Starcraft 2 Magic: The Gathering Cards - Page 3
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Onekobold
244 Posts
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Duncan
Canada19 Posts
On December 15 2013 06:34 Geiko wrote: Wrath of God doesn't target creatures, so creatures with shroud or "can't be the target of spells or abilities" still dies to it. If "detection" is "all creatures your opponents control lose cloak" then you don't need the "except for detection" line in your "cloak" description. Cool, thanks for clearing that up. I'll change it. Also, several people have pointed out that there are grammatical errors in my cards. Please let me know which ones have errors, so that I may correct them. | ||
Shebuha
Canada1335 Posts
On December 15 2013 06:51 Onekobold wrote: have you ever actually seen a magic card before? Wow, you're an asshole. Couldn't you have been respectful like I was to you earlier? Maybe actually pointed out some things that are wrong so they could be fixed? | ||
Quakecomm
United States344 Posts
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Duncan
Canada19 Posts
On December 15 2013 07:04 Quakecomm wrote: nice! stimpack was my favorite Thanks. You're my favorite. ![]() | ||
Navillus
United States1188 Posts
Edit: I'm dumb someone already raised my concern. | ||
Duncan
Canada19 Posts
On December 15 2013 07:14 Navillus wrote: Just skimmed through, really cool idea and you should definitely keep going with this. Edit: I'm dumb someone already raised my concern. You're not dumb. You explained the issue in a way that helped me realize the problem. It has now been corrected. Thanks! | ||
SnowFantasy
4173 Posts
![]() + Show Spoiler + ![]() + Show Spoiler + ![]() | ||
Urth
United States1247 Posts
Note that your download link doesn't work, so I can only comment on what is in your actual post. I'm going to go over your cards in order. Zealot: You already explained why it's bad design, so I'm not going to go over it. Shield has great potential as a keyword though. Keyword mechanics create a sense of unity across cards in a set. Once the idea is grasped for one card, a player will understand it for most of the other cards. If you look at any magic the gathering set, you will see each set has just a few keywords/mechanics used, and those keyword are used across a large number of cards. I think you already know this based on what you've come up with, so why am I saying this? It seems to me like you are missing on a great opportunity for a resonant theme in protoss by not putting more effort into shield. As a whole, your set seems to be overly concentrated on top-down design as well. Overall, I think the set would be better empathizing a select few themes/mechanics. You have done a good job with clock/detect/burrow, and that is by far the best. Structures are poorly implemented, but we'll get to that later. Imagine shield formatted as the following ability: Shield X ([cardname] enters the battlefield with X shield counters. If damage would be dealt to [card name], prevent damage equal to the number of shield counters on [card name], then remove that many shield counters. At the beginning of your upkeep, put a shield counter on [card name] if it has less than X shield counters.) This is more versatile, but the biggest issue is that it is harder to grasp for newer players. There might be an easier way to implement it, I'm not sure. Flavor-wise, I think it works quite well. A straight +0/+1 might be easier, but I think as a whole the set is lacking mechanically. For example, a zealot might have: Shield 1 (Zealot enters the battlefield with 1 shield counter. If damage would be dealt to zealot, prevent damage equal to the number of shield counters on zealot, then remove that many shield counters. At the beginning of your upkeep, put a shield counter on zealot if it has less than 1 shield counters.) and be a 2/2 for 2W or something like that. Most protoss card would have shield 1 to keep things simple. Something like a nexus, mothership, or archon might have more. For instance, a archon might have: Shield 4 (Archon enters the battlefield with 4 shield counters. If damage would be dealt to archon, prevent damage equal to the number of shield counters on archon, then remove that many shield counters. At the beginning of your upkeep, put a shield counter on archon if it has less than 4 shield counters.) and be a 5/1 creature. The biggest issue is complexity. Also, it might be hard to balance as all protoss permanents would want the shield ability flavor-wise. This leaves less room for other mechanics and rules texts on common cards if you are designing your set seriously. Additionally, it would mean no vanilla creatures in protoss. Not sure if you really care about that though. It also requires protoss permanents to cost more to balance out for having shield. This somewhat fits flavorwise as protoss units are generally more expensive and more technologically advanced. Overall, what I did for shield wouldn't ever be made due to it being too complex/time consuming. Something simpler as a mechanic would still be good though, perhaps as an activated ability, formatted as follows: 1: Shield X (Prevent the next X damage that would be dealt to [cardname] this turn. This ability can only be used once a turn.) e.g., for a zealot might have: 1: Shield 1 (Prevent the next 1 damage that would be dealt to zealot this turn. This ability can only be used once a turn.) and be a 2/2 while an archon could have 1: Shield 4 (Prevent the next 4 damage that would be dealt to archon this turn. This ability can only be used once a turn.) and be a 5/1 Phoenix Sorry for getting off on a tangent, moving on, we get to the phoenix. I know you used that as a "mistake" card, but the idea is good once again. Of course it should read "phoenix can only block creatures with flying" (like in vaporkin and similar creatures) and it should be "tap target non-flying creature." You might even add "destroy that creature if it's toughness is 1" to the second ability to represent phoenix attacking it, though that is probably unnecessary and extremely inelegant. Structures Eh, I get what you are trying to do mechanically here, but the whole thing is really poorly implemented. It doesn't serve a strong purpose mechanics-wise or flavor-wise. Additionally, it's a rules nightmare to implement a new card type that isn't a creature, but can block, and can be attacked. I can't imagine WotC getting behind something like that. Planeswalkers were an exception, you don't just make new card types for such a weak concept (no offense). I don't understand why you can block with buildings either btw. I don't have a fix suggestion either, sorry. Maybe someone else will come up with something.The concept of structures is good though flavor-wise. Your execution just needs work. Color wheel Going through, the next few cards, there are tons of problems color-wise. I understand the desire to limit each race to three colors, so that you can play each race independently. However, this is a terrible, terrible (damage) design decision. There are not enough cards in each color to justify the cycle you are trying even with your primary, secondary, tertiary color idea. Additionally, you completely ignore the color pie with several of your cards. It would be far better to construct it with some sort of limited drafting in mind as well, with a few mechanics in only a few colors. This will restrict players from doing too much race-crossing. For instance, shield could only be in W or G. Cloak could require U or G. Transform/flip cards (e.g. helion, viking, orbital?, planetary?) could be restricted to certain colors as well. The same could be true for morphing cards (e.g. baneling, broodlord). Even detection can be limited if you so choose. I do agree that protoss is best represent by esper (WUB) and zerg is best represented by jund (GRB) for what it's worth. Terran is not really dega (WRB), but whatever. The real problem, again, is you don't have a complete cycle to use like you would in most normal set. Ravnica had the 10 guilds and alara had the 5 shards. Sets like Innistrad had tribes with werewolves (GR), humans (WG), zombies (UB), vampires (BR), spirits (UW). Despite this, you are trying to make a cycle. You do realize that not every set has to have a cycle though. In the latest block theros for instance, there are six main mechanics/themes: Heroic, Enchantments, Bestow, Devotion/Gods, Monstrosity, Scry. Enchantments, bestow, heroic, scry, and monstrosity are found in every color. Devotion/gods encourages mono-color. There are mild multi-color themes, but otherwise it's not too significant. As a set, it works extremely well without some sort of color cycle. The problem with what you are doing is you are pigeonholing the entire race into 3 shards, and that just isn't doable without seriously messing up the color pie. You are seriously restricting what is possible by limiting each race to 3 colors. IMO, It would be much better to focus on designing good mechanics/themes first, and have those only in certain colors. This does mean you have to tighten up your mechanics/themes though. I realize this would entail a serious overhaul, and that's probably not something you want to do. I did read what you wrote on colors, and I have a feeling that you are just going to ignore me. I think reading about the color-pie will be helpful for you regardless. It is a shame that you designed the whole thing with such a lack of regard for the color-pie, as that will keep any potential of this being a decent set away. I am going to point out color problems, though you are free to ignore it, as it's probably too late now. Sentry Forcefield is best represented by the magic ability detain imo. That being said, you don't want to go back to an old mechanic just for 1 card. What you have is OK, but why not just "tap target creature," as sentries can be used offensively and defensively. I would also reconsider your stance on giving reach to all the starcraft units that can hit air. Blue does not get reach. White very rarely gets reach, and it certainly wouldn't be for a case like this. Being a 1/1 reach is also really bad design-wise. I'd personally drop reach, as I believe your idea of matching reach to units that can attack air in game is silly. It might be nice flavor, but it is very weak design. Additionally, even for flavor, when you think of sentries, their ability to attack air is not very significant. Cloak, Burrow, and Detection As I said before, I think this is brilliant. Note that you don't need the "other than detection" in the rules text of cloak, as detection does not target. Your work around for burrow is also very simple and elegant. Ghost It makes sense flavorwise, but mechanically there is too much going on. Also, it's a total nightmare in limited. I know you don't care about rarity, but as you have it, it's definitely rare lol. Cloak should probably require U to activate instead. The ghost is hard to do because it has so many abilities in-game. Also, there is no way a mono black creature randomly has reach. You could make the cloak cost G instead to remedy this. Personally I'd just drop reach though, as once again, the ability to hit air is not significant flavor-wise. Oh, also, it needs to read "Ghost deals 2 damage to...[]" Dark Templar This is mostly fine. I see no reason for the rules text aside from cloak. At best, killing psionic units is extremely weak flavor-wise. Costing 2UB is better if you decide to follow the color pie. Overseer The last ability is excellent! This is not red at all though. Having supply units generate mana is questionable flavor-wise also, but I'll go with it. The fact that it flies is not significant at all. Give it reach instead, and make the card green. That fits with the color pie and goes with the mana generation. The activated ability should require W instead of R. warpgate This is great flavor-wise, simple to grasp, and similar to another card. I like this card. feedback fine, not sure about casting cost, good flavor stimpack should be WR or RG, good idea though, strong flavor nuclear strike great workers great burrowing claws great hatchery great reaper great widow mine great, minor color issues if you ever decide to fix, good flavor, needs to read "widow mine deals 2 damage to....[]" viking You can't have costs for both sides of the flip, might as well start it off in fighter mode. The stats would make more sense as a 3/2 in the air, and 2/2 on the ground flavor-wise. That is terrible design-wise though. It's probably best to keep the stats as is, but instead of first strike give it: "Whenever viking-fighter mode blocks a creature, viking-fighter mode deals 2 damage to that creature" thor fine Battlecruiser fine raynor fine... tech lab fine.... The last few were fine, though bland. emp fine... No reason to just target one unit flavor-wise. Is the damage to artifacts supposed to represent something also? I get that most of your mechanical units are artifacts, but I don't really understand this part flavor-wise. If you were to go with shield, you could do something like "Target opponent's creatures' activated abilities cannot be activated. Damage cannot be prevented this turn." The first part represents the mana drain, and the second part represents the shield drain. Of course, your opponent can use activated abilities in response while emp is on the stack (due to super gosu micro reflexes) Korhal I like this a lot Stalker very good as well oracle I like this too immortal another good one carrier already been said, but doesn't work, the change is easy though mothership nice zeratul color issues templar archives ok halluc good shakuras great zergling great mutalisk should be B, not R swarm host great!!! ultralisk good broodlord good kerrigan good, colorpie issues with cloak, also should read "kerrigan deals x...[]" creep I prefer haste to first strike neural colorpie issue zerus good, although much better than the other lands if you take past sets into account xel naga tower good artifact good I got bored towards the end, sorry if my comments aren't the most helpful. There are tons of problems with color. The biggest issue is still that you focused too much on top-down design rather than starting with a few mechanics and thinking more seriously about color distribution. Though that makes sense with your concept, you had the potential to create an actual serious set. Overall, you did well though. I really hope this post doesn't sound too negative or anything, as I liked it. You captured the flavor well. Some of the formatting and concepts needed work, but I feel like I understood most of your ideas. | ||
mishimaBeef
Canada2259 Posts
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pure.Wasted
Canada4701 Posts
On December 15 2013 20:10 Urth wrote: I think the idea behind this is nice. It looks like you've taken a lot of time and effort to do this, and it's pretty impressive for a solo effort. Flavor-wise, I think you've done a great job overall. There are some major issues design-wise though. With that in mind, I'll try to keep this post mostly constructive. However, I think you have a lot of issues with formatting, rules, design, and colors. ETC. I'm into MTG on a very casual level (which incidentally means I enjoyed this thread, gjwp OP!), and I have to admit your advice about the color pie seems counter-intuitive to my newbish sensibilities. Could you explain why splitting up every race between three colors at minimum is a good idea? Given that each race is looking at just about 15 creature cards total, and it's going to be impossible to achieve a perfect split of 5/5/5 while maintaining flavor, and each race will lean heavier on the color that is Zerglings (R), Marines (W?), Zealots (B?) because everyone needs bears... I imagine that players would be encouraged to monocolor their basic unit's color pretty hard, and discouraged from using some of the rarer combinations (black Terran for Ghosts). Then again, most of your post comes down hard on the side of thinking about this as a legit MTG set, in which case I can only assume we're really talking about 250 cards and the versatility that that implies. Anyone's guess where those 250 cards come from, though. Campaign units, perhaps! If my assumptions are incorrect, please enlighten me. ![]() | ||
mishimaBeef
Canada2259 Posts
terran should be white/red protoss should be blue/colorless zerg should be black/green | ||
goody153
44020 Posts
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Duncan
Canada19 Posts
On December 15 2013 20:10 Urth wrote: I think the idea behind this is nice. It looks like you've taken a lot of time and effort to do this, and it's pretty impressive for a solo effort. Flavor-wise, I think you've done a great job overall. There are some major issues design-wise though. With that in mind, I'll try to keep this post mostly constructive. However, I think you have a lot of issues with formatting, rules, design, and colors. Note that your download link doesn't work, so I can only comment on what is in your actual post. I'm going to go over your cards in order. Zealot: You already explained why it's bad design, so I'm not going to go over it. Shield has great potential as a keyword though. Keyword mechanics create a sense of unity across cards in a set. Once the idea is grasped for one card, a player will understand it for most of the other cards. If you look at any magic the gathering set, you will see each set has just a few keywords/mechanics used, and those keyword are used across a large number of cards. I think you already know this based on what you've come up with, so why am I saying this? It seems to me like you are missing on a great opportunity for a resonant theme in protoss by not putting more effort into shield. As a whole, your set seems to be overly concentrated on top-down design as well. Overall, I think the set would be better empathizing a select few themes/mechanics. You have done a good job with clock/detect/burrow, and that is by far the best. Structures are poorly implemented, but we'll get to that later. Imagine shield formatted as the following ability: Shield X ([cardname] enters the battlefield with X shield counters. If damage would be dealt to [card name], prevent damage equal to the number of shield counters on [card name], then remove that many shield counters. At the beginning of your upkeep, put a shield counter on [card name] if it has less than X shield counters.) This is more versatile, but the biggest issue is that it is harder to grasp for newer players. There might be an easier way to implement it, I'm not sure. Flavor-wise, I think it works quite well. A straight +0/+1 might be easier, but I think as a whole the set is lacking mechanically. For example, a zealot might have: Shield 1 (Zealot enters the battlefield with 1 shield counter. If damage would be dealt to zealot, prevent damage equal to the number of shield counters on zealot, then remove that many shield counters. At the beginning of your upkeep, put a shield counter on zealot if it has less than 1 shield counters.) and be a 2/2 for 2W or something like that. Most protoss card would have shield 1 to keep things simple. Something like a nexus, mothership, or archon might have more. For instance, a archon might have: Shield 4 (Archon enters the battlefield with 4 shield counters. If damage would be dealt to archon, prevent damage equal to the number of shield counters on archon, then remove that many shield counters. At the beginning of your upkeep, put a shield counter on archon if it has less than 4 shield counters.) and be a 5/1 creature. The biggest issue is complexity. Also, it might be hard to balance as all protoss permanents would want the shield ability flavor-wise. This leaves less room for other mechanics and rules texts on common cards if you are designing your set seriously. Additionally, it would mean no vanilla creatures in protoss. Not sure if you really care about that though. It also requires protoss permanents to cost more to balance out for having shield. This somewhat fits flavorwise as protoss units are generally more expensive and more technologically advanced. Overall, what I did for shield wouldn't ever be made due to it being too complex/time consuming. Something simpler as a mechanic would still be good though, perhaps as an activated ability, formatted as follows: 1: Shield X (Prevent the next X damage that would be dealt to [cardname] this turn. This ability can only be used once a turn.) e.g., for a zealot might have: 1: Shield 1 (Prevent the next 1 damage that would be dealt to zealot this turn. This ability can only be used once a turn.) and be a 2/2 while an archon could have 1: Shield 4 (Prevent the next 4 damage that would be dealt to archon this turn. This ability can only be used once a turn.) and be a 5/1 Phoenix Sorry for getting off on a tangent, moving on, we get to the phoenix. I know you used that as a "mistake" card, but the idea is good once again. Of course it should read "phoenix can only block creatures with flying" (like in vaporkin and similar creatures) and it should be "tap target non-flying creature." You might even add "destroy that creature if it's toughness is 1" to the second ability to represent phoenix attacking it, though that is probably unnecessary and extremely inelegant. Structures Eh, I get what you are trying to do mechanically here, but the whole thing is really poorly implemented. It doesn't serve a strong purpose mechanics-wise or flavor-wise. Additionally, it's a rules nightmare to implement a new card type that isn't a creature, but can block, and can be attacked. I can't imagine WotC getting behind something like that. Planeswalkers were an exception, you don't just make new card types for such a weak concept (no offense). I don't understand why you can block with buildings either btw. I don't have a fix suggestion either, sorry. Maybe someone else will come up with something.The concept of structures is good though flavor-wise. Your execution just needs work. Color wheel Going through, the next few cards, there are tons of problems color-wise. I understand the desire to limit each race to three colors, so that you can play each race independently. However, this is a terrible, terrible (damage) design decision. There are not enough cards in each color to justify the cycle you are trying even with your primary, secondary, tertiary color idea. Additionally, you completely ignore the color pie with several of your cards. It would be far better to construct it with some sort of limited drafting in mind as well, with a few mechanics in only a few colors. This will restrict players from doing too much race-crossing. For instance, shield could only be in W or G. Cloak could require U or G. Transform/flip cards (e.g. helion, viking, orbital?, planetary?) could be restricted to certain colors as well. The same could be true for morphing cards (e.g. baneling, broodlord). Even detection can be limited if you so choose. I do agree that protoss is best represent by esper (WUB) and zerg is best represented by jund (GRB) for what it's worth. Terran is not really dega (WRB), but whatever. The real problem, again, is you don't have a complete cycle to use like you would in most normal set. Ravnica had the 10 guilds and alara had the 5 shards. Sets like Innistrad had tribes with werewolves (GR), humans (WG), zombies (UB), vampires (BR), spirits (UW). Despite this, you are trying to make a cycle. You do realize that not every set has to have a cycle though. In the latest block theros for instance, there are six main mechanics/themes: Heroic, Enchantments, Bestow, Devotion/Gods, Monstrosity, Scry. Enchantments, bestow, heroic, scry, and monstrosity are found in every color. Devotion/gods encourages mono-color. There are mild multi-color themes, but otherwise it's not too significant. As a set, it works extremely well without some sort of color cycle. The problem with what you are doing is you are pigeonholing the entire race into 3 shards, and that just isn't doable without seriously messing up the color pie. You are seriously restricting what is possible by limiting each race to 3 colors. IMO, It would be much better to focus on designing good mechanics/themes first, and have those only in certain colors. This does mean you have to tighten up your mechanics/themes though. I realize this would entail a serious overhaul, and that's probably not something you want to do. I did read what you wrote on colors, and I have a feeling that you are just going to ignore me. I think reading about the color-pie will be helpful for you regardless. It is a shame that you designed the whole thing with such a lack of regard for the color-pie, as that will keep any potential of this being a decent set away. I am going to point out color problems, though you are free to ignore it, as it's probably too late now. Sentry Forcefield is best represented by the magic ability detain imo. That being said, you don't want to go back to an old mechanic just for 1 card. What you have is OK, but why not just "tap target creature," as sentries can be used offensively and defensively. I would also reconsider your stance on giving reach to all the starcraft units that can hit air. Blue does not get reach. White very rarely gets reach, and it certainly wouldn't be for a case like this. Being a 1/1 reach is also really bad design-wise. I'd personally drop reach, as I believe your idea of matching reach to units that can attack air in game is silly. It might be nice flavor, but it is very weak design. Additionally, even for flavor, when you think of sentries, their ability to attack air is not very significant. Cloak, Burrow, and Detection As I said before, I think this is brilliant. Note that you don't need the "other than detection" in the rules text of cloak, as detection does not target. Your work around for burrow is also very simple and elegant. Ghost It makes sense flavorwise, but mechanically there is too much going on. Also, it's a total nightmare in limited. I know you don't care about rarity, but as you have it, it's definitely rare lol. Cloak should probably require U to activate instead. The ghost is hard to do because it has so many abilities in-game. Also, there is no way a mono black creature randomly has reach. You could make the cloak cost G instead to remedy this. Personally I'd just drop reach though, as once again, the ability to hit air is not significant flavor-wise. Oh, also, it needs to read "Ghost deals 2 damage to...[]" Dark Templar This is mostly fine. I see no reason for the rules text aside from cloak. At best, killing psionic units is extremely weak flavor-wise. Costing 2UB is better if you decide to follow the color pie. Overseer The last ability is excellent! This is not red at all though. Having supply units generate mana is questionable flavor-wise also, but I'll go with it. The fact that it flies is not significant at all. Give it reach instead, and make the card green. That fits with the color pie and goes with the mana generation. The activated ability should require W instead of R. warpgate This is great flavor-wise, simple to grasp, and similar to another card. I like this card. feedback fine, not sure about casting cost, good flavor stimpack should be WR or RG, good idea though, strong flavor nuclear strike great workers great burrowing claws great hatchery great reaper great widow mine great, minor color issues if you ever decide to fix, good flavor, needs to read "widow mine deals 2 damage to....[]" viking You can't have costs for both sides of the flip, might as well start it off in fighter mode. The stats would make more sense as a 3/2 in the air, and 2/2 on the ground flavor-wise. That is terrible design-wise though. It's probably best to keep the stats as is, but instead of first strike give it: "Whenever viking-fighter mode blocks a creature, viking-fighter mode deals 2 damage to that creature" thor fine Battlecruiser fine raynor fine... tech lab fine.... The last few were fine, though bland. emp fine... No reason to just target one unit flavor-wise. Is the damage to artifacts supposed to represent something also? I get that most of your mechanical units are artifacts, but I don't really understand this part flavor-wise. If you were to go with shield, you could do something like "Target opponent's creatures' activated abilities cannot be activated. Damage cannot be prevented this turn." The first part represents the mana drain, and the second part represents the shield drain. Of course, your opponent can use activated abilities in response while emp is on the stack (due to super gosu micro reflexes) Korhal I like this a lot Stalker very good as well oracle I like this too immortal another good one carrier already been said, but doesn't work, the change is easy though mothership nice zeratul color issues templar archives ok halluc good shakuras great zergling great mutalisk should be B, not R swarm host great!!! ultralisk good broodlord good kerrigan good, colorpie issues with cloak, also should read "kerrigan deals x...[]" creep I prefer haste to first strike neural colorpie issue zerus good, although much better than the other lands if you take past sets into account xel naga tower good artifact good I got bored towards the end, sorry if my comments aren't the most helpful. There are tons of problems with color. The biggest issue is still that you focused too much on top-down design rather than starting with a few mechanics and thinking more seriously about color distribution. Though that makes sense with your concept, you had the potential to create an actual serious set. Overall, you did well though. I really hope this post doesn't sound too negative or anything, as I liked it. You captured the flavor well. Some of the formatting and concepts needed work, but I feel like I understood most of your ideas. Thank you for the reply. I appreciate that you considered what I was trying to do. Also, the download link should be working again. I'll respond to a few of your key points: Reach I know that units attacks are not restricted in MTG as much as they are in Starcraft 2, but I feel like this is one of the most important mechanics in Starcraft 2, so I couldn't leave it out. Shields I really like your idea here. Unfortunately, as you said, it would require giving every Protoss creature and structure the new ability, which may not work well. I might try to implement this mechanic and see how it works out. Structures I feel like many who have replied didn't read what I wrote in the original post regarding this issue. As I said, I considered four different options, and I didn't want to implement a new mechanic. However, I felt that it was important that structures function in a similar fashion in MTG as they did in Starcraft 2 — buffing creatures, providing defense and also being vulnerable to attacking units. Colors Most of the replies have been addressing my color distribution. First of all, I think it's important to recognize that translating one game into another is not going to work perfectly. Starcraft 2 was not designed with the MTG color pie in mind. I touched on this in the original post, but I think there's only two viable approaches to translating Starcraft 2 units, abilities and structures into MTG cards: I. Assign color to each card individually. II. Assign color(s) to each race. While the first choice would produce a set that is more true to MTG convention, I went with the second option in order to capture one of the fundamental concepts of Starcraft, which is that players choose only one of three distinct races. Perhaps I will attempt to translate the cards individually and see how it comes out. On December 15 2013 22:59 pure.Wasted wrote: Could you explain why splitting up every race between three colors at minimum is a good idea? On December 12 2013 11:09 Duncan wrote: I chose multiple colors for each race for two reasons: because each race has a diverse set of units and spells and to increase variety and deck creativity. I know that decision does somewhat contradict the idea that races should be divided by color. However, I felt that allowing some color variation in each race could mitigate the issues caused by dividing the races by color. As I mentioned above, I could have assigned each card a color individually, but I wanted the races to be united in color and separate from each other. On the other hand, I felt it would have been strange to have the High Templar and Dark Templar the same color, the Zergling and Queen the same color, and the Marine and Hellion the same color. Also, what do I do with a creature whose flavor and function violate MTG convention? According to Starcraft 2, the marine is obviously a basic soldier that can attack flying units. According to MTG, soldiers are white, but attacking flying units is not a feature of common white creatures. This makes the Starcraft 2 Marine, by its very nature, a violation of MTG convention. I may soon post an additional set with each card assigned color based solely on its function in Starcraft 2. Edit: I've been trying to go assign color card-by-card, but I'm having a hard time. It feels so wrong to divide up a race into five colors. I'm abandoning this strategy. I will, however, attempt to implement a new tri-color system based the suggestion that Protoss should be blue, white and black and that Zerg should be red, black and green. I'm not sure about Terran, but I'm leaning toward white, red and black. | ||
Deleted User 97295
1137 Posts
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Duncan
Canada19 Posts
On December 16 2013 10:46 Laertes wrote: The style and simplicity of these cards is reminiscent of the pre-10 core sets. In other words, I really like these and they give me immense nostalgia. P.S. Can you try to make a set for dota also? I'm not familiar with DotA, but I made brief attempts at creating sets for Diablo 2 and Heroes of Might and Magic 3. I found the Diablo 2 set much easier to make than Starcraft 2. Probably because there are many more creatures and spells to choose from in Diablo 2. Also, the stats and mechanics are more vague than they are in Starcraft 2. As an RPG, Diablo 2 lends itself to equipment, enchantments and attack spells — all of which fit well in MTG. I had fun with the runes and auras, but I did run into problems when I attempted to incorporate the hero classes into the game. Heroes 3 was somewhat boring, as the game's units and mechanics are fairly simply and translated so seamlessly into MTG that there was almost no point in doing it. The only interesting mechanics I encountered were retaliation the heroes' secondary skills: eagle eye, logistics, leadership, estates, necromancy, etc. However, deciding which of the 28 skills to include was overwhelming, which is another reason why I abandoned it. I did try making my own Heroes 3 board game using the Magic Set Editor. You can view it by clicking the download link above. | ||
krazykoz
United States58 Posts
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Duncan
Canada19 Posts
On December 16 2013 13:57 krazykoz wrote: Looks like a project you've put a lot of work into, Duncan. Pretty nifty concept, I look forward to seeing it progress as you tweak it. Thanks for the link to the .zip with the images, could be fun to print out and try a game! Printing them would be really fun, but I don't know anything about creating material things. ![]() Here's the Zealot, Archon and Nexus with the shield ability as Urth suggested: + Show Spoiler + ![]() + Show Spoiler + ![]() + Show Spoiler + ![]() I really like this idea, but it makes the cards seem a lot more complicated due to the massive wall of text this mechanic requires. I also wonder whether or not weak Protoss creatures like the Probe and Observer should have shield — yet another issue in which Starcraft conflicts with MTG! You'll also notice that the Nexus is now an artifact structure. I changed the way structures are labeled. Although most suggestions have been to make structures into creatures, I still believe that creating a new card type is the best route to take. Anyway, let me know what you guys think. | ||
Big J
Austria16289 Posts
Edit: So I'd change the "at the beginning of your upkeep" to "at the beginning of each combat and end step". That way shields regenerate faster (because twice per turn, compared to the once of HP). | ||
bduddy
United States1326 Posts
On December 16 2013 15:53 Big J wrote: I don't think you can consider this too literally, considering that all Magic creatures regenerate in most cases.Isn't your shield the exact same as normal hitpoints apart from it regenerating slower, so basically the exact opposite of what Protoss shields do? | ||
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