So, I've recently started making Magic
cards again, using a site called MTG Cardsmith.
It's really cool, but one of its shortcomings is that it doesn't let you make a card unless you have artwork for it. And I have a few card ideas that I'd really like to show off, so I'd really appreciate it if someone could point me to - or better yet, create - artwork for them! (I don't exactly think my skills are good enough to do it myself.) I'll describe these ideas and what I want from their artwork here.
Notes: In rules text and costs, the symbol for a cost will be represented in parentheses. (T) or (Tap) means tapping the card. (A/C) means hybrid mana,
where both A and C are one of W, U, B, R, or G (the five mana colors - white, blue, black, red, and green), but not the same one.
Idea 1: Devourer of Effort
Creature - Horror
Whenever a spell, activated ability, or triggered ability is countered,
put a +1/+1 counter on Devourer of Effort. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.
It feeds on dashed hopes and shattered dreams.Artwork:
I want this card to depict some sort of... thing
that vaguely resembles an aquatic creature. It would really help if it is shown to be feeding on something incredibly unusual, preferably a failed spell or some sort of psychic energy.
Idea 2: Unscrupulous Detective
Creature - Human Rogue
Whenever a player other than you discards one or more cards, investigate.
If Unscrupulous Detective has a clue counter, instead investigate once for each card that was discarded.
When Unscrupulous Detective deals combat damage to a player, that player discards a card.
T, BB: Target player discards a card.
T, 1UU(U/B)B, Sacrifice 3 Clue tokens: Put a clue counter on Unscrupulous Detective.Artwork:
Basically, I want a detective getting information through... questionable (read: thuggish) methods.
Idea 3: Power Lock
Place +1/+0, -1/-0, +0/+1, and -0/-1 counters on target creature until its modified power and toughness are equal to its current power and toughness. Cast Power Lock only during the end step.Notes:
I am... not confident in how I worded this card. Basically, the idea behind it is to make a temporary boost or penalty to power and toughness (such as Giant Growth, prowess, Aerial Maneuver, exalted, Ampryn Tactician,
or Ana Sanctuary
) permanent by immediately ending the boost effect and replacing it with the appropriate type of counters. For instance, Giant Growth gives the target creature +3/+3 until end of turn. Following it up with Power Lock would cause Giant Growth's effect to wear off as though the turn had ended, and replace the effect with 3 +1/+1 counters - therefore changing the temporary power boost into a permanent one. Also, a temporary boost is one that ends at some specified point, such as the end of the current turn - which means that boosts granted by static abilities (such as Angel of Jubilation, Chief of the Foundry, Cream the Rabbit,
or most Equipment) don't count (even though such boosts go away when the permanent granting them does). Power Lock also doesn't cause temporarily-gained keywords and abilities to become permanent, only changes to power and toughness. I really don't know how to write the rules text to make how the card's supposed to work clear.Artwork:
Actually, I was originally going to use this
, but now I'm not so sure that it fits. So, uh, something that represents a temporary change becoming permanent, I suppose.
Idea 4: Valiant Distraction
As an additional cost to cast Valiant Distraction, tap an untapped creature you control. If its overload cost was paid, sacrifice it instead.
Target creature you don't control can't block until end of turn.Overload
- 2(R/W) (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of 'target' with 'each'.
effect was originally going to be the spell's effect, period. ("As an additional cost to play Valiant Distraction, sacrifice a creature. Creatures your opponents control cannot block until end of turn.") Yes, it was originally going to render all your opponent's creatures incapable of blocking for a turn for just 2 mana (well, somewhere from 1 to 3, plus sacrificing a creature - I wanted the spell to be something you could easily afford late in the game). I changed it when I decided that even with a sacrificed creature, 2 mana was too small a cost. However, I still wanted it to be castable for a relatively low cost. I was also kicking around an idea for tapping a creature and having it fight
an opponent's creature, preventing it from blocking in the process (which could
get your creature killed, but not necessarily), so I just used that, minus the fighting, for a base effect. The overload effect would
have been just a kicker
effect (with the kicker cost being just an extra white mana and sacrificing the creature tapped for the base cost), but that would have gotten complicated and there was a perfectly good keyword lying around (e.g. overload) that could both provide an alternative cost that overrides instead of being added onto the base cost (thus obliviating the need for me to specify that the tapped creature be sacrificed for the powered-up effect - I could just have the sacrifice cost flat-out replace the tap cost (though I still decided to require that the sacrificed creature be untapped)) and
had a built-in benefit for the greater cost that was exactly what I wanted the kicker benefit to be. (Though, I still spelt out on the card that you don't need to pay the extra cost of tapping a creature if you pay the overload cost, just to be on the safe side.)Artwork:
This card was heavily based on a scene from one of my roleplays
. However, I would be more than content with a simple scene of a guy getting right up in the grill of some guards, forcing them to devote their attention to him and allowing several other people to slip by unnoticed.
Idea 5: Devoted Protection
Enchantment - AuraRules text:
Enchant creature or planeswalker
Champion a creature (When this enters the battlefield, sacrifice it unless you exile a creature you control. When this leaves the battlefield, that card returns to the battlefield.
If an effect or cost would require you to sacrifice the enchanted permanent, you may sacrifice Devoted Protection instead.
Sacrifice Devoted Protection: Exile enchanted permanent and all permanents attached to it, then return them to the battlefield. Counters that do not lower power and/or toughness remain on the permanents as they move to exile and back.Artwork:
used "I'll Rescue You!"
for this card, as it would have fit quite well. Ultimately, however, I decided to use that one for Big Damn Heroes
. So, for Devoted Protection, once I've worked out the kinks with the wording, I'd like to use a picture of somebody doggedly defending someone else. (And, no, it doesn't have to be romantic; a platonic bodyguard would work just as well.)
Idea 6: Mortician of Magic
Creature - Moonfolk Wizard
Whenever a spell, activated ability, or triggered ability is countered, investigate. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.
)Flavor text: I believe I've found why your spell failed. Somebody interfered with it.Artwork:
The main thing I have in mind is either "undertaker dressed up like a wizard" or "wizard dressed up like an undertaker", though in all honesty, the concept is basically a magical forensics specialist.
Idea 7: Warren's Herbalist
Creature - Rabbit Shaman Ally
T, G: Draw a card.
T, W, Discard a card: Prevent the next 3 damage that would be dealt to target creature.
T, 1(G/W), Discard a card: You gain 3 life.
T, 1(G/W), Discard 2 cards: Put 2 +1/+1 counters on target creature.
T, (G/W)(G/W), Discard a card: Put 2 loyalty counters on target planeswalker.
T, (G/W)(G/W)(G/W), Discard 3 cards: Remove 2 poison counters from yourself.Notes:
The idea behind this card is that it's, well, a herbalist (Magic
doesn't actually have a creature type named "Healer", I made that up out of whole cloth). Essentially, the Warren's Herbalist is a medic who relies on medicinal herbs (I made it a rabbit because I wanted to use something other than a human). It can heal in a variety of ways, but since it heals through herbal concoctions rather than magic spells, it relies on having enough materials in order to do anything (hence its abilities requiring you to discard cards). The poison counter removal ability has a particularly steep cost because, well, removing poison counters shouldn't be easy, but curing poison is something that a skilled medic who knows what they're doing and has the right tools would logically be able to do. However, as a trade-off for its healing prowess, the Warren's Herbalist is very, very much a noncombatant, with no power and really bad toughness for its mana cost. So try to keep it out of harm's way.Artwork:
An anthropomorphic rabbit practicing herbal medicine. (I am legitimately surprised that I was unable to find this myself.)