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Fun Challenge: Create your own tribe!
Hello again fellow...magic lovers! Today, instead of a deck challenge, your challenge is to create your own tribe!
You should try to give - some - of them some sort of "tribey" ability that fits what they are.
I sorta have a loose idea for mine...but like most things, it'll have to wait until the weekend.
As for the rest of you, let's see what you can do. :D
surewhynot
4543 posts
Posted 09 December 2010 at 03:01
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18 replies
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whitey_mcfly
536 posts
Meet: The Garaen
They are a red tribe. They are quadrupedal, but have opposable thumbs on their hands and feet. Their upper torso is much larger than their lower torso. The same goes with their arms. Their feet generally have large claws on them. They are colored red. Double Strike is fairly common in this race, seeing as they can carry 4 different weapons at any given time. They share spiritual bonds with each other, making each other more resilient.
New mechanic: if this creature would be destroyed or exiled, you may instead exile another Garaen you control.
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Posted 09 December 2010 at 05:20
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DedWards
4,874 posts
My choice in creature type - Sheep.
Most will white and be 1/1, 0/2, etc. but all have a new ability "Herd" (This creature gets +0/+1 for each other creature you control that shares a creature type with it.) I even came up with a 'lord' for the sheep:
Sheep Herder
:mana1::manaw::manaw:
Creature - Human
uncommon
Sheep you control get +0/+1.
:mana1::manaw: : Sheep you control get +1/+0 untill end of turn.
2/2
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Posted 09 December 2010 at 13:04
Permalink
DedWards
4,874 posts
Just came up with another one:
Creature type - Chimera
Most chimera will have one basic ability (Trample, First Strike, etc). They'll be the colour that best represents thier ability. They all have the ability 'Merge' - Sacrifice this creature: Target chimera gets +1/+1 counters equal to this creature's power and gains [basic ability] (This effect lasts indefinitly).
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Posted 09 December 2010 at 13:34
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InfiniteLunacy
6 posts
The "Toy" Tribe
This tribe was created Lilith when she was just a kid, she loved making toys from simple rocks and twigs, but she wanted the toys to come alive, she searched for ways to give her toys life, this ignited her planeswalker spark, she ventured the planes to find the solution to her problems, she found Necromancy. from then on her "toys" were no longer of twigs and stones, but of flesh. Unholy abominations of these creatures. She now resides in her own plane, constantly creating more "toys" from the creatures she had slain.
Well, there's the origin story of the tribe. Now the specific keyword for the tribe is probably "decompose" for the creatures of the toy tribe were created from parts of other dead creatures, they rot over time, this is the effect of the keyword, after a set amount of turns the creature is sent to the graveyard unless the player pays half of the creatures converted mana cost rounded up.
Here's an example:
Restitched Wurm
Creature - Wurm
:mana3::manab::manag:
Decompose 4 (sacrifice this creature at the fourth upkeep after casting unless player pays have of this creatures converted mana cost, rounded up)
3/2
This means that after summoning you'll have it on the field for 4 turns after, then sacrifice or pay the cost. Unless there is an enchantment. like this.
Seal of Preservation
Enchantment
:mana2::manab:
Enchanted creature does not decompose.
But decomposing isn't really a bad thing because of cards like this:
Lilith's Recycler
:mana6:
Artifact Creature
This creatures power and toughness is equal to the number of decomposed creatures in the graveyard.
*/*
or an enchantment like this:
Lilith's Furnace
Enchantment
:mana2::manar::manar:
whenever a creature decomposes deal damage to target player equal to the creatures power.
There's my tribe, with all the ins and outs of the keyword, I would put in Lilith, the Planeswalker, but I'm lazy
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Posted 09 December 2010 at 13:52
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naruguydudeman
16 posts
The martians, who doesn't like extra terrestrials
they would usually be blue in color
here's an example
:mana2::manau::manau:
Extraterrestrial Advisor
MartianRevenge5 (as long as you have 5 martians in the graveyard this creature has deathtouch and Vigilance)
All martians you have get +1/+1
:manau::manan: : Untap Extraterrestrial Advisor it does not untap next untap step
3/3
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Posted 09 December 2010 at 23:23
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naruguydudeman
16 posts
:manau::manau::manau:
Martian Ship
Search your library for Two martian creatures with a converted mana cost of :mana2: or less
:manau::mana1:
Martian Desperation
as long as there is only one martian in play target martian gets +3/+3
if there is any other martians in play sacrifice Martian Desperation
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Posted 09 December 2010 at 23:33
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SilverTabby
26 posts
[QUOTE=naruguydudeman]The martians, who doesn't like extra terrestrials
they would usually be blue in color[/QUOTE]
bah stealing my ideas before I have time to flesh them out :(
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Posted 10 December 2010 at 00:29
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surewhynot
4,543 posts
Alright, here's my tribe. Kings.
There will be Kings for every color, and their color will determine (like most things in magic) how they work.
Kings will all have the ability Royalty: "When this creature attacks, put a [color of King] 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more [color of King] 0/2 Disciple creatures into play."
There's 8 Kings.
:mana3::manaw::manau::manab::manar::manag:
Zetir, First of Lords
Legendary creature - King Avatar
Zetir, First of Lords gets +1/+1 for each Disciple you control.
All other Kings and all Disciples you control get +2/+1
Royalty: (When this creature attacks, put a 0/2 Disciple creature into play of your color choice and whenever this creature deals damage to a player, put that many more 0/2 Disciple creatures into play of your color choice)
:mana3: : Put into play a 0/2 Disciple creature of your color choice.
5/5
------------------------------------------------
:manab::manab::manab::manab:
Nor, King of Decay
Legendary Creature - Skeleton King
Royalty: (When this creature attacks, put a black 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more black 0/2 Disciple creatures into play)
Creatures you opponents control get -1/-1 for every two black Disciples you control.
black Disciples you control get +3/+1 and Deathtouch.
5/3
-----------------------------------------
:manaw::manaw::manaw::manaw:
Avol, King of Peace
Legendary Creature - Angel King
Royalty: (When this creature attacks, put a white 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more white 0/2 Disciple creatures into play)
At the beginning of your upkeep, gain 1 life for each white Disciple you control.
white Disciples you control get +0/+4 and Lifelink.
1/7
--------------------------------------------------
:manau::manau::manau::manau:
Daluno, King of Dreams
Legendary creature - Illusion King
Royalty: (When this creature attacks, put a blue 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more blue 0/2 Disciple creatures into play)
Tap six untapped blue Disciples you control: Counter target spell. If you do, put a blue 0/2 Disciple into play
blue Disciples you control get +1/+3 and Flying.
3/5
---------------------------------------------------------
:manag::manag::manag::manag:
Grokth, King of Trees
Legendary creature - Beast King
Royalty: (When this creature attacks, put a green 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more green 0/2 Disciple creatures into play)
Whenever a green Disciple you control leaves play, you may pay :mana1:. If you do, draw a card.
green Disciples you control get +2/+2 and Trample.
4/4
------------------------------------
:manar::manar::manar::manar:
Dinza, King of Fury
Legendary Creature - Elemental King
Royalty: (When this creature attacks, put a red 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more red 0/2 Disciple creatures into play)
Sacrifice two red Disciples you control: Dinza gets +3/+0 until end of turn
red Disciples you control get +4/-1 and Double-Strike
6/2
---------------------------------------
:mana4:
Wyrl, King of Nothingness
Legendary artifact creature - Artificer King
Royalty: (When this creature attacks, put a colorless 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more colorless 0/2 Disciple creatures into play)
Sacrifice a colorless Disciple you control: Add :mana2: to your mana pool.
colorless Disciples you control get +2/+2 and Vigilance.
3/5
------------------------------------------------
:snow::snow::snow::snow:
Ilcosa, King of Snow
Legendary snow creature - Leviathan King
Royalty: (When this creature attacks, put a snow 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more snow 0/2 Disciple creatures into play)
Whenever a snow Disciple you control blocks or becomes blocked, tap target creature. That creature doesn't untap during its controller's next untap step.
snow Disciples you control get +2/+2 and Shroud.
4/4
-------------------------------------------------
:manaw::manau::manab::manar::manag:
Glorious Rule
Enchantment
Black Disciples you control get +3/+1 and Deathtouch, White Disciples you control get +0/+4 and Lifelink, Green Disciples you control get +2/+2 and Trample, Blue Disciples you control get +1/+3 and Flying, Red Disciples you control get +4/-1 and Double-Strike, Snow Disciples you control get +2/+2 and Shroud, and Colorless Disciples you control get +2/+2 and Vigilance.
----------------------------------------
:mana2w::mana2u::mana2b::mana2r::mana2g:
Crown of the Ancients
Legendary Artifact
All Kings you control get +5/+5
Whenever a Disciple would be put into play under your control, put three times that many into play instead.
So yeah, my tribe idea...:D
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Posted 10 December 2010 at 03:59
Permalink
Copyright
74 posts
[QUOTE=DedWards]Just came up with another one:
Creature type - Chimera
Most chimera will have one basic ability (Trample, First Strike, etc). They'll be the colour that best represents thier ability. They all have the ability 'Merge' - Sacrifice this creature: Target chimera gets +1/+1 counters equal to this creature's power and gains [basic ability] (This effect lasts indefinitly).[/QUOTE]
That Exists akready :D
Tho all Artifacts
http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Brass-Talon Chimera&Edition=VIS&Print=1
There all 2/2
Sac to give +2/+2 + Ability Perm.
4 total: Flying, Trample, First Strike, Vigilence
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Posted 10 December 2010 at 05:09
Permalink
Copyright
74 posts
Creature Type: Chrysid
Description: hive Mind Insect-ish race. Does not use any tools. Tend to be smarter then average beasts. Highly Organized. Many different Sub Species (ie web spinners, flyers, burrowers ect). All varaints communicate via high pitched humming, which disrupts/confuses/weakens/maddens ect creatures around them.
Spans across all 5 colors.
Mechanic: Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play ~effect~)
Examples:
Winged Chrysid 1UU
Chrysid
Flying
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose flying)
1/1
Stampeding Chrysid 3GG
Trample
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose trample)
5/3
Toxic Chrysid 3BBB
Wither
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose wither and get -1/-1)
4/4
Basically Reverse Slivers :D
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Posted 10 December 2010 at 05:42
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DedWards
4,874 posts
[QUOTE=Copyright]That Exists akready :D
Tho all Artifacts
http://www.mtgvault.com/ViewCard_Popup.aspx?CardName=Brass-Talon Chimera&Edition=VIS&Print=1
There all 2/2
Sac to give +2/+2 + Ability Perm.
4 total: Flying, Trample, First Strike, Vigilence[/QUOTE]
Lol. I know, just wanted to see how long it took for someone to notice :p
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Posted 10 December 2010 at 06:19
Permalink
DedWards
4,874 posts
[QUOTE=Copyright]Creature Type: Chrysid
Description: hive Mind Insect-ish race. Does not use any tools. Tend to be smarter then average beasts. Highly Organized. Many different Sub Species (ie web spinners, flyers, burrowers ect). All varaints communicate via high pitched humming, which disrupts/confuses/weakens/maddens ect creatures around them.
Spans across all 5 colors.
Mechanic: Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play ~effect~)
Examples:
Winged Chrysid 1UU
Chrysid
Flying
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose flying)
1/1
Stampeding Chrysid 3GG
Trample
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose trample)
5/3
Toxic Chrysid 3BBB
Wither
Hivemind (if you control 3 or more Chrysid, all non-Chrysid in play lose wither and get -1/-1)
4/4
Basically Reverse Slivers :D[/QUOTE]
Your description of the hive mind sounds alot like the Tyrinids from Warhammer 40K
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Posted 10 December 2010 at 06:22
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iancj
112 posts
Robots are colored artifact creatures. They all have the ability "Telecommunication". This means that "this creature has the ability of all other robots combined"
So red ones might look like this:
Robotic lightning
:mana2::manar:
Creature-Robot
Telecommunication
first strike
2/2
Robotic barbarian
:mana2::manar:
Creature-Robot
Telecommunication
As long as this creature is on the battlefield, this creature gets +2/+0
2/2
Robotic Dragon
:mana2::manar::manar:
Telecommunication
Flying
Firebreathing
Blue ones:
Robotic hovercraft
:mana2::manau:
Creature-Robot
Telecommunication
Flying
2/2
Robotic Martyr
:mana2::manau:
Creature-Robot
Telecommunication
When this creature is put into the graveyard from play, draw a card
2/2
Black ones:
Robotic Poison
:mana2::manab:
Creature-Robot Goo
Telecommunication
Deathtouch
2/2
Green ones:
Robotic Net
:mana2::manag:
Creature-Robot
Telecommunication
Reach
2/3
Robotic Stomper
:mana2::manag:
Creature-Robot
Telecommunication
Trample
2/2
White ones:
Robotic Gaurd
:mana2::manaw:
Creature-Robot
Telecommunication
vigilance
2/2
Funny ones:
Robotic Idiot
:mana3:
Creature-Robot Iphone
Telecommunication
Defender
As long as this creatue is in play, it gets -2/-2
:mana4:: Target Oponent gains control of Robotic Idiot
2/3
Spells:
EMP= Remove all robots from the game for 1 turn.
Overload= destroy target robot
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Posted 12 December 2010 at 01:24
Permalink
nightcreeper58
53 posts
Scorpions.
Primarily black and red, most have toughness of 1 or 2. Most black scorpions have infect, while most red scorpions just have wither or poisonous 1. For that tribey feel you're after, all scorpions have the ability 'Desert Swarm' - "As long as a land you control gives colourless mana, this creature has banding."
For example:
Nomad Scorpion {B}{B}
Creature - scorpion
Infect, Desert Swarm
3/1
Lava Scorpion {2}{R}{R}
Creature - Scorpion
Double Strike, Desert Swarm, Wither
2/2
The Sentient Scorpion {3}{B}{R}
Creature - Scorpion Mutant
Desert Swarm, infect, First Strike, Haste.
All other scorpions gain "{T}: Gain control of target scorpion or colourless land."
{T}, {R/B}: Put a 1/1 colourless artifact scorpion creature token with Desert Swarm onto the battlefield.
5/2
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Posted 12 December 2010 at 08:41
Permalink
iancj
112 posts
[QUOTE=nightcreeper58]Scorpions.
Primarily black and red, most have toughness of 1 or 2. Most black scorpions have infect, while most red scorpions just have wither or poisonous 1. For that tribey feel you're after, all scorpions have the ability 'Desert Swarm' - "As long as a land you control gives colourless mana, this creature has banding."
For example:
Nomad Scorpion {B}{B}
Creature - scorpion
Infect, Desert Swarm
3/1
Lava Scorpion {2}{R}{R}
Creature - Scorpion
Double Strike, Desert Swarm, Wither
2/2
The Sentient Scorpion {3}{B}{R}
Creature - Scorpion Mutant
Desert Swarm, infect, First Strike, Haste.
All other scorpions gain "{T}: Gain control of target scorpion or colourless land."
{T}, {R/B}: Put a 1/1 colourless artifact scorpion creature token with Desert Swarm onto the battlefield.
5/2[/QUOTE]
The magic and rules people would HATE this one. Banding? Incredibly complicated. All lands are colorless. It is very hard to measuse weather a land produces colorless mana. Would pain lands count? that kind of thing.
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Posted 12 December 2010 at 16:55
Permalink
iancj
112 posts
[QUOTE=surewhynot]Alright, here's my tribe. Kings.
There will be Kings for every color, and their color will determine (like most things in magic) how they work.
Kings will all have the ability Royalty: "When this creature attacks, put a [color of King] 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more [color of King] 0/2 Disciple creatures into play."
There's 8 Kings.
:mana3::manaw::manau::manab::manar::manag:
Zetir, First of Lords
Legendary creature - King Avatar
Zetir, First of Lords gets +1/+1 for each Disciple you control.
All other Kings and all Disciples you control get +2/+1
Royalty: (When this creature attacks, put a 0/2 Disciple creature into play of your color choice and whenever this creature deals damage to a player, put that many more 0/2 Disciple creatures into play of your color choice)
:mana3: : Put into play a 0/2 Disciple creature of your color choice.
5/5
------------------------------------------------
:manab::manab::manab::manab:
Nor, King of Decay
Legendary Creature - Skeleton King
Royalty: (When this creature attacks, put a black 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more black 0/2 Disciple creatures into play)
Creatures you opponents control get -1/-1 for every two black Disciples you control.
black Disciples you control get +3/+1 and Deathtouch.
5/3
-----------------------------------------
:manaw::manaw::manaw::manaw:
Avol, King of Peace
Legendary Creature - Angel King
Royalty: (When this creature attacks, put a white 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more white 0/2 Disciple creatures into play)
At the beginning of your upkeep, gain 1 life for each white Disciple you control.
white Disciples you control get +0/+4 and Lifelink.
1/7
--------------------------------------------------
:manau::manau::manau::manau:
Daluno, King of Dreams
Legendary creature - Illusion King
Royalty: (When this creature attacks, put a blue 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more blue 0/2 Disciple creatures into play)
Tap six untapped blue Disciples you control: Counter target spell. If you do, put a blue 0/2 Disciple into play
blue Disciples you control get +1/+3 and Flying.
3/5
---------------------------------------------------------
:manag::manag::manag::manag:
Grokth, King of Trees
Legendary creature - Beast King
Royalty: (When this creature attacks, put a green 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more green 0/2 Disciple creatures into play)
Whenever a green Disciple you control leaves play, you may pay :mana1:. If you do, draw a card.
green Disciples you control get +2/+2 and Trample.
4/4
------------------------------------
:manar::manar::manar::manar:
Dinza, King of Fury
Legendary Creature - Elemental King
Royalty: (When this creature attacks, put a red 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more red 0/2 Disciple creatures into play)
Sacrifice two red Disciples you control: Dinza gets +3/+0 until end of turn
red Disciples you control get +4/-1 and Double-Strike
6/2
---------------------------------------
:mana4:
Wyrl, King of Nothingness
Legendary artifact creature - Artificer King
Royalty: (When this creature attacks, put a colorless 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more colorless 0/2 Disciple creatures into play)
Sacrifice a colorless Disciple you control: Add :mana2: to your mana pool.
colorless Disciples you control get +2/+2 and Vigilance.
3/5
------------------------------------------------
:snow::snow::snow::snow:
Ilcosa, King of Snow
Legendary snow creature - Leviathan King
Royalty: (When this creature attacks, put a snow 0/2 Disciple creature into play and whenever this creature deals damage to a player, put that many more snow 0/2 Disciple creatures into play)
Whenever a snow Disciple you control blocks or becomes blocked, tap target creature. That creature doesn't untap during its controller's next untap step.
snow Disciples you control get +2/+2 and Shroud.
4/4
-------------------------------------------------
:manaw::manau::manab::manar::manag:
Glorious Rule
Enchantment
Black Disciples you control get +3/+1 and Deathtouch, White Disciples you control get +0/+4 and Lifelink, Green Disciples you control get +2/+2 and Trample, Blue Disciples you control get +1/+3 and Flying, Red Disciples you control get +4/-1 and Double-Strike, Snow Disciples you control get +2/+2 and Shroud, and Colorless Disciples you control get +2/+2 and Vigilance.
----------------------------------------
:mana2w::mana2u::mana2b::mana2r::mana2g:
Crown of the Ancients
Legendary Artifact
All Kings you control get +5/+5
Whenever a Disciple would be put into play under your control, put three times that many into play instead.
So yeah, my tribe idea...:D[/QUOTE]
You have a few minor problems.
If you have the red king out and the glorious rule enchantment, all red disciples are dead. White disciples have lifelink, and they are 0/6. Green diciples are out of flavor. Perhaps use "when this deals damage to a player, put a +1/+1 couter on it?
Red one= OVERPOWERED. instead of double strike, perhaps haste, or one more mana cost and first strike?
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Posted 12 December 2010 at 17:53
Permalink
naruguydudeman
16 posts
i've got another one cloudlings
they are creatures like ball lightning but some of the more expensive ones (mana wise ) last longer with element counters
such as this :manar::manar::mana3:
Grudge Cloudling
Haste, Trample
Element3 ( when played this creature comes into play with 3 element counters
remove one each turn when there are no more element counters on this creature discard it)
When Grudge Cloudling is put into a graveyard from anywhere you may exile it, if you do deal damage equal to it's power to target player or creature
4/1
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Posted 12 December 2010 at 18:22
Permalink
naruguydudeman
16 posts
or this :manar::manar::manar::manar:
Explosive Cloudling
Haste,Trample
Explosive2 (when this creature is put into a graveyard from anywhere you may choose two targets split the damage evenly between them equal to this creature's power)
at the end of the turn sacrifice explosive cloudling
6/1
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Posted 12 December 2010 at 18:38
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