Friday, July 9, 2021

Weekend Design Challenge 070921 - Non-D&D Classes

Happy Friday Artisans! Click through to see this weekend's design challenge. Once you've gone and made your own card for submission, go ahead and offer some feedback on your fellow Artisans' cards. Throughout next week I'll try to offer some feedback of my own.


This week, let's design class cards for classes that regularly show up in MtG, but are not part of the core twelve 5e classes appearing in AFR. I know many of those are subclasses or clearly correlated to D&D classes, but go ahead and make unique cards for them anyway.

Good luck, have fun, and we'll see what you came up with come Monday.

14 comments:

  1. Villain Class 1BR (Silver border)
    Enchantment - Class
    (Gain the next level as a sorcery to add its abilities.)
    When Villain Class enters the battlefield, destroy target creature and reveal your hand.
    BR: LEVEL TWO Whenever a creature dies, create a Treasure token unless any player pays 1 life.
    3BR: LEVEL THREE When this Class becomes level three, Open a sealed Magic booster pack, reveal the cards, and put all artifact, instant and sorcery cards revealed this way into your hand.

    ReplyDelete
    Replies
    1. Oh right, Villain is an Un-type!

      The level 1 ability made me laugh out loud.

      Delete
    2. This is a great start to a silver bordered card. I think the flavor gets looser the higher in level it gets, and it could stand to have a little more internal synergy, but each level on its own is fun and flavorful.

      Delete
  2. And one for black border world...

    Berserker Class 3R (RARE)
    Enchantment - Class
    (Gain the next level as a sorcery to add its abilities.)
    Creatures you control have riot and rampage 2.
    2RR: LEVEL TWO Creatures you control have menace and frenzy 3.
    1RRR: LEVEL THREE Attacking creatures you control have double strike.

    ReplyDelete
    Replies
    1. Rampage plus frenzy is cute but this is a lot of non-evergreen keywords to keep track of. Maybe reimplement it with the assumption that they won't be available?

      The mana requirement staying at the same level, but increasing in color intensity, is just so Berserker. Love it.

      Delete
    2. I like the direction this took, but I'm not the biggest fan of including two functionally dead keywords amid all that keyword soup. Even without rampage and frenzy, this can be a very powerful card (compare with Rhythm of the Wild.)

      Delete
  3. Archer Class WG
    Enchantment- Class (Rare)
    At the beginning of your end step, untap target creature you control.
    1WG: Level 2 - You and creatures you control have ward 2.
    3WG: Level 3 - Whenever a creature an opponent controls attacks or blocks, you may tap an untapped creature you control. When you do, it deals damage equal to its power to that creature.

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    Replies
    1. This suite of abilities is awesome. Level 3 probably should only trigger when a creature attacks. The blocks trigger makes you hold something back or have vigilance. Too many opportunities for it to disappoint. Anyway, I like this thing very much.

      Delete
  4. How could I resist?

    Pirate Class
    {U}{R}
    Enchantment - Class (Uncommon)
    When Pirate Class enters the battlefield, target creature can’t block this turn.
    {U}{R} (Level 2): Whenever you cast a spell during an opponent’s turn, create a Treasure token.
    {2}{B}{B} (Level 3): When this Class becomes level 3, you may put target creature card from an opponent’s graveyard onto the battlefield under your control.

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    Replies
    1. The mono-B level 3 is very fun. For some reason the pirate flavor makes me think it be able to return am artifact too (or just equipment, and vehicles, if you want to limit it.)

      Delete
  5. Question: how does one differentiate between a “class” and a profession?


    Stitcher class || {1} {U}
    Enchantment — class (uncommon)
    Whenever you would mill one or more cards, you may instead kill that many cards plus or minus one instead.
    Level 2 || {3} {U}
    The first time you would put a card from your library into your graveyard or discard a card each turn, draw a card
    Level 3 || {3} {U} {U}
    Whenever one or more cards are put into your graveyard, you may exile that many cards from it. If you do, create a black zombie creature token with power equal to the number of non-creature cards and toughness equal to the number of creature cards exiled this way.

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    Replies
    1. Even with the plus one mill effect of level 1, I worry the level 3 ability will just be making 2/1's and 1/3's. Since it's a may, it could just exile your whole graveyard. Bigger tokens are exciting.

      Delete
    2. Ah. I get that. I think I have a tendency to make a lot of cards that require you to build around them. E.g. The Lvl 1 ability is meant as a safety valve for a self mill deck.

      With hindsight, the Lvl 3 ability is quite weak. Even if you have other self mill sources. I think I originally wanted it to be “whenever one or more cards are removed from your graveyard…”. But decided not to because I thought it would be too weak for some reason?

      Delete
  6. I dont know dnd very well so I'm going with a path of exile class.

    Occultist UB
    Enchantment - class
    Level 1 - At the beginning of your upkeep, each opponent loses 1 life.
    1UB: Level 2 - Whenever a creature an opponent controls dies, it deals 2 damage to each other creature.
    2UB: Level 3 - If you would cause an opponent to lose life, they lose an additional 3 life.

    ReplyDelete