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/jp/ - Otaku Culture


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File: 295 KB, 375x523, Hakurei Reimu.png [View same] [iqdb] [saucenao] [google]
11216088 No.11216088 [Reply] [Original]

There has been some interest in designing a card game but honestly it seems quite hard to find a system as adaptable as the Magic the Gathering framework. So I was thinking maybe we should just roll with that.

I would like to start a semi-collaborative custom card project. The intention is for the set to be played internally as a standalone game. It would be nice to have some sort of searchable database at some point but that's putting the cart before the horse.

Technical Information:

1. The designated format will be Vanguard. If you're not familiar with it, basically you start the game with an emblem-type-thing that gives you access to certain abilities.
2. The target powerlevel of creatures is INV-RAV.
3. There will be universal subtyping (no distinction between creature, land, enchantment types); types with associated rules text (aura, equipment) will be kicked up to type.
4. There will be automatic subtype association to be codified somewhere. "Destroy target Supernatural creature" can hit deities, outsiders, ghosts, etc.
5. Combat damage uses the stack.

Set Information:

1. This will be a collaborative project. Choose some part of some universe, make some cards, and submit them for consideration. Text-only submissions are encouraged.
2. Loosely speaking this will be an "anime-themed" project, so all universes are welcome. I'm uncertain as to whether I want to invite /a/ or /tg/ to take part.
3. I will be in charge of templating, powerlevel, etc.
4. The same character can come in common, uncommon, rare, and mythic versions.
5. Set is meant for self-contained constructed play, I don't think anyone will ever draft this.

Once we have enough cards, I will try and release some sort of file that will allow people to play online through existing Magic software.

Please indicate if you would have any interest in this sort of thing or if there are any suggestions you would like to make.

>> No.11216102

no interest

>> No.11216123
File: 228 KB, 682x750, 1185284330835.jpg [View same] [iqdb] [saucenao] [google]
11216123

i almost asked why she's red in addition to white

ps. gate is the worst fucking keyword mechanic i've ever seen; op's a fag

>> No.11216125

What's the Magic the Gathering framework?

>> No.11216127

>Exile

What the HELL is this shit?

>> No.11216128

>>11216123
It's not a keyword. It's an ability word. Ability words are literally just flavor text that appears in the main area. There are no rules associated with ability words.

>> No.11216131

>>11216127
"Removed from the game" became "exile."
You don't "play" spells anymore, you "cast" them.
The "comes into play" is now the "enters the battlefield."
"Put into a graveyard from play" became "die."

>> No.11216134

>>11216125
Basically, I think their resource mechanic (lands, mana) and combat mechanics are fairly well-done so I figure there's no point trying to reinvent the wheel.

>> No.11216135

>Commander

What's this bullshit? Didn't they already add "Planeswalkers" even though the players are supposed to be Planeswalkers?

>> No.11216139

>>11216131
Arbitrary jargon designed to confuse newbies and sell newer cards.

I fucking hate you, Wizards of the Coast. Ruining D&D wasn't enough?

>> No.11216144
File: 179 KB, 480x680, xantcha.jpg [View same] [iqdb] [saucenao] [google]
11216144

>>11216135
No, commander is an invented custom card type. Basically the same as the Vanguard cards (picture related), but my custom card editor doesn't do Vanguard style.

>> No.11216159

>>11216139
I'm not a fan of a lot of the changes they made either (you've probably actually heard me complain at some point), but they are what they are. Changing CiP to EtB was stupid because it's just so much longer, but "dies" and "exile" are useful shorthand.

>> No.11216173

>>11216134
Sorry, I can't understand anything you said.

>> No.11216187

>>11216173
All games have resource mechanics. Depending on the type of game, these might be minerals, powerups, or weapons. Magic the Gathering has a resource mechanic that is focused loosely around accumulating the three "resources":

1. Lands.
2. Battlefield presence.
3. Cards in hand.

I think this is a good resource system and when trying to design a new game I found it difficult to do anything that didn't come back to that in the end.

Magic the Gathering also has a combat system, where the creatures you put onto the battlefield have the opportunity to fight one another. I think that system is also done well.

>> No.11216194

>>11216134
I like Cuttle better. You also can play it with a standard deck of cards.

>> No.11216210

>>11216194
That looks quite interesting. It seems like the prototype of a lot of combat card games and reminds me of a few others.

Building a set for that too might be interesting, and more simple. I'll think about it I guess.

>> No.11216242

Isn't there already a huge batch of touhou mtg cards done?
I remember this being a /tg/ project a couple years back.

>> No.11216246

>>11216187
Seriously.

All these new TCGs have no resource management in order to dumb the game down for little kids.

>> No.11216315

>>11216242
There are already a lot of Touhou Project custom sets out there but the vast majority of them are languishing away on somebody's hard drive, never to be used.

I don't know what /tg/'s been up to but I wouldn't be surprised if they had some sort of Touhou custom set going at some point in time since they seem to have a fair number of fans. Still I was thinking that a new start wouldn't be a bad idea, especially since I have some ground-up changes that are suitable for what I intend.

Also, this wouldn't just be a single Touhou set, it would be more like a Weiss Schwarz-type multi-setting mashup. Which begs the question, "why don't you just go play Weiss Schwarz instead" and the answer being "I have nobody to play with."

>> No.11216399

Is there any where I can play MTG online with other players?

>> No.11216442

>>11216399
The main site hosting Cockatrice was closed, but they seemed to have migrated to Woogerworks. There's also Magic Workstation.

Also if you're made if money you can play MtGO.

>> No.11216610

>>11216131
>>11216159
The keywords changes were actually meant to alleviate some of the confusion and be more intuitive. Specifically changing "play" to "cast" was needed to distinguish triggered abilities which resulted from a spell being cast rather than cheated into play.
>>11216442
I don't know where people get the idea that MtGO is expensive. You can put together 100 dollar modern decks for less than 10 dollars. As long as you aren't playing in standard it's significantly cheaper than paper MtG. Unlike Cockatrice and MWS you don't need to worry about idiots who don't understand the stack or priority either because the game enforces it's own rules.

Also, this idea is of a 2D custom set is probably too ambitious. Having random people contribute is just going to create a mess of random abilities and balance problems even if you try having one person handle all the balancing.

>> No.11216617

>>11216610
Did Modern Masters really do that to the prices?

>> No.11216636

what a shitty idea.

>> No.11216654

>>11216617
Modern Masters didn't do that much to the prices. Dark confidant dropped a couple dollars though.

The point is that the secondary market for modern cards has ALWAYS been significantly cheaper for MtGO.

If you want proof, list any card that isn't legal in standard and I'll quote you it's Paper price vs Virtual price using TCG player and MTGO traders respectively.

>> No.11216663

>>11216654
How about goyfy? I was under the impression that set redemption kept paper and digital prices really close.

>> No.11216708

>>11216663
Goyf's price remains unchanged. 60 dollars (Future Sight) and 68 (Modern Masters). The modern masters version actually costs more because the art is better.

Now you're probably thinking, "Woah, that's still really fucking expensive, I thought you said MtGO was cheap."

Well yes and no. Barring the fact that a paper goyf still costs over 120 dollars (>50% cheaper), some cards are still going to be expensive. However, this isn't really an issue if you can just avoid the super tryhard deck archetypes. I've put together pretty janky modern decks for 9 dollars which win over 58% in casual play against decks that cost 500 dollars.

Set redemption also doesn't really do much, it's was only there at the start so that people could safely invest into digital products which was really new at the time.

>> No.11216786

>>11216610
>Also, this idea is of a 2D custom set is probably too ambitious. Having random people contribute is just going to create a mess of random abilities and balance problems even if you try having one person handle all the balancing.
I'm a genius, so it's okay. More importantly, I have no life.

This is also the kind of game that might be more appropriately played in singleton format, which would also conveniently limit the damage any one busted card could do.

>>11216708
>I've put together pretty janky modern decks for 9 dollars
Monocolored?

>> No.11216833

>>11216088
Why not just adapt the Commander format then?

>> No.11216842

>>11216833
Mostly because I like Vanguard better than Commander. Also because Commander construction rules will be problematic until the card pool becomes big enough.

>> No.11216844

>>11216786
Depends, dual lands are generally still pretty pricey. Almost any shock land would break 5 dollars so obviously you can't use them. Buddy lands and filter lands are also pricey so if you really want to use dual lands you have to resort to the cheaper ones such as pain lands (still >2 dollars for certain colors), filter lands, and refuges if it comes down to it.

I mean, it may sound limiting but I have a friend who runs a W/B enchantment aggro with only taplands for dual mana and he goes >50% in casual play. I also run a really janky R/G artifact destruction deck which does poorly but manages a really consistent mana base using only pain lands and filter lands for nonbasics.

I will say this though, investing in dual lands is probably the single biggest investment you might choose to make in MtGO. It uses the recipe system so if you buy a playset of Arid Mesas or whatever, you will have a consistent mana base for every single R/W deck you ever make unlike specific cards which may only be usable in single deck archetypes.

>> No.11216852

>>11216842
There are thousands of cards in MTG. I don't see why it's problematic.

>> No.11216857

>>11216852
The goal was to make a self-contained set of sets for self-contained play. More of a new game which happens to be 90% identical to MtG in mechanics rather than a real MtG expansion.

>> No.11216861

>>11216852
I think he want's all the cards to be custom made which is a pretty tall order.

Actually, even with the vanguard system, constructing a limited environment flexible enough to support even three or four viable vanguards would take either some godlike understanding of game theory and balance or a shit ton of custom cards.

I personally am skeptical that OP is that talented and that there is enough interest in this to support either.

>> No.11216876

>>11216857
The earlier guy brings up another point though.

How exactly if this was to happen would you plan on delegating abilities through the color pie. MTG is has a long history such that every custom card thread I see on any board has a majority of cards or abilities which could be considered variations of existing cards or abilities.

If you were going to distribute the abilities based on the existing color pie, then I feel that the game wouldn't just be using MtG as a framework but it would rather BE MtG but with less intelligent design.

>> No.11216879

>>11216861
>Actually, even with the vanguard system, constructing a limited environment flexible enough to support even three or four viable vanguards would take either some godlike understanding of game theory and balance or a shit ton of custom cards.
The goal at the start is just to get something that is fun to play; ie, running cards you like because you like them as opposed to because they're the best. I think even in regular Commander there is a small circle of decks that tower above the rest (asshole combo EDH decks) but most people don't play like they're in a tournament. I'm not really considering limited at the moment since that sort of thing is annoying to do online anyway.

>that there is enough interest in this to support either.
I've seen enough people who are fans of Japanese media and MtG that I'm not sure I agree with you. I feel like there are actually a whole lot running around /a/ and /tg/.

>> No.11216888

>>11216876
Yeah, I was just going to go with the existing color pie. A certain tripfag actually laid more groundwork for an alternative five-color resource system (music, faith, etc) that might be more suitable but that's more than I want to sink my teeth into right now.

>I feel that the game wouldn't just be using MtG as a framework but it would rather BE MtG but with less intelligent design.
That's loosely the idea. A few doujin games manage to outdo their inspirations, but a whole lot of them are just "Game X, but worse, and with Touhous."

>> No.11216889

>>11216857
Okay, sure. What I'm trying to point out is even though MTG has a huge card pool, it's not really problematic for its Commander format to grow. Commander itself is a self-contained format already -- it's a game of its own. And the fact it can stand on its own despite it's humongous card pool is admirable.

I don't see why your game can't adapt the Commander format, unless the basic rules of your game suck.

>> No.11216892

>>11216879
I brought up the limited environment argument not because of the associations with tryhard level play but rather because that is exactly what you would be creating considering how limited the pool of cards would be.

Even if I give you an optimistic estimate of roughly 1000 cards, that's still smaller than the current standard environment in actual MtG so the balancing and possibly design would obviously be relative to the other cards in the set.

>> No.11216899

>>11216892
Of the thousand cards in Standard, six hundred exist only because of Limited, and you would never think about running them in non-pauper Constructed unless you were a masochist.

>>11216889
>I don't see why your game can't adapt the Commander format, unless the basic rules of your game suck.
I don't understand. The basic rules are the same as in Magic.

>> No.11216926

>>11216899
Oh that's what you were getting at. Let me rephrase my original statement.

Assuming that the average player isn't an idiot, I don't believe that given how few cards you would be working and the circumstances surrounding the creation of this set that the design would be creative or balanced enough for a clearly dominant Vanguard-Deck archetype or even just Vanguard alone to not exist and break the game.

I understand you are aiming at casual play but even then I assure you this is a legitimate issue. The only way around it is if you intend the set to be played by people that are relatively bad or inexperienced at MtG which I assumed you aren't going for based on your decisions to implement two persistent board effects through vanguards on top of keeping combat damage on the stack which would imply that there are cards which could take advantage of them and therefore give advantages to more skilled players.

>> No.11216946

>>11216926
>I don't believe that given how few cards you would be working and the circumstances surrounding the creation of this set that the design would be creative or balanced enough for a clearly dominant Vanguard-Deck archetype or even just Vanguard alone to not exist and break the game but in a situation like this I can take the half-assed approach of calling it a "beta" and nerf anything that slipped under the radar.
If any of the Vanguards is "too good" I'll just knock five life points off, fixed. Since the set is an online one and not a printed one I can do things like that. On-the-fly balance is terrible for a real game but since we're only in "beta" I can do things like that.

>on top of keeping combat damage on the stack which would imply that there are cards which could take advantage of them and therefore give advantages to more skilled players.
Anything with a sacrifice effect on it is affected by this rule, but it's not something a new player can find hard to understand; "the creature can deal damage and sacrifice itself too." Bouncing is also easy. "He would have died, but we rescued him."

>> No.11216947
File: 49 KB, 375x523, 1345347053951.jpg [View same] [iqdb] [saucenao] [google]
11216947

Did anything happen with these?

>> No.11216949
File: 41 KB, 375x523, 1345401892147.jpg [View same] [iqdb] [saucenao] [google]
11216949

>>11216947
If there are more than just these two it'd be awesome if someone could post them!

>> No.11216957

>>11216947
That was the alternate color system I was referring to. I don't know if it's gone anywhere since the tripfag responsible is MIA. I could contact him if I wanted to but for various... reasons I don't think he'll be back anytime soon.

>> No.11216976

>>11216315
So not like this then, huh? http://imgur.com/a/e6x34#0

Also, what is Weiss Schwarz, anyway?

>> No.11216993

>>11216976
I was originally hoping for people to submit smaller sets, but if somebody wants to throw in that much, I'll try and see what I can do. One of the secret reasons for wanting to create the set collaboratively is so that once the set is done, we have a captive player base who will want to play with it.

I have, uh, issues with a lot of those cards, but nothing insurmountable. So yes, that's sort of the idea.

>> No.11216997

>>11216946
You would be surprised at how counter-intuitive combat damage on the stack is. "how can you save a guy AFTER he takes lethal damage?" The current ruling would force you to bounce during declare blockers which makes sense since he's getting out before he dies.

Well in any case, I guess you answer for yourself in terms of balance; still doubt you can do it or that it will ever fly in the first place even more so since you just brought up a shit ton of logistical issues.

You intend for this game to be played ONLINE. How the hell are you going to manage that. Even if you find a suitable client, you are relying on people to understand the rules well enough to not break them unknowingly.

>> No.11217008

>>11216997
>You would be surprised at how counter-intuitive combat damage on the stack is.
I'll give one of those science explanations that works for kids despite being totally wrong. "Both creatures have incurred lethal wounds, but they won't die unless nothing is done about them."

>You intend for this game to be played ONLINE. How the hell are you going to manage that. Even if you find a suitable client, you are relying on people to understand the rules well enough to not break them unknowingly.
Magic Workstation works just as well with custom cards as with existing ones, once I compile a set file for it. It has zero rules enforcement, but neither does paper play.

>> No.11217009

>>11216993
It's still in a rough draft phase; this is just what i've done so far. Always looking for feedback, though XD;

>> No.11217016

>>11216976
These cards are awful. Really.

>> No.11217017

>>11216976
Weiss Schwarz is a Japanese card game, where all the cards come from anime, more or less. Some sets have been released in English.

http://littleakiba.com/tcg/weiss-schwarz/

>> No.11217022

>>11217016
I think for now I'll go with "contributors first, QC later." I'm not sure anything there would make it into my set as printed but there's stuff I can work with.

Also there are too many.

>> No.11217033

>>11217022
How "too many"? Small sets contain around 150 cards, while the larger ones are in the ballpark of 248 or so

>> No.11217034

>>11216997
Also, since you're like, already here and stuff, are there any franchises you would be interested in drafting cards for at all?

>> No.11217037

>>11217022
Does it really have to be 2hu?
All the cards I see there are broken by MTG standards, I don't how these will work with watered-down MTG?

If you really want to push 2hu, then MTG should be the base for it. Weiss Schwarz or CFV would more suitable bases. Or WoW TCG.

Or make a new game altogether.

>> No.11217038

>>11217033
I was thinking more along the lines of "many people come together and build a set," not "many people independently build 150-card sets and we make a huge format out of them." For smaller franchises like, I dunno, Madoka this is more acceptable since there are only so many Madokas, but Touhou Project has a hundred characters, so I wouldn't want one person to do an entire Touhou Project set.

>> No.11217042

>>11217037
> then MTG shouldn't be the base for it.
Fixed.

>> No.11217043

>>11217022
I'd imagine given how bad people are at designing cards, you are going to have to turn down a lot of cards. So much for a collaborative effort.

I also still disagree with you about the decision to keep combat damage on the stack, but that concern is a pittance compared to the whole issue of design and general interest and capacity to begin with.

I'll fucking paypal you 20 dollars if this ever gets off the ground in a functional state.

>> No.11217050

>>11217037
>Does it really have to be 2hu?
No. Although there will almost certainly be Touhous in it.

>All the cards I see there are broken by MTG standards.
Cards enter development as concept and exit as printable cards which may be completely unrecognizable from their original forms.

I'm Development.

>Weiss Schwarz or CFV would more suitable bases. Or WoW TCG.
I know the rules for WS but have never played, have seen Vanguard played but have never played, and don't know the first thing about WoW. Not impressive credentials, I know. One of the things I like about MtG is how open the design space is, though.

>Or make a new game altogether.
Well, I'm only doing this because making a new game is too hard.

>> No.11217053

>>11217038
Now i'm curious about the potential you saw...

>> No.11217062

>>11217050
>Cards enter development as concept and exit as printable cards which may be completely unrecognizable from their original forms.

Just make the set yourself then. There's no reason for anyone to contribute shit if you are going to be the final say on design.

I mean, based on the custom cards people come up with, I'm convinced that 99% of them are fucking idiots but it still does mean that the whole collaborative part needs to be thrown out the window if you really want to go through with this.

>> No.11217058

>>11217043
>I'd imagine given how bad people are at designing cards, you are going to have to turn down a lot of cards.
I will do what I can to salvage designs. That Reimu is just obviously not printable under the powerlevel regime I wanted (creatures should be INV-RAV powerful) but instead of seeing "holy shit" instead I see "vigilance, taps to burn youkai" which I can work with.

>> No.11217074

>>11217062
>Just make the set yourself then. There's no reason for anyone to contribute shit if you are going to be the final say on design.
The thing is that I really WANT to leave cards alone as much as possible. If I judge you competent at custom card design, then I'll almost certainly leave your shit alone mostly, except for the type-wrangling that I need to do to fit it into the bigger universe.

I'll only wreck cards if I think the person who made them really needs to be sent back to remedial card design school. And there will be a lot of these, but it can't be helped.

>I'm convinced that 99% of them are fucking idiots but it still does mean that the whole collaborative part needs to be thrown out the window if you really want to go through with this.
Semi-collaborative.

>> No.11217105

>>11217074
>competent at custom card design
>anyone on 4chan

Even /tg/ is terrible at this. You are expecting way too much. I guarantee you the majority is unsalvageable and if I were a retard who just spent like 10 minutes designing a custom card to be included in your cool beans game and got rejected, I'd probably be feeling pretty salty about that.

>> No.11217109

Although at this point it seems fairly apparent that I'm not going to find enough interest within /jp/ itself, at any rate. I thought we had more MtG players than this.

>> No.11217112

>>11217050
>One of the things I like about MtG is how open the design space is, though.
And that will be a big problem. This MtG openness is one of things why there are a lot of badly design custom cards out there.

2hu is a huge universe, but does it have enough world building like what WOTC did with each of its planes that you can include random entities in the game. So far, the custom cards don't show this.

2hu is a character-centric universe. Having probably a "Vanguard" character and a full arsenal of spells would work on this game. And that's not MtG.

>> No.11217122

>>11217105
>implying that /tg/ isn't where the worst custom carders congregate

>I guarantee you the majority is unsalvageable and if I were a retard who just spent like 10 minutes designing a custom card to be included in your cool beans game and got rejected, I'd probably be feeling pretty salty about that.
Yeah, that's a potential problem, isn't it? I'll have to put up all sorts of disclaimers about how I have final editorial control and will reject or butcher anything I don't like (even if I'll try not do that more than I think I have to).

I guess I also want a "custom card design guide" that covers the basics like, "awesomer is not better, walls of text are bad, a set made entirely of rare is bad" that sort of thing.

Salt is good, though. Helps you live.

>> No.11217128

>>11217122
At least they get formatting and wording correct more often than any other board.

>> No.11217138

>>11217128
The other boards must be TRULY AWFUL, at formatting then.

Oh, well. A general goes to war with the army he's got.

>>11217112
You can just field a whole deck of named characters if you want to. I intend to actually strip legendary from the rules just because it doesn't make sense in a set where well over half the cards are named characters.

>> No.11217150

>>11217138
>You can just field a whole deck of named characters if you want to.
So you can have four of the "named character" card in your deck and play clones of that character as creatures? If that doesn't pass off as bad world-building and game design then I dunno what is.

>> No.11217159

>>11217150
>If that doesn't pass off as bad world-building and game design then I dunno what is.
There is no world-building, the worlds have already been built. Any game where you can gang-block Yuuka with Louise and Miku if you feel like it wasn't going for a realistic plot anyway.

I was thinking about trying to impose singleton format rules with that in mind, but still haven't decided.

Also, in M14 both players will be able to field Geists if they want, and you've always been able to have two Balthors or Braids anyway. Not to mention that you can do mirrors in all the fighting games anyway.

>> No.11217174

>>11217159
>There is no world-building, the worlds have already been built.
OP's suggestion is to create a set that's playable on its own and can expand on its own (I think). You're thinking of something like Weiss Schwarz where you can just throw everything in for the sake of having a TCG. If you want your game to be interesting, build its world. 2hu has interesting characters but it's not an interesting world. Remove all characters in 2hu from Gensokyo and it's just some fantasy land made up by a 30-something beer-guzzler.

>Also, in M14 both players will be able to field Geists if they want
Because new Legend rule. And it makes sense ni MtG's context.

>> No.11217183

>>11217174
>OP's suggestion is to create a set that's playable on its own and can expand on its own (I think). You're thinking of something like Weiss Schwarz where you can just throw everything in for the sake of having a TCG.
I'm actually pretty okay with the Weiss Schwarz kitchen-sink model, if only because people love to make derivative cards but are far more cautious in contributing to someone else's universe. Building an actual, consistent, self-contained universe would be fun but it's very hard to do that well at all. And especially collaboratively that would be a nightmare.

>And it makes sense ni MtG's context.
MtG's context is "planeswalkers summon creatures from across the universe to do battle." The non-plot in Weiss Schwarz is probably fine in this spinoff as well. "Fictional characters from everywhere have been summoned to do battle in a battle royale that makes no sense. Deal with it."

>> No.11217209

archive.foolz.us/jp/thread/10588662

we tried before

>> No.11217216

>>11217209
This thread is an outgrowth of that thread's failure.

Back then we had to all agree on a mechanic.

Here all you have to do is choose a franchise you like, make some cards, and pastebin them here or send them to me.

>> No.11217228

>>11217216
I just came into the thread and have read the posts, I really don't think using MtG is a good idea

What card games have you actually played besides MtG? If you wanted something with resource building there's already the Touhou version of Dominion

>> No.11217237

>>11217228
Dominion is an intensely non-physical game which simulates economy-building far more than actual war. Touhou Dominion is just a functional reprint of regular Dominion except that nobody has an online clone of it.

Honestly I'm not a big card game enthusiast. I've played Magic on and off for near a decade now, but other than that, I've only played Pokemon and Digimon (when I was young), Dominion, and some online-exclusive stuff with mechanics I would never consider using.

>> No.11217246
File: 328 KB, 379x523, Sigh.png [View same] [iqdb] [saucenao] [google]
11217246

Oh don't mind me, just actually contributing.
I did it in actual MtG format because.

>> No.11217249
File: 328 KB, 372x525, Sigh.png [View same] [iqdb] [saucenao] [google]
11217249

Typo fixed.

>> No.11217254

>>11217249
Do you want me to give you a full, serious criticism of this card?

>> No.11217255

>>11217254
>>11217249
case in point

>> No.11217258

>>11217254
No I want you to lie to me and whisper sweet nothings to me.

>> No.11217261

>>11217258
I like what you did with the border.

It has interesting mechanics.

>> No.11217265
File: 289 KB, 500x500, tumblr_static_tumblr_m6yw1ooixm1qczbido1_500.gif [View same] [iqdb] [saucenao] [google]
11217265

>>11217261
Should I be insulted because you're lying or...?

>> No.11217267

>>11217265
I have only said things that were true.

I left out the other things I had to say about it which were not so positive.

>> No.11217271

>>11217267
Which would be the not so positive.
I do recognize the possibility of just stacking power on her and then killing her off, along with the hilariousness of skipping someones turn every 5 turns.

>> No.11217277

>>11217271
I'll give you the serious criticism, then.

1. The templating is bad.
2. Most games never reach ten mana.
3. There's a tremendous amount of text on the card, which is generally undesirable. Having a lot of text on a card is a drawback in and of itself and should only be done when the resulting card is imaginative or otherwise good enough to justify it.
4. There are "memory issues." Meaning at some point during the game you might look at the card and not remember how many turns have passed since you last activated Illusion Image (which is inappropriately named for an extra turn ability). Generally these effects are tracked with counters.
5. The card is clunky and does not seem to have any sort of theme connecting its myriad abilities.

>> No.11217284
File: 38 KB, 500x666, 35019_506353676077753_370968213_n.jpg [View same] [iqdb] [saucenao] [google]
11217284

>>11217277
Fair enough

>> No.11217285

>>11217277
When in doubt, try again.

>> No.11217288

>>11217284
Also, mono-black doesn't get extra turns.

Something like this would be more appropriate but still sufficiently clunky that I would not want to include it.

Sakuya Izayoi - 4U
Legendary Creature - Human Maid
Sakuya Izayoi enters the battlefield tapped with four time counters on it. It doesn't untap during your untap step unless you pay 2 mana.
T: Put a time counter on Sakuya Izayoi. Then, if it has five or more time counters on it, remove those counters and you take another turn after this one.
When Sakuya Izayoi dies, it deals damage to each creature and each player equal to its power.

In general I think that you should take some time familiarizing yourself with card design before attempting to contribute.

>> No.11217302
File: 342 KB, 376x525, spaghet.png [View same] [iqdb] [saucenao] [google]
11217302

>>11217288
This one feels like a winrar.png.

>> No.11217304
File: 37 KB, 375x523, Sakuya Izayoi.jpg [View same] [iqdb] [saucenao] [google]
11217304

>>11217288
>>11217284
I went ahead and redid your card for you, Flopsy. It still has the same idea but probably does what you want it to while still maintaining MTG standards. The colorwheel does exist for a reason, after all.

>> No.11217306

>>11217277
>1. The templating is bad.
I would avoid caring about templating for now, ideas are more important
>2. Most games never reach ten mana.
I didn't realize this was some tryhard legacy level shit where Timmy cards don't get any love (that being said, the card is still all over the place)
>Also, mono-black doesn't get extra turns.
Fuck you, I love Temporal Extortion. And fuck the color pie. You're dumbing down parts of the game and keeping other stupid things like combat damage on the stack

>> No.11217311

>>11217306
>I didn't realize this was some tryhard legacy level shit where Timmy cards don't get any love (that being said, the card is still all over the place)
If it costs ten mana it'd better do something seriously awesome, and while taking another turn after this one isn't anything to laugh at it's not really a fifteen mana effect. Ten mana isn't even that easy to reach in EDH.

>And fuck the color pie.
I was thinking about doing that.

>You're dumbing down parts of the game and keeping other stupid things like combat damage on the stack
I have my reasons, but it's mostly about being able to have your cake and eat it too.

>> No.11217324

>>11217311
>have your cake and eat it too
Don't you mean spaghetti >>11217302

>> No.11217329
File: 54 KB, 375x523, Sakuya Izayoi.jpg [View same] [iqdb] [saucenao] [google]
11217329

>>11217304
Actually, I think this does it even better. I think, it really depends on which effect is more important to the flavor of your card.

Also this card is hilariously broken,I would run four of this, and 56 mountains.

>> No.11220474

>>11217304
Sure is power creep.

Why not:
3UU, exile [CARDNAME]: Take an extra turn after this one. You lose the game at the end of that turn.

>>11217329
This one:
1R, discard you hand, exile [CARDNAME]: Take an extra turn after this one. [CARDNAME] deals damage to each creature and each player equal to the number of cards discarded this way. Activate this ability only if you have one or more cards in hand and anytime you can cast a sorcery.

You know why extra turns have to be heavy casts or have insane drawbacks, yes?

>> No.11220477

>>11220474
>3UU, exile [CARDNAME]: Take an extra turn after this one. You lose the game at the end of that turn. Activate this ability any time you can cast a sorcery.

Fixed.

>> No.11220486 [DELETED] 

>>11217288
>enters the battlefield tapped with four time counters on it.
And she doesn't have Suspend?

>T: Put a time counter on Sakuya Izayoi. Then, if it has five or more time counters on it, remove those counters and you take another turn after this one.
Beyond broken, I broke my neck. Even with the 2 colorless every upkeep.

>When Sakuya Izayoi dies, it deals damage to each creature and each player equal to its power.
So you basically want to abuse this card, recycle it for turns and damage?

This is good design? Give me a break.

>> No.11221211

Is this what threads on /tg/ are like?

Too much long discussion, not enough funny posts.

>> No.11221258

So when's the game coming out?

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