Author Topic: 1001 TCG Card Ideas  (Read 1289 times)

Offline Garryl

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1001 TCG Card Ideas
« Topic Start: December 06, 2016, 08:12:03 PM »
Just a bunch of card ideas for card games I've been playing or thinking about.

Magic: The Gathering
(click to show/hide)

Hearthstone
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Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #1: December 08, 2016, 10:50:33 PM »
Might as well finish a cycle (and bring the total number of Zuberas to 10):

Morning-Glory Zubera {2WW}
Creature - Zubera Spirit
When Morning-Glory Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, you gain 6 life.
3/3

Tear-Drenched Zubera {2BB}
Creature - Zubera Spirit
When Tear-Drenched Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, target opponent discards three cards.
3/3

Slobbering-Jaw Zubera {2GG}
Creature - Zubera Spirit
When Slobbering-Jaw Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, put three 1/1 colorless Spirit creature tokens into play.
3/3



Oh, and some tribal support!

Honden of Land's Heart {WUBRG}
Legendary Enchantment - Shrine
At the beginning of your upkeep, you win the game if you control at least six Shrines with different names.
{1}: Add one mana of any color to your mana pool. Spend this mana only to cast Shrines and Zuberas.

Kamigawa's Rot {2B}
Enchantment
Zubera cards in your graveyard have Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #2: December 09, 2016, 02:57:12 PM »
Might be interesting to see some Zuberas with Evoke (pay an alternate cost, but sacrifice the creature when it comes into play). They would certainly help enable the original Champions of Kamigawa cycle of Zuberas.

Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #3: December 09, 2016, 11:08:27 PM »
Might be interesting to see some Zuberas with Evoke (pay an alternate cost, but sacrifice the creature when it comes into play). They would certainly help enable the original Champions of Kamigawa cycle of Zuberas.

Yeah - probably something like:

[Adjective] Zubera {3??}
Creature - Zubera Spirit
When [Adjective] Zubera enters the battlefield, do X.
Evoke 2?
2/4

Where X is (in order of colors):
• You gain 4 life.
• You draw two cards.
• Target opponent discards two cards.
• Put two 1/1 colorless Spirit tokens into play.
• Deal 2 damage to target creature or player.

Funnily, the Black Zubera is strictly better than Mournwhelk unless you really need that +1/-1.

--------------------------

Plagueforge Mistress {2WB}
Artifact Creature - Human Artificer
Germ creatures you control have +1/+1.
{B/P}: The next Equipment you play this turn has Living Weapon (When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it.)
1/5

({B/P} is black Phyrexian mana, by the way.)

I kinda like the idea of having a Lord for the Germ "tribe" - especially since Magic 2016 gave us Grip of Phyresis. Granted, you're still looking at some pretty behind-the-curve plays, but I can think of a bunch of fun combos.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #4: December 10, 2016, 01:48:01 AM »
All of the Zuberas are about effects when they die, so I'd expect evokers to be on death triggers.

It's also rather unfortunate that the Zubera effects are inherently imbalanced. At one end, you have 3-mana effects and straight card advantage. At the other end, you have Shock.

Anyways, I've got a really weird Zubera enemy color idea.

Burning-Mind Zubera {2RU}
Creature - Zubera Spirit
When {this} dies, draw a card for each point of non-combat damage a source you controlled dealt to a creature or player this turn.
2/3

Vital-Rage Zubera {2RW}
Creature - Zubera Spirit
When {this} dies, deal 1 point of damage to target creature or player for every 2 life you gained this turn.
2/3

Hungering-Soul Zubera {2BW}
Creature - Zubera Spirit
When {this} dies, gain 2 life for every card an opponent discarded this turn.
2/3

Discordant-Body Zubera {2BG}
Creature - Zubera Spirit
When {this} dies, target opponent discards a card for every Spirit creature that entered the battlefield this turn.
2/3

Thoughtful-Essence Zubera {2GU}
Creature - Zubera Spirit
When {this} dies, create a 1/1 colorless Spirit creature token for each card you drew this turn.
2/3

Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #5: December 10, 2016, 01:24:05 PM »
That's a problem Red has in general - the "iconic" effects for Red are either damage, or are situational (Artifact destruction, some combat tricks, Haste, short-term take-control-of effects...)

That being said:

) W does less than half of a Chaplain's Blessing when it dies (5 Life for 1).
) U gives you a cantrip when it dies (There are a ton of CMC 1 cards that have "draw a card" as a side effect).
) B does half of a Cry of Contrition when it dies (Discard two for 1).
) G does the equivalent of Sprout when it dies (Create a 1/1 for 1).
) R does half a Shock whenever it dies (2 damage for 1).

Plus, Red Zuberas have great synergies with stuff like Deathtouch, Chandra's Spitfire, all those Red enchantments that double/increase damage...

=---=

Of your Enemy-Color Zuberas, Discordant-Body Zubera and Burning-Mind Zubera are stupidly good, while Vital-Rage Zubera is a tad anaemic.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #6: December 10, 2016, 03:45:46 PM »
Oh, yeah, they're broken as hell.


Also, a classic-Zubera-enabling land. Probably also needs to enter the battlefield tapped, although then it might also warrant a generic tap for colorless mana, too (I dunno).

Unnamed Zubera Land
Legendary Tribal Land - Zubera
{T}: Add one mana to your mana pool of any color. Spend this mana only to play Spirits, Zuberas, and Arcane spells.
When a Zubera creature you control dies, you may sacrifice {this}. If you do, search your library for a Zubera card, reveal it, and put it into your hand. Then, shuffle your library.

Also on the topic of Kamigawa mechanics and lands.

Spirit of the Land {1GG}
Enchantment
Lands you control have Spiritshift X, where X is equal to the number of lands if your graveyard.

Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #7: December 10, 2016, 06:57:52 PM »
All Zuberas are Spirits, so the Unnamed Zubera Land can be neatened up by dropping that.

Also, you're looking for Soulshift. Actually, I'd merge the two, like so:

Household Shrine
Land
{T}: Add one mana to your mana pool of any color. Spend this mana only to play Spirits and Arcane spells.
Whenever a Spirit you control dies, you may sacrifice Household Shrine.
Soulshift 2



Oh, and a legendary that I think would be a ridiculous combo piece:

(click to show/hide)
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #8: December 11, 2016, 03:23:43 AM »
I was kind of hoping with the Zubera land for it to count as a Zubera, increasing the number of Zuberas that effectively dies (and thus augmenting the original cycle's on death effects).

Regardless, Household Shrine is nice.

Edit: Odd card idea off the top of my overly sleepy head. Fluff idea is a ghost that tries to solve its own murder.

Haunting Victim {UW}
Creature - Human
When {this} dies, create a 1/1 colorless Spirit creature token with Flying and "When this dies, investigate."
2/2
« Last Edit: December 11, 2016, 03:29:34 AM by Garryl »

Offline sirpercival

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Re: 1001 TCG Card Ideas
« Reply #9: December 11, 2016, 06:23:10 AM »
I'm angry and tired and this seems like a ridiculous idea and I'm just going to do it anyway.

Black Tea {B/2}
Artifact - Equipment
Sacrifice equipped creature: Return target creature card from your graveyard to your hand.
Equip: B

Red Tea {R/2}
Artifact - Equipment
Equipped creature has "T: Target creature gains haste until end of turn."
Equip: R

Green Tea {G/2}
Artifact - Equipment
GGG: Put a +1/+1 counter on equipped creature.
Equip: G

White Tea {W/2}
Artifact - Equipment
WW: Equipped creature gains protection from the color of your choice until end of turn.
Equip: W

Blue Tea {U/2}
Artifact - Equipment
0: Return equipped creature to it's owner's hand.
Equip: U
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun my things have overgrown the previous sig.

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #10: December 17, 2016, 11:20:18 PM »
For Hearthstone.

Aggro Hog {5}
Neutral Minion
Stealth, Taunt
5/4
Look at me! I'm topping the damage meters!

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #11: December 29, 2016, 07:17:08 PM »
Another Hearthstone card.

Rageseeker {4}
Warlock Minion - Demon
Taunt
When the enemy hero takes damage, this minion takes it instead.
7/7
Hit me!

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #12: January 03, 2017, 05:17:24 PM »
More Hearthstone cards.

Molten Armor {3}
Mage Spell
Secret: When your hero is attacked, give your hero +3 attack until the end of your next turn.

Ice Armor {3}
Mage Spell
Secret: After your hero is attacked, freeze all enemies.

Mage Armor {3}
Mage Spell
Secret: When your hero is attacked, draw 2 cards. Spells drawn cost {1} less.
« Last Edit: January 16, 2017, 12:53:22 PM by Garryl »

Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #13: January 04, 2017, 01:25:28 AM »
I've mocked up 15 MTG cards here. They're all a bit experimental - the Advocate cycle is missing the Golgari, but that's mostly because B/G were never my colors.

The Advocates are a thought experiment in messing around with Will of the Council/Council's Dilemma from Conspiracy.
Runic Veil is essentially a way to make an Aura hardier, at the cost of also making it vulnerable to artifact destruction/stealing.
Slate Archivist looks harmless, but has some really weird combo potential.
Fragment of Infinity and Vault of Suns are dumb and I apologize.
Yixlid Prophet says NO to Cycling, Ninjitsu, Grandeur, Forecast, Madness, and Channel. I think it also hoses stuff like Convoke or Kicker that give you alternate costs, but I'm not sure of the timing on that. It's a big ol' homage to an old card that I like quite a bit.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #14: January 04, 2017, 02:39:39 AM »
For Runic Veil, maybe use Imprint instead? Otherwise, you'll need a lot more text to actually enable things. Non-artifact enchantments will immediately drop off since the veil isn't legal for them to attach to, and I don't know how non-creature enchantments would work if the veil applies them to to a creature (probably nothing of note, but you never know). Also, I don't know whether or not you were intending the veil to cheat out (well, for 3 + 2 mana) auras that you can't normally cast. How about instead something like:
(click to show/hide)

For a Golgari advocate, maybe an extra vote if you have more cards in your graveyard than anyone else, and let you put the top card of your deck into your graveyard when you vote or something? All I remember of Golgari is Dredge, so that kinda works with that.

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #15: January 05, 2017, 09:52:47 AM »
Still more Hearthstone cards.

Forbidden Destroyer {1}
Warlock Minion - Demon
Battlecry: Destroy all of your mana crystals. Gain +1/+1 for each crystal destroyed.
2/2

Raging Rager {3}
Neutral Minion
Enrage: +5 attack.
5/1

Distraction {2}
Rogue Spell
Summon three 0/2 Target Dummies with Taunt.

Instant Poison {1}
Rogue Spell
Give your weapon +3 attack this turn.

Mind-Numbing Poison {3}
Rogue Spell
Enemy spells cost {5} more next turn.

Sharpening Stone {0}
Warrior Spell
Give your weapon +1 attack.



Ambush {4}
Rogue Spell
Secret: When your opponent plays a minion, destroy it.

Abduct {4}
Rogue Spell
Secret: When a minion attacks your hero, put it into your hand.

Cheap Shot {4}
Rogue Spell
Secret: When your opponent plays a spell, counter it and put it into your hand.

Reconnoiter {4}
Rogue Spell
Secret: When your opponent draws more than one card on their turn, put a copy of each of them into your hand at the end of their turn.

Riposte {4}
Rogue Spell
Secret: When your hero is attacked, deal damage 3 damage to all enemies.

Smoke Bomb {4}
Rogue Spell
Secret: When a friendly minion takes lethal damage, prevent it and give it Stealth until your next turn.

Vanishing Powder {4}
Rogue Spell
Secret: After your hero takes damage, give it Stealth until your next turn.



C'Thuny Goonie {5}
Hunter/Paladin/Warrior Minion
Battlecry: Give a random minion in your hand all of the buffs your C'Thun gets wherever it is.
4/4

Carving Cultist {6}
Druid/Shaman/Rogue Minion
Battlecry: Summon a Jade Golem. Add its Attack and Health to your C'Thun's (wherever it is).
5/5

Kabal Cabalist {4}
Mage/Priest/Warlock Minion
Battlecry: If your C'Thun has at least 10 Attack, discover a card in your deck.
3/3



Nosy Reporter {3}
Neutral Minion
Battlecry: Look all enemy secrets and disable them until your next turn.
2/4
« Last Edit: January 16, 2017, 12:59:00 PM by Garryl »

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #16: January 16, 2017, 01:56:48 PM »
Crumbling Watcher {4}
Neutral Minion
After this minion attacks, destroy it.
7/7

Icy Watcher {4}
Neutral Minion
At the start of your turn, freeze this minion.
7/7

Crazed Watcher {4}
Neutral Minion
When this minion attacks an enemy, instead it attacks another random character.
7/7
Note: Same wording and effect as Misdirection. Unlike with Noggenfogger and the ogres, this guy can wind up attacking your own minions or your hero.



Noggenfogger's Elixir {5}
Priest Spell
Enemies' targets are determined randomly next turn.

Conjured Refreshment Table {4}
Mage Minion
At the start of your turn, restore 1 health to all other friendly characters and gain 1 Mana Crystal this turn only.
0/5

Looted Spellblade {3}
Warrior Weapon
Add your Spell Damage to this weapon's Attack.
3/2

Executioner's Axe {4}
Warrior Weapon
Destroy any already-damaged minion damaged by your hero.
2/2

Light-Forged Blade {3}
Paladin Weapon
Whenever a character is healed, gain +1 Attack.
2/3

Blood Knife {2}
Rogue Weapon
After attacking, restore health to your hero equal to the damage dealt.
2/2

Mangle {5}
Druid Spell
Give your hero +5 Attack this turn and 5 Armor. This turn, destroy any minion damaged by your hero.

Meltdown {6}
Mage Spell
Destroy an enemy minion. Deal 1 damage to all other enemies.

Takedown {4}
Hunter Spell
Deal 4 damage to a minion. If you have a Beast, destroy it instead.

Mend Pet {2}
Hunter Spell
Restore all friendly Beasts to full health.
« Last Edit: January 20, 2017, 11:56:09 AM by Garryl »

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #17: February 06, 2017, 05:57:34 PM »
For MTG, inspired by the new Improvise mechanic. Zero mana for an artifact with no abilities. Aside from not dying to creature removal, it's a worse Ornithopter. I'm curious, though, if there's enough support for artifact synergy around, especially in the new set, for it to still be playable.

Mox Trinket {0}
Artifact
What a useless hunk of junk.

Offline Amechra

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Re: 1001 TCG Card Ideas
« Reply #18: February 18, 2017, 01:58:07 PM »
For MTG, inspired by the new Improvise mechanic. Zero mana for an artifact with no abilities. Aside from not dying to creature removal, it's a worse Ornithopter. I'm curious, though, if there's enough support for artifact synergy around, especially in the new set, for it to still be playable.

Mox Trinket {0}
Artifact
What a useless hunk of junk.

It's a weaker Darksteel Relic. On the other hand, Mox Trinket builds your Affinity count and your Metalcraft count, so it's not useless.

I don't think it's playable, to be honest.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Garryl

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Re: 1001 TCG Card Ideas
« Reply #19: February 24, 2017, 07:20:37 PM »
Kazakus's Mixology {2}
Mage/Priest/Warlock Spell
If your deck has no duplicates, create a custom spell. Otherwise, add a random potion to your hand.

Aya Blackpaw's Carvings {3}
Druid/Rogue/Shaman Spell
Summon a Jade Golem and give it "Deathrattle: Summon a Jade Golem."

Don Han'Cho's Motivational Speech {3}
Hunter/Paladin/Warrior Spell
Give a random minion in your hand +5/+5.

Junkyard Dive {4}
Rogue Spell
Fill your hand with random Spare Parts.