EDIT I went threw some of the cards and changed them a little added a little bit more polish to them. A few ideas and almost all the mistake editing was from these forums. Thanks everyone for the help. I Put the new edited cards up but if u would still like to see the old ones and see how they are changed the link is right here and i just want to remind everyone that these even if i put some more work into them there not done or even close and there is a lot more work to do before i can say its complete so keep that in mind. thanks
----------------------------------------------------------------------------------------------------------------------------------------------------- Note: I have a learning disabilty making my writing horrible. This shows both in this post and in my cards. I will ask a favor of u and look past this.
About 6 months ago I made a bunch of magic cards around sc2 and i never got around to finishing them. Today I realized I haven't looked at them in 6 months and probably never will but i might as well show some fellow sc2 or magic nerds the work i finished. You will also notice i have more Terren then the others i was trying to finish terren first and didn't spend as much time on toss. if i worked longer i would have tried to get all 3 to have about the same number of cards.
So remember when looking at these there not finished there not polished in text, Pic or abilities.
This is not a new thing sc2 magic cards. But i wanted to make them feel real. Most people that make them make cards that would never be made so I was trying my best to make cards that could be made by wizards of the cost. With that in mind a lot of units are a lot simpler in this and some of the ability don't match up exact but this was needed to keep it more in magic the gathering style.
My first instinct was that I REALLY wanted to play with these cards. After coming to terms with the fact that I won't be able to, my second instinct was that I REALLY wanted to play with cards that had those abilities! Really well done with the design. A lot of those abilities seem like so much fun! T_T
I wish I had learned how to play magic... I was always torn between playing with the real, physical cards, and playing the online version. I always wanted to collect stuff like this because I'm a fan of the art that's on most cards. If I had someone to play with then I'd definitely play too. But I guess Magic is an expensive hobby... but I digress.
If this was actually in print I would definitely pick it up. So fun to read all the quotes and stuff.. great work! :D
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
not to discredit OP or anything but there's a very simple program called magic set editor that allows you to create your own cards with ease with 0 photoshop skills required. i made a bunch of starcraft magic cards like 7 years ago with it.
High Templar - 1UUU Creature - Protoss Templar U, T: High Templar deals 2 damage to each of two target creatures and 1 damage to you. T: Tap target untapped land. High Templar deals 1 damage to that land's controller.
Brood Lord - 3BB Creature - Zerg Massive As an additional cost to cast Brood Lord, sacrifice a creature. Flying Prevent all damage Brood Lord would deal to creatures with flying. At the beginning of each player's upkeep, if Brood Lord is untapped, put two 1/1 black Broodling creature tokens onto the battlefield. They have "At end of turn, sacrifice this creature."
Medivac - 1RR Creature - Terran Mechanical Flying Infantry you control get +0/+1. T: Target any number of creatures with total power 6 or less. Those creatures gain flying until end of turn. Activate this ability only any time you could cast a sorcery.
They aren't bad. Few of the cards are worded poorly... Try to use thegatherer (http://gatherer.wizards.com) as guidelines when looking how to word things!
On November 15 2012 09:26 aisight wrote: The lack of proper MtG syntax here bothers me.
Should look like this:
High Templar - 1UUU Creature - Protoss Templar U, T: High Templar deals 2 damage to each of two target creatures and 1 damage to you. T: Tap target untapped land. High Templar deals 1 damage to that land's controller.
Brood Lord - 3BB Creature - Zerg Massive As an additional cost to cast Brood Lord, sacrifice a creature. Flying Prevent all damage Brood Lord would deal to creatures with flying. At the beginning of each player's upkeep, if Brood Lord is untapped, put two 1/1 black Broodling creature tokens onto the battlefield. They have "At end of turn, sacrifice this creature."
Medivac - 1RR Creature - Terran Mechanical Flying Infantry you control get +0/+1. T: Target any number of creatures with total power 6 or less. Those creatures gain flying until end of turn. Activate this ability only any time you could cast a sorcery.
This are awesome. If you want you could probably find someone skilled in photoshop to help fix up some of the cards although what I saw that they were fine and I liked them alot : D it'd be interesting if Blizzard picks this up, I'd probably buy them if they got popular.
Wow these are so awesome. I don't play magic but I know the general idea from watching day9 and these seem really balanced while perfectly reflecting their SC counterparts. edit: This should be featured too!
I saw a counterspell for RR (would never exist) Explore for 1B and a first striker for 1UU and stopped there: you have no idea how the color pie works or how it relates to abilities. I'll see if I can make some later (in class atm), but EMP needs to be blue, Explore needs to be green, and a First Striker needs to be in Red or White.
If you really want EMP to be Red, I'd suggest something like:
2RR Enchantment
Whenever a creature an opponent controls uses an activated ability, EMP does 3 damage to that creature's controller.
On November 15 2012 10:15 deth2munkies wrote: I saw a counterspell for RR (would never exist) Explore for 1B and a first striker for 1UU and stopped there: you have no idea how the color pie works or how it relates to abilities. I'll see if I can make some later (in class atm), but EMP needs to be blue, Explore needs to be green, and a First Striker needs to be in Red or White.
No, you have no idea how this set works. Terran is red, Protoss blue, Zerg black. The traditional magic color pie is irrelvant.
So thanks for the responses so far im happy a lot of people like them i have been editing some of them tonight as i read posts. some things like charge i was debating making it effect all creatures or just one and the card went threw a few revisions and i left it with the ability and cost for just one creature version of the card but left it still effecting all creatures u control. And there are a few more examples like that on the balance side that are just not ready yet.
Im also ironing out little things l spelling, grammer and none proper mtg wording that i always miss so thanks everyone who pointed any of those out and for helping me find those errors.
as far as the colour pie I kinda liked that the races where put togher by a colour and i kinda just picked the colour that fit more the artwork then abilities. In retrospec that probably was not a good idea but im not sure how to tackle it atm. Its a balance style vs realistic mtg.I stuck with the style part simple because having Terran toss and zerg have there own colors let me organize the cards easier well i was working on them and like everything on this its not in stone.
On November 15 2012 10:15 deth2munkies wrote: I saw a counterspell for RR (would never exist) Explore for 1B and a first striker for 1UU and stopped there: you have no idea how the color pie works or how it relates to abilities. I'll see if I can make some later (in class atm), but EMP needs to be blue, Explore needs to be green, and a First Striker needs to be in Red or White.
No, you have no idea how this set works. Terran is red, Protoss blue, Zerg black. The traditional magic color pie is irrelvant.
Yo.. use the image code button or just format all the links to have this before and after them link. Way too many links to click over and over instead of just seeing it all appear at once :D
On November 15 2012 10:15 deth2munkies wrote: I saw a counterspell for RR (would never exist) Explore for 1B and a first striker for 1UU and stopped there: you have no idea how the color pie works or how it relates to abilities. I'll see if I can make some later (in class atm), but EMP needs to be blue, Explore needs to be green, and a First Striker needs to be in Red or White.
No, you have no idea how this set works. Terran is red, Protoss blue, Zerg black. The traditional magic color pie is irrelvant.
There's no fucking point in doing it then. Adapting things to the MtG ruleset means having stuff like the color pie involved. Restrictions breed creativity. I'll give it a shot later with color pie considerations.
Flying Tap: Target infantry creatures gets +0/+2 until end of turn. Tap: Target creature is unblockable until end of turn. If you lose control of Medivac this turn sacrifce that creature.
Nice art and many fit quite well thematically. Pure as magic cards though most of them are rather poor or boring design. Color pie is off and there is nothing really good from a mtg point of view i think, most of them would be unplayable for being too weak too. The wording being off is a pity, just doesn't make them feel like a real potential set, for example the reaper saying can not be blocked by fliers which a magic card would never say obviously.
At the end of your turn, you may exile up to 3 non-massive creatures you control. On your upkeep, you may return any number of creatures exiled with Medivac to the battlefield if you control Medivac
2 drop counter spell card thats red? *throws away dissipates and syncopates*
Feel like the heroes should be planeswalkers, and that the carrier should be blue+white rather than just blue, but this is a cool idea. Most of the cards capture the sc2 units well in the scope of a magic interpretation. Also would be neat to have cool dual lands, like, supply depots/pylons/overlords are dual lands utilizing the associated race's colors.
Should totally put together a set worth of magic cards and do run some sealed tournaments.\
edit: now that I think about it, there are so many neat possibilities that went unexplored. I might take a crack at this.
On November 15 2012 11:59 deth2munkies wrote: Medivac 2WW
Flying, Defender
At the end of your turn, you may exile up to 3 non-massive creatures you control. On your upkeep, you may return any number of creatures exiled with Medivac to the battlefield if you control Medivac
0/5
Lol, that would be hilariously ovepowered in standard right now :D. I can just imagine doing that with 3 thragtusks or armada worms.
On November 15 2012 11:59 deth2munkies wrote: Medivac 2WW
Flying, Defender
At the end of your turn, you may exile up to 3 non-massive creatures you control. On your upkeep, you may return any number of creatures exiled with Medivac to the battlefield if you control Medivac
0/5
Lol, that would be hilariously ovepowered in standard right now :D. I can just imagine doing that with 3 thragtusks or armada worms.
Balance is blizzard balance (cough), text could use some major cleaning up, but overall the abilities were transferred to MTG nicely. I like the Colossus ability in particular, as an elegant example of its mechanics present in a different scenario.
On November 15 2012 15:17 echO [W] wrote: Droning is crazy. Mana acceleration and card advantage for 2 CMC?
Funnily enough this is a colorshifted version of Explore~
Nice set, wordings do make MtG fans like me go a little antsy, but very cool ideas!
I don't know why I didn't realize that.
Yeah even if it wasn't already a card, it's just light acceleration that cycles. Perfectly reasonable at 2 mana. Burrowed Baneling, on the other hand, could lead to some pretty insane blowouts. Kind of like how 2 of those suckers can end a close TvZ all by themselves T.T
Pretty nice, some of the wording is wrong and you managed to spell spectre wrong twice. Some of the cards are just way too imba like 2 mana counterspell and the like.
On November 16 2012 07:06 Thienan567 wrote: Shouldn't EMP be more like, "Tap up to two of your opponents lands during his next turn", or something?
I think it should be something along the lines of Sudden Spoiling (Until end of turn, creatures are 0/2 and loses all abilities) Edit : or more precisely : Until end of turn, opponent creatures loses all abilities and Protoss creatures gets -0/-X, where X is half their toughness, rounded down.
although i dont agree on everything... i would use upgrades more as enchantments, i think that would be a better portrayal.
and marines would be 2/2 compared to zerglings that are 1/1 and would have the ability stim which gives +1/-1 after you got the enchantment stim and +0/+1 for combat shields. Or crackling upgrade makes zerglings hit twice... sBaneling is insanely strong..
and i would add instants for micro skills :D for example_ split: 3 + x , x target creatures dont take damage until end of turn stutter step: 3 +x , x target creatures have first strike until end of turn target: attacking units may choose which (blocking) unit takes damage.
oh i would love if you could create custom cards in magic the gathering online and play with them online :D can someone suggest that to wizards of the cost? thats a way they could make a lot of money and i stopped because those cards were too expensive. but i guess they would have to pay for licenses...
oh and i would rather see marines be white and mech units being artifacts... and hellion and tanks being like a mix of artifact and red..
i dunno what colors for protoss and zerg.. i dont feel black and blue are always appropriate but i cant think of anything better... zerglings feel red to me for example because of 1/1 and they should have haze. I really liked my red speed decks with all those haze units..
Nice, had to laugh @ the Mule card. I had a small "argument" with a friend since he rly disliked me using Dark Pact wich is understandable since its just freaking imba.
On November 16 2012 09:44 thurst0n wrote: I like them! But some of the abilities are beyond my time. Like I don't know what Shroud is, that didn't exist when I played :-(
Shroud is just what they keyworded "can't be targeted by spells or abilities." The ability has existed for a longgg long time, they just finally gave it a word.
On November 16 2012 09:44 thurst0n wrote: I like them! But some of the abilities are beyond my time. Like I don't know what Shroud is, that didn't exist when I played :-(
Shroud is just what they keyworded "can't be targeted by spells or abilities." The ability has existed for a longgg long time, they just finally gave it a word.
Funny how the hydra card is pretty useless in this too. Especially in comparison to how OP some of the cards are!
Some small mistakes here as well if you want to fix them! + Show Spoiler +
A couple spelling mistakes. A few 'u's in the flavour texts. Equipped is two p's not one. On the roach it says you may only use this ability 'ones' a turn, instead of once. Some punctuation mistake on the broodlord card. Mutalisk should be +1/+1 while attacking, not well attacking. I think the colossus text is missing a space between loses and first strike, but I can't tell for sure. Charge has the 'u' as well.
Maybe change Marauders ability from "This card gains "+1/+0" to "Target non-flying creature cannot block until end of turn" or "Tap target non-flying creature" or something like that, to simulate concussive shells' slowing effect?
holy fucking goddamn @ emp i would play the shit out of red if i could keep my beloved counterspell
i like your ideas and even though there's a few typos (which can obviously be fixed) i think the art, and overall presentation of the cards are really stellar. this must have taken you a long time, and it shows
On November 15 2012 10:22 chanaramil wrote: as far as the colour pie I kinda liked that the races where put togher by a colour and i kinda just picked the colour that fit more the artwork then abilities. In retrospec that probably was not a good idea but im not sure how to tackle it atm. Its a balance style vs realistic mtg.I stuck with the style part simple because having Terran toss and zerg have there own colors let me organize the cards easier well i was working on them and like everything on this its not in stone.
I think if you're going to make MTG cards then the first thing you have to make sure is that they make sense with the colour pie. That's the challenge of it. If you're not going to bother balancing them around how MTG should be played then what's the point of making them MTG cards to begin with? You could make them Yu-Gi-Oh cards or something. There is just something inherently wrong with a red Counterspell and a red Dark Ritual.
Can you do feedback as this...? 3UU Instant You may pay 1 life and remove a blue card in your hand from the game instead of paying Feedback's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.
On November 17 2012 01:55 forestry wrote: Can you do feedback as this...? 3UU Instant You may pay 1 life and remove a blue card in your hand from the game instead of paying Feedback's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.
If Colossus is blocked by 2 or more creatures, it may deal its full normal combat damage to each creature blocking it. If Colossus is not blocked, it may choose to deal its First Strike damage to a creature that opponent controls, that creature does not do its combat damage to Colossus. If Colossus receives combat damage from a creature with flying, it takes twice that damage.
8/8
^Kind of a rules nightmare, but fun! Reach is colorblending but flavor important.
I always love seeing the magic the gathering Starcraft cards crop up. This makes me want to print them out and actually use them with my buddies. We are all really big fans of magic and i've got quite a few extra cases laying around that would be perfect to have these in them
nice! as an avid mtg and sc2 player this was a good read and look through. i think terran should've been white/red, zerg red/black, and toss white/blue but eh, who cares still awesome =P
On November 17 2012 01:55 forestry wrote: Can you do feedback as this...? 3UU Instant You may pay 1 life and remove a blue card in your hand from the game instead of paying Feedback's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.
If Colossus is blocked by 2 or more creatures, it may deal its full normal combat damage to each creature blocking it. If Colossus is not blocked, it may choose to deal its First Strike damage to a creature that opponent controls, that creature does not do its combat damage to Colossus. If Colossus receives combat damage from a creature with flying, it takes twice that damage.
8/8
^Kind of a rules nightmare, but fun! Reach is colorblending but flavor important.
Deceptively, Colossus actually cannot have Reach, despite being really tall. It is helpless against flyers, not good against them. You did a thing where Colo takes double damage from flyers, but that really doesn't matter for an 8-power Firststriker. With Deathtouch.
And, uh...8/8 Double Strike Deathtouch is dumb as hell. I know it's just a creature, and therefore dies to removal spells. But still, this thing would stomp virtually all other creatures, including those that cost more. AND you gave it some more broken stuff on top of that.
I would tone it down to: 4UUR First Strike (to reflect its range)
When Colossus blocks or is blocked by a creature with Flying, it loses First Strike.
The flavor of these cards is great, I like the way that some of the cards are made, like the Vulture, for instance. The proper phrasing to go on the cards could use some work, but for a rough sketch of a set this is pretty good.
But anyways, I think that my favorite card is Droning, because that is an almost perfect translation of what droning is. You sacrifice your early game defense to accelerate your economy. The added cantrip is nice to make it more playable. For added flavor I would change the wording of it to be "You may put a land card from your hand into play tapped." That way you can't immediately spend that extra mana on a creature or something. It isn't that flavorful if you drone hard, make your economy better for the future, but then you still have a cheap 1 mana creature to block for you. But overall I really like the Droning card.
In terms of MULE, I think you should change it to something along these lines:
MULE [1][R] Mana Source (throwback to Mirage, jk Instant) As an additional cost to play MULE, sacrifice a land. Add [R][R][R] to your mana pool. If that land was non-basic, add [R][R][R][R][R] instead.
That gives the flavor of depleting resources more quickly, plus the idea of non-basic is sort of like a Gold Mineral patch. That's also a bit more original than just a red Dark Ritual (which would completely break Storm decks in modern, haha).
On November 17 2012 01:55 forestry wrote: Can you do feedback as this...? 3UU Instant You may pay 1 life and remove a blue card in your hand from the game instead of paying Feedback's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.
If Colossus is blocked by 2 or more creatures, it may deal its full normal combat damage to each creature blocking it. If Colossus is not blocked, it may choose to deal its First Strike damage to a creature that opponent controls, that creature does not do its combat damage to Colossus. If Colossus receives combat damage from a creature with flying, it takes twice that damage.
8/8
^Kind of a rules nightmare, but fun! Reach is colorblending but flavor important.
Deceptively, Colossus actually cannot have Reach, despite being really tall. It is helpless against flyers, not good against them. You did a thing where Colo takes double damage from flyers, but that really doesn't matter for an 8-power Firststriker. With Deathtouch.
And, uh...8/8 Double Strike Deathtouch is dumb as hell. I know it's just a creature, and therefore dies to removal spells. But still, this thing would stomp virtually all other creatures, including those that cost more. AND you gave it some more broken stuff on top of that.
I would tone it down to: 4UUR First Strike (to reflect its range)
When Colossus blocks or is blocked by a creature with Flying, it loses First Strike.
7/5
I think it needs to be able to block fliers, but you're right, I had it in my head that it lost the first strike component of double strike when it blocked fliers but didn't write it down, my bad.
The thing needs to be huge and decimate anything on the ground, though. That's it's job in game.
These are so incredibly cool... really makes me want to pick up Magic again! Like The Final Boss said a couple posts above, really nice flavor on these cards.
On November 15 2012 10:22 chanaramil wrote: as far as the colour pie I kinda liked that the races where put togher by a colour and i kinda just picked the colour that fit more the artwork then abilities. In retrospec that probably was not a good idea but im not sure how to tackle it atm. Its a balance style vs realistic mtg.I stuck with the style part simple because having Terran toss and zerg have there own colors let me organize the cards easier well i was working on them and like everything on this its not in stone.
I think if you're going to make MTG cards then the first thing you have to make sure is that they make sense with the colour pie. That's the challenge of it. If you're not going to bother balancing them around how MTG should be played then what's the point of making them MTG cards to begin with? You could make them Yu-Gi-Oh cards or something. There is just something inherently wrong with a red Counterspell and a red Dark Ritual.
I think the point is playing a race more than playing a color, here.
On November 15 2012 10:22 chanaramil wrote: as far as the colour pie I kinda liked that the races where put togher by a colour and i kinda just picked the colour that fit more the artwork then abilities. In retrospec that probably was not a good idea but im not sure how to tackle it atm. Its a balance style vs realistic mtg.I stuck with the style part simple because having Terran toss and zerg have there own colors let me organize the cards easier well i was working on them and like everything on this its not in stone.
I think if you're going to make MTG cards then the first thing you have to make sure is that they make sense with the colour pie. That's the challenge of it. If you're not going to bother balancing them around how MTG should be played then what's the point of making them MTG cards to begin with? You could make them Yu-Gi-Oh cards or something. There is just something inherently wrong with a red Counterspell and a red Dark Ritual.
The Red Counterspell obviously doesn't make sense and I'm not even sure that that is what EMP should do, but Ritual cards have moved completely away from Black and are now a part of the red color pie. Yes, traditionally Black had the "rituals" as they are now known as, including Dark Ritual and Culling the Weak. You'll notice that both of those cards are old enough that they are not even Instants, they're "Mana Sources," a now defunct card type. Even more recently, in Torment there was Cabal Ritual. But after Odyssey Block, rituals were no longer Black, but rather Red. You have Brightstone Ritual, Desperate Ritual, Pyretic Ritual, and probably the best one, Rite of Flame. None of them are as good as Dark Ritual (of course, Dark Ritual isn't that great unless it's being used to cast a first turn Necropotence), but it's pretty clear that Red is the "Ritual" color. And it makes sense; Red should be hasty, quick, and in a sense "all-in," that's exactly what Ritual cards are. I generally associate Black with the use of non-mana resources, things like Necropotence or Griselbrand. So while Redcounterspells don't make a lot of sense, calling a Red Dark Ritual "inherently wrong" is flat out wrong, and Wizards of the Coast disagree with you.
Don't listen to the random criticism about being off the color pie. Your approach is good and mixing up colors would just destroy the set. The color pie is irrelevant to this set., it is much better to ignore it and just go with the races instead like you did.
A RR Counterspell is perfectly fine for this, and so is a 1B Explore.
Honestly, I think cloak refers much more to unblockability rather than shroud. They still can be affected by spells (except a few, like Feedback and Snipe) and when they attack something, that something can't do anything about it. Missile Turret, Raven, Cannon, Observer, Spore Crawler and Overseer all should have a static ability like '' All units with unblockability can be blocked like they didn't have unblockability '' (and maybe Orbital Command, EMP and Infestor could have an activated ability for it but that's not important)
These are really nice, however i think it's wrong to list all units of a race, within one colour. For example EMP, which is basically a Counter spell, would never be Red. Same goes for Ultralisk, that is such a Green card.
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
The colour pie is this term Magic Design use to describe how each colour works, what's it allowed to do and what not to do and how it overlaps with other colours which can use kind of similar strategies. Red has a lot of direct damage and haste creatures but cannot counter or bounce, nor can it destroy enchantments. Red specialises on very aggressive and fast strategies. Blue has a near monopoly on countermagic and card draw but doesn't have very powerful (in raw terms) creatures. Blue specialises in more controlling and subtle games where it can eke out card advantage through efficient spells and card draw (or just play and flip Delvers I SUPPOSE).
The whole point of the colour pie is to reduce randomness in game. When someone puts down a mountain or an island I already have some idea of what they are capable of and can make judgements based around that without actually seeing any of his playables.
Introducing weird things like board sweepers for Blue or counterspells for Red kind of ruins this effect and makes it all really weird. Although that's only a problem if you were to design these cards to be used with other Magic cards. If this set was a complete standalone then this isn't a worry.
Gitaxian Probe is FAR from unplayable. It was an automatic 4x in the dominant UW Delver deck. However, that was because of how well it supported Delver of Secrets and Snapcaster Mage. In and of itself, it's a fine card. 2 life to play a 56 card deck that lets you take a quick look at your opponent's hand? Solid. Toss on an increased ability to flip Delver and the chance to go with a T1 Delver Probe T2 Flip EOT Snapcaster flash Probe for +1 card advantage -1 life free scouting and the possibility of attacking for 5 next turn? Absolutely fantastic.
Gitaxian Probe is FAR from unplayable. It was an automatic 4x in the dominant UW Delver deck. However, that was because of how well it supported Delver of Secrets and Snapcaster Mage. In and of itself, it's a fine card. 2 life to play a 56 card deck that lets you take a quick look at your opponent's hand? Solid. Toss on an increased ability to flip Delver and the chance to go with a T1 Delver Probe T2 Flip EOT Snapcaster flash Probe for +1 card advantage -1 life free scouting and the possibility of attacking for 5 next turn? Absolutely fantastic.
This is fine and mostly true but dont play probe as an instant, would be an illegal play.
Probe also generally had synergies with that deck in other ways like knowing what to counter spell, or when you had an opening to force an important spell.
I don't understand people. Droning is not a functional reprint of Explore. Explore is Green, giving that ability to black is insane. Oh, don't mind me, I'll just play this, get an extra land in (untapped), draw a card, and then you go. Oh my turn? Sweet, now I get 4 mana turn 3, and have card advantage, two of the hardest things to get in Black unless you do some sacrificing or life losing.
Also, mule is far too powerful. Yes, red gets pseudo dark ritual. But all the mana ramp cards are 1R, not R. There's a key difference. There's a reason that Dark Ritual was considered to be amazing for B. Having the ability to play your turn 3 cards on turn 1 is amazing. Compare that to playing Turn 3 cards on turn 2. There is a big difference. Especially in red. I'll play Mule, then lightning bolt you, get in a goblin guide and maybe another 1 drop that I have sitting around here. Alright, your turn to go. It sets you up way to well in red. It would be banned in more eternal formats (more than likely), and make red completely broken in standard. Make it 1R and it balances out fine.
I like the effort. However, there was no attempt at following the color pie or even thinking if certain cards would be balanced or not. It's a nice attempt at getting SC2 into Magic, but it just isn't quite there.
On November 18 2012 16:03 elkram wrote: I don't understand people. Droning is not a functional reprint of Explore. Explore is Green, giving that ability to black is insane. Oh, don't mind me, I'll just play this, get an extra land in (untapped), draw a card, and then you go. Oh my turn? Sweet, now I get 4 mana turn 3, and have card advantage, two of the hardest things to get in Black unless you do some sacrificing or life losing.
Also, mule is far too powerful. Yes, red gets pseudo dark ritual. But all the mana ramp cards are 1R, not R. There's a key difference. There's a reason that Dark Ritual was considered to be amazing for B. Having the ability to play your turn 3 cards on turn 1 is amazing. Compare that to playing Turn 3 cards on turn 2. There is a big difference. Especially in red. I'll play Mule, then lightning bolt you, get in a goblin guide and maybe another 1 drop that I have sitting around here. Alright, your turn to go. It sets you up way to well in red. It would be banned in more eternal formats (more than likely), and make red completely broken in standard. Make it 1R and it balances out fine.
I like the effort. However, there was no attempt at following the color pie or even thinking if certain cards would be balanced or not. It's a nice attempt at getting SC2 into Magic, but it just isn't quite there.
Man you know how happy I would be if someone went mountain, mule, lightning bolt, goblin guide, x 1 drop on the play ,free win, the guy has 2 cards left, has a 33 percent chance of putting a land in my hand, and all i need to deal with is 2 2/2 bears at most, honestly slith fire walker is only real threat I can think of,, aggressive red needs consistent spells with costs, a aggro red or burn deck would basically never ever play that card. Going second the play is slightly better but barely.
You need to power out cards that can't be dealt with if your playing rituals or you need to get ridiculously far ahead, blood moon turn 1 in some formats would be pretty dangerous for instance. Ritual effects are good when you win with them, like cast dragon storm or are using them to go off with grapeshot or minds desire. Seething song in to furnace dragon comes to mind(watch out for the shrapnel blast with the ability on the stack though)
Gitaxian Probe is FAR from unplayable. It was an automatic 4x in the dominant UW Delver deck. However, that was because of how well it supported Delver of Secrets and Snapcaster Mage. In and of itself, it's a fine card. 2 life to play a 56 card deck that lets you take a quick look at your opponent's hand? Solid. Toss on an increased ability to flip Delver and the chance to go with a T1 Delver Probe T2 Flip EOT Snapcaster flash Probe for +1 card advantage -1 life free scouting and the possibility of attacking for 5 next turn? Absolutely fantastic.
I was being sarcastic, comparing Git Probe to that Observer card.
I liked this a lot, I think it is a fun and interesting project to merge two interests/hobbies. I used to play a lot of both SC and MTG, and so I've put together some feedback.
I've also tried to point out some of the templating errors I can see in it. (I'm not someone you want to proofread things for spelling, I'm minorly dyslexic).
I'm not convinced by associating each SC race with a single colour. I think SC races, and people/things within those races represent different parts of the magic colour pie. For example, Mengsk has aspects of black (willingness to sacrifice for power), but has some white aspects too (authority, even if impossed authority).
Zerg as a race have a lot of red/green in them as well (natural order, survival of the fittest, random impulsion), but when dominated by say Kerrigan or the Hive Mind would lose the red in favour of black.
---
On individual cards :-
Battlecruiser: 6/6 flying body for 7 is good (but not amazing), and the ability is very expensive/slow and unlikely to be used often. I think it could lose a bit from the body in exchange for a better ability on the Yamato, but then again, the Yamato isn't that popular in game, so this captures that quite nicely. TEMPLATING: At the beginning of your upkeep, put a Yamato counter on Battlecruiser. TEMPLATING: RRRR{tap} Remote 3 Yamato counters from Battlecruiser: Deal 7 Damage to Target Creature. (Putting the Remove before the : indicates it is part of the cost, and something you must pay). If it is after the : it would cause problems).
Marauder: Uninspiring, but would see limited play for sure.
Supply Depot: Would certainly see some limited play, particularly in sets with lots of 2 powered attackers. I may tweak it to something like. TEMPLATING: Change to the new "Enters the Battlefield" template.
Specter: This is Latch Seeker in red. I don't think this is a particularly red card, but it is very strong. TEMPLATING: As much as I didn't want to point out spelling, this one makes a huge difference. The card name is "Specter" but the rules text refers to "Spectre".
Thor: IMO, this is significantly better, and significantly more likely to see play than the Battlecruiser (I guess a bit like SC2 then). It has a very good body for the cost, and can totally shut down certain decks that can't deal with it.
Reaper: Did you really mean the double negative on "Can't not". I think you mean "Reaper can't be blocked except by creatures with flying".
Yamato Cannon: Fine power level wise. Sorcery speed makes up for it's high power and flexibility. Red generally doesn't get this ability though to just zap any creature. Usually this is reserved for black. TEMPLATING: Exile target artifact or creature.
Vulture: TEMPLATING. "Vulture comes into play with 3 mine tokens on it. RR{tap}, remove a mine token from Vulture: Put a 3/1 red Spidermine creature token with defender onto the battlefield."
Barracks: Feels underpowered these days. TEMPLATING: "Put a 1/1 Marine Creature token onto the battlefield".
Medivac: Powerful. Very powerful. Amazingly powerful with pump effects, or cards like maruader. An obvious interaction is to use Medivac to pick up some Maruaders, and then pump them after the check for 6 or less power has been done. TEMPLATING: "Infantry creatures you control get +0/+1. I'm really not sure how to template the last bit".
Medic: I'm assuming you don't want the healing ability to persist through turns. I'm also not sure how a player can gain the type infantry. I'd have this something like :- TEMPLATING: "Activated abilities of Infantry Creatures you control cost {R} less to activate. {TAP}: Prevent the next 2 damage that would be delt to target infantry creature this turn".
Ghost: TEMPLATING: Move the Discard to be part of the cost. Otherwise you can play the ability with an empty hand to shoot people for 4, which I don't think is the desired effect.
Emp: This would never see print in red, it doesn't even see print anymore in blue at less than 1UU.
Mule: Red dark ritual. WAY WAY TOO GOOD to see print.
Orbital Command: It could use an ability that interacts with your opponents hand as well, to simulate comsat.
Hellion: TEMPLATING. Go for the modern "Enters the Battlefield" template. Also, maybe make the ability optional. As it stands, playing it on turn 1 without a target means it needs to kill itself.
Siege Tank: I'd redesign this to have a "tank mode" and a "non-tank mode".
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Neural Parasite: This is basically "Threaten" in black. Unlikely to see print. TEMPLATING: Steal threatens .
Droning: This is "Explore" in black. Black doesn't really do this, green is the only real "extra land" colour. TEMPLATING: Steal explores ).
Hydralisk: Fine limited card, maybe make the body weaker but the ability stronger ?. Not sure why Hydras can only shoot up, but a pinger without the body would be overcosted, and if the ability was better without a targeting restriction, the ability would be too good.
Burrowing Roach: I really like this card. Would see a lot of limited play.
Burrowed Baneling: THIS IS OVERPOWERED !. Needs to be more expensive, more limited, or provide opponents with ways out. At the moment the only thing I can do is be very careful how I attack to play around it. This would be a serious set warping card, and and as printed at common would break limited.
Infestor: You need to be very careful wording this card to avoid the problem of Waylay. Waylay as printed (not as errated) created tokens you could make in your end step, keep during your opponents turn, and then attack with before you have to exile them. As the token made with infestor is designed to attack, this is less of an issue, but as written you could use the ability at your opponents EOT, and then use it in yours to get two to attack at the same time. I'm not sure if this is intentional or not.
Zergling Swarm: I think this card has power level issues. It is one of the best token makers around and would give token decks some serious wet dreams. I think it needs at least some more fixed cost added to make it stop being "good" at 3, "awesome" at 4 and "busted at 5+".
Queen of Blades: Too risky to see play, but captures Kerrigan quite well. Might be better if instead of costing you the game, made you sac all zerg creatures you controlled, and had an ability that interacted better with zerg creatures.
Zergling Spawn: I think this is too good to see print. Raise the Alarm does this for 1W in black.
Changeling: Reminds me of Sleeper Agent, but much more expensive and much less risky in terms of what you are giving away for the effect. TEMPLATING: Steal some templating from Sleeper Agent.
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Zealot: Not very blue. Blue doesn't get Trample. I think he needs an "anti small/cheap creatures" type ability, maybe the ability to block two creatures.
Dark Templar: Surely should have an evasion ability to better reflect Dark Templar. Maybe intimidate or even unblockable. First Strike + Deathtouch are pretty busted on a single creature .
Fenix/Fenix Dragoon: Very high power level. VERY . Maybe not so totally silly with some of the undying cards seeing print these days though. Also, you can have a Fenix and a Fenix Dragoon at the same time (which seems theme, even if doing so is quite risky).
High Templar: The psistorm ability is very powerful, although with the targeting restriction could make you blow up your own creature. The land targeting ability is also quite powerful.
Colossus: I think I see what the 3rd ability is for, but I don't think this is very elegent. I think the idea is that it can be targetted by things that hit flyers (like colossus in SC2 can be targetted by anti air abilities). Here are the problem I see with the card :-
1.) It CAN hit flyers, but thematically it shouldn't be able to (Colossi don't fire up). 2.) The "All Players but the owner" ability interacts poorly in these situations :- 2.1.) Control Magic Effects: If I steal your colossus, I can make it fly !. You can't. 2.2.) In a 2HG game, my teammate can it make it fly !. 3.) The "loses first strike" when blocking flyers seems wierd.
How about (still not very blue, still not 100% elegent) :-
Trample. Colossus cannot deal damage to creatures with flying. If colossus is blocked by a creature with flying, you may assign combat damage as if it were not blocked by that creature.
Charge: WOAH. I'm sure the different between "Creature" and "Creatures" here means you really meant to design a nice pump spell rather than something utterly broken. Still not very blue (with trample and all).
Archon: Too weak. Really not worth 2 cards to play this. Maybe give it flash, and use the offering mechanic from Betrayers of Kamigawa to allow you to play Archon in response to a dying templar. (and use the templar as part of the cost to play it). It would still need some rebalancing, but I think that would be better thematically.
Carrier: People who know magic are going to hate me for this, but I think this card could make 1/1 interceptor tokens and give them banding . TEMPLATING: "enters the battlefield".
Pylon: This is just a reprint of Council of the Soratami or Divination. I think it could be much more interesting.
Mothership: TEMPATING. When Mothership enters the battlefield, return target creature to its owners hand. {TAP}: Untap up to 3 target attacking creatures you control and remove them from combat.
Phoenix: Capturing a Phoenix lift is really tricky, but your Phoenix doesn't have flying . I think it also needs to prevent the creatures it "lifts" from being damaged by creatures without reach or flying.
On November 19 2012 01:56 GreyishTommy wrote: this is cool, but i would prefer it with players instead of units :p
Idra 2BBB 6/8 flying vigilance trample If you took 2 or more damages this turn; You lose the game at end of turn
NaNiwa - BR Legendary Creature - Human Progamer If a source would deal 3 or more damage to NaNiwa, the controller of that source gains control of NaNiwa. 4/4
IMMvp - 3UUU Legendary Creature - Progamer Avatar When IMMvp comes into play, search your library for 7 cards, and put them into your hand, then exile the rest of your library. If you would draw a card, skip that draw instead. 3/5
Forget players, let's do organizations and stuff:
Team EG - BBB Sorcery Gain control of target creature. At the beginning of your upkeep put a -1/-1 counter on that creature.
NesTea's Floating Castle Legendary Land Your opponent's play with their hands revealed.
On November 21 2012 09:20 jeefzors wrote: zealots should be 1/1 with double strike
I agree with the Double Strike, but 1/1 is too small. For the set if a Zergling is 1/1, then I think a Zealot should be a 2/2 Double Strike. And Zealots should also be White, not Blue.
I think that to get the proper flavor, the races shouldn't be a single color. Protoss is both Blue and White, depending on which units we are talking about. Zealots and Immortals should be White because they are all about order and justice, just listen to their lines. They are honor bound, but when you talk about the Templars and a lot of the Protoss mechanical stuff, I agree that they should be blue. Zerg is a mixture of Black and Green. They have a very natural element to them while still being an evil infestation, like the Golgari. Terran could probably remain just Red, but the other two races can't really be defined by a single color.
Hey guys, this thread inspired me to sit down and really flesh out a proper SC2-themed Magic Set. I tried to give the set a lot of synergy, both with itself and with current cards. So far I only have the Terran set finished, but I thought I'd post it and get some feedback on the direction I'm taking. Some of the OP's designs were pretty good, so you will see some similarities . Hope you enjoy! Terran - Red/Artifact Agro + Show Spoiler [Full Unspoilered List] +
The Terran set includes 30 cards: 7 Artifacts, 9 Artifact Creatures, 4 Enchantments, 3 Instants, 1 Sorcery and 1 Planeswalker.
THINGS TO DO:
Set Icon (Separate for each race or just 1 WoL icon?)
Better art for Supply Drop, Supply Depot, Combat Shields - Seriously, I can't find a good picture for combat shields. If you have one, please let me know!
Zerg Deck (30% Complete)
Protoss Deck (50% Complete)
Pre-built Library Ideas (these are not tuned, just quick and dirty) Terran Infantry Agro + Show Spoiler +
18 Mountain 4 Barracks 4 Reactor 4 Infantry Upgrades 4 Stimpack 4 Medivac Drop 4 Marauder 4 Bioball 4 Supply Drop 2 Supply Depot 2 Orbital Command 2 Ghost 2 Ghost Academy 1 Raven 1 Battlecruiser
Stalker: 2UU (0) Remove this creature from play, then return it to the battlefield under your control. You may only use this ability once per turn. 2/3
On November 20 2012 05:59 Pumplekin wrote: WARNING: LARGE WALL OF TEXT.
I liked this a lot, I think it is a fun and interesting project to merge two interests/hobbies. I used to play a lot of both SC and MTG, and so I've put together some feedback.
I've also tried to point out some of the templating errors I can see in it. (I'm not someone you want to proofread things for spelling, I'm minorly dyslexic).
I'm not convinced by associating each SC race with a single colour. I think SC races, and people/things within those races represent different parts of the magic colour pie. For example, Mengsk has aspects of black (willingness to sacrifice for power), but has some white aspects too (authority, even if impossed authority).
Zerg as a race have a lot of red/green in them as well (natural order, survival of the fittest, random impulsion), but when dominated by say Kerrigan or the Hive Mind would lose the red in favour of black.
---
On individual cards :-
Battlecruiser: 6/6 flying body for 7 is good (but not amazing), and the ability is very expensive/slow and unlikely to be used often. I think it could lose a bit from the body in exchange for a better ability on the Yamato, but then again, the Yamato isn't that popular in game, so this captures that quite nicely. TEMPLATING: At the beginning of your upkeep, put a Yamato counter on Battlecruiser. TEMPLATING: RRRR{tap} Remote 3 Yamato counters from Battlecruiser: Deal 7 Damage to Target Creature. (Putting the Remove before the : indicates it is part of the cost, and something you must pay). If it is after the : it would cause problems).
Marauder: Uninspiring, but would see limited play for sure.
Supply Depot: Would certainly see some limited play, particularly in sets with lots of 2 powered attackers. I may tweak it to something like. TEMPLATING: Change to the new "Enters the Battlefield" template.
Specter: This is Latch Seeker in red. I don't think this is a particularly red card, but it is very strong. TEMPLATING: As much as I didn't want to point out spelling, this one makes a huge difference. The card name is "Specter" but the rules text refers to "Spectre".
Thor: IMO, this is significantly better, and significantly more likely to see play than the Battlecruiser (I guess a bit like SC2 then). It has a very good body for the cost, and can totally shut down certain decks that can't deal with it.
Reaper: Did you really mean the double negative on "Can't not". I think you mean "Reaper can't be blocked except by creatures with flying".
Yamato Cannon: Fine power level wise. Sorcery speed makes up for it's high power and flexibility. Red generally doesn't get this ability though to just zap any creature. Usually this is reserved for black. TEMPLATING: Exile target artifact or creature.
Vulture: TEMPLATING. "Vulture comes into play with 3 mine tokens on it. RR{tap}, remove a mine token from Vulture: Put a 3/1 red Spidermine creature token with defender onto the battlefield."
Barracks: Feels underpowered these days. TEMPLATING: "Put a 1/1 Marine Creature token onto the battlefield".
Medivac: Powerful. Very powerful. Amazingly powerful with pump effects, or cards like maruader. An obvious interaction is to use Medivac to pick up some Maruaders, and then pump them after the check for 6 or less power has been done. TEMPLATING: "Infantry creatures you control get +0/+1. I'm really not sure how to template the last bit".
Medic: I'm assuming you don't want the healing ability to persist through turns. I'm also not sure how a player can gain the type infantry. I'd have this something like :- TEMPLATING: "Activated abilities of Infantry Creatures you control cost {R} less to activate. {TAP}: Prevent the next 2 damage that would be delt to target infantry creature this turn".
Ghost: TEMPLATING: Move the Discard to be part of the cost. Otherwise you can play the ability with an empty hand to shoot people for 4, which I don't think is the desired effect.
Emp: This would never see print in red, it doesn't even see print anymore in blue at less than 1UU.
Mule: Red dark ritual. WAY WAY TOO GOOD to see print.
Orbital Command: It could use an ability that interacts with your opponents hand as well, to simulate comsat.
Hellion: TEMPLATING. Go for the modern "Enters the Battlefield" template. Also, maybe make the ability optional. As it stands, playing it on turn 1 without a target means it needs to kill itself.
Siege Tank: I'd redesign this to have a "tank mode" and a "non-tank mode".
---
Neural Parasite: This is basically "Threaten" in black. Unlikely to see print. TEMPLATING: Steal threatens .
Droning: This is "Explore" in black. Black doesn't really do this, green is the only real "extra land" colour. TEMPLATING: Steal explores ).
Hydralisk: Fine limited card, maybe make the body weaker but the ability stronger ?. Not sure why Hydras can only shoot up, but a pinger without the body would be overcosted, and if the ability was better without a targeting restriction, the ability would be too good.
Burrowing Roach: I really like this card. Would see a lot of limited play.
Burrowed Baneling: THIS IS OVERPOWERED !. Needs to be more expensive, more limited, or provide opponents with ways out. At the moment the only thing I can do is be very careful how I attack to play around it. This would be a serious set warping card, and and as printed at common would break limited.
Infestor: You need to be very careful wording this card to avoid the problem of Waylay. Waylay as printed (not as errated) created tokens you could make in your end step, keep during your opponents turn, and then attack with before you have to exile them. As the token made with infestor is designed to attack, this is less of an issue, but as written you could use the ability at your opponents EOT, and then use it in yours to get two to attack at the same time. I'm not sure if this is intentional or not.
Zergling Swarm: I think this card has power level issues. It is one of the best token makers around and would give token decks some serious wet dreams. I think it needs at least some more fixed cost added to make it stop being "good" at 3, "awesome" at 4 and "busted at 5+".
Queen of Blades: Too risky to see play, but captures Kerrigan quite well. Might be better if instead of costing you the game, made you sac all zerg creatures you controlled, and had an ability that interacted better with zerg creatures.
Zergling Spawn: I think this is too good to see print. Raise the Alarm does this for 1W in black.
Changeling: Reminds me of Sleeper Agent, but much more expensive and much less risky in terms of what you are giving away for the effect. TEMPLATING: Steal some templating from Sleeper Agent.
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Zealot: Not very blue. Blue doesn't get Trample. I think he needs an "anti small/cheap creatures" type ability, maybe the ability to block two creatures.
Dark Templar: Surely should have an evasion ability to better reflect Dark Templar. Maybe intimidate or even unblockable. First Strike + Deathtouch are pretty busted on a single creature .
Fenix/Fenix Dragoon: Very high power level. VERY . Maybe not so totally silly with some of the undying cards seeing print these days though. Also, you can have a Fenix and a Fenix Dragoon at the same time (which seems theme, even if doing so is quite risky).
High Templar: The psistorm ability is very powerful, although with the targeting restriction could make you blow up your own creature. The land targeting ability is also quite powerful.
Colossus: I think I see what the 3rd ability is for, but I don't think this is very elegent. I think the idea is that it can be targetted by things that hit flyers (like colossus in SC2 can be targetted by anti air abilities). Here are the problem I see with the card :-
1.) It CAN hit flyers, but thematically it shouldn't be able to (Colossi don't fire up). 2.) The "All Players but the owner" ability interacts poorly in these situations :- 2.1.) Control Magic Effects: If I steal your colossus, I can make it fly !. You can't. 2.2.) In a 2HG game, my teammate can it make it fly !. 3.) The "loses first strike" when blocking flyers seems wierd.
How about (still not very blue, still not 100% elegent) :-
Trample. Colossus cannot deal damage to creatures with flying. If colossus is blocked by a creature with flying, you may assign combat damage as if it were not blocked by that creature.
Charge: WOAH. I'm sure the different between "Creature" and "Creatures" here means you really meant to design a nice pump spell rather than something utterly broken. Still not very blue (with trample and all).
Archon: Too weak. Really not worth 2 cards to play this. Maybe give it flash, and use the offering mechanic from Betrayers of Kamigawa to allow you to play Archon in response to a dying templar. (and use the templar as part of the cost to play it). It would still need some rebalancing, but I think that would be better thematically.
Carrier: People who know magic are going to hate me for this, but I think this card could make 1/1 interceptor tokens and give them banding . TEMPLATING: "enters the battlefield".
Pylon: This is just a reprint of Council of the Soratami or Divination. I think it could be much more interesting.
Mothership: TEMPATING. When Mothership enters the battlefield, return target creature to its owners hand. {TAP}: Untap up to 3 target attacking creatures you control and remove them from combat.
Phoenix: Capturing a Phoenix lift is really tricky, but your Phoenix doesn't have flying . I think it also needs to prevent the creatures it "lifts" from being damaged by creatures without reach or flying.
That battle cruiser is intentionally shitty. This project is meant to showcase the design errors of blizzard. You can see that mules are also clearly OP.
Each set has 31 Cards plus a ridiculous just-for-fun card (Call in the Fleet, ㅈㅈ, The Hybrid), and Terran and Zerg have tokens.
I changed around some types and effects so that they would sync better with current Magic cards. You should be able to slot most of them directly into whatever deck you are playing.
Terran can be played as pseudo-goblins with Marine token pump or Power Red with large vehicle creatures, or even pure artifact if you add some traditional magic cards like red artifact lands. The new planeswalkers I added are a lot of fun - Nova's Planeswalker snipe is silly in EDH and Raynor ensures that you'll win against any other token deck.
Zerg has a very cool mechanic in the Hatchery-Queen interaction and Zergling tokens. The deck revolves around killing everything your opponent puts out until you've built up a swarm, then swinging hard. It also has a lot of pieces that fit very well in traditional mono-black decks. For added fun, run a Corpsejack Menace in your zerg deck.
Protoss can be played either mono-blue, mono-white, white splash blue, blue splash white, or true blue-white hybrid. It doesn't have the crazy synergy mechanics of Terran or Zerg, but individually the pieces are better. White Robo with a blue splash is really fucking good against most current standard decks thanks to Colossus, but Templar decks and mono-blue are my favorites to play.
Hey iGrok, I didn't realize you played, we should play sometime!
Zerg is pretty overpowered (intentional?) with things like Spawn Zergling probably needing to cost 2(G/B). Compare it to Hunting Triad.
Overseer's wording doesn't work - you can't target a creature to make it lose hexproof :D. I'm also not sure what the sac-to-draw ability is meant to represent thematically, and it doesn't really fit in black or green mechanically.
Overlord is the strictly better combination of Sylvan Scrying and Rampant Growth, so it probably needs to cost 2G.|
The 3 Kerrigan designs have odd combinations of abilities/costs. They could probably be merged into one more synergistic design.
Infestors need a per-turn limit or a higher cost on the Infested Terran ability, or I could slam an Infestor, make 19 tokens, and swing for 57 on turn 3 :D
Changeling is very complex. There are a lot of moving parts here for a much weaker Praetor's Grasp.
It's been a long time since I've done MTG design... unfortunately, two weeks before finals probably isn't the best time to start :D
On November 29 2012 13:11 MidnightGladius wrote: Hey iGrok, I didn't realize you played, we should play sometime!
Zerg is pretty overpowered (intentional?) with things like Spawn Zergling probably needing to cost 2(G/B). Compare it to Hunting Triad.
Overseer's wording doesn't work - you can't target a creature to make it lose hexproof :D. I'm also not sure what the sac-to-draw ability is meant to represent thematically, and it doesn't really fit in black or green mechanically.
Overlord is the strictly better combination of Sylvan Scrying and Rampant Growth, so it probably needs to cost 2G.|
The 3 Kerrigan designs have odd combinations of abilities/costs. They could probably be merged into one more synergistic design.
Infestors need a per-turn limit or a higher cost on the Infested Terran ability, or I could slam an Infestor, make 19 tokens, and swing for 57 on turn 3 :D
Changeling is very complex. There are a lot of moving parts here for a much weaker Praetor's Grasp.
It's been a long time since I've done MTG design... unfortunately, two weeks before finals probably isn't the best time to start :D
Hey MG!
Yeah I'm still doing a bit of tuning. Queen is getting cut to a 3 cost 1/2 reach defender, because zerg really just can't ramp up quickly at all. I played zerg against a WGB Ravnica deck yesterday and that really shined some light on the issues.
So to answer a couple of your points: Spawn Zerglings is getting "Lose 1 life" added onto it. I'll test it out, it might still need to get bumped to (G/B)(G/B) though.
Every card with "Target creature loses hexproof" in each deck is going to be reworked. I had read an errata somewhere that said hexproof creatures could be targeted if it said target hexproof creature, but apparently that was BS errata -_-. Overseer is also getting changed to be a sack for queen tutor, because getting queens out is essential to this deck.
Overlord was already changed ^^. Its now a GG with "Kicker 1G (You may pay an additional 1G as you cast this spell.) Search your library for a land card, reveal it, and put it into play tapped. If this card was kicked, put it into play untapped instead. Shuffle your library."
The kerrigans... I'm not thrilled with them either, but the planeswalker-tutor one with the ridiculous ult is fun, and then I either run two Queen of Blades or two Queen bitch depending on what my deck is built off of (mass lings, monoblack horror, ultra/broodlord). I think what i'll do with them is move QoB's +2 to QBotU, and give QoB "+2: Horrors you control get +1/+1."
For infested terran, its already been changed to "B: Put an Infested Terran..."
Idea for a Changeling fix: Add "Flashback BBB"?
Finally, Zerg really has issues with mana ramp (since there is barely any room to slot in cards atm, so no lanowar elves). So, on a trial basis, I'm adding 3 Hatch before Pool GB: "Enchant target land. Enchanted land gets “Cumulative Upkeep 0. During your upkeep, lose 1 life for each age counter on this card, then add B/G to your mana pool for each age counter on this card.”"
EDIT: Also, I got a Corpsejack menace yesterday. Just having 1 in this deck made it significantly more powerful (I had a Swarm turn into a 42/40 trample). Run 4 of them in a Zerg Swarm deck haha.
Reaver - 3UU Artifact Creature - Protoss Construct (1), tap: Put a Scarab counter on Reaver Remove a Scarab counter from Reaver, tap: Reaver deals 5 damage to target Creature or player.
0/4
Not really a blue creature I guess, but the consensus seems to be that Protoss is blue so.
I come back to this thread every couple of days. The cards are so cool. The spells, creatures and abilities match so well. I would have loved to play with the Mule when I used to play Magic. It would have really helped my burn deck.