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Author Topic: Dwarf Fortress-based Magic: The Gathering set... Again.  (Read 5350 times)

Dakk

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #15 on: February 13, 2010, 01:30:23 pm »

Bump, completely updated, minor changes to some of siquo's cards, and goblin wrestler was ignored because it was exactly like the goblin recruit card from before, so I added the wrestler's effect to it.

Current statistics are.

Red cards: 10

Blue cards: 6

Green cards: 7

Black cards: 14

White cards: 5


Colourless cards: 1

Artifact cards: 10

Multicolour cards: 5

Non Basic Land cards: 8
« Last Edit: February 13, 2010, 01:41:07 pm by Dakk »
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dragnar

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #16 on: February 13, 2010, 02:36:45 pm »

White cards!

Human mayor: 2W
1/2 human noble, you may choose whether or not to untap this card during your untap phase.
{T} Remove target creature from the game until this card untaps.(send them on a quest!)

Human Fort: 2WW
0/5 wall
1{T} put a 1/1 human token into play

Titan(seems to fit under white better than any of the other colors) 4WWW
4/6 megabeast, trample
must attack each turn if able.
can only be blocked by two or more defenders.
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From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.

eerr

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #17 on: February 14, 2010, 05:30:43 pm »

That host hogs an inordinant amount of processor time...
What the fuck code is it running?
I thought I wouldn't be able to download, but flashbang takes care of the problem.


Are you sure you want magma creatures unable to attack each other?

Also, I need to bone up on my keywords, it's been awhile.

Kobold uses banding! the kobold army has arrived!



To quote the obvious enemy,
Skeletal Elephant
GB2
Trample. Fear
Sever_on_break
Skeletal Elephant deals double damage to players
4/5


Skeletal Camel
WB1
Fear
Sever_on_break
Plainswalking
3/3


Obsidian Wall
RU1
RU: regenerate Obsidian Wall.
{T} put a 0/-1 token on obsidian wall, add R to your pool.
0/4


Seige
W3
Enchantment
Cumulative upkeep W(At the end of every turn, place an upkeep counter on Seige. At the beginning of your next upkeep, pay W for each upkeep counter on seige or sacrifice it.)
WX: regenerate all creatures you control.
X is the number of upkeep counters on Seige.


Village
non-basic plains
Enchantments cost 1 less to play.
{T}W
At end of turn, if you took combat damage from a player, that player takes control of village.

Dwarf Fortress
non-basic legendary mountain
To play fortress, sacrifice two mountains.
Walls have the ability{T} Target creature gains +X +Y
X is the walls attack power and Y is the walls toughness.
{T}M
At end of turn, if you took combat damage from a player, that player takes control of Fortress.
« Last Edit: February 14, 2010, 05:35:11 pm by eerr »
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Siquo

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #18 on: February 14, 2010, 05:41:17 pm »

That fort can be... overpowering...

Blue:
Spoiler (click to show/hide)
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

eerr

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #19 on: February 15, 2010, 11:22:44 am »

Stake trap seems more like a weapon trap, because I'm pretty sure it doesn't work with 0 damage.

Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?

Counters are almost always named, volcano should use pressure counters, charge counters, or best of all: magma counters.
Additionally, I cannot think of any reason volcano would not be tapped during your upkeep phase, but I suppose it interacts with something else.

Iron man can't actually be destroyed by dwarven wrestler because iron man has protection from red. An artifact with protection from red and protection from blue is all kinds of broken.

Miasma should deal 1 damage to all of that player's creatures everytime a creature dies, instead of that second effect.
I like how quickly it takes care of the cat problem.


We have too many walls and too many damage reduction effects. We will need a massive amount of non-wall non-block effects or we will need to prune them.

Haunted glacier is overpowered because you can sacrifice it on your first turn, add a UB requirement(The glacier itself can help fufill this)
Also, {T} add U or B to your pool, take one damage.

Skeletal carp has haste, which is redundant with skeletal.

Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.

It's impossible to pay the cost of cold snap as ambigiously written,
I suggest: If no players pay RRRR all mana produced becomes U untill end of turn. Otherwise you could be paying RRRR in response to tapping a mountain...

goblin babysnatcher should probably use suspend 2, rather than a complicated baby setup.


Haunted lands will effect bring back walls as a zombie, and then a skeleton.

Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.
Cold snap is an excellent example of a spell you cast to finish a game.

Bock wall is a great example  of a card nobody will ever play, except with some sort of mana-fixer. because 3MW is extremely restrictive.

Also, Elephant is some combination of over-costed/impossible to play.

Legendary swimmer refers to a creature, but is actually an aura.
Blue hosing blue is rather useless. The aura causes itself to be immediately discarded because protection from blue removes blue enchantments.

Red hosing red is rather pointless, but we have magma men, dwarven miners, stone the in door.

wall of bones misspells gravyeards

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Dakk

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #20 on: February 15, 2010, 12:21:06 pm »

Stake trap seems more like a weapon trap, because I'm pretty sure it doesn't work with 0 damage.

Seems fair enough, I aways assumed it was a combat effect, so just add a +1/0 counter to the wall with it aswell.

Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?


Like most land enchantments, its when you tap. Its to avoid having the player remember what extra colour he chose for each land when he uses multiple ones.

Iron man can't actually be destroyed by dwarven wrestler because iron man has protection from red. An artifact with protection from red and protection from blue is all kinds of broken.

Indeed, maybe I should remove one, I was thinking of going with flavour on this one, but if you say so. Anyway red and blue aren't the only colours supposed to have creatures able to tap others, white and black will have at least one aswell.

Miasma should deal 1 damage to all of that player's creatures everytime a creature dies, instead of that second effect.
I like how quickly it takes care of the cat problem.


Second effect removed, this one I just sorta copy/pasted from the OP without thinking alot. I'll keep the 1 damage on upkeep though, otherwise it will be a bit too useless.


We have too many walls and too many damage reduction effects. We will need a massive amount of non-wall non-block effects or we will need to prune them.

This set is supposed to be played with regular MtG aswell, which has enough removals and counters to humble any mass-wall user. Note almost none of them can stop flying creatures, either.

Haunted glacier is overpowered because you can sacrifice it on your first turn, add a UB requirement(The glacier itself can help fufill this)
Also, {T} add U or B to your pool, take one damage.


Added tap to the first effect. Adding the other sugested ones will make it pretty useless compared to regular MtG stuff. The randomness on mana is small balance effect.
Also, remember that the glacier can only generate 1 mana per tap, so it can't generate the nescessary UB on its own.


Skeletal carp has haste, which is redundant with skeletal.


Aye, changed. Also, skeletal now lost protection from red aswell, because it didn't fit DF anyway.

Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.
Erm, are you sure? Look up stone wall again and compare it to things like Wall of Denial and Wall of Reverence, also, glacial wall or wall of ice IIRC. Also, one removal and the whole thing is blown to pieces, and there's plent of removals in standard.

It's impossible to pay the cost of cold snap as ambigiously written,
I suggest: If no players pay RRRR all mana produced becomes U untill end of turn. Otherwise you could be paying RRRR in response to tapping a mountain..


How is it impossible? Hella lot of standard MtG cards have counter costs written this way. Remember you can tap lands in your opponent's turn to counter a card or cast an instant. You don't even have to say wait! or "in response to" since its written on the card itself.

goblin babysnatcher should probably use suspend 2, rather than a complicated baby setup.

Indeed, changed.


Haunted lands will effect bring back walls as a zombie, and then a skeleton.


Note its cost and rarity to balance out the effect.

Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.

Thats just a 6 drop, plus there are ways to go around this with certain cards. There will be certain cards exactly for this purpose.

Block wall is a great example  of a card nobody will ever play, except with some sort of mana-fixer. because 3MW is extremely restrictive.
How come? Its just a white, a red and 3 any colour manas. Its easy as hell, specialy with the standard's fetch lands and multi-mana lands. Look up Alara block cards, there's tons of multicolour cards on that block and almost everyone in stardard uses them, all the time.

Also, Elephant is some combination of over-costed/impossible to play.

Look up elvish piper. Also, we will have a joyous wild card to reduce the cost of savannah/forest creatures. I'm still fixing creature's types and some costs.

Legendary swimmer refers to a creature, but is actually an aura.


Woops, misstype.

Blue hosing blue is rather useless. The aura causes itself to be immediately discarded because protection from blue removes blue enchantments.

Indeed, removed it from legendary swimmer.

Red hosing red is rather pointless, but we have magma men, dwarven miners, stone the in door.

Aye. Also magma creatures are great to use in conjunction with earthquake.

wall of bones misspells gravyeards

Corrected this yesterday, haven't updated yet though, anyway, but its done.
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eerr

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Re: Dwarf Fortress-based Magic: The Gathering set... Again.
« Reply #21 on: February 15, 2010, 05:23:41 pm »

-Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.
-Erm, are you sure? Look up stone wall again and compare it to things like Wall of Denial and Wall of Reverence, also, glacial wall or wall of ice IIRC. Also, one removal and the whole thing is blown to pieces, and there's plent of removals in standard.

You shouldn't have to pack a removal for a wall, just a strong creature.
Then the blocking player either has to sacrifice the wall or let the creature pass.

Additionally,
Block wall's toughness is somewhat redundant with it's ability, leaving it underpowered.


There just aren't enough any creatures strong enough to kill a 0/8 wall. I'd rather you made a vapour wall clone than leave either of those at 0/8. I still think one colour is the way to go on walls.


-Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.

-Thats just a 6 drop, plus there are ways to go around this with certain cards. There will be certain cards exactly for this purpose.

I suppose alot of cards do already have this, though the lairs that allow you to put a creature into play that normally cost 3CC seem swingy.



-Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?

I mean, it reads ambiguously, as does
cold snap. I have previously met people that will argue the alternate meanings even when (in cold snap for example) they are completely absurd. And proper cards avoid ambiguity like the plague.

'any mana produced by any land becomes U unless an opponent pays RRRR'
This phrase is easily taken out of context, I suggest
'Any mana produced by any land becomes U
Any player may pay RRRR to counter this spell'



Training yard is worded to give +1 +1, but doesn't use a counter for a permenant effect.

I suggest Elephant be more like
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197856
because elephants are cheap.



strangler
3/2?
iron man
if it has no protections, 3/4
wall of bones
0/* probably, to fit with other creatures that use the same mechanic.
kobold thief
1/2 at least

These don't have power or toughness listed. Yet.
« Last Edit: February 15, 2010, 05:34:46 pm by eerr »
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