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Post by techtoaster on Nov 16, 2015 2:59:36 GMT -6
Hey there! My name's TechToaster, and I actually thoroughly enjoy making video games and board game mechanics, in fact I'm getting my bachelor's degree in it. So I felt that Arena of the Planeswalkers would REALLY benefit from a larger cast of planeswalkers to choose from, and the fact they will be introducing Dual Color planeswalkers in the new Battle for Zendikar expansion, I decided to expand the current roster... by doubling it entirely. I've got the first Five of Seven planeswalkers hashed out, still deciding on the last one to work with. All of these planeswalkers have custom mechanics I fleshed out in my little head and have specific themes that their decks will follow (and yes I will be making 12 card decks for each planeswalker as well; Something that won't even be done for the two new planeswalkers debuting in January.) So first, here are the five planeswalkers I've already poured alot of time into fleshing out: When I was first picking out how to use and what stats to give them, I discovered that the original 5 planeswalkers we were given to use all had a base stat number of either 19, 20 and 21 when you add together their life/movement/ / . What we had this far with planeswalkers was a whole bunch of ranged with only 1 melee, and I decided to mix that up by having a whole bunch of melee fighters with some ranged. But don't get me wrong, the melee planeswalkers are still hella scary to deal with. On a side note, I haven't decided the costs nor the heights yet, so some of those are just placeholders. The next two planeswalkers I plan on making are: - Elspeth
- Vraska (Haven't yet decided on this one, but I definitely want one more dual-color planeswalker)
I have also located miniatures for all of these new planeswalkers as well:
On top of all of this, I will also be making a few custom maps and game-types to specifically accommodate up to 3v3 objective based combat, which me and a bunch of local friends will be play testing thoroughly for our pleasure and your benefit. The map as it currently stands will have a base on either side with walls and three entrances. The two side entrances will lead to a top and bottom lane, while the middle entrance (which will have a door that utilizes one movement point to open) leads into the Jungle.
There will be a total of (I believe) 6 glyphs that will all be placed on specific places on the board, but shuffled first and placed randomly. Monster figures will be placed on-top of these glyphs and, when the monsters are attacked, the glyph beneath them is flipped to reveal what the buff is, as well as telling you which NPC army card will apply to the creature ontop of it (their stats, essentially). When a player attacks the monster, the monster get's to attack back immediately afterwards.
Furthermore, there will be pro's and con's to traversing either on a lane or through the jungle, and certain planeswalkers may be suited for other roles. Whenever we were creating this concept, alot of my friends and I also made the comment about how it started to seem like we introduced MTG:AotP into the realm of MOBAs and League of Legends, but the concept still seems to work and appear to be very intriguing for everyone as we all are itching to play as soon as my hexes get in.
Much like how Commander was originally called Elder Dragon Highlander (EDH for short), and multiplayer Magic was called Two Head Giant, I am going to be dubbing this game type "Three-Headed Hydra".
I am open, and HEAVILY welcome and invite all constructive criticism. I would very much enjoy hearing multiple peoples views and opinions on these planeswalker builds.
-TechToaster
*** EDIT ***
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Post by Targanth on Nov 16, 2015 11:38:14 GMT -6
This is a very interesting set of cards. The intent of the powers is clear in most cases, but a few of the powers might benefit from a little bit of tightening up. I like the powers and just want them to be played the way you intended them to be played. A with At the end of PW's turn may not be as obvious as it seems. The end of the turn comes after the player has moved, attacked, and decided not to cast any additional spells. The process of End of Turn is to increase the turn tracker and discard down to 7 cards. I know it feels obvious that end of turn powers happen just before the turn tracker is increased. I know that official cards use this phrase. For Garruk, Primate Hunt works to add as a step within the End of Turn. For Sorin, Death Grasp works to add as a step within the End of Turn. For Sarkhan, Roar of Command probably should allow Sarkan to be able to choose to play a spell, which means it would happen before Sarkhan is really at End of Turn. It doesn't matter which decision you prefer (spells or no spells), it should be clarified so there is no confusion. I've no other comments on Garruk. For Sorin, Mortify will destroy one target enchantment As worded this would allow Sorin to destroy any enchantment that has been cast by any PW on any figure. Not a problem if that is the intent, but if that is not the intent, clarification could be added to make it certain. For Ajani, perhaps Double Strike can be tightened up. I feel that it is intended that the ability only be used once per attack. Otherwise, I could roll attack dice and forfeit the roll for as long as it took to get all swords. Also, it is open to interpretation whether all dice are re-rolled or selected dice can be re-rolled. Original - After Ajani declares an attack on an enemy figure and rolls the die, you may forfiet that roll and roll the die again. Option 1 - After Ajani declares an attack on an enemy figure and rolls the die, once per turn you may forfeit that entire roll and roll the die again. Option 2 - After Ajani declares an attack on an enemy figure and rolls the die, once per turn you may re-roll any of the results of the first roll. For Narset, Hexproof is very strong. However, Jace can control (through Mind Stealer) another player's PW. If Jace is in control, I think there could be a question of whether Jace could cast an enchantment or sorcery on Narset (Since Jace is in control, is he an enemy PW for purposes of the ability?). Knock-Back needs more clarifications. I understand the intent, but as worded it contradicts itself a bit. Original Wording - You may choose to knock back the figure Optional wording - you may attempt to knock back the figure -You may choose to move the figure but you may fail- Original wordings Knock back the figure up to three spaces away and Choose a space 3 hexes away these contradict - is it up to 3 spaces or is it 3 hexes? -The term Hexes feels out of place here as it is not used anywhere else in the ability - If the figure is knocked back into any terrain or obstacles, deal an extra point of damage. This reads that if a figure is knocked back onto a terrain piece that is one level higher, there is an extra point of damage. How about if the figure is knocked off a raised hex tile and onto the level board? How about into a water space? Those are all terrain. The first time I read the , when I read the sentence If the figure is knocked back into any terrain or obstacles, deal an extra point of damage, I thought it was a part of the Nothing Happens result and was confused a bit. It might be easier to document the ability by re-ordering the possible results to: Blank - (Nothing happens) Shield - (No figure moved, Narset injured) Swords - (all movement / damage / disengagement / obstacle effects) For Sarkhan, with Dragon-kin which of these is intended? As written it might be interpreted either way. Sarkhan receives +1 per dragon or Drake figure Sarkhan receives +1 per friendly dragon or Drake figure And as mentioned at the beginning of this post, Roar of command - At the end of Sarkan's turn, As worded, Sarkan should not be allowed to cast any spells after using Roar of Command since his turn has ended. It might be good to clarify this so it is played the way you've intended. If you want him to be able to still cast spells, perhaps add, After Sarkan has completed his movement and attack. A long post, I realize, I like what you've done. Use these suggestions at your own discretion.
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Post by bluecloud2k2 on Nov 16, 2015 14:45:19 GMT -6
Need , , , and to complete your combinations... and the only - walker is Ajani Vengeant. I found the following here: - : - : - : - Ashiok, Nightmare Weaver
- Tezzeret, Agent of Bolas
- : - - : - Domri Rade
- Xenagos, the Reveler
- : : - Karn Liberated
- Ugin, the Spirit Dragon
Mono-Colored: - Ajani ()
- Daretti ()
- Elspeth ()
- Freyalise ()
- Garruk ()
- Koth ()
- Nahiri ()
- Sorin Markov
- Tamiyo ()
- Teferi ()
- Tezzeret ()
- Tibalt ()
Tri-Colored: - Nicol Bolas (, , )
- Sarkhan Unrboken (, , )
Deliberately Left out: Gideon, Jace, Lilliana, Chandra, Nissa, Ob Nixilis, and Kiora since they already have official cards. More walkers (those without cards) can be found here.
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Post by techtoaster on Nov 16, 2015 16:00:18 GMT -6
Need , , , and to complete your combinations... and the only - walker is Ajani Vengeant. I found the following here: - : - : - : - Ashiok, Nightmare Weaver
- Tezzeret, Agent of Bolas
- : - - : - Domri Rade
- Xenagos, the Reveler
- : : - Karn Liberated
- Ugin, the Spirit Dragon
Mono-Colored: - Ajani ()
- Daretti ()
- Elspeth ()
- Freyalise ()
- Garruk ()
- Koth ()
- Nahiri ()
- Sorin Markov
- Tamiyo ()
- Teferi ()
- Tezzeret ()
- Tibalt ()
Tri-Colored: - Nicol Bolas (, , )
- Sarkhan Unrboken (, , )
Deliberately Left out: Gideon, Jace, Lilliana, Chandra, Nissa, Ob Nixilis, and Kiora since they already have official cards. More walkers (those without cards) can be found here. Hey! I will -definitely- be checking out the list you sent me at the bottom of your post, because I definitely want to bring some other planeswalkers to the Arena! However, as correct as you are, the only intent of this expansion is to make 7 planeswalkers with 7 decks that suit each of them, as well as become deadly to the others for the sheer fact of balancing and competitiveness. I'll definitely be making Ajani Vengeant, and place text on all 3 Ajani's (as well as ANY planeswalker that has multiple iterations) that only ONE Ajani may be played on the battlefield at a time. That way you don't get a team of 3 Ajani's, which could be bothersome XD But yea, those color combinations you mentioned will also probably be in my NEXT expansion that I work on, because this expansion and any future ones will be placed into my professional portfolio as a study in game design, game mechanics and balancing. TARGANTH! I will be getting to your post, I have read it, it has alot of good points, but I just got home and need to take care of some thing before I tackle that. Alot of other points have been brought up (and answered) here! Thanks guys, I can't wait to hear more feedback!
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Post by jrvk777 on Nov 16, 2015 19:53:48 GMT -6
Thanks so much for your creations! Hoping to see squad cards as well! =)
I noticed that some of the minis links aren't working...
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Post by wardemonx327 on Nov 17, 2015 11:49:25 GMT -6
It'd be nice to see some multi-color spell cards that reflect the Planeswalker's abilities. I saw these on Heroscapers. They're quite nice, in their own right. Good work!
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Post by techtoaster on Nov 18, 2015 1:00:24 GMT -6
Posted the squad units I've made so far, looking forward to constructive criticism!
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Post by Targanth on Nov 18, 2015 10:27:27 GMT -6
Again, a very nice set of cards. Again on this post, my idea is to provide some thoughts on where the wording might be tightened up a bit. Darkwoods Ranger / Nightfall Predator Will this day/night combo be summoned as a single squad? That is what it appears at the moment since it looks like the will allow (or force) the creature to transform between the two choices. If this is two cards (and two figures) that are day/night versions of the same individual, it might help to rename the squad as Squad Creatures - Werewolf Human Archer. But I suspect that the plan would be to have multiple different squads cards that could transform into a werewolf, and the current approach would allow a single werewolf card to apply to any of them. However, it appears that a player would need to be a multi-color PW to be able to use both of the cards in the combination. It would probably be difficult to fit the wording onto a single card, but a combo / squad card that would cover both day/night powers might work better. In addition, multiple werewolf combos may require multiple werewolf figures. Change Squad Creatures (in title) to Squad Creature if it is a single figure squad. REACH Whenever a Darkwoods Ranger declares and attack against any unit that has flying, double the final result of your attack roll. Whenever a Darkwoods Ranger makes an attack against a figure that has flying, every result counts as two hits. TRANSFORM Since there are two cards for this squad/unit, it may help to tie them together in the wording: Whenever Darkwoods Ranger is the target of any enchantment, transform Darkwoods Ranger. If Darkwoods Ranger has taken damage, carry those damage counters over. Whenever Darkwoods Ranger is the target of any enchantment, transform Darkwoods Ranger to Nightfall Predator. Any damage tokens on Darkwoods Ranger are moved to Nightfall Predator. REVERT TRANSFORM If a player casts two or more spells, transform Nightfall Predator back to their original form. Any player? An opponent? Two spells on a single turn? Two spells since the start of the game? When does the figure revert? Immediately as the second spell is played? At the start of the owners next turn? HARVEST OF FLESH This probably needs to be a part of the Revert Transform rather than a separate , since it only happens at the time of the revert. The Bloodbond has an added token, perhaps a kill token could be added here to aid memory. VIGILANCE - I know my eyes are bad, but this looks like a smaller type size - Perhaps swap the phrase around When rolling for defense from an attack, if Thraben Sentry does not successfully block the attack, it may re-roll defense. Use one less die than on the previous roll. This would allow multiple re-rolls but would limit how many times it can be re-rolled. AGILITY This is OK as worded, but in normal movement a figure may not actually move to a hex if it is the same height as the figure height. A 6 move figure that has 4 height figure can only climb up the side of a stack of tiles 1, 2, or 3 hexes high. Your can be worded to allow that to happen if you choose.
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Post by Eve on Dec 12, 2015 22:54:07 GMT -6
Thanks! That Narset is exactly what I was looking for
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Post by Cody on Dec 28, 2015 1:55:41 GMT -6
I'd love to see the rest of the planeswalkers and decks and spells and army cards!!! Please finish the good work you've started here!!!
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Post by theendsnake on Jan 15, 2016 8:47:57 GMT -6
Love what you have done so far, cant wait to play test them and help with any CC my play group has with the cards.
One thing I see right of the bat though is that some of the cards dont have Points in the bottom right.
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Post by pierce on Jul 7, 2016 23:40:11 GMT -6
there is a new squad in the innistrad expansion that is eerily similiar to your darkwoods rangers. rangers with crossbows that turn in to werewolves... I wonder. There is also an angel that is pretty similiar to the one i made made but not as close as the one to yours. But hey at least we will have perfect minis for our stuff now
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Post by ben on Aug 8, 2016 16:43:41 GMT -6
where can I find the templates to do some myself
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Post by Targanth on Aug 9, 2016 8:37:37 GMT -6
where can I find the templates to do some myself Scroll down to near the bottom of this Custom Army Card section, about 5 or 6 from the bottom. You will find Custom Army Card Templates. There are spell templates there as well.
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KingoDingo
Neophyte
Was Llanowar Elves, just changed my name to match my Heroscapers profile.
Posts: 27
Title: Elf Wizard
Mana: Green
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Post by KingoDingo on Sept 12, 2016 12:09:02 GMT -6
You could call it something like Core Set M16 . A little throwback to when core sets were around in MTG, keeping it moderately official-feeling, but also adds that personal flare since they stopped doing it.
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Post by techtoaster on Dec 19, 2016 0:38:07 GMT -6
You could call it something like Core Set M16 . A little throwback to when core sets were around in MTG, keeping it moderately official-feeling, but also adds that personal flare since they stopped doing it. I think I'll do that when I finish it up. Though clearly I'll have to call it Core Set 2017, haha. Oh, also, I apologize for my absence but I got pre-occupied with finishing up my Associate's Degree at one college followed by trying and succeeding at getting accepted into University of Texas at Dallas for Game Design. My next semester I will be taking Game Design 1 (since I completed Fundamentals for Game Design this past semester) which is literally design an Alpha and Beta for a custom boardgame of my own creation. As such, I will be picking this project back up for practice (not for homework) as a study in both Level Design with hexes but also Character Design and Game Balance with new Planeswalkers/Creatures/Heros/Spells (hopefully). During the winter break, I hope to re-hash these previous builds since they were designed BEFORE Shadows over Innistrad came out (which, isn't it kinda fricking cool that both my Transform ability appeared in the newest set???). I want to do this because with the release of many new Heroes and Multi-color Planeswalkers, I have ALOT more reference material to utilize while trying to find out the best way to balance. Cheers!!!
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Post by ninjafossil on Jan 22, 2017 6:18:11 GMT -6
Don't you think that Deep roots could be overpowered? If you want to keep it, you'd have to do some of the following: Make Vengevines squad size 2 Make Vengevines really expensive Make Vengevines weaker
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Post by whisperwrath on Jan 10, 2018 9:18:35 GMT -6
techtoaster - I like your Garruk, but now that we have a real Sorin, Garruk is very underpowered. If you haven't done an update to him yet I was gonna take a crack at an update.
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Post by Zeek the Sneak on Jan 10, 2018 20:32:28 GMT -6
techtoaster - I like your Garruk, but now that we have a real Sorin, Garruk is very underpowered. If you haven't done an update to him yet I was gonna take a crack at an update. Garruk, Planar Hunter / planeswalker 7 life 4 attack 3 defense 5 move 1 range medium 6 360 pts Planar Hunter - when attacking an enemy planeswalker add 3 to Garruk's attack pack movement - whenever you activate a squad that has 3 or more figures, you may also take a turn with Garruk, Planar Hunter that's my attempt and he works fairly well. strong, but can still be taken down.
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Post by whisperwrath on Jan 10, 2018 23:23:35 GMT -6
That seems pretty damn powerful. Is he the go to PW for you or does he seem pretty even?
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