Fallout - Set 1/3 in the Fallout block [ Custom ]

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Fallout - Set 1/3 in the Fallout block [ Custom ]

Bericht door Lolloler »

Hee allemaal!

Ik ben al een tijdje bezig met een custom set te maken, en sinds een paar dagen post ik deze ook op MTG Salvation. Ik dacht, misschien vinden mensen hier het ook wel leuk om te lezen! Vandaar dat ik het even post. Het is wel allemaal in het Engels, want heb geen zin om het ook nog eens in 2 talen te doen! :P Ik hoop dat het topic in het goede forum-gedeelte staat!

Commentaar, tips, kritiek etc. welkom!

PS. @ Admins, is het niet mogelijk om spoiler tags in te voegen? Dan kan ik de kaarten hier gewoon neerzetten zonder een ENORM lange pagina te maken ..

-----------------------------------------

Hi all!

Time for something completly different. I had this idea for some time, and now I finnaly started it.

Completion: 66 / 249 card

Afbeelding
A world breaking apart

Set Name ................................ Fallout

Block ....... Set 1 of 3 in the Fallout block.

Three-Letter Abbreviation ............. FAL

Number of Cards ...........................249

Design Team
Bas van den Hurk (lead)

Development Team
Bas van den Hurk (lead)



STORY [ short ]:
[ I WILL make a good custom story in the Fallout universe! The first set represents things we allready knew about it from the fallout games, the second and third set will have a more custom made story. ]

This set will take us to the plane of Fallout, once also known as 'Earth'. The plane of Fallout, once only populated by humans and a colorful world full of life, is now a dead, grey and irradiated world painted by war. The plane was almost destroyed in a great war by men’s own invention: Nuclear weaponry. A weapon so powerful it houses all colors of mana, and can destroy whole cities in a matter of seconds.

Now it's a couple of hundred years after the great war. The remains of humans and creatures transformed by powerful mana from the nuclear bombs are scattered across the plane. Forming factions the defend them self against bigger threats, to control the smaller ones and destroy their equals, learned nothing from mistakes in the past.

Because war, war never changes.


FACTIONS & MECHANICS:
W - Talon Company
Talon Company is a group of mercenaries, accomplishing every assignment for money. They fear nothing, but are very cautious. They invented strong armor that grants them damage prevention. Talon Company uses only the remains of white mana.

Absorb N - If a source would deal damage to this creature, prevent N of that damage.

----------

UB - Enclave
The Enclave are the remains of the former government of the Earth. Surviving most of the war in special nuclear shelters, they are with mana and great technology. One of these advanced products is the Vertibird, always granting them enough forces on the battlefield. The Enclave uses most blue mana, and often find use for some black mana.

Drop zone (If CARDNAME didn’t attack this turn, put a 1/1 blue Enclave Scout creature token onto the battlefield.)

----------

BR - Super Mutants
Created by radiation and experiments of humans, Super Mutants have great strength and are much taller then other creatures roaming the plane of Fallout. Equipped with deadly weapons they can easily take out multiple targets in one attack. Super Mutants can control black and red mana.

Super Sledge (Whenever a creature dealt damage by CARDNAME is put into a graveyard this turn, CARDNAME deals damage equal to its power to target creature.)

----------

RG - Raiders
Outcasts of the human remains, Raiders are plain bandits and scum. Raiders don't have much power, and neither have powerful weapons. They win battles with numbers. Always hunting in groups, they grant bonus from attacking together. A Raider on its own won't hold a second in de wastes of Fallout. Raiders use red mana found on the plane, and sometimes use green mana they find.

Assault X - (Whenever you attack with three or more Raider creatures, you may pay X. If you do, CARDNAME deals 2 damage to target player.)

----------

G - Brotherhood of Steel
Descended from the former military of the Earth, the Brotherhood of Steel tries to make the wastes of Fallout a better place for survivors. The Brotherhood has many strong weapons in it's arsenal, arming their soldiers with enough firepower to unleash extra powerful attacks when not stopped in time. The Brotherhood controls most of the green mana left on Fallout.

Frenzy N - Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.


Other 'factions', not represented in this set but with some cards:
- Ghouls
- Brotherhood Outcast
- Rivet City
- Wastelanders






CARDS:

[ CARDS ARE NOT FINALS! Some need better wording or design. Happy to hear comments ]


WHITE: (36/40)

Accelerating Bird 5WW
Creature — Talon (R)
Flying
XW: Target creature gains absorb X until end of turn.
XWW: X target creatures can’t attack this turn.
5/6

Armor’s Secret WW
Sorcery (C)
Creatures you control gain Absorb 2 until end of turn.

Attack Instructor W
Creature — Talon (R)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
T: Target Talon gets +2/+0 until end of turn.
1/1

Automated Gun 3WW
Creature — Talon (U)
Reach, vigilance
4/4
Covert Ops 1W
Creature — Talon (C)
W, T: Tap target creature.
1/2

Defense Instructor W
Creature — Talon (U)
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
T: Target Talon gets +0/+2 until end of turn.
1/1

Drug Chemist 4W
Creature — Talon (C)
When Drug Chemist enters the battlefield, you may gain 4 life.
2/3

Fortified Base 1W
Enchantment (C)
At the beginning of your upkeep, if you control a Talon creature, you may gain 1 life.

Glowing One 4WWW
Creature — Ghoul (R)
X: Prevent the next X damage that would be dealt to you this turn. Whenever damage is prevented this way, Glowing One deals that much damage to target player
7/7

Heavy Support Trooper 4WW
Creature — Talon (M)
First strike, lifelink, vigilance
Absorb 3 (If a source would deal damage to this creature, prevent 3 of that damage.)
4/4

Heavy Weapons 2W
Sorcery (C)
Put target creature on top of its owner’s library.

Hijacked Vertibird 3WW
Creature — Talon (M)
Flying, first strike, protection from Enclave
Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
5/5

Hired Maniac 4W
Creature — Talon (C)
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
3/5

Home-brew Vertibird 3W
Creature — Talon (U)
Flying
3/2

Jetpack Testrun 1W
Instant (C)
Target creature gets +2/+2 and gains flying until end of turn.

Lock ’N Load W
Enchantment — Aura (C)
Enchant creature.
Enchanted creature gets +2/+1.

Megaton Beggar W
Creature — Wastelander (C)
At the beginning of your upkeep, you may gain 1 life.
1/1

Mercenery Flag 1W
Enchantment (R)
Talon creatures you control get +1/+1.

Mercenery Medic 1WW
Creature — Talon (R)
Other Talon creatures you control get +1/+1 and have first strike.
2/3

Mobilise 2WW
Instant (C)
Creatures you control get +2/+1 until end of turn.

Mutant Slayer WW
Creature — Talon (U)
First strike, protection from Mutants
2/2

Mutant Trapper 1W
Creature — Talon (U)
When Mutant Trapper enters the battlefield, destroy target mutant permanent.
2/2

Night Ops W
Creature — Talon (C)
When Night Ops blocks, you may gain 4 life.
1/1

Nuclear Explosion 2WW
Sorcery (R)
Destroy all non-Ghoul creatures.

Quick Warrior 1W
Creature — Talon (C)
First strike
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
2/1

Red-neck Trap 1W
Instant (U)
Put target attacking creature on top of it’s owners library.

Reinforce the Lines 2W
Instant (C)
Put two 1/1 white Talon Scout creature tokens onto the battlefield.

Rusted Gun 2W
Creature — Talon (U)
Defender
WW: Rusted Gun gets +3/+0 and loses defender until end of turn.
0/4

Talon Crusader 2WW
Creature — Talon (C)
Vigilance
Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
2/3

Talon Initiates 1W
Creature — Talon (C)
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
2/1

Talon Loyalty 2W
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+1 for each Talon creature you control.

Talon Safehouse 2W
Instant (C)
Prevent all damage that would be dealt to you and creatures you control this turn.

Tamed Mutation 2W
Creature — Talon Bird (C)
Flying
2/2

Target Practice 1W
Instant (U)
Exile target creature, its owner puts a 0/1 white Dummy creature token onto the battlefield.

Veteran Guard 1W
Creature — Talon (C)
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
2/2

Wandering Traitor 3W
Creature — Wastelander (C)
Whenever you gain life, your opponents gain that much life.
4/3

Watchtower Guard 1W
Creature — Talon (C)
Reach
When Watchtower Guard enters the battlefield, put a 1/1 white Talon Scout creature token onto the battlefield.
1/1



BLUE: (25/40)

Advanced Technology 3U
Sorcery (C)
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)

Armored Truck 3U
Creature — Enclave (C)
Drop zone (If Armored Truck didn’t attack this turn, put a 1/1 blue Enclave Scout creature token onto the battlefield.)
2/4

Behind Enemy Lines U
Sorcery (C)
Target player puts the top two cards of his or her library into his or her graveyard.
Draw a card.

Camo-covered Bird 2UU
Creature — Enclave Vertibird (R)
Flying
Drop zone (If Camo-covered Bird didn’t attack this turn, put a 1/1 blue Enclave Scout creature token onto the battlefield.)
4/4

City Watch U
Creature — Rivet (C)
Whenever Rivet Guard deals combat damage to a player, that player reveals a card at random from his or her hand.
1/1

Commanders Gunship 1UU
Creature — Enclave Vertibird (R)
Flying
Other Enclave creatures you control get +1/+1.
T: Target player puts the top card of his or her library into his or her graveyard.
1/2

Crashed Bird 1UU
Creature — Enclave Vertibird (U)
Defender
UU: Crashed Bird gains flying until end of turn.
0/7

Enclave Encampment 3U
Creature — Enclave (C)
Defender
2/6

Enclave Spy U
Creature — Enclave Scout (C)
Whenever Enclave Spy deals combat damage to a player, that player puts the top card of his or her library into his or her graveyard.
1/1

Fortune Finder 1U
Creature — Wastelander (C)
1/3

Heavy Bird 4UU
Creature — Enclave Vertibird (M)
Flying
Whenever Heavy Bird becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 2.
Drop zone (If Heavy Bird didn’t attack this turn, put a 1/1 blue Enclave Scout creature token onto the battlefield.)
5/5

Imprisoned Devil 4U
Creature — Deathclaw (C)
Imprisoned Devil can’t attack unless you control 3 or more Enclave creatures.
5/6

Indoctrination 1U
Sorcery (U)
Gain control of target creature until end of turn.

Magnetic Field UU
Instant (C)
Counter target spell unless its controller pay 3.

Mutation Erasure 1U
Enchantment (C)
Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.

Nuclear Research 3UU
Sorcery (R)
Target player puts the top half of his or her library, rounded down, into his or her graveyard.

Plasma Squad 1UU
Creature — Enclave Soldier (C)
When Plasma Squad enters the battlefield, return target creature to its owners hand.
2/2

Please Stand By 1UU
Instant (C)
Counter target spell.

Presidents Voice 1U
Creature — Enclave Eyebot (U)
T: Scry 3 (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
1/1

Revenge U
Instant (U)
Counter target Brotherhood spell.

Scary Impression U
Instant (C)
Return target creature to its owners hand.

Scouting Bird 2U
Creature — Enclave Vertibird (U)
Flying
Drop zone (If Scouting Bird didn’t attack this turn, put a 1/1 blue Enclave Scout creature token onto the battlefield.)
1/1

Silent Thief 2U
Creature — Enclave (C)
When Silent Thief is put into a graveyard from the battlefield, draw a card.
1/3

Terrifying Soundbot 1U
Creature — Enclave Eyebot (C)
Flying
When Terrifying Soundbot enters the battlefield, target player puts the top card of his or her library into his or her graveyard and you draw a card.
1/1

Tesla Shock U
Sorcery (C)
Target player puts the top five cards of his or her library into his or her graveyard.


BLACK: (0/40)

RED: (0/40)

GREEN: (4/40)

Armed and Dangerous G
Instant (C)
Target creature gets +2/+2 until end of turn.
If that creature is a Brotherhood, instead it gets +4/+4.

Brotherhood Paladin 1G
Creature — Brotherhood Soldier (C)
2/2

Citadel Guard 2GG
Creature — Brotherhood Soldier (M)
Citadel Guard’s power and toughness are each equal to the number of Brotherhood permanents you control.
Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
*/*

Pitt Metalworker 1GG
Creature — Brotherhood Engineer (R)
Other Brotherhood creatures you control get +1/+1.
T: Regenerate another target Brotherhood.
2/2

MULTICOLOR: (0/1)

ARTIFACT: (0/22)

LAND: (1/6)

Tornado City
Land (C)
T, sacrifice Tornado City: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.






Update log:
02-02 | Added many blue cards, major update on the white cards, and also added some green card concepts.
02-01 | Replaced 2 white cards, they didn't fit in the win condition for Talons.
01-31 | Added 38 white cards to the card list. Compleet concept for white nearly done.
01-31 | Changed some wording on my mechanics, and replaced two of them with allready existing ones thanks to viridiancircle.
01-30 | Started project.
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JaapBroeders
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Berichten: 67
Lid geworden op: za mar 21, 2009 3:26 pm
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Re: Fallout - Set 1/3 in the Fallout block [ Custom ]

Bericht door JaapBroeders »

Gaaf gedaan
Ik vind alleen "Super Mutants" wel erg cheezy klinken.
Wat vind je van "mutagens", "morphs" of "the carcinogen"?
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Lolloler
Adept
Berichten: 245
Lid geworden op: zo okt 03, 2010 11:31 am
Locatie: Beverwijk
Contacteer:

Re: Fallout - Set 1/3 in the Fallout block [ Custom ]

Bericht door Lolloler »

JaapBroeders schreef:Gaaf gedaan
Ik vind alleen "Super Mutants" wel erg cheezy klinken.
Wat vind je van "mutagens", "morphs" of "the carcinogen"?
Dat heb ik niet zelf bedacht, het is geinspireerd op het Fallout universum. :P Het enige wat ik (ten minste in deze eerste set) doe is het verhaal iets aanpassen zodat er een plane van gemaakt word en mana mogelijk is. In de 2e en 3e set van het block schrijf ik wel zelf het verhaal verder.
www.boosterz.nl - Weer losse boosters voor maar €2,50!
Gebruikersavatar
JaapBroeders
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Berichten: 67
Lid geworden op: za mar 21, 2009 3:26 pm
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Re: Fallout - Set 1/3 in the Fallout block [ Custom ]

Bericht door JaapBroeders »

Dan ga ik Bethesda Softworks mailen ;-)
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