Just thought id post this before I get to work. I'm going to be making a bunch of proxy cards in an alien tribal. And I'm looking for suggestions. There will be a sub type of instantses and sorceries classified as "cosmic" and I'm wanting them to be in blue and maybe one or two more colors. Have some ideas already, but I want other thoughts for creative input
- How will there be aliens of all colors? If so, how does the flavor work? I think aliens would be blue.
- What does the Cosmic card type do exactly? How does it differ from cards now?
- I think Vanishing could be a cool mechanic to bring back for aliens.
If there was an allusion to one of the Alien movies on any of the cards, I would love you forever :P
Such a good series....
You could have aliens in any color. Blue, intelligent aliens. Green for te wild aliens. Red for the aggressive aliens. Black for the evil aliens. And white for the peace loving, benevolent aliens.
As for the cosmic instances an sorceries, I'm thinking the aliens would have effects that would trigger when one is played. I don't know, what do you think?
Quote from: Birdbrain on December 13, 2012, 12:06:13 PM
You could have aliens in any color. Blue, intelligent aliens. Green for te wild aliens. Red for the aggressive aliens. Black for the evil aliens. And white for the peace loving, benevolent aliens.
As for the cosmic instances an sorceries, I'm thinking the aliens would have effects that would trigger when one is played. I don't know, what do you think?
Like Arcane spells? I could see it work. Aliens in all colors would ruin the uniqueness of having them in the first place. The color pie doesn't really agree with Green or Black aliens
So what crazy effects do you see them having? Not just with the cosmic trigger. And how would you work cosmic spells? Open to ideas and changes
Abduct - exile target creature until your next turn.
Though, that's a little cheesy.
Clone effects, deck "probing" like {Index}, {Gitaxian Probe}, mind control effects, flicker stuff would be cool, and even flip cards that are a certain permanent then get fulfill an "abduction" requirement and flip into a bigger abomination
If youre going for an outer space setting, instead of lands, you could have ships that have all the attributes of lands (one per turn, tap to add mana, etc.) Basic lands could be smaller ships, dual lands could be bigger command ships.
Quote from: Mikefrompluto on December 13, 2012, 12:52:26 PM
Abduct - exile target creature until your next turn.
Though, that's a little cheesy.
Abduct - gain control of target creature until your next turn. It becomes 0/1 and loses all abilities while under your control.
Quote from: adventus on December 13, 2012, 03:24:01 PM
Quote from: Mikefrompluto on December 13, 2012, 12:52:26 PM
Abduct - exile target creature until your next turn.
Though, that's a little cheesy.
Abduct - gain control of target creature until your next turn. It becomes 0/1 and loses all abilities while under your control.
Kinda like that a lot.
Yeah that's better than what I came up with.
Quote from: adventus on December 13, 2012, 03:24:01 PM
Quote from: Mikefrompluto on December 13, 2012, 12:52:26 PM
Abduct - exile target creature until your next turn.
Though, that's a little cheesy.
Abduct - gain control of target creature until your next turn. It becomes 0/1 and loses all abilities while under your control.
I probably would have made it a 2 cost bounce spell that had a draw secondary effect. Because they would abduct an enemy creature, study it, and learn something about the enemy.
What kinds of effects would be synergistic with this? And I would give what you came up with a 2 blue and X cost, were X is the converted mana cost of the creature your abducting
{U}{U}{2}
Creature-alien
When you play a cosmic card, you may counter target card of converted mana cost X or less. X is the converted mana cost of the cosmic card played.
2/2
Would you guys use something like this?
Another alien.
{U}{U}
This creature is unblockable unless defending
player pays {1} for each creature blocking it.
2/2
Quote from: Birdbrain on December 14, 2012, 09:43:45 PM
Another alien.
{U}{U}{1}
This creature is unblockable unless defending
player pays {1} for each creature blocking it.
2/2
Doesn't have much Alien flavor to it. Might be a good card, {Propaganda} doesn't strike me as an Alien attribute
Quote from: Dudecore on December 14, 2012, 09:46:14 PM
Quote from: Birdbrain on December 14, 2012, 09:43:45 PM
Another alien.
{U}{U}{1}
This creature is unblockable unless defending
player pays {1} for each creature blocking it.
2/2
Doesn't have much Alien flavor to it. Might be a good card, {Propaganda} doesn't strike me as an Alien attribute
Well, what would you suggest? I was thinking of it using telekenises or something to slow down blockers. But if you can come up with something better, by all means share
Alien transfer device {4}
{2}{T}: Exile target creature. Return that creature to the battlefield under it's owner's control at the end of turn. Activate this ability only at a time you could activate a scorcery.
"Beem me up!"
Space Analyst {2}{R}{U}
Whenever a card becomes exiled, Space Analyst deals 1 damage to target creature or player.
1/3
Something more tuned with Aliens mythology.
Interstellar Diplomat {1}{U}{U}
Creature - Alien
Defender, flash
You may have Interstellar Diplomat enter the battlefield as a copy of any creature on the battlefield. Interstellar Diplomat can't attack.
0/0
Mind prober
{U}{4}
When you play a cosmic spell, look at the top 3 cards of target players library. Put them back in any order.
3/3
How about this? Control what your opponent gets mid-late game
Quote from: Birdbrain on December 14, 2012, 10:02:04 PM
Mind prober
{U}{4}
When you play a cosmic spell, look at the top 3 cards of target players library. Put them back in any order.
3/3
How about this? Control what your opponent gets mid-late game
Make it an artifact, probably lower the cost to {4} and I'd play it.
Functional reprint of {Skinshifter}:
Nexus Metamorph {1}{U}
Creature - Alien
{U}: Choose one — Until end of turn, Nexus Metamorph becomes a 4/4 Vedalken and gains trample; or until end of turn, Nexus Metamorph becomes a 2/2 Spirit and gains flying; or until end of turn, Nexus Metamorph becomes a 0/8 Wall . Activate this ability only once each turn.
What about this one?
{U}{U}{R}{R}{3}
Alien invasion fleet
Flying
This creatures power and toughness are equal to the number of aliens in play.
All aliens you control gain flying an shroud
*/*
Shroud is a good idea for aliens, it can be considered a force field of sorts. I don't know if I like the idea of Aliens having flying unless its mimicking something, shape shifting or using an artifact (technology).
There is tons and tons you can read about the color pie, and their philosophies. Blue happens to be the color that cares about artifacts the most. Finding the flavor of what exactly the Aliens are, what they can do and what are their drawbacks?
I recommend reading this if you've got a chance: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr85
This puts it perfectly how blue Aliens really are: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr84
Essential, pairing Red and Blue wouldn't work. Blue is intellect, a methodical approach to learning everything. Red is emotional, it's angry. Aliens would be trying to assimilate to learn everything they could about us, studying us, even tricking us into ignoring them.
Nice artical. Will take it into consideration. How would you work a fleet of alien ships? Tokens?
The Alien Spaceship should be something unique and awesome. Maybe not all powerful or playable, but a unique artifact the likes we've never seen, or one that fits the flavor.
The {Helvault} kinda got it right, it's a main object in the Avacyn Restored story. It's not great, nobody really plays it, but it's a story element in card form.
A "nail-ien"? The hand thing from the movies? With nail.. Because hands have nails... Best i could come up with :(
An ability that lets you take a human creature and replace it with a token? Or gives you a token of an opponents card? Actually..
Idk how to make the mana symbol but bear with me
{4}{U}
{4} imprint-imprint an opponents creature
{1}{U}{U}, {T}-put a token that is a copy of imprinted creature and choose one- token cannot attack; or token cannot use activated abilities of the card
Goes well with the studying theme of opponents cards, but the choosing kind of adds the feeling of studying.. That the aliens dont know everything yet, and their cloning is flawed
put curly brackets around WUBG or R to get mana symbols, or "edit" this post and see how I did it - Dudecore
What are common properties of an alien spaceship? And how do they behave? And what is something sci-fi people have never done with an alien space ship?
To go with the abduct thing, maybe have an alien leader or some kind of alien monster/brute that eats creatures(through sacrifice) and gains abilities/power depending on the number of creatures it devours? Kind of like a level up system that requires sacrifice instead of mana
Quote from: MisterJH on December 14, 2012, 11:28:09 PM
An ability that lets you take a human creature and replace it with a token? Or gives you a token of an opponents card? Actually..
Idk how to make the mana symbol but bear with me
{4}{U}
{4} imprint-imprint an opponents creature
{1}{U}{U}, {T}-put a token that is a copy of imprinted creature and choose one- token cannot attack; or token cannot use activated abilities of the card
Goes well with the studying theme of opponents cards, but the choosing kind of adds the feeling of studying.. That the aliens dont know everything yet, and their cloning is flawed
put curly brackets around WUBG or R to get mana symbols, or "edit" this post and see how I did it - Dudecore
Love this concept of a cloning machine with flaws and drawbacks. The complexity is a bit off the charts, I wouldn't even know how to enforce or remember any of what it's doing. "imprinting" is a wonderful idea, but imprinting an opponents creature is even more difficult. Also have to pay a ton if such a thing was possible in the rules.
How about:
Alien Replicator {3}
Artifact - Equipment
Imprint - When Alien Replicator enters the battlefield, you may exile a cosmic card with converted mana cost 2 or less from your hand.
Equipped creature has "{2},{T} : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Equip {2}
Cool cards. I want to do both control cards, and aggro cards for aliens though. But after seeing the last two cards posted, id like the aggro cards to have some complexity to them. Aliens are complex after all. I'll think about it an post ideas tommorow. Right now, I really need sleep
And how about "Cosmic" spells being a new Supertype. Instants and Sorceries are one-shot, short term spells at different speeds. I'll throw 2 ideas out there for Cosmic spells.
1) They're sorcery speed unless you've got a creature on the battlefield, then it moves at Instanf speed. Cosmic spells are in all colors, not just aliens can benefit from using them.
Flavor: See below.
2) Cosmic spells are available in "Cosmic Instant" or "Cosmic Sorcery" and has its own Cosmic value with plenty of design space tied to creature amount.
Flavor: you are a Planeswalker, so the existence of aliens would mean you're casting and creating aliens. So the more "creatures" you have, the more creatures that believe in your power. So the more loyal subjects you control, the greater your power becomes. It's almost as if you're the Alien in question.
Cosmic Wave {4}{R}{R}
Cosmic Insfant
Deal 5 damage to target creature or player.
Cosmic - Costs {1} less for each creature you control.
And/or
Aurora {3}{U}
Cosmic Sorcery
Draw a card.
Cosmic - Draw an extra card for each creature you control.
I knew I said I would post some unique aggro cards. And I will. I just wanted to post a mechanic I sort of thought up. I say sort of, because it was dudecore that vaguely mentioned this in the first place
Probe
When a creature with probe comes into play. You can look at the top card of target players library, and put it on the top or bottom.
Now, other than {flicker} like abilities. Would would synergies well with this?
To go with the flaws and drawbacks of a cloning machine, along with probe, you could have an ability like "Toss a coin. If you win, you may cast the card without paying its mana cost. If you lose, you lose X life, where X is the converted mana cost."
That's a cool idea. Maybe one possible strategy for aliens with the probe mechanic could be library manipulation. Dictate what the opponent does and doesn't get. I'll try to think of more mechanics for aliens, and post them here. feel free to throw in some o your own mechanics for aliens everyone. Here Is a possible synergy creature with the probe mechanic. Not sure what to call it, so I won't call it anything yet
{U}{1}
{T}: target opponent discards the top or bottom card of there library
{T}: target opponent draws a card, then discards a card.
1/1
I know it's not original. But it could work
Here's something crazy I thought up.
{U}
Enchant player.
Enchanted player draws from the bottom of there library.
Second try at this ship thing...poor attempt probably
Mother ship
{U}{U}{3}
Ledgendary Creature-artifact creature
Flying, shroud
Whenever you play a cosmic spell, probe. (look at the top card of target players library, and put it on the top or bottom.)
{T}: discard the top card of target players library. Return a cosmic card with a converted mana cost equal to the discarded cards mana cost from your graveyard to your hand.
4/4
Quote from: Birdbrain on December 15, 2012, 07:09:30 PM
Second try at this ship thing...poor attempt probably
Mother ship
{U}{U}{3}
Ledgendary Creature-artifact creature
Flying, shroud
Whenever you play a cosmic spell, probe. (look at the top card of target players library, and put it on the top or bottom.)
{T}: discard the top card of target players library. Return a cosmic card with a converted mana cost equal to the discarded cards mana cost from your graveyard to your hand.
4/4
Not bad at all. Btw, Probe as you have it, is not a new ability. It's basically Scry 1.
Well. It's a new twist on scry, since scry only affects your library. While this affects an opponents.
I've been thinking on what you said about cosmic cards...and honestly, I'm at a loss for what to do. Yes, I want to make them unique. Though, I just don't know whether to use your idea or not. I'll think more on it
Quote from: Birdbrain on December 15, 2012, 07:17:23 PM
Well. It's a new twist on scry, since scry only affects your library. While this affects an opponents.
I've been thinking on what you said about cosmic cards...and honestly, I'm at a loss for what to do. Yes, I want to make them unique. Though, I just don't know whether to use your idea or not. I'll think more on it
Oooo. Maybe Probe can come in different values too, like Probe 2. Cosmic spells have to be something different then instants and sorceries, the rules have to be made for it. I like my first idea best. Sorceries becoming instant with a creature. That way it can just be "Cosmic" instead of the other stuff.
Also, with Cosmic {Tarmogoyf} becomes bigger.
Try making cosmic related to how man different types of aliens you have.. Name aggro aliens one type, control aliens one type, maybe have a third alien type like and alien lord card (alien beater, alien researcher, and alien general/lord/captain?) also you could throw in like a human-alien ambassador, or a human that sides with the aliens for power and betrays other hunans?
Quote from: MisterJH on December 15, 2012, 07:41:25 PM
Try making cosmic related to how man different types of aliens you have.. Name aggro aliens one type, control aliens one type, maybe have a third alien type like and alien lord card (alien beater, alien researcher, and alien general/lord/captain?) also you could throw in like a human-alien ambassador, or a human that sides with the aliens for power and betrays other hunans?
The difficulty with tying it into Aliens is, we run into a problem that Arcane cards had. They're limited to a few cards that use them, and can't be used without aliens. A new card type that feels good, and has a lot of space to design within makes it run.
Maybe they could hit instant speed if you have a certain number of creatures. Like equal to the cards mana cost? Or some number indicated on the card or something?
Or tie it into the number of subtypes of creatures in general, because cosmic suggests like different species and intergalactic stuff, so its something that can be utilized by anyone not using themed decks
Quote from: Birdbrain on December 15, 2012, 07:47:45 PM
Maybe they could hit instant speed if you have a certain number of aliens. Like equal to the cards mana cost? Or some number indicated on the card or something?
Requiring Aliens limits the use of other colors and other sets to use it.
Indicating something on the card would be just keywording an ability. It's speed wouldn't change, unless the ability of the card said it would.
Instant - Cosmic
Sorcery - Cosmic
Really, it's difficult to come up with a new speed spell unless you makes rules for what it effects.
Enchantments - sorcery speed.
Artifacts - sorcery speed.
Planeswalkers - sorcery speed.
If any of them hypothetically could be played at instant speed all they'll is add "flash" or something to it. Let's try enchantments.
Enchantment - effects the battlefield
Enchantment - Aura - attaches to permanents
Enchantment - Curse - attach to a player
No design room there. I'm kinda out of ideas.
I'm thinking if I give probe values, I'll have to make it slightly more diluted mana cost wise than scry. After all, scry only affects you. While probe manipulates what the opponent gets, and doesn't get.
And I had changed "aliens" to "creatures". In that post before you posted I think. What alien mechanics can you all come up with? I'm thinking I want to make 3 different ones. And what color combinations would alien preconstructs be? I'm thinking 3 different decks, each with a 2 color combination. I want to know for card making purposes
Probe
To "probe N" means to look at the top N cards of target opponents library, put any number of them on the bottom of their library in any order, and put the rest on top of their library in any order.
Abduct
Exile target creature, then return it to the battlefield under your control. That creature loses all abilities and becomes a 0/1 blue Human until end of turn.
Quote from: Dudecore on December 15, 2012, 08:17:41 PM
Probe
To "probe N" means to look at the top N cards of target opponents library, put any number of them on the bottom of their library in any order, and put the rest on top of their library in any order.
Abduct
Exile target creature, then return it to the battlefield under your control. That creature loses all abilities and becomes a 0/1 blue Human until end of turn.
So now aliens can change an opponents creatures? They could turn a spider, or a bird, or {ghoul tree} into a human? Lol.
And I'm not sure you read my previous post
I do. Different forms of probe can just cost different amounts. Obviously Probe 2 would cost more. In terms of power level, I don't know if probe is a great ability or a broken ability. It would be wise to keep the most amount of room available to change it if it proves one or the other. If probe is set in stone as "1 card" without room to venture elsewhere and tune it, it could lose its appeal.
Turning it into a 0/1 human was so I didn't have to write a bunch of rules text about how it retains it's creature type, and making it too complex.
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/44
It would be cool to have a card(s) or ability that changes a creature's type to "Alien" (ala District 9.) Each upkeep, place a Morph Counter onto the creature, then when it gets the predetermined number of Morph Counters, it changes into an alien. You would have to have other tribal or creature-specific cards for this to make sense.
It would also be cool to reintroduce the living weapons. That would be perfect with the alien theme. After so many turns of being equipped, the equipped creature could permanently get the equipment effect, and it could attach itself to another creature.
Quote from: Mikefrompluto on December 15, 2012, 08:46:18 PM
It would also be cool to reintroduce the living weapons. That would be perfect with the alien theme. After so many turns of being equipped, the equipped creature could permanently get the equipment effect, and it could attach itself to another creature.
How would you work that? +1/+1 counters?
Either that, or a +/+ power up, or some kind of ability such as "{T}: pay 1 life and draw a card". Not necessarily that specific ability, just an example of something. You could put an Adapt Counter on the creature at each upkeep, then when it has so many, detach the equipment and put it on a new creature, and the old creature gains the ability permanently.
WotC future presidents^
Will there also be predators?
Quote from: MisterJH on December 15, 2012, 09:51:18 PM
WotC future presidents^
Will there also be predators?
I'm actually leaning toward originality on this. I want to try and design my own, but it will probably come out looking hand drawn like {silkwing scout}. Though, how would predators behave as a card?
Quote from: Mikefrompluto on December 15, 2012, 09:48:51 PM
. You could put an Adapt Counter on the creature at each upkeep, then when it has so many, detach the equipment and put it on a new creature, and the old creature gains the ability permanently.
The number could be equal to its converted mana cost. Can someone merge thi post with my last one? And what would be some other cool mechanics for aliens?
The Predator could be the tria level upcard.. Whenever you sac a human(via abduct) or alien he gets some kind of counter/ability, until eventually hes a geared beast like in the movie.. Hed have to be spendy and dfficult to get leveled, but he could be like a WC card.. Also think of an alien queen planeswalker and the possibilities
Use Magic Set Editor, it's so sick dude. I've been working on a Legend of Zelda: Ocarina of Time set for about a year now, I'm somewhere around the 280 individual card range now. I love doing this stuff dude. I've learned a .poo. ton about Magic wording and punctuation. Dude, punctuation of a card is almost more powerful than the words on the cards themselves, it's crazy.
Another thing to think about is the evasive nature of aliens. Have some abilities and cards that can make them unblockable, and some that teleport them back to their ship (AKA your hand.)
I actually posted something earlier in this thread were an alien that was unblockable unless defending player payed {1}. The theory behind that is the alien was using telekenises to slow down blockers
Quote from: Birdbrain on December 16, 2012, 09:14:35 AM
I actually posted something earlier in this thread were an alien that was unblockable unless defending player payed {1}. The theory behind that is the alien was using telekenises to slow down blockers
Ah yes. I remember reading that now that you mention it.
Do you have any interesting alien mechanics? I want to make three different alien decks. One that uses probe. Another that's a blue/red invasion kind of deck. And another with the colors used other than blue
A reintroduction to the morph mechanic would be sweet. It also goes along with the evasiveness of aliens. I would love to see morph again.
If you add a mechanic to probe from the bottom.. You could call it anal probe?
Quote from: Dudecore on December 15, 2012, 08:17:41 PM
Probe
To "probe N" means to look at the top N cards of target opponents library, put any number of them on the bottom of their library in any order, and put the rest on top of their library in any order.
Abduct
Exile target creature, then return it to the battlefield under your control. That creature loses all abilities and becomes a 0/1 blue Human until end of turn.
Your version of probe looks strikingly like the fateseal keyword.
Ah crud! Back to the drawing board...
Can someone give him some karma. I don't know how
I'm not going to be on for a few days. feel free to post ideas.
Quote from: scarsabrex on December 16, 2012, 08:29:22 PM
Quote from: Dudecore on December 15, 2012, 08:17:41 PM
Probe
To "probe N" means to look at the top N cards of target opponents library, put any number of them on the bottom of their library in any order, and put the rest on top of their library in any order.
Abduct
Exile target creature, then return it to the battlefield under your control. That creature loses all abilities and becomes a 0/1 blue Human until end of turn.
Your version of probe looks strikingly like the fateseal keyword.
Because it is. :)
What if instead of probe being an exact copy of fateseal, it could discard 1 card from among those looked at, and put the rest on top in any order?
What if you could play cosmic cards directly from your deck (for an alternate increased cost) if there is a copy of it in your graveyard?
The black aliens could give all kinds of crippling counters, but have rules like only one of the special counters can be on a card at a time.. I have some ideas if you like the idea
Go ahead. Although I'll Most likely do blue/red for the first one. Simply because, the aliens are invading. They don't want to hurt things, but do to being misunderstood. They really have no choice but to resort to forcing a place for themselves. I might do a blue/black alien deck though if I can figure out a way to make them make sense for black