Hey op hear. I have been editing my old cards and with all the positive responses and people giving me pointers i relize this fourm is a useful tool for me and i should use it to ask for help,
So a big thing scene day 1 was the tank and immortal that I never really knew how to make them feel really mtg. Anyone got any balanced idea that are simple enough to only take a few lines but still u get the idea of a siege tank or immortal?
besides that i have a wish list of things people that are are interested in helping me could make this card make could do. 1. Tell me any spelling mistakes that have not been mentioned. 2. Point me somewhere i could find good zerg flavor text. I always have trouble finding quotes and cool lines for them. 3. As someone said barracks art was bad. I have issues with it and other buildings artwork. Anyone got any ideas in that department? Art has been a serious factor in me not making building and upgrade cards. 4.If any proper MTG wording that is horrible, please point it out for me and tell me how to fix my acward wording. 5. Or just say ideas for other cards i have not made or small tweeks for existing cards. I always need new ideas
People are doing all this stuff already just keep doing it its very useful.
And thanks again for all the positive feedback. Getting that was a very pleasant surprise and im glad people like the cards.
In terms of the grammar of each card, I'll go through and what I believe each card should say to make it sound/look more official.
Banshee Banshee can't block. Whenever Banshee attacks and is not blocked, it gets +2/+0. [2]: Banshee gains Shroud until the end of the turn.
Battlecruiser At the beginning of your upkeep, put a Yamato counter on Battlecruiser. [R][R][R][R], [T], Remove 3 Yamato Counters from Battlecruiser: Battlecrusier deals 7 damage to target creature.
Marauder [R]: Marauder gets +1/+0 until the end of the turn. Activate this ability only once each turn. (Might I make a suggestion to change this card? Perhaps instead of a firebreathing ability give it "Whenever Marauder deals combat damage to a creature, tap that creature, it doesn't untap during its controller's next untap step." That would give the flavor of Concussive Shells.
Supply Depot When Supply Depot comes into play, reveal the top card of your library. If it is a creature card, put it into your hand. Otherwise, put it back on top of your library.
Spectre Spectre is unblockable.
Reaper Reaper can't be blocked except by creatures with flying. [R], Sacrifice Reaper: Destroy target artifact.
Thor [T]: Thor deals 3 damage to all attacking creatures with flying.
I have to go, but that's the general idea. On a real Magic card they re-write the name in the text. If I get a chance I'll write the rest of the proper texts out here.
On November 15 2012 09:00 Hryul wrote: You have a typo on burrowing roach. it's "once", not "ones"
There are typos everywhere! O how i make people who cant stand spelling or grammar errors cry. but thanks i need to go threw and edit them. That will be on the list
Epic troll response ^^ Cards are amazing and I don't even play magic...
On November 17 2012 07:49 chanaramil wrote: Hey op hear. I have been editing my old cards and with all the positive responses and people giving me pointers i relize this fourm is a useful tool for me and i should use it to ask for help,
So a big thing scene day 1 was the tank and immortal that I never really knew how to make them feel really mtg. Anyone got any balanced idea that are simple enough to only take a few lines but still u get the idea of a siege tank or immortal?
besides that i have a wish list of things people that are are interested in helping me could make this card make could do. 1. Tell me any spelling mistakes that have not been mentioned. 2. Point me somewhere i could find good zerg flavor text. I always have trouble finding quotes and cool lines for them. 3. As someone said barracks art was bad. I have issues with it and other buildings artwork. Anyone got any ideas in that department? Art has been a serious favor in me not making many building cards. 4. Any Glaring proper MTG wording im doing a horrible job on point it out for me and tell me how to fix my acward wording. 5. Or just say ideas for other cards i have not made or small tweeks for existing cards. I always need new ideas
People are doing all this stuff already just keep doing it its very useful.
And thanks again for all the positive feedback. Getting that was a very pleasant surprise and im glad people like the cards.
Immortal is really easy, it needs to have basically the phantom centaur mechanic. x/0, comes into play with some amount of +1/+1 counters, if it was to take damage, prevent that damage and remove a +1/+1 counter.
For siege tank, maybe a "flip card", similar to Erayo, weak before it's flipped, and when you do something like pay X amount, or a werewolf style card despite the fact a siege tank is not a werewolf. Either way it's "sieged" form needs first strike, and needs to have a low amount of defense, and a high amount of attack power(tanks are vulnerable yet very strong, if something gets by your defenses/front line than he's dead obviously). Also maybe whenever the siege tank deals damage in it's secondary form, deals 1 damage to ALL creatures that aren't siege tank on the field that don't have flying(so you can "splash" damage everything similar to the tanks splash).
I disagree with a lot of your cards personally, some of em could be much different, but hey, I didn't put the effort in to make them so I can't be overly critical, good job, keep it up.
I recommend moving from creature specific counters to charge counters. It neatens up the game from a design stand point; simplifies. I won't cover formatting changes that have already been addressed, The Final Boss and aisight know what's up Also, if the card has parts of it that are fine I won't mention those parts. Italicized changes indicate something I changed from the original.
Yamato Gun Exile target artifact or creature
Vulture - 3R Haste Vulture comes into play with 3 charge counters. RR,T, Remove 1 charge counter from Vulture: put a 3/1 red Spidermine token into play with Defender.
Ghost - 2RR Creature - Specialist (drop the infantry) Reach 2T: Ghost deals two damage to target creature
Hellion - R Creature - Mechanical When Hellion enters the battlefield it deals 1 damage to target creature
I'd drop "Marine with Stim" and instead throw this in: Stim Pack 3RRR Aura - Enchantment Infantry you control have haste. Infantry you control get +3/+0
Droning (love this idea) You may play one extra land card this turn
Hydralisk3B Reach T: Hydralisk deals 1 damage to target creature with flying
Roach2B T: Roach gets -2/+2 until end of turn (this'll make it into a blocker)
Burrowed Banelings 1BBB (super powerful card) Burrowed Banelings deals 2 damage to all attacking creatures.
Infestor 2BB T: Infestor deals 1 damage to each of up to 3 target attacking or blocking creatures. (if anyone can figure a clearer way to phrase this in magic jargon be my guest)
Mutalisk Flying, Vigilance. Mutalisk gets +1/+0 for each other attacking Mutalisk
for Terrans (wording errors fat for easier finding):
- Banshee: should have 1 toughness flavor wise. Otherwise great.
- Battlecruiser Marauder Supply Depot absolutely perfect, love them.
- Specter: a bit too strong compared with Marauders. Maybe also make it 2 power with a single pump for R.
- Reaper: "Can't not be blocked" is a spelling mistake. The destroy target Artifact part doesn't really fit flavorwise. I would rather make it "Target player discards a card. That fits the harassment style better than being able to randomly blow up a barracks or an Orbital."
- Vultures lack flavor. They are weak cheap fast units. 4 CMC is too high when Siege Tanks are also 4. Maybe make it a 2 Mana 2/1 with Haste and T: put a spider mine token into play.
- Spider Mine also lacks flavor. It needs some hit/miss potential and an option for the opponent to play around it. Maybe "0/1. Sacrifice Spider Mine: deal 3 damage to target attacking creature without flying. Any opponent may pay 2 to counter this effect."
- Thor: perfect, love it.
- Yamato Cannon. ok
- Barracks: perfect.
- Medivac: wording: give any number of target creatures... Also give it Defender.
- Medic: Don't make it prevent damage to players. Give it defender. Add "another target creature" or it could heal itself.
- Marine: sweet
. Marine with Stim: underpowered, unplayable card. Maybe make Stim a spell like Dynacharge like "all infantry creatures get +2/+0 until end of turn".
- Ghost: too strong compared to Marauders. Pinging creatures for 2 damage is a very powerful ability and needs a substantial activation cost (2-4 Mana).
- Combat Shield: Ok
- EMP: Flavorwise I would make it a Stifle rather than a counterspell
- Firebat: Ok
- Mule + Orbital Command: love it.
- Hellion: a bit underpowered. Maybe 2 Mana 2/1 with the same ability.
- Siege Tank: perfect (spelled Seige Tank in card name though)
Actually, I was thinking about how siege tank and immortal would work after I read this thread the first time. I totally do not remember the current power/toughness of any other card presented, however.
Siege Tank 3/3 T: Put a Siege Counter on Siege Tank. While Siege Tank has a Siege Counter, it gains +1/-1 and cannot attack. If Siege Tank would deal damage to an attacking creature, you may choose to deal 1 damage to another attacking, non-flying creature. Siege Tank untaps during opponent's next untap phase. Siege Tank may not get more than 1 Siege Counter.
Immortal 4/3 If a source were to deal more than 1 damage to Immortal, that damage is reduced to 1.
In your update you put Zergling Spawn picture in twice, under Zerg Swarm(just before Kerrigan and Zergling Spawn).
Also if you take BlueBird's suggestion to make Siege Tank a flip card, it should have it's Sc1 quote for italicized lore on each side, it would fit so perfectly well: unsieged side: "I'm about to drop the hammer..." sieged side: "...and dispense some indiscriminate justice!"
Blink 1 Island pay one land to allow stalker to avoid the next incoming damage.
Dragoon cost 1 island 3 any color 2-2
Dragoon Dance - Tap Flip a coin call heads or Tails if Lands on what you call dragoon successful deals 2 damage to any creature if fails deals 2 damage to Dragoon.
Reaver - 2UUU Reaver comes into play with 2 charge counters. 4: Add a charge counter to Reaver T, Remove 1 charger counter: Deal 2 damage to target creature or player 0/3
Shield Battery 3U Artifact 3,T: Creatures you control get +0/+1 until end of turn
Observer 1U Instant Look at target player's hand. Draw a card
Zergling Run-by BB Instant Zergling Run-by deals 3 Damage to target player, or tap up to three target lands.
Forward Pylon 1U Sorcery Up to three target creatures you control gain first strike until end of turn
Overlord B Creature - Support Flying, defender Your maximum hand size increases by 1 0/2
Overseer 1BB Creature - Support Flying T, Sacrifice Overseer: Look at target player's hand. Draw a card 0/3
Raven 3RR Raven comes into play with 2 charge counters on it. Flying T, Remove 2 charge counters; put 2 1/3 turret tokens into play with reach, haste, and "At end of turn sacrifice this creature" T: All creatures target opponent controls lose shroud.
My take on some cards already made: High Templar - 3UU During your upkeep put 1 charge counter on High Templar T, Remove 2 charge counters: Destroy target creature with 3 or more charge counters on it T, Remove 4 charge counters: High Templar deals 4 damage divided any way you choose among any number of target creatures or players
Mothership - 4UUUU Legendary Creature Flying Other creatures you control have shroud UUU: Tap up to three target creatures T,UU: Untap up to 3 traget creatures 2/6
Medivac - 3R Medivac comes into play with 3 charge counters on it During your upkeep put 1 charge counter on Medivac Remove 1 charge counter: Prevent 1 damage to target non-mechanical creature or player T: Up to 4 target creatures you control with converted power 4 or less gain flying until end of turn