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#honestly having vehicles be cards with no mana cost but instead have a crew cost could be really neat
dravidious · 5 months
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You're more amazing than noodles
That, my good friend, is a matter of taste.
Anyway, vehicle crew costs are too low so I made big ones
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The vast majority of crew costs are 3 or less. I'm pretty sure the reason why crew costs are so low is because a vehicle would have to be really good to justify a high crew cost, but making a vehicle significantly stronger than its mana cost would normally allow probably causes gameplay problems or something idk, so vehicles typically end up in a middle zone where they have low crew costs and are somewhat stronger than their mana cost would allow.
My way of making higher crew costs was to add enters-the-battlefield effects to the vehicles; by giving them extra value outside of their use as a creature, it justifies giving the creature part a worse cost-benefit ratio. Thus, a high crew cost for a creature that's only somewhat stronger than its mana cost would allow.
Honestly giving a vehicle a high crew cost is also dangerous just because the player might be totally unable to pay it. Especially since by spending mana and a card playing a vehicle, they DIDN'T get to spend that on a real creature. That's why I stuck to crew 4-5. Except for the Excavator Dreadnought, where I just went all-out.
#asks#custom cards#low crew costs are fine i guess#forcing you to tap even just 1 creature can be significant#and if you try to use 1/1 tokens to trivialize the crew cost? crew 2 and crew 3 force you to invest a decent amount of power#but god damn i want some WEIGHT in my games#related: i like reloading with gunlance in monster hunter#a hefty cost makes the payoff feel more satisfying#it's not even about getting a big payoff#a big 7/7 trample haste Thundersteel Colossus with crew 2 just. feels wrong#so give that colossus a noncreature ability and pump up that crew cost! give crewing that thing some WEIGHT!#ironically i didn't make an actual literal dreadnought boat#speaking of literal dreadnoughts Consulate Dreadnought actually has a crew cost of 6!#but a mana cost of 1.#give me WEIGHT damn you!#honestly having vehicles be cards with no mana cost but instead have a crew cost could be really neat#but that's not what they are so having a low mana cost on a big damn creature feels wrong#oh yeah also ticket tokens#you know like. train tickets or plane tickets#inspired by that one SoNC train that crews itself with treasure tokens#i always spell that set name “cappena” but it's “capenna” which feels weird because it looks like “cape” but it's not pronounced like that#wait is it? i'm pretty sure but i don't actually know#anyway i don't actually like ticket tokens as an idea that much because cheating on costs is dumb and boring#like i said: a big cost gives weight to the payoff. cheating away the cost takes away the weight#WAIT FUCK I FORGOT TO MAKE THE TOKEN SACRIFICE ITSELF#lol whoops whatever
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inventors-fair · 4 years
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New Metal pt. 3
Gix, Servant of Yawgmoth by @misterstingyjack While he does interact with artifacts, this didn’t feel very artificer-y to me. Also, a very low mana cost for two reanimates with easily abusable conditions,
Nitya, Steward of Invention by @morbidlyqueerious I’ve made mention of a lot of designs not standing out from the crowd, but this is an example of a card trying to do too much. This card is an entire decks worth of engines all in one 3-mana creature. Also, all the buildup for going through the steps on this card just to… Maybe draw a few artifacts if you dump all your mana into it? A very confused entry that had a interesting ideas.
Vanrin, Monomaniacal Prodigy by @nine-effing-hells This is so disturbingly overpowered that I’m honestly in shock. Especially powerful is the ability to drop and equip multiple equipment for absolutely no mana is a great way to end games before they’ve begun.
Leko, Trinketeer Exemplar @partlycloudy-partlyfuckoff This is a really cool idea until you get to the “is a 1/1″ part. What vehicle would you want to do this with? 90% of the vehicles we have are just big beaters, and thanks to trigger timings, this can’t even trigger the effect of smugglers copter. Paying 2 to get a 1/1 tapped and attacking just isnt worth it.
Praxxite Sun-Smith by @ravenfez This is another really cool idea that is rather overcosted. Going through all the cards with charge counters, there’s nothing that really breaks if this was just a flat “Get an extra charge counter” effect without the mana cost. Really cool idea, just a flawed execution.
Avaati Vya, First Aetherficer by @reaperfromtheabyss This is really cool idea that unfortunately just didnt beat out it’s fellow entries. This is great work, keep it up.
Soul-Bind Bladesmith by @scavenger98 “Equipment you control are Living weapons” is a really cool idea that i’m very surprised we never got. I’m conflicted if this card would be better or worse if it cared about germs and did have that text instead. A cool design, nonetheless.
Ioza Gin, Memorializer by @shakeszx This came so very, very close to winning best legendary and best flavour. In fact, I have no issue saying that I’m giving you the silver medal in both categories. This is such a cool idea, the only drawbacks being is that I was unsure if the mana cost would be appropriate, and how easily you can abuse this with certain cards. This is an awesome design and you should be very, very proud if this.
Ecoforger by @snugz This is a nice, simple, great design, but I’m unsure of how potentially broken this is and how hard it would ramp. A really cool look at a rare green “Artifacts Matter” card that makes sense.
Ora, Armada Paragon by @socialpoison White’s take on a Chief Engineer is a cool idea, and making little dudes on an attack or crew is a great idea that supports it. A great little design that unfortunately got pushed to the back. Well done.
One more comments post will be coming before the end of the week. If you havn’t seen your entry yet, it’s likely because my method of recording all the entries results in sorting usernames Alphabetically.
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