BREACH!!!!! **Circuit Challenge**

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Comments

  • Congrats to all the challengers and winners!!

    Circuit Points have been awarded!
  • @LyndonF
    can you teell us how to make our cards better?
  • @Bowler218
    I'm no expert, but there are some rules that I generally follow: (assuming you want to make a realistic card. If not, got nuts!)



    - The card name should not be too wacky.
    Don't put any symbols in it and it should be fine. Also make sure it's not too long.

    - The art should be semi-realistic.
    I am definitely not qualified to discuss this further, but I usually go to artstation and search for some terms related to my card. If all else fails, I'll Google it, but only pick results that seem like it could be in a Magic card. I avoid using WotC art, but if it isn't on a card or promotional items, I'd definitely jump at the opportunity to create a card from it.

    - The mana cost should... look like a mana cost.
    This is pretty much the easiest aspect to improve on. Search for a card with a similar cost (or just the same color identity), then copy the order.
    Please don't make a card that costs {2}{G}{X}

    - The text should use standard Magic terms.
    It's not "duel" or "life points", it's fight and life total. Read the ORACLE TEXT, not what is on the physical card.

    - Know when to use the proper terms.
    This is just as important as the point above. You can cast spells without paying their mana cost, but if you put a permanent card from your hand onto the battlefield, you aren't casting it.

    - Know what does what.
    Some examples:
    Players don't directly deal damage to each other, the creatures/permanents/spells do. Those are called sources.
    Creatures can't attack other creatures, but they can fight other creatures, and attack planeswalkers or players.
    You can never own an opponent's creature.
    You probably mean to transform a creature, not flip it. (Unless you're in Kamigawa, in which case ask yourself why you're in Kamigawa.)
    Again, read the recent cards to see how things are done.

    - Know what CAN'T be done.
    You can't make a card that tells you to go back to the beginning of your turn as if nothing happened, because it's going to be a huge headache to keep track of all the game actions that were taken in between, especially if someone shuffled their library. You can't (normally) put cards you don't own into your hand (the only case this happened was in Unstable, which is silver bordered).
    I don't really have other examples, but make sure what you do makes sense, and isn't a pain to implement.

    - Have a brief grasp of the color pie.
    You don't need to get all philosophical and discuss what motivates each color. But it would be a good idea to see what mechanics area frequent in what colors, and realize that you normally wouldn't make a mono white large creature with deathtouch.

    - Make sure you re-read your cards.
    Imagine yourself holding this card in your hand. Read it just by its rules and reminder text. Do you know exactly what it does?
    Think of the ways of could be misinterpreted by other players. Then go back and make sure you make it clear, OR acknowledge that it can be exploited in that manner.

    and finally...

    - Justify why you are using a feature in a card.
    Ask yourself: why do I need to use ___ in this card?
    Some options include (but not exhaustive): phyrexian mana, watermarks, hybrid mana, energy counters, retired mechanics, indestructible, shroud, and hexproof.
    Other way to OP mechanics should deserve the same treatment, and "because it's cool" shouldn't be an acceptable answer.

    Also look out for power interactions WITHIN a card.




    Some of the above things might seem trivial, but not all of us have played the game for that long so I've mentioned them as well.

    TLDR study more Magic cards. There isn't much else to do.

    A lot of people are much more qualified than me to give these advice. Maybe ask them or study their cards as well!

    Hope this helped :P
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