As some of you might've read in @Brad 's Pokémon thread, I had been designing a similar project for a while. I tried as well to create a custom cube, that's a hybrid of magic (mechanically) and Pokémon (flavorwise). After I aw all the cool designs Brad postet and the appreciation he got for those, I felt motivated to share what I'm doing as well.
So, my general approach was to keep the colors of magic and fit the Pokémon into those. I also try to stay true to Magic's color pie. Two big new things are the evolution mechanic and the status changes. I'll show you what I mean right now with the first bunch of cards, than regularly I'll post more and more, just like Brad only maybe a bit slower. Please feel free to leave me any kind of feedback!
Bulbasaur evolution and "poisoned"
~Energetic Bulbasaur
Pokémon - Grass, Poison
Reach
At the beginning of your upkeep you gain 1 life.
2/2
Reach stand for Bulbasaur's vine whip attack, the lifegain is it's absorb move and it plays into a green theme.
~Flourishing Bulbasaur
Pokémon - Grass Poison
Reach
, : Put a +1/+1 counter on ~. Activate only as a sorcery (renamed as "Aktion").
2/2
The counter represent the growth move. Counters is another theme you'll find on more cards.
Vertania Bulbasaur
Pokémon - Grass Poison
Reach
, : Target Pokémon without a status change is now poisoned. Activate only as a sorcery (renamed as "Aktion").
2/2
Huh, poisoned? I'll show you
When a Pokémon get's a status change, you just attach one of those marker cards. Think of it like an aura token. Poisoned says: "At the beginning of your upkeep, this Pokémons controller puts a -1/-1 counter on it."
But that's only one of the two big things.
Resting Ivysaur
Pokemon - Grass Poison
Evolution from Bulbasaur
Reach
Whenever ~ evolves, you gain 3 life.
3/3
So evolution works almost like mutate, except you can only put the evolution on top. They become one Pokémon with the text boxes of both. And "evolution from XY" can only be played on a Pokémon with XY in it's name. In many cases, you also have evolve triggers, those work both ways. So when you put Ivysaur on Bubasaur, you'll gain 3 life, and when you put Venusaur on Ivysaur, you'll gain 3 more. The toughest part is to make evolving good and tempting without making the evolutions wortless to hardcast.
~Growing Ivysaur
Pokémon - Grass Poison
Evolution from Bulbasaur
Reach
Whenever ~ evolves, proliferate.
I tried to have further synergies between basic Pokémon and evolve triggers to make it more worthwhile.
A cycling theme is supposed to help with finding the right pieces, while most of the removal will be kept sorcery speed to reduce the amount of 2-for-1's.
And finally ...
~Venusaur, Force of Nature
Pokémon - Grass Poison
Evolution from Ivysaur
Reach, trample
At the beginning of combat on your turn, put a solar counter on ~- Then, if there are two ore more solar counters on ~, remove them and it deals damage equal to it's power to target Pokémon.
5/5
The solar counter ability is bviously meant to mimic it's solar beam attack!
Excited to finally share those!
So, my general approach was to keep the colors of magic and fit the Pokémon into those. I also try to stay true to Magic's color pie. Two big new things are the evolution mechanic and the status changes. I'll show you what I mean right now with the first bunch of cards, than regularly I'll post more and more, just like Brad only maybe a bit slower. Please feel free to leave me any kind of feedback!
Bulbasaur evolution and "poisoned"
~Energetic Bulbasaur
Pokémon - Grass, Poison
Reach
At the beginning of your upkeep you gain 1 life.
2/2
Reach stand for Bulbasaur's vine whip attack, the lifegain is it's absorb move and it plays into a green theme.
~Flourishing Bulbasaur
Pokémon - Grass Poison
Reach
, : Put a +1/+1 counter on ~. Activate only as a sorcery (renamed as "Aktion").
2/2
The counter represent the growth move. Counters is another theme you'll find on more cards.
Vertania Bulbasaur
Pokémon - Grass Poison
Reach
, : Target Pokémon without a status change is now poisoned. Activate only as a sorcery (renamed as "Aktion").
2/2
Huh, poisoned? I'll show you
When a Pokémon get's a status change, you just attach one of those marker cards. Think of it like an aura token. Poisoned says: "At the beginning of your upkeep, this Pokémons controller puts a -1/-1 counter on it."
But that's only one of the two big things.
Resting Ivysaur
Pokemon - Grass Poison
Evolution from Bulbasaur
Reach
Whenever ~ evolves, you gain 3 life.
3/3
So evolution works almost like mutate, except you can only put the evolution on top. They become one Pokémon with the text boxes of both. And "evolution from XY" can only be played on a Pokémon with XY in it's name. In many cases, you also have evolve triggers, those work both ways. So when you put Ivysaur on Bubasaur, you'll gain 3 life, and when you put Venusaur on Ivysaur, you'll gain 3 more. The toughest part is to make evolving good and tempting without making the evolutions wortless to hardcast.
~Growing Ivysaur
Pokémon - Grass Poison
Evolution from Bulbasaur
Reach
Whenever ~ evolves, proliferate.
I tried to have further synergies between basic Pokémon and evolve triggers to make it more worthwhile.
A cycling theme is supposed to help with finding the right pieces, while most of the removal will be kept sorcery speed to reduce the amount of 2-for-1's.
And finally ...
~Venusaur, Force of Nature
Pokémon - Grass Poison
Evolution from Ivysaur
Reach, trample
At the beginning of combat on your turn, put a solar counter on ~- Then, if there are two ore more solar counters on ~, remove them and it deals damage equal to it's power to target Pokémon.
5/5
The solar counter ability is bviously meant to mimic it's solar beam attack!
Excited to finally share those!
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