|
'Sup Team Liquid. Since the crossover between online gamers and Magic players is pretty big, i figured this would be a pretty cool place to post about a project i've spent the past few months (on and off) working on. As you can probably guess from the title of this blog, it's a custom set for Magic: The Gathering based on SC2.
Before non-Magic players click X, my goal with this set was really to capture the complex flavour of SC2 within the confines of MTG rules as best i could. The design rules such as colour pie were escehewed in favour of 'coolness' and i'm pretty proud of the end result. It was much more difficult than i originally anticipated but i think i came up with some fairly elegant answers to the the problems.
A couple of examples:
Anyway, enough rambling, here are the rest of the pics.
And if you're interested in the design process - and an explanation of the keywords (Cloaking, Reveal, Cliffwalk and Energize) - you can read them on my Magic blog.
|
Haha cool stuff
|
|
That's actually really awesome. Nice job!
|
looks cool. My only card quibbeles:
Assault vikings should be 2/2. People really underestimate their damage output. Scan needs an image. Roach could get a (tap)This unit is a 2/3 unit until it attacks, keeping with the regen vibe. Or something like (tap)Remove all negative effects from Roach. Carrier being 0/6 is a little much, for the ability to hit for 5 direct damage, and doesn't really fit the carrier flavor I feel like zealots should be 1/2 or 2/1, and (2)(*) cost. They are quit a bit tougher than traditional units
Again, really cool, just giving feedback ^^ I'm going to try to use these vs a friend xD
|
On April 20 2011 23:56 iGrok wrote: looks cool. My only card quibbeles:
Assault vikings should be 2/2. People really underestimate their damage output. Scan needs an image. Roach could get a (tap)This unit is a 2/3 unit until it attacks, keeping with the regen vibe. Or something like (tap)Remove all negative effects from Roach. Carrier being 0/6 is a little much, for the ability to hit for 5 direct damage, and doesn't really fit the carrier flavor I feel like zealots should be 1/2 or 2/1, and (2)(*) cost. They are quit a bit tougher than traditional units
Again, really cool, just giving feedback ^^ I'm going to try to use these vs a friend xD
Yeah i spent like 10mins on google looking for a Scan pic and found nothing suitable. I can't get on SC2 to take a screenshot atm either, so that sucked.
Regen was something really hard to deal with, and i considered giving every creature wither or persist but a lot of the cards are way too wordy already so i figured i'd just make roaches undercosted for their toughness. The carriers aren't great, i admit, i probably should've just copied the Broodlord, which i think is pretty cool. Zealot could maybe 1/2 or 2/2 i guess, i'm not happy with that card at all since 1/1 first strike and haste for basically four mana is pretty awful. I didn't want it to be tons better than a marine but then again, 1v1, it obviously is better in SC2... hmmm.
|
On April 21 2011 00:02 Zechs wrote:Show nested quote +On April 20 2011 23:56 iGrok wrote: looks cool. My only card quibbeles:
Assault vikings should be 2/2. People really underestimate their damage output. Scan needs an image. Roach could get a (tap)This unit is a 2/3 unit until it attacks, keeping with the regen vibe. Or something like (tap)Remove all negative effects from Roach. Carrier being 0/6 is a little much, for the ability to hit for 5 direct damage, and doesn't really fit the carrier flavor I feel like zealots should be 1/2 or 2/1, and (2)(*) cost. They are quit a bit tougher than traditional units
Again, really cool, just giving feedback ^^ I'm going to try to use these vs a friend xD Yeah i spent like 10mins on google looking for a Scan pic and found nothing suitable. I can't get on SC2 to take a screenshot atm either, so that sucked. Regen was something really hard to deal with, and i considered giving every creature wither or persist but a lot of the cards are way too wordy already so i figured i'd just make roaches undercosted for their toughness. The carriers aren't great, i admit, i probably should've just copied the Broodlord, which i think is pretty cool. Zealot could maybe 1/2 or 2/2 i guess, i'm not happy with that card at all since 1/1 first strike and haste for basically four mana is pretty awful. I didn't want it to be tons better than a marine but then again, 1v1, it obviously is better in SC2... hmmm. Carrier is fine and works perfectly, except it blocks for too much damage. Carriers are kinda bad at defence. I'd make it 0/3 or 0/4.
|
Braavos36362 Posts
this is really cool lol
im reading all of them
|
So many good memories ahah, this is so awesome. If you have a group of MTG + SC2 players to playtest this with I am extremely jealous!
|
Canada9720 Posts
great job on these
|
I would've made the Zergling a creature with levelup, with First Strike or Double Strike at the higher levels.
EDIT: Also awesome job :D
|
Enjoyed these a lot! I love alternate Magic cards. Some minor template corrections and comments:
I don't think Terran units should be GW. A lot of terran units are convicts, so GW doesn't fit the Reaper and Marauder imo. Also all the cards that create tokens need to specify the token's stats and abilities.
Baneling is nuts in limited lol.
Cliffwalk on Colossus I think has a typo. ("This creature can be blocked by creatures with flying...") Should be "can't blocked..."? It's also completely cockblocked by any flier lol.
Spine Crawler - Most busted card in limited yet LOL.
Ghost - Tap and mana symbol should be switched.
Zergling - A little underpowered imo.
Thor - Amazing ability. Should read "Regenerate Thor."
Upgrades - Should be +0/+1 or +1/+0 for its rarity and cost. Glorious Anthem was a rare for +1/+1.
Creep Tumor - That's a hatchery.
Carrier - Mana and tap symbol should be switched.
Void Ray - Ability doesn't really fit imo.
PFortress - The "Whenever..." ability should be above the tap abilities and below the EtB clause.
Zealot - A bit underpowered imo.
Archon - Should be "...two Templar creatures you control."
Battlecruiser - Ability is pretty underpowered. I'd rather attack with a 8/6 flier. Maybe change to "Deal X damage to target creature or player" instead of "destroy target creature"
|
On April 21 2011 00:38 Tyrio wrote: Enjoyed these a lot! I love alternate Magic cards. Some minor template corrections and comments:
I don't think Terran units should be GW. A lot of terran units are convicts, so GW doesn't fit the Reaper and Marauder imo. Also all the cards that create tokens need to specify the token's stats and abilities.
Baneling is nuts in limited lol.
Cliffwalk on Colossus I think has a typo. ("This creature can be blocked by creatures with flying...") Should be "can't blocked..."? It's also completely cockblocked by any flier lol.
Spine Crawler - Most busted card in limited yet LOL.
Ghost - Tap and mana symbol should be switched.
Zergling - A little underpowered imo.
Thor - Amazing ability. Should read "Regenerate Thor."
Upgrades - Should be +0/+1 or +1/+0 for its rarity and cost. Glorious Anthem was a rare for +1/+1.
Creep Tumor - That's a hatchery.
Carrier - Mana and tap symbol should be switched.
Void Ray - Ability doesn't really fit imo.
PFortress - The "Whenever..." ability should be above the tap abilities and below the EtB clause.
Zealot - A bit underpowered imo.
Archon - Should be "...two Templar creatures you control."
Battlecruiser - Ability is pretty underpowered. I'd rather attack with a 8/6 flier. Maybe change to "Deal X damage to target creature or player" instead of "destroy target creature"
Thanks for the formatting tips, i was fairly sure i'd made one or two errors. About balance stuff though, i wasn't really thinking about that when i made the cards. I tried not to make anything totally ridiculous but rarity vs power wasn't really an issue for me - it's more about the flavour of SC2. To put it another way, i wasn't really designing this set to be played
I'm working on a full set (150+ cards) for WoW where that kind of thing (especially colour pie, which i wrote a little about on my blog) will be much more important to me.
|
This is quite cool. The concepts are pretty innovative ways for the cards to keep their SC2 flavor.
My only problem is with the damage scaling; it seems like some of the creatures are more powerful than their SC2 counterparts (eg, one baneling kills a colossus; maybe say "baneling deals one damage to up to five target creatures"?)
If I were doing this I would have the Carrier spawn and reabsorb 1/1 flyers as tokens, like a Triskelion, but this way of doing it is pretty interesting too. I really like the Thor repair mechanic and the proxy pylon card idea.
Also psy storm should cost two energy (they got rid of Khaydarian Amulet)
edit: added
On April 21 2011 00:38 Tyrio wrote:
Upgrades - Should be +0/+1 or +1/+0 for its rarity and cost. Glorious Anthem was a rare for +1/+1.
Glorious Anthem was also released back in Urza's block before everything became ridiculous. +2/+2 should cost more mana without the suspend though.
|
Very cool. Should make custom mana sources too!
Different colored minerals, perhaps? haha, I dunno.
Thanks for sharing.
|
good shit
reading these up atm
|
Scan - Needs to be an instant unless you want to remove cloaking from your own attacking units since it's a sorcery spell.
Hatchery/ Command Centre - Best land ever in the whole history of M:TG. No lands ever produce 2 mana with a CIPT and/or with a punishing drawback.
There are other small nitpicks but it is generally rather well done. 2 thumbs up!
|
very cool cards, well done, and the M:tG abilities they have really match their in-game abilities! kudos.
I read some of the cards, like Hatchery & Queen, put larva tokens on the field, but there's no card for larva token.
|
spelling error on siege tank and a missing space in Archon text maybe put "non-flying units" on the baneling, and put "non-mechanical units" on the medivac.
Overall, it was really good.
|
Balance is rather questionable on many of them, but otherwise well done. I would have tweaked some cards a bit further as for example marauder: +2/-1 is pretty good idea, but stim damage stays and haste until end of turn is pretty useless for decently expensive unit. So instead something like -0/-1 counter and Double Strike until end of turn would probably work better.
|
|
|
|