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 Magic the Gathering: Felarya Block

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/Fish/
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PostSubject: Magic the Gathering: Felarya Block   Tue Jun 09, 2009 5:25 am

If anyone out there likes Magic the Gathering and Felarya, this is the thread for you. I'm out to put together several color-themed decks based on Felarya. If someone who plays the game is interested, input would be appreciated.

If anyone can show me previous works along these lines (being adaptations into Magic: the Gathering, not like Byoki's Felarya card game), that too would be appreciated.

Characters:

Crisis:
Spoiler:
 


Anna:
Spoiler:
 


Drayla:
Spoiler:
 


Anko:
Spoiler:
 


Subeta:
Spoiler:
 


Vivian:
Spoiler:
 


Ryla
Spoiler:
 


Raison
Spoiler:
 



Lands:

Basic lands:

Forest:
Spoiler:
 


Zones:

Negav:
Spoiler:
 


Giant Tree:
Spoiler:
 


Chidokai Forest:
Spoiler:
 


Topazial Sea
Spoiler:
 


Creatures (WIP):

Fairy
WIP

Razia:
Spoiler:
 


Gloutex
Spoiler:
 


Arboreal Frog:
Spoiler:
 


Azure Frog:
Spoiler:
 


Neko:
Spoiler:
 


Bramblewolf:
Spoiler:
 


Lesser Tonorion:
Spoiler:
 


Greater Tonorion:
Spoiler:
 


Abyssal Tonorion:
Spoiler:
 


Kensha Beast:
Spoiler:
 


Alpha Kensha:
Spoiler:
 


Podmaw:
Spoiler:
 


*Images from the Felaryan manga used with Karbo's permission for purpose of illustrating fauna.

Lesser Shadow Fish:
Spoiler:
 


Greater Shadow Fish:
Spoiler:
 


Water Leaper:
Spoiler:
 

AND THIS IS WHAT HAPPENS WHEN I HAVE TO ILLUSTRATE

Artifacts:

Closet of Resurrection
Spoiler:
 


Emblem of the Hunting Goddess:
Spoiler:
 


Emblem of the Feast Goddess:
Spoiler:
 


Emblem of the Digestion Goddess:
Spoiler:
 


These cards were made by Magic Set Editor which is a very simple and straightforward program to use.

Spoiler:
 


lol this is what the zoomed- in image of the set icon is, based off of the Wiki's logo.

Rules specific to Felarya:

Destroyed creatures are removed from play. (No necromancy)

Lands with the type 'Zone' are treated as Legendary Lands. Only 'Subzones' of their 'Zone' can be put into play. When a Zone leaves play, so does its Subzones.

The 'Character' type is treated as a Legendary Creature.

Abilities:

Vore:

T: (cost): May remove up to (number) of target creatures (value)/(value) or less from play. (Name) doesn't untap during next untap phase.
----

So yeah, thoughts appreciated. Smile


Last edited by /Fish/ on Sat Jul 04, 2009 3:42 am; edited 32 times in total
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PostSubject: Re: Magic the Gathering: Felarya Block   Tue Jun 09, 2009 6:29 am

I am currently working on this, but im haveing problems getting the latest one. Got an idea for anna though,

Tap, G: Search your library for an artifact card and put it into play without paying it's mana cost.
Tap, GG: Search your graveyard for an artifact card and put it into play without paying it's mana cost.

still have to figure out what her power, toughness, mana cost, and collor would be.

Im thinking this:

Humans and Nekos=white
Merfolk and harpies=blue
Driders=black
Fairies=red (just because i can't figure out what else could be red)
Nagas and Dryads=green

comments?
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PostSubject: Re: Magic the Gathering: Felarya Block   Tue Jun 09, 2009 4:57 pm

mdbear84 wrote:
I am currently working on this, but im haveing problems getting the latest one. Got an idea for anna though,

Tap, G: Search your library for an artifact card and put it into play without paying it's mana cost.
Tap, GG: Search your graveyard for an artifact card and put it into play without paying it's mana cost.

still have to figure out what her power, toughness, mana cost, and collor would be.

Im thinking this:

Humans and Nekos=white
Merfolk and harpies=blue
Driders=black
Fairies=red (just because i can't figure out what else could be red)
Nagas and Dryads=green

comments?


Smile

Hmm... Well, I'd think nekos, being at home in the forest perhaps moreso than elves, would be green, while humans may as well be white. I agree that merfolk be blue, and I suppose harpies would be blue as well.

Urgh..
Dridders shouldn't have to be black. I would make them green/red; they are forest-dwellers, but are also known for being adept blacksmiths.

The way I see it, Fairies should probably be like 0/1 creatures when they enter battle, I think they should be colorless, and have a really high morph cost to make them 5/4 or something on par with stronger creatures. From that basis, the fairy-elemental hybrids would be colored and have special abilities unto themselves.

Secondary ability: make up to three 2/2 or less creatures into 0/1, or one creature with more than those up to 4/4, taken -2/-2.

Also, the Crimson Maiden tribe of fairies would be red if implemented.

Giant Nagas are known as the most differing race in terms of elemental alignment, I'd treat them like Atogs; make Giant Fire Naga, Giant Ice Naga/ Giant Water Naga, Giant Nature Naga, Giant Earth Naga. (Unaligned giant naga = white?)

Normal-sized nagas, or just Nagas, could be multitype green/white with a relatively low cost.

Dryads = green.

As for Anna, I think she definitely needs an artifact ability like that; I also believe she'd be red, given her personality and elemental alignment. I'd see her as something like a 5/6 creature.
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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 1:46 am

Quote:
Hmm... Well, I'd think nekos, being at home in the forest perhaps moreso than elves, would be green, while humans may as well be white. I agree that merfolk be blue, and I suppose harpies would be blue as well.

Urgh..
Dridders shouldn't have to be black. I would make them green/red; they are forest-dwellers, but are also known for being adept blacksmiths.

The way I see it, Fairies should probably be like 0/1 creatures when they enter battle, I think they should be colorless, and have a really high morph cost to make them 5/4 or something on par with stronger creatures. From that basis, the fairy-elemental hybrids would be colored and have special abilities unto themselves.

Secondary ability: make up to three 2/2 or less creatures into 0/1, or one creature with more than those up to 4/4, taken -2/-2.

Also, the Crimson Maiden tribe of fairies would be red if implemented.

Giant Nagas are known as the most differing race in terms of elemental alignment, I'd treat them like Atogs; make Giant Fire Naga, Giant Ice Naga/ Giant Water Naga, Giant Nature Naga, Giant Earth Naga. (Unaligned giant naga = white?)

Normal-sized nagas, or just Nagas, could be multitype green/white with a relatively low cost.

Dryads = green.


Ya, I suppose you are right. Maybe we should make Tonorions black and make them out kind of like slivers. other than that and maybe some select fairies, i can't think of what else we could make black. We may not even be able to have mono black cards.

Quote:
As for Anna, I think she definitely needs an artifact ability like that; I also believe she'd be red, given her personality and elemental alignment. I'd see her as something like a 5/6 creature.


I figured as much. Being that she is good at finding and good at fixing, thats why i made it that way. I was also thinking we shoudl make her a bit weaker than crisis because she realsy isn't that good of a naga, comparitively. I also think we should to make some sort of card based her thing with smoking. How bout this...

Smoker's Rage Mana cost:2RR
Enchatment

Play one if Anna is in play
Select Creature type. All Creatures with chosen type have "Smoking (Anna gets a +2/+2 bonus against this creature)"

or something on those lines.
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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 10:51 pm

Alright, I've revamped Crisis and added Anna, artifact ability modified for colorless mana instead of green.

mdbear84 wrote:
Ya, I suppose you are right. Maybe we should make Tonorions black and make them out kind of like slivers. other than that and maybe some select fairies, i can't think of what else we could make black. We may not even be able to have mono black cards.


Well, since necromantic magic doesn't work in Felarya, we can't work a zombie/undead kind of angle. The simple solution to that is to label swamp-dwelling creatures as black. Also, things like Umbras and those that use dark/shadow magic, like Shadow Fish. I'm sure there's aplenty we can categorize as mono black. Smile

Tonorions, I was working with making them hybrid green with a splash of black.

lol Smoker's Rage, maybe with some modification, such as giving her the ability Vore created and described for the Crisis card. Of course, that ability needs working in case it were to be applied to all predators. Then there could be different-leveled Vore abilities like Vore 1, Vore 2, and Vore 3, each describing the range of prey in terms of power and toughness.

Also, I was thinking about rules specific to Felarya. What I wanted was a way to have Legendary-type cards, without using the Legendary supertype. I came up with the following:

Creature-specific rules:

Characters:

Cards with the supertype "Character" are treated as Legendary Creatures.

Land-specific rules:

Zones:

There can only be one land with the supertype Zone in play at once. If another Zone is attempted to be put into play, each Zone is sent to the graveyard. (Then another Zone can be put into play)

Once a Zone is in play, lands associated with it that have the supertype 'Subzone' may be put in play. Only Subzone-typed lands associated with the current Zone may be put into play. When a Subzone's associated Zone leaves play, so does the Subzone.
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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 10:55 pm

Why is making Dridders black a problem? Black doesn't really mean evil or anything.

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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 11:07 pm

vegeta002 wrote:
Why is making Dridders black a problem? Black doesn't really mean evil or anything.


No, black is not necessarily 'evil', but it denotes death, corruption, amorality, greed, and ambition.

Green is the color of life, instinct, nature, reality, evolution, ecology and interdependence.

Red is the color of freedom, chaos, passion, creativity, impulse, fury, warfare

The emboldened words are those that dridders would be most associated with each color alignment (sans white and blue, which they have scarcely anything in common with; gerridi not included). As I see it, as a race they have more in common with green and red, than they do with black. Smile
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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 11:26 pm

Quote:
Zones:

There can only be one land with the supertype Zone in play at once. If another Zone is attempted to be put into play, each Zone is sent to the graveyard. (Then another Zone can be put into play)

Once a Zone is in play, lands associated with it that have the supertype 'Subzone' may be put in play. Only Subzone-typed lands associated with the current Zone may be put into play. When a Subzone's associated Zone leaves play, so does the Subzone.


dude... you totally lost me
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PostSubject: Re: Magic the Gathering: Felarya Block   Wed Jun 10, 2009 11:45 pm

mdbear84 wrote:
dude... you totally lost me


In other words, if someone put Giant Tree out there, the only way to replace it as the current Zone is for someone to try to play another Zone, like Negav. Only, when two Zone cards are put out, they are both discarded. So Giant Tree and Negav both go to the graveyard. Then someone can try to put another Zone in. One Zone at once, two Zones cancels both.

As for Subzones, if someone has Giant Tree, they can put The Bach or Bulvon Wood, or both, into play. If the opponent has a Subzone of Negav- there being only one, Nekomura, it couldn't be played. You'd have to get rid of Giant Tree, which would get rid of any Subzones with it. Then you could try to put a Negav into play, and then Nekomura.
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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 12:02 am

ok, i see what your saying. Kind of like Legondary lands like they had in Kamigawa... only different.
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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 12:28 am

ever put any thought in adding your own subzones in open places like the giant tree? maybe places one of your chars knows, ect.

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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 12:42 pm

I'm not liking that fairy card, fish. It seems too drawn out and confusing. It also has too many tap abilities and not enough cost for them. Also, looking at the lands, I think they are a bit broken. Especially Negav. It might be better to make the "4 or grater cant attack" a tap ability and make it for only the turn.

As for the tree, this might be a better ability...

T: add GG to your mana pool

2,T: Search your Libary for a Giant Tree Subzone or basic forest and but it into play tapped. This ability can only be used as a sorcery.

I also got to looking at anna again and realized that we forgot to add "Shuffle your library" to the wording.

wow... Who knew making cards would be so challenging, lol.
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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 1:34 pm

mdbear84 wrote:
I'm not liking that fairy card, fish. It seems too drawn out and confusing. It also has too many tap abilities and not enough cost for them. Also, looking at the lands, I think they are a bit broken. Especially Negav. It might be better to make the "4 or grater cant attack" a tap ability and make it for only the turn.


Well, it does say WIP.

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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 1:51 pm

mdbear84 wrote:
I'm not liking that fairy card, fish. It seems too drawn out and confusing. It also has too many tap abilities and not enough cost for them.


Really? I thought it was fairly simple for a flip-card (And seeing as it's the nature of Felaryan fairies to size-shift, I believed it either worked as a flip-card or a morph). And Fairies are supposed to use their magic effortlessly, so that would be why they have easy-to-use abilities. I thought that paying a high price for them when they're small and vulnerable as they enter play would balance this aspect out. Hypothetically, a good offense could wipe them from the field before they can be played as a more dangerous creature or before their shrinking magic could be used.

Anyway, some editing does need to be done, I'll toy around with possible alternatives.

Quote:
Also, looking at the lands, I think they are a bit broken. Especially Negav. It might be better to make the "4 or grater cant attack" a tap ability and make it for only the turn.


Hold on, hold on. I've only shown Zones so far, which are supposed to be like Legendary Lands, and "broken" by normal standards. The Isolon Eye of Negav repels giant predators, so that's why I included the rule about creatures with power 4 or greater not being able to attack.

Let me quote the wiki here: "What is certain, however, is that Felarya is an extremely magic-rich world, allowing powerful spells to be cast and summoned creatures to remain indefinitely, and it tends to attract magical beings who feel especially at ease there."

The way I interpret that is that Felaryan lands produce more mana by nature than what we usually see from lands from other planes. This is why I don't think it would be outrageous to have basic lands produce two mana instead of one.

Quote:
As for the tree, this might be a better ability...

T: add GG to your mana pool

2,T: Search your Libary for a Giant Tree Subzone or basic forest and but it into play tapped. This ability can only be used as a sorcery.


Hmm... Searching your library for support lands does fit into the green archetype, this is a good ability; I'll work on balancing lands out some more, though I do believe about all Felaryan lands would be mana-producing monsters compared to what is normally in the game, so bear with me bear ~_~.

Quote:
I also got to looking at anna again and realized that we forgot to add "Shuffle your library" to the wording.


Oh dear, I'll correct that.

Quote:
wow... Who knew making cards would be so challenging, lol.


But it's also fun fun fun Razz
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PostSubject: Re: Magic the Gathering: Felarya Block   Thu Jun 11, 2009 3:40 pm

Wow Negav is a very powerful one ! lol!
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