Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 16, 2021 20:47:24 GMT
VICE AND VENGEANCE"Every girl gets her day, eventually." Hello everyone! It's been a long time since I've been on the forums - and an even longer time since I've been on them regularly. Which is why I'm starting this thread, and this project: as a way that I can hopefully get back into the swing of things. Vice and Vengeance is my umpteenth attempt at making a full-sized set, complete with art and ready to be put onto the showcase board for all to see.
However, unlike my previous failed attempts, I'm going to be making a dev log of my process as I go through this project. This will hopefully keep me on the project, as now there's something public out there, and I'll get input on the set before I make any serious mistakes (it's been a long time since I've really attempted something like this).
That being said, let's get onto the first dev log, and my thoughts for this set.
{Currently Completed Cards} Commons - CW01 - (MV 1), Creature - Human Peasant, When ~ dies, create a 1/1 black Spirit. [1/1]
- CW02 - (MV 1), Creature - Bird, Flying [1/1]
- CW03 - (MV 2), Creature - Kor Warrior, ETB - target gains first strike EOT. [2/1]
- CW04 - (MV 2), Creature - Human Soldier, Lifelink [2/2]
- CW05 - (MV 2), Creature - Kor Soldier, Vigilance [2/2]
- CW06 - (MV 3), Creature - Spirit, Flying [2/1]
- CW07 - (MV 3), Creature - Human Cleric, Spoils of war - create a 1/1 black Spirit. [3/2]
- CW08 - (MV 3), Creature - Kor Scout, ETB - Explore. [2/2]
- CW09 - (MV 4), Creature - Bird Spirit, Flying, ETB - Gain 3 life. [2/3]
- CW10 - (MV 4), Creature - Elk Spirit, ETB - Tap target creature. [3/3]
- CW11 - (MV 5), Creature - Ox, Can't attack without two others. [5/5]
- CW12 - (MV 6), Creature - Human Soldier, Spoils of war - Scry 2. [4/4]
- CW13 - (MV 1), Instant, Deal 2 to attacking or tapped.
- CW14 - (MV 2), Enchantment - Aura, Pacifism reprint.
- CW15 - (MV 4), Instant, Destroy target creature with power 4 or greater. Scry 3.
- CW16 - (MV 2), Instant, Target creature gets +1/+1 and indestructible EOT.
- CW17 - (MV 3), Artifact - Equipment, Equipped gets +1/+1, lifelink, vigilance, Equip
- CW18 - (MV 3), Sorcery, Creatures you control get +1/+2 EOT.
- CW19 - (MV 3), Sorcery, Destroy target artifact or enchantment, >= MV4, gain 3 life.
- CU01 - (MV 1), Creature - Human Wizard, Hexproof [1/1]
- CU02 - (MV 2), Creature - Bird, Flying [2/1]
- CU03 - (MV 2), Creature - Kor Rogue, Flash, Dies - draw a card. [2/1]
- CU04 - (MV 3), Creature - Human Mystic, ETB - Scry 2. [2/2]
- CU05 - (MV 3), Creature - Human Soldier, Spoils of war - Untap target creature. [3/2]
- CU06 - (MV 4), Creature - Bird Spirit, Flying [2/3]
- CU07 - (MV 4), Creature - Serpent, Vanilla [3/3]
- CU08 - (MV 5), Creature - Human Soldier, Flying, Spoils of war - Scry 1. [3/3]
- CU09 - (MV 6), Creature - Spirit, Can't attack unless you have 4 or more cards in hand, ETB - Explore [5/4]
- CU10 - (MV 2), Creature - Spirit, ETB/LTB - Draw a card. [0/1]
- CU11 - (MV 4), Instant, Counter target spell. If its MV >=4, draw a card.
- CU12 - (MV 2), Negate Reprint
- CU13 - (MV 2), Enchantment - Aura, Enchant creature, ETB - tap enchanted, enchanted doesn't untap without mana payment.
- CU14 - (MV 5), Sorcery, Draw 3 cards.
- CU15 - (MV 1), Sorcery, Draw X, then discard 3.
- CU16 - (MV 3), Instant, Return target creature to hand, if power 4 or greater, to top of library instead.
- CU17 - (MV 3), Instant, Target creature is unblockable and has curiosity. (Story Spotlight)
- CU18 - (MV 1), Instant, Tap or untap target permanent.
- CU19 - (MV 3), Artifact - Equipment, Equipped gets +1/+1 and curiosity, Equip
DAY 1 The PremiseVice and Vengeance is a top-down set based on a story of mine under the same name. It follows a woman named Remorse as she travels to the "Otherland" in an attempt to understand the invaders of her country and stop an arranged marriage. Once there, she discovers that the Otherland is being assaulted by a plague known as the Oblivion, and not only has it brought the Otherlanders against her people, but also against each other. If she has any hope of stopping the invasion - and possibly save the world - she'll need to discover the source of the Oblivion and bring an end to the plague.Pre-DesignI've already done some work on the structure of VAV, and came up with the following:- VAV will be a light-multicolor set, focusing on WB, UR, BR, GU, and GW. (Odd color pairs, I know, but it comes from the set's top-down nature.)
- A small number of cards will be set on Remorse's homeland, Nevaeh. The rest will be on the Otherland (called Pa-yang).
- The set will have flavor-based factions, not mechanical based ones.
Those factions are:- WB - The Kingdom of Soul
- UR - The Kingdom of Mind
- BR - The Oblivion
- GU - The Kingdom of Land
- GW - The Kingdom of Sky
The MechanicsMy thought process with the mechanics of VAV was relatively simple: I wanted a mechanic to represent Remorse's exploration, a mechanic for the Oblivion, and a mechanic to represent the war going on. The first mechanic was easy - what better exploration mechanic that explore itself?The third was also easy, as I had something worked out already. It was a psuedo-keyword called spoils of war, which just generated an effect if the permanent it's on killed a creature or player.However, the second mechanic was harder. I wasn't really able to come up with anything that really felt like the Oblivion, so I eventually turned to look at something that just felt corrupting and, well, evil. After some thought, I came up with corrupt, which puts corruption counters on permanents and punishes those permanents' controller if they dealt damage to an opponent.So, I had my three mechanics, but I still wasn't happy with the Oblivion, so I've added a theme I call "popping", which is just increasing creature sizes to a certain point, after which the creatures dies. The Oblivion doesn't kill outright, after all - it accelerates and mutates growth, which then results in death.TL;DR:Vice and Vengeance has three named mechanics, and a single implied theme.- Explore
- Spoils of war - Whenever this creature deals lethal damage to a creature or player, [effect].
- Corrupt [something] (Put a corruption counter on [something]. A permanent with a corruption counter has "Whenever this deals damage to an opponent, it deals 2 damage to its controller.")
- "Popping" - grow to a certain size, then die or exile.
The CardsToday, I worked on the white common cards, and completed them. They're listed below. (Also, this post will get updated after each dev log with a spoiler below the title, which will hold all currently completed cards.)
{White Commons} - CW01 - (MV 1), Creature - Human Peasant, When ~ dies, create a 1/1 black Spirit. [1/1]
- CW02 - (MV 1), Creature - Bird, Flying [1/1]
- CW03 - (MV 2), Creature - Kor Warrior, ETB - target gains first strike EOT. [2/1]
- CW04 - (MV 2), Creature - Human Soldier, Lifelink [2/2]
- CW05 - (MV 2), Creature - Kor Soldier, Vigilance [2/2]
- CW06 - (MV 3), Creature - Spirit, Flying [2/1]
- CW07 - (MV 3), Creature - Human Cleric, Spoils of war - create a 1/1 black Spirit. [3/2]
- CW08 - (MV 3), Creature - Kor Scout, ETB - Explore. [2/2]
- CW09 - (MV 4), Creature - Bird Spirit, Flying, ETB - Gain 3 life. [2/3]
- CW10 - (MV 4), Creature - Elk Spirit, ETB - Tap target creature. [3/3]
- CW11 - (MV 5), Creature - Ox, Can't attack without two others. [5/5]
- CW12 - (MV 6), Creature - Human Soldier, Spoils of war - Scry 2. [4/4]
- CW13 - (MV 1), Instant, Deal 2 to attacking or tapped.
- CW14 - (MV 2), Enchantment - Aura, Pacifism reprint.
- CW15 - (MV 4), Instant, Destroy target creature with power 4 or greater. Scry 3.
- CW16 - (MV 2), Instant, Target creature gets +1/+1 and indestructible EOT.
- CW17 - (MV 3), Artifact - Equipment, Equipped gets +1/+1, lifelink, vigilance, Equip
- CW18 - (MV 3), Sorcery, Creatures you control get +1/+2 EOT.
- CW19 - (MV 3), Sorcery, Destroy target artifact or enchantment, >= MV4, gain 3 life.
And with that, I'll end the first VAV dev log here, and be back tomorrow with more progress!
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 17, 2021 18:56:12 GMT
DAY 2The CardsSimple day today, working on blue commons and wrapping them up. Ran into a problem that I probably should have seen, but none of my mechanics are very blue. I think I got it to work, but it might be a stretch.
{Blue Commons} - CU01 - (MV 1), Creature - Human Wizard, Hexproof [1/1]
- CU02 - (MV 2), Creature - Bird, Flying [2/1]
- CU03 - (MV 2), Creature - Kor Rogue, Flash, Dies - draw a card. [2/1]
- CU04 - (MV 3), Creature - Human Mystic, ETB - Scry 2. [2/2]
- CU05 - (MV 3), Creature - Human Soldier, Spoils of war - Untap target creature. [3/2]
- CU06 - (MV 4), Creature - Bird Spirit, Flying [2/3]
- CU07 - (MV 4), Creature - Serpent, Vanilla [3/3]
- CU08 - (MV 5), Creature - Human Soldier, Flying, Spoils of war - Scry 1. [3/3]
- CU09 - (MV 6), Creature - Spirit, Can't attack unless you have 4 or more cards in hand, ETB - Explore [5/4]
- CU10 - (MV 2), Creature - Spirit, ETB/LTB - Draw a card. [0/1]
- CU11 - (MV 4), Instant, Counter target spell. If its MV >=4, draw a card.
- CU12 - (MV 2), Negate Reprint
- CU13 - (MV 2), Enchantment - Aura, Enchant creature, ETB - tap enchanted, enchanted doesn't untap without mana payment.
- CU14 - (MV 5), Sorcery, Draw 3 cards.
- CU15 - (MV 1), Sorcery, Draw X, then discard 3.
- CU16 - (MV 3), Instant, Return target creature to hand, if power 4 or greater, to top of library instead.
- CU17 - (MV 3), Instant, Target creature is unblockable and has curiosity. (Story Spotlight)
- CU18 - (MV 1), Instant, Tap or untap target permanent.
- CU19 - (MV 3), Artifact - Equipment, Equipped gets +1/+1 and curiosity, Equip
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 18, 2021 18:41:51 GMT
DAY 3The CardsAnother simple day. Just made the black commons, which was considerably easier than the blue commons. Also added a new creature type (although it's more accurately a modifier): corrupted.
{Black Commons} - CB01 - (MV 1), Creature - Corrupted Cat, Menace [1/1]
- CB02 - (MV 2), Creature - Vampire Noble, ~ can't block, Lifelink [2/2]
- CB03 - (MV 2), Creature - Corrupted Viper, Flash, Damage to creature - corrupt that creature. [2/1]
- CB04 - (MV 3), Creature - Human Assassin, Deathtouch [2/2]
- CB05 - (MV 3), Creature - Vampire Soldier, Spoils of war - Gain 3 life. [3/2]
- CB06 - (MV 3), Creature - Bat, Flying, ETB - You lose 2 life. [2/2]
- CB07 - (MV 4), Creature - Spirit, ETB - May discard, if do, target player loses 2 life. [3/4]
- CB08 - (MV 4), Creature - Human Soldier, Spoils of war - Another target creature gets -2/-2 EOT. [3/3]
- CB09 - (MV 5), Creature - Spirit, ETB - Creatures your opponents control get -1/-1 EOT. [3/3]
- CB10 - (MV 6), Creature - Corrupted Beast, ETB/LTB - Corrupt target creature [5/3]
- CB11 - (MV 4), Sorcery, Destroy target creature. If it had >= power 4, corrupt another target creature.
- CB12 - (MV 3), Instant, Destroy target creature with mana value 3 or less.
- CB13 - (MV 2), Instant, Target player sacs a creature, then loses life equal to its power.
- CB14 - (MV 2), Enchantment - Aura, Dead Weight reprint.
- CB15 - (MV 3), Sorcery, Read the Bones reprint.
- CB16 - (MV 3), Sorcery, Return target creature from your grave to your hand. If it was a spirit, gain life equal to its power.
- CB17 - (MV 4), Sorcery, Target player reveals nonland, you choose discard, they lose life equal to its MV.
- CB18 - (MV 4), Instant, Up to two target creatures get +2/+2 and gain menace until end of turn.
- CB19 - (MV 3), Artifact - Equipment, Equipped gets +1/+1 and has deathtouch, Equip .
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 19, 2021 19:47:33 GMT
DAY 4The CardsTime for red commons! (Also, I've stopped updating the full skeleton in the first post ATM, there's something weird with the styling there that's adding a bunch of line breaks. I'll basically just retype it eventually.)
{Red Commons} - CR01 - (MV 1), Creature - Human Warrior, Haste [1/1]
- CR02 - (MV 2), Creature - Snake, First strike [2/1]
- CR03 - (MV 2), Creature - Corrupted Insect, Dies - Corrupt target creature. [2/1]
- CR04 - (MV 2), Creature - Kor Soldier, Spoils of war - Discard 1 card. Draw 1 card. [2/2]
- CR05 - (MV 3), Creature - Boar, Haste [2/2]
- CR06 - (MV 3), Creature - Human Shaman, Dies - Create a 1/1 black Spirit token. [2/2]
- CR07 - (MV 4), Creature - Kor Shaman, Menace [3/3]
- CR08 - (MV 4), Creature - Spirit, ETB - 1 damage to any target. If you control a Spirit, 2 more damage. [3/2]
- CR09 - (MV 5), Creature - Human Soldier, Spoils of war - Untap target creature that attacked. [4/4]
- CR10 - (MV 6), Creature - Corrupted Beast, Trample, Combat damage to player - corrupt target creature. [5/5]
- CR11 - (MV 1), Instant, Shock reprint.
- CR12 - (MV 2), Sorcery, 3 damage to any target.
- CR13 - (MV 3), Sorcery, Gain control of target creature EOT, untap. When you lose control, corrupt it.
- CR14 - (MV 3), Instant, Creatures you control get +2/+1 EOT.
- CR15 - (MV 4), Sorcery, Additional cost - discard 3, Draw 4.
- CR16 - (MV 2), Enchantment - Aura, Enchant creature, Enchanted has menace and combat damage to a player - corrupt target creature."
- CR17 - (MV 1), Instant, Target creature gets +2/+0 and first strike.
- CR18 - (MV 3), Sorcery, Target creature can't block, if it had power 4 or greater, deal 4 to it.
- CR19 - (MV 3), Artifact - Equipment, Equipped gets +1/+1, first strike, haste, Equip
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 20, 2021 16:24:14 GMT
DAY 5The CardsMilestone hit today: all commons finished! I worked on the green commons, then quickly did the five common artifacts. (I currently don't have a common duals cycle, but if I end up putting one in, it'll just be the gain lands, so nothing special.){Green Commons}- CG01 - (MV 1), Creature - Elf Druid, T: Add and put a +1/+1 counter on it, activate only if power <= 4. [1/1]
- CG02 - (MV 2), Creature - Snake, Deathtouch [2/2]
- CG03 - (MV 2), Creature - Human Druid, ETB - Gain 3 life. [2/2]
- CG04 - (MV 3), Creature - Elf Scout, ETB - Explore. [2/2]
- CG05 - (MV 3) Creature - Spider, Reach [2/2]
- CG06 - (MV 3), Creature - Elf Soldier, Spoils of war - draw a card. [3/2]
- CG07 - (MV 4), Creature - Beast, Haste [4/3]
- CG08 - (MV 4), Creature - Bear, Vigilance [3/4/
- CG09 - (MV 5), Creature - Human Druid, Spoils of war - untap target land. [4/4]
- CG10 - (MV 6), Creature - Beast, Trample [6/6]
- CG11 - (MV 7), Creature - Beast, Trample, Dies - create 1/1 black Spirit. [7/5]
- CG12 - (MV 2), Sorcery, Put a +1/+1 counter on target creature, then it fights.
- CG13 - (MV 1), Instant, Target creature gets +2/+2 and gains ward 2 EOT.
- CG14 - (MV 1), Instant, Tap target creature, it gains indestructible EOT.
- CG15 - (MV 2), Sorcery, Draw a card, then *) Remove a counter from target permanent OR *) put a +1/+1 counter on target creature.
- CG16 - (MV 3), Artifact - Equipment, Equipped gets +1/+1 and has trample, Equip
- CG17 - (MV 2), Instant, Destroy target with flying, if it has power 4 or greater, gain 4 life.
- CG18 - (MV 2), Sorcery, Search your library for a land card, put it onto the battlefield if it's basic, into your hand otherwise.
- CG19 - (MV 3), Sorcery, Destroy target artifact or enchantment, draw a card.
{Common Artifacts} - CA01 - , Artifact - Equipment, Equipped gets +1/+1 and ward 2, Equip 2
- CA02 - , Artifact, : Add 1 mana of any color.
- CA03 - , Artifact, ETB - Draw a card, , Sac: Draw a card.
- CA04 - , Artifact Creature - Construct, Dies - Put a +1/+1 counter on target creature. [3/2]
- CA05 - , Artifact Creature - Golem, ETB - Tap target creature, it doesn't untap while ~ is on the battlefield [1/1]
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Post by dangerousdice on Apr 20, 2021 22:25:35 GMT
I think you've done a great job so far! keep up the good work!
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 21, 2021 15:57:18 GMT
I think you've done a great job so far! keep up the good work! Thanks for the support!
DAY 6The CardsAlright, time to move onto uncommons, starting again with white.
{White Uncommons} - UW01 - (MV 1), Creature - Kor Soldier, Flash [2/1]
- UW00 - (MV 2), Creature - Kor Cleric, Lifelink, Spoils of war - gain life equal to your creatures. [2/2]
- UW03 - (MV 2), Creature - Human Cleric, Dies - gain 3 and draw a card. [3/1]
- UW04 - (MV 3), Creature - Human Soldier, Flying, Spoils of war - put a +1/+1 counter on ~. [2/2]
- UW05 - (MV 4), Creature - Bull, Double strike [2/4]
- UW06 - (MV 5), Creature - Spirit Angel, Flying, vigilance (functional reprint of Serra Angel) [4/4]
- UW07 - (MV 4), Creature - Human Scout, ETB - Explore. [3/3]
- UW08 - (MV 1), Creature - Spirit, Whenever a creature ETB under your control, put a +1/+1 counter on ~. [0/1]
- UW09 - (MV 4) , Instant, Exile target creature.
- UW10 - (MV 3), Sorcery, Create 2 1/1 black Spirits, then gain life equal to your Spirits.
- UW11 - (MV 4), Enchantment - Aura, Flash, Enchanted can't attack, block, activate, or crew.
- UW12 - (MV 2), Enchantment - Saga, I) Create two 1/1 black Spirits. II) Put +1/+1 counter on your spirits. III) Spirits you control get flying, vigilance, first strike, lifelink EOT.
- UW13 - (MV 3), Instant, Put a +1/+1 counter on your creatures, then untap them.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 22, 2021 18:11:36 GMT
DAY SEVEN(I'll be honest, I'm kinda surprised I made it a solid week!)The CardsMore uncommons today, blue uncommons to be specific!
{Blue Uncommons} - UU01 - (MV 1), Creature - Human Rogue, Can't be blocked. [1/1]
- UU02 - (MV 2), Creature - Human Scout Wizard, ETB - explore, If you control >=4 lands, gets +1/+0 and has flying. [1/1]
- UU03 - (MV 3), Creature - Kor Soldier, Spoils of war - loot 1. [2/2]
- UU04 - (MV 4), Creature - Human Wizard, Flying, Curiosity [3/3]
- UU05 - (MV 5), Creature - Spirit, Prowess (unkeyworded), Spoils of war - target player mills 4 cards. [4/4]
- UU06 - (MV 1), Creature - Bird, Flying, Ward 2 [1/1]
- UU07 - (MV 2), Creature - Human Acolyte, Cast a spell of mv 4 or greater, put a +1/+1 counter on ~. [1/2]
- UU08 - (MV 3), Sorcery, Draw two cards, then if you have four or more cards in hand, fiddle target permanent.
- UU09 - (MV 3), Instant, Counter target spell. If you have four or more cards in hand, exile it instead.
- UU10 - (MV 4), Aetherize reprint.
- UU11 - (MV 5), Mind Control reprint.
- UU12 - (MV 3), Enchantment, Whenever you draw a card, target player mills a card unless they pay .
- UU13 - (MV 4), Enchantment - Saga, I) Target creature has base power/toughness 1/1. II) Draw a card. Target player gains control of ~. III) Spells you control cost more to cast.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 23, 2021 20:42:07 GMT
DAY 8The CardsBlack uncommons!
{Black Uncommons} - UB01 - (MV 1), Creature - Corrupted Insect, Dies - corrupt target creature. [1/1]
- UB02 - (MV 2), Creature - Human Soldier, Spoils of war - put a creature card with MV = ~' power from your graveyard on top of your library. [2/2]
- UB03 - (MV 3), Creature - Vampire Noble, Deathtouch, lifelink [2/2]
- UB04 - (MV 4), Creature - Corrupted Spirit, Corrupts each permanent source that deals damage to it. [3/3]
- UB05 - (MV 5), Creature - Spirit Bat, Flying, menace [3/3]
- UB06 - (MV 1), Creature - Devil, Upkeep - lose life equal to the number of cards in your graveyard. [2/2]
- UB07 - (MV 4), Spoils of war - You and target player discard a card. [4/4]
- UB08 - (MV 3), Instant, Destroy target creature, gain life equal to its power.
- UB09 - (MV 5), Sorcery, Reanimate target creature from your grave, it has haste and indestructible EOT.
- UB10 - (MV 4), Instant, Each creature gets -2/-2 until end of turn.
- UB11 - (MV 3), Enchantment, Whenever a creature ETB, drain 1. : Create a 1/1 black Spirit.
- UB12 - (MV 4), Sorcery, Additional cost - exile cards from graveyard, Scry that many, then draw 2.
- UB13 - (MV 2) Enchantment - Saga, I) Drain 1. II) Drain 2. III) Drain 3.
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Apr 23, 2021 22:54:15 GMT
Your set looks very interesting so far. I hope you don't mind if I throw in my two cents.
Spoils of war An interesting mechanic that disencourages chump blocking. It has the potential to make combat very interesting. There are a few points of confusion I'd like to clear up, though: - If I block a 2/2 creature with spoils of war with a 1/5, and you hit my blocker with a Lightning Bolt, allowing the attacker to kill the blocker, does that count as the attacker dealing lethal damage? - If a 3/3 creature with double strike and spoils of war hits a 2/2 twice, does it trigger spoils of war twice? - Dealing damage to an indestructible creature that would kill it triggers spoils of war, as "lethal damage" is damage equal to or greater than a creature's toughness.
Unintuitive interactions like these are why they've avoided doing mechanics that reference "lethal damage." That's why Sengir Vampire has such strange wording.
Corrupt I would tweak the wording to make the ability an inherent part of the counter, rather than an ability granted to the corrupted permanent - i.e. "Put a corruption counter on [thing]. Whenever a permanent with a corruption counter deals damage to a player, its controller loses 2 life." Also, I would highly advise against making "Corrupted" a creature type in the same set as this keyword. Imagine how confusing it would be - "this creature can Corrupt things but isn't Corrupted, and while this creature is Corrupted it doesn't have a corruption counter. This creature has a corruption counter and is Corrupted, but doesn't Corrupt."
Other things: -I noticed the pseudo-cycle of common spells that get a bonus if you target larger things. I think it's a bit strange that the white and blue ones care about MV while the black, red, and green ones care about power. I personally would make them all care about MV, but it doesn't really matter. -On CB16 - It could probably cost 1B. -On CB17 - Cards like this usually specify nonland cards to be discarded.
-On CR14 - I would either change this to be +2/+0 or cost , but it's probably fine as-is. It's mostly competing with CW18 as a combat trick, and since this one has fewer colored pips and is an instant it's usually better. -On CG01 - This card should be edited. A creature putting +1/+1 counters on itself often requires some sort of payment, especially if it's at common. A 1-mana dork that grows itself while ramping you all along is very strong.
-On CG07 - Green doesn't get haste at common. -On CA02 - Two-mana manalith is too good, sorry. Bringing Arcane Signet out of Commander is a bad call. -On CA03 - Colorless divination is a no-go. I would make the sac ability cost or even . -On UW05 - The creature type is Ox, not Bull. -On UW08 - It's missing p/t. I assume it's a 1/1. Either way, this is fairly strong for an uncommon - see cards with similar effects. I would bump the cost up. -On UW12 - I would increase the MV somewhat. -On UU13 - Very creative use of a Saga! -On UB09 - Can it hit any graveyard?
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 24, 2021 3:49:12 GMT
Thanks for the feedback thaneofglamis, I'll try to address everything I can. Spoils of warPoint 1 - Depends on the order it's done in. If you wait until after combat damage has been dealt, then no, it doesn't trigger spoils of war, however, if you do it before the combat damage step, then your 2/2 does deal lethal damage to the 1/5. Point 2 - No, because if I remember correctly, state-based actions are checked after the first-strike damage step, which would kill the creature and trigger spoils of war. The remainder of the attack basically fizzles as there's no longer a creature to deal damage to. Point 3 - I know it's not a great answer, but unless there's some complexity with state-based actions or layers (or similar obfuscated rules mechanics), I don't see any reason that functionality couldn't be changed to make the interaction more intuitive. (Then again, it's currently worded like this because it was the cleanest way I could figure out how to make it trigger off both players and creatures.) (Also just realized that these may have been rhetorical questions to point out the corner-cases of this mechanics, in which case, I misinterpreted your intent there.) CorruptPoint 1 - That's actually what I intended to have happen, but I couldn't remember the templating necessary to create that effect. Point 2 - I understand the concern, but I'm currently making it so the "corrupted" type only appears on creatures that have the corrupt action keyword. You do bring up a good point about the dissonance of a creature with a corruption counter not being corrupted, though. I can drop the type if it's really unbearable, or come up with something that doesn't share the same root as the mechanic. Cards:: That common cycle actually wasn't supposed to be a cycle, but I definitely see now how it comes off as one. Or rather, the red, green, and black ones were supposed to be a cycle, but the white and blue one were just happenstance. I'll look into either diverging them or converging them. :: CB16 - Noted. :: CB17 - Nonland in the card file, missed that when I typed it up. Will fix after this post. :: CR18 - Understandable, I'll keep them as is for now, and if it ends up coming up again, either later in this thread or during showcase, I'll change it. :: CG01 - I get that. My thought process was simply making a creature that you'd use as a mana dork during the beginning of the game, but turned off after you used it 4 times. (Also, with how much stuff targets large creatures in the set, that was a sort-of downside.) It all that still doesn't make it at least bearable, I'll come up with something else in a similar vein. :: CG07 - According to Mark's latest Nuts and Bolts article, green gets 1 haste creature at common. :: CA02 - Will change. :: CA03 - Will make sac cost . (I thought that it was a little too good, but if no one complained . . .) :: UW05 - But what if I want it to be a bull? Will make it an Ox instead. :: UW08 - It's actually a 0/1 (will also fix once this is posted), and only that because I can't think of an easy way to get a 0/0 to stay on the battlefield. If it's still too good, will make it a bit more expensive. :: UW12 - Noted. :: UU12 - Noted. Probably will create a punishment for paying the . :: UU13 - Thank you! Probably one of my favorite designs thus far. :: UB09 - Just yours. Says that in my card file, but didn't put that into writing. Will also fix once this is posted.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 24, 2021 19:21:15 GMT
DAY 9
The Cards Alright, moving onto red uncommons for today!
{Red Uncommons} - UR01 - (MV 1), Creature - Human Warrior, Double strike [1/1]
- UR02 - (MV 2), Creature - Kor Shaman, Spoils of war - 2 damage to target player. [2/1]
- UR03 - (MV 3), Creature - Dog, Haste [3/2]
- UR04 - (MV 4), Creature - Corrupted Beast, Menace, Combat damage to player - corrupt target creature. [3/3]
- UR05 - (MV 6), Creature - Beast, Trample, [5/5]
- UR06 - (MV 3), Creature - Human Shaman, Spoils of war - impulse draw 1. [2/2]
- UR07 - (MV 2), Creature - Corrupted Lizard, Damage to creature - corrupt that creature. [1/2]
- UR08 - (MV 3), Instant, Punisher - 4 damage to any target -or- you draw two cards.
- UR09 - (MV 2), Instant, Deals 2 damage to X target creatures.
- UR10 - (MV 2), Enchantment, Whenever a creature you control attacks, choose one - *) That creature gets +2/+0 EOT. *) Target player rummages 1.
- UR11 - (MV 4), Enchantment - Aura, Enchant creature, ETB & Upkeep - Put a +1/+1 counter on enchanted, When enchanted has power 4 or greater, sac it and ~ deals 4 damage to any target.
- UR12 - (MV 1), Sorcery, X targets can't block, creatures you control get +X/+0 EOT.
- UR13 - (MV 4), Enchantment - Saga, I) The next instant/sorcery you cast costs less. II) Return target instant/sorcery from your grave to your hand. III) Until end of turn, instants/sorceries you cast have "This spell deals 2 damage to any target."
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thaneofglamis
8/8 Octopus
Thane's activated abilities can't be activated
Posts: 444
Favorite Card: Slimefoot, the Stowaway; Phyrexian Rager; Swarm Shambler
Favorite Set: Midnight Hunt
Color Alignment: Green
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Post by thaneofglamis on Apr 25, 2021 3:37:43 GMT
I'm glad you appreciate my advice! :: CG07 - According to Mark's latest Nuts and Bolts article, green gets 1 haste creature at common. So it does... which is really bizarre, since there's only ever been one common green creature with haste - Uktabi Drake. I wonder why Mark said that.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 25, 2021 18:31:04 GMT
So it does... which is really bizarre, since there's only ever been one common green creature with haste - Uktabi Drake. I wonder why Mark said that. ¯\_(ツ)_/¯. Probably letting future knowledge somewhat influence the numbers given.
DAY 10
The Cards Alright, green uncommons today, then tomorrow will wrap up the uncommons with miscellany/{Green Uncommons} - UG01 - (MV 1), Creature - Elf Druid, Whenever a permanent with greater MV than this enters the battlefield under your control, put a +1/+1 counter on ~. [1/1] **
- UG02 - (MV 2), Creature - Elf Soldier, Spoils of war - Gain life equal to lands. [2/2]
- UG03 - (MV 3), Creature - Human Soldier, Haste, Spoils of war - Search for a basic land, reveal and put in hand. [3/2]
- UG04 - (MV 4), Creature - Elf Scout, Vigilance, ward 2, ETB - Explore. [2/2]
- UG05 - (MV 6), Creature - Spirit, ETB - play an additional land. [5/5]
- UG06 - (MV 7), Creature - Beast Scout, ETB - Explore. [6/6]
- UG07 - (MV 8), Creature - Beast Spirit, Trample, Whenever it becomes the target of a spell your opponents control, gain 8 life. [8/8]
- UG08 - (MV 2), Creature - Human Druid, ETB - Target land becomes a 0/0 Elemental, put a +1/+1 counter on it. (It's still a land.) [1/1]
- UG09 - (MV 3), Sorcery, Search for a land card and put it onto the battlefield.
- UG10 - (MV 2), Instant, Target creature gets indestructible and lure EOT.
- UG11 - (MV 3), Enchantment, Whenever a nontoken creature ETB under your control, you may pay . If you do, create a 1/1 green Sprite creature token.
- UG12 - (MV 4), Sorcery, Regrowth.
- UG13 - (MV 4), Enchantment - Saga, I) Put a +1/+1 counter on target creature. II) Put a +1/+1 counter on up to two target creatures. III) Creatures you control gain vigilance and trample EOT.
- **: Just realized that unlike evolve, this triggers every time you play something bigger, not just when you play the biggest so far. Need to figure out how to word it so this doesn't happen.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 26, 2021 22:56:03 GMT
DAY 11
The Cards Alright, onto uncommon miscellania!
{"Archetype" Uncommons} - UM01 - (MV 4), Creature - Kor Wizard, ~ has flying and lifelink if you have 4 or more cards in hand. , : Scry 1, then draw a card. [2/3]
- UM02 - (MV 4), Enchantment, Whenever a player casts a creature spell for the first time each turn, they may pay . If they don’t, corrupt that creature as it enters the battlefield.
- UM03 - (MV 2), Creature - Spirit Beast, Blocks or Blocked by power 4 or greater - that creature gets -4/-0 EOT. [2/2]
- UM04 - (MV 3), Creature - Elf Shaman, , : Target creature you control with power 4 or more bites another creature. [2/2]
- UM05 - (MV 2), Creature - Human Shaman, Other creatures you control have ward . , : Put a +1/+1 counter on target creature. [2/2]
- UM06 - (MV 4), Creature - Human Cleric, ETB - Create a 1/1 black Spirit. : Gain life equal to number of Spirits you control. Sorcery Speed. : Target palyer loses life equal to Spirits you control. Sorcery Speed. [3/2]
- UM07 - (MV 2), Enchantment, At the beginning of your upkeep, deal 1 to any target, scry 1.
- UM08 - (MV 3), Creature - Human Warlock, ::!, : Put a +1/+1 counter on target creature. , : Destroy target creature with power 4 or greater. [2/2]
- UM09 - (MV 2), Creature - Corrupted Spirit, Vigilance, Blocks - corrupt that creature. [2/2]
- UM10 - (MV 2), Enchantment, Your Upkeep - may pay , if you do, put a +1/+1 counter on target creature and it gains ward until the beginning of your next turn.
{Artifact Uncommons} - UA01 - (MV 3), Artifact Creature - Construct, ETB - Draw a card, If you have 4 or more cards in hand, ~ gets +1/+2. [2/1]
- UA02 - (MV 2), Artifact Creature - Cat Construct, ~ can't be blocked, Curiosity. [1/1]
- UA03 - (MV 4), Artifact Creature - Wall, Defender, [4/6]
- UA04 - (MV 2), Legendary Artifact, , Sacrifice ~: Corrupt target permanent.
- UA05 - (MV 2), Artifact, , : Choose one - *) Target creature gets +1/+0 EOT. *) Target creature gets -1/-0 EOT. *) Scry 1.
- UA06 - (MV 3), Artifact, ETB - exile a nonland from your graveyard, : Add one mana of any color of the exiled card.
{Charm Cycle} - UX01 - (MV 2), Instant, Choose 1 - *) You gain 3 life. *) Target player loses 3 life. *) Create two 1/1 black Spirit creature tokens.
- UX02 - (MV 2), Instant, Choose 1 - *) Target creature gets +3/+0. *) Target creature gets -3/-0. *) Draw a card, then ~ deals X damage to any target, where X is the number of cards in your hand.
- UX03 - (MV 2), Instant, Choose 1 - *) Destroy target tapped creature. *) Exile the top two cards of your library. Until end of turn, you may play them. *) Target creature gains first strike and deathtouch until end of turn.
- UX04 - (MV 2), Instant, Choose 1 - *) You may play an additional land this turn. *) Target creature gains ward 2 until end of turn. *) Scry X, where X is the number of lands you control. Draw a card.
- UX05 - (MV 2), Instant, Choose 1 - *) Target creature gets +1/+1 until end of turn. *) Draw X cards, where X is the number of creatures you control with power 4 or greater. *) Target creature gains lifelink and trample until end of turn.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 27, 2021 22:33:50 GMT
DAY 12
The Cards Alright, moving onto rares! Starting again with white. (Can you sense a pattern?)
{White Rares} - RW01 - (MV 4), Legendary Creature - Human Noble, ETB - Create a 1/1 black Spirit, , : ~ deals damage to target attacking, blocking, or tapped creature equal to the number of spirits you control. [3/3]
- RW02 - (MV 6), Creature - Spirit Avatar, Flying, Ward , Attack - Gain life equal to number of Spirits you control. [4/4]
- RW03 - (MV 3), Enchantment - Aura, Enchant Creature, ETB - cantrip, Enchanted gets flying, first strike, ward .
- RW04 - (MV 4), Instant, Alternate cost - if you control a creature with power 4 or greater, Reanimate target creature from your graveyard with MV 3 or less to the battlefield w/haste.
- RW05 - (MV 1), Creature - Human Soldier, Spoils of war - scry 3, , : Put a +1/+1 counter on ~. [1/1]
- RW06 - (MV 3), Enchantment, Whenever your permanents gets targeted by opponent spells or abilities, draw a card.
- RW07a - (MV 1), Legendary Artifact, : Remove a counter from target permanent. If you control that permanent, gain 3 life. {, Kor Soldier}
- RW07b - (MV 5), Legendary Creature - Kor Soldier, Vigilance, ETB - Choose a color, ~ has protection from that color, Attack - put a +1/+1 counter on ~. [3/3] {, Artifact}
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 29, 2021 3:51:06 GMT
DAY 13
The Cards Coming in a bit late today (curse finals week!), but here are blue rares!
{Blue Rares} - RU01 - (MV 5), Legendary Creature - Human Noble, Hexproof, Scry 1 draw 1 at your draw step, : You may cast target instant or sorcery from your graveyard, exile it as it resolves. [3/3]
- RU02 - (MV 2), Creature - Human Soldier, Spoils of war - Cast target instant or sorcery for free. Exile it as it resolves. [2/1]
- RU03 - (MV 1), Instant, Counter target spell unless its controller pays . If it gets countered, exile it.
- RU04 - (MV 4), Instant, Draw cards equal to the number of cards in your hand. If it's 4 or more, permanents you control gain ward X (that many cards) until end of turn.
- RU05 - (MV 6), Sorcery, You have no maximum hand size for the rest of the game. Draw your library. Take an extra turn after this one.
- RU06 - (MV 3), Enchantment, Spells you control have ward *, Noncreature permanents you control have ward .
- RU07 - (MV 2), Legendary Artifact, : Add to your mana pool. Spend only on noncreatures, Exile a noncreature card from your graveyard: Untap ~. {, Human Mystic}
- RU07b - (MV 5), Legendary Creature - Human Mystic, Flying, Hexproof, Curiosity - if you control, a creature with power 4 or greater, draw an extra card. [3/3] {, Artifact}
* No idea if this actually works, but I like the idea, so I'll keep it for now.
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on Apr 30, 2021 1:50:19 GMT
DAY 14
The Cards Onto black rares!
{Black Rares} - RB01 - (MV 5), Legendary Creature - Corrupted Beast, Menace, Damage to creature -> corrupt that creature, gets +1/+1 for each permanent opponent controls with a corruption counter. [3/3]
- RB02 - (MV 2), Creature - Zombie Viper, Deathtouch, Menace, : Return ~ to the battlefield. [1/1]
- RB03 - (MV 4), Instant, Destroy target creature and all creatures that share a creature type with it.
- RB04 - (MV 3), Enchantment - Aura, Enchant Creature, ETB - return target creature card from your graveyard to the battlefield and attach ~ to it, Cantrip, Enchanted Corrupted Zombie in addition to its other types and has “Whenever this deals damage to a creature, corrupt that creature.”
- RB05 - (MV 4), Legendary Creature - Human Soldier, Spoils of war - reanimate target creature (any grave). [2/4]
- RB06 - (MV 3), Sorcery, Corrupt target permanent, Each corrupted permanent deals 1 damage to its controller.
- RB07a - (MV 5), Legendary Artifact, At the beginning of each upkeep, put a +1/+1 counter on each creature. Exile each creature with power 7 or greater. {, Spirit}
- RB07b - (MV 4), Legendary Creature - Spirit, Deathtouch, Whenever a creature leaves the battlefield, you may remove a counter from ~. If you do draw a card, , : Put a +1/+1 counter on ~. [4/4] {, Artifact}
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Vunik
2/2 Zombie
Maybe trying to kill an immortal mage wasn't the best plan . . .
Posts: 110
Color Alignment: White, Blue, Black
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Post by Vunik on May 2, 2021 16:51:16 GMT
DAY 15
Curse finals and the COVID vaccine, made me break my streak. The Cards Onto red rares!
{Red Rares} - RR01 - (MV 4), Creature - Corrupted Beast, Whenever a creature ETB not under your control, corrupt it unless its controller pays , , Remove a corruption counter from target permanent: ~ deals 2 damage to any target. [2/2]
- RR02 - (MV 4), Creature - Human Soldier, First strike, Spoils of war - 2 damage to any target. [3/2]
- RR03 - (MV 3), Sorcery, Untap all creatures you control. There is an additional main phase after your next combat phase, followed by an additional combat phase.
- RR04 - (MV 2), Instant, Corrupt target creature, then it deals 1 damage to you.
- RR05 - (MV 3), Enchantment, At the beginning of each player’s upkeep, that player may sacrifice an enchantment. If they don’t, ~ deals 3 damage to that player.
- RR06 - (MV 5), Sorcery, Choose a player. ~ deals X damage to any target, where X is three times the number of cards in that player’s hand.
- RR07a - (MV 3), Legendary Artifact, : Exile the top card of your library. You may play that card until end of turn, : You may spend mana as if it was mana of any color to cast cards from exile. {, Kor Soldier}
- RR07b - (MV 5), Legendary Creature - Kor Soldier, First strike, Combat damage to player - that player discards at random. ~ deals damage to them equal to the discarded card's mana value. [4/4] {, Artifact}
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