Vote on Upheaval: Gold Cards

Discussion in 'Home Made Cards' started by Shiro, Time Devourer, Nov 26, 2002.

  1. Shiro Time Devourer I have returned!

    These are the possibilities for gold card cycles in the set:

    2 color (normal) instants with a "you may remove this from the game as you play it" booster mechanic.

    2 color (enemy) "agents", each with protection from the color allied to both of its colors (Ex: U/R has prot-black), a static ability common to both enemy colors, and two opposite activated abilities at 2C, where C is one of the agents' colored mana. The agents carry opposing faction types.

    2-color (normal) creatures with protection from the enemy color of both, and one static ability from each faction opposed to that enemy color.

    3-color (normal) enchantments that affect all of a particular zone and have state-based effects.

    4-color Justicar legends with protection from the 5th color, "All creatures lose an ability common to that color."

    4-color sorceries with a special thing that happens should they target or affect a fifth color.

    What one is best suited for each of Common, Uncommon, and Rare status?

    BTW:

    White: 100%
    Blue: All commons, all non-creature uncommons, 10/17 uncommon creatures.

    Voting Ends 12/3/2002, 4:12 PM.
  2. Shiro Time Devourer I have returned!

    Fine.

    Common- 2-color ally creatures
    Uncommon- 2-color overdrive instants
    Rare- 2-color agents

    White- 100%
    Blue- Common and Uncommon finished, Rares 35%
  3. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    I personally think making an entire color category just for a cycle is a cop out. Oh well, that's me.

    Why not just do some two color stuff and have the cards fairly unrelated?
  4. Shiro Time Devourer I have returned!

    If you want unrelated, the enchantments, instants and sorceries aren't all that related. However, once you see the Agents, you will probably think they're cool.

    BTW: This will be a 350 set.

    Hurricane Agent
    4UG
    Dragoon Ranger (Was wurmite)
    Can't be the target of spells or abilities
    2G: Target creature loses flying until end of turn
    2U: Hurricane Agent or target creature gains flying until end of turn.
    2/6

    Cadiz Agent
    4UR
    Davina Starlet
    Unblockable
    2U: Counter target spell
    2R: Target spell can't be countered.
    3/5

    Ronin Agent
    4WB
    Ninja Samurai
    Whenever RA deals or is dealt damage, you gain that much life.
    2W: Target unblocked creature becomes blocked
    2B: Target creature gains fear until end of turn
    5/3

    Warrior Agent
    4WR
    Protector Commando
    First Strike
    2W: Target creature gets +0/+3 this turn.
    2R: Target creature gets +3/+0 this turn.
    4/4

    Ecosystem Agent
    4GB
    Preserver Defiler
    Pay 2 life: Regenerate
    2G: Creatures you control get +1/+1 this turn
    2B: Creatures target player controls get -1/-1 this turn.
    6/2
  5. train The Wildcard!!!...

    Ecosystem Agent reminds me of the people that test the water at our stores...

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