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glurman
11-18-2006, 05:48 PM
My idea for cards would be five legendary equipment cards, one for each color. To offset the power I added a mechanic (*).

Caldabord- 10
Legendary Artifact- Equipment
Equipped creature gets +5/+5, first strike, and trample
Whenever equipped creature taps, put one skill counter on Caldabord and it deals 7 damage to you
Whenever a creature dealt damage by equipped creature is put into a graveyard from play, Caldabord does 7 damage to that creature's controller
At the beginning of your upkeep, you gain 7 life for each skill counter on Caldabord
(1): equipped creature gets +2/+2 and vigilance until end of turn

(*)W (The mana cost and any equip costs for this artifact must be payed with only white mana of equipped creature gets +1/+1 instead of the above abilities)

Equip: Tap 3 creatures and 5 lands. They do not untap during your next untap step



Rhogomiyas- 10
Legendary Artifact- Equipment
Equipped creature has "Whenever this creature deals combat damage, put 2 skill counters on Rhogomiyas"
Equipped creature gets +1/+1 for each skill counter on Rhogomiyas
(3), Sacrifice a creature: put 2 skill counters on Rhogomiyas. You skip your next untap step.
-Remove three skill counters from Rhogomiyas, choose one:
Return target permanent to owner's hand
(U)(U): Draw three cards
(3): Take an extra turn after this one

(*)U (The mana cost and any equip costs for this artifact must be paid with all blue mana or equipped creature gets +1/+1 instead of the above abilities)

Equip: Tap three permanents you control, you skip your next untap phase



Darkblade- (13)
Legendary Artifact- Equipment
When Darkblade comes into play, it deals damage to you equal to either 10 or the number of swamps you conrol.
Equipped creature gets -5/-5
Whenever equipped creature deals combat damage to a creature, that creature taps and gets 5 disease counters. (During creature's controller's untap step, remove a disease counter from that creature. Any creature with a disease counter on it does not untap during it's controller's untap phase)
Whenever equipped creature deals combat damage to an opponent, that player loses half their life total, rounded down and gets two disease counters, and each subsequent turn they get an additional disease counter.
Any player with a disease counter skips his or her untap phase unless they pay (3) for each disease counter on them.
At the beginning of your upkeep, you may return X cards from your graveyard to your hand, where X is equal to the number of disease counters on target player
(*)B (The mana cost and any equip costs for this artifact must be paid with only black mana or equipped creature get +1/+1 instead of the above abilities)

Equip: Sacrifice 3 creatures and 2 lands, pay (5)



Fralgareth- 10
Legendary Artifact- Equipment
Fralgareth has protection from all colors, artifacts, sorceries, and instants.
Equipped creature has protection from all colors, artifacts, sorceries, and instants your opponent casts
Equipped creature has "(T): Destroy target permanent"
(1): Equipped creature gets +3/+3 until end of turn
Whenever equipped creature deals combat damage, destroy all creatures blocking or blocked by equiipped creature

(*)R (The mana cost and any equip costs for this artifact must be paid with only red mana or equipped creature gets +1/+1 instead of the above abilities)

Equip: Skip your next turn, then your next untap step


Gretorix- 12
Legendary Artifact- Equipment
Equipped creature cannot be equipped by more than two equipments
Equipped creature cannot be the target of spells or abilities your opponent controls and has -3/+5, trample, and double-strike
(10), (T): Gretorix becomes a two-handed weapon (it counts as two equipment)
When equipped creature is equipped by two equipment named Gretorix, equipped creature gets +13/+5 and has "Whenever equipped creature deals combat damage, put a +3/+3 counter on it" and protection from non-targeted spells and all colors

(*)G (The mana cost and any equip costs fro this artifact must be paid with only green mana or equipped creature gets +1/+1 instead of the above abilities)

Equip: (10), Tap all creatures you control, sacrifice a creature

And there was no real inspiration for these cards, other than the counters and Umezawa's Jitte. I just thought of what each color did best (White= life gain, vigilance, Blue= card drawing and time manipulation, Black= graveyard digging and plagues and such, Red= chaos, land destruction, etc, and Green= humongous creatures and trample) and added some complimentary abilities (White- damage link to opponent, Blue- bigger creature, Black- opponent can't untap, Red- unresolvability, and Green- vampiric gain) with some drawbacks that don't normally go with the color.

Also, they DO fit on a standard card. Remember split cards from Kamigawa? Of course you do. Now imagine the card being split VERTICALLY. The art on the left, text on the right. Fits just fine (have tried this)

Dunjohn
11-18-2006, 06:30 PM
All of these cards are trying to do far too much. The red one, for example, is the only one that'll even come close to fitting on one card. Good cards don't do everything. That's what good decks do. I can't figure out from reading them what the exact inspiration of each card is, but you'd need to home in on that and trim out all the superflous abilities.

Azorim
11-22-2006, 05:13 PM
Artifacts are colorless. You could reword it so that you have to pay the certain color in adition to the cards mana cost to get the same effect you're trying to get, while keeping the artifact colorless.

glurman
11-23-2006, 09:35 AM
I could leave them colorless and then just have the star mechanic to take care of it! (*)

DukeDevlin
12-15-2006, 03:57 PM
you could change these to auras. with the exception of equip ability, there's not much else an artifact can offer than an enchantment can't. i made these a bit less broken and also tried to veer it away from "crap rare" potential...

Caldabord- WWW
Legendary Enchantment - Aura
Equipped creature gets +0/+5, first strike, and defender.
Whenever enchanted creature blocks, you may put a Skill Counter on Caldabord.
W, Remove a Skill Counter: Gain 2 life.

Rhogomiyas- UUU
Legendary Enchantment - Aura
Equipped creature has "Whenever this creature deals combat damage, put a Skill counters on Rhogomiyas"
U, Remove 2 Skill Counters: Draw two cards.
UU: Enchanted creature cannot be the target of spells or abilities.

Darkblade- BB
Legendary Enchantment- Aura
Enchanted creature gets -2/-2.
BB: Enchant Darkblade to target creature.
If Darkblade goes to the graveyard from play, lose 2 life.

Fralgareth- RRRR
Legendary Enchantment- Aura
Enchanted creature has haste, double strike, and provoke.
While enchanted creature attacks, you may pay R. If you do, target creature cannot block this turn.

Gretorix- GGGGG
Legendary Enchantment - Aura
Enchanted creature gets +3/+3 and has trample.
Discard a card: Enchanted creature gets +1/+1 and becomes the color of your choice until end of turn.


---

I changed a lot of the cards...because they didn't go with the color wheel...
green is mainly about raw power (gaining protection from colors is really a "white" thing), black is about death and destruction, white is about protection and absoluteness, red is about chaotic power (so protection from colors is really out of touch)...

Hope you don't mind...think these are more usable imo and plus...who likes reading a paragraph of text? :D

glurman
12-15-2006, 08:02 PM
Hey, text is what makes MTG great.... remember Chaos Moon?

"At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of its normal type."

Now that's text!

But yeah that is a good idea. Yours are less broken.