Welcome to Gaia! ::

Reply Official Magi-Nation Guild
Custom Card Designs Goto Page: 1 2 3 ... 4 ... 13 14 15 16 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Swordoath Omega
Crew

PostPosted: Wed Apr 27, 2005 1:16 pm


You know you've made them. So let's see 'em! Post your personal card creations here.

I made these cards up in conjunction with a fanfic that I was going to write. The fanfic never got going, but I might pick it up again.
-------

Blackshell Advocate
Underneath Shadow Magi - Alternate Radget

Starting Energy: 14
Energize: 5
Starting Cards: Blackshell Parmalag, Core Grag

(Radget stands in the center of the image with her back to the viewer. Her head is tilted over her shoulder, and her eyes glow a deep purple. Her skin is the sickly olive that Ogar's was on her original card, and her arms are wrapped in the Shadow Magi bandages. Her left hand is raised in a menacing fashion, its fingers nearly curled into a fist, but left open a little.)

Effect - Affinity: Blackshell Advocate ignores regional penalties and restrictions when playing Parmalags.

Power - Plate Armor (2): Choose any one Core Parmalag in play. The chosen Parmalag loses no energy in attacks this turn. At the end of your turn, discard that Parmalag from play or discard two cards from your hand.

"Stop pretending. You already know why, and there's nothing you can say to change it."

---

Blackshell Parmalag
Core Dream Creature
Starting Energy/Cost: 4

Effect - Essence Leak: While Blackshell Parmalag is in play, all Parmalags in play are considered Core instead of their original region.

Power - Solidify: Discard two energy from your Magi. Blackshell Parmalag cannot attack or be attacked until the beginning of your next turn.

"We've already won, you fools. Even the creatures are changing sides." -Radget, Blackshell Advocate

---

A'Jacks
Underneath Magi

(A'Jacks looks like an Underneath version of Mr. Clean. He has no hair, his hands are at his waist and a gold earring glints in the light of a nearby cave opening. Get it? "A'Jacks" ... Ajax Cleanser! xp Since he's Underneath, his eyes are squinty and he has thick blue fungal eyebrows, but the resemblance is still there.)

Starting Energy: 11
Energize: 6
Starting Cards: Athik, Crystal Lascinth, Cleansing

Effect - Cleanup: Once per turn, when a Core Creature is defeated in an attack, add two energy to A'Jacks. If the Creature that defeated the Core Creature is a starting card for A'Jacks, also add one energy to it.

"A'Jacks can handle even the toughest grime that the Core can muster." -Fossik, Underkeeper

-------
The Shadow Radget and Parmalag have been going around in my mind for a while. Both were first made up on the Insiider forums for an old card contest. I won ... first or second, I can't remember.
PostPosted: Wed Apr 27, 2005 1:37 pm


Sure, I'll toss up a few of mine. These three are based off a character I created for the Insiider RPG.

Alia - 13
Arderial Magi
ENERGIZE: 5
STARTING: Thermal Blast, Alaban Gloves (Alia's Bow)
Effect - Kinship: Alia ignores Regional Penalties and Restrictions when playing Cald Spells.
Effect - Animite Allergy: Alia cannot play creatures. This effect cannot be cancelled.

Sorceress Alia - 11
Arderial/Cald Magi - Alternate
ENERGIZE: 4
STARTING: Tradewinds, Thermal Blast, Magma Armor (Alia's Bow)
Effect - Magical Affinity: Spells Alia plays cost one less energy to play, to a minimum of one.
Effect - Animite Allergy: Alia cannot play creatures. This effect cannot be cancelled.
Arderial FT: "Even the coolest breeze can become a scalding torch."
Cald FT: "She has her mother's grace and her father's fire." -- Barak, Warlord

Alia's Bow - 3
Arderial/Cald Relic
Power - Thunder Arrow: (2) Discard an Arderial Card from your hand. Choose a creature in play. Discard energy from the chosen creature equal to the number of cards in your hand. if your Magi is Alia, opposing cards cannot modify this energy loss.
Effect - Furnace Arrow: Whenever your magi is attacked directly, you may discard a Cald card from your hand. If you do, discard energy from the attacking creature equal to the amount of energy on your magi, before energy is removed. If your magi is not Alia, you may only use this effect once per turn.
STARTING: Alia

I also made a bunch of wasperines for the remaining regions. Most of them get better if your Magi is Woot!

Diving Wasperine - 3
Arderial/Naroom Dream Creature
Effect - Blitz: If your Magi is Arderial or Naroom, you may play Diving Wasperine at the beginning of your attack step. If you do, choose a creature. Discard three energy from the chosen creature. If your Magi is Woot!, discard the chosen creature from play, instead.
Naroom Shadow and Arderial Shadow Magi may play Diving Wasperine.
Naroom FT: "Diving like a Wasperine" -- Naroomi expression for "Death from above"
Arderial FT: Strong enough for a Cawh, but made for a Magi.

Marsh Wasperine - 3
Bograth/Naroom Creature
Effect - Grind: If your Magi is Naroom or Bograth, you may play Marsh Wasperine at the beginning of your Attack Step. If you do, add one energy to it for each of your Bograth or Naroom creatures in play, whichever is greater. If your Magi is Woot!, instead add one energy to Marsh Wasperine for each of your Bograth and each of your Naroom creatures in play. Marsh Wasperine must attack this turn.
Effect: Whenever Marsh Wasperine attacks, discard it from play at the end of your Attack Step.
Naroom Shadow Magi may play Marsh Wasperine.

Magma Wasperine - 3
Cald/Naroom Dream Creature - Volcanic
Effect: Magma Wasperine cannot be frozen.
Effect - Explode: If your Magi is Cald, Cald Shadow, Naroom, or Naroom Shadow, you may play Magma Wasperine at the beginning of your attack step. If you do, roll a die. Choose a number of creatures equal to the die roll and discard one energy from each of them. If your magi is Woot!, then discard energy equal to the die roll from each of those creatures instead. Discard an additional energy from any Arctic creature affected this way.
Naroom Shadow and Cald Shadow Magi may play Magma Wasperine

Desert Wasperine - 8
d'Resh, Naroom Dream Creature - Illusion
Effect - Manifest: As one of your cards is attacked, before Energy is removed, if your Magi is Naroom, d'Resh, or Core, you may play one copy of Desert Wasperine from your hand, paying all costs. Desert Wasperine then attacks the opposing creature.
Effect: As you play Desert Wasperine, reduce it's cost by four. Desert Wasperine is not considered to be in play when checking to see if your Magi is defeated, and it cannot attack Magi directly.
Naroom Shadow and d'Resh Shadow magi may play Desert Wasperine.

Gravel Wasperine - 3
Naroom/Kybars Teeth Dream Creature
Effect - Tackle: If your Magi is Naroom, Naroom Shadow, Kybar's Teeth, or Kybar's Teeth Shadow, you may play Gravel Wasperine at the beginning of your attack step. If you do, choose a creature. Reduce that creature to it's Starting Energy. If your Magi is Woot!, add energy to him equal to the energy discarded this way.
Effect - Invulnerability: Your Wasperines lose one less energy in attacks.
Naroom Shadow and Kybar's Teeth Shadow Magi may play Gravel Wasperine.

Amphibious Wasperine - 3
Naroom/Orothe Dream Creature
Effect - Deluge: If your Magi is Naroom or Orothe, you may play Amphibious Wasperine at the beginning of your attack step. If you do, Amphibious Wasperine can and must atack magi directly this turn.
Effect - Greedy: Whenever Amphibious Wasperine attacks a Magi directly, before energy is removed, you may choose a Relic controlled by that player. If you do, gain control of that Relic. If your Magi is not Woot!, or is not Core, discard Amphibious Wasperine from play.
Naroom Shadow and Orothe Shadow Magi may play Amphibious Wasperine.

Jungle Wasperine - 3
Naroom/Paradwyn Dream Creature - Jungle Stalker
Effect - Pounce: If your Magi is Naroom or Paradwyn, you may play Jungle Wasperine at the beginning of your attack step. If you do, choose an opposing creature. That creature is Stalked. If your Magi is Woot!, all other creatures that share a region or creature type with the chosen creature are also stalked. Whenever a Stalked creature is attacked, discard one energy from it before energy is removed. Creatures stalked in this way remain stalked until they are discarded from play.
Naroom Shadow Magi may play Jungle Wasperine

Tunnel Wasperine - 4
Naroom/Underneath Dream Creature
Effect - Erupt: As one of your cards is attacked, if your Magi is Naroom, Underneath, or Core, you may play one copy of Tunnel Wasperine from your hand, paying all costs. If you do, the opposing creature attacks Tunnel Wasperine instead. Tunnel Wasperine cannot be burrowed until end of turn.
Effect - Burrow: Tunnel Wasperine is burrowed. It loses no more than two energy per turn from attacks and opposing Spells and Powers, and it cannot attack.
When you play Tunnel Wasperine, add two energy to it if your Magi is Woot!.
Naroom Shadow and Underneath Shadow Magi may play Tunnel Wasperine.

Blade Wasperine - 3
Naroom/Weave Dream Creature
Effect - Ambush: If your Magi is Naroom or Weave, you may play Blade Wasperine at the beginning of your attack step. if you do, until end of turn, Blade Wasperine removes energy immediately, before energy is removed.
Effect - Weave: Whenever one of your Wasperines is in an attack, you may move one energy between it and one of your other Wasperines.
Naroom Shadow and Weave Shadow Magi may play Blade Wasperine.

I made a few others, but I'm not going to post them all at once.

Technomagus


n0thus1

PostPosted: Fri Apr 29, 2005 5:26 am


Name: Nothus ( biggrin )
SE 14
Energize 6

Power1: Big Ol Hammer- (8E) choose an oposing creature. Remove 6 energy from the creature. If the Creature has 7 energy or less before energy is removed discard it instead.

Power2: Big Ol Armor- Nothus Looses 2 less energy when attacked directly.

Flavor text: He may not be too bright but you dont need to be when you can scare most things away.
-Wence The Wanderer
PostPosted: Fri Apr 29, 2005 5:34 am


n0thus1
Name: Nothus ( biggrin )
SE 14
Energize 6

Power1: Big Ol Hammer- (8E) choose an oposing creature. Remove 6 energy from the creature. If the Creature has 7 energy or less before energy is removed discard it instead.

Power2: Big Ol Armor- Nothus Looses 2 less energy when attacked directly.

Flavor text: He may not be too bright but you dont need to be when you can scare most things away.
-Wence The Wanderer

Kybars teeth Magi
starting cards- Nothus's Hammer, Brave Moga

n0thus1


n0thus1

PostPosted: Fri Apr 29, 2005 5:48 am


Brave Moga
Kybars Teeth Dream Creature
SE-7

Power- Fearless charge-(1E) Brave Moga looses 4 less energy the next time it attacks.

Effect- Fearless Reactions- When Brave Moga is attacked the attacking creature looses 1 energy before energy is removed.

Flavor text- You could throw a boulder at the thing and It wouldn't move.
-T'lok
PostPosted: Fri Apr 29, 2005 6:15 am


Nothus's Hammer
Kybars teeth Relic

Effect -Choose a creature. Attach Nothus's Hammer to that Creature for 3 turns when you play it. After those three turns, if the creature hasn't been discarded attach Nothus's Hammer to another creature. If you have no other Creatures in play discard it.

Effect- Role a dice at the begining of your turn.
1-2) All oposing creatures must attack the chosen creature.
3-4) Archanons- The chosen Creature removes 4 additional energy when it attacks an opposing creature.
5-6) Derival- The chosen Creature cannot be attacked this turn.

Only one copy of Nothus's Hammer may be in play.

n0thus1


n0thus1

PostPosted: Fri Apr 29, 2005 6:19 am


n0thus1
Nothus's Hammer
Kybars teeth Relic

Effect -Choose a creature. Attach Nothus's Hammer to that Creature for 3 turns when you play it. After those three turns, if the creature hasn't been discarded attach Nothus's Hammer to another creature. If you have no other Creatures in play discard it.

Effect- Role a dice at the begining of your turn.
1-2) All oposing creatures must attack the chosen creature.
3-4) Archanons- The chosen Creature removes 4 additional energy when it attacks an opposing creature.
5-6) Derival- The chosen Creature cannot be attacked this turn.

Only one copy of Nothus's Hammer may be in play.


Flavor text- If you say it wrong, everone Laughs. Hahahahaha
-Jagt
PostPosted: Fri Apr 29, 2005 6:41 am


Hm... what could I have created? Oh yeah, more Hyren. xp

Wave Hyren
Orothe
SE: (6)
Power (6) Riptide: Choose any two creatures in play. Remove energy equal to half of their current energy, rounded down. Discard Wave Hyren from play.

Even the most violent waves shatter on the rocks.
Yeah, but I bet those rocks feel it.
Yerthe and Kolt


Soil Hyren
Underneath
SE: ( cool
Effect: Burrow: While Soil Hyren is in play, it is burrowed. It cannot lose more than two energy per turn, and cannot attack.
Power: Erupt: Discard any Underneath card from your hand. Soil Hyren can attack this turn, losing energy as if he was burrowed.

Impossible! No-one can defeat the "Spade Master!"

-Gogor, Celebrated Hero


Fireball Hyren
Cald
SE: (4)
Power: Explode: (5) Discard five energy from all creatures in play. Discard Fireball Hyren.

Run!

Barak to Tryn

Scarlet Jile
Captain


Kain Odius

PostPosted: Sat Apr 30, 2005 2:35 pm


[ Message temporarily off-line ]
PostPosted: Sat Apr 30, 2005 6:04 pm


The hilarity!

By the way, since I don't feel like going back to change that post, the Soil Hyren's SE is 8. Not sunglasses-man. xd


Artemis
Universal Magi:
Starting Energy: 16
Energize: 5

Starting cards: Baby Hyren, Artemis' Bow.

Effect: Woo: If the opposing Magi is female, increase Artemis' energize rate by two for the remainder of the game.

Effect: Sparkle: If the opposing Magi is male, decrease that Magi's energize by one for the remainder of the game. Decrease it by two if that Magi is Core.

Effect: Soft-spot: If the opposing Magi is female, that Magi cannot be targeted by spells/powers/or effects.

He's probably weak.

You're just--

Shush.

Yaki and Pruitt



Artemis' Bow:

Effect: Animite String: (3) Choose any one opposing creature in play. Reduce that creature to it's starting energy.

Giant eebit, huh? No problem.

-Artemis

Scarlet Jile
Captain


Technomagus

PostPosted: Mon May 02, 2005 12:04 am


I decided to drop in a few more card designs before going to bed. These are all Magi I created. Let me know what you think.

Myte - 10
Underneath Magi
ENERGIZE: 7
STARTING: Digging Goggles, Tunnel Hyren, Crushing Fungus
Myte may only play Underneath and Universal cards.
Effect - Dig In: Your Burrowed Creatures may not be discarded from play while they have energy.
Effect: Your spells and powers may not add energy to your Burrowed Creatures.
You want me? Come and get me.

Krun - 12
Kybar's Teeth Magi
ENERGIZE: 6
STARTING: Climbing Staff, Kybar's Gift, Sandstone Hyren
Krun can only play Kybar's Teeth and Universal cards.
Effect - Invulnerability: Krun loses two less energy from opposing cards.
Effect - Thick Headed: Non-creature cards cost Krun one additional energy to play.
Power - Fight Back: (1) Until the end of your next turn, whenever Krun is attacked, remove energy in the attack as though he were a creature. You may not use Fight Back during your next turn.
"I'm king of the mountain. Think you can dethrone me?"

Kryme - 11
Core Magi
ENERGIZE: 8
STARTING: Entomb, Wudge, Shadow Cloak
Kryme may only play Core and Universal cards.
Effect - Inspiring Purity: Magi may not play Non-Universal cards not of their own Region.
Power - Through Corruption: (X) Choose a creature in play that is not of it's magi's Region. X is equal to that Creature's Starting Energy. Gain control of that creature. It becomes Core instead of it's original Region. Restore that Creature to it's starting energy. It may not attack this turn.
"Being well-traveled means nothing to me. You only give me more pets to play with."

Flare - 14
Cald Magi
ENERGIZE: 5
STARTING: Abraxin's Crown, Intensify
Flare may only play Cald and Universal cards.
Power - Incinerate: (7) Choose a Creature or Magi in play. Roll three dice. Discard that much energy from the chosen Creature or Magi. Opposing cards may not alter the energy removed by Incinerate.
"I can stand the heat. Can you?"

Zephyr, Fallen Warrior - 10
Arderial Magi - Shadow Tracker
STARTING: Ayebaw, Crushing Winds, Shryque
ENERGIZE: 0
Zephyr can only play Arderial, Core, and Universal cards, but ignores regional restrictions and penalties. Zephyr cannot be in a Magi Stack with Core Magi. Zephyr's Powers and Effects cannot be cancelled.
Effect - Animite Absorbtion: Whenever one of Zephyr's creatures is discarded from play, permanently increase his Energize by 1.
Effect - Consume Darkness: Whenever a Core creature is discarded from play, add one energy to Zephyr.
The Core took away everything I had. And I will get it back, piece by piece, by any means necessary.

I forgot to mention: Sorceress Alia should have "Effect: Alia may not play spells or use powers that search players' hands or decks for cards." I accidentially posted an earlier version of her before.
PostPosted: Mon May 02, 2005 7:15 pm


I am amused by your thick-headed 'Teeth Magi. Also, the name "Kryme". xd

Scarlet Jile
Captain


Smithium

PostPosted: Tue May 03, 2005 12:01 am


Technomagus
I decided to drop in a few more card designs before going to bed. These are all Magi I created. Let me know what you think.

Myte - 10
Underneath Magi
ENERGIZE: 7
STARTING: Digging Goggles, Tunnel Hyren, Crushing Fungus
Myte may only play Underneath and Universal cards.
Effect - Dig In: Your Burrowed Creatures may not be discarded from play while they have energy.
Effect: Your spells and powers may not add energy to your Burrowed Creatures.
You want me? Come and get me..


THIS Magi would ROCK! Almost as hard as Myka!

BTW, If you're an insiider person, I am Albino_wolfos. (I think I've asked you this already, but I never saw your response)
PostPosted: Tue May 03, 2005 12:06 am


KappaKaeru
Technomagus
I decided to drop in a few more card designs before going to bed. These are all Magi I created. Let me know what you think.

Myte - 10
Underneath Magi
ENERGIZE: 7
STARTING: Digging Goggles, Tunnel Hyren, Crushing Fungus
Myte may only play Underneath and Universal cards.
Effect - Dig In: Your Burrowed Creatures may not be discarded from play while they have energy.
Effect: Your spells and powers may not add energy to your Burrowed Creatures.
You want me? Come and get me..


THIS Magi would ROCK (Almost as hard as Myka!). (S)He would be so perfect in my Underneath deck!

Smithium


Technomagus

PostPosted: Tue May 03, 2005 9:08 am


In case anyone is wondering, here are the genders of my Magi:

Alia - Female
Flare - Female
Kryme - Female
Krun - Male
Myte - Male
Zephyr - Male
Reply
Official Magi-Nation Guild

Goto Page: 1 2 3 ... 4 ... 13 14 15 16 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum