Im thinking of doing a steam punk temed set when I get the mtg editor. (I can't decide between this and the sci-fi one). Anyone have any suggestions for cards/creature types?
I'm thinking it will have a mechanic that let's you exile artifacts from your graveyard that makes artifact spells cheaper. I think the hardest color to do for this set would be green, but I'll think of something
I feel like izzet is already steampunk themed, it would have to be pretty unique, or just glue some gears on it :)
Where can you get a MtG Editor?
google mtg set editor
Quote from: Kerebrus on January 27, 2013, 05:03:06 PM
I feel like izzet is already steampunk themed, it would have to be pretty unique, or just glue some gears on it :)
Maybe I could combine my steam punk idea with my sci-fi idea. Have like steam punk spaceships and stuff
Contraptions (a la {Steamflogger Boss})
Quote from: Bozo_Law on January 27, 2013, 10:15:23 PM
Contraptions (a la {Steamflogger Boss})
That would be sweet, a set based around him
I might find a way to put him/her in. Just one question...what would contraptions do?
Would they be like traps?
Not sure on it bein like traps. But I think I decided what to do for green...oozes. Here's the logic, steam punks salvage materials to build there gadgets and gizmos. And I had already come up with a giant scrap heap for that. What of from that scrap heap, enough goop leaked to created a bunch of oozes? I think the infininte mana machine that is among the scrap heap could even have played a part in there creation.
You could have contraptions be like.
Darksteel Scrap Heap {0}
Artifact - Contraption
Equip {1} : Equipped creature gets +0/+2
Assemble {4} : Attach Darksteel Scrap Heap to another contraption. Darksteel Scrap gains +0/+2 and has indestructibility for each contraption attached to it.
It is kinda like a way to make custom equipment. And cards can have bonuses for having contraptions anyway.
Goblin Junkdealer {2}{R}
Creature - Goblin Engineer
When Goblin Junkdealer enters the battlefield, search your library a contraption.
Contraptions cost {1} less to attach.
Soaring Hopeful {1}{G}
Creature - Bear
When Soaring Hopeful is equipped with an Contraption, it gains Flying until the end of turn.
2/2
(Bit of flavor, green creatures rarely ever fly, especially not a bear. So I like the idea of him throwing on a contraption and attempting to fly with it, and it's until the end of turn showing that it didn't really work.)
I like those ideas. Although I would probably try to figure out a way that {steam flogger boss} could be worked into the set. Which would probably mean red/black would be riggers
Well I know {Steamfogger Boss} is red, and red is a creative color, but I don't know if assembling contraptions seems like a red thing. Black and Red also have a lot of overlap, I'd like to see enemy colors share a passion for contraptions.
Blue...but I wanted the red/blue mix to be steam punk humans...think white would care about contraptions?
Green could also have artifact destruction and "possessed", so to speak, mechanations. Vines controlling suits, a bug hive mind inside of a contraption, just some ideas.
White could care about contraptions if they were equipment. White could use red (enemy color) to assemble them. Blue would care because they're artifacts, and assembling them because blue is intellect.
Gotta come up with some way for White to care about Red assembling contraptions vs. white caring about blue doing it. White and Blue are allied.
White could be the government, and the other colors are the working people.
Alright. But I don't want to put contraptions in every color because, to quote dudecore "it would ruin the uniqueness of having them."
I like the conflict of playing enemy colors. Maybe have contraption equipment and artifact permanents? That way white would prefer red assembling the equipment for creature combat, and green would prefer blue doing it? I dunno. Set development takes a long time.
Maybe Blue is just better at it, but more mana intensive so it needs green to help mana accelerate, or black ritual spells. Red maybe gets more ways to tutor contraptions so they can hit drops better, or more creatures to reduce the cost of assembling them? Or some combination there-in to balance it out and make enemy colors overlap.
The biggest hurdle is making contraption playable. If they're just thrown in to be "the new way to make equipment" or "new way to make artifact permanents" then it's just silly, design equipment and artifacts then. There has to be a level of uniqueness to them. I like the idea of them "leveling up" so to speak, the more and more attached to each other. But more then anything, a reason to put them in a 60 card deck, good design is not "deal with it because that's all we're giving you", or "all creatures are vanilla unless they have X on the battlefield/equipped/in the graveyard".
Quote from: Dudecore on January 28, 2013, 04:23:33 PM
I like the conflict of playing enemy colors. Maybe have contraption equipment and artifact permanents? That way white would prefer red assembling the equipment for creature combat, and green would prefer blue doing it? I dunno. Set development takes a long time.
It really does. Even though the basis for mine was an already created game, making cards for said game wasn't easy. I got inspiration for about 4 cards one day because I was freezing my ass off, must be what it's like in the Ice Cavern, etc. You just have to stick at it, start with a few. Cards create cards a lot of the time. Made an O.P. card? Made too many O.P. cards of a certain type? Nerf 'em, subtlely. It's a really fun and frustrating adventure. Wording cards for me was the hardest, a card is nothing without words, you have the power to do some amazing things with your punctuation as well.
The biggest thi ng I'm wonderIng. How can you assemble two contraptions? {steam flogger boss} really sets limitations for contraptions because I want them to be comparable with him. Because he sorta looks steam punk. Even though he's obviously not using copper
Do you think token equipment could work? Or would that be too messy?
Yea. Creatures that make contraptions put contraption counters on themselves. And they get boosts/abilities depending on the number of contraption counters on them. And if you move a contraption counter around, the creature redoes the contraption counter to fit there own purposes. This even fits with the red/white flavor...although I will still consider your idea dudecore
Token equipment could work. Maybe something like:
Darksteel Junkyard {4}
Land - Contraption
{T} - Add {1} to your mana pool.
{2}{T} - Assemble (Attach to target creature a token permanent that says "attached creature is indestructible.")
The rules text need work, but I would say that is a very cool idea. Equipment that does not survive boardsweeps, flickering, and is recurring.
I think my idea is a little more clean, but I'll consider it
I think attaching them to lands makes them exciting enough to include in people's decks. Red can get Riggers that can assemble multiple contraptions. Blue can get Technicians, they're smarter so it gives a cost reduction to assembling.
I worked on the keywording a little bit.
{X}{T} - Assemble (Attach <name> contraption to target creature.)
A "contraption" by definition would be a token card. The token card would have the artwork, what it does and listed as "Artfact - Contraption". Things that reference Artifacts effect contraptions. Also it follows the token rules, cannot change planes, ect. Multiple tokens can be designed per set, and more then 1 permanent or source could create the same contraption.
What do you guys think of this idea. And enchant land that turns a basic land into a scrap heap? Basically a scrap heap is a basic land, and taps for {1}. It fits with the artifact/steam punk theme, and allows for new land abilities like "scrap heap walk"
It would be similar to anything like {Midnight Haunting}, it says "Put two 1/1 white Spirit creature tokens with flying onto the battlefield." We'll a permanent with assemble would say "attach <name> contraption to target creature."
Target creature can be important because examples of potential contraptions could be:
Energy Field
Artifact - Contraption
Equipped creature cannot attack or block until that controllers next turn.
Repulsion Ray
Artifact - Contraption
When equipped creature attacks, tap two creatures an opponent controls.
There is so much design space really. An additional benefit is, if the contraptions themselves fit a future flavor, they can be reused because they are similar to reusing a Spirit Token.
Actually after some more thought, I wanna get Assemble off lands, because that would make them uncounterable. Unless the lands themselves were Artifact lands, so things that reference artifacts can destroy them. Enchanting lands, flavor wise does not get me excited. And also, it doesn't give it that cool "I need to include this is my deck" thing. So this is my final draft for what I believe contraptions should be.
Æther Scrapheap
Artifact Land
{T} - Add {U} to your mana pool.
Cost, {T} - Assemble (Attach "Energy Field" contraption to target creature).
The sky is the limit with design space. The costs can be raised the bigger the effect is, the mana produced by the lands, the fact that Assemble is uncounterable, the fact that contraptions themselves can be interacted with by things that interact with Artifacts, tokens can be interacted with (Especially since a {Ratchet Bomb} for {0} hoses them.)
I know this doesn't seem to fit green. But I have thought this out deeply and I belive it fits really well. I know this doesn't fit the set, but there is a place for it in the story line I'm coming up with for this world
{G}{G}
Sage of the wild places
You may skip the draw phase of any of your turns. If you do, draw 2 cards during that turns end phase.
{G}{G}{1}: copy target green instant or sorcery you control of converted mana cost 3 or less. You may choose new targets for the copy.
2/2
"some people chase after the awnser to a problem, and it always evades them. But if they learn to be still, sometimes the awnser will find them."