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Fuzzy Necromancer

PostPosted: Wed Aug 02, 2006 12:13 am


These are my creations. The two new regions are Ludge and Fareal. I welcome balance and flavor comments, so long as they are constructive criticism and not thinly veiled (or totally unveiled) insults.


Ludge is the kingdom of junk, a place that overlaps a bit with nearly every region around. When Tryn outgrows a peice of clothing, when Poad's leftovers go bad, when Greka burns another pair of gloves, they all wind up here. The people of ludge are generally a hodge-podge of other regions, come here along with the other trash, so there are few pure Ludge magi. The ludge are noted by their ability to use junk in the making of new things or just drawing strength from it, and can even reanimate fallen dream creatures as pale shadows known as Dredges.

Lost Treasure Amalgam
Ludge Dream Creature
3
Effect-Strength of Junk: When you play lost treasure amalgam, add one energy to it for every relic in your discard pile, to a maximum of seven energy added.
Every shard of glass, every rusted scrap, every broken toy.

Forgotten Dream Amalgam
Ludge Dream Creature
3
Effect-Strength of Memories: When you play forgotten dream amalgam, add one energy to it for every dream creature in your(each?) discard pile, to a maximum of seven energy added.
Every imagining lost, every hyren slain, every wish unfulfilled.

Archaic Magic Amalgam
Ludge Dream Creature
3
Effect-Strength of Aracane: When you play archaic magic amalgam, add one energy to it for every spell in your(each?) discard pile, to a maximum of seven energy added.
Every enchantment broken, every scroll crumbled, every power faded.

I'm not sure if its overpowering or not to have them trigger for each card, or if it's overpowering now.


Greybone Whistle
Ludge Relic
2
Power-Dredge: (1) dredge any dream creature (put a creature into play under your control from any discard pile with one energy. It has no region and loses all effects and powers (put the energy on the text box to remind you)).
The shrill percing notes call back lost memories and dispersed animite quickly but not fondly.
(Is this better, or should I add an activation cost?)


Greybone Flask
Ludge Relic
0
Power-Dredge: discard greybone flask, drudge a creature (put a creature into play under your control from your discard pile with one energy. It has no region and loses all effects and powers (put the energy on the text box to remind you)).

Fruits of Decay
Ludge Spell
3
Add four energy to any ludge creature or dredged creature.
To rot is to reclaim life from death.


Serious balance advice wanted.
Greybone Summoning
Ludge Spell
X (X+1? X-1? X+2? 5?)
Dredge a creature from any discard pile, where X is the starting energy of the creature. (put a creature into play under your control from your discard pile with one energy. It has no region and loses all effects and powers (put the energy on the text box to remind you)).
Then estore that creature to its starting energy.
Animite, animate, anime, drink the dust of withered kine, dead forgotten without home, serve me and rise from this loam.
-Ludge Incantation



Serious balance advice wanted.
Greybone Reanimation
Ludge Spell
X+1 (X+2? X? 4? 6?)
Dredge a creature from your discard pile, where X is the starting energy of the creature. It regains its effects, but does not recover powers or regions.(put a creature into play under your control from your discard pile with its starting energy. It has no region and loses all powers (put the energy on the text box or turn the creature upside-down to remind you)).
Then restore that creature to its starting energy.
Dreamers forget, but the dream always remembers itself.


Hordoth
Ludge Dream Creature
5
Effect: Caustic Meltdown- If hordoth attacks and is defeated, discard one energy from each non-ludge, non-bograth, non-core creature controlled by the opponent.
Ludge shadow magi may play Hordoth.
Insert weak pun, bland quote, or vaguely evocative statement here.


Greybone Arboll
4
Power-Dredge: 1 dredge a creature from your discard pile.
Power-Unlife Channel: 2,Discard Greybone Arboll to add 4 energy to any dredge.


Uncanny Totem
Ludge Relic
3
Effect-Shadestrong: whenever you dredge a creature, add one energy to that creature.

Rzatt
Ludge Dream Creature
1
Effect-Disease: whenever rzatt discards energy from a creature in an attack, roll a die at the end of turn. On a two, three, or four, or five, discard one additional energy from the creature. On a six, discard that creature from play.
Does this look infected?
-Tony



Greybone Hyren
Ludge Dream Creature
7
Power-Dredge Reanimation 5 (X?,X+1?): dredge one creature in your discard pile. Then Restore it to its starting energy.
"The Greybone Keens"
-A ludgite way of saying "oh bugger, not again."




Llock
Ludge Magi/Kybar's Teeth Magi
9, 6
Starting: Moga Pup, Lost Treasure Amalgum, Greybone Flask
Power-recycle: choose three relics in your discard pile. Put one into play, and the other two on the bottom of your deck. Llock must pay for each point of energy above 3 in the relic's cost.
He made me a television out of a cracked climbing staff and a rusty spoon, and he can't even pronounce "television!"
-Tony




Fareal
I don't fully know about the fareal region itself. It's a surreal place, with natural laws and time-space that undulate chaotically, and every part of the landscape is changing into something else. Not sure if I should assign it to the home planet, somewhere beyond the stars or in between space, or some nebulous realm "above arderial and beneath the underneath".
The fareal creatures are bizzare and amorphous, fantastic and alien in form and function. Some of them seem to shift and alter as you look at them, some instead warp and distort the world around them.
The magi of fareal are just as strange. Possible because of the world around them, they are all "eccentric" at best and "stark raving loonies" at worst. Their bodies are as aberrant as their minds, some have nests of thin tentacles for hair, too few fingers or too many eyes. Most simply look like their parents made out at a chernobyl drive-through, but a few blur or erase the line between person and thing.
All things from fareal are dramatic and hard to control. Random elements, distortion of time and probability, feature strongly in fareal things.
I'm considering making only certain cards of the region playable by other magi, a la core.

Erratic Energy
Fareal Spell
3
Roll a 6-sided die.
6-Add 1 energy to each of your fareal creatures
3,4,5-Add 4 energy to one fareal creature.
1,2-Choose and add 2 energy to one of your opponent's creatures.
Submerge? A mere footbath. Enrich? A paltry mudmath. This is REAL healing!


Wrig
Fareal Creature
1
Effect-global synthesia: Choose two regions other than core and universal. All text that checks for the first region instead checks for the second region. All text that checks for the second region instead checks for the first one.
If green became blue and blue became green, would we ever truly know the difference? Well, yeah, I guess so.
...smart-aleck.
-Unnamed mystic in conversation with Tony.


Balance help wanted
Unknowable Force
Fareal Spell
4 (3? 5? 2?)
Roll a 6-sided die.
1-discard one energy from each of your creatures
2-add one energy to each creature in play (your creatures and the creatures of other players).
3- Roll a 6-sided die and add that much energy to any creature
4-Roll a 6-sided die and discard that much energy from any creature
5-search your deck for a relic and put it into play without paying a cost.
6- Add five energy to your magi and draw three cards.

Talisman of improbability
Fareal Relic
0
Effect-exaggerate: whenever you roll a 6-sided die, flip a coin. If heads, reduce the roll by 1. If tails, increase it by one.
"What are the odds of that happening?"


Utter Pyramid
Fareal Relic
0
Effect-distorted tryptic: choose three regions other than universal and core. All instances of the first region in card text are replaced with the second region, all instances of the second region in text are replaced with the third region, and all instances of the third region are replaced with the first region.
Looking at the pyramid, your reflection is always on the bottom side.


K'gloth
Fareal Dream Creature
4
Power-2 unpredictable ray: choose a creature, and roll a 6-sided die.
6-Discard that creature
2-5-discard two energy from that creature
1-add that creature's starting energy to it, or add three energy to it, whichever is more.
What doesn't kill you...might do anything.


Vial of Chaos
Fareal Relic
0
Power-Discharge: roll a 6-sided die and discard flask of chaos.
1-Discard one energy from your magi
2-discard a card from your hand
3 exchange the top card of your library with the bottom card of it.
4-shuffle your deck
5-add three energy to your magi
6-draw two cards
A corked bottle of who-knows-what.

Balanced?
Ayemeer
(Picture resembles an eyeball with a tentacle-tail and five smaller eyeballs around it.)
Fareal Dream Creature
1
Power-Fivesight: Look at the top five cards of your deck, and put them back in any order.
Like forsight, but a sight better.
or
Oracles can merely see the future. Ayemeers touch it.

Balanced?
Arklebrand
Fareal Magi
13: 6
Starting: Erratic Energy, Ayemeer, Vial of Chaos
Effect-Artiphobia: At the end of your turn, roll a six sided die. If you get a one, discard all relics you control.
Power-Entropic Bolt 3: choose a creature and roll a six-sided die. Discard that much energy from the creature.
"Why are you looking at me like that? STOP IT! You're in league with Them aren't you? DIE DIE DIE DIE DIE!"
-Arklebrand's conversation with a baloo root.


More later.
PostPosted: Wed Aug 02, 2006 2:33 am


Ludge almost sounds like it could be universal if needed. . .
Hmm. . .I like the way they work, but starting the creatures at 4 may be a bit rough, perhaps 2 or 3 would balance it out, or adding a limit to the amount of energy, 8 maybe?

Ah, about the whistle, it almost seems like it's power has two names. . .
Perhaps it could be re worded to be
Effect: Power-dredging note- Your magi gains the power "Dredge (2) Choose a creature in any discard pile ,put that creature into play under your control with one energy. It has no region and loses all effects and powers (put the energy on the text box to remind you).

Keep the cards coming, I'm interested in this other region you speak of as well.

Glacian
Crew

Aged Architect


Trunnk

PostPosted: Wed Aug 02, 2006 8:39 am


yes cap limits, I've seen 100+ carded decks that would be some Major energy gainer...
PostPosted: Wed Aug 02, 2006 7:16 pm


Fixed the Amalgums, added some new stuff.

Fuzzy Necromancer


Fuzzy Necromancer

PostPosted: Wed Aug 02, 2006 11:49 pm


Added some more Ludge and the Fareal region.
PostPosted: Sun Aug 06, 2006 5:47 am


Maddening Misdirection
4
Farreal Spell
You may play this spell during an opponent's powers, spells, and relics phase.
Whenever a creature attacks this turn, roll a 6 sided die. On a 4, 5, or 6, you may choose to have it attack another creature instead. (you still cannot make it attack a creature controlled by the same magi).
"There should be a psychology of feet, for do we not think with our toes and walk with our brains?
What do you mean, 'not really'?!"
-Farreal Philosopher


Fumious Bandersnatch
3
Farreal Dream Creature
Effect-Fume: When fumious bandersnatch attacks a player, roll 1d6.
6: roll a six-sided die and add that much energy to fumious bandersnatch
3-5: add 2 energy to fumious bandersnatch
1,2: discard 2 energy from fumious bandersnatch

Wandering Bandersnatch
4
Farreal Dream Creature
Effect-Charge: Whenever wandering bandersnatch attacks a creature add one energy to it before energy is removed.
Effect-Tear Boundries: when a bandersnatch attacks an arderial or underneath creature, add one energy to it before energy is removed. (this is in addition to the energy added by Charge)

Unergize
4
Farreal Spell
Return target creature to its owner's hand.

Brainfry
1
Farreal Spell
Target player discards a card at random. If that card was a dream creature, discard two energy from that player's magi.
"I think, therefore -FRZP!"

Vorqua
14:6
Farreal Magi
Starting: Erratic Energy, K'gloth
Effect-Alien Hunger: at the end of your turn, if Vorqua hasn't used Swallow Whole, discard 1 energy from her.
Power-Swallow Whole: Use this power only if the opposing magi has no creatures in play. Defeat the opposing magi and add half its starting energy to Vorqua.
"Agh! She's eating my arm! SHE'S EATING MY ARM!"-Tony
"That just means she likes you."-Arklebrand

Fuzzy Necromancer


Fuzzy Necromancer

PostPosted: Sun Aug 06, 2006 6:08 am


Night of the Living Dreams
7
Ludge Spell
Dredge up to seven creatures from your discard pile, then shuffle all dream creatures from your discard pile into your deck.
Afterwards, you may search your deck for a spell called "Dawn of the Dredge" and put it on top of your deck.

Scroll of Forgotten Lore
0
Ludge Relic
Power-Recall: (3) put up to two spells from your discard pile on top of your deck. Discard scroll of forgotten lore. You may not use this power on the turn that Scroll of Forgotten Lore was put into play.

Geurilla Recycling
1
Ludge Spell
Choose three relics in target player's discard pile. That player shuffles two of them into his/her/its deck. Put the remaining one into play under your control.
One magi's trash is another magi's treasure.

Rite of the Ghouls
3
Ludge Spell
Dredge up to three creatures from target player's discard pile. (put up to three creatures into play under your control from an opponent's discard pile with one energy. It has no region and loses all effects and powers (put the energy on the text box to remind you)).
"Three dead dreams on a dead magi's chest,
We're too sloshed to make the words rhyme"
-Ludge Drinking Song


Edited Rzatt and wording of Dredge spells and powers.


Dawn of the Dredge
5
Ludge Spell
Dredge up to 2 creatures from any player's discard pile, then add 1 energy to each dredge in play.
Afterwards, you may search your deck for a spell titled "Day of the Dread", and put it on top of your deck.

Day of the Dread
6
Ludge Spell
You may dredge one creature from your discard pile.
You may search your deck for a spell named "Night of the Living Dreams" and put it on top of your deck.
Until your next turn, whenever a non-dredge creature is discarded from play, dredge that creature under your control.

Compost Conflagration
3
Ludge Spell
Choose up to four cards in your discard pile. This discards one energy from any non-cald creature for each card you chose. Afterwards, shuffle them into your library.

Renewal of Arcana
2
Ludge Spell
Shuffle all spell cards from target player's discard pile into his or her library, then draw a card. Afterwards, put Renewal of Arcana on the bottom of your library.

Thirst for Life
5
Ludge Spell
Choose a non-dredge creature and a dredge. Roll a six-sided die, then move that much energy from the first creature to the dredge.
Dredge shadow magi may play Thirst for Life.
Live is Wasted on the Living
-Inscription found on ancient tomb. The doors appear to open only from the inside.


Rust Quor
3
Ludge Dream Creature
Power-Artifact Lifeweb: 2, Discard Rust Quor: choose three relics in your discard pile. Your opponent picks one of them to put on top of your library, one to put on the bottom of your library, and one to put into play under your control.


Deathshead Korrit
3
Ludge Dream Creature/Underneath Dream creature.
Energize (2)
Effect-Compost: Before your energize step, take two cards from your discard pile and put them at the bottom of your library. If you can't, return deathshead korrit to your hand.
This effective decomposer grows rapidly and can undream itself until nutrients become available again.

Ghoulish Gum-Gum
2
Ludge Dream Creature/Underneath Dream Creature
Effect-Phosphoresence: Ghoulish Gum Gum can attack while burrowed.
Power-Dredge: (1) dredge one creature from your discard pile.

Deathshead Balamant
4
Ludge Dream Creature
Effect-Charge: when deathshead balamant attacks, add one energy to it before energy is removed.
Effect-Rise from the Grave: if deathshead balamant is not a dredge and is defeated in attack, dredge it during your next Play Creatures step.
The deathshead balamant has an exposed skull so there's less to shed later on.

Necrotic Balm
0
Ludge Relic
Power-Revitalize: (1) restore one dredge to its starting energy. Discard Necrotic Balm.
"I think I'm going to be sick"
-Tony


Shadow Interchange
1
Ludge Spell
Choose two creatures in your discard pile. Dredge one, and put the other on top of your library.

Greybone Dagger
0
Ludge Relic
Power-Infectious Stab (2): discard one energy from target creature. At the end of your turn, if it has been discarded, you may dredge it.

Necromantic Council
3
Ludge Spell
Look at the top X cards of your library, where X is the number of dream creatures in your discard pile, then put them back in any order.
Afterwards, draw a card.

Bwisp
2
Ludge Dream Creature
Effect: Consume Life
Whenever Bwisp attacks a naroom, paraydwyn, weave creature, move one energy to bwisp before energy is discarded.
Fertilizer sometimes lets plants grow, but always the nightsoil reclaims the plant.

Deathshead Weebo
2
Power-Revitalize: (2) restore target dredge to its starting energy
Power-Dredge: (1) dredge a creature from your discard pile
"It should go without saying that you don't eat mushrooms with a skull and crossbones on them."
-Wence, Naroom Adventurer



Rain of Refuse
4
As an additional cost to play Rain of Refuse, Shuffle five cards from your discard pile into your deck.
Add one energy to each ludge creature and dredge. Discard one energy from all non-ludge, non-dredge, non-bograth creatures.
"Eeewww!"
-Tryn
PostPosted: Tue Aug 08, 2006 9:51 am


Wandering Bandersnatch
4
Farreal Dream Creature
Effect-Charge: when bandersnatch attacks, add one energy to it before energy is removed.
Effect-Tear Boundries: when a bandersnatch attacks an arderial or underneath creature, add two energy to it before energy is removed.

On the Baldersnatch. . .
Unlees it gains three energy when it attacks an arderial or underneath creature, you might want to change it to something like what I typed below. Since WB is essentially a clone of Bhatar, intent wise, aside from it favoring two regions instead of one, perhaps it would be best to format his text to match Bhatar.

Charge- Whenever Baldersnatch attack a creature that is not Underneath or Arderial, add one energy to it before energy is removed.

Tear Boundries- When Wandering Baldersnatch attacks an Arderial or Underneath creature, add two additional energy to it before energy is removed.

Just a little technicallity. . .

Glacian
Crew

Aged Architect


Fuzzy Necromancer

PostPosted: Wed Aug 09, 2006 5:33 pm


Thank you.
Fixed.
PostPosted: Sat Sep 30, 2006 2:50 am


As of right now, I have nothing constructive to add, but I have to say I am very impressed with the Ludge region. It sounds like something that would fit into MND. It's like the "Dirty Jobs" of the moonlands.

dragoon1013


Fuzzy Necromancer

PostPosted: Sun Oct 01, 2006 8:19 pm


Thank you. ^__^

What does "MND" stand for? >.>
PostPosted: Mon Oct 02, 2006 5:24 pm


Magi-Nation Duel *grin* The game you play wink

As to the regions, I think they'r pretty inventive, not bad at all.

Shrikesong
Crew


Mister Insignificant

PostPosted: Sat Oct 07, 2006 3:08 pm


I love the Ludge idea. It's fantastic. I really think the regions of Magi Nation need one such as that. It's very original.
PostPosted: Mon Oct 09, 2006 6:45 pm


Ryjakul, Ludge Magi/Underneath Magi
13
Energize: 6
Starting: Ghoulish Gum-Gum, Burrow
Power-Limited Dredge: Dredge any ludge or underneath creature from any discard pile.
And I sez, "you're swimming in it!" Haw haw! -Ryjackul
"Ew"-Tony

Fuzzy Necromancer


Fuzzy Necromancer

PostPosted: Tue Oct 10, 2006 6:46 pm


Amalgam of Walking Dread
Ludge Dream Creature
4
Effect-Strength of Bleached Dreams: When you play amalgam of the walking dread, ad one energy to it for every dredge creature in play, to a maximum of nine energy.


Amalgam Amalgam
Ludge Dream Creature
5
Effect-Strength of Amalgams: when amalgam amalgam comes into play, add one energy to it for each amalgum, to a maximum of five extra energy.
Power-Dredge: 1 dredge a creature from your discard pile.
This creature dreamed by the ludge department of redundancy department, ludge dreaming branch.


Hungry Ghoul
Ludge Dream Creature
4
Effect-devour death: when a hungry ghoul attacks a player's creature or magi, you may pick up to three cards in that player's discard pile and put them on the bottom of that player's deck. For each card that's a dream creature, add one energy to hungry ghoul at the end of combat.

Necromancer Ghoul
Ludge Dream Creature
5
Power-Necrotic breath 3: choose a player, and pick three dream creatures in that players discard pile. You may dredge up to two of them and put the rest on the bottom of their deck. For each card put on the bottom of the deck, the chosen magi loses one energy.


The Invocation of Obliteration Undone
Ludge Spell
6
Your opponent looks through your discard pile and choses a spell, a relic, and a creature. Return the relic play under your control, return the creature to play with four energy, and and return the spell to your hand. You look for a creature, a relic, and a spell in your discard pile. Return the creature to play with three energy, return the relic to play, and return the spell to your hand. Then shuffle the rest of your discard pile into your deck. Look through each opponent's discard pile and pick a creature, a relic, and a spell. Return the spells to their owners hands, dredge the creatures under their owner's control, and return the relics to play under their owner's control.
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