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Posted: Mon May 23, 2005 11:37 am
Here's a few more cards I came up with. You might remember that Magma Wasperine had the "Volcanic" subtype. What is Volcanic? Well, it's an idea I came up with after realizing that there are no worthwhile hosers for Nar's Freezing strategy. Every other regional strategy has at least one or two cards that are effective against it except Freezing. So I decided to create a series of creatures that specifically cannot be frozen.
That, and it just seemed odd for it to be possible to freeze a Magma Hyren...
Furnace Hyren - 7 Cald Dream Creature - Volcanic Effect: Furnace Dragon cannot be frozen. Power - Incubate: (1) Until end of turn, all frozen cards you control are no longer frozen. Power - Furnace Blast: (2) Choose an Arctic card. Discard the chosen card from play. Opposing spells, powers, and effects cannot prevent the chosen card from being discarded this way.
Furnace Grag - 4 Cald Dream Creature - Volcanic Effect: Furnace Grag cannot be frozen. Power - Flash Thaw: Discard Furnace Grag from play. Discard one energy from each frozen creature from play. Until end of turn, those creatures are no longer frozen. Other cards cannot alter the amount of energy discarded by Flash Thaw.
Sulfur Xyx - 4 Cald/d'Resh Dream Creature - Volcanic Effect: Sulfur Xyx cannot be frozen. Power - Smelt: (3) Choose any one Arctic creature in play. Discard Sulfur Xyx and the chosen creature from play. Opposing cards cannot prevent the chosen creature from being discarded this way. Cald FT: Breath of the Furnace Hyren
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Posted: Thu Jun 23, 2005 9:05 am
Since Lina Inverse would have so absurdly obviously been a Cald Magi I made a gag magi based on her one time. ((Some people tell me that this purpose was fufilled by Grega))
Lina Inverse Cald/Core Magi Starting - Dragon Slave, Fire Ball, Energy 16 Energize 4
Walking Force of Destruction- Power, 2 - The next spell that Lina Inverse casts which removes that much energy from another creature removes energy from another creature of your choice.
Dragon Spooker - Effect - The first time any turn Lina Inverse is attacked by a Hyren she loses no energy in the attack.
"L-Lina Inverse?! You mean the walking force of destruction?! The natural enemy of all who live?! The girl who leaves chaos and wreckage in her wake?! Lina, the Dragon Spooker?!"
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Posted: Thu Jun 23, 2005 9:22 am
cool card ideas I always love dual region Magi
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Posted: Thu Jun 23, 2005 9:50 am
With the exception of Naroom there's a significant lack of dual region core magi. Whether or not this is a good thing, well, ::shrug:: .
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Posted: Thu Jun 23, 2005 9:51 am
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Posted: Thu Jun 23, 2005 1:15 pm
Valid point. I guess I've seen more play of Naroom Shadow Magi.
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Posted: Sun Jul 10, 2005 8:21 pm
Oks.... I came up with an underneath magi... He is part of a set that I'm working on.
I'm afraid he is too powerful with his power though....you be the judge
Name: Cerak- Shadow Walker Region: Underneath Starting Energy/Energize: 12/6 Starting Cards: Digging Goggles, Burrow, Maelstorm
Effect- Adept Cerak may play core cards ignoring regional penalties and restrictions
Effect- Overload At the end of your turn if you played more than five core cards Cerak does not energize next turn
Power- Trench Warefare (7) Until your next turn all of your creatures are burrowed. The creatures can attack but lose no more than two energy per turn from attacks, spells, powers, and effects. Skip your draw step, you may not draw cards until the begining of your next turn. You cannot use Trench Warefare two turns in a row.
Effect- Pure of Heart: Cerak may not be in a magi stack with core magi
Any thoughts? Too powerful?
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Posted: Mon Jul 11, 2005 12:14 am
Cards I've made for the Insiider card contests (at least, all the ones I could find), presented in reverse chronological order:
TASK: Create a card based on something from another card game. RESULT: Based on the concept of jade from Legend of the Five Rings.
Jade Trinket Universal Relic 1 Effect - Safe Passage: While Jade Trinket is in play, Core creatures may not attack your magi if you have creatures on the field. Power - Penetrating Force: (5) Discard Jade Trinket from play. If the opposing magi is Core, creatures you control may attack the opposing magi directly, even if they have creatures in play.
"I don't care how little of it is left! We need more if we want to survive!"
TASK: Create two creatures: One Teeth, one Cald. They must be playable by Shadow Magi of that region. RESULT: Based on Disney's Fantasia, and one of my RP characters' speciality.
Chernabog Kybar's Teeth Creature 6 Power - Menace: (3) The next time Chernabog attacks, it loses no energy in the attack. Effect - Invunerability: Chernabog loses one less energy in attacks. Kybar's Teeth Shadow magi may play Chernabog.
"That mountain's a lot balder without it there." -Zarian
Breme Cald Creature 4 Effect - Flashflame: Once per turn, after your magi casts a Cald spell, remove X energy from all creatures in play, including your own, where X is equal to the printed cost of the spell minus the energy you paid for it. Cald Shadow magi may play Breme.
"You can't die at the etude! I'm not satisfied yet!" -Aria
TASK: Create yourself as a Dream Creature. RESULT: I'm proud to say this was the most unique entry in that contest.
Guilloch Universal Dream Creature 3 Energize: (1) Power - Storytelling: (X) Choose one: Either add X energy to your magi, or remove X energy from an opposing creature. Effect - Close the Book: At the end of each of your turns, put a page counter on Guilloch. If Guilloch has six or more page counters on it, discard it from play.
Think of it this way: Somewhere, another tale is beginning.
TASK: Pair two Magi together as a couple. One Magi must have something to do with the core. RESULT: I very much liked Yayek, and was very distraught that he never got a card. As such...
Yayek Weave Shadow Magi 13/5 STARTING: Shyrque, Terrorize, Ebony Mirror Effect - Abandon: At the end of your Draw Cards step, you may discard any number of cards from your hand. If you do, add one energy to Yayek for each card discarded. Power - Beckon: (2) Place any one Shyrque in your Discard Pile into play. You may use this power during your opponents Play Creatures step. Effect: At the beginning of your turn, if you have any non-Shyrque creatures in play, discard them.
"Come my pretty," he smiled at her, "I'll show you what shadows should be draped on those horns."
The Blonde Weave Shadow Magi - Alternate Marella 11/6 STARTING: Shyrque, Mind Blank, Stumbling Junjertrug Effect - Mindless: Opposing cards may not discard cards from The Blonde's hand. You may only draw one card at the end of your turn. Power - Different Thoughts: (4) Discard your hand, then draw a number of cards equal to the amount previously in your hand. Effect - Dur: The Blonde may play Junjertrugs, ignoring regional penalties or restrictions.
Heeheeheeheeheeheeheeheeheeheeheeheeheeheeheeheehee...
TASK: The creators of Magi-Nation come up and ask you to design a card. What card would you make? RESULT: I simply couldn't resist the allure of putting my rp character into the game.
Aria Cald Shadow Magi 11/5 STARTING: Agram's Staff, Robe of Ages, Wildfire, Zungg Power - Rock On: Reduce the cost of the next card you play by one, to a minimum of one. Effect - Spellfire: Once per turn, the first spell or power you use that removes energy removes one additonal energy. Power - Ultimate Fortissimo: (6): Remove X energy from all opposing creatures, where X is the amount of energy the last card you played would normally cost minus the amount of energy you payed for it. Effect: Your cards may not alter Aria's energize.
"This is MY festival."
TASK: Create a Universal Spell or Relic. RESULT:
Waking Up Universal Spell 3 Attach Waking Up to your magi. When Waking Up is put into play, each player chooses an opposing creature on the field. That creature is returned to its player's hand, discarding all of its energy. As long as Waking Up remains in play, creatures of that name may not be played.
"It seems...the dream is finally ending."
TASK: Create a character for this one dude's fanfic. RESULT: I was on a total whyrl bend at the time, and one of her arts inspired me to this.
Yukiko Nar Shadow Magi - The Sleeper 12/6 STARTING: Darkbreed's Minion, Crushing Ice Effect - Beautiful Dreamer: Whenever one of your creatures is discarded from play or defeated in an attack, summon it again, paying all costs. If Yukiko does not have enough energy to summon the creature again, the creature gets all energy on Yukiko instead of it's normal energy. Effect - Guardians: Opposing cards may not remove energy from Yukiko as long as she has a dream creature in play.
TASK: Introduce a mechanic to a region that does not use that mechanic. RESULT: I like card control. I like Core. It was a quick meld between the two. Unfortunately, I neglected how incredily unbalanced his second Power was.
Rishiid d'Resh Shadow Magi Pic: A blind dood in a black cloak. He's got fabric wrapped around his eyes, sorta like Agram. 16/5 STARTING: Black Agovo, Dream Rift Power - Black Prophecy: (X) Look at the top X cards of your deck. Choose one and place it in your hand, discarding the rest. Power - Anarchist's Dreams: (X) Look at the top X cards of your opponent's deck. Choose one and place it in the opponent's hand, discarding the rest.
"I spy...with my little eye...something that is blue." "It's a Megathan! Awesome!" "...Crud."
TASK: Create a card based on Final Fantasy. RESULT: I like Kuja. And Yuffie. Unfortunately, I ended up creating a way to remove what could be quite a bit of energy from an opposing creature with just three energy with my Yuffie.
Kuja Arderial Shadow Magi 14/6 STARTING: Darkbreed's Minion, Corrupt, Turn Power - Mistform: (X+2) If you have a relic in play, search your deck for a creature and put it into play. X is that creature's starting energy. Power - The Invincible: (7) Take control of any one opposing creature with energy of 8 or greater. Effect - The Dark Messenger: When Kuja is defeated, you may instead choose to defeat your next magi. If you do, return Kuja to his starting energy and increase his energize by 2 permanently. Kuja may not be the last magi in your magi stack.
"The weak lose their freedom to the strong. Such is the way of the strong. And it is the providence of nature that only the strong survive."
Yuffie Paradwyn Magi 13/5 STARTING: Bagala, Bagala Pup, Bagala Fang Power - Steal: (X) Take control of any relic for the next X turns. If that relic would be discarded, instead give it to the opposing player. After X turns have passed, return it to it's owner's hand. Power - Throw: (3) Give control of any one relic you control to your opponent. Remove energy from one of the opponent's cards equal to the relic's cost plus the total cost of any powers on it plus 3.
"Now all I have to do is... a little this and a little that... nyuk, nyuk, nyuk..."
TASK: Name your card after a song. Include the song's lyrics in your FT. Make the text relevant. RESULT: I had another entry before I changed it at the last minute. I ended up winning, so...
Ride the Lightning Arderial/Cald Spell 4 Remove 3 energy from any one opposing creature, and add three energy to any one creature. Non-Arderial, non-Cald magi pay one additional energy to play this spell.
Flash before my eyes Now it's time to die Burning in my brain I can feel the flames
TASK: Card must reference Ergar. Card may not be a magi. RESULT:
Ergar's Shadow Core Dream Creature 0 When you play Ergar's Shadow, add X to it, where X is the cost of the most expensive power on one of your opponent's creatures. Power - Darkflame: (X) Choose an opposing creature. Remove X energy from it, where X is the cost of that card's most expensive power. Effect - Cursed Shade: Ergar's Shadow may not attack. Remove one energy from Ergar's Shadow whenever your magi energizes. Cald magi may play Ergar's Shadow without regional penalty or restriction.
"And the Ergar comes in the NIIIIGHT!" -Lanyx
TASK: Create a card having something to do with water. The words Nar or Orothe may NOT appear on the card. RESULT: I wasn't happy with this entry. That's about all I can say.
Hydrophobia Core Spell 5 Hydrophobia costs three less to play if the opponent has less then ten cards in his or her deck. Divide your opponent's deck into two piles. Your opponent then chooses one of them. Discard the chosen pile. The other pile becomes the opponent's deck.
"In the water, no one can hear you scream. ...Well, they can, but it's really muffled." -Qwade
TASK: Make an Orothe card with a German name. RESULT: I probably went a little overboard with the German on this one.
Gezeiten Welle Orothe Magi 12/4 STARTING: Tidal Wave, Deep Barl, Undertow Effect - Die Meere Sind Tief: Whenever you play an Orothe spell, that spell costs two less energy to play, to a minimum of 1. Effect - So Gehen Sie Nicht Zu Schwimmen: Whenever you play an Orothe creature with the word "Deep" in it's name, add two energy to that creature.
"Es gibt keinen Leibwächter im Ozean."
TASK: Create a Magi that is NOT Core but can somehow play Core cards. RESULT: Since the guy that was judging this contest disappeared, I had to judge it, which meant I disqualified myself. I'd have felt guilty saying I won. razz
Auritz Arderial Magi - Loreseeker 14/6 STARTING: Shockwave, Ayebaw, any one Core spell Power - Dabble: (X+2) Play a Core spell from your hand. X is that spell’s cost. Effect - Nightshadowed: If you used Dabble this turn, at the end of your turn, roll a die. If you roll a 1 or a 2, show your hand to your opponent. They choose a card and discard it. Auritz may not be in a magi stack with Core magi.
Brave magi can attempt to use the dark magic of the Core, but even the strong can feel the tug of the darkness during the night.
TASK: Create a Cald magi. RESULT:
Blitzeron Cald Magi 14/5 STARTING: Braggle, Ergar Power - Workout: (3) Remove two energy from one of your creatures. That creature gains the text "ENERGIZE: (1)". Effect - "Wussy!": Your cards may not add energy to your creatures.
"Come on you ladies, feel the burn!"
TASK: Choose a Magi and age him 75 years. RESULT: No one got the flavor text. It's a Dork Tower reference. *was sad*
Morag the Senile Really Old Core Magi 11/6 STARTING: Any creature with a starting energy of 2 or less Effect - Really Old: All creatures with a starting energy of 4 or more cost two additional energy to play. Effect - Funny Smell: Control of Morag the Senile's relics may not shift to another player.
"We're still evil too, you know! We're still evil too!" "Of course we are. Now then, when we get home, we'll have a nice cup of evil cocoa."
TASK: I don't remember. But I won. RESULT:
Mik’kel Arderial Shadow Magi - Shadowkeeper 13/4 STARTING: Entomb, Shyrque, Koil Effect - Refusal: When you reveal Mik’kel, name a card. The named card cannot be played. Cards of that name already in play are not discarded from play. Power - Denial: (4) Name a card. The named card may not be played until the end of your next turn. Effect - Erratic: Cards may not alter Mik’kel’s energize.
Mind shattering, field levelled Darkness thickening, secrets withheld
OR
“You won’t need that where you’re going...”
OTHER CARDS THAT I MADE THAT I FOUND:
Paj'Nazg Core Magi 12/4 STARTING: Shyrque, Wudge, Dream Rift OR Turn, Corrupt, Gorath When you reveal Paj'Nazg, choose one of the following effects: "Effect - Overwhelm: When you play a creature with 2 or less energy, you may search through your deck for a creature with a starting energy of two or less energy and put that creature into play with it's starting energy." or "Effect - Treacherous: Whenever you gain control of a creature, you may put a Core card from your discard pile from your hand." or "Effect - Unfocused: Paj'Nazg's energize is increased by three." Paj'Nazg has that effect.
"No matter what they bring, I will be prepared."
Rage Cald Spell 3 Choose a creature and attach Rage to that creature. That creature must attack every turn if able to. When that creature attacks, add X+1 energy to it before energy is removed, where X is the number of times that creature has attacked with Rage attached to it. Cald Shadow Magi may play Rage.
"Don't make me angry. You wouldn't like me when I'm angry."
Divided Bograth Spell 5 Play Divided when one of your Bograth creatures is attacked. Negate that attack, but discard the creature. Search your deck for two creatures with starting energy equal to half that creatures energy, rounded down. Put those creatures into play with their starting energy. You may only play Divided on your opponent's turn.
"You can kill him, but two more will take his place!" -Emlob, Excessive Detailor
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Posted: Mon Jul 11, 2005 8:31 am
Here's a Magi I came up with. Lemme know if he seems too powerful. sweatdrop
Sirus Arderial Magi - Researcher 12/5 STARTING: Alaban Gloves, Rayalon
Effect - Counterspell - Once per turn, when an opposing Magi plays a spell you may discard energy from Sirus equal to X+1 where X is equal to the cost of the spell. That spell is discarded without any effect.
Effect - Spell Affinity - Arderial spells you play cost one less energy to play, to a minimum of one.
"I'll fling, and I'll flame, and I'll- HEY!" - Valkan, Pyromancer
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Posted: Tue Jul 19, 2005 4:50 pm
Another Magi, same type as my previous one sweatdrop
Name: Meta Naroom Magi- Shadow Walker Starting Energy: 12 Energize: 5 Starting Cards: Maelstorm, Forrest Hyren, Grow
Effect- Adept Meta may play Core cards ignoring regional penalties and restrictions
Effect- Overload If you play more than five Core cards in one turn, you may not play creatures with a starting energy of more than 2 until the end of your next turn
Power- Metagrow 4 Roll two dice. Add that much energy minus one to any number of creatures divided as you choose
Thoughts?
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Posted: Thu Jul 28, 2005 4:23 pm
Name: ZarJa Mar Type: Universal Magi Starting Energy: 12 Energize: 8
Effect - Dedicated Specialist: When you flip ZarJa Mar, choose two different regions. ZarJa Mar is from both the chosen regions and may not use cards that are not from the chosen regions or universal.
Effect: For every Relic you have in play, creatures from the same region cost 1 less energy to play, to a minimum of 1.
"I stick with what I know."
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Posted: Fri Jul 29, 2005 12:22 pm
[ Message temporarily off-line ]
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Posted: Fri Jul 29, 2005 1:27 pm
Zephyr's Animite Absorbtion is supposed to be nasty. That's why Zephyr starts off with a 0 Energize. It's going to take at least 5 critters before he even GETS to an average energize. Though you are probably right. Maybe change it to once per turn?
Also, for Alia, I made Animite Allergy a named effect for flavor reasons. Rather than spell it out why she can't play creatures in the flavor text, I gave reason in the rules text. Otherwise people would look at her and go "Huh?" Also, this prevents Sandswirl and Sorreah from stopping the effect as well. At some point, just for the sake of personal amusement, I'm going to make a Shadow version of Alia, too.
Anyway, I took a look at your card, too.
Sirus seems a little strong, with that "One Arderial Spell" starting and the ability to counter opposing spells. I think Counterspell should be made to a once-per-turn effect and/or lower his starting energy to 12 or less. Also, you don't need the "Ignore regional penalties" for Counterspell, since Counterspell looks at the energy cost of the spell, not what the Magi paid for it, at least if I'm looking at it correctly.
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Posted: Fri Jul 29, 2005 8:18 pm
Haha, whoops. Forgot to update Counterspell. sweatdrop I did fix his energize, too. It used to be a 6. Also changed the flavour text to be a bit more amusing. I need to better establish his place in the storyline.
Ahhh, I see why you did it to Alia now. Not too often you see something like that.
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Posted: Fri Jul 29, 2005 10:42 pm
A friend of mine from Insiider did a trick like that in a game we played a little while back. He was playing Rayje vs my creatureless Cald. He had just played Tranquility with two Rayje's Constructs in play. He then dropped a Rayje's Sword and Belt and used the Belt to lockdown Piercing (The Sword's Effect).
This play prevented me from playing and using my own Sword to tear apart his Constructs before they killed poor Amanax.
Also, how many times have you played Sorreah and then slapped yourself in the forehead when your opponent glees and flips up All High King Korg or Korg & Zet?
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