AN EXCELLENT IDEA!!!Originally posted by DarthMole
And I'm planning to make a deck builder program, similar to the one Magic: The Gathering has right now, and maybe, play online with others who have the deck builder. So what do you guys think?
Originally posted by Bandit LOAF
One word: Homarids.
Card Title: Homarid Warrior
Color: Blue
Type: Summon Homarid
Cost: 4B
Pow/Tgh: 3/3
Card Text: U: Homarid Warrior cannot be the target of spells or effects until end of turn and does not untap during your next untap phase. Tap Homarid Warrior.
Rarity: Common 1
Card Name: Homarid Spawning Bed
Casting Cost: 2B
Card Type: Enchantment
Card Text: 1UU: Sacrifice a blue creature to put X Camarid tokens into play, where X is the casting cost of the sacrificed creature. Treat these tokens as 1/1 blue creatures.
Artist: Douglas Shuler
Rarity: Uncommon 3
Homarid
Fallen Empires Common
2U Summon Homarid
2/2
"Put a tide counter on Homarid when it is brought into play and during your upkeep. If there is one tide counter on Homarid, it gets -1/-1. If there are three tide counters on Homarid, it gets +1/+1. When there are four tide counters on Homarid, remove them all."
http://www.geocities.com/timessquare/alley/3697/1/042098homarid.html[/i]
Huh? If there are no counters on Homarid and it's Tuesday afternoon, he's got protection from purple, otherwise on every 5th turn he's unblockable?
No, Homarid isn't that hard to figure out. Simply, Homarid is 1/1 upon casting. Next turn he's 2/2, then 3/3, 2/2, then back to 1/1 again and the whole thing starts over again. Homarid's biological clock runs on 4 turn cycles, and he's quite cranky (and vulnerable) the first turn you summon him. If you can ever get Homarid to live until the third/seventh/eleventh...turn, you'll have a rather beefy 3/3 blue critter for only 2U. The only real problem is the first/fifth/ninth...turn when you have a little 1/1 lobster that can't live through a Flare.
In my opinion, Homarid isn't too good for what you pay. True, a 3/3 blue creature for 2U is a steal, but I don't like all that piddling around with lunar phases to wait for that golden opportunity every four turns. Soldevi Heretic and Sea Troll are a little more reliable than Homarid, but Homarid's verbose text can be a good thing.
If you're playing against a newbie, they'll never be able to remember how Homarid works. When you play Homarid against a newbie, they'll surely ask you what the card does. Don't tell them, just hand them the card and let them read it themselves. Your opponent will probably forget exactly how big Homarid is at most times, and will have to waste much of their thought just trying to keep track of how big it is. I've seen more than one careless mistake made against my Homarids (yes, I've used them). There are a few cards like Sunken City that are good for pumping up any blue creature, as well as many cards that work well on just about any old creature. Today I will instead list some cards I've used with Homarid just to drive absent-minded opponents nuts. Confusing and bewildering thy opponent is a good thing:
And some combos with it:
Tidal Influence
Here's the text on Tidal Influence (think to yourself about Homarid's text while you read this): "Put a tide counter on Tidal Influence when it is brought into play and during your upkeep. If there is one tide counter on Tidal Influence, all blue creatures get -2/-0. If there are three tide counters on Tidal Influence, all blue creatures get +2/+0. When there are four tide counters on Tidal Influence, remove them all. You may not put Tidal Influence into play if there is another Tidal Influence in play." HAHAHA. Tide counter this every turn, take this counter off of here to do that, this makes that bigger while that makes this smaller.....HAHAHA. If you play your cards right, this combo could allow you to have a 5/3 Homarid every fourth turn.
Freyalise's Winds
This silly (and potentially deadly) Ice Age enchantment not only slows most games down to a crawl, but it also adds a fairly confusing aspect to the game where anything that taps gets tokens on it that doesn't allow said tapped permanent to untap as normal. If you like irritating your opponent, Freyalise's Winds is tops in my book.
Time Warp/Time Walk
Are those tide counters going to be unfavorable for you at a bad time? Simply take a extra turn so the tide goes out and your Homarid gets bigger before your opponent has time to react.
Ice Cauldron
He he he. Right after you play the first Ice Cauldron your opponent has ever seen, put Homarid underneath the Ice Cauldron...just for giggles. As long as you're not playing against Rain Man, you will have a tactical advantage over your opponent.