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Finally... => Creative Projects => Topic started by: Dakk on February 09, 2010, 04:53:12 pm

Title: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 09, 2010, 04:53:12 pm
http://www.bay12games.com/forum/index.php?topic=21598.0 (http://www.bay12games.com/forum/index.php?topic=21598.0)

This is being made using the Magic Set Editor 2, found here: http://magicseteditor.sourceforge.net/download (http://magicseteditor.sourceforge.net/download)

Here's the current set file: Dwarf_Fortress_MtG.mse-set - 8.3 Kb (http://evilshare.com/7qm0nofbg03t/Dwarf_Fortress_MtG.mse-set.html)
I'm ressurecting PTTG's idea of a custom MtG set, completely based on DF this time. This will be a +100 card set created following MtG's core rules plus some customs ones we'll create. The point is to create a DF based MtG set that can be played on apprendice and Magic Worksation.

Anyone is free to contribute, as long as you follow these guidelines.

1- The set shall be based on Dwarf Fortress only, that is, no creatures/sorceries/lands,etc are to be based on Bat12 forum stuff or other source. References are ok though.

2- Follow MtG's core rules, which can be found  here www.wizards.com/magic/tcg/article.aspx?x=magic/rules (http://www.wizards.com/magic/tcg/article.aspx?x=magic/rules). Rules up to WorldWake are allowed, including set specific ones in addition to the custom ones that will be posted here.

3- Don't make overpowered cards, and avoid making utterly useless ones. Look up whats been made and try to make a card that fits the theme, or that can be used in a possible combo. We're trying to reach a balance on card numbers regarding type and colour, so if lots of creature cards have been made for a colour, try making a sorcery, or an artifact, or an enchantment, or an instant, or a non-basic land, you get the idea.

4- Due to the idea of making this set actualy playable with original MtG cards, its recommended that you have at least a bit of experience with MtG before you try making anything. This isn't an actual requirement, if you have an idea you like, see if it fits along with MtG rules and post away.


5- This is being made purely for fun, so don't expect it to be completed. If it is, then it'll be fun to playtest it, if it is not, too bad.

Here's the first cards I made on my spare time which will disappear tomorrow when I go to college:

Spoiler (click to show/hide)

Other things we could use:

Artwork: If you got any custom artwork, post it away, we could use some. Using other people's artwork should be fine aswell since this set is not supposed to be commercial at all. When in doubt, ask the artist's permission.

Here's what I had in mind for colour themes:

Red: Dwarves, dwarf related stuff, magma related stuff (including creatures), mountain related stuff (including creatures), destructive spells, red megabeasts, red HFSey stuff.

Blue: Some race related to brainy stuff or water (could be just fish and merfolk), glacier related stuff, control spells, water related stuff, creatures with special abilities. A defensive colour overall, with some offense to the side. Blue megabeasts, blue HFSey stuff.

Green: Elves, elf related stuff, forest/nature related stuff, wild animals, special lands. Green megabeasts and HFSey stuff. Helpful spells. Pretty balanced colour.

White: Humans, human related stuff, city related stuff, soldiers, giants, white megabeasts.

Black: Goblins, HFS, black megabeasts, indirectly destructive spells, chasm creatures, skeletal creatures, zombie creatures.

Colourless stuff can be anything, but it should be based mostly on artifacts, equipment and artifact creatures, and its own badass megabeast (bronze colossus).

Or you can just create anything you think would be nice for a color, just use your imagination.

So far:

Red:
Spoiler (click to show/hide)

Green:
Spoiler (click to show/hide)

Blue:
Spoiler (click to show/hide)

White:
Spoiler (click to show/hide)

Black
Spoiler (click to show/hide)

Colourless Stuff:
Spoiler (click to show/hide)

Multicolour Stuff:
Spoiler (click to show/hide)

Non-basic Lands:
Spoiler (click to show/hide)

EDIT: Updated again
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: alway on February 10, 2010, 07:42:41 am
Its been too long since I play MtG, so I'm a bit rusty... But, here goes:

Burn the World with Magma! requires: 5 red lands
Flip a coin; if heads, all enemy units sent to graveyard. If tails, flip coin again; if second flip is tails, all units and lands of player using this card are sent to the graveyard.
Flavor text: "Well you see sir, it has a 50% chance of killing them, a 25% of breaking impotently, and a 25% chance of blowing our entire fortress apart."

Miasma: 1 green, 1 black
Deal 1 damage point to all creatures belonging to opponents if they have at least one creature in their graveyard. If a creature dies from this effect, a Tantrum Spiral begins, and all enemy units have their attack power reduced by 2 and recieve an additional 2 damage.
Flavor text: "Nothing makes you want to beat someone to death more than walking near a corpse."

Mist Generator: 3 blue
Makes all creatures immune to Tantrum Spiral effect.
Flavor text: "OOOHHH SPARKLY!!!"

Underground Pool, non-basic land
Playing this card causes 1 damage to player's units. On turns after this land is played, player may convert 3 blue lands into 4 green lands.

Underground River, non-basic land
Playing this card causes 2 damage to player's units. On turns after this card is played, player may treat this land as either 3 blue lands or 4 green lands.

Wall: 2 red, 2 white
0 attack, 8 defense
While wall is active, opponent must flip a coin when attacking a unit which did not itself attack on the previous turn. If tails, the attack fails and the target recieves 0 damage.
Flavor text: "Walls are impenetrable. Unfortunately, the dwarves running out of them to grab socks aren't."

Zombie Carp: 4 blue, 8 black
Both players lose immediately, and afterwards must put all cards through paper shredder to ensure proper simulation of a zombie carp. Use with caution.  ;D
Flavor text: "We sent a dwarven battalion to get a good description for this text; they never returned."
Flavor text #2 (because zombie carp is so awesome it gets 2 flavor texts): ""Ph'nglui mglw'nafh Carp R'lyeh wgah'nagl fhtagn"

Migrant Wave: 2 white, 2 red, 2 green, 2 blue
Draw 5 cards from draw pile; put any non-undead units on the field, discarding the rest. Flip a coin; if tails remove 2 lands from play.
Flavor text: "Peasants, lyemakers and soapers. Utterly useless, the lot of em."

CATSPLOSION: 3 white
Player using this card recieves 100 "kitten" units. These units have 0 attack, 1 defense. For every 10 kittens the player has, they can not use any cards or attacks for a turn. Every 20 turns, the number of kittens doubles.
Flavor text: "TTTTooooooooo mmmmaaaaannnnnyyyyyy cccccaaaaatttttttssssss!!!!!"
To clarify the effect: the player essentially skips turns and is only allowed to draw cards on the skipped turns. 100 kittens means 10 turns between turns in which they are allowed to use abilities/cards, 50 remaining means 5 turns between, ect. Basicly it is a last ditch card in an attempt to give the enemy a large number of meat sheilds to cut through before they can get at their enemy's health.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Siquo on February 10, 2010, 06:40:27 pm
Artifact: Mechanism
Casting cost: 1

Has:
{2} The mechanism becomes a lever permanently. Lever has {T}: Tap/Untap target artifact you control.
{1} combine this card with 1 other mechanism: Becomes a drawbridge that has {T} prevent all combat damage this turn, does not untap the next untap phase.
{1} combine this card with any equipment card: Becomes a weapon trap with {T} Deal 2 damage to any attacking creature that has no trapavoid, does not untap the next untap phase.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 12, 2010, 01:08:39 am
Elf Racial abilities?
Spoiler (click to show/hide)


Spoiler (click to show/hide)
Spoiler (click to show/hide)
To be fixed/judged/edited later.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Siquo on February 12, 2010, 04:34:02 am
I like the idea of sacrificable mechanism tokens even better than my idea. They are artifacts, however, so every color should be able to use them.

Also, are we going for hideously unbalanced funny or actually something playable and balanced? Because I can't see myself creating 100 cat tokens and managing their administration... Yet it's a funny card :)

Haunted Glacier Land
{T} gain one B mana, or one U mana, determined by flipping a coin.
Sacrifice Haunted Glacier, search your deck for any undead creature or ice-creature with converted mana cost of 5 or less and put it on the battlefield.

2Cat: 2RR Sorcery (I like this one)
Put two 0/1 cat tokens into play. During your upkeep, add a cat token for every two cat tokens you control. Before your untap phase, for every two untapped cat tokens, one permanent non-cat creature you control becomes tapped and does not untap that untap phase. Cats cannot attack. Creatures blocked by cats automatically gain trample.

Stone in the Door: R Instant
Whenever your opponent casts a magma-related spell, the effects affect both players equally.

Release the magma!!! ...Why's that door still open? AAARGH!"

Elven Retreat: 3GG Enchantment
{T} {GG} No combat damage is dealt this turn. Skip your next draw phase.

Town Guard 1W
1/2 Human Guard. Has banding, only with other guards.

Creature type: Adventurer.
If at any time there are two adventurers in play, each deals damage to the other adventurer equal to its power. If both survive, both adventurers get a permanent +1/+0, and repeat.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 12, 2010, 05:20:32 am
Hmmmm
We can't give Elves and Goblins the same access to mechanisms.

Perhaps making Mechanisms costs Goblins  brute labor, and costs elves a forest?

I'm not really sure we have room for everybody gets artifacts, thematically, We'd loose massive amounts of flavor.

Unless we build on the idea of some sort of ethereal being like a planeswalker who doesn't mind making unconventional mixes...

Perhaps a new color, stone?


Mountain/Magma Dwarf.
Rock/Grey Mechanism

Elf/Leaf Elves
Animal/vibrant Elephants and such

Goblin/obsidian Goblins
Undeath+horrors+wargs/Dumpstat of Evil.

Humans/wheat Humans that make mucho farmland.
Aboveground hybrid buildings?

Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 12, 2010, 12:08:15 pm
Eep, been busy, going to update the list in a bit. Need to add in your cards and the news ones I made.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 12, 2010, 01:31:54 pm
Bump

Spoiler updated, I changed some cards names and effects to keep the balance and playability. Zombie carp and catsplosion have been ignored, sorry Alway.

@eerr: There's an easier way to do it, just make it so that certain artifacts can only be used if you have a dwarf on play. Making it so only dwarves can use artifacts will severely unbalance the game. I'm trying to find a balance between flavour and playability.

EDIT: Eep, It seems I missed Siquo's other cards, I'll add them later on the next update.

By the way, current custom abilities the set is currently(will add the others as cards are created) using are:
Sever on break
Trap avoid
Skeletal

Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Siquo on February 12, 2010, 01:57:05 pm
I say keep the colors as stated in the OP.

Dwarven Miner: 1RR
2/1 creature, mountainwalk.
{T} {1} Draw a card. If it's not a land, discard it. If it's a land, put it into play.
{T} Target creature gains mountainwalk.

Dwarven peasant: R
1/1 Creature. Urist mcUseless

Eagle: 1UU
2/2 Flying creature.

Legendary swimmer: U
Aura/Instant. Target creature cannot be drowned, and gains islandwalk.
If cast as an instant, bury this card at the end of the turn.

Kobold Thief 2UU (Yeah, I decided Kobolds be blue, since blue has so few other things, and the sneakyness seems "blue" to me)
1/1 Kobold creature. Trapavoid. If Kobold thief damages another player, take permanent control of one of his non-land, non-creature permanents.

Farm: W
Aura, cast this only on a plains. Whenever this plains is tapped, it generates 1 extra W mana.

Watchtower: 2WW
1/4 wall. All guards gain first strike.
Here they come!

Treehugger: G
Aura Target creature gains Forestwalk, and {T} Untap target forest.

Elk 2GG
3/3 Animal with Trample.

Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 12, 2010, 09:58:42 pm
Going to update it in a min.

We need moar blue, black, colourless, white and multicolour stuff! We have lotsa red for the time being.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: alway on February 12, 2010, 10:26:40 pm
I have some interesting ideas for fish...
Give them low attack values, medium-high defense. Then give them all an effect which is applied to any creature they attack: Drowning. After 3 turns, if the fish which applied the effect is not killed, the creature which is drowning dies. Or for more balance have drowning based on a coin flip (if tails, drowning is not applied to attacked creature).
A few fish and you got yourself half the monsters you need for a blue deck.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 13, 2010, 03:51:00 am
Many red abilities should require a magma land(magma pipe, magma pool, volcano). Many blue spells should be cheaper with an aboveground resevoir.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Siquo on February 13, 2010, 08:45:12 am
That's some good ones, eerr! The bridge needs tweaking though... What with being tapped and or untapped, and who's able to attack. Its weird to lower a bridge in your turn, attack, retreat, raise bridge, and then it's the next turn.

Allright, some black stuff, mostly creatures. Needs more auras, instants and sorceries.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 13, 2010, 10:08:47 am
Eep, yesterdat my internet suffered a critical exitance failure. I'll update later today when I have time.

Aways keep in mind I might change one or two things on the cards you peeps make, since I'm mostly used to playing zendikar standard +worldwake, which is the latest standard format including alara, M10, and the currently released sets from zendikar. Currently type 2 has some pretty scary cards compared to older sets, so don't mind if you find some cards that look pretty dark scary in certain combos.

The GCS is our baneslayer angel  ;D .
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 13, 2010, 12:34:09 pm
Bump: Updated list with eerr's cards. Ignored pump system because its way too long and way too screwy, sorry, please be aware that cards only have so much space for abilities and flavour text, if its too much, the font will get too small to be readable.
Mechanics workshop and a few other cards have been changed a bit regarding cost, abilities, etc, to make them more useful and overall more balanced. Otherwise just the text has been changed a bit, but the abilities are essentialy the same, volcano does the same thing now except for the nearly pointless cap/uncap cost. Now it enters the field tapped, gaining 1 counter on every upkeep if its taped, and cannot untap until if has 5 counters, when it unleashes its effects. Rainbow has been changed considerably aswell, it was just a minor annoyance before, now its a neat mana booster.

Keep in mind I only make these changes to try to keep the DF set competitive with standard MtG cards.

For the records: Protection from magma is redundant since all magma creatures/lands/etc are also red, thus protection from magma = protection from red, it also makes DF cards usable against regular MtG ones.
Moat is now a creature type, very similar to a wall, but creatures that cannot be blocked by walls (like the GCS) can be blocked by moats.
Grand champion basicaly gives shroud to enchanted creature, so I added that instead, plus the other conditions.
Guards are now soldiers, to make them competitive with regular MtG, knights are still knights and rebels are still rebels.

Adding siquo's black stuff now.

We need moar white and green stuff! Also, multicolour stuff.

Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 13, 2010, 01:30:23 pm
Bump, completely updated, minor changes to some of siquo's cards, and goblin wrestler was ignored because it was exactly like the goblin recruit card from before, so I added the wrestler's effect to it.

Current statistics are.

Red cards: 10

Blue cards: 6

Green cards: 7

Black cards: 14

White cards: 5

Colourless cards: 1

Artifact cards: 10

Multicolour cards: 5

Non Basic Land cards: 8
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: dragnar on February 13, 2010, 02:36:45 pm
White cards!

Human mayor: 2W
1/2 human noble, you may choose whether or not to untap this card during your untap phase.
{T} Remove target creature from the game until this card untaps.(send them on a quest!)

Human Fort: 2WW
0/5 wall
1{T} put a 1/1 human token into play

Titan(seems to fit under white better than any of the other colors) 4WWW
4/6 megabeast, trample
must attack each turn if able.
can only be blocked by two or more defenders.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 14, 2010, 05:30:43 pm
That host hogs an inordinant amount of processor time...
What the fuck code is it running?
I thought I wouldn't be able to download, but flashbang takes care of the problem.


Are you sure you want magma creatures unable to attack each other?

Also, I need to bone up on my keywords, it's been awhile.

Kobold uses banding! the kobold army has arrived!



To quote the obvious enemy,
Skeletal Elephant
GB2
Trample. Fear
Sever_on_break
Skeletal Elephant deals double damage to players
4/5


Skeletal Camel
WB1
Fear
Sever_on_break
Plainswalking
3/3


Obsidian Wall
RU1
RU: regenerate Obsidian Wall.
{T} put a 0/-1 token on obsidian wall, add R to your pool.
0/4


Seige
W3
Enchantment
Cumulative upkeep W(At the end of every turn, place an upkeep counter on Seige. At the beginning of your next upkeep, pay W for each upkeep counter on seige or sacrifice it.)
WX: regenerate all creatures you control.
X is the number of upkeep counters on Seige.


Village
non-basic plains
Enchantments cost 1 less to play.
{T}W
At end of turn, if you took combat damage from a player, that player takes control of village.

Dwarf Fortress
non-basic legendary mountain
To play fortress, sacrifice two mountains.
Walls have the ability{T} Target creature gains +X +Y
X is the walls attack power and Y is the walls toughness.
{T}M
At end of turn, if you took combat damage from a player, that player takes control of Fortress.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Siquo on February 14, 2010, 05:41:17 pm
That fort can be... overpowering...

Blue:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 15, 2010, 11:22:44 am
Stake trap seems more like a weapon trap, because I'm pretty sure it doesn't work with 0 damage.

Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?

Counters are almost always named, volcano should use pressure counters, charge counters, or best of all: magma counters.
Additionally, I cannot think of any reason volcano would not be tapped during your upkeep phase, but I suppose it interacts with something else.

Iron man can't actually be destroyed by dwarven wrestler because iron man has protection from red. An artifact with protection from red and protection from blue is all kinds of broken.

Miasma should deal 1 damage to all of that player's creatures everytime a creature dies, instead of that second effect.
I like how quickly it takes care of the cat problem.


We have too many walls and too many damage reduction effects. We will need a massive amount of non-wall non-block effects or we will need to prune them.

Haunted glacier is overpowered because you can sacrifice it on your first turn, add a UB requirement(The glacier itself can help fufill this)
Also, {T} add U or B to your pool, take one damage.

Skeletal carp has haste, which is redundant with skeletal.

Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.

It's impossible to pay the cost of cold snap as ambigiously written,
I suggest: If no players pay RRRR all mana produced becomes U untill end of turn. Otherwise you could be paying RRRR in response to tapping a mountain...

goblin babysnatcher should probably use suspend 2, rather than a complicated baby setup.


Haunted lands will effect bring back walls as a zombie, and then a skeleton.

Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.
Cold snap is an excellent example of a spell you cast to finish a game.

Bock wall is a great example  of a card nobody will ever play, except with some sort of mana-fixer. because 3MW is extremely restrictive.

Also, Elephant is some combination of over-costed/impossible to play.

Legendary swimmer refers to a creature, but is actually an aura.
Blue hosing blue is rather useless. The aura causes itself to be immediately discarded because protection from blue removes blue enchantments.

Red hosing red is rather pointless, but we have magma men, dwarven miners, stone the in door.

wall of bones misspells gravyeards

Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: Dakk on February 15, 2010, 12:21:06 pm
Stake trap seems more like a weapon trap, because I'm pretty sure it doesn't work with 0 damage.

Seems fair enough, I aways assumed it was a combat effect, so just add a +1/0 counter to the wall with it aswell.

Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?


Like most land enchantments, its when you tap. Its to avoid having the player remember what extra colour he chose for each land when he uses multiple ones.

Iron man can't actually be destroyed by dwarven wrestler because iron man has protection from red. An artifact with protection from red and protection from blue is all kinds of broken.

Indeed, maybe I should remove one, I was thinking of going with flavour on this one, but if you say so. Anyway red and blue aren't the only colours supposed to have creatures able to tap others, white and black will have at least one aswell.

Miasma should deal 1 damage to all of that player's creatures everytime a creature dies, instead of that second effect.
I like how quickly it takes care of the cat problem.


Second effect removed, this one I just sorta copy/pasted from the OP without thinking alot. I'll keep the 1 damage on upkeep though, otherwise it will be a bit too useless.


We have too many walls and too many damage reduction effects. We will need a massive amount of non-wall non-block effects or we will need to prune them.

This set is supposed to be played with regular MtG aswell, which has enough removals and counters to humble any mass-wall user. Note almost none of them can stop flying creatures, either.

Haunted glacier is overpowered because you can sacrifice it on your first turn, add a UB requirement(The glacier itself can help fufill this)
Also, {T} add U or B to your pool, take one damage.


Added tap to the first effect. Adding the other sugested ones will make it pretty useless compared to regular MtG stuff. The randomness on mana is small balance effect.
Also, remember that the glacier can only generate 1 mana per tap, so it can't generate the nescessary UB on its own.


Skeletal carp has haste, which is redundant with skeletal.


Aye, changed. Also, skeletal now lost protection from red aswell, because it didn't fit DF anyway.

Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.
Erm, are you sure? Look up stone wall again and compare it to things like Wall of Denial and Wall of Reverence, also, glacial wall or wall of ice IIRC. Also, one removal and the whole thing is blown to pieces, and there's plent of removals in standard.

It's impossible to pay the cost of cold snap as ambigiously written,
I suggest: If no players pay RRRR all mana produced becomes U untill end of turn. Otherwise you could be paying RRRR in response to tapping a mountain..


How is it impossible? Hella lot of standard MtG cards have counter costs written this way. Remember you can tap lands in your opponent's turn to counter a card or cast an instant. You don't even have to say wait! or "in response to" since its written on the card itself.

goblin babysnatcher should probably use suspend 2, rather than a complicated baby setup.

Indeed, changed.


Haunted lands will effect bring back walls as a zombie, and then a skeleton.


Note its cost and rarity to balance out the effect.

Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.

Thats just a 6 drop, plus there are ways to go around this with certain cards. There will be certain cards exactly for this purpose.

Block wall is a great example  of a card nobody will ever play, except with some sort of mana-fixer. because 3MW is extremely restrictive.
How come? Its just a white, a red and 3 any colour manas. Its easy as hell, specialy with the standard's fetch lands and multi-mana lands. Look up Alara block cards, there's tons of multicolour cards on that block and almost everyone in stardard uses them, all the time.

Also, Elephant is some combination of over-costed/impossible to play.

Look up elvish piper. Also, we will have a joyous wild card to reduce the cost of savannah/forest creatures. I'm still fixing creature's types and some costs.

Legendary swimmer refers to a creature, but is actually an aura.


Woops, misstype.

Blue hosing blue is rather useless. The aura causes itself to be immediately discarded because protection from blue removes blue enchantments.

Indeed, removed it from legendary swimmer.

Red hosing red is rather pointless, but we have magma men, dwarven miners, stone the in door.

Aye. Also magma creatures are great to use in conjunction with earthquake.

wall of bones misspells gravyeards

Corrected this yesterday, haven't updated yet though, anyway, but its done.
Title: Re: Dwarf Fortress-based Magic: The Gathering set... Again.
Post by: eerr on February 15, 2010, 05:23:41 pm
-Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.
-Erm, are you sure? Look up stone wall again and compare it to things like Wall of Denial and Wall of Reverence, also, glacial wall or wall of ice IIRC. Also, one removal and the whole thing is blown to pieces, and there's plent of removals in standard.

You shouldn't have to pack a removal for a wall, just a strong creature.
Then the blocking player either has to sacrifice the wall or let the creature pass.

Additionally,
Block wall's toughness is somewhat redundant with it's ability, leaving it underpowered.


There just aren't enough any creatures strong enough to kill a 0/8 wall. I'd rather you made a vapour wall clone than leave either of those at 0/8. I still think one colour is the way to go on walls.


-Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.

-Thats just a 6 drop, plus there are ways to go around this with certain cards. There will be certain cards exactly for this purpose.

I suppose alot of cards do already have this, though the lairs that allow you to put a creature into play that normally cost 3CC seem swingy.



-Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?

I mean, it reads ambiguously, as does
cold snap. I have previously met people that will argue the alternate meanings even when (in cold snap for example) they are completely absurd. And proper cards avoid ambiguity like the plague.

'any mana produced by any land becomes U unless an opponent pays RRRR'
This phrase is easily taken out of context, I suggest
'Any mana produced by any land becomes U
Any player may pay RRRR to counter this spell'



Training yard is worded to give +1 +1, but doesn't use a counter for a permenant effect.

I suggest Elephant be more like
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197856
because elephants are cheap.



strangler
3/2?
iron man
if it has no protections, 3/4
wall of bones
0/* probably, to fit with other creatures that use the same mechanic.
kobold thief
1/2 at least

These don't have power or toughness listed. Yet.