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OP AlexChurchill writes: I've been designing a StarCraft-themed MtG set. This was partly inspired by my spotting that [some other people doing the same], but wanting to do things rather more straightforwardly, with less custom terminology, and less bureaucracy and faff.

The envisaged design process, and my progress through it, are as follows:

(This point is where I'm up to)

Contents



Initial Plans / Principles


My initial plans alluded to above were as follows:
I note that these colour divisions aren't original - I've seen the topic discussed in a couple of places, and these seem generally agreed as the colours the StarCraft races correspond to, with certain variations.

Card Set


See /StarCraftSetCardList. Add any comments on specific cards on /StarCraftCardsDiscussion.

Keyword Abilities


Here's my FAQ-style explanation of the new keyword abilities.

New keyword abilities: Cloaking and Detector

Cloaking and Detector are keyword abilities that all three races have. Creatures with cloaking are invisible to most creatures. The only exceptions are creatures with detector: creatures with detector can see cloaked units, but no other units can. In game terms, this means that creatures with cloaking can't be blocked by creatures apart from ones with detector; they can't be dealt damage (including combat damage) by creatures apart from ones with detector; and they can't be targeted by activated or triggered abilities of creatures without detector.
This doesn't really tie in with how cloaking and detector work in game; in StarCraft, as long as you have at least one unit with detector, all units in range can attack and block.  This is particularly relevant because of how few detector units are viable in combat. --Angoel
Mmm. True. The flavour of this conversion is a bit unclear about how "close" to the current combat your other units are. But if I'm allowing Splash to hit any unit, I guess I should make it that defender controlling any detector works. Thanks for the comment; I'll have a think about how to fix this. --AC

Ghost, 1U
Creature - Human Soldier, 1/1
1: Ghost gains cloaking until end of turn. (It can't be blocked, damaged or targeted by creatures without detector.)

New keyword ability: Shield

Almost all Protoss units have a new ability called Shield. This is similar to the absorb ability from Future Sight, but behaves differently when multiple sources want to damage a creature with shield, such as when one is blocked by multiple creatures. It's written with a number, for example "shield 2". Any time damage would be dealt, by any source, to a unit with shield 2, the first 2 of that damage is prevented.

Have you considered instead giving all creatures Wither (maybe with 0,-1 tokens instead of -1,-1 tokens).  It would work better with the fact that, once damaged, repair of protos units is impossible, and the shield regeneration is more similar to the way that damage is cleared at the end of turn. --Angoel
And having Shield be something like "The first N damage dealt to this is dealt as though its source didn't have wither"? Hmm... I was treating the difference in the way damage is handled more as an inevitable consequence of adapting the game into a different medium. There will always be some such (for example, I've not given ground-to-ground units text like "Prevent all damage ~ would deal to creatures with flying"). Note that Terrans and Zerg can recover all their lost hit points (via Medics or SCVs, or Zerg's slow natural healing). I'd prefer not to have universal text I need to have on all cards - it's vexing enough having to make text-box space to put shield on every Protoss, including the Legends.
I can see the motivation for your suggestion, though. As you say, Protoss shield regeneration, and Zerg healing, are reminiscent of how damage goes away at end of turn. I'll see if I can come up with a way to match these up that I'm happy with, but I don't think there's a huge problem with the current implementation. --AC

Dragoon, 3W
Creature - Protoss Warrior, 2/2
Shield 2 (Prevent the first 2 of any damage that would be dealt to this.)
Reach

New keyword ability: Splash

Splash is an ability a number of creatures have. Whenever a source with splash deals damage to a creature, it gets to deal extra damage to a third creature, if there are any. Every means of dealing damage, including combat damage, will trigger splash – apart from splash itself.

Mutalisk, 3B
Creature - Zerg, 3/1
Flying
Splash 1 (When this creature deals non-splash damage to a creature, you may have it deal 1 damage to another target creature.)

Discussion




OP = AlexChurchill

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