Frontier World

Frontier World by Jack V

77 cards in Multiverse

2 with no rarity, 43 commons, 15 uncommons,
13 rares, 4 tokens

6 colourless, 10 white, 12 blue, 6 black,
17 red, 13 green, 8 artifact, 5 land

154 comments total

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Frontier World: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Hover and Orbital | World | Templating Guidelines

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Discussion
Discussion on the best variant of the Showdown mechanic.

Cardset comments (8) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Frontier World (reply):

Also soliciting any cool ideas for rares and mythics, or links to other wild-west magic cards. (I've already seen Daniel William's GDS 2 entries.)

Recently active cards: (all recent activity)

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3 comments
last 2016-09-05 15:43:36 by Jack V
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Creature – Nantuko Soldier
Whenever Bullet Dancer becomes the target of a spell or ability, you may return it to its owner's hand.
2/1
5 comments
last 2013-08-09 01:09:10 by amuseum
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Creature – Nantuko Cleric
{1}{r}{r}, pay three psi crystals: Gain control of target instant spell. You may choose new targets for it.
3/1
3 comments
last 2012-09-26 08:52:50 by Jack V
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Artifact
Pay any number of psi crystals, {t}: Add that much mana in any comination of colours to your mana pool.
1 comment
2012-09-25 23:46:52 by Jack V
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Enchantment
{2}{u}{u}, pay eight psi counters: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.)

Recent comments: (all recent activity)
On Psi Crystals:

And now they are printed in Kaladesh! The flavour is even similar. The main difference is that kaladesh made sure most cards produce and use energy on the same card, and that it matters that they do so

Whereas I didn't get far with the design. I was still hoping to have cards that produce and cards that consume -- not all the consuming cards would make sense to have a free supply, whereas in kaladesh, there's a question of when you spend the energy even if you get it when the card ETBs.

On Bullet Dancer:

that the problem. everything cool goes to other colors but red. its not red that has small design area. its designer with narrow vision for red. viashino were one of the earliest cards with self bounce. this could be interesting in a rdw against control.

On Bullet Dancer:

You know, amuseum, I agree that this could be a good red mechanic. But I don't think a lot of other people would. Something about red bouncing gets some people all up in a tither.

If it was me, though, I'd make a thing of it and slap it on 4 cards in the set. Make it obvious that I'm bucking the trend on purpose.

On Bullet Dancer:

red needs more defensive trickiness

On Bullet Dancer:

Screw that, this is green.

On Frontier World:

I was glancing over this set again. I think it was better without the science fiction theme as pure western, even though I didn't like it at the time. I may one day try to make a western set (reminiscent of goblin artisan's frontier world) with Terrain, Sandwurms, and Showdown, but won't continue this one.

On Discussion: Showdown:

Wow, this was a long time ago. Just to say, I like jmg's suggestion (with or without land) more and more. I doubt I'll continue this set, but I'd like to see that form of showdown used somewhere.

On Psychic Feinter:

You're right that this card doesn't really work if it's not a surprise, but I don't care about fixing it at the moment, I want to explore alternative ideas for psi crystals and see if it works as a mechanic or not.

On Psychic Feinter:

Hmm... I know you're trying to use psi crystals in this set as a resource... but I can't help feel that "Discard a card" or "Discard a creature" or something like that as a cost would make a better card. That way, your opponent isn't sure what you will do, since the card in your hand might be better than the Shock he's playing right now. The way this is right now, there shouldn't be a moment where your opponent would allow the ability to activate, since he or she can clearly see that you have the mana up, and the crystals at your disposal. It can still provide a good "Are you sure that spending those crystals is worth it" moment... so I still think the card is good. I just wonder how many players would be frustrated by the Gleemax effect ("It looks so good! But when it's in play, I never get to use its ability!"

On Psychic Feinter:

Not sure what combination of mana, psi and restrictions on targets make this work as a card.

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