Ultimate Land RPG {land conquest/management game}
I'm dead serious about getting my cards published within magic.
My idea is to introduce new lands to the game in the form of trials and tribulations,
but it will progress to the custom cards players design.
right now, the I'm stuck at the beginning until I win a duel against the Averions. That just unlocks proper colonization in an attempt to challenge the next step: A Rakdos themed set on both sides of the situation, based on the impoverished merchants that are stuck in the middle.
Over time, the trials will get to be quite difficult, but players can find appropriate instances to take those trials when the right conditions apply. Get permission first please.
My idea is to introduce new lands to the game in the form of trials and tribulations,
but it will progress to the custom cards players design.
right now, the I'm stuck at the beginning until I win a duel against the Averions. That just unlocks proper colonization in an attempt to challenge the next step: A Rakdos themed set on both sides of the situation, based on the impoverished merchants that are stuck in the middle.
Over time, the trials will get to be quite difficult, but players can find appropriate instances to take those trials when the right conditions apply. Get permission first please.
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A card to represent the saga!
But here's the thing. I also have a challenge deck if you want to pass this trial.
It deals with a legacy where the ultimate energy is earned.
You place this card in your deck, and I challenge you to win rights to a better deck in this case. If it was official, that would mean I'd be certified to create cards that would be distributed publicly.
In the meantime, please stop writing in riddles.
I have years of game design, but it usually takes a mentor to decrypt it. Too much effort, but well worth it, thus.
1) You wish to become an employee at WoTC - cool beans and good luck with that goal
However, as you are not an employee yet, you come to us as players and smiths for feedback on your ideas, right?
2) You have a number of ideas you wish to try out and so here you are, on the forum of one of the most popular MTG cardmaking communities?
3) You are looking for your fellow players and smiths to help mentor you in this endeavour?
You say you have years of experience with games design, but I don't know how much experience you have with Cardsmithing (custom card creation), or MTG in general.
But that's why we are here, to help each other and come together to explore new ideas together.
So you have this idea for a new idea: plain and simple, how can we help you with it? By:
a) Making more cards in a similar format
b) Helping you playtest your cards
c) Something else?
Here's 2 special lands:
This would be the dawn of DESERT lands. Land symbol would be a thunderbolt. Protection from Yellow...
This one would be the dawn of TUNDRA lands. Land symbol would be a crystal. This would just make protection from blue better.
You can make decks theming these lands... but if the contract happens, you will first need to beat the chaos/justice trial, here it is:
If you want other people to help you, you should start answering to their questions properly. I also want to know-
1) How long have you been playing MtG?
2) Do you want these cards to be playable in MtG rules?
It's ok if you haven't played MtG at all. Knowing (1) would help me to know what I should explain about MtG.
If you say no to the question (2), I'm afraid I don't think so many people can help you. If yes, I can give you some advice-
* Don't put mana cost on land cards.
I can understand that the land that's difficult to play sounds interesting, but MtG has already cards that let you put out land cards easily from your hand/library/graveyard. For example, 2 mana instant that says "You may put a land card from your hand onto the battlefield." lets you put out your 5 mana land in turn 2. That breaks the game. My suggestion is remove mana cost from that land, and add "When this land enters the battlefield, sacrifice it unless you pay {3}{u}{r}." in the text box.
* Don't use faction's name as subtype.
Personally, this is the main factor that makes your cards look like non-MtG cards. There are many factions/guilds/clans in MtG, but those aren't written as cards' subtypes. They just name cards like Bant Battlemage, Azorius Charm, Jeskai Banner..
Introducing new subypes also causes problems. For example, "This creature gets +1/+1 for each land type among lands you control" can get really big if you keep making cards like "Artifact Land - Imerian Boros Operations".
* If you use custom keyword mechanics without reminder texts, explain what they do.
Basically constructive feedback is given by people who understand the card. If they can't understand your cards, you won't get what you want here.
What do these do?- "Start up", "Invincible", "Generate", "Frost token". What do you mean by "energy"?
If you want more people to see your cards, you should check out: https://mtgcardsmith.com/blog/how-to-get-recognition-on-mtgcardsmith
The new plot revolves around a new special: underwater breath. It should appear on the new merfolk that would emerge as contenders against me.
My goal is to take on the theme water/swamp, diving the depths and locating the merfolk before those fliers start attacking us...
Kor, my hazmat fad, but at least I resolved all the present issues, thanks.
Now, if the 'plot' is to proceed, I'll need a player theming island + swamp, please.
I'm hoping to take on a deck that has island + swamp featuring pirates, fliers, and merfolk, please.
Enemy is the opposite pretty much.
By the way, advanced manna has a few specials:
1. Merges ADD the best benefits.
2. They often have an advanced benefit. For example, REGEN on a normal basis as an ability would be common with the JUNGLE manna. 3 jungle tokens = 10 regen, but very high costs even then.
IMPORTANT LINK: http://forums.mtgcardsmith.com/discussion/4883/do-your-advanced-land-cards-here-saga-continues#latest
I'm stuck on this first event.... But I guess I could roleplay it.
http://forums.mtgcardsmith.com/discussion/4872/looking-to-play-round-1#latest
Saratoga Vanden noticed an unusual key.
Confused with the mythical key, he took it, and used it on his brain. Just then, a vision of advanced manna emerged within his mind, and he realized just how to defeat the pirates. Six new forms of manna came with a vision in his mind, and they looked good. But to pull this off, the druids had to remain secret.
What was to happen first?
Saratoga looked at the complex where he found the key. "The harbor and castle is going to go..." He said, thinking about how dire the situation was to become. These pirates wouldn't negotiate, only take, and he knew it.
It had begun, and even now, there was no going back. But this battle wasn't to get these advanced lands going, but to ensure they would remain hidden from the pirates, and they were close to doing so.
And thus, the process began. It wouldn't be long...
The merfolk... thanks to the key, they were in a position to negotiate with them. But the problem was how loyal the merfolk were to profit. Their present goal was to get these mermaids off their backs, and finally eliminate the pirates.
Saratoga knew these places would be lost, so they were using here for an advanced supply line to keep the forces going.
But this pirate leader was in the way...
Whatever plan he had, Saratoga knew it wouldn't be good.
And thus, it began.
They were wasting no time in sending forces their way. They key had chosen all Alencians, and that included the pirates. But at least they didn't know the plan or where the druids were.
The imerian druids sent these recruits. Simple enough to do the job, they would secure the 2 bases for now, and provide them with an extra distraction.
Thus, it was good for now.
The plan led to the sewers, pure and simple. Not wanting to deal with them, but finding little compromise, it was not just the better escape, but the only real option to stand a chance against them.
They wouldn't dare enter the sewers. Recalling the patrols, they let the slimes scour the sewers instead of the recruits.
Buying themselves more time, this course of actions was what would expose them to the pirates, though not the imerian situation. Already they were closing on the castle and harbor, and there was little the imerians could do about it.
But at least now they had secured the sewers.
That's what gave them the edge. It wasn't long now before they could send at least a few of their druids to the other lands.
And with that sending, these new advanced forms of manna would emerge.
They finally convinced the merfolk to abandon them. In exchange, they agreed to reveal the secrets behind the sanctuary manna at that time. That meant better temples for the merfolk!
Eldraine. The humans there were hunted in the past, and now the druids had little choice but to bond the humans and elves to get the new kinds of manna going. Being widely unknown to everyone, this posed a very serious advantage in the form of secret places, but the problem was developing the jungle element.
The imerians saw an opportunity in the plants there, and that would mark the first kind of manna the imerians would unlock, save the prime six.
With the druids in place, the Eldraine creatures were in for a shock. The plan was to make the plants come properly alive, and kicking back at both sides here, all to unite them better in unification secretly.
As the first of the plants emerged, the imerians explained to them that their quarry was relying on the forest magics too much, then explained their profit agenda. Taking to it nicely, these snapdragon sentinels began patrolling the hidden alcove, helping the gathering process involving manna.
They were yet to be discovered...
Just as the jungle manna came into existence, the imerian forces were already planning on the use of the first plants. Nobody would know where they came from, but one thing was clear about that - they were dangerous.
The druids resorted to sending rodents now. Beginning to send out these crude mice/rats, they found that nothing was taking a notice of them, ignoring their base. They had to change that, but how.
Skittering all over the camp, the new rodents began hunting for food. They didn't need it, just that consuming such would annoy the hell out of the enemy.
But that was perfect - for now.
The Only rule: I say when you add new lands, that's it. Otherwise, just a normal duel in a sense, RP style. You begin with 3 lands you choose.
… why not join? You don't need to understand the advanced elements so to say.