Comments: 28
thenobletheif [2015-05-05 01:10:47 +0000 UTC]
There are a ton of cards here so it is really hard for me to loo at them all without my brain exploding. But some cards that stuck out to me are:
1. Black Knight already exists as Black Knight , and yours is really strong in general. Like really freaking strong.
2. bonfire doesn't really make sense. The charge counters don't do anything, and you can still sacrifice creatures within the rules as far as I can tell when it has three counters, the fourth just never gets put on.
3. the two chest cards are strange. This is because they have the same name, but are different cards, which does not happen in magic. I would sugest having one card with a bluff effect, for example like how the deceivers from kamigawa worked. Somehow having a check top card effect, and a boon or bane based on a reveal effect seems like it would work.
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skywalker-96 In reply to Ghost-Of-Gorn [2015-04-30 08:18:56 +0000 UTC]
go to the download section then ;D Thank you ^^
Be sure to keep watching for more, im not done yet XD
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SynneWarrior [2015-04-29 18:07:45 +0000 UTC]
DIBS ON BOTH ARTORIAS, BLACK KNIGHT, ORINSTEIN, AND SIF.
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Cadell001 [2015-04-29 16:31:13 +0000 UTC]
I don't know if it was intentional, but with the way Gwyn works, he can never be killed. Also Sif seems massively over powered. With trample, Bushido 10 means that blocking him makes you take way more damage.
One of the things to think about when making Magic Cards is the Vanilla test. An average run of the mill common should have a power and toughness equal to it's mana cost. You can buff power by dropping toughness and keep the cost the same. It's incredibly rare to see creatures with power much higher than their CMC unless they are very fragile, or they have some kind of draw back. Green is usually the colour of 'more power and toughness than CMC' and even then, it's usually a 5/5 for four or a 6/6 for five (Polukranos and Arbor Colossus respectively). A mythic can have either more power and toughness than it's CMC and a weak ability, equal and a strong ability, or less and a very strong ability.
The other thing to remember is the colour pie. First Strike and Double Strike are white and red abilities. Haste is almost purely red. Flash is mostly blue. Vigilance is white. Flying is an ability that goes to all colours but Green, but is primarily white and blue.
If you want to have more of a contrast between Artorias before and after he was cursed, I would have him be pure white beforehand, and black afterwards. Sif doesn't really seem black at all, I'd probably have him be Green White. The black and silver knights are almost certainly not human. The Darkroot Hydra should probably be mono-green.
Look up the godlike beings from various magic sets. Progenitus is an Avatar of the world, and is a 10/10 with protection from everything, it costs ten, and has an incredibly difficult mana cost, requiring two of each mana colour. The Eldrazi Titans are world eating monstrosities, a 15/15 for 15, a 12/12 for 10 and a 10/10 for 11, Sif can kill all of these in combat. Avacyn Angel of Hope is an 8/8 for 8 that makes all of your permanents indestructible. Gwyn is a fallen god, wanning in power, his Lord of Sunlight form might be as strong as his card (though I'd probably have his activated ability cost RW rather than 2 colourless) but as the Lord of Cinder, he should be much weaker. I also would consider reserving wither for creatures that can actually curse the player in the video game, and I'd cut infect out entirely.
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skywalker-96 In reply to Cadell001 [2015-04-29 22:24:46 +0000 UTC]
Okay, well,
I now made two versions of Gwyn then, for the lord of sunlight that effect was intended
I fixed the unbalance with sif
I redid colors
I redid the coulorbound skills
I redid manacosts
I removed witer mostly and infect entireley
Better you think ?
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Cadell001 In reply to skywalker-96 [2015-04-30 01:54:50 +0000 UTC]
I think so. The colours seem to work better, and I also like Solaire. Kalameet is like Gisela, Blade of Goldnight, but costs one more, and is hilariously better. He attacks for 40 damage.
I'm an aggro or burn player mostly, and so basically none of these cards are cheap enough for me to run. These are all cool, giant splashy doom creatures, which, to be fair, is what Dark Souls is all about. But some filler mooks to cast in the early game would also be good. Maybe some Pyromancies, Sorceries, Hexes or Miracles.
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skywalker-96 In reply to Cadell001 [2015-04-30 06:22:59 +0000 UTC]
Oh, and how do you like the Gwyns now ?
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Cadell001 In reply to skywalker-96 [2015-04-30 19:44:08 +0000 UTC]
I like Gwyn Lord of Cinder, but Lord of Sunlight is still unkillable, barring exile effects. Which again, might be the intention. Everything seems quite a bit more balanced now, so that's a plus.
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skywalker-96 In reply to Cadell001 [2015-04-30 19:56:47 +0000 UTC]
Yes, i mean, he is practically a god, isnt ha ? XD i intend to keep it that way i think, i mean, its not a fair card, but yeah, dark souls, right ?
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Cadell001 In reply to skywalker-96 [2015-04-30 19:42:44 +0000 UTC]
I like the idea of the mimics, but you don't need to add the clause about disagreements as to who gets to open the chest, as the Priority system already does that for you. If it's your turn, you get to hold priority, which passes when you cast a spell, or try to resolve an ability. Basically, if you choose not to use the chest, an opponent automatically gets to. Similarly, on an opponents turn, they have priority, and you can react by opening the chest unless they do so first.
I think you might be trying to reinvent the wheel with the void counter system. Charge counters are a thing that exists after all. I might have the bonfire work something like:
Bonfire
Land
Bonfire comes into play tapped with a charge counter on it.
Tap: Add R to your mana pool.
Tap, Sacrifice a creature: Add a charge counter to Bonfire.
Tap, Sacrifice a creature: Remove all -1/-1 counters from target creature you control.
Bonfire cannot have more than four charge counters on it.
And the Estus Flask would be something like :
Esuts Flask 0
Legendary Artifact - Equipment
Equip - 2
Estus Flask comes into play with five charge counters on it.
Remove a charge counter from Estus Flask: Regenerate Equipped Creature.
Equipped creature has 'Tap: Add charge counters to Estus Flask up to five times the number of charge counters on target Bonfire you control.
I'd have the curse manifest just as -1/-1 counters, rather than trying to use void for them. Eventually it would let the curse kill the Chosen undead, but that's okay Chosen can't really survive without bonfires or Estus anyways.
Gwyn, Lord of Sunlight is still unkillable, since his undying brings him back, tries to put a +1/+1 counter on him, but fails and thus comes back without the counter, primed to undie again and again.
I'd love to see you turn this into a card:
Lady of Darkmoon 1RW
Legendary Creature - Human Knight Firekeeper
First Strike, Haste
Bonfires you control are indestructible.
Sacrifice Lady of Darkmoon: Remove all -1/-1 counters from creatures you control, they can't have -1/-1 counters put on them this turn, gain life for each counter removed this way.
3/2
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skywalker-96 In reply to Cadell001 [2015-05-01 10:42:20 +0000 UTC]
Take a look, I added the Lady of the Darkmoon ^^
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Cadell001 In reply to skywalker-96 [2015-05-01 19:44:43 +0000 UTC]
I saw, you chose perfect art for it. Thanks.
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skywalker-96 In reply to Aldenwar [2015-04-29 21:51:04 +0000 UTC]
Tank you, okay, i see, well, they are still prototypes, as i said
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