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1001 TCG Card Ideas

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Garryl:
Just a bunch of card ideas for card games I've been playing or thinking about.

Magic: The Gathering
(click to show/hide)A bunch of cards relating to the theme of exiling. No attempts have been made at balance or good naming.
(click to show/hide)Metaphysical Retaliator {4}
Artifact
Whenever a card you own is exiled, add a charge counter to {this}.
{2}, {T}, remove three charge counters from {this}: Exile target permanent.


Angel of Return {4}{W}{W}
Creature - Angel
Flying
Sacrifice {this}: Return target creature card that entered your graveyard from the battlefield this turn to the battlefield.
{2}{W}, exile {this} from your graveyard: Return target creature card that entered your graveyard from the battlefield this turn to the battlefield.
5/5


Blame Stick {1}
Artifact
{1}, exile {this}: The next time target permanent you own would be exiled this turn, instead it isn't.


Unreality Chain {4}
Artifact - Equipment
Fading 3
Whenever equipped creature blocks or is blocked by another creature, exile both creatures until {this} leaves the battlefield.
Equip {2}


Doppel Prison {1}{W}{U}
Enchantment - Aura
Enchant Creature You Don't Control
Fading 3
{W}{U}: Exile enchanted creature until {this} leaves the battlefield. {This} becomes a copy of that creature, becomes an enchantment in addition to its other card types, and gains Fading. When {this} leaves the battlefield, return it to the battlefield attached to enchanted creature.


Mome
Note: Mome is a supertype. It has no game rules unto itself.
Note: Mome is a joke. You'll notice that everything Mome requires another Mome to already exist before it can come into play. The Mome-related spells are less stringent, but that's also because they never put anything into play.
Note: I always imagine mome as something light and fluffy. Your interpretation may vary.
(click to show/hide)Summon Mome {U}
Sorcery
As an additional cost to cast Summon Mome, sacrifice a Mome permanent.
Search your library for up to two Mome cards, reveal them, and put them into your hand. Then, shuffle your library.


Mome Elemental {2}{U}{U}
Mome Creature - Elemental
Absorb 1
Flying
Hexproof
If Mome Elemental would enter the battlefield, you may sacrifice a Mome permanent. If you don't, exile it instead.
5/5


Mome Lord {4}{U}{U}{U}
Legendary Mome Creature - Elemental
Absorb 3
Hexproof
Trample
If Mome Lord would enter the battlefield, you may sacrifice three Mome permanents. If you don't, exile it instead.
When Mome Lord enters the battlefield, put two Mome Mote tokens into play. (Mome Motes are Mome Enchantment tokens.)
At the beginning of your upkeep, you may sacrifice a Mome permanent. If you do, put two Mome Mote tokens into play.
When Mome Lord dies, you may return it to the battlefield.
7/7


Infusion of Mome {2}{U}
Mome Enchantment - Aura
Enchant Creature
If Infusion of Mome would enter the battlefield, you may sacrifice a Mome permanent. If you don't, exile it instead.
Enchanted creature has Absorb 1 and Hexproof.
Enchanted creature gets +2/+2.
Enchanted creature is Mome in addition to its other supertypes.


Detonate Mome {1}{R}
Sorcery
As an additional cost to cast Detonate Mome, sacrifice a Mome permanent.
Detonate Mome deals X damage to each non-Mome creature, where X is equal to the sacrificed permanent's converted mana cost.



Hearthstone
(click to show/hide)Possible adjustments to some of those woefully underpowered basic cards that have strictly better reprints. Generally looking for small adjustments that are along a different line from straight stat increases that the replacing cards normally make use of. Note that I'm not necessarily trying to make them competitive playable. I'm just trying to change them from being strictly, objectively underpowered compared to other cards that do the exact same thing strictly better.
(click to show/hide)Bloodfen Raptor {2}
Neutral Minion
Enrage: +1 Attack
3/2

Note: Replaced by Huge Toad.


Booty Bay Bodyguard {5}
Neutral Minion
Taunt
Battlecry: Add a Coin to your hand.
5/4

Note: Replaced by Evil Heckler.


Ironwolf Grunt {2}
Neutral Minion
Taunt
Enrage: Charge
2/2

Note: Replaced by Pompous Thespian.


Magma Rager {3}
Neutral Minion
Battlecry: Deal 1 damage to a random enemy.
5/1

Note: Replaced by Ice Rager.


War Golem {7}
Neutral Minion
Battlecry: Give a minion +2 Attack this turn.
7/7

Note: Can anyone say "Dr. Boom"?


A few more basic cards that can use some buffs.
(click to show/hide)Fen Creeper {5}
Neutral Minion
Taunt
4/6


Reckless Rocketeer {6}
Neutral Minion
Charge
Deathrattle: Deal 3 damage to a random enemy.
5/2


Warsong Commander {3}
Warrior Minion
Your Charge minions have +1 Attack.
3/3



Just a bunch of miscellaneous ideas.
(click to show/hide)Spore Creeper {4}
Neutral Minion
Taunt
Deathrattle: Give all enemy minions -1 Attack this turn.
2/5


Mannoroth {6}
Warlock Minion (Legendary)
Your hero power costs health instead of mana.
5/6 Demon


Wreckless Rocketeer {7}
Neutral Minion
Charge
Immune while attacking.
5/2

Amechra:
Might as well finish a cycle (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.)

Garryl:
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.

Amechra:

--- Quote from: 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.

--- End quote ---

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.

Garryl:
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

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