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Broodingman87
01-01-2015, 03:46 PM
I got bored last night and made some Magic cards. Hope everyone likes.

12121

12122

12123

12124

Tzeentch's Dark Agent
01-01-2015, 04:05 PM
Those are pretty ace dude. :)

Loving the return of the God mechanic with the anti-wedge colours. :)

Tyrendian
01-01-2015, 04:50 PM
yup, nicely done, if a little underpowered considering the ridiculousness that is today's MTG...

Tzeentch's Dark Agent
01-01-2015, 04:52 PM
Soulfire Grand Master makes me very happy.

Darren Richardson
01-01-2015, 04:58 PM
yup, nicely done, if a little underpowered considering the ridiculousness that is today's MTG...

I agree, nicely done, but in todays game meta, most certainly underpowered.....

Broodingman87
01-01-2015, 05:42 PM
Thanks guys, I just tried to keep them simple, Khorne is just savage beating on a dude, I feel it's easier to make them underpowered and slowly raise the power. Thanks for the praise!

Tyrendian
01-01-2015, 06:36 PM
Khorne's ability is fine imo, the dude himself is just a bit expensive... and needs trample probably, 'cause who is he really gonna stop for...
the abilities of the others don't quite click for me though - they don't seem like just what that god would "do" to me...
Nurgle, that might work, but maybe extend it to all things cast from or with the help of your graveyard? really hard to word that properly short of just making it a huge list of things like flashback, buyback, unearth and so on and so forth... another idea for Uncle Nurgle would be Regeneration in some way or another, but that would probably be quite generic... I mean the black Mikaeus gives all your stuff Undying (comes back stronger when it dies), on quite a decent platform in and of itself, for much less mana than Nurgle costs now...
for Slaanesh I just don't see the connection... deception (through Morph) is more Tzeentch's forte... my first thought was tapping and untapping stuff - representing fits of extasy that either paralyze or energize the target. Maybe have it trigger off every spell you cast - tap one, untap another creature for each one? having it just be one of those would put that ability on the power level of a very humble 3 mana merfolk iirc...
and Tzeentch... hmmm... gotta be able to change targets of spells somehow methinks... maybe like Counterbalance where you have a chance to affect each and every spell cast, and if it succeds you may change the target/gain control of the permanent?

Broodingman87
01-01-2015, 07:43 PM
12126

Remade the card, I just don't feel comfortable with trample on a non-green creature though. No more rules, I'm out of room on the card.

Broodingman87
01-01-2015, 07:59 PM
Khorne's ability is fine imo, the dude himself is just a bit expensive... and needs trample probably, 'cause who is he really gonna stop for...
the abilities of the others don't quite click for me though - they don't seem like just what that god would "do" to me...
Nurgle, that might work, but maybe extend it to all things cast from or with the help of your graveyard? really hard to word that properly short of just making it a huge list of things like flashback, buyback, unearth and so on and so forth... another idea for Uncle Nurgle would be Regeneration in some way or another, but that would probably be quite generic... I mean the black Mikaeus gives all your stuff Undying (comes back stronger when it dies), on quite a decent platform in and of itself, for much less mana than Nurgle costs now...
for Slaanesh I just don't see the connection... deception (through Morph) is more Tzeentch's forte... my first thought was tapping and untapping stuff - representing fits of extasy that either paralyze or energize the target. Maybe have it trigger off every spell you cast - tap one, untap another creature for each one? having it just be one of those would put that ability on the power level of a very humble 3 mana merfolk iirc...
and Tzeentch... hmmm... gotta be able to change targets of spells somehow methinks... maybe like Counterbalance where you have a chance to affect each and every spell cast, and if it succeds you may change the target/gain control of the permanent?

What I tried to do is fit them into a tribe, I might have to make them Planeswalkers to show how they don't actually jump into fights themselves rather manipulate the outcomes to their liking.

Tzeentch screams blue red because Tzeentch likes sorcery and Izeet likes sorcery.

Nurgle screams black green because Nurgle likes rot, Golgari like rot.

Slaanesh is just hard to find colors for her.

Nite
01-02-2015, 10:38 AM
I think that Slaanesh is more jeskai (blue white red) and Tzeentch could be Temur (green blue red). Also - morphs are more fitting for God of Change don't you think? Nevertheless - really nice job with these! :)

Luddite
01-02-2015, 01:33 PM
Oooh...what a fun topic!

Here's my take on the Chaos powers.



Khorne The Blood God
1Red / 1Black / 7colourless
Legendary enchantment creature - god
9/9
Double strike, haste, indestructible.
As long as your devotion to red and black is less than nine, Khorne is not a creature.
During each combat phase any creature able to attack must do so.
For each creature placed into a graveyard, place a +1/+1 counter on Khorne.
TAP: Move any number of +1/+1 counters from Khorne to any other creatures.

Nurgle, The Plague God
1Black / 1Green / 7colourless
Legendary enchantment creature - god
8/10
Deathtouch, indestructible, swampwalk
As long as your devotion to black and green is less than eight, Nurgle is not a creature.
Sacrifice a creature: all creatures you control gain deathtouch until the end of the turn.
TAP: deal X damage to target creatures or players, where X is your devotion to black
TAP + 2 colourless: all creatures you control gain swampwalk until the end of the turn

Slaanesh, The Pleasure God
1White / 1Blue / 7colourless
Legendary enchantment creature - god
8/10
Flash, indestructible, lifelink
As long as your devotion to white and blue is less than seven, Slaanesh is not a creature.
3blue: Gain control of target creature this turn. That creature gains haste.
1colourless: Tap target creature.
TAP: Counter target creature spell.

Tzeentch, The Change God
1Black / 1Blue / 7colourless
Legendary enchantment creature - god
*/9 Tzeentch's Power is equal to your devotion to blue.
Flash, indestructible, protection from multicoloured
As long as your devotion to black and blue is less than ten, Tzeentch is not a creature.
Whenever a multicoloured spell is cast you gain 1 Life.
Sacrifice a creature you control. Gain X colourless mana, where X is the creature's casting cost.
1Black / 1Blue: Tzeentch gains flying until the end of the turn.
TAP + 2 blue: search your graveyard for any creature and put that creature directly into play tapped.
TAP + 2 black: target creature or player take 3 damage.

gerrit546
01-03-2015, 04:05 AM
I dearly hope this would not ever happen, the crossover, since that would mean two fairly expensive hobbies to maintain. They do look absolutely awesome though :)

Broodingman87
01-06-2015, 08:57 PM
I dearly hope this would not ever happen, the crossover, since that would mean two fairly expensive hobbies to maintain. They do look absolutely awesome though :)

I once thought of making a mini wargame with the simplicity of Magic (However, the Stack can get really complicated). The problem was that game types have two very different mechanics. My biggest complaint about mini wargaming is that the game takes forever. You can knock out a game of Magic in 5 minutes, where Warhammer takes 2 hours (even more it you want to sit and contemplate a move, look up a rule). Shoot even Warmachine is getting up there in model count as well.

helline9
01-08-2015, 01:49 PM
I agree a fun topic!

and here's my take on the Chaos powers, With their devotion as their Sacred numbers!



Khorne The Blood God
1 Black, 1 White, 1 Red, 5 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Black and Red is less than eight, Khorne is not a creature.
All your creatures have Trample and Lifelink.
Sacrifice your creature with the highest power to have target player gain an extra attack this turn, any creature able to attack must do so. (can only be used once per turn)

Nurgle, The Plague God
1 Black, 1 Green, 1 White, 4 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Black and Green is less than seven, Nurgle is not a creature.
All your creatures have Dredge (3) and Wither.
Sacrifice your creature with the highest power to give all creatures Persist till end of turn.

Slaanesh, The Pleasure God
1 Black, 1 Green, 1 Blue, 3 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Green and Blue is less than six, Slaanesh is not a creature.
All your creatures have Provoke and Double-strike.
Sacrifice your creature with the highest power to Detain a number of permanents equal to that creatures power.

Tzeentch, The Change God
1 Green, 1 Red, 1 Blue, 6 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Red and Blue is less than nine, Tzeentch is not a creature.
All your creatures gain Flash and Scry (3)
Sacrifice your creature with the highest power to make all your spells this turn have Storm.

Tyrendian
01-08-2015, 02:50 PM
I agree a fun topic!

and here's my take on the Chaos powers, With their devotion as their Sacred numbers!



Khorne The Blood God
1 Black, 1 White, 1 Red, 5 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Black and Red is less than eight, Khorne is not a creature.
All your creatures have Trample and Lifelink.
Sacrifice your creature with the highest power to have target player gain an extra attack this turn, any creature able to attack must do so. (can only be used once per turn)

Nurgle, The Plague God
1 Black, 1 Green, 1 White, 4 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Black and Green is less than seven, Nurgle is not a creature.
All your creatures have Dredge (3) and Wither.
Sacrifice your creature with the highest power to give all creatures Persist till end of turn.

Slaanesh, The Pleasure God
1 Black, 1 Green, 1 Blue, 3 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Green and Blue is less than six, Slaanesh is not a creature.
All your creatures have Provoke and Double-strike.
Sacrifice your creature with the highest power to Detain a number of permanents equal to that creatures power.

Tzeentch, The Change God
1 Green, 1 Red, 1 Blue, 6 Colourless
Legendary enchantment creature - God
*/* *power & toughness is equal to the number of your creatures. Indestructible
As long as your devotion to Red and Blue is less than nine, Tzeentch is not a creature.
All your creatures gain Flash and Scry (3)
Sacrifice your creature with the highest power to make all your spells this turn have Storm.

really like those - especially Tzeentch would get very ridiculous very fast :)
maybe make it so you can't sac the God itself into its abilities? or hell, just give them all "This can't be sacrificed" period... they accept sacrifices, not make them after all...
also, Dredge seems quite weak compared to the other abilities granted - or at least waaay more limited in the kind of deck that uses it... I'd have suggested Persist for that, but then what to use for its Sac ability? maaaybe Infect or is that too ridiculous?

helline9
01-08-2015, 10:52 PM
yer Tzeentch with a bunch of mana creatures (elves, birds etc) setting up early with scry and then having lots of spells with 'draw a card' as a extra effect &/or cascade and things would get silly very fast! 'Omg i sac a elf pfft whatever all my spells now have storm... YAY!!!' got heaps of mana, drawing heaps of cards so lets just cast half my deck...

and yer i was thinking; sacrifice a creature with the highest strength other than this god to....blar blar blar

Funny i would have thought it would have been the cheep cost and strong control from Slaanesh that people would have commented on first! Throw in some mana creatures for acceleration and some speed black (low cost, high strength) and boom, for the rest of the game you have the ability to manipulate any target-able PERMANENT on the board at the speed of an instant. All of your opponents artifacts, creatures and lands etc are now tied to your whim, and then when you attack because ALL your creatures have provoke you choose how he blocks, it's just cruel! I know it looks very blue/ white control in style but i just can't picture the purity of white (or reds rage) in the emotional malady that is Slaanesh.

Nurgle is the slow burn, the creeping death, the one that won't die. You set up using dredge (put stuff in the graveyard to start the chain then using dredge to keep a heavy graveyard) then get your stuff out of the bin but being that it's black/ green/ white you've got access to any graveyard recursion that you want. It's the wither + persist where it gets really interesting. With persist things come back into play unless they have a -1/-1 counter.... and wither puts -1/-1 counters on your opponents creatures, 'oh look at that my creatures come back into play and yours don't damn shame about that'. :P I probably did better with the design of the other gods but that was the theory. Maybe make him stronger with something like; all creatures gain persist (remember opponents creatures have -1/-1 counters from your wither) then destroy all creatures perhaps...? I thought infect was too strong but yer could go that way too.

Khorne is really expensive but gets really interesting in multiplayer if you can make yourself not be able to be attacked that turn (white 'fogs', CoP's etc). 'Oi you opponent A, yes you must attack this turn ...twice but you can't attack me! So sorry opponent B, my bad ...guess i just have to attack opponent A next turn (when he's tapped out) to make it up to you. :P' The trample is to make him hurt your opponent a bit more, the lifelink is to make up for his high casting cost (no green mana acceleration) and to compensate for damage if you want to for force your opponent to tap out.

note that their casting costs totals are their sacred number, in case you where wondering.

helline9
01-11-2015, 08:01 PM
I really want to make these cards now. but why stop there....

What would daemons be like? ...Greater daemons?
cultists? Possessed?
Soulgrinders? daemonprinces?
Daemonic Equipment? Spells?

Sounds awesome! :D

Tyrendian
01-12-2015, 12:54 PM
while we're at it we might as well throw Primarchs in the mix...

helline9
01-13-2015, 05:51 AM
i could do up a saint but i wouldn't know about Primarchs.... planeswalkers perhaps?

helline9
03-08-2015, 05:21 PM
Some other cards i had thought of ...
Daemons; can't be cast like other creatures they can only enter play via possession (with Bestow) or other means.

Some basic examples:
Khorne Bloodletter
(no casting cost, can't be cast). Uncommon (black/ red card)
Daemon -Mark of Chaos: Khorne
3/3
Bestow (1 Red, 1 Black, 1 White, 1 Colourless), Bloodthirst (1), Battlecry
If Khorne Bloodletter enters play other than via Bestow; Sacrifice 2 creatures and return a creature or artifact with the 'Mark of Chaos' from your graveyard to the bottom of your library.

Nurgle Plaguebearer
(no casting cost, can't be cast). Uncommon (black/ green card)
Daemon -Mark of Chaos: Nurgle
2/4
Bestow (1 Black, 1 Green, 1 White, 1 Colourless), Absorb(1), Reach
If Nurgle Plaguebearer enters play other than via Bestow; Sacrifice 2 creatures and return a creature with the 'Mark of Chaos' from the graveyard to your hand.

Slaanesh Daemonette
(no casting cost, can't be cast). Uncommon (green/ blue card)
Daemon -Mark of Chaos: Slaanesh
4/2
Bestow (1 Black, 1 Green, 1 Blue, 1 Colourless), Vigilance
Whenever Slaanesh Daemonette deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.
If Slaanesh Daemonette enters play other than via Bestow; Sacrifice 2 creatures and return a Enchantment or Planeswalker with the 'Mark of Chaos' from your graveyard to the bottom of your library.

Tzenntch Horror
(no casting cost, can't be cast). Uncommon (red/ blue card)
Daemon -Mark of Chaos: Tzenntch
2/2
Bestow (1 Red, 1 Black, 1 White, 1 Colourless), [Tap]: Tzenntch Horror inflicts one damage to two target creatures.
If Tzenntch Horror enters the graveyard from play put two 1/1 Red & Blue Horrors into play
If Tzenntch Horror enters play other than via Bestow; Sacrifice 2 creatures and return a Instant or Sorcery with the 'Mark of Chaos' from your graveyard to the bottom of your library.

Cultist cell
2 colourless mana. Uncommon
Sorcery. -'Mark of Chaos'.
Cultist cell is a Colourless spell.
put a 1/1 colourless Cultist into play, Populate.
Cultists have the ability; [Tap] 6 Cultists to put a creature with the 'Mark of Chaos' from your hand into play.

Cultist Horde
4 colourless mana. common
Sorcery. -'Mark of Chaos'.
Cultist cell is a Colourless spell.
put 3 1/1 colourless Cultists into play, Populate.
Cultists have the ability; [Tap] 6 Cultists to put a creature with the 'Mark of Chaos' from your hand into play.

Howls of the 'Blood God'
1 Red, 1 Black, 1 White, 1 Colourless. Common
Instant.
Convoke
Look at the top 8 cards of your library, If Khorne the Blood God is within them you may put it in your hand, you may put any remaining cards that have the 'Mark of Chaos' on top of your library in any order, the rest are put on the bottom of your library.

Blessings of 'Grandfather Nurgle'
1 Black, 1 Green, 1 White, 1 Colourless. Common
Instant.
Convoke
Look at the top 7 cards of your library, If Nurgle the Plague God is within them you may put it in your hand, you may put any remaining cards that have the 'Mark of Chaos' on top of your library in any order, the rest are put on the bottom of your library.

The song of 'She who Thirsts'
1 Black, 1 Green, 1 Blue, 1 Colourless. Common
Instant.
Convoke
Look at the top 6 cards of your library, If Slannesh the Passion God is within them you may put it in your hand, you may put any remaining cards that have the 'Mark of Chaos' on top of your library in any order, the rest are put on the bottom of your library.

Machinations of the 'Great Deceiver'
1 Red, 1 Black, 1 White, 1 Colourless. Common
Instant.
Convoke
Look at the top 9 cards of your library, If Tzenntch the Change God is within them you may put it in your hand, you may put any remaining cards that have the 'Mark of Chaos' on top of your library in any order, the rest are put on the bottom of your library.

helline9
03-10-2015, 10:42 PM
Bloodthirster
(No casting cost, can't be cast). Rare (Black/ Red/ White card)
Daemon -Mark of Chaos: Khorne
6/6
Bestow (1 Red, 1 Black, 1 White, 5 Colourless), Bloodthirst (1), Battlecry, Flying
If Bloodthirster enters play other than via Bestow; Sacrifice 2 creatures and return a creature or artifact with the 'Mark of Chaos' from your graveyard to the bottom of your library.
While Bloodthirster is in play each player must attack in their turn with a number of creatures equal to the number of Daemons with the Mark of Chaos: Khorne you have in play.

Great Unclean one
(No casting cost, can't be cast). Rare (Black/ Green/ White card)
Daemon -Mark of Chaos: Nurgle
4/8
Bestow (1 Black, 1 Green, 1 White, 4 Colourless), Absorb (1), Reach,
If Great Unclean one enters play other than via Bestow; Sacrifice 2 creatures and return a creature with the 'Mark of Chaos' from the graveyard to your hand.
While Great Unclean one is in play each player at the beginning of their turn must sacrifice a number of creatures equal to the number of Great Unclean ones you have in play.

Keeper of Secrets
(No casting cost, can't be cast). Rare (Black/ Green/ Blue card)
Daemon -Mark of Chaos: Slaanesh
6/4
Bestow (1 Black, 1 Green, 1 Blue, 3 Colourless), Vigilance
Whenever Keeper of Secrets deals any damage to a creature, flip a coin. If you win the flip, destroy that creature.
If Keeper of Secrets enters play other than via Bestow; Sacrifice 2 creatures and return a Enchantment or Planeswalker with the 'Mark of Chaos' from your graveyard to the bottom of your library.
When Keeper of Secrets attacks Detain a number of permanents equal to the number of Daemons with the Mark of Chaos: Slaanesh you have in play.

Lord of Change
(No casting cost, can't be cast). Rare (Red/ Black/ White card)
Daemon -Mark of Chaos: Tzenntch
4/4
Bestow (1 Red, 1 Black, 1 White, 6 Colourless), [Tap]: Lord of Change deals 1 damage to all creatures you don't control, Flying.
If Lord of Change enters play other than via Bestow; Sacrifice 2 creatures and return an Instant or Sorcery with the 'Mark of Chaos' from your graveyard to the bottom of your library.
While lord of Change is in play whenever a card with the Mark of Chaos: Tzenntch is played you draw a card.

Artifacts

Collar of Khorne
1 Red, 1 Black. Common
Artefact- Equipment.
Equip (0): attach to a creature you control with Mark of Chaos: Khorne.
Equipped creature gains Hexproof and Rampage (1)

Plague knife
1 Black, 1 Green. Common
Artefact- Equipment.
Equip (1): attach to a creature you control with Mark of Chaos: Nurgle.
Equipped creature has: (1) remove a -1/ -1 token from this creature to put a 1/2 Black and Green Nurgling token into play under your control. These Nurglings count as Daemons with the Mark of Chaos: Nurgle

Lash of Submission
1 Green, 1 Blue. Common
Artefact- Equipment.
Equip (0): attach to a creature you control with Mark of Chaos: Slaanesh.
Equipped creature gains Haste and; when this creature does combat damage to an opponent that opponent discard a card at random.

Staff of Change
1 Red, 1 Black. Common
Artefact- Equipment.
Equip (1): attach to a creature you control with Mark of Chaos: Tzeentch.
Equipped creature has Extort and [Tap]: counter target opponent’s spell unless they pay (1).