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Magic the Gathering: Radiant Dawn


Progenitus
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I still need to find a good symbol for the Radiant Dawn block. Anyone wanna help me find or make one? Oh, and some wording on the texts and such. Any help on flavor text would be appreciated as well.

Otherwise I'll be pumping out some broken awesome cards. I have no idea of how to balance MtG cards so don't be surprised if some are really overpowered (though if I make really bad cards, it's generally intentional).

And in case you were wondering, yeah I have a very short attention span. Look at all the different topics I have running that I haven't completed yet (FE8/9 rankings, FE10 manliness, FE10 balancing ideas, now this). I just work on different stuff whenever I feel like it.

EDIT: Whenever I update cards, I take down the link for the old card. That's why there's a ton of broken images. Most of the time you'll find the newest version of the cards towards the end of the topic when I repost them.

EDIT: list of new keywords so far...

Avoid X

Whenever this permanent would suffer combat damage or is the target of spells or abilities your opponents control, flip X coins. If one of them is heads, prevent all damage this permanent would suffer, or counter that spell or ability.

(Note: different avoid abilities stack. e.g. if a creature has avoid 1 and avoid 2, it effectively has avoid 3).

Transformation X

At the beginning of your upkeep, put a transformation counter on this permanent. When you have {param1} or more transformation counters on it, sacrifice this permanent. During your turn, you may tap this permanent and pay <sym>YY</sym> to remove all transformation counters on this permanent, where Y is the number of transformation counters on it.

Wrath

Whenever this creature blocks or is blocked, or is dealt damage, flip a coin. If heads, if this creature would deal damage to a creature or player this turn, it deals triple that damage to that creature or player instead.

Availability X-Y

When this creature enters the battlefield, if you cast it, it enters the battlefield with Fading {param1}. If this creature has no time counters on it, exile it, put {param2} time counters on it, and it gains Suspend {param2}.

Bow

Whenever this creature blocks, prevent all damage it deals until the end of the turn unless the attacker has bow.

Triple Strike

This creature deals first-strike damage and twice regular combat damage.

Magic

Whenever this creature deals damage to a creature without magic or a player, it deals that much damage plus 2.

Frail <cost>

{param1}, Tap a creature you control: Tapped creature deals damage equal to its power to this creature. Any player may play this ability.

<name>foe

Whenever this creature deals damage to a {separate_words(spacer: " and/or ", param1)} creature, it deals triple that damage to that creature instead.

Staff

This creature has "T: Prevent the next X damage dealt to target creature or player, where X is its power."

note: if this creature has negative power, treat X as 0.

Edited by Andrew W.K.
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Lol at 2 toughness Eddie.

Just use Lehran's Medallion for the expansion symbol. Surely that's good enough for you?

EDIT: Just noticed that Micaiah's second ability more or less makes the first one moot.

Edited by Naglfar
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Lol at 2 toughness Eddie.

Just use Lehran's Medallion for the expansion symbol. Surely that's good enough for you?

EDIT: Just noticed that Micaiah's second ability more or less makes the first one moot.

Ah, that's what it was called and that was what I was planning to use. Forgot the name, since I don't pay attention to the storyline.

And yah, I just noticed that the first ability is useless >_>

EDIT: Great, I don't know how to use an image for the symbol. it looks like I can't import any images so I have to make it on my own.

Screw that, the symbol will just be one giant plain circle.

Edited by Andrew W.K.
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Lol at 2 toughness Eddie.

Just use Lehran's Medallion for the expansion symbol. Surely that's good enough for you?

EDIT: Just noticed that Micaiah's second ability more or less makes the first one moot.

Ah, that's what it was called and that was what I was planning to use. Forgot the name, since I don't pay attention to the storyline.

And yah, I just noticed that the first ability is useless >_>

EDIT: Great, I don't know how to use an image for the symbol. it looks like I can't import any images so I have to make it on my own.

Screw that, the symbol will just be one giant plain circle.

I don't think it'd be that hard to make something that looks like the medallion.

And, about Micaiah's ability... I don't know, actually. Maybe she can regenerate herself. I'm not too sharp on detailed rules... but as we know, Micaiah can't use Sacrifice on herself like that. Perhaps you could add W to the cost, give her 3/2 instead of 3/1, and let her redirect damage to herself provided it doesn't kill her. Might be a bit lengthy. But Sacrifice keyword plz.

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Lol @ Leo needs Lugh to double. So true. And don't call him Leo on the card.

As for the extra cost to get the token, we have a keyword for that. Kicker.

Finally, you should really consider making the entire DB share a colour. Micaiah being white and Edward being white-red were fine, you could continue that by making Leo white-blue and Nolan and Sothe... white-green and white-black respectively or something. You can't make them a chore to use together by splitting up colours.

EDIT: Liking Nolan. The Avoid seems out of place, since it doesn't rely on a partner like support bonuses do. And lolnihil.

Anyway. Light Sage, Myrmidon, Archer, Reaver... come on. Keep their types at the same tier at least, nevermind the stats.

Edited by Naglfar
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oh, kicker. That's right >_>

Yeah, wtf happened at the Leo thing. I thought I spelled his name out all the time, but I guess I missed one.

Anyway, I don't really see why the DB should share colors. In the normal game, it's not like someone will use all the DB. Although I suppose at least for Leo's kicker, I could change it to 2 or W, instead of 2 or U.

Edited by Andrew W.K.
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Anyway. Light Sage, Myrmidon, Archer, Reaver... come on. Keep their types at the same tier at least, nevermind the stats.

For the most part, their mana cost/rarity/usefulness is based on their tier standings >_>

EDIT: Liking Nolan. The Avoid seems out of place, since it doesn't rely on a partner like support bonuses do. And lolnihil.

eh, trying to word that the avoid only works with other certain units in play seems kinda complicated and lengthy.

Edited by Andrew W.K.
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oh, kicker. That's right >_>

Yeah, wtf happened at the Leo thing. I thought I spelled his name out all the time, but I guess I missed one.

Anyway, I don't really see why the DB should share colors. In the normal game, it's not like someone will use all the DB. Although I suppose at least for Leo's kicker, I could change it to 2 or W, instead of 2 or U.

The Dawn Brigade should share a colour because they're the Dawn Brigade, not the Dawn Mob. They're a close-knit band of freedom fighters, not strangers who happen to be in the same army. To give them no synergy at all is just weird, and I see no reason to not give them all a touch of white.

The GMs can stay separate in colours because there are quite a handful of them, but I wouldn't spread them across more than three and they could use some Ike-centered synergy as well.

EDIT: You got Laura's flavour text wrong. It should be "how does I not get OHKO'd, guys".

Anyway. Light Sage, Myrmidon, Archer, Reaver... come on. Keep their types at the same tier at least, nevermind the stats.

For the most part, their mana cost/rarity/usefulness is based on their tier standings >_>

I'm not even touching on the mana cost/rarity/usefulness. I'm talking about their types.

Edited by Naglfar
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hmmm... well if it's just Micaiah/Edward/Leo/Nolan/Sothe, I guess.

I'm not even touching on the mana cost/rarity/usefulness. I'm talking about their types.

Well, it would be rather odd if Nolan was a 5/5 Avoid 2 *insert nihil text* and was only a Fighter class. But making him weaker wouldn't befit him.

EDIT: You got Laura's flavour text wrong. It should be "how does I not get OHKO'd, guys".

Don't think she gets OHKO'd by myrms or enemies with low mt weapons like javelin soldiers. Though they double anyway

Edited by Andrew W.K.
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There's a few wording issues on these. For instance, as of the new edition, the correct wording is "in the battlefield" not "in play" (in an attempt to stop the confusion stemming form the fact that cards would enter play without being played).

Nolan's ability is incredibly overpowered [EDIT: maybe not overpowered at that cost, but I'd still say it's not really a good idea because it makes the game boring when one player can't do anything with half the cards he has out], and doesn't accurately represent nihil anyways. It should be something like "Whenever a creature blocks or is blocked by Nolan, it loses all abilities until the end of the turn."

Also, double strike seems really really common in this set, which I guess isn't neccesarily bad since it's intentional, but it does mean creatures will drop like flies because the set has a much much higher damage output than normal MtG.

Edited by cheetah7071
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Resident Magic manic here:

Micaiah:

I dunno for what format you want to balance your cards for, but Miccy is hilariously bad. 3/1 for 2WW? We already have 2/2 Hastes for R and 2/3 with relevant abilities for GG, so Miccy really under the curve. And her ability won't do much since she'll die to pretty much anything from Pyroclasm to Burst Lightning and Marsh Casualties. Maybe drop her mana cost to 1WW instead? For casual, she's still kinda weak, since everyone and their mothers have removal spells (even Green has Bee Sting and the ilk D:). Or may be add a "Micaiah gains +2/+0 until end of turn whenever it blocks or is blocked by an Knight/Armour/Cavalier/Paladin/wtv" ability to reflect her Thani Bombing techniques?

Edward:

Hey lookie, it's Boros Swiftblade! Are you going to put Double Strike on anyone that doubles? Eddie will prolly show on the tournament scene (see Boros Deck Wins).

Leonardo:

Not Blue. Blue doesn't get Double Strike. Ever. Or any non-flying offensive creatures either. I think he would fit better in White. And kicker. Still will never be used competitively.

Laura:

Healers in MTG prevent damage. See: Samite Healer. Since Laura is a 0/1 instead of a 1/1, she should prolly tap to prevent 2 damage to target creature or player. Either way, she's garbage in competitive. All healers are.

Nolan:

Holy cow this guy is huge. His power depends mainly on what Avoid does. Still, 5/5s for 7 are kinda weak. We have 8/8s for 6 without any drawbacks now (see: Terra Stomper). A cmc of 7 really kills his chances of tournament play for him either way.

Sothe:

-1/-0 and -0/-1 counters are really stupid. Wizards stopped printing them since like 7th Edition or something. -1/-1 Counters are the standard now. And that casting cost scares me o.O Plus, a big, cheap creature with drawbacks are usually either Black or Blue. He should prolly have another cost for his card drawing ability though: Coin Flipping is mainly a Red thing. He could see play if you lower his mana cost by 2 or 3 though.

Ilyana:

Shroud is Blue/Green. Lightning is usually Red. Shadow is usually White or Black D: Three colored card anyone? UBR? Those are the Zombie colors o.O Better go with UWR. Either way, she sucks. 1/1s for 3 better have kick-ass effects if they want to see play.

Other stuff:

- Boyd better be a Blistering Firecat variant without Morph (like, a 7/2 Haste Trample for RRRR or something of the sort)

- If Nolan's a 5/5, Gatrie and Haar are going to be HUGE, like 7/7s or something

- Can't wait to see Elincia. If Eddie has Double Strike because he barely doubles in HM, what will she have? Double-double Strike?

- Can't wait to see how you'll tackle the Laguz too. Maybe with the Sengir Nosferatu template?

Also, you might want to add the Allies template to them by adding the Ally sub-type to everyone. For example, "Whenever Edward, Myrmidon or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Edward, Myrmidon." or "Whenever Rhys, Bishop or another Ally enters the battlefield under your control, you may gain life equal to the number of Allies you control." Or something else that involves becoming stronger and stronger when they battle, like:

Experience: Whenever Edward attacks or blocks, put an Experience counter on it at the beginning of your End phase. Edward gains +1/+1 for every Experience counter on it.

Experience: Whenever Laura attacks or blocks, put an Experience counter on it at the beginning of your End phase. T: Prevent the next X damage that would be dealt to target creature or player, where X is the number of Experience counters on Laura.

Or something of the sort.

Edited by catastrophe_2
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The tapping to regenerate target creature is a little odd, most healers tap to prevent damage.

Laura can be instantly killed by any player, so you basically just made her a joke card.

Cool ideas overall though, would be interesting to see what those keywords do.

Edited by -Cynthia-
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Micaiah seems fairly powerful, since you have cards that do what she does, only at a higher price, and only once (Loxodon Hierarch, Dauntless Escort). And you could pull off some mean combos with her (Mogg Fanatic, Skirk Prospector, Time Sieve). I could see her ability as more of a:

(T), put a -1/-1 counter on Micaiah: Regenerate target creature.

It would require Mickey to have 2 toughness anyway, but 2 toughness is pretty goddamn low anyway in Magic so w/ever. And it's more of a green/black ability to my ears than a white ability, but don't get too hung up on mtg conventions about colour.

Eddie looks pretty cool. Double strike fits very well with myrms.

Leo looks a bit silly as a blue creature. UUU for a double striking 2/1 is pretty ugly (since mono-blue tends not to care about creatures that don't have evasion), so you may want to take out the Lugh ability. Also, it's probably worth pointing out that 'when X enters the battlefield, you may pay Y and do Z' has a name - kicker. And it's 'when X enters the ...', NOT 'whenever X enters the...'.

So Nolan makes enemies lose Static and Activated... but not Triggered abilities? Like a weaker version of Humility.

I get that Laura is supposed to be a joke, but it's worth pointing out that if she didn't have that second ability, she'd be crazy overpowered. catastrophe_2 pointed out that healers are garbage in competitive, but that's more to do with old healers being crazy overcosted for what they actually did (almost nothing), and Wizards are deliberately trying to phase them out since they've realised how bad they are (a few still get printed, but generally they do things other than heal).

lolol Sothe is sooooo overpowered. 8 points of power for 6 mana? On a double striking creature? That lets me draw cards?

Also, the wording of Sothe's third ability is off. It's not 'you may do this only once a turn', it's 'you may play this ability once per turn'.

Man, Ilyana is great in this. 2/2 Shroud/Evasion for 3 mana? YES PLEASE.

Oh, and I think this is all pretty cool. I get how you're trying to make the colours of cards fit their affinities, but don't bother, since you'll end up with almost identical cards with opposite affinities.

Edited by Anouleth
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I'm gonna be making some slight modifications to cards.

@ cheetah: so for like Micaiah's ability, it would be "instead put it back into the battlefield tapped"?

@ catastrophe_2: I'm not really trying to make this competitive. Some are going to be joke cards (like Fiona and Meg) and some I'm planning on making strong (like Haar and Ike).

Colors are more to represent their affinities and such. Leo is blue because he's water affinity >_>. Guess maybe I should at least change it to W/U W/U since he's the only one in the starting DB who you can't cast with just white. Although yeah, basing colors solely off of affinity will get rather boring.

@ Sothe: I think if he had a -1/-1 every turn he would be kinda weak. That's why I made it either -1/-0 or -0/-1. I suppose maybe I remove double strike, buff his att/def, and just make it a -1/-1? I think that might work. Maybe throw in trample?

@ Ilyana: She's a 2/2, not a 1/1 >_>. Although I'm changing her casting cost to R/W/U R/W/U R/W/U.

@ anoulethe: I'm gonna change Nolan >_>

Oh, and since I'm lazy to edit it into the OP, here are some of the abilities for now. Any help on fixing the wording would be appreciated:

Avoid <number>

Whenever this permanent would suffer combat damage or is the target of spells or abilities your opponents control, flip {param1} coins. If one of them is heads, prevent all damage this permanent would suffer, or counter that spell or ability.

Wrath

Whenever this creature is damaged, flip a coin. If heads, triple all damage this creature deals until the end of the turn.

Bow

This creature deals triple damage to creatures with flying. Whenever this creature blocks, prevent all damage it deals to the attacker until the end of the turn.

Triple Strike

This creature deals first-strike damage and twice regular combat damage.

Transformation <number>

At the beginning of your upkeep, put a transformation counter on this permanent. Whenever you have {param1} or more transformation counters, put this permanent into your graveyard. You may tap this permanent and pay XX during your untap phase to remove all transformation counters on this permanent, where X is the number of transformation counters.

Availability <number1>-<number2>

Whenever this permanent comes into play, if you played it from your hand or graveyard, put {param1} Availability Counters on this permanent. At the beginning of your upkeep, remove an Availability Counter on this permanent. At the end of the turn, if this permanent has no Availability Counters on it, remove it from the game with {param2} lag counters. At the beginning of your upkeep, remove a lag counter on this permanent. At the end of the turn, if this permanent has no lag counters on it, put it back into play.

EDIT: Changed bow keywording to...

This creature deals triple damage to creatures with flying. This creature is unblockable. Whenever this creature blocks, prevent all damage it deals to the attacker until the end of the turn unless the attacker has bow or flying.

Edited by Andrew W.K.
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