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/jp/ - Otaku Culture

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>> No.11217311 [View]

>>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.11217288 [View]

>>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.11217277 [View]

>>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.11217267 [View]

>>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.11217261 [View]

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

It has interesting mechanics.

>> No.11217254 [View]

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

>> No.11217237 [View]

>>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.11217216 [View]

>>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.11217183 [View]

>>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.11217138 [View]

>>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.11217122 [View]

>>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.11217109 [View]

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.11217074 [View]

>>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.11217058 [View]

>>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.11217050 [View]

>>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.11217038 [View]

>>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.11217034 [View]

>>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.11217022 [View]

>>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.11217017 [View]

>>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.11217008 [View]

>>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.11216993 [View]

>>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.11216957 [View]

>>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.11216946 [View]

>>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.11216899 [View]

>>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.

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