Any Team Fortress 2 players out there might appreciate this

Custom Cards forum

Posted on March 2, 2015, 3:04 p.m. by bsian

http://mtgcardsmith.com/user/HerderOfNerf?page=1#.VPTB9PnF9Xk

My collection of cards inspired by TF2.

The_Raven says... #2

Lol, well done!

However, I strongly disagree with you on 2-fort. Tryharders (me) are able to win it!

March 2, 2015 3:53 p.m.

NorthernRaven people actually try to win 2-Fort? I thought it was just everyone goes Sniper and nothing ever gets done. :P

March 2, 2015 4:33 p.m.

WicKid52 says... #4

canterlotguardian: you are describing Nucleus. no one caps on Nucleus.

March 2, 2015 6:24 p.m.

http404error says... #5

I don't like Jarate not untapping. Causes memory issues, makes the card bad, all sorts of problems. Wording should be "The next time a source would deal damage to target creature or player this turn, it deals that much damage plus 1 to that creature or player instead."

Ghastly Gibus is mini-Skullclamp. I hope you're happy with yourself.

The Sandvich is clever.

Hybrid mana doesn't really work on the Spy. Blue doesn't get First Strike, Deathtouch, or direct destruction. Perhaps you should consider making the ability more like Royal Assassin and only work on tapped creatures that have given you an opportunity to backstab them. Also, I'm not sure why he Donates himself. Is that supposed to be the Disguise Kit? That doesn't really make sense to me.

I don't think the Sniper should have first strike. He's supposed to be vulnerable if you can get to him, relying instead on his sniping to take out foes from afar.

The Medic needs counters to keep track of Uber.

You could make the Engineer blue, since you don't have any other blue creatures (other than the Spy, and you know how I feel about that already). I'd rather he be able to upgrade his sentries than produce dispensers, but that's just me.

The Heavy could use a bigger butt, honestly. 5/7 maybe? I also don't think his redirection ability should tap. That seems too weak to ever use, even with the Sandvich combo.

The Demoman is fantastic, except red doesn't get Vigilance. I am very happy that you gave the Scout, Soldier, and Demoman all the ability to gain flying temporarily.

The Pyro is worded very confusingly. Shouldn't that be a triggered ability rather than a replacement ability? "At the beginning of each end step, put an additional -1/-1 counter on each creature that was dealt damage by Pyro this turn." Hm, I guess that does only work if the Pyro is alive. There's not really an easy, clean way to do it.

The Soldier's Phyrexian mana is kind of random. White doesn't get fight.

The Scout's awesome, but the numbers are random and asymmetrical. You don't need both of the modifiers, just change his base stats. i.e. 2/2 with "When Scout attacks and is not blocked, it gets +2/-1 until end of turn."

General templating notes because I'm a nitpicker (what clued you in?): Abilities aren't capitalized except for the first word. "First strike, flying, vigilance" Comma between different costs in activated abilities. "3W, T: Blah."

Also, Cardsmith is bad, you should use Magic Set Editor instead.

But hey, cool cast! I'm a little concerned at the disproportionate RED representation and lacking BLU representation, though.

March 2, 2015 7:02 p.m.

WicKid52 says... #6

http404error: I think that the Phyrexian on the soldier is because when jumping you can either use the rocket jumper or take damage.

March 2, 2015 9:18 p.m.

This discussion has been closed