Magic: The Gathering Mod

Should there be a Magic mod?

  • Absolutely no question about it

    Votes: 12 60.0%
  • Sure, why not

    Votes: 8 40.0%
  • No way!

    Votes: 0 0.0%

  • Total voters
    20

sween32

The Worthless
Joined
Nov 27, 2001
Messages
3,460
Location
Cape Cod
I haven't played Magic much since the stack rule (old school player, here) but I thought somebody should make a Magic mod. I'm too busy with other mods to do it myself.

There's tons of ways to implement every unit that is in Civ3 to Magic cards. Like nukes can be a False Profit for White, Desolation Angel for Black, the guy on the Armageddon card for Red, and Twister for green. Tanks can be the Djinns (Mahamoti, Ernim, Juzim, etc.). The possibilities are endless. It's a huge project but guarenteed to be a huge success. Only someone who's been playing the game for a looooooooong time should make it though, to get it's full potential.

White (Gerrard) - Scientific, Religious
Blue (Urza) - Scientific, Commercial
Black (Volrath) - Militaristic, Religious
Red (Goblin King) - Militaristic, Expansionist
Green (Multani) - Industrious, Expansionist
Gold (Sol'Kanar) - Commercial, Religious
Artifact Creatures (Karn) - Industrious, Scientific

Maybe in the future I'll make the advisors too. Squee can be the domestic advisor, Talruum can be the military advisor, Ertai can be the science advisor, and Hanna can be the trade advisor...

Anyways, I've provided leaderheads for all 7 "colors". I chose these leaders for a reason, so don't tell me Serra Angel should be the White Leader when it would be better as their UU.

magicpreview.gif


DOWNLOAD MAGIC LEADERHEADS

Go to Magic: The Gathering Leaderhead Thread
 
Actually, a MTG mod would be an interesting take on the typical fantasy mod. I like how you broke the colors out as the different civs. I suppose you could tie the strategic resources to the five basic colors as well. However, such a mod would require a lot of custom units to be made.
 
It would take more then one person, definatly. I don't think anybody is going to pick this project up, but it was worth a plug.
 
Magic Makes sence with the stacks, just as it did before, it's just a way of clairifying pre-existing rules in a more meaningful way. I have been playing since around 1994/1995, and I finnally stopped buying cards in the middle of the Mercadian masks cycle (whatever that was officially called), my favorite sets more recently, are Tempest, and Urzas Legacy & Destiny. I love Blue, because I like control decks.

Anyway, if you think about it, you don't have to change your style of play at all to play today, since the stack makes perfect sence. you always could use an instant to occur before some other card just played, simply now they have a stack to make the order resolution easier to follow when you have alot of cards that have been played at once, and nothing more.

Well thats my two cents, oh, and Artifacts & Gold are nto colors, Gold is a conglomeration of at leaste two colors, and Artifacts are things that were created by the leaders in every color (story wise) so it makes the most sence to give the artifacts to the leaders of the colors which created them (urza was BIG into artifacts, hell, Blue has the Tolerian Acadimy "Tap Tolarian Accadamy to gain 1 blue mana for each atrifact you control") and then the 2/3/4/or 5 colors which are used to cast the gold cards (such as storm bind --Red/Green-- Or sliver Queen --Red/Green/Black/blue/white-- or Labotomy --Blue/Black-- ).

That seems to be the best wayof going about it to me, there are only Five colors for a reason, WOTC actually toyed w/ adding a 6th color but rejected it as being un-balanceing to the game.
 
I'm a control player, too. You should see my green and blue Jesters Cap deck. Even my all-white deck is control. Tempest was definately my favorite set (Exodus was good, too). Blue has always been my favorite color since I started playing in '96, but it's way too trendy now. That's all anybody plays from what I hear.

I just don't like the stack. Fighting over who was right was half the fun.

I know gold and artifact aren't colors (I listed artifacts as Artifact creatures, because artifacts would be wonders and buildings). Gold also has it's own agenda, too. So both Gold and Artifact creatures would be suitable civs in a Magic mod. Plus, only having 5 civs wouldn't be fun, now would it? ;)

Oh, and that 6th color was purple. Eek.
 
electricity? where would it get it's mana from? the sky? blue already has the clouds, and red already has lightning.

I remember when InQuest said that it would be a new substance and get it's mana from Trailer Parks. :lol:
 
Lol, I havent a clue myself, but I guess it woudl be some purple land, Blue is Water, I know I think it's Air as well, but it's really JUSt water.
 
Ok, Off topic for a sec... Stack???? Ok firstly I stopped collecting after the Dark came out, only rarely would I buy the specific card which would compliment or enhance my decks as they existed, but I never heard of the stack? (or maybe we call it something else)

How about the other Leaders that have been coming out? A Orange leader (for Red/White players), Purple(for red/Blue) Grey (white Black) Turquiose (Blue/Green) Navy (Blue/Black) Maroon (Red/Black) etc etc etc, I'm sure there are notiary spellcasters of the color mixes, and definately legends for UU's

AS for tech tree?
How could you work that?
(increased mana costs spell desiging?)
 
Stack is some stupid thing they came out with starting at Urzas Legancy I believe. Basically you're making a stack from the first spell cast in that turn to the last, and the last spell goes first, then the others in order of going backwards. So, all interupts are now instants. Which is completely stupid because if there was such thing as magic, it wouldn't work that way. Some spells would be faster then others. And sorcery, which used to be the slowest spell in the game, is now the same as instants except you can still only play it during your turn. Don't get me wrong, it's still a fun game, but the stack has taken alot away for me. And now, they're running out of ideas and it's getting pretty bad so I'm glad I stepped out a few years ago.

As for the last few things on your post, I was hoping to not worry about that until somebody actually picked the project up. I obviously can't make it, my hands are full.
 
Originally posted by sween32
Stack is some stupid thing they came out with starting at Urzas Legancy I believe. Basically you're making a stack from the first spell cast in that turn to the last, and the last spell goes first, then the others in order of going backwards. So, all interupts are now instants. Which is completely stupid because if there was such thing as magic, it wouldn't work that way. Some spells would be faster then others. And sorcery, which used to be the slowest spell in the game, is now the same as instants except you can still only play it during your turn. Don't get me wrong, it's still a fun game, but the stack has taken alot away for me. And now, they're running out of ideas and it's getting pretty bad so I'm glad I stepped out a few years ago.

As for the last few things on your post, I was hoping to not worry about that until somebody actually picked the project up. I obviously can't make it, my hands are full.

It's true interrupts now cout as instants, but Sorceries are still classic sorceries. Stacks only exist in a phase, per phase. It's actually JUST LIKE how you would normally play, and it makes sence.

okay heres how it works:

Old School (Y = You O = Oppenent):

--Y's Main phase--

Y: Wheel of Fortune (Sorcery)
O: Counter spell (Interrupt) target WOF
Y: Counter Spell (Interrupt) target O's Counter
**Counters resolve**
O: Ancestral (Instant) Target O (O draws 3)
O: Counter spell (Interupt) target WOF
Y: Counter spell (Interrupt) target Counter
**counters reseolve**
Y: Bolt (Instant) target O (O gets 3 damage)
Y: Incinerate (Instant) Target O (O gets 3 damage)
O: Lat Nam's Legacy (instant) target O (O will draw 2 additional cards durring his upkeep)
**WOF resolves**
Y: Chain Lightening (Sorcery) target O
O: Counter spell (Interrupt) target Bolt
**Counter resolves**

--end main phase--

well in the stack it's basiclaly just the same, except you can think of it simply like this:

Y plays sorcery (Sorceries are not instants and cannot be played from here on in untill this stack resolves)
1. WOF

O counters (instant) (A)

1. counter target WOF (A)
2. WOF

Y counters (instant) (X)

1. counter target "counter (A)" (X)
2 counter target WOF (A)
3. WOF

O ancestrals (instant)

1. counter target "counter (A)" (X)
2 counter target WOF (A)
3. ancestral
4. WOF

O: Counters WOF (B)

1. counter target "counter (A)" (X)
2. counter target WOF (A)
3. ancestral
4. counter target WOF (B)
5. WOF

Y Counters that (Y)

1. counter target "counter (A)" (X)
2. counter target WOF (A)
3. ancestral
4. counter target "counter (B)" (X)
5. counter target WOF (B)
6. WOF

we could say that all resolved if we want because the counter was probably drawn after the ancestral. or maybe I have it aranged wrong but w/e

then the bolt & the incinerate and the latnam's legacy, place them at the begingin before the rest, at the end after the rest, or anywhere in between because they arent countered, but yeah you usually still think of it in the normal "old school" way

so anyway,

1 Bolt O
2 Counter (X)
3 Counter (A)
4. Ancestral O
5. Lat names Legacy (O)
6. Counter (Y)
7. Counter (B)
8. Bolt O
9. FOW

resolve 1 to 9

now, new stack

Y Chain Lightenings (Sorcery) O (No sorceries can be cast untill this one resolves)

1. Chain lightening O

O Counters (A)

1. Counter (A)
2. Chain lightening

I may have botched the explination, but as you can see it's simply how things ALWAYS worked before, and continue to work today, except for Interrupts becomming Instants, nothign has changed, things still resolve as before, it's just another way of looking at the same process we always had. it's also to help NEW-B's get the hang of magic, and tyo keep people from trying to cheet. thats it. nothign really "New".

Also, the FASTST thing you can do is STILL a mana source. this is ALWASY the fastest thing, no matter how you get the manna source. (Land, creature, enchantment, effect, sacrifice) if it is a mana source it will take place before anythgin else can happen, which makes sence because you could never pay for an instant or an interrupt (if they still existed) otherwise.

heh, hope that helps, hope I didn't botch that too much. ~Ben
 
Aha, I getcha now... Well my games never have enough time to gain enough mana to allow for so many spells in a turn anyway, We're usually too cuthroat to get beyond 15th turn.

Fast games a Good Game.... as they say

I'd think about doing such a Mod, but I'm about to sell my collection of cards when I go to London, got a few collectors willing to pay$ for my old Beta, Arabians, Antiquities, Legends and the Dark Cards that I have. Hopefully I'll pay for my plane ticket there and back, and still have enough for a few weeks holiday.
 
I think it would be a great idea. I still play Magic, and started collecting just after 4th came out.

If enough people wanted to contribute by doing one unit, or leaderhead, or whatever, I am sure we could accomplish this mod. If we need any images, I have a 10,000+ magic collection, and a scanner :)

GIDustin
 
Very nice, it could work. I started collecting just around 4rth as well, like 1994/1995 ish. Havent gotten much in the way of anything recent though. ~Ben
 
Raaaagh! Prepare to be annihilated by my stack of COUNTERSPELLS!:lol:
Anyway, I'd be funny to see some kind of mtg scenario. Apocalypse or Ice Age storyline, such a thing.
 
Omni, what are you doing? Going thru my trash? How old is this thread... find anything good? You should see my threads from when I first started posting here!

GIDustin took this mod into his hands, and he's doing a fine job if I do say so myself. It's a huge project, and I wish I could help him.

Care to tell the people about it, Dustin?
 
Link in my signature

My friend and I can get everything done except unit animations, and animating the leaderheads. The tech tree is put together, all the civs are in the bic, and unit names are our current project. As soon as I get the unit animations (either civ2 style, or animated), I can release the mod.

It will take some time though. Someone is working on some dragons for us. That will be nice.

GIDustin
 
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