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Wynn In Mtg (wip) (semi-daily Teasers)

Discussion in 'Your Work' started by creature, Dec 25, 2019.

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  1. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    [​IMG]

    a white prison effect is pretty common, lately they've been printed to target nonland permanents and to scry along with it, flash is flavorful for this one, so I added it in. Seems like a good card to me without too much complication.
    So, what's the one thing that Wynncraft misses?
    That's right, collectible cards. So I present to you:

    Wynncraft: The Cardboard Expanse.

    A hobby-project I'll be working on for the next few months. I aim to translate wynncraft into an MTG environment. (note: I have relatively little experience with MTG, but have played quite a bit on wynn.) This has been inspired by Sethblings serie in which he does this for mario franchise. I use magic set editor.
    If you don't know how Magic The Gathering works, feel free to keep reading but don't expect to understand it all.

    When designing alot of things that are ment to come together as a whole, it's important to have a main thing which ties them all together. So I decided to break down wynncraft into five different things gameplay wise:
    Items, Guilds, Mobs, Quests (& discoveries) and Development. I think I've personally spend more time on the forums than in game, but I don't think the forums can translate into very fun game design.

    Items are an easy base, equipments and auras are basically an item system already. So this chart is focused mostly around maximizing equipments.

    For guilds you have. Large numbers of dedicated players who try to take control of the battlefield. With guilds I want you to feel in power of the battlefield.

    When I say Mobs, I don't mean PvE necessarily, flavor wise you'll be the mobs fighting.
    But what's an overarching theme that makes the mobs you fight in wynncraft special? That's right, nothing in particular. They mostly die alot and some bosses have cool things that get used once. There are also dungeons. The mobs chart is mostly just good value with some gimmicks here and there. Also sacrificing your creatures.

    Quests are alot more difficult, but a quest down to its essentials is basically 'do a thing, get a reward.' So there's gonna be alot of payoff with a great endgame.

    Development is mostly about resource management and getting the right answers for the right thing.

    Based on these (and some more) characteristics and after studying the mechanical color pie, I'll be using the same wedges as Khans of Tharkir.
    Items W/B/R
    Quests U/R/G
    Mobs B/W/G
    Guilds R/U/W
    Development G/U/B

    Each wedge has one specific color combination that only exists in this wedge (B/R, R/G, W/G, W/U, U/B), which allows for cards that do very specific things to help the gameplan. each chart also has two color combinations which overlap with other charts, these two color combinations (B/G, R/G, W/U, U/R, W/B) will each have their own gameplan which overlaps with the two charts they're in.
    (e.g. B/G share the mobs and development chart, which are the two wedges that do the most with the graveyard, so B/G has good graveyard "stuff."

    Aside from the evergreen keywords, I'm (currently, these will most likely change.) using the following:

    Treasure tokens. (Since I'm creating a set that's based on three color wedges, I need alot of mana fixing. Khans of Tarkir did this by giving creatures set-wide the morph mechanic, allowing for something to do with colorless mana. In Wynncraft you get emeralds for alot of things, so I think treasure tokens with "T, sacrifice this artifact: add one mana of any color to your mana pool." are a great answer.

    Special Key(/ability)words (please give feedback if you want to):

    Swarming

    Items | Deck out
    Guilds | in control
    Mobs | Make Place
    Quests | Grows
    Development | Reconsider

    And two others who are tied to more aggressive and more defensive strategies:
    Swarming - Whenever you attack a player with more creatures than they control untapped creatures, something happens.
    [​IMG]
    Swarmed - If you get attacked by more creatures than you control untapped creatures, something happens.
    upload_2020-3-25_21-17-40.png


    Deck out -- Something happens when this creature becomes equipped for the first time each turn.
    One of the big downsides to equipment is the fact that it's so slow to play them. First you cast it, than you equip it. But can (most of the time) only be done at sorcery speed too. If You're stuck without a creature, the equipment becomes useless. That's also a big deal. So I decided on this mechanic to give a tiny sorcery effect whenever you equip something to make it feel like you're getting more value.
    Another thing I don't like about equipment is that they're often stuck to a single creature, with this mechanic I hope to incentivise giving the equipment a more active role with being shuffled around.
    [​IMG]
    When you have alot of equipment in play to get this big, you'll basically have a removal spell for an untapped creature every turn. (For the cost of being unable to use that equipment on other creatures during combat.)

    Keep in mind that it is possible to double block this. Your opponent can also just go in with an all out attack if they want to prevent this attack. There's also very little saving it from a simple burn spell.

    In control -- if you control three or more untapped lands, something happens.
    The combination of white, blue and red means that this wedge has the most acces to instants and sorceries, flavorwise the guilds wedge wants to be in control of the lands. Much to say about it, cool mechanic.

    [​IMG]A 2 mana 2/2 might not fit at uncommon, but a warrior hiding in the trees before a guild battle should be.

    There are also some cards that are quite powerful, but anti synergistic with keeping your mana open.
    [​IMG]
    (Blue green has a "play lands" subtheme. So this is most powerful in R/U/G.)
    Flavor-wise, this is a guild actively fighting over its lands.


    Make Place -- When CARDNAME enters the battlefield, sacrifice (number) other creatures, *something* for each creature sacrificed this way.

    This'll not be a very common keyword as mobs has a focus on swarming the opponent and Make Place directly counteracts that, it's a very direct statement to your opponent that says "I am ready for the endgame now."

    It's important to note that this is not a may ability, whenever a creature with make place comes down you have to sacrifice the number of creatures it asks you to sacrifice.
    As is the case with all things sacrifice, if you don't have enough to sacrifice it, it only sacrifices up to the amount you possibly can. This is why these cards will have a "for each creature sacrificed this way" part to go with the ability.
    [​IMG]
    This is what they call a wynn con.

    Later in the game having like four other creatures on the board isn't rare at all, especially in this chart. If you play this and, an opponent just loses 8 life on the spot. They're probably dead at that point. The 7/6 body is "just" a lovely little add-on.

    Grow(s) (number): Put (number) growth counter(s) on that permanent, then X becomes the number of growth counters on that permanent.
    Referencing the exponential growth you get in MMORPGs like wynn. This used to be level, but then I realised "Level Up" was already a keyword. Growing can have many different reasons to trigger and X can represent many different things. An incredible amount of design space and very flavorfull, I'm still unsure about how good it is for the game.
    [​IMG]
    Fun fact: This card was originally red, but it's gone through so much design change that it shifted to green.

    Reconsider (cost) (cost, exile this card from your hand: Put the top 3 cards of your library into your graveyard. Then put a card with a converted mana cost that’s up to one higher than this one from your graveyard into your hand.)

    The lovechild of dredge and transmute. Based around the idea of the developers redesigning certain aspects of the game, but also allows for the showing of points in the game where you, the player, have a choice. I think it'll make for some very interesting games despite it's tutoring nature. It's also quite a bunch of text. But once you know what 'reconsider' means, you don't have to read it again and again so it'll only be annoying like the first three times.

    [​IMG]
    Obviously referring to the hidden city quest. This is what I assume they'd do if the villager you lure away would've found the human city, thankfully the people of Eltom reconsidered although they were on high alert.
    (And in their reconsideration they got something from the graveyard or whatever... You should get the point.)

    I'm using the "human" creature type for alot of different creatures. So it should come up as relevant that this can't kill human creatures.

    I don't really know how I'd go about playtesting this, I have one friend who both likes MTG and wynn, so I'll probably do something with him.

    I've also got Tabletop Simulator and would like to make a mod for this, if anybody wants to playtest it with me through Tabletop Simulator (or something else ofc.) Hit me up.

    So, this is a shitload of work. How will I monetize it?

    I'm basically plagiarizing two different companies, WotC and Wynncraft. (Is wynncraft officially a company?) nevermind all of the beautiful art (that isn't mine), so asking money for this doesn't seem like the legal thing to do.

    I'll just put all of the cards up to download for free once I'm done with them. With a beatiful little footnote that says *NOT A REAL MAGIC CARD* on the bottom.
     

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    Last edited: Mar 30, 2020
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  2. Violet Knight

    Violet Knight Aspiring front-end developer HERO

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    Yes, please always ask the artist for permission if you want to use their art. Also please say what part of the card they made (so put "Art by BlizzardGale" instead of just the name).
    All the bosses, memorable NPCs, mythics, quest items, all those things. I don't know if historic events and locations can be made into MTG cards, maybe they can, my knowledge of MTG is very shallow / nonexistent.
    Sure! However I would like to say you don't need to keep it updated. If you make it for yourself, you'll have the most fun (that's how it is for me anyway).
    You can probably find a template if you google one and edit it with an image editor of your choice (I recommend paint dot net).
     
  3. Tekenen

    Tekenen Professional Loser VIP+

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    Imma be annoying sowy:

    For the imperial recruiter:
    Whenever CARDNAME blocks or becomes blocked, put a +1/+1 counter on all other creatures you control.

    For Escape:
    Draw three cards, then discard one card if you get Swarmed. Otherwise, draw a card.
    *Not sure about the Swarmed, could be: (You get swarmed if you are being attacked by more creatures than the amount of untapped creatures you control)
    But like, there are lots of creatures who can't block so it's not perfect, but otherwise the wording would be very off

    Really like this idea though! Would like to see more
     
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  4. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    I love the feedback. I also absolutely agree with Imperial Lookout here.

    I thought about something similar as well since you really won't cast it often when you're not being Swarmed. But I've found no precedent for any cards with an alternate effect being the first you read. (alternate cost, yes, but no alternate effects under a certain condition.)
    I believe it's also normal to give the condition for something to happen first.
    Like how
    [​IMG]
    Starts with "whenever a creature you control explores" [condition] and not with "put a +1/+1 counter on Wildgrowth Walker and you gain 3 life." [effect if condition is met.]

    Thus my reasoning for wording it the way I did.
    (Also, Draw three cards, than discard one card if you get Swarmed can be read as drawing three cards and only having to discard if you get Swarmed. But that'd make the otherwise very weird so that's a "meh" argument.)

    (I assume the wording that seems very off is about the having blockers part.)

    This took me legit over 2 hours, but I think I found a very elegant way both for getting Swarmed and Swarming yourself:
    "A player gets Swarmed when they get attacked by more creatures than they can declare blockers."

    This makes it much more multiplayer and other card interactions friendly. It's also not too long.
    Other than that, being able to declare blockers is much easier to differentiate between than having blockers. (Even thoughs it's +- the same thing.)
    [​IMG]

    Do you think that's a version with wording that isn't 'off'?
     
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  5. Tekenen

    Tekenen Professional Loser VIP+

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    First off, for sure it should be: draw three cards, then discard one card
    (like faithless looting)

    And for the first part, I got my idea from [Veil of Summer]. Which starts with an effect followed by a condition which has to be met. And then the otherwise clause like explore on for example [merfolk branchwalker]
     
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  6. creature

    creature Uncorrupt, so possibly serving Dern VIP

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    I'm the nononecromaster
     
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