Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 27, 2016 14:05:56 GMT -6
So this is my first attempt at crating custom army cards. I have played MtG card game for maybe 2 years and my absolute favorite creatures where Myr. They are minor and weak creatures, but they occur in masses. And somehow they are linked to one of 5 suns (one sun for each color). In the card game they are working like this: - Myr are
- each myr produces Mana (which you need to cast spells and other creatures)
- if you controll lots of myr, they can produce lots of mana which you can use to cast strong spells or creatures earlier in the game, even if they are not of your color (e.g. you are able to cast spells even if you do not have any swamp in your deck)
So I tried to implement this abilities in the Boardgame to have more options for army- and deck- building. All of you are very welcome to bring in some ideas! (btw. I have calculated the costs with the formula given in one of the other threads) To sum up: If you controll one "colour" Myr squad you are able to cast spells of the specific colour and summon creatures of this colour. You can only cast 1 spell for each Myr left in the according squad! The maximum number of spells per turn is not changed. Your planeswalker will get an addition colour to enable you to cast spells like "Killing Wave", which can only be casted if you control a Planeswalker (although your Planeswalker gets an addition colour, you are not automatically allowed to cast spells of the new colour!). (Common Squad) Palladium Myr allows you to cast an extra spell per turn, if you choose this army card. (Common Squad) Perilous Myr deals damage if it dies. (Common Squad) The more myr you controll, the stronger gets Lodestone Myr. Maybe there should be a other maxium? (Unique Squad) Myr Superion is a squad with only two creatures (3 seemed to strong). FULL Myr squads means that all Myr in the squads are still alive and on the board. In the card game it is a very strong and VERY cheap creature, so maybe the squad cost should be changed or there should be a third creature in the squad. (Unique Squad) Myr Retriever allows you to bring back some artifacts. So if Myr Matrix gets counterd by Jace, or if your Perilous Myr are dead you can re-use them. But you have to summon them again (don't forget the Gather ability on Myr Matrix and Myr Superion). You can not bring back the Myr retriever, which has just died. Memnarch is the creator of Myr, the Master of the plane Mirrodin. He can control all artifacts. I decided not to allow you to take control of Hero creatures and (of course) Planeswalkers.
Miniatures: (the colour on the pics is not as nice as in real) Edit:Added Myr Matrix and Myr Retriever. Edit 2: Corrected the Costs (they are now a multiple of 5). Changed Myr Retriever to Unique Squad. Changed the text on Myr Superion. Added the number of Figures per Squad. Edit 3:Changed the text of Lodestone Myr, because it was too strong compared to Rhox. Edit 4:Added one last Creature. Memnarch, the creator of Myr. Edit:Update
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Post by Targanth on Jan 27, 2016 16:33:05 GMT -6
Interesting! These guys might be a bit weak in a 500 point army, but in a 600 point (or larger) their ability to turn your PW into a multi-color caster would seem to make them stronger. A point you made at the end of the post need to be added to the cards: - how many figures are in a full squad? This would normally be shown by the images in the squad profile box
A Player can normally play up to 3 spells per turn, no matter which army card is selected. Do the Myr increase that number to 6?
All of the official army cards have a cost that is a multiple of 5. While 38 may be the correct calculated cost, they might fit better if the 38 cost cards were either 35 or 40 cost - just for consistency.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 27, 2016 17:03:13 GMT -6
You are right, the costs should be a multiple of 5. So i think the costs could be reduced to 35. You are not allowed to play more than 3 spells per turn, so no the myr do not increas this number of maximum spells per turn. You do not have to choose a myr squad to cast the according spells or summon creatures, so their ability is meant to be a static ability. If you want to cast more spells (so 4 in 1 turn) you have to choose Palladium Myr. (Which is a bit more powerfull) Because they are so weak and you want to be a multicolored planeswalker, you might summon this squads far away from any enemy. All squads (except for Myr Superion) have 3 creatures. I havn't put it on the card, because i only thought of the hit zone of the figures, and i don't think that we will ever get any figures which look like Myr.
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Post by dragoon on Jan 28, 2016 3:07:41 GMT -6
I personally really like them. Correct me if I am wrong, I feel though that a pure myr army would not really use the elemental myr's due to them really being more of a modifier to a planeswalker's deck and unit purchasing. For example Jace (340), Perilous Myr (40), Lodestone Myr (70), Myr Superion (70), and Palladium Myr (50). For a total of 570. Is there any reason to use the elemental myrs outside of the ablity to add different color spells to your deck?
On an unrelated note what kind of miniature do you use for the myr's or maybe a lego given their mechanical nature?
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 28, 2016 3:49:50 GMT -6
I really do not know what figures we could use. Maybe there are some star wars lego figures which look like myr...
I will add one myr squad and a spell today to make them more usefull (give every myr +1/+1).
Edit: To really answer you question, they are meant to be cheap and to enable you to use other colours. So if you only want to use your original colour, you maybe will not use the "basic" myr. Except you want to have a huge army...
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Post by kevashim on Jan 28, 2016 10:53:07 GMT -6
I really like the basic Myr cards, they offer a very good way to have multi-colour planeswalkers until Hasbro decide to roll more content out. Would have to playtest the other Myr but they do seem to be quite strong from how they are written there, maybe this is just because there aren't any other synergy based teams in the game yet to compare them against though (no elves/goblins/slivers/etc.).
Have you tried the Myr out against teams with no Myr? Do they feel well-balanced in practice?
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Post by Targanth on Jan 28, 2016 11:51:40 GMT -6
OK, so how about this. I've used Gold Myr ( skills) as the example. Sunburst Once Gold Myr are summoned: Your Planeswalker is in addition to its other colours. You may summon creatures. You may cast spells. If all Gold Myr are in the graveyard you may no longer cast spells. --- This is a change that maintains the requirement that a Gold Myr must be on the board, but avoids questions about the 3 spell limit. Working with this I had another question - If all the Gold Myr (in this example) are in the graveyard, does the PW still retain the color? I would say yes, if that ability is lost then any unsummoned squad would be lost for the entire game. In thinking about the limit of spells per turn, I got to thinking about the limit of 12 spells per spell deck. If I use Chandra as my PW and include Gold Myr, I would need to remove spell cards from my deck and add ones. I've not tested this, but my guess is that I would at most remove 6 cards to add 6 cards. I suppose that I would choose not to summon the Gold Myr if I did not have any spell cards already in my hand. By the original wording, once the Gold Myr are in the graveyard any remaining spell cards are already lost for the rest of the game (unless I included 2 Gold Myr squads to summon). I'm not certain that the restriction of limiting it to only casting as many spells as there are Gold Myr is needed. I would only have a few spells in my hand. It seems like it could make them more of a liability than an asset. Does wording like this limit them too much?
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 28, 2016 12:01:54 GMT -6
@ kevashim I have tried them, but more testing is needed. They felt quite balanced, because Lodestone Myr has only 2 Life and Myr Superion has only 2 figures and you can only summon them if you controll 2 full Myr squads. So there is 1 round time for your opponet to kill some weak myr. Same for Myr Matrix. In addition to this all the Myr have Range 1. If you controll all glyphs with for example Perilous Myr and have played Myr Matrix it will be quiet hard to kill them. Myr Retriever should be Unique instead of common. Feel free to test them and tell me your experiences. @ Targanth i would say no. So you have to be careful where to summon your "basic" Myr. You have to protect them if you want to cast spells or summon creatures. Myr Retriever can bring creatures back if you really need them. This restiction is not really necessary, but can give the game a new twist. I have tried the Myr squads with nissa and a i think 4 spells, i had no problem to cast spells. But again feel free to test them and tell me your experience.
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Post by junazaru on Jan 28, 2016 12:09:40 GMT -6
Do you have any recommendations for figures we can use for these cards. Also, how many figures are there per army card??
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Post by Targanth on Jan 28, 2016 13:59:11 GMT -6
Thanks for the response! So If I've got this right, when I summon a color (Silver, Iron, Gold, Copper, Leaden) Myr, I get 3 figures and add that Myr color to my PW. I can now summon squads of the Myr color. The 3 spells I can cast during a turn now include the spells of the Myr color, but there is still a maximum of 3 total spells during my turn. On my turn I may only play as many spells of a Myr color as I have figures of that Myr color on the map. If all the figures of a Myr squad are placed in my graveyard, my PW can no longer use that Myr color.
You've mentioned that you don't have any candidates for the figures. Perhaps for now you could (in the silhouette box on the card) simply use text to identify the number of figures in the squad.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 28, 2016 16:54:07 GMT -6
Yes. E.g. 1 Gold Myr left playing witch chandra => you can cast 3 spells or 2 spells and 1 spell (or less). The maximum of 3 total spells during your turn is not changed. Until you cast another squad (they are common) or bring them back from your figure graveyard onto the battlefield. Yes I will update this. Now the only indicator for how many figures are in a squad are the costs. E.g. Myr Superion: Costs 70/35 => 2 Figures Lodestone Myr: Costs 70/24 => 3 Figures
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Post by kevashim on Jan 29, 2016 7:27:01 GMT -6
I've been using Skinks from Warhammer to fill in for the various Myr. I've also shoddily converted one Skink (quite likely the first of many) to be a Gold Myr:
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Jan 29, 2016 7:44:31 GMT -6
Very nice! Can you tell us exactly which figure you have used and how you have modified it?
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Post by kevashim on Jan 29, 2016 10:18:19 GMT -6
Thanks. It was a Skink with a blowpipe from a group of 12 I bought on eBay a while ago. They were bought for conversion into a Lizardman Blood Bowl team, so the leftovers are now transforming into Myr!
I'll take photos as I work through the same process on the second one and post them along with some notes in the modelling/painting forum.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Feb 1, 2016 3:03:57 GMT -6
Added one last creature card. So now it is time to test all the squads. If anybody tested my creations, please give me a feedback. I know that this are a lot of squads. I did them for myself, but wanted to share them. Maybe someone likes Myr and arifacts is much as i do. I (hopefully) keep this thread updated and will inform you if there are some changes. I also try to find or make figures for the squads and will post them if they are done. Thanks to kevashim for his very creativ idea! Thanks for reading.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Feb 23, 2016 4:24:14 GMT -6
UPDATE after some test games- Changed the of Gold Myr, Silver Myr, Copper Myr, Iron Myr, Leaden Myr, Perilous Myr and Myr Retriever to 2 to make them a bit more useful. They now have nearly same stats as Flamewing Phoenixes
- Changed wording of the Sunburst ability on Gold Myr, Silver Myr, Copper Myr, Iron Myr and Leaden Myr
- Reduced of Myr Superion to 4 , because they where easy to kill with direct damage (Chandra, Liliana), but hard to kill with attacks. The stats are now somewhere between Path Wardens and Leyline Phantoms
- Reduced the range of the Burst ability on Perilous Myr ro range 2. Kor Hookmasters can now kill them without taking damage.
- Changed the range of the Creator of Machines ability on Memnarch to range 2. Changed wording of the Master of Machines ability. Reduced the costs to 120.
- Changed wording on Lodestone Myr
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Post by zackzeta on Mar 18, 2016 21:35:16 GMT -6
Awesome add ons i must say simple yet bring ins extremely awesome dynamic to the game. i want to print these all and try them out some time however i would feel ashamed not having your awesome minis lol. have you considered how these would work with artifacts and artifact removals? i know there isnt none now but maybe in the future and i was also thinking of making some artifact spell cards later on.
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Post by Yawgmoth on Aug 18, 2016 15:41:58 GMT -6
Its been many months since I've checked this thread. Amazing work, not only on the models, but on the card work as well, Memnarch. Its great to see an artifact army.
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Memnarch
Apprentice
The Mirari
Posts: 58
Mana: Colorless
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Post by Memnarch on Aug 18, 2016 23:34:21 GMT -6
Thanks. I'm currently thinking of updating them. E.g. increasing life of the Basic Myr, change the Burst ability on Perilous Myr . Especeally I want to make Memnarch very similar to Ghoul Vanguard. Also I still have to model 3 more Myr squads (Lodestone Myr, Myr Superion, Myr Retriever).
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