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Agreed, I don't even know what Jyhad is. Feel free to make a new thread for it.
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Could we also introduce an 'Unglued VG Edition'? For example: Bob-Omb (0/1) 1R Creature - Bomb Bob-Omb comes into play tabbed. T: Set the Bob-Omb card on fire and toss it into opponents playing field. All cards that catches fire together with Bob-Omb will be permanently removed from the game. LOL EDIT: Corrected spelling error
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Haha encouraging kids to play with fire, and cardboard seems like a hilarious idea in theory.
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xoinx wrote:
EDIT: Corrected spelling error
No you didn't.
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OK I haven't played since 4th Edition so I might be prototyping these wrong, but I read the 9th rulebook to get a better idea. This is the Black Magic spell list from the Final Fantasy series. I might have gotten some of the balance wrong as far as costs go. New rule: Power Word x When announcing a spell of type Word, you may pay an additional cost and reveal x cards sharing a color with that spell from your hand. If you do, you may add an additional effect to the spell. Multiple Power Words can be added to the same spell, but the same Power Word cannot be added more than once, and each activation of a Power Word on the same spell must reveal a different card. Blind (W) Instant - Word Target attacking creature deals no combat damage to other creatures this turn. WW, Power Word 1: Choose any number of attacking creatures instead. Blizzard (U) Sorcery - Word Deal 1 damage to target creature. U, Power Word 1: Also, tap that creature. U, Power Word 1: Deal 3 damage instead. UU, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Fire (R) Sorcery - Word Deal 2 damage to target creature. RR, Power Word 1: Deal 5 damage instead. RR, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Poison (B) Sorcery - Word Put two disease counters on target creature. During that creature's controller's upkeep, remove a disease counter to put a -0/-1 counter on that creature. B, Power Word 1: Double the number of disease counters. This Power Word can be activated multiple times. BB, Power Word 1: When a disease coutner is removed, place a -1/-2 counter on that creature instead. Sleep (U) Sorcery - Word Target tapped creature does not untap during its controller's next untap step. UU, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Thunder (R) Sorcery - Word Deal 1 damage to target creature. R, Power Word 1: If that creature has flying, deal an additional 2 damage to it. RR, Power Word 1: Also destroy up to as many target artifacts as this spell targets creatures. RR, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Dark (B) Sorcery - Word Deal 2 damage to target nonblack creature. BB, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. BBB, Power Word 3, discard your hand: Instead, destroy all nonblack creatures. Those creatures can't be regenerated. Element Spikes (1W) Enchantment - Word Aura Enchant creature. When this creature receives combat damage, Element Spikes deals 1 damage to that damage's source. R, Power Word 1: Element Spikes deals an additional damage. U, Power Word 1: Element Spikes deals an additional damage. B, Power Word 1: Element Spikes deals an additional damage. G, Power Word 1: Element Spikes deals an additional damage. Lock (1G) Enchantment - Aura Enchant creature. 0: Enchanted creature must block this turn if able. Rasp (1U) Instant - Word Tap up to two of target player's target lands, then empty that player's mana pool. Power Word 1: Gain 1 mana of the appropriate color for each basic land tapped in this way. UU, Power Word 1: Tap up to two additional target lands. Water (U) Sorcery - Word Deal 1 damage to target creature, or prevent the next 2 damage that would be dealt to target blue creature. UU, Power Word 1: Deal 3 damage instead. UU, Power Word 1: Deal or prevent twice as much damage. UU, Power Word 2: Target all blue creatures instead. Zombie (1B) Enchantment - Aura Enchant creature. Enchanted creature is of type "Zombie" and has "B: Regenerate this creature". Debarrier (G) Instant Destroy target Aura. Curse (BB) Enchantment - Word Aura Enchant creature. Enchanted creature loses all card text. (it still keeps name, casting cost, types, expansion, power & toughness, artist, and artwork) B, Power Word 1: In addition, enchanted creature cannot use abilities granted to it by other effects. Stone (G) Enchantment - Aura Enchant creature. Enchanted creature loses its color and gains the type "Artifact". Flare (1RR) Instant Deal 4 damage to target creature or player. Effects that prevent or redirect damage canot be used to prevent this loss of life. Quake (1GG) Sorcery All creatures without flying take 3 damage. Toad (1U) Sorcery Return two lands you control to your hand: Remove target creature from the game. That creature's controller gets a 0/1 green Toad token creature. Meltdown (1UR) Instant Target spell cannot be countered, and damage inflicted by it cannot be prevented or redirected. Ultima (WUBRG) Sorcery Remove all creatures, artifacts, and enchantments from the game. Each player takes 1 damage for each card he or she controls removed in this way.
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I've never heard of "word" cards before, and I played up through somewhere between 5th and 6th edition. Furthermore, Boco, you can just hit "B:" and the B will become a black mana symbol.
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Thanks for not reading my post. If you had, you'd know that "Word" is a keyword with no meaning that happens to be on spells with the "Power Word" ability, which I defined. "Word" would be important for, for example, an Enchantment that says it counts as a card revealed for Power Word, or for Reflect which can change the target of a Word spell, etc. For example Silence (1U) Instant Counter target Word spell. Until end of turn, the player who cast that spell cannot play any Word spells. For these I don't know what they should cost. Power Word "RA" (?) Enchantment - Word When activating a Power Word ability, you may pay (2) instead of revealing a card. (You pay (2) for each card you do not reveal.) Power Word "GA" (?) Enchantment - Word You pay one less colored mana of your choice when activating a Power Word ability. Power Word "JA" (?) Enchantment - Word When casting a Word spell, you may activate a Power Word ability which can be activated multiple times once without paying its cost. (No cost is paid, including revealing cards.) Return (1UU) Enchantment - Word When Return comes into play, put 4 Rewind counters on it. If it has no Rewind counters on it, destroy it. Remove a Rewind counter: Counter target creature ability. If tapping that creature was part of the cost of that ability, that creature untaps. That creature may not play that ability this turn. Remove a Rewind counter: Untap target attacking creature. That creature is not attacking and cannot attack this turn. Play only before declaring blockers.
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Blizzard is way too good. Blue direct damage? :) Also, all the Ice effects I can think of are Green. Wall of Ice, Ice Storm... Also also, the Power Word thing is similar to Kicker costs that were introduced in Invasion block. (Kicker X: Pay X as you play the card for an additional effect)
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Well since Blue has the Water spells I guess Green can have the Blizzard ones. Does that mean Fire and Thunder should be moved so White has one, or will White get the Aero / Holy spells from the White magic list instead? (edit2: the elemental damage spells from FF are Fire, Blizzard, Thunder, Water, Dark, Aero, Holy.. non-element damage is from Bio, Meteo, Flare, etc.. obviously Red should have Fire and probably Thunder, Blue should have Water, Black should have Dark and White should have Holy, but..?) Edit: Do you think Kicker costs would be better than this mechanic for simulating higher level spells? I didn't know about Kicker costs or I probably would have used them.
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Green would probably have Aero (Hurricane, etc.) but White would get Holy, yeah. Fire and Thunder are both Red in magic terms. I think you should just use Kickers instead of the reveal cards thing, though a fair number of card effects work that way (spellshaper legends from Prophecy, for example). Simply because the spells on Final Fantasy get better if you shunt more magical power into them. :) Note: I like Dark! Edit: Though the reveal cards thing probably more closely follows the Crystal Chronicles mechanic. Ah I dunno. :p
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Boco wrote:
Thanks for not reading my post.
Oh, sweet irony. I never said I didn't comprehend them, I said I had never heard of them before. That being said, why are we inventing new mechanics of the game all of a sudden?
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Zurreco wrote:
That being said, why are we inventing new mechanics of the game all of a sudden?
Why does every set of the actual game do this?
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Boco wrote:
Why does every set of the actual game do this?
Because they are official releases that have the go ahead from people who are the source of all balancing? Sounds good to me. I'd rather not bastardize a tried and true method so that someone can contribute more.
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Chain Chomp 5 Artifact Creature Chain Chomp comes into play with 3 post counters on it. During your upkeep, remove a post counter from it unless it has zero. Chain Chomp cannot attack if it has any post counters. Trample 7/4
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Zurreco wrote:
Boco wrote:
Why does every set of the actual game do this?
Because they are official releases that have the go ahead from people who are the source of all balancing? Sounds good to me. I'd rather not bastardize a tried and true method so that someone can contribute more.
Excuse me for going against the gods of all balancing, who do things like turn this into this.
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Boco wrote:
Excuse me for going against the gods of all balancing, who do things like turn this into this.
I don't understand what point you're trying to make: I use Endless Scream all the time, and no one complains that it is unbalanced. The only time anyone would complain about me using such a run of the mill set up would be if you use it with some dark rituals on a fresh, non-sickness creature with trample, since that can really ruin someone's day. Would you rather that Endless Scream was more like Meteor Shower, where it is XXRR rather than XBk?
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There's nothing wrong with either of them. You need some bad cards to make the good cards actually seem good, or they'll all be the same and there will be no more distinguishing between good and bad cards.
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Boco wrote:
Excuse me for going against the gods of all balancing, who do things like turn this into this.
Actually upon closer reading, I realised that 'Endless Scream' isn't quite an improved version of 'Howl from Beyond'; The former is an enchant whereas the latter is an instant. This in a way justifies why 'Howl of Beyond' only lasts for a single turn, so I see no case of it being buffed in 'Endless Scream' at all
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If anything, an 'improved version' would probably be one of those Mirage block enchantments... the ones that you can play as instants but if you do, they disappear at the end of the turn.
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As a bit of a tribute to the Rockman run, perhaps Megaman should have "Cannot be blocked by walls."
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Well I would argue that inventing a new mechanic isn't out of bounds at all. I mean everything we are making up is totally fake anyway. As long as the mechanic is reasonable I see no reason to get upset after seeing them. I appreciate the work Boco went through (reading the 9th ed manual) to participate in this little fantasy. I like what you are doing with the FF spells. Thats an awesome idea for the Video Game block :D Samus 6 Legendary Artifact Creature 3/2 1: Samus deals 1 damage to blocking or attacking creature. Fairly simple, but I don't know how to include the ball ability. I am thinking Morph, but I don't know how that would help, if anything it wouild make this card better than it is, and it's hella good now. Being able to kill everything that attacks or blocks is pretty huge. But it captures the futuristic gun suit well I think?
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Could put it that way : Morph Ball Version Samus Aran 6 Legendary Artifact Creature 1:Samus Aran deals 1 damage to blocking or attacking creature Morph 4 : When Samus Aran is turned face, she cannot be blocked and cannot be the target of spells and abilities this turn 3/3 Varia Armor Version Samus Aran 6 Legendary Artifact Creature Morph 5 : When Samus Aran is turned face up put 3 +1/+1 counters on it. It has vigilance 3/3 Ice Beam Version : Samus Aran 6 Legendary Artifact Creature Morph 5 : When Samus Aran is turned face up you can distribute 3 ice counters on any creatures in play. Each creature with an ice counter does not untap during its controller untap phase. If it's dealt damage destroy that creature 4 : Samus Aran deals one damage to target creature 3/3
Not dead yet... still very busy... damn...
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That actually would be kinda cool. Is multiple Samus's are printed, but she still retains legendary status, so you can only have one of the three samus versions out at a time.
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We could simply specify a different card name for each one :D
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That Samus card is actually pretty average. :p Scorpion, 1RR Creature - Human Ninja Legend, 2/2 Provoke T: Target creature must attack this turn if able. "Come 'ere!"
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