target player loses 1 life for each creature card in your graveyard.
2

Susyon Hanwo
Planeswalker - Susyon
[+1]: Add {1} to your mana pool.
[+0]: Susyon Hanwo deals 2 damage to target creature with flying.
[-5]: Untap all lands you control.
1

36
Magic: the Gathering / [Miniset] UG vs WBR : Words against Swords
« on: February 14, 2015, 04:25:06 AM »
This Miniset is about 150-160 cards. Like Coldsnap and Dark Ascension.

Foreword:
While thinking about making a miniset for experimental ideas, I vaguely remember from way back that people complained that drafting Coldsnap alone was repetitive, not enough variation. Hence to combat that, I want to use a special sheet to add replayability in drafts. Which then reminded me of an older idea I had that had both a special DFC (double faced card) sheet and a very daring concept.

This set is mainly about the colors blue and green against the colors white, black, and red . Whereas will have the majority of double-faced cards, will bear the new experimental Honor system.

Below is the general flavor and differences for each faction:

-
counters - tokens
big monsters - big armies
passive aggressive - confrontation
intuition - sensation
metaphysical - reality
words - swords
potential - actual
opening phase - combat phase
temporary, ephemeral - permanent, persistent
future - present
transformation & reproduction - creation & destruction
classless - hierarchical
leviathans & shapeshifters & hydras - angels & demons & dragons

tentative ideas
: flash, Kiora, merfolk, elf, gnome, snake, mutant, illusion, shapeshifter, hydra, wurm, leviathan, druid, wizard, dryad, monk
: human, soldier, cat, cleric, angel, knight, elephant
: rogue, mercenary, zombie, necromancer, demon, shaman, knight, rat
: dwarf, goblin, warrior, berserker, dragon, shaman, hound
Planeswalkers:  Kiora,  Barag (Dwarf, artifice and warfare),  Tibalt,  Gideon,  Susyon (Faerie, storm and harvest),  Gorkhhesh (Dragon, wrath and devastation)
: walls, fortifications, land destruction
: alternate dimension, transformation, copy, clone


Major Mechanics (4-5):
  • Double face cards - majority (2 abilities)
  • Honor system - majority ( get some Fame cards) (4 abilities)
  • Learning - (draw cards and +1/+1 counter to counteract loss of honor)
  • Summon - majority (keyword action = put some token into play) ( summon warrior token tapped and attacking; summon various creature types)
  • Lore - majority (instants, sorceries copy for each same name in grave)

Other themes

  • Lands matter (DFC triggers, Fortifications (3), temp land stealers (3), land destruction (1-3) and search (1-3))
  • Walls (6-10 cards)
  • Vertical cycles: land denial, knights, artifice, summons, mimcry, split creatures

37
Magic: the Gathering / Ashiok, Thought Seizer
« on: February 13, 2015, 07:00:04 AM »
Ashiok, Thoughts Seizer
Planeswalker -- Ashiok
+0: Exile the top card of each opponent's library. Put a loyalty counter on ~ for each card exiled this way.
-X: Put a X/X black Nightmare creature token onto the battlefield.
-15: Each opponent discards their hands. You draw a card for each card discarded this way. Until your next turn, you have no maximum hand size.
3

38
Magic: the Gathering / Common Legends
« on: February 13, 2015, 12:20:52 AM »
Grandeur is not that special under the current legendary rules. It's almost like an ETB effect or morbid, and I'd rather my creatures have those than grandeur.

If multiple copies are the issue, then maybe replace them, ala Cycling or Transmute.

Substitute <cost> (<cost>, Discard this card: Search your library for a nonlegendary creature card with converted mana cost equal or less than this card, reveal it, and put it into your hand. Then shuffle your library. Substitute only as a sorcery.)

or

Substitute <cost> (<cost>, Discard this card: Search your library for a legendary creature card with converted mana cost equal or less than this card, reveal it, and put it into your hand. Then shuffle your library. Substitute only as a sorcery.)

39
Magic: the Gathering / Overflow damage
« on: February 11, 2015, 10:44:58 PM »
(Damage from spells that "trample" over to the creature's controller.)

Might be easier to introduce a new simple term to make it future proof. say "overflow" damage.

~ deals 3 overflow damage to target creature. (Any excess damage beyond lethal damage to the creature is dealt to its controller.)

Red spells deal overflow damage.

Quote
Lethal damage is the amount of damage it would take to destroy the creature. Usually, this just means looking at the creature’s toughness, but you also take damage that’s already been dealt and currently marked on the creature into account. For instance, if you Shock a 4/4, then it’s a 4/4 with two damage marked on it, so two more damage would be lethal for it.

And that’s it. You don’t take anything else into account. Things like protection, indestructibility, and damage prevention effects don’t matter when it comes to assigning lethal damage, you just look at the creature’s current toughness and damage that’s currently marked on the creature.--Magic Judge Rules Blog

40
Magic: the Gathering / Re: Mechanics
« on: February 07, 2015, 12:50:02 PM »
Azorius Mechanic based on Propaganda:

Bureaucracy (When this creatures blocks another creature, that creature doesn't deal combat damage this turn unless its controller pays :m1.)

41
Magic: the Gathering / Advanced Mana Symbols
« on: February 05, 2015, 12:27:12 AM »
T/2 = half-tap

  • An untapped permanent may be half-tapped to activate its ability. It becomes half-tapped.
  • A half-tapped permanent may be half-tapped to activate its ability. It becomes tapped.
  • A half-tapped creature can't attack or block, or use a :mt or :mq ability.


Tribrid Life Mana = 3-way Phyrexian mana
  • = 2/w/b = Pay :mw or :mb or 2 life
  • Use Taai Gik circle, each side has a color divided by 'S'
  • Cf.


42
Magic: the Gathering / [SOL] Lands
« on: February 04, 2015, 03:47:12 PM »
Mana Source
Land (R)
, : Add one mana of any color to your mana pool. ( can be paid with or 1 life.)

43
Magic: the Gathering / Re: [YMTC] Random cards
« on: February 01, 2015, 03:02:35 PM »
Something Mural
Artifact Creature - Wall
Defender
~ comes alive when enchanted or equipped.
0/6

44
PC and Video Games / Re: [GW2] Character Screenshots
« on: January 31, 2015, 10:16:50 AM »
Character: Hamtasy
Asura Mesmer


45
PC and Video Games / [GW2] Character Screenshots
« on: January 31, 2015, 10:10:52 AM »
Post images of your Guild Wars 2 character.

46
PC and Video Games / Undead
« on: January 31, 2015, 02:12:26 AM »
Undead

Terminology

Paths and Sides
Each number around the grid is at the same time an entrance and an exit of a path to and from another number. Each path may be divided by zero or more mirrors, indicated by a slash in a cell. We call a number's side for every cell between the number and the first mirror when traversing the path starting from that number. Conversely, the other side of the path in this direction are every cell from the last mirror to the other number at the end of the path. In other words, each number owns a side that goes no further than the first mirror closest to the number.

Sides will be important for advanced strategies, like parity.

Moreover, everything between the first mirrors from both sides are shared cells. They have nothing to do with parity, and will count the same towards both number's quota. For shared cells, a Vampire counts as 0 and Zombie and Ghost counts as +1 for both sides.

Parity
Parity in Undead means zero-sum. When counting just the cells for each side (not the shared cells), Zombie is worth 0 points, Vampire worth +1, and Ghost -1. So two Zombies on the same side is worth the same as one Vampire and one Ghost. In other words, the Vampire and Ghost cancel each other. Conversely, these symbols on the other side of a path is worth the inverse amount. That is, a Zombie on the other side is worth 0 points, a Vampire on the opposite side is worth -1, and a Ghost is worth +1. Thus, the same symbol appearing on both sides will cancel each other. A Vampire on one side is +1 and a Vampire on the other side is -1, thus they cancel each other.

Quota Difference
The shortcut to solving the quotas is to get the difference of the numbers at both ends of the path. In other words, subtract the two numbers. Then using parity, find out how many extra Vampires and Ghosts are at either side. Because of parity concept explained above, Vampires are worth +1 for that side and Ghosts -1; and vice versa if they appear on the other side. Generally, the higher number has more Vampires and fewer Ghosts (not always true, but that's the basic idea.) Use Vampires if you need to raise a side to match the difference and Ghosts to lower a side.

Example 1: Suppose the two sides of a path are 3 and 1. The difference is 2. That could mean: the 3 side has two more Vampires, or the 1 side has two more Ghosts, or the 3 side has a Vampire and the 1 side has a Ghost. This is the simple way to look at it if only two cells are involved.

Example 2: Suppose the two sides of a path are 3 and 1. The difference is 2. But the 3 side already has a Vampire, which is worth +1. That means we need either another Vampire at the 3 side or a Ghost at the 1 side. Both solutions give +1 to the 3 side.

Example 3: Suppose the two sides of a path are 3 and 1. The difference is 2. But the 3 side already has a Ghost, which is worth -1. We need to raise +3 in order to match the difference of 2. That means we need either three more Vampires at the 3 side or three more Ghosts at the 1 side, or some combination in between (i.e. 1 Vampire 2 Ghosts, 2 Vampires 1 Ghost).

2 for 1
A Ghost and a Vampire on the same side or both in shared cells will do two things: cancel each other to make zero parity, and cause two cells to provide only one toward the quota. This is useful if you have just enough cells to fill a quota or you need to eliminate extra cells.

Example 1: Suppose two sides of a path are both 2, and exactly two cells and one mirror in the path. Then you know both cells are Zombies, filling 2 to both quotas. A Vampire or Zombie would give 1 less toward their quotas.

Example 2: Suppose two sides of a path are both 2, and exactly three cells and one mirror in the path. The number of cells in the path is greater than the quota of one or both sides. Thus you know two of those cells must be Vampires and/or Ghosts, and the third cell is Zombie. The Vampire/Ghost will take up two cells to fill 1 quota.

0 (Zero) Quota
A path that involves a 0 (zero) is the most trivial to solve and will help fill out the cells. There are two simple rules to remember:
  • All cells on the 0's side (before the first mirror) are Ghosts.
  • All cells beyond the first mirror are Vampires.


47
Magic: the Gathering / Suit cards
« on: January 30, 2015, 11:04:26 PM »
From MTG Salvation's Collaborative Create-A-Booster!

Iacta is a realm of gamblers, games and wild bets. The richest beings of a hundred planes are invited by the demon-dons to gamble their life's earnings, and even their lives, on games of chance and arena brawls between armies and titanic beings.

Spoiler  "Iacta mechanics":
Parley — Each player reveals the top card of his or her library. For each nonland card revealed this way, [DO X]. Then each player draws a card.

Bet (To bet, exile the top three cards of your library and name a card type, then choose a card exiled this way at random. You win the bet if the chosen card is of the named type. Then return the exiled cards to the bottom of your library in a random order.)

Creature roulette (When this spell is cast but before it is revealed, target opponent chooses a target creature.)

Scry X (To scry X, look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Spoiler  "Iacta":
Actuarial Homunculus
Creature - Homunculus (C)
: Look at top card of your library. You may exile that card.
"Investment trial false 60 percent positive... Ukor imports probability reduction factor four... stocks rising 14 percent... Crucius steeplechase profit immediate..."
1/2

Feral Influence
Instant (C)
Target creature gains trample until end of turn.
Parley — Each player reveals the top card of his or her library. For each nonland card revealed this way, that creature gets +2/+2 until end of turn. Then each player draws a card.
"You are indeed at an advantage, Lord Vrixmal. But have you considered how your favored ones will manage without the gift of rational thought?" —Hezra, Bagnium madam

Thopter Sentry
Artifact Creature - Construct (C)
Flying
Dealers use them to prevent cheating. Collectors use them to find debtors.
1/2

Blood Downs Stakesman
Creature - Human Warrior (C)
When Blood Downs Stakesman enters the battlefield, bet. If you win the bet, Blood Downs Stakesman gains haste until end of turn. (To bet, exile the top three cards of your library and name a card type, then choose a card exiled this way at random. You win the bet if the chosen card is of the named type. Then return the exiled cards to the bottom of your library in a random order.)
3/1

One-Armed Bandit
Creature - Goblin Rogue (C)
Haste
At the beginning of the end step, sacrifice One-Armed Bandit and draw a card.
2/1

Divert Attention
Instant (C)
Untap target attacking or blocking creature and remove it from combat.
Draw a card.
"All you need to stop that mob outside your gates is a single bag of gold sovereigns." —Mercer

Underdog's Glory
Instant (C)
Creature roulette (When this spell is cast but before it is revealed, target opponent chooses a target creature.)
Target creature gets +4/+8 until end of turn.
"A popular victor is good. A popular and hopelessly outmatched victor is truly great." - Gen-tairei, Lord of the Hedged Wagermark
Common 8 of 8: (There are two foil cards in this pack - one common, and one of random rarity.)

Ace of Teardrop
Suit Instant (C)
Scry X, where X is 1 plus the number of cards named Ace of Teardrop in each graveyard.

Ace of Skull
Suit Instant (C)
Target creature gets -X/-X until end of turn, where X is 1 plus the number of cards named Ace of Skull in each graveyard.

Ace of Fire
Suit Instant (C)
Target creature gets +X/+0 until end of turn, where X is 2 plus the number of cards named Ace of Fire in each graveyard.

Ace of Tree
Suit Instant (C)
Put X 1/1 green Snake tokens onto the battlefield, where X is 1 plus the number of cards named Ace of Tree in each graveyard plus 1.

Ace of Sun
Suit Instant (C)
Gain 3 life, then gain 3 life for each card named Ace of Sun in each graveyard.


Notes:

Suit is a new supertype. There may be rules and cards referring to suit cards. They may affect deckbuilding rules, or even inspire a new format.

48
PC and Video Games / Thief Dagger/Dagger & Short Bow : Bleed + Crits
« on: January 27, 2015, 05:36:09 PM »
Thief Dagger/Dagger & Short Bow : Bleed + Crits


49
PC and Video Games / Mesmer Scepter/Focus & Staff : Condition & Phantasms
« on: January 27, 2015, 03:51:35 PM »
Mesmer Scepter/Focus & Staff : Condition + Phantasms

This build is for PVE. Scepter/Focus for fast kills using phantasms (warden & defender) and conditions (torment and confusion). Staff for survivability and groups.

View at Build Editor

Traits 2/0/0/6/6:
  • Minor traits
       
    • Illusion of Vulnerability (Domination): Inflict vulnerability when you interrupt a foe.
    • Vengeful Images (Inspiration): Grant retaliation to Phantasms (5s).
    • Phantasmal Healing (Inspiration): Phantasms grant regeneration to nearby allies (every 3 sec).
    • Phantasmal Strength (Inspiration): Phantasms deals more damage (+15%).
    • Illusionary Retribution (Illusions): All shatter skills inflict confusion (4.5s).
    • Illusionists Celerity (Illusions): Reduce recharge on illusion-summoning skills (-20%).
    • Shattered Strength (Illusions): Shattering illusions grants you might per illusion (10s, 35 Might, 35 Condition damage.).
  • Major traits
       
    • Empowered Illusions (Domination III): Illusions deals more damage (+15%).
    • Persisting Images (Inspiration V): Phantasms have increased health (+20%).
    • Malicious Sorcery (Inspiration VII): Increased condition damage with scepter (+200). Reduce recharge on scepter skills (-20%).
    • Warden's Feedback (Inspiration VIII): Focus skills reflect projectiles. Reduce recharge on focus skills (-20%).
    • Master of Misdirection (Illusions V): Confusion you inflict last longer (+33%).
    • Compounding Power (Illusions III): Gain increased damage for each of your active illusions (+3%).
    • Precise Wrack (Illusions I): Mind Wrack has increased critical-hit chance (+10%).
    • Maim the Disillusioned (Illusion XIII, locked): Enemies hit by shatter skills are inflicted with torment (6.5 sec, 664 Damage, 1328 if moving).

Utility Skills:
  • Signet of the Ether: Gain health every few seconds per active illusions. Activate to heal yourself and refresh all phantasm skill recharges.
  • Signet of Domination: Improved condition damage (+180). Activate to stun foe (3s).
  • Phantasmal Defender: Summon illusion that redirects half damage you would take to itself.
  • Pain Inverter: Apply confusion to nearby foes. You gain retaliation.
  • Radiation Field (Asura): Create Radiation Field at target location, inflicts poison and weakness.

Equipment:
  • Carrion: Condition, Power, Vitality
  • Rune of the Adventurer: +25 condition, +35 power, +50 condition, +65 power, +100 condition
  • Sigil of Malice: +10% condition duration
  • Sigil of Corruption: Gain a charge of +10 condition damage for every foe killed (Max 25 stacks).
  • Sigil of Mischief: Launch up to 4 blinding snowballs at foes in front of you when you swap to this weapon.



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