Min/Max Boards

Gaming Discussion => Other Games => Topic started by: Garryl on December 06, 2016, 08:12:03 PM

Title: 1001 TCG Card Ideas
Post by: Garryl on December 06, 2016, 08:12:03 PM
Just a bunch of card ideas for card games I've been playing or thinking about.

Magic: The Gathering
(click to show/hide)

Hearthstone
(click to show/hide)
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on December 08, 2016, 10:50:33 PM
Might as well finish (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50234) a cycle (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50430) (and bring the total number of Zuberas to 10):

Morning-Glory Zubera {2WW}
Creature - Zubera Spirit
When Morning-Glory Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, you gain 6 life.
3/3

Tear-Drenched Zubera {2BB}
Creature - Zubera Spirit
When Tear-Drenched Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, target opponent discards three cards.
3/3

Slobbering-Jaw Zubera {2GG}
Creature - Zubera Spirit
When Slobbering-Jaw Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, put three 1/1 colorless Spirit creature tokens into play.
3/3



Oh, and some tribal support!

Honden of Land's Heart {WUBRG}
Legendary Enchantment - Shrine
At the beginning of your upkeep, you win the game if you control at least six Shrines with different names.
{1}: Add one mana of any color to your mana pool. Spend this mana only to cast Shrines and Zuberas.

Kamigawa's Rot {2B}
Enchantment
Zubera cards in your graveyard have Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 09, 2016, 02:57:12 PM
Might be interesting to see some Zuberas with Evoke (pay an alternate cost, but sacrifice the creature when it comes into play). They would certainly help enable the original Champions of Kamigawa cycle of Zuberas.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on December 09, 2016, 11:08:27 PM
Might be interesting to see some Zuberas with Evoke (pay an alternate cost, but sacrifice the creature when it comes into play). They would certainly help enable the original Champions of Kamigawa cycle of Zuberas.

Yeah - probably something like:

[Adjective] Zubera {3??}
Creature - Zubera Spirit
When [Adjective] Zubera enters the battlefield, do X.
Evoke 2?
2/4

Where X is (in order of colors):
• You gain 4 life.
• You draw two cards.
• Target opponent discards two cards.
• Put two 1/1 colorless Spirit tokens into play.
• Deal 2 damage to target creature or player.

Funnily, the Black Zubera is strictly better than Mournwhelk unless you really need that +1/-1.

--------------------------

Plagueforge Mistress {2WB}
Artifact Creature - Human Artificer
Germ creatures you control have +1/+1.
{B/P}: The next Equipment you play this turn has Living Weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
1/5

({B/P} is black Phyrexian mana, by the way.)

I kinda like the idea of having a Lord for the Germ "tribe" - especially since Magic 2016 gave us Grip of Phyresis. Granted, you're still looking at some pretty behind-the-curve plays, but I can think of a bunch of fun combos.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 10, 2016, 01:48:01 AM
All of the Zuberas are about effects when they die, so I'd expect evokers to be on death triggers.

It's also rather unfortunate that the Zubera effects are inherently imbalanced. At one end, you have 3-mana effects and straight card advantage. At the other end, you have Shock.

Anyways, I've got a really weird Zubera enemy color idea.

Burning-Mind Zubera {2RU}
Creature - Zubera Spirit
When {this} dies, draw cards equal to the amount of non-combat damage sources you controlled dealt this turn.
2/3

Vital-Rage Zubera {2RW}
Creature - Zubera Spirit
When {this} dies, deal 1 damage to target creature or player for every 2 life you gained this turn.
2/3

Hungering-Soul Zubera {2BW}
Creature - Zubera Spirit
When {this} dies, gain 2 life for every card an opponent discarded this turn.
2/3

Discordant-Body Zubera {2BG}
Creature - Zubera Spirit
When {this} dies, target opponent discards a card for every Spirit creature that entered the battlefield under your control this turn.
2/3

Thoughtful-Essence Zubera {2GU}
Creature - Zubera Spirit
When {this} dies, create a 1/1 colorless Spirit creature token for each card you drew this turn.
2/3
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on December 10, 2016, 01:24:05 PM
That's a problem Red has in general - the "iconic" effects for Red are either damage, or are situational (Artifact destruction, some combat tricks, Haste, short-term take-control-of effects...)

That being said:

•) W does less than half of a Chaplain's Blessing when it dies (5 Life for 1).
•) U gives you a cantrip when it dies (There are a ton of CMC 1 cards that have "draw a card" as a side effect).
•) B does half of a Cry of Contrition when it dies (Discard two for 1).
•) G does the equivalent of Sprout when it dies (Create a 1/1 for 1).
•) R does half a Shock whenever it dies (2 damage for 1).

Plus, Red Zuberas have great synergies with stuff like Deathtouch, Chandra's Spitfire, all those Red enchantments that double/increase damage...

=---=

Of your Enemy-Color Zuberas, Discordant-Body Zubera and Burning-Mind Zubera are stupidly good, while Vital-Rage Zubera is a tad anaemic.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 10, 2016, 03:45:46 PM
Oh, yeah, they're broken as hell.


Also, a classic-Zubera-enabling land. Probably also needs to enter the battlefield tapped, although then it might also warrant a generic tap for colorless mana, too (I dunno).

Unnamed Zubera Land
Legendary Tribal Land - Zubera
{T}: Add one mana to your mana pool of any color. Spend this mana only to play Spirits, Zuberas, and Arcane spells.
When a Zubera creature you control dies, you may sacrifice {this}. If you do, search your library for a Zubera card, reveal it, and put it into your hand. Then, shuffle your library.

Also on the topic of Kamigawa mechanics and lands.

Spirit of the Land {1GG}
Enchantment
Lands you control have Spiritshift X, where X is equal to the number of lands if your graveyard.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on December 10, 2016, 06:57:52 PM
All Zuberas are Spirits, so the Unnamed Zubera Land can be neatened up by dropping that.

Also, you're looking for Soulshift. Actually, I'd merge the two, like so:

Household Shrine
Land
{T}: Add one mana to your mana pool of any color. Spend this mana only to play Spirits and Arcane spells.
Whenever a Spirit you control dies, you may sacrifice Household Shrine.
Soulshift 2



Oh, and a legendary that I think would be a ridiculous combo piece:

(click to show/hide)
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 11, 2016, 03:23:43 AM
I was kind of hoping with the Zubera land for it to count as a Zubera, increasing the number of Zuberas that effectively dies (and thus augmenting the original cycle's on death effects).

Regardless, Household Shrine is nice.

Edit: Odd card idea off the top of my overly sleepy head. Fluff idea is a ghost that tries to solve its own murder.

Haunting Victim {UW}
Creature - Human
When {this} dies, create a 1/1 colorless Spirit creature token with Flying and "When this dies, investigate."
2/2
Title: Re: 1001 TCG Card Ideas
Post by: sirpercival on December 11, 2016, 06:23:10 AM
I'm angry and tired and this seems like a ridiculous idea and I'm just going to do it anyway.

Black Tea {B/2}
Artifact - Equipment
Sacrifice equipped creature: Return target creature card from your graveyard to your hand.
Equip: B

Red Tea {R/2}
Artifact - Equipment
Equipped creature has "T: Target creature gains haste until end of turn."
Equip: R

Green Tea {G/2}
Artifact - Equipment
GGG: Put a +1/+1 counter on equipped creature.
Equip: G

White Tea {W/2}
Artifact - Equipment
WW: Equipped creature gains protection from the color of your choice until end of turn.
Equip: W

Blue Tea {U/2}
Artifact - Equipment
0: Return equipped creature to it's owner's hand.
Equip: U
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 17, 2016, 11:20:18 PM
For Hearthstone.

Aggro Hog {5}
Neutral Minion
Stealth, Taunt
5/4
Look at me! I'm topping the damage meters!
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on December 29, 2016, 07:17:08 PM
Another Hearthstone card.

Rageseeker {4}
Warlock Minion - Demon
Taunt
When the enemy hero takes damage, this minion takes it instead.
7/7
Hit me!
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on January 03, 2017, 05:17:24 PM
More Hearthstone cards.

Molten Armor {3}
Mage Spell
Secret: When your hero is attacked, give your hero +3 attack until the end of your next turn.

Ice Armor {3}
Mage Spell
Secret: After your hero is attacked, freeze all enemies.

Mage Armor {3}
Mage Spell
Secret: When your hero is attacked, draw 2 cards. Spells drawn cost {1} less.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on January 04, 2017, 01:25:28 AM
I've mocked up 15 MTG cards here (http://imgur.com/a/ShJ9F). They're all a bit experimental - the Advocate cycle is missing the Golgari, but that's mostly because B/G were never my colors.

• The Advocates are a thought experiment in messing around with Will of the Council/Council's Dilemma from Conspiracy.
• Runic Veil is essentially a way to make an Aura hardier, at the cost of also making it vulnerable to artifact destruction/stealing.
• Slate Archivist looks harmless, but has some really weird combo potential.
• Fragment of Infinity and Vault of Suns are dumb and I apologize.
• Yixlid Prophet says NO to Cycling, Ninjitsu, Grandeur, Forecast, Madness, and Channel. I think it also hoses stuff like Convoke or Kicker that give you alternate costs, but I'm not sure of the timing on that. It's a big ol' homage to an old card that I like quite a bit.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on January 04, 2017, 02:39:39 AM
For Runic Veil, maybe use Imprint instead? Otherwise, you'll need a lot more text to actually enable things. Non-artifact enchantments will immediately drop off since the veil isn't legal for them to attach to, and I don't know how non-creature enchantments would work if the veil applies them to to a creature (probably nothing of note, but you never know). Also, I don't know whether or not you were intending the veil to cheat out (well, for 3 + 2 mana) auras that you can't normally cast. How about instead something like:
(click to show/hide)

For a Golgari advocate, maybe an extra vote if you have more cards in your graveyard than anyone else, and let you put the top card of your deck into your graveyard when you vote or something? All I remember of Golgari is Dredge, so that kinda works with that.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on January 05, 2017, 09:52:47 AM
Still more Hearthstone cards.

Forbidden Destroyer {1}
Warlock Minion - Demon
Battlecry: Destroy all of your mana crystals. Gain +1/+1 for each crystal destroyed.
2/2

Raging Rager {3}
Neutral Minion
Enrage: +5 attack.
5/1

Distraction {2}
Rogue Spell
Summon three 0/2 Target Dummies with Taunt.

Instant Poison {1}
Rogue Spell
Give your weapon +3 attack this turn.

Mind-Numbing Poison {3}
Rogue Spell
Enemy spells cost {5} more next turn.

Sharpening Stone {0}
Warrior Spell
Give your weapon +1 attack.



Ambush {4}
Rogue Spell
Secret: When your opponent plays a minion, destroy it.

Abduct {4}
Rogue Spell
Secret: When a minion attacks your hero, put it into your hand.

Cheap Shot {4}
Rogue Spell
Secret: When your opponent plays a spell, counter it and put it into your hand.

Reconnoiter {4}
Rogue Spell
Secret: When your opponent draws more than one card on their turn, put a copy of each of them into your hand at the end of their turn.

Riposte {4}
Rogue Spell
Secret: When your hero is attacked, deal damage 3 damage to all enemies.

Smoke Bomb {4}
Rogue Spell
Secret: When a friendly minion takes lethal damage, prevent it and give it Stealth until your next turn.

Vanishing Powder {4}
Rogue Spell
Secret: After your hero takes damage, give it Stealth until your next turn.



C'Thuny Goonie {5}
Hunter/Paladin/Warrior Minion
Battlecry: Give a random minion in your hand all of the buffs your C'Thun gets wherever it is.
4/4

Carving Cultist {6}
Druid/Shaman/Rogue Minion
Battlecry: Summon a Jade Golem. Add its Attack and Health to your C'Thun's (wherever it is).
5/5

Kabal Cabalist {4}
Mage/Priest/Warlock Minion
Battlecry: If your C'Thun has at least 10 Attack, discover a card in your deck.
3/3



Nosy Reporter {3}
Neutral Minion
Battlecry: Look all enemy secrets and disable them until your next turn.
2/4
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on January 16, 2017, 01:56:48 PM
Crumbling Watcher {4}
Neutral Minion
After this minion attacks, destroy it.
7/7

Icy Watcher {4}
Neutral Minion
At the start of your turn, freeze this minion.
7/7

Crazed Watcher {4}
Neutral Minion
When this minion attacks an enemy, instead it attacks another random character.
7/7
Note: Same wording and effect as Misdirection. Unlike with Noggenfogger and the ogres, this guy can wind up attacking your own minions or your hero.



Noggenfogger's Elixir {5}
Priest Spell
Enemies' targets are determined randomly next turn.

Conjured Refreshment Table {4}
Mage Minion
At the start of your turn, restore 1 health to all other friendly characters and gain 1 Mana Crystal this turn only.
0/5

Looted Spellblade {3}
Warrior Weapon
Add your Spell Damage to this weapon's Attack.
3/2

Executioner's Axe {4}
Warrior Weapon
Destroy any already-damaged minion damaged by your hero.
2/2

Light-Forged Blade {3}
Paladin Weapon
Whenever a character is healed, gain +1 Attack.
2/3

Blood Knife {2}
Rogue Weapon
After attacking, restore health to your hero equal to the damage dealt.
2/2

Mangle {5}
Druid Spell
Give your hero +5 Attack this turn and 5 Armor. This turn, destroy any minion damaged by your hero.

Meltdown {6}
Mage Spell
Destroy an enemy minion. Deal 1 damage to all other enemies.

Takedown {4}
Hunter Spell
Deal 4 damage to a minion. If you have a Beast, destroy it instead.

Mend Pet {2}
Hunter Spell
Restore all friendly Beasts to full health.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on February 06, 2017, 05:57:34 PM
For MTG, inspired by the new Improvise mechanic. Zero mana for an artifact with no abilities. Aside from not dying to creature removal, it's a worse Ornithopter. I'm curious, though, if there's enough support for artifact synergy around, especially in the new set, for it to still be playable.

Mox Trinket {0}
Artifact
What a useless hunk of junk.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on February 18, 2017, 01:58:07 PM
For MTG, inspired by the new Improvise mechanic. Zero mana for an artifact with no abilities. Aside from not dying to creature removal, it's a worse Ornithopter. I'm curious, though, if there's enough support for artifact synergy around, especially in the new set, for it to still be playable.

Mox Trinket {0}
Artifact
What a useless hunk of junk.

It's a weaker Darksteel Relic (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218067). On the other hand, Mox Trinket builds your Affinity count and your Metalcraft count, so it's not useless.

I don't think it's playable, to be honest.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on February 24, 2017, 07:20:37 PM
Kazakus's Mixology {2}
Mage/Priest/Warlock Spell
If your deck has no duplicates, create a custom spell. Otherwise, add a random potion to your hand.

Aya Blackpaw's Carvings {3}
Druid/Rogue/Shaman Spell
Summon a Jade Golem and give it "Deathrattle: Summon a Jade Golem."

Don Han'Cho's Motivational Speech {3}
Hunter/Paladin/Warrior Spell
Give a random minion in your hand +5/+5.

Junkyard Dive {4}
Rogue Spell
Fill your hand with random Spare Parts.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on March 13, 2017, 12:40:07 AM
Funnel Cake Champion {4}
Paladin Weapon
When your hero attacks, restore 4 health to both heroes.
4/2

Wanna Buy A "Funnel Cake"? {1}
Rogue Spell
Discover a card (from your opponent's class).

Funnel Cake Portal {2}
Priest Spell
Restore 4 health to both heroes. Summon a random 2-cost minion.

Nether Portal {7}
Warlock Spell
Destroy a minion. Summon a random 4-cost minion.

Undercity Portal {5}
Rogue Spell
Add 3 random cards to your hand (from your opponent's class). Summon a random 3-cost minion.

Outlands Portal {3}
Hunter Spell
Give a friendly minion +2 Attack and Immune this turn. Summon a random 2-cost minion.

Imitation Game {3}
Rogue Spell
Put a copy of each undamaged enemy minion into your hand.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on March 20, 2017, 07:58:37 PM
Arcane Empowerment {2}
Mage Spell
You have Spell Damage +2 this turn.

Rain of Arrows {2}
Hunter Spell
Deal 2 damage. Each time you cast a spell this turn, deal 1 damage to a random enemy.

Shadow Shot {4}
Hunter Spell
Silence a minion, then deal 5 damage to it.

Siphon Life {3}
Warlock Spell
Deal 1 damage to all enemy minions. Restore 2 health to your hero for each minion that dies.

Blood Pact {3}
Warlock Spell
Whenever damage is dealt to an enemy minion this turn, restore that much health to your hero.

Devastate {6}
Warrior Spell
Destroy a minion. This costs {1} less for every 2 Armor you have.

Junior Explorers {2}
Neutral Minion
Battlecry: Discover a Discover card.
1/1
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on April 02, 2017, 10:31:32 AM
So... this one's kind of dumb and weird (but actually works):

<Dumb Card> {1R}
Instant
When <Dumb Card> enters the graveyard, <Dumb Card> deals 2 damage to target player.
Splice onto Elemental {R}

=---=

That's... actually a legal use of the Splice keyword. Under the Comprehensive Rules as of Aether Revolt, Splice adds its non-splice text to the textbox of whatever card it gets spliced onto.

So this could be cast as a weird form of hard-to-counter burn. Or you could splice it onto an Elemental and deal some damage when they kill it.

To demonstrate the ridiculousness of this, observe:

Zombie Chant {B}
Instant
When Zombie Chant is put into the graveyard, return it to its owner's hand instead.
Splice onto Zombie {BB}
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on April 02, 2017, 11:35:13 AM
Weird, but awesome!

Zombie chant seems like it should cost at least 2. There have got to be some degenerate combos you can get from just spamming a do-nothing spell for 1 mana.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on April 03, 2017, 07:50:30 AM
Weird, but awesome!

Zombie chant seems like it should cost at least 2. There have got to be some degenerate combos you can get from just spamming a do-nothing spell for 1 mana.

I guess you could use it to build Storm count and/or trigger things that care about you casting Instants and Sorceries? Most of the latter are Blue, though.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on April 15, 2017, 01:58:30 PM
A couple more (I couldn't find good images for them, but c'est la vie):

(http://i.imgur.com/EN9TDIg.jpg)

(http://i.imgur.com/hGOgIfi.jpg)

(http://i.imgur.com/Fs1McM9.jpg)
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on April 16, 2017, 02:31:00 AM
Steelbark Dryad: Sunburst gives +1/+1 counters to creatures instead of charge counters.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on April 21, 2017, 03:02:32 PM
Doomed Bot {10}
Warlock Minion - Mech
Deathrattle: Destroy all minions. Draw a card for each minion destroyed.
6/6

Void Seeker {6}
Warlock Minion - Demon
Battlecry: Discard a random card.
Deathrattle: If the discarded card was a minion, summon it.
4/4

Void Hunter {3}
Warlock Minion - Demon
Battlecry: Discard a random card, then discover a card you discarded this game.
3/3

Void Master {8}
Warlock Minion - Demon
Battlecry: Discard three random cards.
Deathrattle: Add three random cards that you discarded this game to your hand.
6/6

Void Servant {2}
Warlock Minion - Demon
When you discard a card, shuffle a copy of it into your deck and restore 2 health to your hero.
2/2



Tranquility {4}
Druid Spell
Choose One - Secret: After a friendly minion is damaged, restore all friendly minions to full health; or Secret: After your hero is damaged, silence all enemy minions.

Rebirth {4}
Druid Spell
Choose One - Secret: After a friendly minion dies, summon it; or Secret: After a friendly minion dies, summon three 2/2 Treants.

Nature's Fury {4}
Druid Spell
Choose One - Secret: After your opponent plays a minion, destroy it; or Secret: After your opponent plays a spell, deal 3 damage to all enemies.

Large And In Charge {4}
Druid Spell
Choose One - Secret: After your opponent plays a minion with 5 or more Attack, summon a copy of it; or Secret: After your opponent plays a minion with less than 5 Attack, give your minions +3/+3.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on May 04, 2017, 09:23:24 PM
(http://i.imgur.com/Yh4LAQE.jpg)

The original idea was a 1/1 that got +1/+1 for each counter on it. It morphed into Lara up there.

She can't be killed through -1/-1 counters, Unleash and Persist combo to make her recur all day, and she's evasive.

She might be undercosted.
Title: Re: 1001 TCG Card Ideas
Post by: SorO_Lost on May 04, 2017, 10:10:57 PM
She can't be killed through -1/-1 counters, Unleash and Persist combo to make her recur all day, and she's evasive.
She can't constantly return. As an fyi, there is already a published ruling listed on the wiki for Persist that -1/-1 is still checked for irregardless of the number of +1/+1s that is supposed to remove them. Persist isn't a new ability nor are the arguments. But to get more rules technical, after checking the comprehensive since the wiki was uncited, I believe it's a the stack of actions that negates it. ie Persist is Triggered but Unleashed is actually two different Static abilities that require the creature to already be on the field, Persist resolves first and leaves the card in a state of 0/0 in between resolving an Ability/Spell, which means any State-based check (such as 0 toughness) will happen and since they ignore the stack Unleash cannot be prioritized before it.

So for tricolor three mana a flying 1/1 (or 2/2 can't block) hits the field and persists as a 0/1 (or 1/2) that can attack as a 1/1 (2/2). What's powerful about it is when you get into Spells that add extra counters. So I wouldn't worry about the mana for now, try play testing it.

Also you may like Lifeline (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=lifeline). Through it was Errata'ed to work for both players rather than just you.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on May 05, 2017, 10:32:04 PM
Unless I wrote her poorly, the +0/+1 for having counters on her is state based as well - she'd come back as a 0/1. Then she gets the +1/+1 from Unleashed, which removes it, leaving her as a 1/1 with no counters on her.

But yeah, the bit that makes her special is the interaction with stuff like Populate or those cards with specialized counters (like Sensei Golden-Tail or That Which Was Taken). But you're right - I should playtest.
Title: Re: 1001 TCG Card Ideas
Post by: SorO_Lost on May 06, 2017, 01:31:20 PM
Unless I wrote her poorly, the +0/+1 for having counters on her is state based as well.
Yeah you're right, the way it's written applies to everything irregardless of zone. Just off on the Unleashed vs Persist deal.

Still, the card reminds me of something you'd see in an article that didn't make the cut. Maybe.
Flying, Unleash.
{cardname} gets +0/+1 for each counter on it and when {cardname} attacks, it gets +1/+0 for each counter on it.
When {cardname} is put into the graveyard from the battlefield, return it to the battlefield at the beginning of the next end step.

That'll clear up any confusion, beside you already have choices of 0:Regenerate or Indestructible for "immorality". What you're wanting is the continuing choice to use Unleash or not and that should do it since Unleash triggers when it's put into the battlefield.
Title: Re: 1001 TCG Card Ideas
Post by: Amechra on May 06, 2017, 06:42:31 PM
Unless I wrote her poorly, the +0/+1 for having counters on her is state based as well.
Yeah you're right, the way it's written applies to everything irregardless of zone. Just off on the Unleashed vs Persist deal.

Still, the card reminds me of something you'd see in an article that didn't make the cut. Maybe.
Flying, Unleash.
{cardname} gets +0/+1 for each counter on it and when {cardname} attacks, it gets +1/+0 for each counter on it.
When {cardname} is put into the graveyard from the battlefield, return it to the battlefield at the beginning of the next end step.

That'll clear up any confusion, beside you already have choices of 0:Regenerate or Indestructible for "immorality". What you're wanting is the continuing choice to use Unleash or not and that should do it since Unleash triggers when it's put into the battlefield.

Actually, come to think of it...

What if I replaced Persist with Undying? Essentially, you're going to want to hold off on the Unleashed until it's died - because it comes back pissed off.
Title: Re: 1001 TCG Card Ideas
Post by: SorO_Lost on May 06, 2017, 07:07:13 PM
What if I replaced Persist with Undying? Essentially, you're going to want to hold off on the Unleashed until it's died - because it comes back pissed off.
If that's the goal then Transform might be better, plus you can squeeze in two pictures for pre/post.
Lara Stormborn, Peaceful Slumber
Flying.
When Lara Stormborn, Peaceful Slumber would be put into the graveyard from play, transform and put a +1/+1 counter on it.

---
Lara Stormborn, Awakened Rage
Flying, cannot be assigned to block.
When Lara Stormborn, Awakened Rage attacks, it gets +1/+0 for each counter on it.


Seems more fitting to drop Flying and move to White/Green/Red through given rage, buff, and partial control through threat. Maybe 0/1 // 2/1 for stats which will advertise you'll send it to block asap no matter what. First Strike would almost be perfect, but you'd probably have to up the cost. Maybe Provoke? That'd kind of fit, go ahead and attack me. I'll block it and then next turn I'm hitting your key creature for 4. Or you know, you could not attack. *grin*
Title: Re: 1001 TCG Card Ideas
Post by: sirpercival on May 24, 2017, 11:21:21 PM
I'll just leave this here... (https://twitter.com/RoboRosewater)
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on May 25, 2017, 02:47:47 AM
I'll just leave this here... (https://twitter.com/RoboRosewater)

That is hilarious.

I'm surprised how many of those actually make sense and are interesting concepts. One of them (Curse of Thought) is even a color-shifted reprint of Desert Twister.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on August 09, 2020, 01:18:23 PM
Dunno why I'm thinking about counterspell-esque effects right now.

Revert Existence {1}{W}{U}{B} (v1)
Instant
Exile target permanent and counter all of its activated and triggered abilities. While {this} is on the stack, that permanent's activated abilities can't be activated and its triggered abilities don't trigger.

Revert Existence {W}{U}{B} (v2)
Instant
Counter target activated or triggered ability. If a permanent's ability is countered this way, exile that permanent.

The Red/Green Counterspell {R}{G}
Instant
Change the target of target spell or ability you don't control that targets a permanent or player. You may have its new target gain hexproof until end of turn.

Preemptive Theft {R}{R}
Instant
Gain control of target creature or artifact spell. As it enters the battlefield, it gains haste until end of turn and if you control it at the beginning of your next end step, its owner gains control of it.

Devouring Bag {2}
Artifact
Devouring Bag enters the battlefield with a charge counter on it.
Discard a card, {X}{2/U}, {T}: Counter target spell with converted mana cost X or less, where X is equal to the number of charge counters on Devouring Bag. Then, put a charge counter on Devouring Bag.
Sacrifice Devouring Bag, {2}, {T}: Draw a card for each charge counter on Devouring Bag.

False Hope {B}{B}
Instant
Target creature or planeswalker that entered the battlefield this turn's controller sacrifices it at the beginning of their next upkeep.

Balanced Summons {W}{W}
Instant
Target spell's controller may have you put a permanent card from your hand onto the battlefield. If they don't, counter that spell.



Fade Into Illusion {1}{U}{U}
Sorcery
Target creature gains "Whenever this becomes the target of a spell or ability, sacrifice it." until end of turn.
Title: Re: 1001 TCG Card Ideas
Post by: Garryl on July 28, 2022, 12:20:41 AM
Had some ideas for fun with splice.



Gift of Fortune {1}{R}
Instant - Gift
Create a Treasure token. If this spell's name is Gift of Fortune, exile the top two cards of your library. You may play one of them until the end of your next turn.
Splice onto Gift {R}

Gift of Wisdom {1}{U}
Instant - Gift
Scry 2. If this spell's name is Gift of Wisdom, draw a card.
Splice onto Gift {U}

Gift of Might {1}{G}
Instant - Gift
Target creature gets +1/+1 until end of turn. If this spell's name is Gift of Might, it also gains trample and hexproof until end of turn.
Splice onto Gift {G}

Gift of Life {1}{W}
Instant - Gift
You gain 2 life. If this spell's name is Gift of Life, creatures you control get +0/+2 until end of turn.
Splice onto Gift {W}

Gift of Weakness {1}{B}
Instant - Gift
Target creature gets -2/-0 until end of turn. If this spell's name is Gift of Finality, it gets -3/-3 until end of turn instead.
Splice onto Gift {B}



Chronicler of Savagery {2}{G}
Creature - Bear Warrior
When this creature enters the battlefield, it fights up to one target creature you don't control.
Splice onto Creature {G}{G}
2/2

Chronicler of Portents {2}{U}
Creature - Cephalid Wizard
When this creature enters the battlefield, it connives.
Splice onto Creature {U}{U}
2/2

Chronicler of Restoration {2}{W}
Creature - Human Cleric
When this creature enters the battlefield, return up to one target aura card with mana value less than or equal to this creature's mana value from your graveyard to the battlefield attached to this creature.
Splice onto Creature {W}{W}
2/2

Chronicler of Fury {2}{R}
Creature - Goblin Warrior
When this creature enters the battlefield, it gains haste and first strike until end of turn.
Splice onto Creature {R}{R}
2/2

Chronicler of Vengeance {2}{B}
Creature - Zombie Warrior
When this creature enters the battlefield, it gains undying until end of turn.
Splice onto Creature {B}{B}
2/2



Would this even work? Playing around with equipment.

The Evolving Armory {1}
Artifact - Equipment
Equipment cards in your hand have mutate. Their mutate cost is equal to their mana cost.
Equipment spells you cast for their mutate cost can target The Evolving Armory as though it was a creature.

Soul Shell {2}
Creature Artifact - Equipment Spirit
Mutate {3}
Equipped creature has all activated abilities of Soul Shell other than Equip or Reconfigure.
Equipped creature has +X/+X, where X is equal to Soul Shell's mana value.
Reconfigure {2}
2/2

Vehicular Manslaughterer {2}
Artifact - Equipment Vehicle
First Strike, Trample
Equipped creature has +1/+1, first strike, and trample.
Sacrifice equipped creature: Vehicular Manslaughterer becomes an artifact creature until end of turn.
Equip {3}
5/5

Road Chopper {3}
Artifact - Equipment Vehicle
Equipped creature has +1/+1.
Whenever Road Chopper becomes crewed by exactly one creature, as Road Chopper stops being a creature this turn, attach it to that creature.
Crew 1
3/3