Unrequested: Literally Drawing Cards

Pygyzy
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Post by Pygyzy » 1 year ago

2 years ago I had a lot of free time on my hands so I designed some custom Un cards based off usernames and commissioned art for them. Although I never got around to actually sending them out like I said (I still have them all) I enjoyed the process so I thought I'd try something a little different this time.

I know there's a few acorn fans out there so this time I want your requests for Un-cards. It can be pretty much anything you'd like to see, I'll design it, change anything you'd like changed, and once I've got enough made, I'll start creating art for them. I did 12 total last time so we're gonna shoot for that again.

For these I'd like to have as much input from yall as you're willing to submit. The more descriptive and fleshed out, the better. If you want to write a whole lore and backstory, I'll read it. This will actually be important later for a reason, I don't want to say why just yet, but I have something fun they'll be used for, besides just concepting.

If there's anything about the card I make you don't like, just let me know and I'll change it, even scrap and start over if needed. Just be as specific as possible, for example: Weird, or not weird? Pushed or not pushed? What design elements do you want? Physical, verbal, dice roll, etc? Art direction and flavor text. I think you get the idea.

Lastly, I'm promise to try my best to keep the complexity and clutter on the cards relatively low. No needlessly complicated, overly absurd, really out-there stuff. But you can always request something like that 😀.

Request as many as you'd like, and you don't have to wait for me to finish someone else's to request yours. I'll do as many (up to 12) that I can come up with. Looking forward to yalls ideas!

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void_nothing
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Post by void_nothing » 1 year ago

Glad to see you back at it!

I'll start: A physical dexterity card that's an iconic creature type.
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spacemonaut
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Post by spacemonaut » 1 year ago

I'd love to see your take on a zone shenanigans card: like Over My Dead Bodies or X or Graveyard Busybody.

Pygyzy
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Post by Pygyzy » 1 year ago

void_nothing wrote:
1 year ago
Glad to see you back at it!

I'll start: A physical dexterity card that's an iconic creature type.
Thank you for a great request.

Front Face
Runt of the Rafters 2w
Creature - Human Bat Acrobat
Flying
Flip Out (As this creature enters the battlefield, flip it from a height of at least three feet. It enters on the side that lands face up.)
Diurnal — This creature has vigilance from sunrise to sunset or if it's day.
When Runt of the Rafters enters the battlefield, it becomes day.
"Ta-Da!"
2/3
//Back Face//
Flyer on the Highwire 2b
Creature - Vampire Insect Acrobat (U)
Flying
Flip Out (As this creature enters the battlefield, flip it from a height of at least three feet. It enters on the side that lands face up.)
Nocturnal — This creature has lifelink from sunset to sunrise or if it's night.
When this creature enters the battlefield, it becomes night.
"Zz-Zz!
3/2

If you like the idea or want to add or change anything you can. You can also decide the art and concept direction. I went with a bat and mosquito that are animal circus performers.

Next: spacemonaut

Pygyzy
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Post by Pygyzy » 1 year ago

spacemonaut wrote:
1 year ago
I'd love to see your take on a zone shenanigans card: like Over My Dead Bodies or X or Graveyard Busybody.
Awesome idea.
This post removed due to offensive content.
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Lost Tome of Forgotten Memory
Artifact - Luggage
This spell can't be read to players.
Attached player can't read.
Once during each of attached player's turn, and each of their opponent's turns, attached player and/or one of their opponents may pass priority, then have each other player pass priority. If each player does, the next time that player would pass priority this turn, they don't instead. If they didn't pass priority this way, continue the game. (Player's can't rewind. Turn, state, and player-based actions aren't checked. Missed triggers don't trigger.) Any player can do this anytime as long as no other player can't read.
Attach player Ignore this ability.
Suspend Choose any number.
Last edited by Pygyzy 1 year ago, edited 1 time in total.

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void_nothing
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Post by void_nothing » 1 year ago

Pygyzy wrote:
1 year ago
Front Face
Runt of the Rafters 2w
Creature - Human Bat Acrobat
Flying
Flip Out (As this creature enters the battlefield, flip it from a height of at least three feet. It enters on the side that lands face up.)
Diurnal — This creature has vigilance from sunrise to sunset or if it's day.
When Runt of the Rafters enters the battlefield, it becomes day.
"Ta-Da!"
2/3
//Back Face//
Flyer on the Highwire 2b
Creature - Vampire Insect Acrobat (U)
Flying
Flip Out (As this creature enters the battlefield, flip it from a height of at least three feet. It enters on the side that lands face up.)
Nocturnal — This creature has lifelink from sunset to sunrise or if it's night.
When this creature enters the battlefield, it becomes night.
"Zz-Zz!
3/2
You incorporated my suggestions for the original version before I could give them, so bravo! Flip out looks like a spectacularly fun and silly implementation of this kind of mechanic, although it is a little odd that the back face has a mana cost at all - this is effectively just one card that costs 2{W/B}, although I can see doing it this way for aesthetic reasons which is perfectly reasonable.

Diurnal and nocturnal look like fun faction mechanics, or maybe just overall mechanics in an Un-set that's a takeoff on horror movie spoofs such as Young Frankenstein.

My suggestions amount mostly to condensing and saving space, I suppose:

Runt of the Rafters 2W
Creature - Human Squirrel Acrobat (U)
Flip out (As this creature enters the battlefield, flip it from a height of at least three feet. It enters on the side that lands face up.)
When Runt of the Rafters enters the battlefield, it becomes day.
Diurnal - Runt of the Rafters has flying and vigilance from sunrise to sunset or as long as it's day.
"Tah-dah!"
2/4
///
Flyer on the Highwire
Creature - Vampire Bat Acrobat (U)
When Flyer on the Highwire enters the battlefield, it becomes night.
Nocturnal - Flyer on the Highwire has flying and lifelink from sunset to sunrise or as long as it's night.
"Blah-blah!"
4/2

EDIT: Or a version of flip out where being a MDFC would have some relevance -

Runt of the Rafters 2W
Creature - Human Squirrel Acrobat (U)
Flip out (As this creature enters the battlefield, you may flip it from a height of at least three feet. If you do, it enters on the side that lands face up with a +1/+1 counter on it.)
When Runt of the Rafters enters the battlefield, it becomes day.
Diurnal - Runt of the Rafters has flying and first strike from sunrise to sunset or as long as it's day.
"Tah-dah!"
2/2
///
Flyer on the Highwire 2B
Creature - Vampire Bat Acrobat (U)
Flip out (As this creature enters the battlefield, you may flip it from a height of at least three feet. If you do, it enters on the side that lands face up with a +1/+1 counter on it.)
When Flyer on the Highwire enters the battlefield, it becomes night.
Nocturnal - Flyer on the Highwire has flying and lifelink from sunset to sunrise or as long as it's night.
"Blah-blah!"
3/1

P.S. - This is definitely a Vampire, which is a type heavily associated with black, but these days that's a characteristic type, not an iconic one. Still, it used to more or less sit in the iconic spot thanks to the legacy of the '80s Satanic Panic preventing WotC from printing Demons, so I'll overlook it since the design is fun.
Pygyzy wrote:
1 year ago
Lost Tome of Forgotten Memory
Artifact - Luggage
This spell can't be read to players.
Attached player can't read.
Once during each of attached player's turn, and each of their opponent's turns, attached player and/or one of their opponents may pass priority, then have each other player pass priority. If each player does, the next time that player would pass priority this turn, they don't instead. If they didn't pass priority this way, continue the game. (Player's can't rewind. Turn, state, and player-based actions aren't checked. Missed triggers don't trigger.) Any player can do this anytime as long as no other player can't read.
Attach player Ignore this ability.
Suspend Choose any number.
I won't presume to speak for spacemonaut on their request, but I think you should ask yourself:

1) What is the point of this card? (Is it to force passes? Punish less-than-pro-level instincts in a silver-bordered game? I don't think I understand what it's really even doing mechanically although the reminder text helps.)
2) Is that fun for anyone?
3) Is the "mechanic" of not allowing others to understand what your card does unless they've memorized it a good thing? Is memorization in a meta sense a fun game element?
4) Would you be amused or salty if your friend used a card like this in an Un game?
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Pygyzy
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Post by Pygyzy » 1 year ago

Long Explanation
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Thank you. I'm glad you asked. I anticipated this would raise questions and I understand why. I did consider how this would be received so I have already created a back up card for it. However, the intended purpose is to be misunderstood as that's how the card functions, so you did actually understand the card.

I actually really appreciate the blunt and honest critique. That's what I was looking for and you ask very good questions that I would like to answer.

Yes, the card doesn't work on purpose, and if you didn't understand it, that's actually good and ill tell you why

1. Here's how this came to be and the point: I originally intended to make a cheatyface variant that allowed you move a card between zones as long as no player caught you right away. Some players like cheaty others don't, I do. But I get why it's disliked and didn't want that. While this may seem way worse, the card actually doesn't do what you think it does.

I came up with an idea to allows all players to play cards as they read them, however if they can't read, they don't actually have to know what the card does, just what they read. But it only works when no players catches it right away... usually by reading the card. Disentomb can be a rise from the grave, if no one reads it.

The actual only really functional part of the card is you can't read, the rest of the text is meant to be misleading. The passing priority thing actually is to see if people are paying attention, and see if they read, it literally does nothing.

The attach kinda does, if you ignore it, it attaches, you have to declare its not attaching to you. And suspend choose a number literally doesn't work, unless you convince people it does. Once you've convinced players it works, it does whatever they think.

But if your opponent read the card and doesn't understand, that's good because can't read is (Cards don't work as written except when players can read.)

Basically, the card only allows players to get away with anything they agreed to, because they read the card right? It says it right there. It's making you read the card to find out what it does, you have to agree that it works, because it doesn't.

Can read - Do what the cards say unless you let an opponent that can't read trick you Can't read - Do what you're allowed to get away with unless an opponent realizes as it happens. I have to cheat this card out. If you read it, you might get a little suspicious in which case I cant play it.

It's not supposed to punish players, the opposite in fact, make them learn what's happening.

2. The idea was to make something that would be fun for people that want to understand the rules. The priority thing is actually supposed to clue people in that somethings going on. You literally just say I don't pass and it won't work. Yes, people will misinterpret it, it's meant that way. Once it's been read tho, it ceases to work.

3. This is exploring a mechanic yes. The mechanic is making sure players know what is happening in a game and why. Part of that is reading cards.
When you read it and didnt understand it, that's what you're supposed to do. But if it does what I tell you it does, since I can't read, then it will.

Interestingly enough, memorization does matter in my meta, but not cards. Rules, turn structure, timing, etc. That's actually why I stuck the priority thing on there. Most of my playgroup doesn't understand priority well enough to actually know when they can and can't announce a spell. But they won't read the rules to learn, and continually misplay because of it. My hope was if less rules savvy players encounter something they don't understand, they'll at least try to read.

4. This is essentially a cheatyface for anything you convince your opponent works. Cheatyface isn't fair, that's OK to me. But I think this is different because it gives all players the option. Your opponents can use it against you, they just have to read it. I would be amused if an opponent got me somehow. I'd see it as a chance to learn. Some players will be salty, but they probably won't take the time to learn.

The reason I added the extra text because I was trying to represent the Comprehensive Rules. I'm trying to tell the player to read the rules as much as I can without actually saying it. This card is only supposed to allow a player to cheat if everyone lets it happen. I want people to learn the rules. That was my intent.

I was going for Cheatyface but within the rules as much as possible. Zone changing abilities always felt like cheating to me. So I tried to make it legal to cheat a zone change using rules and also anything else you can get away with.

I will post a new card for @spacemonaut but this actually helped me figure out a better idea so this failure is actually a success in that way.

Spent all my time talking about Spacey's card I didn't get to yours but I will soon.

Thanks!
Don't read
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Lost Tome Of Forgotten Memory4
Artifact
Players can't read and gain illiteracy. (Cards don't work as written as long as a player can't read. Players with illiteracy can read only from memory.)

So this version, you can no longer cheatyface do whatever. This is much more subtle. Every player still has to be aware of the board state, so players still have to convince other players cards work the way they do. If you get away with it before they notice, it works. If not, it doesn't. But to be able to point something out right away, you have to know what the card is without looking.
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spacemonaut
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Post by spacemonaut » 1 year ago

I really don't know what to say here. I don't think you intended it, but I feel like I basically got trolled here. I was spending all yesterday trying to figure out how to communicate delicately the design doesn't seem to make sense, and void_nothing evidently did the same, but instead that's the joke and I feel like the joke was on me and void_nothing.

But, alright: I'll invoke the free reroll offered in the question based on the fact this isn't actually a zone shenanigans card. It's something, it's just not that.

I'll narrow down my request: I'm interested in a card that creates interaction with/within a zone that wouldn't normally be possible. For safety here, the zone shouldn't be the stack. I left it unsaid before but I'll request it now: the card should be clearly understandable by players and readers, and players should be able to confidently work with it within the almost-black-border-rules we usually see in silver border. It shouldn't make the game malfunction nor should it troll the players or readers. It ought to be something Wizards would actually really consider printing.

I am truly genuinely interested in seeing what you'd do since you specialise in oddball cards. For this one though, I'd request you just put down the inclination to make meta-level jokes that function at the players' and readers' expense.

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Post by Pygyzy » 1 year ago

@spacemonaut My bad I didn't intend to offend. I did post a terrible card to get a reaction however, I wasn't trolling. I genuinely wondered how the card would be interpreted because I was gonna change it anyways. The idea was exactly that you would question the card, so I could consider new ideas with them. My sincere apologies if you saw it another way. I appreciate you understanding.

As it so happens to be, because of this I think I did create something that fits. Hopefully this was worth the misunderstanding.

Mad-Libs Incantation Three different colors of mana
Sorcery
Hear ye! (Play as read.)
Put target noun into/onto a player's location.

All cards from here on will be comprehensible. I only did that to see what was, how and why. This is the idea I was trying to get to, how players read things. That's the idea I was working with.

I am attempting to make a reading matters mechanic, that encourages learning. I don't want to make people feel bad, the opposite. I want them to feel smart when they do it, as reading makes you smart.

Thank you for your interest. I am sorry for the ridiculous cards. I'm looking to see what ideas don't work so that I can better understand what does, and what separates them.

I forgot, another aspect of that is to learn the game better and prevent cheating and mistakes. Helping make the game better, by calling attention to ita deficits is something I was trying to highlight, in an attempt to make players better.

And one last problem I'm trying to solve is rules and gameplay comprehension. I want people to better unstand why and how things work, so they're not cheated or take advantage of.
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void_nothing
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Post by void_nothing » 1 year ago

Pygyzy wrote:
1 year ago
Hear ye! (Play as read.)
What do you mean for this to mean?

I think something to keep in mind is that Magic is written the way it is not without good reason. Cards interact with one another in the same way every time based on the rules, and everyone (with a sufficient level of investment in the game) knows how newly spoiled cards will interact with ones that already exist upon first reading them. There's a Rulings forum and judges get called, of course, but the point is it's possible to always simply know how cards work, even when multiple ones have simultaneously applying effects.

That's a feature, not a bug.
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Pygyzy
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Post by Pygyzy » 1 year ago

Makes sense. Here's the goal

Kitchen casual can be played any way imaginable. Often incorrectly. Sometimes purposely. This doesn't really matter all that much usually except when a player is cheating. Often it's because their opponent's don't have the tools to understand what's happening. Even if they do, they can't explain it.

I want to promote interactivity and transparency by making players read their cards, and raise awareness of things players really need to know, but often don't.

Play as read is supposed to fix situations where you misread the card, now you have to rewind the game etc. As the rules knowledgeable player trying to help people grasping with being cheated or misunderstanding, it's frustrating. If you can just say, oh I didn't realize it said that or I forgot this trigger, I want to help the players to make it easy to fix a game state or misread card or rule, without having to introduce a whole other rulebook, by just letting then do it as long as everyone agrees, since it's kitchen casual.

Functionally, Play as read only works if you read it, and everyone verbally passes priority, and that's what it does. Every game I have to get on players to announce cards, because I know they purposely don't, and I'm tired of calling them out. Something like a giant growth with play as read could give +10/+10 and everyone lets you play it like that because they didn't read, they deserve it.

Play as you read if able might make that more clear. I want to be able to have something like a disentomb function as a rise from the grave if you read it that way and everyone lets you. That's what I'm going for. Same thing for rules. Forgot to exile a card from your graveyard as part of a cost? As long as you read it that way, and everyone let it happen? It's fine then.

I'm trying to activately stop cheating too, in the way that a master criminal teaches the police how to stop crime. By doing crime. But you have to do it in front of the police. So I wanted to let you, if you can do it right in front of everyone, tell them how you did it as you're doing it, and even give them the option to stop you. If they don't then it's on them.

@spacemonaut I am still in the process of workshopping you another card. Your request was much more difficult than anticipated, but I will keep making cards until I find one that works. Since that's the case, I'll give make a few and give you options

One with The Comprehensive Rules b
Instant
Continue the game. (Player's can't rewind the game. Turn, state, and player based actions aren't checked. Treat game state errors as though they don't exist.)

Enter the Library 2
Artifact
When Enter the Library enters the battlefield, each player shuffles themselves into their library, then puts their hand face up always on top.
Players may play cards at random in their library only on the first guess.
If a player would draw a card, they play it instead. If they can't, they return themselves from their library to their seat with any face up cards from it to their hand.

Criminal Rules Lawyering w
Sorcery
Commit Crime (The crimes you can be accused of are against cards, the game, the rules, and timing.)
Opponents have 10 seconds to accuse you of a crime involving a creature and a zone. If they take the case, youre the sap.(To take the case, other players secretly choose a crime, name, and point a finger. If they all match the crime you commited, you're the sap. You're not a sap as long as you take the case. Saps can't commit crime.)
If you're the sap, rewind to when you weren't. Continue the game. You're still the sap.

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Post by Sporegorger_Dragon » 1 year ago

Lemme try!

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