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Yugi999
07-12-2006, 02:09 PM
Fire Warrior
5, RRR
Creature-Legendary Human Warrior
8/6
Haste
When Fire Warrior deals combat damage to a player, that player discards a card from his or her hand randomly.
Tap this card, sacrafice any number of red creatures: Fire Warrior deals damage equal to the number of red creatures sacraficed to target creature or player.
Pay R every turn. If you cannot, Fire Warrior gets -1/-1.
If Fire warrior's Power is reduced to 4 or less, sacrafice it.

Water Warrior
5, UUU
Creature-Legendary Elf Warrior
7/7
Vigilance
When Water Warrior deals combat damage to a player, that player sacrafices a permanent of his choice.
Pay UU: Target creature with power 3 or less gains vigilance until end of turn.
Sacrafice Water Warrior, pay 3 life: Deal 7 damage to target red creature.
Water Warrior cannot be ressurected from the graveyard.

Wind Warrior
5, WWW
Creature-Legendary Bird Warrior
8/6
Flying
When Wind Warrior deals combat damage to a player, choose one: That player loses an additional amount of Life equal to half the damage that Wind Warrior just dealt, or remove two instants in that player's graveyard from the game. If you use this effect, Wind Warrior cannot attack, block, or activate an ability next turn.
If wind warrior blocks, it gets -0/-1.
When Wind Warrior comes into play, your opponent's Green creatures are unblockable until your next upkeep.
I'll post more later...

Additional Comment:
Explosive little dude
0196572569823658715, RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
1/1
Creature-Legendary Freaky dude
Pay RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR, sacrafice explosive little dude: Explosive little dude deals 920173468348756910873456902806875632801 damage to target creature or player.

Collosal Giant
18719034658714608346871435871634819875615789134024 756874236, GGGGG
100/100
Creature-Thing
Flying, Haste, Vigilance, Trample, Bloodthirst 6000, Protection from everything, Double Strike, First Strike
0: Collosal Giant deals 20 damage to target player.

Articuno9
07-12-2006, 03:41 PM
lol, just fyi- elves belong with green not blue

Additional Comment:

Green creatures can attack you directly the turn that Wind Warrior comes into play.

should be- "when ~ comes into play, your opponent's green creatures are unblockable until your next upkeep"-it sounds more like original text this way

Yugi999
08-30-2006, 07:02 AM
Yeah, true, it sounds a little too yugioh-ish. fixing.

Dunjohn
09-03-2006, 01:01 PM
Fire Warrior
5, RRR
Legendary Creature - Human Warrior
8/6
Haste
When Fire Warrior deals combat damage to a player, that player discards a card from his or her hand at random.
Tap, Sacrifice X red creatures: Fire Warrior deals X damage to target creature or player.
At the beginning of each player's upkeep, put a -1/-1 counter on Fire Warrior unless you pay R.
When Fire Warrior's power is 4 or less, sacrifice it.

Water Warrior
5, UUU
Legendary Creature - Elf Warrior
7/7
Vigilance
When Water Warrior deals combat damage to a player, that player sacrafices a permanent.
UU: Target creature with power 3 or less gains vigilance until end of turn.
Pay 3 life, sacrafice Water Warrior: Deal 7 damage to target red creature.
Water Warrior cannot be put from your graveyard to anywhere.

Wind Warrior
5, WWW
Legendary Creature - Legendary Bird Warrior
8/6
Flying
When Wind Warrior deals combat damage to a player, choose one: That player loses life equal to half of that damage, rounded down, or remove two instants in that player's graveyard from the game. If you do, Wind Warrior cannot block and loses it's abilities until the beginning of your next turn.
Whenever Wind Warrior blocks, it gets -0/-1 until end of turn.
When Wind Warrior comes into play, green creatures your opponents control are unblockable until the beginning of your next turn.

I tidied their wording up a bit to be closer to Magic's style, mainly to get a clearer picture of what they do...

They're kind-of random. Their abilities seem to have no synergy at all. Even as a cycle they don't make sense. Some of them hose other colours, some don't. Some of them have activated abilities, some don't. The only things tying them together are their combat-damage triggers, but even those don't make a lot of sense.

The blue one is way out of it's colour. Not only is the Elf creature type green, but vigilence is white, permanent-sacrificing and life-payment are black, direct damage is red and I'm not even sure what that graveyard thing is, but it's not something blue would be interested in (it sounds kinda green). 8/6 is a very un-blue p/t as well. I actually can't see anything blue about this card, but every other colour somehow got in there.

The red one: forcing another player to discard at random is a black ability. Even so, when you have an eight-power hasted creature attacking them, how would making them discard a card help you? Everything else is red, but there's still too much of it going on for the card to be useful.

The white one: I had trouble rewording this guy (keep in mind, once a creature attacks, it's not likely to be attacking next turn anyway). It doesn't have any activated abilities, so I just humbled him (removed his text box). There's not a lot to remove, though, and since the only thing that's relevant by then is his blocking drawback, but he can't block anyway, why is that even there? Adding on extra damage is not a white ability, it's something black, red or occasionally green do. Removing a specific card type from an opponent's graveyard is also something white's not interested in doing. Also, why does it grant your opponent's green creatures a bonus? There doesn't seem to be any logic behind that.

don577
09-09-2006, 01:10 PM
um yeah a blue elf??? but it is create a card so i guess you can

Azorim
11-12-2006, 05:37 PM
Blue Elves FTW!!!