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Author Topic: Magic the gathering concepts in DF  (Read 2204 times)

Zavvnao

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Re: Magic the gathering concepts in DF
« Reply #15 on: April 25, 2014, 05:54:37 pm »

And people just said stuff I do not know how to respond to.

I was not trying to simplify things, I know the colors and magic are much more complex. I do not agree with green magic hypocritically deciding what is "natural" or not.

and where you saying me or someone else got things wrong?

and gavj, I do not understand what you are trying to say, I liked all the weird diversity and combinations, and wish wizard would be more original also.

I myself had wanted to see a opposite version of Alara, such as Anti-bant with white, black, red instead of white, blue, green and such.
« Last Edit: April 25, 2014, 05:57:08 pm by Zavvnao »
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GavJ

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Re: Magic the gathering concepts in DF
« Reply #16 on: April 28, 2014, 01:02:10 pm »

Quote
and gavj, I do not understand what you are trying to say, I liked all the weird diversity and combinations, and wish wizard would be more original also.
I'm saying that the color system is not one of MTG's strongest features, and so emulating that system doesn't seem all that desirable. To the extent that cards actually follow their color restrictions perfectly, they tend to be really boring cards.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Zavvnao

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Re: Magic the gathering concepts in DF
« Reply #17 on: April 28, 2014, 05:33:46 pm »

i would happily do away with that then when I think about it.
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sonofperturabo

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  • you can never have enough fortifications
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Re: Magic the gathering concepts in DF
« Reply #18 on: May 07, 2014, 07:27:41 am »

here is a phyrexian vat-priest that i created a few months ago.

tell me what you think

Spoiler (click to show/hide)
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iron within, iron withouth

Meph

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Re: Magic the gathering concepts in DF
« Reply #19 on: May 07, 2014, 07:37:02 am »

Lots of missing ] in your creature. One at tissue shape: layer and all the phyrexian oil:liquid entries...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

GavJ

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Re: Magic the gathering concepts in DF
« Reply #20 on: May 07, 2014, 03:07:05 pm »

(it's called "glistening oil" by the way)
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Zavvnao

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Re: Magic the gathering concepts in DF
« Reply #21 on: May 09, 2014, 03:29:26 pm »

I really loved Mirrodin and New Phyrexia.

I wonder if the oil or mycosynth could be in evil regions or elsewhere in df.
and it seems people have their own little mtg mods themselves.
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