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Post by zackzeta on Mar 3, 2016 21:37:15 GMT -6
Hey i wanted to add more to this already awesome game since most of the fun of magic has always been to me the large selections.
Im fairly new to magic so it was a little hard looking up these cards i haven't seen before, my goal was to find a card with a miniatures that could be associated to it.
im recreating my post because i found a Photoshop template which helps me make the cards fairly quick. i'm open to any suggestions and i will be trying to update a little every day.
credit to template:
boardgamegeek.com/filepage/126394/magic-gathering-atp-custom-units
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Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Mar 3, 2016 21:57:00 GMT -6
Cool. I always liked Gnolls. Although, I'm pretty sure there aren't any Gnolls in MAGIC. I'll be using yours with my D&D minis when you finish them.
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Post by Targanth on Mar 5, 2016 9:37:48 GMT -6
Interesting armies! Thanks for posting them.
Until you have the hit zone images, I'd suggest that you include some small text in the hit zone box to explain how many figures are used for each army card.
Transform These cards do not explain what happens to the Villagers when they transform. I guess they change into Howlpack (since they also transform) but I think it worth adding to the card text.
There are a couple of other powers that might be made a bit clearer with some wording changes. I'll look at these all in more detail later and provide some examples and suggestions.
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Post by NoSorumbo on Mar 7, 2016 8:47:40 GMT -6
I love the concept of a transform mechanic (or who knows, a morph mechanic from MTG:TCG!!!), and honestly, it's so much more suited for a board game rather than the trading card game! Keep up the hard work! I love what you did with your ideas.
(Honestly, I think I like the ability of your Minotaur more than my own!) Can't wait to see more finished products.
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Post by zackzeta on Mar 7, 2016 23:08:20 GMT -6
Thanks everyone, feel free to leave suggestions and things of the sort. i don't mind changing cards if its something we all like since this while ill be using some i might not get around to all of them so its also for the community. i might hit some days where i can't post or add cards but ill make sure to finish this. i will be also putting versions on the title so you guys can see the new cards.
i just added creature Numbers to the cards so look forward to that next post. also im bad with wording so if you want to help clean up my text feel free to. if you need something posted to make that easier just let me know.
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Post by Targanth on Mar 8, 2016 11:04:17 GMT -6
zackzeta, I've spent some time on the armies you've posted, and have a couple of questions on wording. I'm not trying to be critical, rather I'm wanting to make sure the powers play the way that you've intended. So I have some questions. Howlpack of Estwald - Hunting Pack I need some help understanding this . If there is one wounded enemy figure 2 adjacent units away from at least one Howlpack of Estwald, then all of Howlpack of Estwald gain +1 attack and +2 movement towards that wounded target. - 2 adjacent units away - do you mean within a range of 2 hexes? - +2 movement toward that wounded target - Does this mean that I must move toward the wounded target? Could I move closer toward the wounded unit and gain the +2 movement, but choose a different target to attack? What if more than one enemy figure is close enough? Do I have to specifically identify which enemy is the target? I am concerned that the current wording could be interpreted that once the target wounded figure gets destroyed, the rest of the Howlpack is not allowed to attack an different figure if they have gained the +2 movement. Gnoll Warriors - Unified Strike I like the idea but the wording needs to be more specific. Suppose the Gnoll warriors are all in range to one specific enemy figure, but some of the gnolls are also in range of other enemy figures. The first Gnoll attacks the figure that all are in range of - how many attacks does it get? 4 + 3 (for the 3 Gnolls) for 7 total? If that attack kills the enemy, the remaining gnolls can not attack the same target, so did the first Gnoll roll too many dice? Perhaps 'they receive +1 attack for each gnoll that is within range of the target until the end of the turn' Even my suggested wording still has problems due to the range of 2. A Gnoll may be within range of an enemy, but adjacent to a different enemy. A figure may not attack a figure at range if there is a figure adjacent to it. Gnoll Warriors - Ability Two This one is confusing. I think it is supposed to be a defense version of Unified Strike. Is it saying that if a group of Gnolls used Unified Strike on the Gnoll's turn, those Gnolls are + defense if being attacked by the same figure that they attacked on their turn? Gnoll Warriors - First Strike This seems to interact with Unified Strike - if First Strike happens, the target creature is killed so other Gnolls can no longer target it, so how many dice would get rolled on the initial attack? Nath's Elite - Wither This allows me to choose to do damage to the target, or to choose to place -1 attack and -1 defense counters on the target. Not both, right? Nath's Elite - Rally 'enters the field' - does that mean 'is summoned onto the map'? Field is not a word that currently has a definition in the game. Talara's Battalion - Intense Strike Should this say Whenever Talara's Battalion attacks?
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Post by zackzeta on Mar 8, 2016 17:31:26 GMT -6
Howlpack of Estwald - Hunting Pack The point of the skill is to gain +2 movement towards wounded targets, not away or past them.
Gnoll Warriors - Unified Strike This ability when gnoll attacks target 1 he gets no bonus, gnoll 2 attacks target 1 +1 attack, etc. if a gnoll attacks target 2 they don't gain that bonus unless two or more gnolls attack target 2.
Gnoll Warriors - Ability Two I gotta fix that one big time. Gonna re word it to be, when gnolls become attacked they gain 1+ defense for each gnoll attacked until end of turn
Gnoll Warriors - First Strike I think I copied the card that came with the expansion I'll double check the wording.
Nath's Elite - Wither Yup,One or the other not both
Nath's Elite - Rally Yup summoned
Talara's Battalion - Intense Strike Copied the fire cats I'll double check wording.
like i said im not good with wording so help is appreciated ill go back and fix those things in a bit.
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Post by Targanth on Mar 9, 2016 10:39:38 GMT -6
Thanks for the answers, zackzeta. Here are some ideas to get you started on re-wording these powers. Howlpack of Estwald - Hunting Pack After moving a Howlpack of Estwald, if it is within 2 spaces of a wounded enemy figure, that Howlpack may move up to 2 spaces to become adjacent to the wounded figure. That Howlpack gains +1 this turn. Gnoll Warriors - Unified Strike If a Gnoll Warrior attacks a figure that has already been attacked by a Gnoll Warrior this turn, add +1 . Add +2 if it is the third attack on the same figure. Gnoll Warriors - Ability Two After every time a Gnoll Warrior has rolled to defend, all Gnoll Warriors gain +1 until the end of the turn. Maximum of +2 . Gnoll Warriors - First Strike Since I now understand Unified Strike, First Strike does not need any changes. Talara's Battalion - Intense Strike This one currently says Nath's Elite and should say Talara's Battalion.
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Post by Targanth on Mar 11, 2016 10:48:04 GMT -6
zackzeta, here are some thoughts on the cards. You have some very nice powers here. Zada's Commando - Binding Shot Can this be used in addition to a regular attack? Or does this replace the regular attack? (In addition sounds good to me, but the card should be precise on this). You might save some space on the card by BOLDING the words Sword, Shield and Blank. Then you might not need the blank lines between the possible results. Goblin Rabblemasters - Call to Battle Summon is a PW ability, so I think a different word is needed. Something like: At the start of your turn with Goblin Rabblemasters, if there is a Goblin Rabblemaster in your reserve or your graveyard, you may place it adjacent to another Goblin Rabblemaster already on the map. You may not have more than four Goblin Rabblemasters on the map. Goblin Razerunners - Goblin Rage Once per turn when a goblin deals might be Once per turn if any goblin in your army deals (It should not trigger if an opponent also has Goblins) Goblin Razerunners - Suicide Run Does each goblin sacrificed deal damage equal to the number of counters? Skirk Shaman - Goblin infusion This should also only apply if the Shaman army card is the one that is activated for the turn. It might be best to specify if the friendly unit is activated before or after the Shaman. Example: Before activating Skirk Shaman this turn, chose a friendly army card and take a turn with that army. They gain +1 / +1 . If they are Goblins, they gain +2 / +2 . Then take a turn with the Shaman. Skirk Shaman - Flame chain This is similar to Trample. I'd suggest using similar wording but call it Flame Chain and add that it continues as long as there is an adjacent enemy and unassigned damage Goblin Goon - Trample correct wording - change Skirk Shaman to Goblin Goon Goblin Goon - Overwhelming Size If I attack with the Goon and roll 1 sword but the enemy unit has only 1 defense and rolls a blank, I still only do 1 damage, correct? Berserker Orc - Chaotic Swing Deal half - Is this an attack and the enemy figure gets to roll defense? Do I roll attack a second time for the adjacent figure? Berserker Orc - Chaotic Speed I'm not understanding this one. Kragma Butchers - Inspired The Goblin Razerunners use counters for +1 / +1 . Perhaps this could use those same counters with a maximum of one added per turn? If a Butcher is killed does the card also gain +1/+1?Is there a maximum # of counters that the card can have added? Gang of Devils - Explosion Is this for each figure or when the entire army card is defeated? Is the damage to adjacent creatures or PWs? Charmbreaker Devils - Equivalent Exchange Sacrifice 1 Charmberaker Devil. Select one spell card from your graveyard, use it immediately, then return it to your graveyard. This does not count toward the players cast limit. You may want to also indicate if this can be done after the Devil has attacked or not. Charmbreaker Devils - Transmute Does the spell played during Equivalent Exchange count toward this bonus? Flamekin Harbingers - Spellbind Would this be limited to Sorcery spells?
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Post by zackzeta on Mar 11, 2016 12:07:49 GMT -6
thanks again for the help, don't worry i am going to put all these changes. i just want to finish the set then go back and the one nice big clean up. im also trying to take some wording advice for the following cards as you give me feedback.
Zada's Commando - Binding Shot you can use both, ill try bolding it
Goblin Razerunners - Goblin Rage good point
Goblin Razerunners - Suicide Run yeah, but i might have to make it reduce a counter per suicide run trigger
Skirk Shaman - Goblin infusion yeah true, however in the rules i think it says you can only use abilites of a creature if you activate it but i like your wording better anyway.
Skirk Shaman - Flame chain good idea ill try to model it after it.
Goblin Goon - Trample thanks
Goblin Goon - Overwhelming Size yes correct the point is to always at least deal 1
Berserker Orc - Chaotic Swing this allows you to just straight up deal unblockable damage, might need to have it replace attack phase though.
Berserker Orc - Chaotic Speed another mess lol ill have to fix, it lets you gain first strike in exchange for taking 1 damage.
Kragma Butchers - Inspired yeah ill change to counters. yes because it was dealt damage. there was no cap but maybe i should make something like reduce 1 counter when a butcher is killed(however i think this would just nullify gaining the counter when taking the fatal damage).
Gang of Devils - Explosion each individual, everything is fair game
Charmbreaker Devils - Equivalent Exchange hm why? you can't cast on attack phase correct? unless the way i worded would counter that rule
Charmbreaker Devils - Transmute yes
Flamekin Harbingers - Spellbind yeah ill have to add sorcery
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Post by Targanth on Mar 11, 2016 12:21:12 GMT -6
Charmbreaker Devils - Equivalent Exchange Sacrifice 1 Charmberaker Devil. Select one spell card from your graveyard, use it immediately, then return it to your graveyard. This does not count toward the players cast limit. You may want to also indicate if this can be done after the Devil has attacked or not.
My curiosity was if this Sacrifice could happen after a Devil had already attacked - so attack and then be sacrificed. Or would Sacrifice need to be done before any Devils attack?
Charmbreaker Devils - Equivalent Exchange hm why? you can't cast on attack phase correct? unless the way i worded would counter that rule
Correct, normally you can't cast during attack, but depending on the wording, since you are selecting a card from your graveyard and then returning it to the graveyard, I think the wording could over-ride the normal rule.
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Post by zackzeta on Mar 11, 2016 12:25:26 GMT -6
it could be done either or, it might be better sometimes to bring a card before attack sometimes it might be better for after
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Post by Targanth on Mar 11, 2016 13:19:44 GMT -6
If you want the player to choose and to allow both before or after, that is fine. I suggest that you include your decision as a part of the on the card so that others playing with the card KNOW what is allowed and do not have to spend game time discussing if what they did is 'legal'. Often my comments reflect that I could see a variety of ways in which a might be interpreted. While I want to know the answer, it is my subtle hint that the might not always be interpreted the same way, and being very specific might avoid in-game discussion.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Mar 13, 2016 1:01:44 GMT -6
I really like your army cards. Some of them have very cool abilities (especially the and ones). Can't wait to see the final balanced cards. I might use some of them.
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Post by zackzeta on Mar 13, 2016 12:53:42 GMT -6
thanks once i finish the colors ill be cleaning up the text as for balance that will be tough and ill need help because i dont get to play as much as i would like. also if you guys have any suggestions on changing or improving things, making something better just let me know.
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Post by Targanth on Mar 14, 2016 13:55:34 GMT -6
I'm back with a look at the cards. Again some very interesting powers. Bloodline Keeper & Lord of Lineage Lord of Lineage says to transform to Bloodline Keeper if at least 4 damage was dealt . Is that 4 damage this turn? Since Bloodline Keeper only has 4 life, what happens to the damage taken by Lord of Lineage? Is it removed when he transforms? And the same question when Bloodline Keeper transforms to Lord of Lineage? Vampire Outcasts - Lifelink and Hunger seem to provide the same . Phylactery Lich Raise the dead - interesting but might need some markers. A lot to keep track of. Indestructable - Phylactery Lich receives wounds as normally, but can only be sent to the graveyard by Lich Force. Lich Force - This wording is a problem when I must reduce from 3 life to 1 life - I then would have to activate Lich force a second time because he has 1 life or less. Something like this maybe: When Phylactery Lich is activated, if it he has received enough wound markers to have no more than 1 life left, remove all wounds and reduce life by 2. When he is reduced this way to less than 1 file life, Phylactery Lich goes to the graveyard. Haakom Stromgald Scourge Rise Again - This has to be done by activating the PW on your turn, correct? Ghoulraisers Rise and Raise the Dead (Phylactery Lich) cause a possible problem. With Raise the Dead, the Lich brings back a creature that is now considered a Zombie. Rise can bring back a Zombie squad Creature. Can Rise bring back a creature that Raise the Dead made into a Zombie? I think you will want to Word this so that it can only bring back a creature that has Zombie on the card it originally was a part of. Champion of Stray Souls Life Swap - Can this bring back the army card from the graveyard if all the squad figures were already in the Graveyard? Deadly Deal - The unit activates with Champion of Stray Souls - but what attack/defense/movement stats does it have? Shrike Harpies If this is a unique squad this will work. Otherwise, if there could be more than 3 Shrike Harpies on the board, this might be tricky. How about: At the beginning of your turn, instead of moving, you may choose one Shrike Harpy. Move the rest of this squad adjacent to the chosen Harpy. Daggerdrome Imps Rise Above - This would only activate when the Daggerdrome Imps are selected as the active army, which can't happen when they are not on the board. I think the PW has to summon them back. I don't think they would come back when a non-PW card is activated.
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Post by zackzeta on Mar 20, 2016 19:16:35 GMT -6
Bloodline Keeper & Lord of Lineage
yeah im gonna have to change to when a vampire you control dies and wounds stay.
Vampire Outcasts - hunger hunger is meant to permanently increase their life by 1
Phylactery Lich
Raise the dead -yeah unfortunely it hard to have that mechanic without making it op, i couldnt find a way to word it so that it says something like, it has wounds equal to its life minus 1
Indestructable -yup just like mtg Lich Force - sounds good however the only problem with this wording is that it happens only when you activate so he we most likely never die, ill keep most of your wording but not keep the activation part
Haakom Stromgald Scourge
Rise Again - yes correct
Ghoulraisers
Rise and Raise the Dead (Phylactery Lich) its meant to be undead for flavor and bonuses just like mtg i would think that once it leaves the board it loses any things that modified it.
Champion of Stray Souls
Life Swap -yes but only one the rest stay Deadly Deal - the same in which it originally had
Shrike Harpies
sounds good.
Daggerdrome Imps
Rise Above - the point was to stimulate them flying in the sky and coming down where ever they wanted to
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Post by Targanth on Mar 29, 2016 12:32:36 GMT -6
I had a chance today to check out in more detail the armies. Some comments: Phantasmal Beast - Suspend - does this affect one figure or all the figures on the card? Is there a limit to how many +1/+1 counters may be placed on them? Phantasmal Dragons - Fade - perhaps: If a Phantasmal Dragon flies over an enemy figure, roll one die. If the result is do one damage to that figure. Maximum 1 damage per figure per turn. Phantasmal Images - Fade - this is a completely different than Fade for the Dragons. For the listed - as written each image could enter the board as a different type of creature. Phantasmal Bears - As One - If there are any negative effects (-1 defense for example) on the Bears, are they also transferred to the one remaining bear? Harbinger of the Tides - Call of the waves - Does the tile (I am actually thinking hex or space rather than the whole tile) stay water for the duration of the game? Harbinger of the Tides - Kraken - You may place a Kraken Tentacle Token on any water tile. Is there a limit to the number of tokens that may be on the board at one time? Kraken Tentacle - Frightening sight - block line of sight This seems like a problem since there is nothing present to determine if line of sight is actually blocked. You probably need to explain how to decide if the Tentacle blocks line of sight. Talrand Sky Summoner - Drake - Call of the Drake - Talrand summons the Drake tokens but they activate with Harbinger of the Tides ? Merrow Wavebreakers - Dive - does water tile mean water hex or water space? If there is a water space 6 hexes away but only land spaces between them, can the wavebreaker still 'dive' to that spot?
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Post by zackzeta on Apr 5, 2016 0:06:25 GMT -6
Phantasmal Beast - Suspend - i made a mistake it should be only 1 hero creature, i might lower the starting stats to 0/0 and lower movement but it's meant to be infinite if need be. Phantasmal Dragons - Fade - perhaps: If a Phantasmal Dragon flies over an enemy figure, roll one die. If the result is do one damage to that figure. Maximum 1 damage per figure per turn. Phantasmal Images - mistake on name, had trouble with the wording of this one it should copy an enemies squad card and become it. Phantasmal Bears - As One -yeah everything transfers Harbinger of the Tides - Call of the waves - yes,its to help bring some better gameplay with the water mechanic because as of now its lack luster. Harbinger of the Tides - Kraken - nope but needs to be once per turn and he needs to be activated (need to add that) Kraken Tentacle - Frightening sight - block line of sight yeah true good point i might add a template for it. Talrand Sky Summoner - Drake - Call of the Drake - yes, only with him Merrow Wavebreakers - Dive - i think i meant to be adjacent however with the lack of water i think it might be better to dive anywhere. i still haven't even finished the been really busy lately but dont worry i plan on finishing and adding in all the suggestions!
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Post by zackzeta on Apr 11, 2016 22:04:37 GMT -6
some added, ill be adding some few more to other colors also. been a little busy once i finish up my finals ill be able to work on these more freely so if you guys can offer up any suggestions before that itll be really helpful since i want to do one big clean up. i especially need help with the balancing part.
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