moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 2:15:31 GMT -6
Arcanis started a good quest for us, custom card creaters. So i wanted to share my idea about hedrons as a start for Zendikar mini expansion. Hedron Ruin - Hedron { Artifact - Hedron}
L-P-T-R-M 2-0-3-0-0 1 Figure (Common) {Cost: 10}Size: 6 Abilities: {Item of Punlic Hedron cannot be controlled by any player.}Hedron AlignmentIf there is any Hedron within 2 clear sight space of this, the hexes between these block line of sight. Mana TrapThe Planeswalkers adjacent to this cannot summon any army or cast any spell. Mana BurstWhen this figure is destroyed by combat damage, deal X damage to all figures in 2 clear sight space, where X is the number of excess swords rolled by attacker. Note: Italic parts are for army version.
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Post by joechamp on Nov 17, 2018 2:58:08 GMT -6
Are these terrain like cryptoglyphs, or structure summons like that you pay then place at beginning of game? Is it a squad?
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Post by joechamp on Nov 17, 2018 3:01:35 GMT -6
Keep in mind we don’t currently have a working artifact mechanism which I why I said we should by creating one flush it out an test it with a featured Planeswalker to see if any abuse takes place, in my mind these seem abusable but I don’t know how they work, run Nissa Were-elf pick poke, and 10 of these summon as we run to prevent chase even further an counter you ability to strike back from range!
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 3:46:43 GMT -6
I am not sure about artifact type either. This is an army card which you can summon like others. Maybe a limit could be better but I thought this is a filler. Yes it is abusable for nissa but just for a base. Player loss control when these are summoned and become part of the land. If you play against nissa with hedrons you should move battle to somewhere else. And nissa player should omit some actual army to buy these which can do actual attacks.
And again if you raise total army cost. Any common card become abusable for somecases.
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on Nov 17, 2018 4:31:10 GMT -6
I like your abilities for the hedrons; both are very thematic and would give new dimensions to gameplay. Howver, I am not so sure about them being summonned. Maybe as magical ruin with a set of abilities like the cryptoliths from Shadows over Innistrad? There could also be an effect when they are destroyed - some kind of mana burst that deals damage to figures in an area around it.
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 4:45:33 GMT -6
Arcanis I like the burst idea. I may add that so this prevent the camping next to them. About summoning, i dont like cryptoliths are not summonable. I want to add a card for them too. Also they have item of public ability. Maybe i can reword item of public as: Item of Public Figures of this army should be summon af the begining of the game. This army cannot be controlled, activated, buffed or debuffed by any player. But i wont do both because summoning one of your squad at the begining of the game is requires a lot of strategy. If someone could do that, that players deserves that camping.
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 4:51:50 GMT -6
Edited item of public
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on Nov 17, 2018 4:59:32 GMT -6
How would the hedrons being summonned at the beginning of the game and then not being able to be controlled by any player be any different to having them as part of the map?
As with the cryptoliths, in the story hedrons were part of the environment that were interacted with and indeed taken advantage of by different characters but were not specifically created by those who were using them. (I do know that the hedons were created by Nahiri and Ugin originally but that was aeons ago and took decades to achieve and since then they can only be paritally taken advantage of)
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 5:05:51 GMT -6
Actually i really confused to select which one now.
Summoning at the begining Or Adding burst damage
They both are comes with both cons and pros. Adding burst damage making them practicly land mines. Camping near them practicly means hiding behind a powder barrel. And it is nice. But when you run you can attack it when opponents pass tghrouh them and bom again. It seems more fun now.
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on Nov 17, 2018 5:14:52 GMT -6
It hsould be noted that the hedrons, with 3 life and 4 are quite meaty to take down. Also as they are meant to be volatile concentrations of mana there could be a dice roll to determine the quantity of damage and/or the range of damage when they are destroyed so that it is not a certain method of taking out your opponents' figures.
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 5:30:42 GMT -6
Mana Burst; When this figure is deatroyed by combat damage, deal X damage to all figures in 2 clear sight space, where X is the number of excess swords roll by attacker.
I think you are right. I make this as ruin with army card and i will same for cryptoliths to.
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Post by joechamp on Nov 17, 2018 5:46:56 GMT -6
I think if “I” have to pay for it as a part of “my army’” and have to use “my summon” it should benifit me more than my opponent. Right?
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moon
Apprentice
Posts: 63
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Post by moon on Nov 17, 2018 5:52:33 GMT -6
My original design was that deciding its place would be the adventage which this gave the player but at final it is a ruin which is an element of map design like cryptoliths.
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Post by joechamp on Nov 17, 2018 11:49:41 GMT -6
Tight I’m on board I guess. I’d like to see a fixed number or something more threatening for mana burst, maybe a fixed number of die to be rolled; maybe equal to the attackers, atk at time of destruction? But I do like this structure I think it should also have less life maybe even 1, and keep your current wording and and could even, add cost again as to with 1-2 life one could utilize them for the mana burst a bit more effectively , as I understand Hedron’s are unstable collections of mana, 3 life seems pretty stable imo,
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moon
Apprentice
Posts: 63
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Post by moon on Nov 20, 2018 3:40:34 GMT -6
I know they are not too easy to kill but i dont want them to be killed too easily. They are good at forcing players to something. Otherwise one of them starts to destroy them to eliminate this problems.
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moon
Apprentice
Posts: 63
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Post by moon on Nov 20, 2018 6:36:14 GMT -6
I lowered the values by 1.
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Arcanis
Apprentice
Posts: 81
Title: The Omnipotent
Mana: Blue, Green, White
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Post by Arcanis on Nov 20, 2018 6:41:11 GMT -6
It makes sense that they are slightly weaker than the cryptoliths as they have been around for a lot longer and are starting to become a little unpredictable.
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Post by joechamp on Nov 20, 2018 11:14:32 GMT -6
Yeah I agree and like the new stats, still wish mana burst was a bit more consistent at dealing dmg but this looks about ready to mint also maybe a cost of 20-40 2-3 per card I really like the idea of summoning them now, as artifact terrain, which also could open the possibility of summonable terrain!
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moon
Apprentice
Posts: 63
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Post by moon on Nov 20, 2018 11:45:35 GMT -6
My original idea was making them sold as 1 by 1 with lower price and making them common. But there need to be limit for common squads. Because there is not an example for that we can try to determine one. As you said before limitless common things may be abused.
If we can prevent the abuse, i can do both. 1 card for terrain element and one for army. Also they can interact with each other.
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Post by joechamp on Nov 20, 2018 12:47:03 GMT -6
Actually that might be the balancing factor them being 1 for 1’s, that way you can’t spam them out, also allows for interesting army creations, I’d try an army of these and only a Planeswalker now, that could be interesting.
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