Showing posts with label 1984. Show all posts
Showing posts with label 1984. Show all posts

Sunday, March 29, 2009

1984 Cards

Remember when I said I'd post the 1984 cards if I ever found them? Well, today I did. Anything in parentheses () is a comment I wrote then. Anything in two braces {{}} is a comment I added now. Otherwise, these are exactly as I wrote them. Keep in mind that these just initial ideas, not finished cards, so they are written in a sloppy shorthand.

Frenzied (Something) [R]
Creature - Something
Doublethink 2 - Sac. this creature
Haste
2/1

Attack Helicopter [4][R]
Creature - Soldier
First strike
When Attack Helicopter comes into play, it does 2 damage to target creature
Flying
4/2

Patrol Helicopter [2][U]
Creature - Police?
Doublethink 4 - look at target player's hand
Flying
2/2

Loyal Party Member [1][W]
Creature - Outer Party Member
2/2

Eurasian Thug [1][G]
Creature - Eurasian Soldier
2/2

Rocket Bomb [3][R]
Instant
Kicker - Sac. a creature
3 damage to target creature/player
3 damage more if you paid kicker

Two-Minutes Hate [1][R]
Sorcery
Up to two target creatures get +3/+1 until end of turn.

Slum
Basic Land
[T]: Add [W]

Factory
Basic Land
[T]: Add [R]

Lab?
Basic Land
[T]: Add [U]

Prison
Basic Land
[T]: Add [B]

Railroad? (Maybe keep as forest?)
Basic Land
[T]: Add [G]

Prole Mob [3][W]
Creature - Prole
Doublethink 1 - put a +1/+1 counter on Prole mob
Trample
When Prole mob's power is 6 or greater, sacrifice it and you lose 3 life
1/2

Eastasian Spec-ops [3][G]
Doublethink 2 - put a +1/+0 counter on Eastasian Specops
First Strike
2/1

Ministry of Plenty
Legendary land
Miniplenty comes into play tapped
Whenever you sacrifice a creature, you gain 1 life
[T]: Add [W] to your mana pool
[T], Sac. a creature: Add [Any Color] to your mana pool

Mercenary Soldier [3][R] (maybe Black)
Creature - Mercenary
Kicker - Sac. a creature
If you paid the kicker, put 2 +1/+1 counters on it
3/3

Miniluv Prison Guard [1][B][B]
Creature - Outer Party Member
Whenever you sacrifice a creature, each other player loses 1 life
2/2

Eastasian General [4][G] {{Flip card}}
Creature - Eastasian Soldier
Creatures you control have 1st strike and +1/+2
Doublethink 3 - flip
2/2
---------------
Eurasian General [4][G] {{Flip card}}
Creature - Eurasian Soldier
Creatures you control have trample and +2/+1
Doublethink 3 - flip
2/2

Thought Police [2][U][B]
Creature - Thought Police?
[U], [T]: Tap target creature
[3][B], [T]: Destroy target tapped creature
1/3

Vaporize [1][U][B] {{predates Unmake by about a year}}
Instant
Remove target creature from the game

Hate Week [6][R]
(Legendary)? Sorcery
Remove all doublethink counters from the game
(Flashback - [4][R], sac. 3 creatures)?

Prole Crowd [W]
Creature - Prole
Doublethink 10
When the last doublethink counter is removed, gets +7/+7 and trample until end of turn
1/1

Spies Recruit [1][R]
Creature - Child?
Doublethink 2 - Spies recruit deals 1 damage to target creature/player
1/1

Room 101 [5][B][B]
Legendary Enchantment
[4][U]: Gain control of target creature. It gains doublethink 1 Sac. this creature

O'Brien [5][B][B]
Creature - Inner Party Member
[T]: Destroy target creature with Doublethink
Sac. a creature: Untap O'Brien
3/3

Helecopter Squad [5][U][U]
Creature - Soldier
Protection from Green
Flying
6/7

Hunger [3][B]
Instant
Target creature gets -2/-2 until end of turn.
When you sac. a creature, return Hunger from your graveyard to your hand

Starving Rats [1][B]
Creature - Rat
When you sac. Starving Rats, target player discards a card
2/1

{{No name}} [3][R]
Creature - Party member
[1][R], Sac a creature: Deal 2 damage to target creature or player
2/2

Fanaticism [2][W][W]
Enchantment
When you sac a nontoken creature, put a 1/1 white party member into play

Twisted Researcher [3][U]
Creature - Party Member
When you sac. a creature, draw a card
[T]: Sac a creature
2/2

Cruel Experiment [1][U]
Instant
Kicker - sac. a creature
Draw a card
Draw another if you paid kicker

Peek [U] {{Reprint}}
Instant
Look at target player's hand.
Draw a card

Party Fanatic [R]
Creature - Outer Party Member
When you sacrifice Party Fanatic, deal 1 damage to target creature/player
Haste
1/1

Famine [2][B][B]
Enchantment
All creatures get -1/-1

Patrol Squad [3][B]
Creature - Police
Slumwalk
3/3

Prole Shopkeeper [W]
Creature - Prole
When Prole Shopkeeper comes into play, it deals 2 damage to you.
Doublethink 1 - put a ? counter on Prole Shopkeeper
When you sac. Party Shopkeeper {{should say prole shopkeeper}}, gain life equal to the number of ? counters on it
0/2

Exocution Squad [5][B] {{should say Execution Squad}}
Creature - Party Member
Doublethink 5 - destroy target creature without doublethink
3/3

Bell Tower
Land
Bell tower comes into play tapped
[T]: Add [W] to your mana pool
[T], sacrifice {{bell tower}}: Return target creature sacrificed this turn from your graveyard to ply

Miniplenty [3]
Artifact Land (Legendary)
When you sac a creature, you may gain 1 life
[T]: Add [W]
[T], sac. a creature: add [W][W][W]

The Spies Squad [3][R][R]
Creature - Party Member
Doublethink 1 - Deal 2 damage to target creature/player
3/3

Floating Fortress [6]
Artifact
[T], sac. a creature: deal damage equal to that creature's power to target creature/player

Penguirexasaur [2][R][R] {{placeholder name}}
Creature - Dinosaur
When Penguirexasaur comes into play, sac. 2 creatures
Labwalk
5/5

Hapless Scientist [U]
Creature - Party Member
Sac: Draw a card
1/1

Mindwipe [2][U][U] {{predates Counterbore by about a year}}
Instant
Counter target spell. Search that spell's controller's hand, library, and graveyard for all copies of that spell and remove them from the game

Eastasian Helicopter [3][G] {{flip card}}
Creature - Eastasian Soldier
Flying, first strike
Doublethink 3 - flip
3/3
---------------
Eurasian Helicopter [3][G] {{flip card}}
Creature - Eurasian Soldier
Flying, Trample
Doublethink 3 - flip
3/3

{{At this point, the cards cease to be related to 1984. The names have changed, but the concepts are mostly things I was considering for the set}}

Rough [1G] {{Split card. Name already taken, but I didn't know at the time}}
Instant
Target creature gets +2/+2 and trample until end of turn
///////////////
Tumble [W] {{Split card. Name already taken, but I didn't know at the time}}
Instant
Prevent the next 3 damage that would be dealt to target creature this turn

Hit [R] {{Split card. Name already taken, but I didn't know at the time}}
Instant
Deal 2 damage to target creature
///////////////
Run [U] {{Split card. Name already taken, but I didn't know at the time}}
Instant
Return target creature you control to its owner's hand

Lifeleech [3][G]
{{No card type or subtype}}
Trample
Whenever a source deals damage to you, put that many +1/+1 counters on Lifeleech
1/1

Blood of the Martyr [4]
Artifact
Echo [3]
[1], [T]: Put a +1/+1 counter on target creature

Blinding Light [3][W][W]
Sorcery
Destroy target nonwhite creature
Convoke

Urn of Life [4]
Artifact
Whenever you sacrifice a nontoken creature, put a 1/1 green saproling creature token into play

Skirk Spy [2][R]
Creature - Goblin Rogue
Impatience {{A mechanic I made and then discontinued before discovering Magic Set Editor. Because I had never entered the rules for Impatience into MSE or made any MSE cards with impatience, I had forgotten about it and haven't included it in the mechanic poll for that reason. I'll add it to round four. This card might give some clue as to what it does.}}
At the beginning of your upkeep, Skirk Spy gains defender until end of turn
2/2

Gaea's Dragoon [1][G][W]
Creature - Human Knight
Vigilance, First Strike
When Annointed Dragoons {{old name}} comes into play, target opponent gains 4 life
3/3

Toxic Dart [B]
Instant
Put a poison counter on target player

Thursday, March 19, 2009

Card of the Day - Gladiatorial School, Slum, Rancid Marsh, and Tincture of Madness



Doublethink arose when my English class was assigned a project on 1984. A friend and I determined that we would make a 1984 set of Magic cards. We got fairly far along before ditching the idea (making a set is a great deal of work) and hooking our fortunes onto another group's work. And by "hooking our fortunes," I mean I worked my ass off for the new group while my set-design partner did jack shit.

We had gotten far enough before ditching to work out the two major themes - doublethink and sacrificing stuff. And by "work out," I mean I worked it out. "We" had also decided that we would introduce five new basic lands. Not land types. Lands.


A Plains by any other name...

Factories were Mountains and Laboratories were Islands. Railroads were Forests because we couldn't think of anything better. I don't remember what we renamed Swamps.

I still have a lot of our card ideas from back then. Nobody knew about Magic Set Editor, so all our cards were on paper. That means no rarity (we were still in the brainstorming phase) and no art. I'll post them in their original text-only form as soon as I re-find them.

But let's get back to doublethink. Actually, let's get back to growing. Shenafu suggested this alternate mechanic in the comments for yesterday's cards. I like growing. It has a more magic-y name and, far more importantly, it has significantly shorter rules text. True, it makes for slightly different rules interactions, but that's no problem. This next card could not be possible using doublethink due to text length, but growing solves that problem.




Rancid Marsh lets you choose when you use its colored-mana-producing ability, which a doublethink card wouldn't. I could change the wording a little so that it worked in the same way, but that looks ugly on the card (it has a fair amount of repeated words) and is not as exciting or useful to the player.




This is something you could never do with doublethink. It just keeps on growing more and more maddening so not even Trusted Advisor can save you. And it never resets. Once the madness count hits seven, there's no going back. Unless you play Naturalize or something. But who does that?

I imagine that this might have some synergy with The Rack. But I could be mistaken.

NOTA BENE: The substance depicted in Tincture of Madness's art is actually a dust of some sort. No tincture is involved. I guess that makes the name an homage or something. Who knows?

Original Art - Gladiatorial School
Original Art - Slum
Original Art - Rancid Marsh
Original Art - Tincture of Madness