MtGtheRPGDM
First Post
So, IF I have this right
Might sliver
Card 4G
D&D version 8GG
Uncommon = double mana cost
Rare = Triple
Mythic Rare = Quarduple?
So my Kazandu Blade Master Costs me 4 white mana to summon
My Goblin Guide Costs 3 Red mana
My Baneslayer Angel costs 12 colorless and 8 white
well good to know we will never see any multicolor cards of any rarity converted
(Fusion Elemental, Uncommon, Card: WUBRG, D&D: WWUUBBRRGG)
Also, the number of spells castable a turn,
in magic as many as you have the mana for
in this D&D: 1-3
Basing it off your ability mod is a good idea, problem is, no magic items or spells, absolute best you can have is 25 (max 3d6, +2 racial, +5 from level gain) meaning a mod of at most 7, cut in half, 3 spell per turn which wrecks combos, makes counterspelling (if it is even possible to begin with) near useless and ruins any card that counts cards played (and you would be surprised at how many there are)
There are magic items in the game that can let you increase your stats. There will also be feats that can increase the number of spells cast. But killing infinite combo decks and the more powerful combo decks in general are the exact reason for this. And at level 1 a mage will have less than 20, but at level 10 they could easily have well over 60.
You are correct in the conversion of spells,
common 1-1
uncommon 2-1
rare 3-1
mythic 4-1
A creatures health, and damage is also based on rarity. As is direct damage and tap abilites. The mana cost of activating an ability on a creature, paying the kicker is not changed. Flashback on the other hand is modified by the afore mentioned mana rules.