| Author | Topic: Gunnerkrigg/MTG card thread (Read 5,824 times) |
Georgie L Senior Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #90 on Jan 13, 2013, 9:30am » | |
Jan 13, 2013, 5:05am, tpman wrote:| Okay important question. How's everybody posting multiple images in one post? I have no idea how these forums work so if anyone could help me out I'd appreciate it. |
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To save bandwidth uploads are limited to one per post, but upload them to a hotlink (Imgur.com for e.g) and you can put in as many as you want with Code:| [img] direct link[/img] [img] direct link 2[/img] |
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Quote:Probable-possible, my black hen, She lays her eggs in the positive-when. She doesn't lay her eggs in the positive-now Because she's unable to postulate how.
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- Frederick Winsor - The Space Child's Mother Goose |
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tpman Full Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #91 on Jan 15, 2013, 4:56am » | |
Jan 13, 2013, 9:30am, Georgie L wrote: Jan 13, 2013, 5:05am, tpman wrote:| Okay important question. How's everybody posting multiple images in one post? I have no idea how these forums work so if anyone could help me out I'd appreciate it. |
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To save bandwidth uploads are limited to one per post, but upload them to a hotlink (Imgur.com for e.g) and you can put in as many as you want with Code:| [img] direct link[/img] [img] direct link 2[/img] |
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![[image] [image]](http://i.imgur.com/gRAzj.jpg) |
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THANK YOU. I've been wondering for some time. I'll take it Imgur and the like are free services?
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Morpheus Full Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #92 on Jan 15, 2013, 6:08am » | |
Imgur is both free and easy to use, yes.
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #93 on Jan 15, 2013, 8:28am » | |
Photobucket also does a good job when Imgur is overloaded with people posting advice animals on Reddit.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #94 on Jan 24, 2013, 8:19pm » | |
Bump. And I added my best guess at Anthony Carver to the vintage set. And my vote for an official name for "tree room."
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #95 on Jan 24, 2013, 8:35pm » | |
Jan 24, 2013, 8:19pm, imaginaryfriend wrote:| Bump. And I added my best guess at Anthony Carver to the vintage set. And my vote for an official name for "tree room." |
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I like the new black cards a lot, especially Vicious Nightmare.
Tony and the Isolation Habitat are cool too.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #96 on Jan 25, 2013, 8:52am » | |
Thanks. Just put up some new oldschool non-basic lands too.
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terramaster New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #97 on Jan 25, 2013, 2:46pm » | |
Some info for you non-magic'ers.
Each magic set has a set number of cards.
Each magic set comes in one of two sizes. "Large" 230~250 card sets or "Small" 125~150 card sets.
A great deal of magic is "drafted". In which you open 3 packs of 11~12 cards, pick one and pass it around to others playing at the same table. When you have done this, you then construct a deck out of the resulting cards, and then play magic with people from the same table.
A set will commonly be drafted by a group of 8 people, resulting in 24 mythic/rares, 72 commons, and 192 commons in the total pool.
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Magic has 4 rarities.
MYTHIC There are approximately 15 Mythic Rares per set.
Mythics are by far the most complex cards in any set, and are not to be seen by "new" or introductory players. Cards like Epic Experiment or Jayce, Architect of Thought are mythic for this reason.
Mythics are also supposed to feel big and powerful! This is where you make the most important spells, or iconic cards of a set.
Plainswalkers are only printed at Mythic, and no more than 5 are made per block, with only 1 or 2 made per set (Exception is the Lorwyn cycle due to that being their first printing and introduction of the planeswalker type).
RARE There are approximately 35 rares in small sets, and 45 in large sets.
Rares and above are meant to contain fairly powerful "Bombs", cards that win the game, or greatly help you achieve that goal.
All rares have some sort of interesting effect, and 99% of Legendary ANYTHINGS are printed at this rarity.
Example of good rares are Champion of the Parish; Thalia, Guardian of Thraben; and Niv-Mizzet, The Firemind.
UNCOMMON There are approximately 40 uncommons in small sets, and 80 in large sets.
Uncommons are slightly "better" than commons, and contain things you don't want "TOO TOO" much of in a "limited" or draft pool. General purpose Removal (kill your dude) and "Vanilla Bombs" (very large creatures with keywords). More difficult keywords are usually placed at uncommon and higher.
Examples include Go for the Throat and Archweaver.
COMMONS The rest of your set is filled with commons.
These cards are the grunts of the game. Vanilla creatures, and the like. Most removal is printed at common, and common cards are cards you will see ALL THE TIME in drafts.
Commons are also where you set the "theme" and tone of the set. Because there are so many, it's really where you make the most of the design work.
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Set composition
Here is an example of two sets published in magic:
![[image] [image]](http://i.imgur.com/ZIMU6UJ.png) ![[image] [image]](http://i.imgur.com/GbsY5IH.png) The first image is the set composition of of M13, a core set (a set designed to be fairly "vanilla" and used as a baseline for around a year or two). The next one is the set composition of the "Scars of Mirrodin" set, part of a Block (set of 3) where artifacts were the focus.
Notice that in both cases creatures form half the available card base, instants and sorceries are about a quarter, and the others are approximately the other quarter.
Also notice how all the colors get equal representation, and the glut of cards are at 2 and 3 CMC.
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Costing Spells and Creatures
I will now present essentially the "baseline" creature for each color. Each of these creatures essentially shows what you get from that color for 1-2 mana.
Blue: Sea Eagle White: Elite Vanguard Black: Bloodthrone Vampire Red: Goblin Arsonist Green: Llanowar Elves
Each colored mana is essentially worth different amounts of Power and Toughness, and different different amounts of effects.
The standard rate for mana should approx be 2/2 for 2 CMC (converted mana-cost).
Spells are usually as follows:
White mana is ~5 life. Blue mana is draw a card and rearrange the top cards of your library somehow. Black mana is opponent discards a card of a certain type. 1 + Black mana is "Kill a creature" Red mana is ~3 damage. Green mana is +3/+3 on a creature until the end of turn.
Drawbacks allow you to get "more power" out of a spell.
The more colored mana you require for a spell, the more powerful the effect is due to how difficult it is to gather the required resources. Geralf's Messanger is much more powerful than normal 3CMC cards because how difficult it is to get BBB. Cruel Ultimatum is probably my favorite example of this. Multicolor spells are much more powerful because it is RIDICULOUSLY HARD to get different manas out of your land. Requiring more than one type of mana is a HUGE DRAWBACK.
Legendary is actually a huge drawback. Thalia, Guardian of Thraben is allowed to have that ability at that mana cost because she has less toughness than the average white creature would at 1W, and there can only be 1 of them at any time.
Black's "thing" is to have many additional costs to their spells like paying life or sacrificing creatures to gain a great deal of power in comparison to what other colors would do normally.
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Templating
Magic cards are written in a very specific way in order to be clear and concise between cards with similar effects.
All colors appear in a certain order. WUBRG. White, Blue, Black, Red, Green.
All Artifact Creatures are "Robots". There is no need for a subtype specifically for them. If you like, you may use Golem as the creature type instead. This also allows for cards to be "actual card friendly".
Examples that could use some Sprucing up from Morpheus's Album:
Moddy Doo 2B: 2B{T}: Return target creature from your graveyard to your hand.
Katerina, Robot Angel 4UU: Flying All Artifact Creatures gain +1/+1. UU{T}: Return target Artifact Creature from your graveyard onto the battlefield under your control. It gains Modular 1.
Good Hope Hospital Good Hope Hospital comes into play tapped.
Diego, Father of Robots 4{U/B}{U/B}: Sacrifice a creature, {T}: Destroy target creature. All creatures get -2/-2 until end of turn.
Reynardine, Cotton Wolf 5R: Trample When ~ enters the battlefield, it deals 1 damage to target creature.
Shadow Two W: Shadow Two is Unblockable.
Paz 1{U/G}: {T}: Prevent the next 1 damage dealt to a creature this turn. {T}: Target creature gains +1/+0 until end of turn.
Reynardine This card is gross. Do you want it to trigger ETB effects, or just gain activated abilities and keywords?
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Some advice
Modular is a really gross mechanic. It represents "recyling" of the parts once a creature has died. I don't think the court's robots really exhibit this behavior.
Beware of not including the cost of "Sacrifice <this creature>" in the costs for the ability. If it is destroyed before the ability can resolve, the ability just won't happen. Reynardine, Stuffed Toy is a good example.
Avoid multicolor cards like the plague. By doing so, you will design better via the constraints of the color pie.
Understand the color pie, and what colors are allowed to have what keywords. Flying is not a very "white" mechanic at 1~2CMC. Flying, flash, and prevent damage doesn't sound very "Red" to me, that belongs on a white creature.
Avoid "Parasitic cards". Reynardine, Stuffed Toy, and Renardine, Cotton Wolf have a flavorful Synergy, but without Cotton Wolf, Stuffed Toy is really REALLY bad (boxbot bad). This is really important when you may not have both cards at the same time in limited.
Pick no more than 2-3 non evergreen keywords for a set. If it's any more, the set will seem just thrown together (which I find is usually the case).
Search on http://magiccards.info to see if a card has "already been done", and take cues from it's wording to make your own.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #98 on Jan 25, 2013, 4:04pm » | |
Jan 25, 2013, 2:46pm, terramaster wrote:| Modular is a really gross mechanic. It represents "recyling" of the parts once a creature has died. I don't think the court's robots really exhibit this behavior. |
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It's true that cannibalization hasn't been shown in the comic but Robot was stored in a room labeled "(no) spare robot parts" and he was missing an arm.
There are other ways to represent that, though, like placing counters when things go to the graveyard...
Jan 25, 2013, 2:46pm, terramaster wrote:| The more colored mana you require for a spell, the more powerful the effect is due to how difficult it is to gather the required resources... Multicolor spells are much more powerful because it is RIDICULOUSLY HARD to get different manas out of your land. Requiring more than one type of mana is a HUGE DRAWBACK. |
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It is academic for the proper GC set but just out of curiosity, what do you think of the balance on Antimony and Surma in the vintage set? Whenever I post something else there I ponder dropping blue from the casting cost for those girls in favor of three colorless or something, and perhaps powering their last ability with a point of black instead of blue, but so far have stuck with my first instinct.
Jan 25, 2013, 2:46pm, terramaster wrote:| Search on http://magiccards.info to see if a card has "already been done", and take cues from it's wording to make your own. |
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Am looking up art for red elemental blast as we speak (for the vintage set).
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terramaster New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #99 on Jan 25, 2013, 4:24pm » | |
Jan 25, 2013, 4:04pm, imaginaryfriend wrote: It is academic for the proper GC set but just out of curiosity, what do you think of the balance on Antimony and Surma in the vintage set? Whenever I post something else there I ponder dropping blue from the casting cost for those girls in favor of three colorless or something, and perhaps powering their last ability with a point of black instead of blue, but so far have stuck with my first instinct. |
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They are filled with a mess that is not very flavorful, nor really exemplifies them as a character.
They are like the Legend's "Legends". Horrible.
Far too expensive for a bunch of horrible abilities.
Too many things on the same card.
Pick one color for each of them, and stick with it.
Also note, Undead isn't really a type. You'd have to specify Zombie, Spirit, or otherwise.
Also note, all Vintage cards have been "updated" internally through the oracle, they all read like normal cards because of errata. They would also say, "Summon Legend".
IT IS COLORLESS MANA THAN COLORED MANA FOR COSTS ERRMAGURD!
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #100 on Jan 25, 2013, 6:27pm » | |
Jan 25, 2013, 4:24pm, terramaster wrote: Jan 25, 2013, 4:04pm, imaginaryfriend wrote: It is academic for the proper GC set but just out of curiosity, what do you think of the balance on Antimony and Surma in the vintage set? Whenever I post something else there I ponder dropping blue from the casting cost for those girls in favor of three colorless or something, and perhaps powering their last ability with a point of black instead of blue, but so far have stuck with my first instinct. |
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They are filled with a mess that is not very flavorful, nor really exemplifies them as a character.
They are like the Legend's "Legends". Horrible.
Far too expensive for a bunch of horrible abilities.
Too many things on the same card.
Pick one color for each of them, and stick with it.
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To be fair, we aren't selling these on store shelves and they will never be even remotely considered for competition, so there's no real need to avoid being overpowered/unconventional except for aesthetics sake.
As for color, there are multiple bi-color land options for this deck so a multiple color mana scheme implemented for stylistic reasons won't hold you back as far as mana cost goes.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #101 on Jan 25, 2013, 6:47pm » | |
Jan 25, 2013, 4:24pm, terramaster wrote:| IT IS COLORLESS MANA THAN COLORED MANA FOR COSTS ERRMAGURD! |
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Oops, must have looked at that 20 times and not noticed. Fixed. I see at least one other where I did that (probably because of working at odd hours while waiting for updates) and will fix that/those later.
[edit] Fixes finished (I think). [/edit]
Jan 25, 2013, 4:24pm, terramaster wrote:| Also note, Undead isn't really a type. You'd have to specify Zombie, Spirit, or otherwise. |
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Excellent point. I think I'll go with zombies and skeletons.
Jan 25, 2013, 4:24pm, terramaster wrote: They are filled with a mess that is not very flavorful, nor really exemplifies them as a character.
They are like the Legend's "Legends". Horrible.
Far too expensive for a bunch of horrible abilities. |
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I have dropped the tap requirement from their direct damage capabilities (was sorta thinking in that direction in the beginning but was afraid that would be too powerful). And made it so that Antimony is only buried instead of removed from the game if Surma pops up. What do people think of that?
Also landwalk-of-your-choice and creature-grabbing used to be pretty decent abilities. Is that less so in modern MTG?
But as far as exemplifying them as characters, what do you think would be better? [I gave Antimony landwalk-give because of how she pulled Jeanne outside her bounds and for the way she gets into places, and grab-em to Surma for how she tricked Renard and also because of the "attractiveness" they both are known for.]
Jan 25, 2013, 4:24pm, terramaster wrote:| Too many things on the same card. |
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That is a problem but they are pivotal characters after all. I'd rather see them tricked out then simplified.
Jan 25, 2013, 4:24pm, terramaster wrote:| Pick one color for each of them, and stick with it. |
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Nah. They've got to be at least bi-color if the abilities they demonstrate in the comic are to be fairly represented. I am sensitive to arguments against them being blue, though am sticking with it for now.
Jan 25, 2013, 4:24pm, terramaster wrote:| Also note, all Vintage cards have been "updated" internally through the oracle, they all read like normal cards because of errata. They would also say, "Summon Legend". |
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For aesthetic reasons I'll stick with the old way they were printed but thanks!
Jan 25, 2013, 6:27pm, GK Sierra wrote:| As for color, there are multiple bi-color land options for this deck so a multiple color mana scheme implemented for stylistic reasons won't hold you back as far as mana cost goes. |
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I would actually like to make the main characters a little bit difficult to use, or maybe better to say I would like to see them designed so that they can't be dropped into just any deck of the right colors without any thought. At least that's what I'd like for the vintage set I am making for jollies; I will respect majority opinion for the "official" set.
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #102 on Jan 25, 2013, 7:12pm » | |
There's not really a direction to it, so make away. The cards you make constitute your contribution to the "majority opinion". People can decide which ones they want to print, and whether they want a reasonably balanced deck or not.
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http404error New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #103 on Jan 25, 2013, 9:02pm » | |
Thank you, that is a very informative guide and everyone should read it.
Morpheus's cards and mechanics will be taken into consideration but aren't included in the set at this time.
Your statements about how much one mana spells are worth is a bit off, because it doesn't take into consideration that you're spending a card as well. If you could pay 2 to doublePonder it would be OP, just as with the others.
Flying is a very white mechanic, second only to blue. Suntail Hawk, Lantern Kami. Multicolor cards can mix mechanics from the two colors even if one is disallowed it.
Large sets, first in the block, usually have 3-4 mechanics. The second small set usually adds 2 or so. By the end of a block, there are actually a lot of mechanics flying around. One of the links in the doc (sig) concerns this information, if you're interested. But yes, I was thinking two or three for the GKC set.
Otherwise, thank you for your contributions. Glad to have you on-board. (I could use some help constructing a set skeleton.)
EDIT:
The Vintage cards are fine and classy. Stop picking on the poor guy. If he wants to make Legends redux, so be it.
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terramaster New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #104 on Jan 26, 2013, 7:00pm » | |
Jan 25, 2013, 9:02pm, http404error wrote: Your statements about how much one mana spells are worth is a bit off, because it doesn't take into consideration that you're spending a card as well. If you could pay 2 to doublePonder it would be OP, just as with the others.
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Double Preordain is Foresee I guess. Gaining a card rather than replacing it is costed much higher though. Scry 4 would be only U, while the draw 2 would be the 3 part.
Shuffle top 3, Scry 2, Draw a card would probably be UU.
Jan 25, 2013, 9:02pm, http404error wrote: Flying is a very white mechanic, second only to blue. Suntail Hawk, Lantern Kami. Multicolor cards can mix mechanics from the two colors even if one is disallowed it. |
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I always thought that is was minor in white, but more of a blue.
White Red makes me think of Boros, but I belive my multicolor thinking is broken due to the current block.
Jan 25, 2013, 9:02pm, http404error wrote:| The Vintage cards are fine and classy. Stop picking on the poor guy. If he wants to make Legends redux, so be it. |
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I really wonder if we need another Kei Takahashi or the like. I'm fine with old cards. I'm not ok with poorly designed cards? It's more like I want the cards to be something that could sit beside any one of the current cards and feel like it belongs. I'm also TOTALLY FINE with the vintage look, but the ambiguous old card templating makes me mad 
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Jan 25, 2013, 6:47pm, imaginaryfriend wrote: Excellent point. I think I'll go with zombies and skeletons.
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May I suggest spirits? The things Annie deals with (and it seems the court in general) are spirits. Being the "medium", this seems thematically correct.
Jan 25, 2013, 6:47pm, imaginaryfriend wrote:| Also landwalk-of-your-choice and creature-grabbing used to be pretty decent abilities. Is that less so in modern MTG? |
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Not when one of the premier 4-drops is Restoration Angel. She does a lot of work, and will end up
Neither of them impacted the board state immediately. Especially when Turn 4-5 are pivotal moments in modern magic.
Currently R for damage is SUPER GOOOOOOOD, and is almost enough by itself, because of the requirements. Olivia Voldaren; and Niv-Mizzet, Dracogenius will take over a game if undisturbed.
Jan 25, 2013, 6:47pm, imaginaryfriend wrote:But as far as exemplifying them as characters, what do you think would be better?
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That is a problem but they are pivotal characters after all. I'd rather see them tricked out then simplified. |
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I will have to ponder that.
I would also like to have a clean, and simple unifying theme, rather than several parts that are just "jammed" together. It's better design to have a card be unified rather than split across. Deathrite Shaman, while being "tricked out", has this nice overall theme of doing stuff to the graveyard. He is black and green, has a very black ability, a very green ability, and a third "sort-of both" ability that are all unified by the graveyard interaction.
Get the "essence" of Annie and Surma rather than the surface.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #105 on Jan 27, 2013, 4:59am » | |
Jan 26, 2013, 7:00pm, terramaster wrote:| I really wonder if we need another Kei Takahashi or the like. |
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"Need" is not the issue. People who are interested in GC MTG cards probably want to see the characters they like translated even though they may be of questionable use in a magic duel. Balancing flavor and fanservice will be tricky to do well.
Another problem is that many characters are still kids, it hasn't been shown what skills/powers they have if they even have them yet.
It also should be pointed out that Kei Takahashi filled his intended role brilliantly (filler).
Jan 26, 2013, 7:00pm, terramaster wrote:| I'm fine with old cards. I'm not ok with poorly designed cards? |
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Heh, they're a work in progress, especially Antimony and Surma. Still haven't added textured background to those two so I can just erase and type in new text easy, but wanted to start with them because they will probably be the toughest and most important to do right in this "expansion."
Jan 26, 2013, 7:00pm, terramaster wrote:I'm also TOTALLY FINE with the vintage look, but the ambiguous old card templating makes me mad  |
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You will probably not be happy to hear that I am currently doing the protection circles and am thinking of going with the original wording instead of clarified. 
Maybe not though because if I remember right they changed it in the errata around Ice Age which is my current unofficial cut-off.
Jan 26, 2013, 7:00pm, terramaster wrote:| May I suggest spirits? The things Annie deals with (and it seems the court in general) are spirits. Being the "medium", this seems thematically correct. |
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"Spirits" includes a lot of stuff that Antimony would probably not be able to curbie with just medium abilities. Was thinking of "black spirits" or some similar limiter but she is having problems with Jeanne and as you said the card has too much text as is.
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Morpheus Full Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #106 on Jan 29, 2013, 1:45pm » | |
Jan 25, 2013, 2:46pm, terramaster wrote:Some info for you non-magic'ers.
Templating
Magic cards are written in a very specific way in order to be clear and concise between cards with similar effects.
All colors appear in a certain order. WUBRG. White, Blue, Black, Red, Green.
All Artifact Creatures are "Robots". There is no need for a subtype specifically for them. If you like, you may use Golem as the creature type instead. This also allows for cards to be "actual card friendly".
Examples that could use some Sprucing up from Morpheus's Album:
Moddy Doo 2B: 2B{T}: Return target creature from your graveyard to your hand.
Katerina, Robot Angel 4UU: Flying All Artifact Creatures gain +1/+1. UU{T}: Return target Artifact Creature from your graveyard onto the battlefield under your control. It gains Modular 1.
Good Hope Hospital Good Hope Hospital comes into play tapped.
Diego, Father of Robots 4{U/B}{U/B}: Sacrifice a creature, {T}: Destroy target creature. All creatures get -2/-2 until end of turn.
Reynardine, Cotton Wolf 5R: Trample When ~ enters the battlefield, it deals 1 damage to target creature.
Shadow Two W: Shadow Two is Unblockable.
Paz 1{U/G}: {T}: Prevent the next 1 damage dealt to a creature this turn. {T}: Target creature gains +1/+0 until end of turn.
Reynardine This card is gross. Do you want it to trigger ETB effects, or just gain activated abilities and keywords?
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Some advice
Modular is a really gross mechanic. It represents "recyling" of the parts once a creature has died. I don't think the court's robots really exhibit this behavior.
Beware of not including the cost of "Sacrifice <this creature>" in the costs for the ability. If it is destroyed before the ability can resolve, the ability just won't happen. Reynardine, Stuffed Toy is a good example.
Avoid multicolor cards like the plague. By doing so, you will design better via the constraints of the color pie.
Understand the color pie, and what colors are allowed to have what keywords. Flying is not a very "white" mechanic at 1~2CMC. Flying, flash, and prevent damage doesn't sound very "Red" to me, that belongs on a white creature.
Avoid "Parasitic cards". Reynardine, Stuffed Toy, and Renardine, Cotton Wolf have a flavorful Synergy, but without Cotton Wolf, Stuffed Toy is really REALLY bad (boxbot bad). This is really important when you may not have both cards at the same time in limited.
Pick no more than 2-3 non evergreen keywords for a set. If it's any more, the set will seem just thrown together (which I find is usually the case).
Search on http://magiccards.info to see if a card has "already been done", and take cues from it's wording to make your own. |
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All artifact creatures are robots? That's not true. Sure many of them are, but there's also golems (which are NOT robots), scarecrows, cyborgs and magical creatures like sphinxes and masticores. I do agree that robot isn't the proper creature type though, but neither is golem. Construct fits nicely instead.
Thanks for the corrections on Moddey Dhoo and those.
As for Reynardine, what do you mean it's gross? He's essentially a black/red shapeshifter, and I know shapeshifter's don't fit in those colous, but they do with the character. I want him to get any and all abilities of the creature he targets, no matter if they're ETB effects or not. What does "gross" mean in this case? Do you mean it's bad design or just that you don't like it for some unexplained reason?
As for modular, I think it fits the court robots perfectly in fact, it's very clear that the court robots recycle the bodies of old robots, but the robot doesn't necessarily die from the process. Robot himself got made into paperclips, but his CPU chip, his brain, wasn't destroyed. Modular is perfect for court robots, they've been remaking the ancient robots for, well, a long time.
I like multicolour cards and I'll make them when I find it appropriate. Don't tell me what I can and can't like. I understand the colour pie fairly well too, thank you very much. Flying is almost as white as it is blue. Flying and flash might not technically be very red and preventing damage certainly isn't, but I like the flavor it gives Annie, that she can let loose suddenly and with great power, but still under her own control. Perhaps I should make that card multicolour too, white/red, to justify the flying and damage prevention with the colour pie too, but I like it as red. It looks nice. I also buffed her by the way, I just haven't updated anything for a long time. I never quite understoo why flash wasn't a lot in red either, i just see it as the more versatile version of haste, which is very very red.
I should probably make stuffed Reynardine a bit better.
I know my wording isn't perfect, and I might use too many keywords, but really these are all just examples of how cards in the set might look. They're not meant to be final, which I have pointed out before. The final set will hopefully be less chaotic than what I'm making.
You give some good advice, but you also voice some opinions that I honestly don't care for. The vintage cards are fine as is, and the final set doesn't necessarily see cards that would see play in any competitive format. They need to be fun, because that's the only thing they'll be good for anyway, casual play.
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terramaster New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #107 on Jan 29, 2013, 6:45pm » | |
Jan 29, 2013, 1:45pm, Morpheus wrote:| I do agree that robot isn't the proper creature type though, but neither is golem. Construct fits nicely instead. |
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Yes. I mentioned golem for the court's weird, almost alchemical design.
Quote: As for Reynardine, what do you mean it's gross? He's essentially a black/red shapeshifter, and I know shapeshifter's don't fit in those colous, but they do with the character. I want him to get any and all abilities of the creature he targets, no matter if they're ETB effects or not. What does "gross" mean in this case? Do you mean it's bad design or just that you don't like it for some unexplained reason? |
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I couldn't interpret it very well.
Gaining abilities vs becoming of a copy of a card results is wordy, because it must enter as a copy with those abilities. Sakashima the Imposter is one of the worst offenders as far as I'm aware. After finding Quicksilver Gargantuan, I have a better idea of how to word it...
Renardine may enter the battlefield as a copy of any creature on the battlefield, except it's still 3/1; or with power and toughness equal to any creature on the battlefield.
Quote:| I like multicolour cards and I'll make them when I find it appropriate. Don't tell me what I can and can't like. I understand the colour pie fairly well too, thank you very much. Flying is almost as white as it is blue. |
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As soon as I got away from a computer I remembered Squadron Hawks.
Herp-derp. 
Also, I apologize for stepping on your toes a little. It's a common mistake I see when people try to make cards, and go "LETS USE ALL THE COLORS!".
Quote:| I never quite understood why flash wasn't a lot in red either, i just see it as the more versatile version of haste, which is very very red. |
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Probably because it's more defensive. Where white/green would get flash, red would more likely get an instant. It's also a lasting effect (usually leaving a body), which is more characteristic in White/Green, vs a fleeting effect like haste.
I see red just EXPLODING and not staying around much longer. Where as white is: "HAVE NO FEAR! THE CAVALRY HAS ARRIVED!"
Quote:| You give some good advice, but you also voice some opinions that I honestly don't care for. The vintage cards are fine as is, and the final set doesn't necessarily see cards that would see play in any competitive format. They need to be fun, because that's the only thing they'll be good for anyway, casual play. |
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Casual play is all well and good, but you kill my inner Spike. One of my favorite projects was the booze cube. It was designed to be drafty, and is able to be played for "srs busness" even though it was light-hearted. Heck, un-hinged could be played at least semi-seriously.
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imaginaryfriend Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #108 on Jan 30, 2013, 12:26am » | |
I still need one or two art-bits for the protection circles and wards (which should be extremely uncontroversial except maybe for art choice and flavor text) but meanwhile here's some blue creatures for the vintage set.
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Morpheus Full Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #109 on Jan 30, 2013, 12:21pm » | |
Sorry for taking offense terramaster, I just got a bit on the defensive there. >_< Your points about flash and Reynardine's wording are good, I'll keep them in mind when I get around to doing a bit more work on my cards.
...I like the booze cube. I wish I had more friends who played magic
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Magpie New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #111 on Feb 1, 2013, 2:04pm » | |
Well, I guess I saw this thread about a million years too late.
As a long-time and up-to-date Magic player, I want in on this.
I've never bothered using programs to make the pretty pictures though, what do you recommend using? Anyone have a link?
I'm already full of ideas thanks to this great thread.
Small nitpick: A bunch of the phrasing could use some work on a lot of these. A card design that is otherwise fantastic but is not phrased in the proper rule phrasings is really off-putting.
Expect a few design of my own soon-ish.
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Magpie New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #112 on Feb 1, 2013, 2:52pm » | |
Hey, nevermind, found MSE and downloaded it.
I'm still new to the program, but here's one of the first card I've made to tide you over and give you a glimpse of the demented logic I use to combine the world of Gunnerkrigg with Magic:
![[image] [image]](http://i.imgur.com/rASuzJ0.jpg?1)
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Magpie New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #113 on Feb 1, 2013, 5:26pm » | |
Still getting the hang of MSE.
Here's my first, unpolished version of Coyote:
![[image] [image]](http://i.imgur.com/hyRKTr6.jpg)
I've got a few, though not very concrete, ideas about the rest of the main cast. Well, at least what color someone is at a given time, anyway.
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #114 on Feb 1, 2013, 6:43pm » | |
Feb 1, 2013, 2:04pm, Magpie wrote:Well, I guess I saw this thread about a million years too late.
As a long-time and up-to-date Magic player, I want in on this.
I've never bothered using programs to make the pretty pictures though, what do you recommend using? Anyone have a link?
I'm already full of ideas thanks to this great thread.
Small nitpick: A bunch of the phrasing could use some work on a lot of these. A card design that is otherwise fantastic but is not phrased in the proper rule phrasings is really off-putting.
Expect a few design of my own soon-ish. |
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It's never too late! Come on in!
Constructive nit-picks are also a valuable commodity, so feel free.
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yinglung New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #115 on Feb 1, 2013, 8:28pm » | |
I wonder if it would be more constructive to have a separate thread for the set design, and then this thread can be the one for random GK card posting? Regarding mechanics, I think Shadow would be a good combat mechanic to bring back. There is a decent amount of physical/ether dichotomy already, and not to mention actual shadows. Along a similar vein, we could use Ether as a supertype to stress the science/myth separation.
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... but the talk got shackled by the howls and the cackles from the bowels of the black bayou. |
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Magpie New Member
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|  | Re: Gunnerkrigg/MTG card thread « Reply #116 on Feb 1, 2013, 11:25pm » | |
Feb 1, 2013, 8:28pm, yinglung wrote:I wonder if it would be more constructive to have a separate thread for the set design, and then this thread can be the one for random GK card posting? Regarding mechanics, I think Shadow would be a good combat mechanic to bring back. There is a decent amount of physical/ether dichotomy already, and not to mention actual shadows. Along a similar vein, we could use Ether as a supertype to stress the science/myth separation.
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I really think Shadow is a great fit for things relating to Zimmingham. In Magic, the story concept behind the Shadow mechanic is the idea of creatures stuck between worlds, and the actual cards reflecting that with the combat "on another plane of existence", where "normal" creatures are not able to stop or interact with the Shadow creatures.
Sound like anyone we know?
A creature in GKC cards having Shadow easily translates into that creature existing in a (dark) etheric dimension. It just feels right!
Some examples:
![[image] [image]](http://i.imgur.com/PvUvmxD.jpg) ![[image] [image]](http://i.imgur.com/32xIu98.jpg)
![[image] [image]](http://i.imgur.com/bVPA8Fv.jpg) ![[image] [image]](http://i.imgur.com/KALzhQq.jpg)
Went a bit overboard with the exile theme maybe, but that's another mechanic really in line with the story feel of Zimmy's mind.
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #117 on Feb 2, 2013, 12:08am » | |
A more nuanced black set, I like it. 
I'll just slip this bad boy into the red/black deck...
![[image] [image]](http://ark42.com/mtg/cards/Mirrodin%20Besieged/Knowledge%20Pool.full.jpg) ...and these cards will make grown men cry.
Mana cost looks balanced and casting from exile is a cool mechanic in my opinion, but it's probably going to want a few more creatures with that mechanic to fully take use of it. (Like a creature that attacks with an +X/+X counter equal to the number of creatures exiled, sort of like the Bonehoard and Splinterfright except exile instead of graveyard)
Also, on the Zimmy card you might want to remove the spacing between the 2nd and 3rd sentences. They're describing the same thing and keeping them in separate paragraphs makes the text several font sizes smaller and harder to read.
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Magpie New Member
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GK Sierra Gunner
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|  | Re: Gunnerkrigg/MTG card thread « Reply #119 on Feb 2, 2013, 12:58am » | |
Feb 2, 2013, 12:11am, Magpie wrote:Once you get rolling, it's kind of hard to stop 
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I know, right? 
More fun than stacking little rocks.
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