Some nifty new stuff

Discussion in 'Home Made Cards' started by Istanbul, Mar 20, 2002.

  1. Istanbul Sucker MCs call me sire.

    Wall of Vitality 1WW
    Creature - Wall
    Flying
    Wall of Vitality gets +0/+1 for each other creature you control.
    0/3
    The more righteous your army, the more readily it will protect you.
  2. FoundationOfRancor The Gunslinger

    I like it. It could be more powerful though; I compare it to angelic wall. (Maybe 1W, or a 0/3 default?)
  3. Istanbul Sucker MCs call me sire.

    Well, it's -0/-2 from an Angelic Wall, and W more, but can be absolutely massive in the right deck...hmmm.

    Okay. It's been edited now.
  4. Istanbul Sucker MCs call me sire.

    Nature's Boon G
    Enchantment
    Whenever a creature comes into play, that creature's owner may draw a card. Use this ability only once per turn.
    More enlightened mages realize that their summoned forces can be good for more than fighting.
  5. Istanbul Sucker MCs call me sire.

    Badge of Honor 1W
    Enchant Creature
    As Badge of Honor comes into play, choose a color.
    Enchanted creature gains first strike and protection from the chosen color, and doesn't tap to attack.
    If Badge of Honor ever enchants a nonwhite creature, sacrifice it.
    Living by a strict code of honor is restrictive, but it has its advantages.
  6. Istanbul Sucker MCs call me sire.

    Traitorous Giant 1R
    Creature - Giant
    Haste
    During each player's upkeep, that player gains control of Traitorous Giant. Any player may pay R or 3 to prevent this.
    R: Traitorous Giant gets +1/+0 until end of turn.
    2: Traitorous Giant gets +1/+0 until end of turn.
    3/3
  7. Elrond Veteran CPA Lurker

    I like your ideas.

    I really like nature's boon because green could use some more card drawing and it fits in with green's affinity for creatures.

    I think the giant's pretty cool and costed right because of the drawback of losing it, also the fact that there are colorless activation costs makes that drawback worse.

    Good Job. Keep them coming
  8. Istanbul Sucker MCs call me sire.

    Temporal Armor (1UU)
    Enchantment
    Creatures you control can't be the target of spells or abilities.
    Sacrifice Temporal Armor: Return target creature to its owner's hand.
  9. Istanbul Sucker MCs call me sire.

    Karmic Balance 1WW
    Sorcery
    You may not play Karmic Balance if another card has gone to your graveyard this turn.
    All players sacrifice creatures until they control as many creatures as the player who controls the least number of creatures.
    All players lose life until they have the same amount of life as the player who has the least amount of life.
    All players discard cards from their hand until they have the same number of cards in hand as the player with the fewest cards in hand.
  10. Istanbul Sucker MCs call me sire.

    Essence Siphon 1BBB
    Sorcery
    Target player chooses and sacrifices a nonland permanent.
    You gain life equal to the casting cost of that permanent.
    "The more power you have, the more I can steal." - Tzzak, Grosian summoner
  11. DÛke Memento Mori

    ...

    I think most of the cards here are just a bit above average.

    Except Essence Siphon -- as a (former) Black player, I would pretty much enjoy Essence Siphon in my Wumpus decks. The casting cost is also perfect with three Black mana. One B for the sacrifice, one goes to the life loss, and one for the life gain. Good consturction.

    Karmic Balance is a pretty good card too. But...
    Is that supposed to be some kind of a disadvantage or something? It's not that effective. May I suggest:
    I think that gives the card a greater sense of...balance.
  12. Istanbul Sucker MCs call me sire.

    That's not quite the effect I'm going for. I need to work on reformatting that card...I'll work on it.
  13. FoundationOfRancor The Gunslinger

    Nature's Boon
    I think it would be better cc'ed at 1G, but I think it's not too powerful at G. At any rate, this card is fun.

    Badge of Honor
    Isny prasmatic lace, that card that does 1/3 of what this does, 1W? I suggest WW.

    Traitorous Giant
    Looks good, except the control cost of R. I think thats too low; it gives the owner of the card way to much control of the giant if the oppenent dosent have access to red. I suggest RR.

    Temporal Armor
    I compare this to Dense Foilage, the 2G card that prevents all creatures from being target by spells. The Armor protects just your creatures, and from abilties to. To boot, it's an unsummon seal. All this for just a conversion of 1 to U seems to powerful. I suggest a cc of 3U, or a cut of the unsummon seal ability.

    Karmic Balance
    I dont know about the power; I cant tell. A suggestion about rulings though; maybe for each ability you should say 'The Player with the lowest life when K.B. came into play"
    It seems very confusing to me.

    Essence Siphon
    Somewhere Duke mentions that he likes the life loss aspect of this card....but I dont see any. Was your intention "You gain life and your oppenent loses life equal to the casting cost of that permanent" ?
    Also, maybe it should be "non-land, non-enchantment" because black never has a way to deal with enchantments. I like the card as is, with the enchantment sacrifice....


    Anyway...tell me what you think.
  14. DÛke Memento Mori

    ...

    My bad. I completely misread Essence Siphon. The casting cost should be changed to 2BB then. 1B for the sacrificing of any permanent (worse than Diabolic Edict at times), and the other 1B for the life gain. I think the card would look better and feel more right if it only cost BBB. Not much power comes with that, even when combined with Dark Ritual, because the card states "...non land permanent..."

    I really like it.

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