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/tg/ - Traditional Games

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Herein shall be posted the second half of the cards I created for my elementary and high school homebrew card game, Merlin. Sorry for dying on you guys last night; I'm still sicker than a dog, but should be well enough to post some more.
Previous thread
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Last time you remember, our heroes had a brief reprieve from the extra-dimensional Varterian invasion.To complete the arc, we have Fall of Varteria.
>Good guys evacuate Valkyries in their flying castles.
>Use a magical nuke to raze their dimension and seal them off from the rest of the universe.
Easy peasy
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Rolling dice was a thing in the game for a while. Now, years later, it seems like a poor fit for a game that is already inherently random.
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Here comes my OC hero for the set: Kvazil de Danann, the man who would be Merlin's father in this universe. The character was previously alluded to in the card Kvazil's Dragon.
Also, Giant Bat is back. He and a couple of cards from previous sets got reprints here.
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More die rolling. Bleh.
>Doppelganger's art was based on the art from one of the D&D monster manuals.
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For being the end of an important story arc, this was a pretty small set.
Another amusing attempt at foil-style art in Ghost Fox. Why Ghost Fox was chosen for the treatment and not any of the other, flashier card ? No idea.
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We just had one invasion, so why not have a second.
>About a year after the Varterians are kicked out, the Apocalypse army from the distant mainland country of Uhrengrim reaches Moriddian shores.
>Led by their Prophet, they’re looking for the Temple of Redemption, which supposedly holds a portal that will lead them to the holy land.
>At the same time, five golems representing the avatars of the 5 elements start walking across the country, heading to the exact same temple. Surely nothing bad could happen.
>Also, the temple is home to a colony of ant-taurs called myrmidons.
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The avatar golems represented my first attempt at setting up a pantheon for the world. Each avatar presided over an element (Rudyet for air, Brogh for fire, Mirok for water, Lathern for earth, and Urgerand for magic). Under them were 5 Great Gods and 20 other Still Pretty Great Gods, with various other Small Gods showing up on a regional basis.
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Named characters started showing up much more often from here. They had the hidden ability Unique, which only allowed one copy of the card to be in play at a time. This would have mattered if there was more than one copy of a card in the deck, but there just wasn't.
>Farsight was a golem that was also the key to opeing the Temple of Redemption
>Twe'tur was an evil shapeshifting demon.
>Kamess was a Varterian who broke the programming, remembering the person he once was and joining the good guys.
>Lukras came from a distant Viking land and was also a werewolf who could control his transformation.
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The Werewolf and Vampire cards are actually second drafts of cards that I threw away. They originally had creatures on both sides: A Villager/Werewolf card and a Vampire/Bat card. I got rid of them because you could see the reverse sides while they were in the deck.
The comfiest thread on /tg right now.
Based and creative anon.
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Not sure why some of these scans are this poor. Guess I should've done some more research into getting better scans.
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My son, you must choose: Goblin airship with Ram and Armor, or Lark.
I see your tempered steel art came straight out of a certain magic card, eh?
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Here's the first appearance of the gnomes. In universe goblins, gnomes, and ogres all share a common evolutionary ancestor. Ogres ended up big and dumb, goblins retained their pig nose and lived in caves, and gnomes lived nocturnal lives as reclusive inventors inside mountains.
This is awesome. Something about seeing this stirs old childhood creative juices. Godspeed.
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More disappearing text.
>Several cards in the game have futhorc runes on them. I first discovered them via the Dragonology book, which was a big influence on my life.
I'm not really sure. Magic wasn't played at my school, so I wasn't introduced to it until I got to college.
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Life was hard for Example Demon. First there were the Seeking Arrows, then he got Wing Snared, and then he got Geysered. A true hero.
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If I had to guess, it’s tenth grade now.
>The Order of the Apocalypse opens the Temple and uses the portal.
>Surprise, it leads to Varteria. A few messed up Varterian drones escape and kill the Prophet.
>Temple collapses, killing the avatar golems, Varterians, and Apocalypse troops inside.
>Rest of the Apocalypse is routed by a unified army of Moriddian people and creatures.
This set is also noteworthy as my first attempt at drawing female characters on cards. I was always afraid that my parents would think I was drawing porn or something, so I avoided it for years. No longer! Waifus ahoy!
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I was really into airships at the time (I guess I still am) since I was reading the Voyage of the Jerle Shannara books. As a result, airship-related cards were very common at the time, including these weird creatures that could be equipped to airships.
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The ability "Unblockable" was a little misleading. It didn't actually mean that you couldn't block the creature, only that that creature's attacks weren't blocked by armor. The ability would later be renamed Piercing.
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A few more notes on abilities and game rule changes:
>At this point, I had gotten tired of only usually allowing 2 creatures in play per side. Now, all creatures had one action they could use per turn. Most were only attack actions, which all happened at the same time. If a creature did use its action for the turn it could not block to protect you on your opponent's turn.
>If a creature had a pike in its art, it had the ability "Ranged", meaning it could block flying creatures.
>If a creature had a bow or the word hunter in its name, it had both "Ranged" and "Hunter", meaning that it could be given a special attack where it could directly attack any creature it could legally block.
>If there was a shield in the art, the creature had the ability to block after it attacked. This was keyworded as either "Indomitable" or "Stalwart".
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Oh baby, it's Bump Bear. A personal favorite of mine, he was essentially just a grizzly bear covered in a hard shell. His name was lifted from a Chinese firework our family had picked up that year. The name was so ludicrous, I had to use it.
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Dealing with that eternal /tg/ question of firearms in a fantasy setting:
>Black powder has been discovered and is used on occasion.
>However, the alchemical mixture of sulfur and saltpeter causes any magic that would be applied to the weapon to fail, meaning that magical muskets wouldn't work. As a result, cannons and the like are mostly used by the Goblinoids who invented them.
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We’re at the end of a long line of cards. Senior year came, and there wasn’t time to design much. I made an attempt to clarify some rules and deal with the “abilities are dictated by the art” issue, actually writing them out for a change. This resulted in a mini set, Voyage. I had intended to kick off a new story line featuring a crew of people flying an experimental airship, the Brynhild, to the homeland of the Apocalypse to find out what their deal was.
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I had actually written out an autistic number of cards for two future sets in a notebook. They were titled Homeland, which would include the cards from Voyage and explore the island of Moriddia in greater detail, and Candlemoor, which would chronicle the crew of the Brynhild’s explorations of the Halloween-themed country of Uhrengrim. It wasn’t meant to be…
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...until much, much later. Last fall, I found my old design notebook, so I decided to go ham and get back in the card-making saddle. It ended up being my biggest set yet and reignited my passion for the game. I thought all of my old cards were gone, but a few weeks back, I found all of my old cards in a moving box, as well as a few prototypes for the set. What you’ll see next is 20 new pages of mostly uncolored autism using the scribblings from my high school ideas bible.
This is Candlemoor.
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New set means new story
>The Brynhild gets hit by lightning and crashes in a swamp in the boonies of Uhrengrim.
>Find a village called Candlemoor, see the villagers burning a witch to the approval of some inquisitorial types.
>Turns out that these villagers have been “burning” the same witch for over a year now. Her name is Brianna and she is actually a valued member of the community. The villagers have been putting on this show to keep the Apocalypse church inquisitors happy.
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>Brianna tells the crew that the Apocalypse army was an extremist offshoot of the local religion, the Dawn Chorus.
>Church leaders were corrupted by a monument they found on the beach, which even now is sitting in the cathedral in the country’s capital, Tronburg.
>Leaving some people to work on fixing the ship, the our heroes head out through werewolf-infested forests, meet one of the gods of the setting (Cernunnos), enlist the help of an aspiring mad scientist by the name of Ghent, stay in a vampire count’s castle, and eventually come to grips with the purpose of the monument.
>The stone is a relic from the sunken island of the Drowned God, a deity who was cast out by the pantheon for trying to usurp them. His name has been erased from history, but now he is trying to return to the world by hitching a ride on human worship.
>In doing so, he has bent the five avatars of the elements to his will. In monstrous forms, they begin converging on Tronburg for a climactic battle.
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I ended up making some changes to the anatomy of cards for various reasons.
>All cards only have one attack now. I just couldn't justify the presence of multiple attacks, especially with the real estate they took up. >Attack and health values are now no longer multiples of 10 due to the difficulty of templating certain effects.
>I added a bar below the card art to help clarify card and creature types. I'm not thrilled with the look, but if it works for Magic, it works for me.
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Hey look, Giant Bat is back yet again, just in time to celebrate his 17th (I think) birthday.
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At last, I decided to try and implement the eternally ignored world of casting costs. As it stands right now, each turn, you may play a card from your hand as a mana source, referred to as "intoning". That card increases your mana total for the turn by 1 and also allows you to cast cards that share an element with it.
Also, the discard pile is now referred to as the void in order to keep it separate from the act of discarding a card.
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One of the new things I tried out for the set was adding the Full Moon condition. Whenever you cast a card or use an ability that includes Moonrise, it becomes Full Moon. This condition causes certain spells to be stronger, enables certain abilities, and, of course, causes Werewolves to transform while it's out.
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I admit, many of these cards are tracings from a few old German horror comics I had lying around. I still can’t into art very well, but things have improved somewhat. Just ignore the naff Treeline Watcher art here. There's a superior one on the next page.
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Mmmm, yeah. Stupid sexy Treeline Watcher.
>Crop Circle is one of several cards in the set to hint at the coming of the corrupted avatars. The six eyes motif in the middle matches up with Mirok's eye layout from >>69212726
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Another couple of mechanics for the set:
>Ritual allowed you to use a creature's action (exhaust it) to reduce the cost of the card by 1.
>Decay activates any time one or more creatures enter an opponent's void.
>Entomb effects occur when the specified number of cards are in your void.

>mfw I've posted so much I'm getting captcha reruns.
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Tribute- An additional cost that must be paid.
Haunt- When this creature dies, you may banish it from the game. If you do, summon a creature with the same name as it from among your mana sources.
Manifest- ETB effect
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Old Penishead Johnson, the village executioner.
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Who doesn't love a good pun? I know I do.
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Some of the art for these cards is still slightly unfinished. I mean to go back and color them/add artistic effects, but I wanted to have copies of them in case I fuck something up with the coloring.
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The "Cantrip" keyword means the card can be played an any time. I played around with putting it in the type bar, but ultimately decided it belonged in the text box.
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Get ready for the biggest bone of all.
Just posting to say I'm following this OP, love your game.
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I another move to avoid term confusion, I decided to change a card's attack value to be its might, thereby distinguishing it from the act of attacking. Few cards in the set reflect that change.
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More spooky times, plus the placeholder card used to denote Full Moon. Haven't hit on a sweet spot for how long it should last in game, though.

Thanks for the bump, m8. I was starting to think I was posting into the void or something.

>mfw 5 consecutive captchas
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At last, the transforming cards. Fulfill the right parameters, and these guys flip over...
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...increasing their spookiness by the power of 1,000 Draculas.
>Lukras Halire makes a return in this set. Don't get too attached to him, though.

>9 fucking captchas
Am I no longer human?
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Well, that's all of the cards I have. At least in a physical form. As part of my extraordinary autism, I went ahead and, over the last year, designed over 1,000 cards that I have in spreadsheets. I fear I haven't got the arm to draw that many pictures.

Thanks for reading, anons! I've got to pop out for a bit, but if the thread survives, I can answer questions and talk more about stuff.
We're here, just got nothing to say. Did you make the transform cards after MtG?
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This shit is so cool. I remember drawing my own cards and taking inspirations from games I played too, OP. Thanks for the memories.
Why do all the cool things get posted when I take a break from this site?
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then this is damn uncanny
Especially since he's got an out of order Weatherlight Saga (including not-Phyrexians, but the Invasion is at the start) in there.
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I have returned!
Kind of? My first transform cards were designed by a friend in like sixth grade, but they were on notebook paper and eventually got thrown away for being easy to see in the deck.
While there's obvious resemblance, I wouldn't say that "Hot-Sword-Being-Put-In-Water" is a new idea.
I definitely feel weird about the Weatherlight thing. For what it's worth, my inspiration for the airship journey was inspired completely by Terry Brook's "Voyage of the Jerle Shannara" trilogy.
I'm glad you rike it, matey. I just wanted to throw in some quality stuff into the quagmire that is /tg/ these days.
Was Nivenwald Screamer's art copied from the depiction of Jersey Devil?
Generally, did you start using references for art with this new set of cards?
The aesthetic also seems much more unified and cohesive this time. What made you follow in that direction? Did you always had that kind of image in mind or was it dictated by your likes and preferences at the time?

I don't know if they will be deleted, but you can vote now.
It most definitely was. As far as references go, as I mentioned before, many of the pictures are tracings from a few old German horror comics I've had for years (Gespenster Geschichten and Spuk). A few of the pieces (like crap Treeline Watcher, the moons, and the entire bottom row on page 10 for example) were done i high school but were left unfinished for years. Several pieces are poor attempts to ape famous pieces of art
>Aberrant Stag is a fucked-up Monarch of the Glen
>Vampire Hussar is a particularly bad rendition of Ivan Bilibin's Black Knight
As far as cohesion, I wanted to start telling a story that made the setting feel a bit less random. Essentially, Uhrengrim was intended to be an homage to the universal horror films, as well as touching on bits of central European folklore. And yes, there are obvious Bloodborne paralells as well.

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