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 Post subject: Panthera: The Gathering
PostPosted: Wed May 11, 2011 6:37 am 
Freerunner
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Disclaimer: I've only played Magic for three relatively short periods in my life: a week or so after my 10th birthday, a few months in high school, and the past few days. Due to the recent playing, as well as seeing something similar on another webcomic's forum, I was incredibly proficient at procrastinating while I created this concept list. (So, due to my lack of experience, sorry if some of these cards' costs don't match up to what they can/can't do....)
Also, BIG post warning now.

My idea requires the definition of a new ability:
Formshift wrote:
HOW “FORMSHIFT” WORKS:
The ability to formshift in inherent to a creature, but must be enabled before that card can formshift.
When you enable a card’s “formshift” ability, search your deck, hand, and/or graveyard for the appropriate partner card. Play that card as an Enchant Creature (with no effects) on the original creature.
At any point during your turn, you may switch the creature/Enchant Creature relationship between the formshift partners. All counters and other Enchant Creatures attached to the original creature are now attached to the formshift partner. This process also preserves tapping.
When either formshifting partner is destroyed, the formshift ability is disabled. It can be re-enabled next turn.
Serum 43 – Artifact
Cost: 3GB

2: Enable one creature’s Formshift. That creature is now tapped.
The nausea should pass in a moment. It will be replaced by nearly unbearable agony.

Leo Terrae – Legendary Creature – Panthera Lion
Cost: 5RR – 3/5

Trample
Formshift: Jason Quinn
All other Panthera creatures under your control gain +1/+2
If there is at least one other Panthera creature under your control, this card gains +2/+1

Jason Quinn – Legendary Creature – Panthera Human
Cost: 3G – 1/3

Trample
Formshift: Leo Terrae
All other Panthera creatures under your control gain +1/+1
If there is at least one other Panthera creature under your control, this card gains +1/+1

Tigris Ignis – Legendary Creature – Panthera Tiger
Cost: 5RR – 4/4

First Strike
Formshift: Kira Hwang
1RR: This card gains +3/+1 until your next upkeep
This card cannot be damaged by other red cards

Kira Hwang – Legendary Creature – Panthera Human
Cost: 3W – 2/2

First Strike
Formshift: Tigris Ignis
RW: This card gains +1/+1 until your next upkeep
This card cannot be damaged by other white cards

Pardus Aeris – Legendary Creature – Panthera Leopard
Cost: 5UU – 3/4

Haste
Formshift: Fletcher Emerson
If you have a Panthera creature under your control, this card’s cost is 6
2: Tap target creature. You may only do this once per turn.

Fletcher Emerson – Legendary Creature – Panthera Human
Cost: 3G – 1/2

Haste
Formshift: Pardus Aeris
If you have a Panthera creature under your control, this card’s cost is 2G
T1: Tap target creature

Onca Aquae – Legendary Creature – Panthera Jaguar
Cost: 5UU – 4/2

Lifelink
Formshift: Taylor Quinn
T: Search your deck for a Panthera creature and a land card, show them to your opponent, and add them to your hand. Shuffle your deck afterward.
1: If this creature is in the graveyard and you have at least one Panthera creature under your control, you may return this card to your hand.

Taylor Quinn – Legendary Creature – Panthera Human
Cost: 3W – 1/1

Lifelink
Formshift: Onca Aquae
T: Search your deck for a Panthera creature, show it to your opponent, and add it to your hand. Shuffle your deck afterward.
1: If this creature is in the graveyard and you have at least one Panthera creature under your control, you may return this card to your deck. Shuffle your deck afterward.

Blake – Legendary Creature – Panthera Mascot
Cost: 1B – 1/1

Blake gains +2/+0 when battling a Panthera Human, or a Bird.

Aristotle – Legendary Creature – Panthera Deity
Cost: 6BBR – X/X

Deathtouch
Formshift: Soren Oosterhuis
This card can enable its own formshift.
This card’s power and toughness are equal to the number of lands under your control.
If this card battles with a creature with Lifelink, this card is destroyed. This card’s Deathtouch and the opponet’s Lifelink are otherwise not applied to the battle.

Soren Oosterhuis – Legendary Creature – Panthera Human
Cost: 2BG – 2/2

Flashback (3)
Formshift: Aristotle
This card can enable its own formshift.

The Lake House – Land
This card comes into play tapped with three “chapter” counters on it.
T, Remove a “chapter” counter from The Lake House: Add two mana of any one color to your mana pool. If there are no “chapter” counters on The Lake House, sacrifice it.
Trust me. You'll think of it as home soon enough.

Misplaced Trust – Socery
Cost: RRB

Sacrifice the creature under your control with the highest power-plus-toughness value. If you have at least four creatures remaining under your control, you gain life equal to that sum minus the total number of creatures still under your control. If multiple creatures have the same power-plus-toughness value, your opponent(s) choose which one of them is destroyed.
Bite me, Soren.

Aether – Enchantment
Cost: RGUBW

All single-color creatures gain -3/-3.
The fifth point of the pentagram. The divine quintessence. The elixir of the heavens themselves. I AM AETHER.

CIA Mission – Sorcery
Cost: 2U

Roll a 6D. If the result is a 1, you may look at the top seven cards of any player’s deck. Return them in the same order.
See you all on Monday, "students". I'd suggest you learn to pronounce my name by then.


I did not mean for this to occur, but once I was done I realized you could make a pretty good Red/Green/Black deck based on this set... Hopefully, you could also make a good deck based on the four main characters, but that might need some more support thanks to the fact that that kind of deck would require four colors. ^.^''

I'd love to hear idea for other cards/new flavor text/refining different abilities. I'm also toying with the idea of a "Role Play expansion set". Yes/no? =-)


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 Post subject: Re: Panthera: The Gathering
PostPosted: Wed May 11, 2011 7:35 pm 
Picking Up Pace
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Quote:
The Lake House – Land
This card comes into play with three “chapter” counters on it.
T, Remove a “chapter” counter from The Lake House: Add three mana of any one color to your mana pool. If there are no “chapter” counters on The Lake House, sacrifice it.


Whoa. This is insanely powerful, see mana vault and gem mine for comparably functioning mechanics

On a side note, I don't quite understand formshift... does only 1card get destroyed if they are destroyed, or do both?


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 12:00 am 
Freerunner
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Lithas wrote:
Quote:
The Lake House – Land
This card comes into play with three “chapter” counters on it.
T, Remove a “chapter” counter from The Lake House: Add three mana of any one color to your mana pool. If there are no “chapter” counters on The Lake House, sacrifice it.


Whoa. This is insanely powerful, see mana vault and gem mine for comparably functioning mechanics
I was going for a more powerful version of Saprazzan Skerry/Hickory Woodlot when I made that; didn't know I was adding that much power (i.e. compared to gemstone mine), though, thanks. Will go edit.

Lithas wrote:
On a side note, I don't quite understand formshift... does only 1card get destroyed if they are destroyed, or do both?
I was just thinking it would go with regular game mechanics - if the "active" partner is destroyed, all enchant creatures attached to it are as well, namely destroying the other partner, but the "enchant creature" partner could be destroyed w/o destroying the active partner.
You think it would be more "true" to Panthera canon if it was switched to "if one goes, the other does too, no matter what"? This would cause a problem for several card ideas I have for the "role play" expansion set, though.... hmm tough choice....


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 3:23 am 
Panthera Staff
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I don't play or understand M:TG.

But I still love this and will promote this topic on the next page. :-)

_________________
- D. Z. McRoy
- Creator and author of Panthera


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 4:11 am 
Picking Up Pace
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On a side note (myself being picky) it's technically "Power/Toughness"

I would recommend looking into the "morph" mechanic a little bit. If you play the panthera group as face-down morph creatures with something related to their element as their turn-up effect.

If you'd rather stay with how you currently have the formshift power, I'd consider making use of something like Imprint, or altering Formshift so that it RFGs (removes from game) the card rather than changing/adding a type to a card every time you activate the ability. You could even add rule text that sends the imprinted card to the graveyard rather than keep it RFGed.


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 7:15 am 
Panthera Staff
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I especially like the use of, er, Reynder's quote from Chapter 1 as the ironic quote that accompanies Magic cards. I'd love to see others picked out for other cards. :-)

_________________
- D. Z. McRoy
- Creator and author of Panthera


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 5:56 pm 
Freerunner
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D.Z. wrote:
I don't play or understand M:TG.
Aww... I guess it wouldn't do to ask you what effects you want your Planeswalker card to have, then? ;-)
Yes, I want to make our author and our artists into Planeswalkers. If anyone else has ideas for what their effects should be, PLEASE lemme know, since I'm stumped here.
D.Z. wrote:
But I still love this and will promote this topic on the next page. :-)
Might wanna wait until we sort out the "formshift" thing... ^.^''



Lithas wrote:
On a side note (myself being picky) it's technically "Power/Toughness"
Whoops! My bad. Fixing.
Lithas wrote:
I would recommend looking into the "morph" mechanic a little bit. If you play the panthera group as face-down morph creatures with something related to their element as their turn-up effect.

If you'd rather stay with how you currently have the formshift power, I'd consider making use of something like Imprint, or altering Formshift so that it RFGs (removes from game) the card rather than changing/adding a type to a card every time you activate the ability. You could even add rule text that sends the imprinted card to the graveyard rather than keep it RFGed.
Apologies if my inexperience with the game shows in/affects my response...
The main thing I wanted was for each character to have both their forms available as creature cards, and have the ability to switch back and forth between those forms at will to match Panthera canon more.
I don't think Morph would work very well for that, as it's a one-time thing unless the card is forced back face-down. And I want the human characters to be more than just colorless, effectless tokens with identical power/toughness.
Imprint... maybe. I don't like the idea of exiling cards, since I do want to preserve the easy back-and-forth shifting-ness, though I guess I could add a clause on each card saying the card can be switched with the card it imprinted at any time... (I don't think it would be okay to rewrite Imprinting to allow for the imprinted card to be sent to the graveyard instead of exiled, since then you're going against the point.) Also, just searching online, (something I'm not so great at, admittedly,) I haven't found any cards that target specific cards to imprint upon... I think Formshift is different enough from Imprint that using one to define the other would make the cards cumbersome with all the text they would require.
Also...
Quote:
rather than changing/adding a type to a card every time you activate the ability
This is probably my bad at explaining, b/c the way I see it working you're not changing or adding a type to a card when Formshift is activated... Maybe defining it through Enchant Creatures wasn't a good idea. Basically, what I see literally happening is something like this:
Summon Jason Quinn.
Summon Serum 43.
Enable Jason's Formshift: search your library/hand/graveyard for Leo Terrae and equip Leo to Jason. This does not give Jason any powerups, new effects, etc.
Thanks to Serum 43, Jason is now tapped.
At any point during your turn, you may now "shift" Jason and Leo. For example, if Leo was tapped, was equipped with Dragon Wings (and Jason) and had two +1/+1 counters on him, the new situation would be you Jason tapped with Dragon Wings (and Leo) and the two +1/+1 counters still on him.
Now, in that new situation, if for some reason Leo was removed from the battlefield, nothing would happen to Jason, but you would need to use Serum 43 at some point in the future to re-enable his Formshift (= re-equip Leo to him).

I can see where using Enchant Creatures to define it might be confusing. What if I redefined it like this:
Formshift wrote:
HOW “FORMSHIFT” WORKS:
The ability to formshift in inherent to a creature, but must be enabled before that card can formshift.
When you enable a card’s “formshift” ability, search your deck, hand, and/or graveyard for the appropriate partner card and exile it.
At any point during your turn, you may switch the in-play formshift creature with its exiled partner. All counters and Enchant Creatures attached to the original creature are now attached to the un-exiled formshift partner. This process also preserves tapping.
The exiled partner is permanently exiled if the active partner is destroyed or if the formshift ability is disabled. (Re-enabling formshift requires a different copy of the exiled card.)
? (Differences highlighted.) Yeah, similar to imprint, but different enough (allows for the shifting, targets a specific card) that having the separate definition seems appropriate to me. (Also, since the ability is so specific, while Imprint is more flexible, I feel like defining it and not wasting space on the cards themselves is preferential.)



D.Z. wrote:
I especially like the use of, er, Reynder's quote from Chapter 1 as the ironic quote that accompanies Magic cards. I'd love to see others picked out for other cards. :-)
Coming up with flavor text is fun. ^.^
I still think "Bite me, Soren" is one of the best quotes you can pull from the comic, and I'm glad I was able to use it for one of the cards.
If you have favorite quotes for any other characters, lemme know so I can include them. At the moment, I'm only putting flavor text on non-creature cards.


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 13, 2011 7:13 pm 
Freerunner
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Oh, more ideas as well:

Combined Attack – Instant
Cost: 1RU

Tap a number of non-Human Panthera creatures. Destroy all of your opponent’s creatures whose power and toughness are both less than the number of creatures you tapped.
MAGMA STORM!!!!!

Transformation Amulet – Artifact
Cost: 2

T2: If the two mana used to activate this effect were different colors, add a mana of a third color to your mana pool.
They focus elemental power and ease transformation. Pretty amazing what the right mix of minerals can do.

Cat Fight – Instant
Cost: RR

All players lose one life.
It’s scary enough with housecats. Try a lion vs. a tigress.

The Cat Pun Jar – Artifact
Cost: 3

T: Any player that makes a cat-related pun or plays a card with a cat-related pun in the flavor text while this card is tapped loses five life.
These Nazis double the fine if I call it ‘the kitty’!”

Lost in the Fire – Sorcery
Cost: 1B

Any opponent that does not own a cell phone or does but cannot reach it without leaving their chair must skip their next turn.
Because not getting a new cell phone after the house fire could mean walking into an FBI trap.

SWAT Team – Creature – Human Soldier
Cost: 2BW – 3/3

Flying
TX: Put X/2 (rounded down) 1/1 colorless Human Soldier creature tokens onto the battlefield. This card remains tapped as long as any of these tokens remain on the field.

OVID Scientist – Creature – Human Scientist
Cost: 2UU – 1/1

This card gains +0/+3 against any Panthera creature.
T: Disable one creature’s formshift.

Cafeteria Food – Artifact
Cost: 0

T2: Target creature is tapped until this card is exiled.
Ooh, cool. Abiogenesis in your mystery meat.

Gyeoknoho – Artifact Creature – Construct
Cost: 7 – 6/6

This card comes into play with two “armour” counters on it. Any time you attack with this card, remove one armour counter. If there are no armour counters on this card, it gets -0/-3.
B: Put one “radiation” counter on a target non-Panthera creature. Creatures gain -1/-1 for every radiation counter on them. If there are more than six radiation counters in play, this card becomes tapped.


And if anyone has ideas different from mine, please share! I want to see! ^.^


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 Post subject: Re: Panthera: The Gathering
PostPosted: Sat May 14, 2011 11:28 pm 
Picking Up Pace
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Hmm, I see. I like it better that way, but there's still a fewthings to address.

I recommend only allowing transformations at sorcery speed, otherwise battle math becomes ridiculously complicated, and it seems to me that it might be too strong of an ability to be able to switch willy-nilly for free. Also, what happens to enchantments or equipment on the formshifting creature?

Card reviews:

Combined attack: it's not bad, by any means, but it seems weak if the maximum damage is only 4. for 2 mana, though, it's probably fine.

cat fight: errata to 'all players'

Cat pun jar: this is wierd if you consider the stack. I'd recommend making it always active, not needing to be tapped, and maybe lower the damage to one or two.

SWAT team: the wording seems weird.... I can't think of a change, though xD

Cafeteria food: Interacts?

Gyeoknoho: ... gets -0/-3

Just my thoughts


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 20, 2011 2:54 am 
Freerunner
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Lithas wrote:
Hmm, I see. I like it better that way, but there's still a fewthings to address.
I recommend only allowing transformations at sorcery speed, otherwise battle math becomes ridiculously complicated, and it seems to me that it might be too strong of an ability to be able to switch willy-nilly for free.
heh heh... This is where my lack of knowledge of MTG comes in. ^.^'' I don't know what you mean by "sorcery speed," though I do now agree that treating formshift like an Instant is too powerful, even if the transformations in-comic seem to be (close to) instantaneous. What if we said you can only do the shifting once per any given main phase?
Lithas wrote:
Also, what happens to enchantments or equipment on the formshifting creature?
They stay on whichever formshifting partner is in play.


Lithas wrote:
Combined attack: it's not bad, by any means, but it seems weak if the maximum damage is only 4. for 2 mana, though, it's probably fine.
Four "damage" isn't the max - five is* - but it's supposed to be a somewhat weak card as the combined attacks in-comic weren't as strong as the team thought they would be.
*If you had all four regular team members, Blake, and Aristotle, you could tap all six - notice it's "less than" and not "less than or equal to" on the card. This is because you can't do a combined attack with one character.
**Also, to be technical, this card doesn't deal damage to creatures, it just destroys them based on their power and toughness. For example, if you tapped all four regular Panthera regular team members to active the card, you could destroy a 2/3 creature but not a 4/3 creature, as the latter creature's power is not less than the number of characters you tapped. Again, the card is supposed to be somewhat weak. ^.^''
I think it makes up for it, though, because it destroys all creatures that have both numbers low enough. Like, if your opponent had an army of 1/1 creatures/counters, they'd ALL be gone.



Lithas wrote:
cat fight: errata to 'all players'

Gyeoknoho: ... gets -0/-3
Thank you!


Lithas wrote:
Cat pun jar: this is wierd if you consider the stack. I'd recommend making it always active, not needing to be tapped, and maybe lower the damage to one or two.

Cafeteria food: Interacts?
Haha both of those cards are supposed to be silly, though I admit I really BS'd on the cafetria food - I had an idea of what I wanted but no clue how to define it, so i purposefully left it vague.... I have an idea now, though.
(And, lack of MTG know-how again: dunno what you mean by "stack")


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 Post subject: Re: Panthera: The Gathering
PostPosted: Fri May 20, 2011 3:25 pm 
Picking Up Pace
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CyMoahk wrote:
I don't know what you mean by "sorcery speed," though I do now agree that treating formshift like an Instant is too powerful, even if the transformations in-comic seem to be (close to) instantaneous.
(And, lack of MTG know-how again: dunno what you mean by "stack")


School time!

So you have, essentially, 2 'speeds' of cards/abilities you can play. Instants, and sorceries (of course, there are other limiters and whatnot, but this just in a general sense.) Instants are usually cheaper, temporary effects and can be played any time you have priority. Priority is passed at every new phase (upkeep, draw, main 1, combat, main 2, end) and after every played card or other action that a player takes. The active player (the one who's turn it is) always has first priority, and then passes it to the next player. An instant-speed card/ability may be played any time you have priority. A sorcery-speed card/ability may only be played during your first or second main phase, and only on your turn. It may NOT be played in response to another spell.

Now, the stack is what happens when you play a spell, and someone else plays an instant-speed card/ability in response. For example: say I have a 2/2 artifact creature in play. It's my turn, and I pass priority from my 1st main phase so that I can enter combat. Now that he has priority, my opponent casts "Lightning" for 3 damage targeting my 2/2, which would normally kill my creature. However, I respond to that by casting Giant Growth (+3/+3) now there are 2 spells on the stack, neither of which have resolved. My opponent could respond again with a Counterspell, another damage spell, or anything really and add another spell to the stack. When no one has any more spells to cast you 'resolve' the stack, starting at the last spell played. In my case the Giant Growth would be applied first, making my 2/2 a 5/5, then the 3 damage: which isn't enough to kill it.

Note: If I had cast Giant Growth first, and he responded with Lightning Lightning would resolve before GG, and I would have a dead creature, which gives GG no target, and simply sends it to the graveyard.


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