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#so give that colossus a noncreature ability and pump up that crew cost! give crewing that thing some WEIGHT!
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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