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Posted: Sun Jun 17, 2007 2:00 am
It is pretty evident that Pokemon was an influencing factor when Magi-Nation was designed. Pokemon influenced a lot of things with it's widespread success and popularity. This is especially true for the gameboy game. Instead of storing pocket monsters in red and white balls, rings of animite are used to summon dream creatures from the dream plane.
Anyway, I was thinking that some pokemon could actually make decent dream creatures for magi-nation duel. Water pokemon could be Orothe dream creatures. Fire type pokemon could be Cald dream creatures. Grass type pokemon could be Naroom, Weave or even Paradwyn. Ice type could be Nar. Rock type could be Kybar's Teeth. Ground type could be Underneath. Dark/Evil type pokemon could be Core or Bograth. Flying type pokemon could be considered Arderial. And so on and so on.
I have not fully figured out how this would work. Like for Electric type pokemon. What region would a pikachu be for? Or a Denryu?
Anyway, the point of this thread is to design Dream Creature cards based on Pokemon for the Magi-Nation Duel game. Try to keep them true to source and, if possible, game balanced. Super powerful pokemon like Mewtwo might actually be better as magi or even like the unreleased Guardian cards.
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Posted: Sun Jun 17, 2007 2:09 am
Since I made this thread, I'll be the first to try my hand. This is but one possible version of what a pickachu card for MND might look like.
Pikachu 4 ???? Dream Creature
Power - Thunder Shock: 2 Choose an opposing creature and discard three energy from it. Discard twice as much energy if that creature is Orothe. Underneath Dream Creatures lose no energy from Thundershock.
"PikaCHUUUU-!!"
I'm wondering if it could be a Universal Dream Creature... Maybe a duel region Naroom/Arderial? I don't know...
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Posted: Sun Jun 17, 2007 3:59 pm
I dunno, I'd make Pikachu a Naroom dream creature. It's a rodent after all. Heck, it might even be in the the realm of a flying hinko where it's Arderial/Naroom *shrugs*
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Posted: Sun Jun 17, 2007 11:22 pm
Yeah, I was thinking it might be at least half Arderial because of the electrical blasts. It's kind of like a Xyx Elder or Shock Vashp that way. And I considered Naroom because while there is nothing really blatantly 'forest-y' about Pikachu, it seems to fit better than making Pikachu Underneath or Weave or Paradwyn.
I'm also having trouble categorizing fighting type pokemon like Mankey and Hitmonlee or Hitmonchan. Something like flame punch seems Cald, but ice punch seems Nar. Comet punch could be Arderial. Fighting in general could be any number of regions.
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Posted: Sat Jun 23, 2007 8:01 am
50% of Pokemon aren't cool enough to be in the Dream Plane... But Cards like Charizard, Mew, and Pika should be guest cards of.
As to the Pikachu region totally Arderial but there's always dual regional Surfing Pikachu...
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Posted: Sat Jun 23, 2007 8:03 am
you could always make a PikaXyx card
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Posted: Sun Jun 24, 2007 1:58 pm
Well, Pikachu simply has to be Arderial/Naroom. After all, in the GB games, you first find it in Viridian Forest.
My ideas:
Beedrill Naroom Dream Creature 6 Power: Twin Needle 2: Whenever a creature does combat with Beedrill and survives, it loses an extra energy in all attacks therafter.
Onix Kybar's Teeth/Underneath Dream Creature 5
Ninetales Cald Dream Creature 6 Power: Flamethrower X: Remoxe X energy from Ninetales. Remove energy from any number of targets, that totals X.
Dragonair Arderial Dream Creature (counts as a Hyren) 7 Effect: Weather Control Dragonair is immune to the effects of any cards that have 'rain', 'snow', 'hail' or other weather terms in it's name.
Gyarados Orothe Dream Creature (counts as a Hyren) 9 Power: Bite 3: Gyarados does 5 damage to target creature. Gyarados may not attack this turn. Power: Hyren Rage 5: Remove two energy from every creature in play. Remove an extra energy if they are not Orothe Dream Creatures.
Gardevoir Arderial Dream Creature 5 Power: Psywave 2: Remove energy from one creature equal to the number of Powers and Effects it has. Power: Teleport 0: Return Gardevoir to your hand. May only be activated during the first Powers, Spells and Relics Phase. It's energy is returned to your Magi.
How's that sound? (And yeah, that's my fave team.)
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Posted: Sun Jun 24, 2007 2:20 pm
nice cards, I would change your Gyro's power to say if your creature has attacked already this turn you can not use this power. Since there's 2 PRS phases
but great work
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Posted: Mon Jun 25, 2007 12:23 am
Those sounds like pretty good powers. Making Flamethrower like a thunderquake spell is kind of cool. I don't know about Onyx being only 5 energy, though.... that's a pretty big creature. I'd expect it to be like 8 energy. That's the size of a Tunnel Parmalag. It would also probably be invulnerable.
I was trying to think of a way to make the Rock Slide power used by Onyx. I was thinking of rolling a die. It misses if you roll a one, since that attack can miss. But I was not sure about what to make the other die rolls. I wanted it to be damaging but not broken. Right now it's something like:
Power - Rock Slide: (2) Roll a die. 1 = Power does nothing. 2-5 = Choose an opposing creature. Remove 4 energy from it. 6 = Choose two opposing creatures. Remove 3 energy from each.
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Posted: Mon Jun 25, 2007 5:48 am
Good points, both of you. But about the Onix. As far as Rock types go, it always got the short end of the stick. Considered an underpowered PokeMon in virtually all fields, it's never got the respect it deserves, including in the cards, and I guess that kind of rubbed off on me. (I mean, come on! The third or fourth Onix they released had 60 HP, and two attacks. Screech and Tackle?)
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Posted: Mon Jun 25, 2007 10:28 am
About the Gardevoir Since it's second power is basically Undream You'd have to reword it so that you can't add energy to your magi over it's starting energy. They errata'd all the undream cards to that style so it'd only be fair to do the same for Gardevoir
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Posted: Wed Jun 27, 2007 3:51 pm
tekkaman27 Those sounds like pretty good powers. Making Flamethrower like a thunderquake spell is kind of cool. I don't know about Onyx being only 5 energy, though.... that's a pretty big creature. I'd expect it to be like 8 energy. That's the size of a Tunnel Parmalag. It would also probably be invulnerable. I was trying to think of a way to make the Rock Slide power used by Onyx. I was thinking of rolling a die. It misses if you roll a one, since that attack can miss. But I was not sure about what to make the other die rolls. I wanted it to be damaging but not broken. Right now it's something like: Power - Rock Slide: (2) Roll a die. 1 = Power does nothing. 2-5 = Choose an opposing creature. Remove 4 energy from it. 6 = Choose two opposing creatures. Remove 3 energy from each. wow way powerful power.... 2 for 4, maybe if 6 and 1 were like discard this creature but man you could kick but with a 2 for 4 power like that...
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Posted: Sat Jul 21, 2007 2:41 am
Fosfur tekkaman27 I was trying to think of a way to make the Rock Slide power used by Onyx. I was thinking of rolling a die. It misses if you roll a one, since that attack can miss. But I was not sure about what to make the other die rolls. I wanted it to be damaging but not broken. Right now it's something like: Power - Rock Slide: (2) Roll a die. 1 = Power does nothing. 2-5 = Choose an opposing creature. Remove 4 energy from it. 6 = Choose two opposing creatures. Remove 3 energy from each. wow way powerful power.... 2 for 4, maybe if 6 and 1 were like discard this creature but man you could kick but with a 2 for 4 power like that... Oh, I don't know about that... It's not a garunteed 2 for 4. It has 1/6 chance of doing nothing. I originally made it do nothing for die rolls 1 and 2, but when I asked my friend his opinion was that 1/3 chance of spending energy for nothing was too risky. Also, Rockslide was an attack that could miss quite a bit but I don't think it missed THAT badly. Don't forget, Flame Rudwot is an official card that does 2 for 3 by itself, but with Scroll of Fire it does 2 for 4 garunteed (barring the protection of Arderial Guard Wings or something...). And with The Last Words, it does 2 for 5. Still, I could maybe change it to something like this: 1 = power does nothing 2 = choose an opposing creature. Remove 2 energy from it. 3 = choose an opposing creature. Remove 3 energy from it. 4 = choose an opposing creature. Remove 4 energy from it. 5 = choose two opposing creatures. Remove 2 energy from each. 6 = choose two opposing creatures. Remove 3 energy from each.
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Posted: Sat Jul 21, 2007 3:09 am
miquelet Good points, both of you. But about the Onix. As far as Rock types go, it always got the short end of the stick. Considered an underpowered PokeMon in virtually all fields, it's never got the respect it deserves, including in the cards, and I guess that kind of rubbed off on me. (I mean, come on! The third or fourth Onix they released had 60 HP, and two attacks. Screech and Tackle?) that kind of sucks for Onyx... it should be corrected! I like to take the TV anime into account as well. To me, it's a large creature made of rock so it's perfect for a Kybar's/Underneath creature and those tend to be big and tough. So make it large and invulnerable. smile
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Posted: Wed Aug 15, 2007 8:35 pm
I was thinking about how to do one of the heavy hitting powers that you can find on several fairly common pokemon as well as on TMs. Hyper Beam. Not sure which MND pokemon conversion should get it, though. Could be Gyrados, could be Mew, could be nearly any pokemon capable of learning it or using the TM. But I guess defining the power first is more important as you can't give something a power if you don't know it yet.
Power - Hyper Beam: (3) Use this power only before the attack step. This creature may not attack this turn. At the start of your next attack step, if this creature is still in play, choose an opposing creature. Remove 15 energy from that creature.
"HYPER BEEAAAM!"
I figured that 15 is a good number. It's damaging on the level of Gauntlets of Colossal Power or an Inferno Xyx.
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