Doubling Season turns that into a decent mana fix. And the land destruction balancing makes it's cost workable.
Have another Phyrexia'd Myrrodin card:
Blightwork Dragon8
Artifact Creature - Dragon
Flying, Infect
Blightwork Dragon enters the battlefield with six +1/+1 counters on it.
Whenever Blightwork Dragon attacks or blocks, remove a +1/+1 counter on it.
: Put a +1/+1 counter on Blightwork Dragon.
0/0
Old CoalbarkRG
Legendary Creature - Treefolk R : Old Coalbark gets +2/-1 until end of turn. This ability can't be used if Old Coalbard's power is over 6 G : Old Coalbark gets -1/+2 until end of turn. This ability can't be used if Old Coalbark's toughness is over 6
2/2
---
It's bound to a low enough number, right? I gave a bit of room for lasting buffs.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
Except the one listed even in the actual title. SC, Single card. OCaaT, One Card at a Time.
First, it was still only one card at a time. I waited almost a full day between them.
Second, the OP stated that there is no one card at a time thread. Probably because of the people who do cycles all at once...
Third, you didn't comment on the several people who posted five cards in one post.
Fourth, I'm still waiting for the next person's card/critique.
I only started posting in this thread a few days ago, but so far I've mostly seen one card per post, and you critique the card before you. Most people posting seem to be on board with this system. If you don't like this system, I'm not going to report you for deviating from it. I can only say that posting multiple cards in a row, or in a single post, seems greedy on this thread, because you can make your own thread for that. I imagine this thread goes through ebbs and flows of activity, sometimes with 20 hours between posts and sometimes 10 minutes. I prefer to hear a diversity of voices than to have one person keep posting cards just because there isn't any other activity. For me, the appeal lies in various people bouncing ideas off each other.
Now, on to your card:
Old CoalbarkRG
Legendary Creature - Treefolk R:Old Coalbark gets +2/-1 until end of turn. This ability can't be used if Old Coalbark's power is over 6 G: Old Coalbark gets -1/+2 until end of turn. This ability can't be used if Old Coalbark's toughness is over 6
2/2
I love the name and the fact it's a RG Treefolk, but this card is pretty confusing. It took me awhile to figure out why you had pumping restrictions. But since he's a multi-color rare Legend, I would consider just taking off the pumping restrictions. Compare him to Ebony Treefolk for power level concerns.
I don't have another design at the moment, so the floor is open.
Ridiculously messed up. It's like having two Lotus Petals every turn for one mana. There's a reason that any color mana lands tend to have huge downsides or restrictions.
As for my card... I have so many ideas... Let's ignore the double up Partner Commander idea until I get a good name...
Offering to Skep1WW
Sorcery
Put two 1/1 colorless Artifact Creature Sliver tokens onto the battlfield.
Buyback
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4 mana per turn for 2 1/1 artifact Slivers isn't broken. It's above the standard curve, yes, but only in that it's the equivalent of Sliver Queens production ability twice per turn, with colored cost and being subject to sorcery countering. And discard-based removal. And the tokens are subject to artifact removal. It's not too much stronger than Hive Stirrings, given that Hive Stirrings is a common and the card you call broken can be bumped up all the way to rare.
And I did mention the mana cost on your land, but you don't understand that every-turn mana fixing is a good deal. Seriously, look at the hoops the existing any-color lands have to go through.
For example:
City of Brass deals one damage to you each time you use it. Uncommon in it's original set, Rare in later sets it shows up in Henge of Ramos takes 2 mana to get one of any color and makes 1 colorless mana for no cost. It's an uncommon Lotus Vale requires you to sacrifice 2 lands to get 3 mana of any color per turn. It's a rare Gemstone Mine only lets you use it three times, unless you use Proliferate, which did not exist when it came out Rainbow Vale swaps control every time it's used. It's a rare. School of the unseen is the same as Henge of Ramos. Also an uncommon Thran Quarry requires you to always have creatures. It's a rare Undiscovered Paradise goes back to your hand each time it's used. It's a rare.
So, is that enough examples to say that your card is imbalanced? BTW. that's just what typing in 'Any color' and 'Land' into the MTG Salvation card search gets.
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Sunken City of Treasures
Land
Sunken City of Treasures enters the battlefield tapped.
At the beginning of your upkeep, sacrifice Sunken City of Treasures unless you pay 1. t: Add two mana of any color to your mana pool.
Weren't you the one who admonished Morphic_Tide for posting twice in a row? If everyone re-posted their card when they didn't like the feedback, we'd keep seeing the same cards over and over, and it wouldn't be enjoyable to read this thread. I feel like Morphic_Tide gave their feedback: they think the card is overpowered. Plenty of people give only a short amount of feedback, and then we move on. If you want additional feedback on your card, I suggest you create a separate thread.
Again, I'll state that I'm new to this thread, so I apologize if I'm unclear on how things work, or if I'm inappropriately being an arbiter, when that role should be filled by a veteran. My intention is simply to share what has made the thread an enjoyable experience for me thus far.
I will say that Morphic's response is not inaccurate: it very much is one mana for two lotus petals every turn. The biggest difference is that they don't stack. Still, I don't actually think it is broken, since it operates more like a filter-land than anything. It takes two lands every turn to create two mana. Anything that untaps lands can abuse this, but I don't think it's broken (though there may be a way to generate infinite mana off it). I do think it should be legendary and mythic just because it breaks a basic rule: lands tap for one mana. Still, there's no call for rudeness.
Prismatic Temple
Land (R)
~ enters the battlefield tapped.
When ~ enters the battlefield, choose two colors. T: Add one mana to your mana pool of a color chosen with ~.
Note: This would be in a color-matters set, answering the problem of remembering chosen colors by having a little spectrum at the bottom of the card face of colorshifting/color-choice cards where counters can be placed to mark chosen colors.
Works well as a Rare, given that it's basically a 'Choose your duel land' card. In a three or more color deck, you can use it as a mana fix. Ultimately, it's the fact that it would be in a set where it wouldn't be out of place that makes it balanced.
Have another cross post (I have creativity issues, okay?):
Aetherial Animator1WU
Creature - Spirit Pilot
Whenever Aetherial Animater is tapped to crew a Vehicle, it gains +X/+0, where X is the Vehicle's Crew number.
Whenever Aetherial Animater is tapped to crew a vehicle, the Vehicle gaines +0/+X until end of turn, where X is the Vehicle's Crew number.
0/1
---
Bit of errata: The first effect is intended to make it so that it's always able to be the only Crew the Vehicle has.
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I love Slivers, Myr, Saprolings and generally any creature type best served by spamming loads of tokens
I feel like the wording on Aetherial Animator won't allow it to do its first ability. Not sure how you could reword it other than using the actual " until end of turn, target vehicle becomes a creature bla bla bla". Also I'm not sure whether the ability is all that good considering it only makes it a little harder to kill in combat. Definitely fun for limited although a lack of rarity makes that hard to evaluate.
____
Coliseum Grounds
Legendary Land {M}
Coliseum Grounds enters the battlefield tapped.
T: Add C to your mana pool. 3, T, Pay 1 life: Target creature you control fights another target creature. Activate this ability any time you could cast a sorcery.
"The Cabal may be gone, but the fighting pits have endured."
Actually, the intent is that the card is the sole pilot of any vehicle it crews, and only has that effect while crewing. There's a few odd technicalities that make it more useful than intended if it used the version that has its power always equal to the highest power of vehicle you have.
As for your card, it's an outdated niche for one of those lines, but it's last ability makes it very interestingly comboing with Doran, the Siege Tower.
Also, you accidentally skipped the actual previous post. I'll quote it for me to critique:
Coliseum Grounds
Legendary Land {M}
Coliseum Grounds enters the battlefield tapped.
T: Add C to your mana pool. 3, T, Pay 1 life: Target creature you control fights another target creature. Activate this ability any time you could cast a sorcery.
"The Cabal may be gone, but the fighting pits have endured."
Too rare, or doesn't need to be Legendary. Fight based on tapping a land isn't strong enough for a Mythic Legendary land. The effect itself is fairly balenced, given that it takes up a land slot.
Onwards to a Vanguard card! They have weird formatting. This is crossposted from a thread I just made, because there isn't a living Vanguard game.
Sliver Hivelord, Progenitor of Skep
Character
Slivers you control get +0/+3
Hand Modifier: 0
Life Modifier: +10
---
So, for those here who don't know what Vanguard is, you have a Vanguard card, like this. That card has abilities you can use/effect what you do and two modifiers. The Hand Modifier alters your starting and maximum hand size by the number listed. The life modifier alters your starting life by the listed number. They have varying amounts of power, with the most game warping being Karn, who not only makes you start with 26 life, but makes all of your artifacts act like they are always under the effects of March of the Machines. Or maybe Mishra, who double all the damage your creatures deal... *Heads to edit example/starting post of new thread*
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So many weird posts last page and I'm not sure if Blightwork Dragon was critiqued.... As is, I don't have any direct qualm about it, as a 6/6 flying infect at 8 mana is still a pretty tall order, not to mention it weakens itself everytime it gets into a combat. The self-counter-adding ability might be a wee too good, though; If you don't mind the pain, this is easily a 10/10 (9/9?) flying infect dragon on the next turn it shows up by paying 8 life (on top of the mana), which might be a tad absurd. I kinda think the counter-adding ability needs a different kind of cost somehow. Just not sure what.
As for the carryover mechanic from Vanguard, I personally have no qualm about this, but please remember one thing; Some commanders may be powerful, but at the absolute worst they are balanced by their mana cost; this Sliver character doesn't seem to have any drawback at all (even the fact that you are mostly forced to run only slivers is of little deterrent) which can get way out of hand (especially once you start experimenting with more neutral effects for the characters, which can become far more busted eventually). Do please reconsider.
Next
BibliographerU
Creature - Human Wizard (U)
Tap any number of untapped creatures you control with total devotion to blue of 3 or more: Draw a card. Studying is more fun when there are more people to help you understand what you are studying.
1/1
probably undercost, given that it's an Instant two creature kill for two mana, but it's two colors and presumably would show up in a set with a lot of ways around it. Of course, you can make it a combo piece by countering one of your creatures, then killing another of your creatures. It just seems a little too cheap.
Oh, and as for there being no downside to the Vanguard card, I point at Karn's 8 card hand, 26 starting life and impossible to remove March of the Machines effect. 30 starting life and +0/+3 to all Slivers isn't nearly as broken when you are making a deck around it.
Now for a random game warper:
Chaos Zone2WUBRG
World Enchantment
Creatures deal damage based on their toughness and survive damage based on their power.
Creatures with Flying cannot block creatures without Flying or Reach and creatures without Flying can block creatures with Flying.
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Chaos Zone2WUBRG
World Enchantment
Creatures deal damage based on their toughness and survive damage based on their power.
Creatures with Flying cannot block creatures without Flying or Reach and creatures without Flying can block creatures with Flying.
I like the power/toughness swap in theory, but in practice it just creates math headaches. I'd rather build around a Doran, the Siege Tower, since it skews things but not as dramatically. Maybe a reverse Doran would be interesting? As for the second ability, it's almost identical to what Chaosphere does. Kind of an "eh" in my book, since I would get aggravated by constantly reading it, re-reading it, and figuring out how it affects the board.
Next
Revenge1BR
Instant
Revenge deals X damage to target player, where X is the amount of damage dealt to you this turn by sources controlled by that player.
I like Revenge. It feels very red/black and it has that satisfying punishment of bullies, especially on the multiplayer ground. Nothing to complain about here.
I also like one word card names.
Madness3RR
Instant
All creatures attack their controllers this turn if able.
Should this be red/black or is it fine as just red? Wrack with Madness as a broad comparison.
I question what the hell you were thinking with that, but I suppose that not many in this thread have a good grasp of balance. That card needs to be red/black so that it's harder to use in a stall deck that makes it a win condition. As for what happened to the thread, several members abandoned sanity in card design.
Have a bull***** card:
BESRMoW8
Artifact Creature - Construct
Whenever this creature destroys a creature, put a token copy of that creature onto the battlefield under your control, except the token is colorless, is an artifact construct in addition to its other types and has this ability.
2/2
That P/T is too weak for the ability. The cost however is fine. May need some wording fix, but I suspect you deliberately word it that way due to whatever crossover you're having in mind these days? Translations are due, for sure.
Subjugator Of Will3BBB
Creature - Horror (M)
Whenever Subjugator Of Will deals combat damage to a player, that player gains control of it.
Subjugator Of Will's owner controls you during your turn.
At the beginning of your end step, if you are not Subjugator Of Will's owner, put it on top of its owner's library.
4/3
Balanced mostly by how much trouble the effect takes to get off. The big issue is the fact that it's so easy to make that unblockable.
In light of being told that Deathtouch applies to ability damage (and doesn't that make Slivers board wiping monsters?), have something that's weirdly set up:
Poisoned Bow6
Artifact - Equipment
Equipped creature has Deathtouch and Reach.
Equipped creature gets " , : This creature deals 1 damage to target creature"
Equip
---
Should the damage cost be generic and the equip Black? I'm not sure, I just want a card that shows off a weird rule interaction, with wording to make it clear about the effect.
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Poisoned Bow6
Artifact - Equipment
Equipped creature has Deathtouch and Reach.
Equipped creature gets " , : This creature deals 1 damage to target creature"
Equip
---
Should the damage cost be generic and the equip Black? I'm not sure, I just want a card that shows off a weird rule interaction, with wording to make it clear about the effect.
I would make the activation use generic, since Black doesn't do direct damage like that. Colored equip costs are rare, so I might keep colored mana symbols out of it altogether. If you want to use colored mana somewhere, you might consider Green instead of Black, since both Deathtouch and Reach are Green abilities, while only Deathtouch is Black.
Another idea is to make the mana cost way less and make the damage only go towards flying creatures. That way, you could use G in the activation. The card would be stellar against fliers, but also wouldn't necessarily be a sideboard card because the creature also gets two other abilities.
Next
Massive Attack | X2RR
Sorcery
Put up to X creature cards from your hand onto the battlefield. Those creatures gain haste until end of turn. At the beginning of the next end step, return those creatures to their owners' hand.
Massively discounted Dash? That lasts longer? That needs to be xx3RRRR in mana cost at least, or have a clause where you pay mana based on the creatures' normal mana costs. It's just broken.
Have yet more crossposting:
Nekrog, Master General2WWRR
Legendary Creature - Human Warrior
At the beginning of your upkeep, all creatures you control gain one of the following until your next upkeep:
Trample
Banding
First Strike
Vigilance
Battle Cry
4/4
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Massively discounted Dash? That lasts longer? That needs to be xx3RRRR in mana cost at least, or have a clause where you pay mana based on the creatures' normal mana costs. It's just broken.
Have yet more crossposting:
Nekrog, Master General2WWRR
Legendary Creature - Human Warrior
At the beginning of your upkeep, all creatures you control gain one of the following until your next upkeep:
Trample
Banding
First Strike
Vigilance
Battle Cry
4/4
First and most obviously, it should be formatted with commas, not new paragraphs, just as space saving. Secondly, Banding has been banished to the deepest deapths of the dustbin of history for good reasons. Secondly, the ability spread doesn't seem to match the mana costs. Trample is green, which is just out of place on a Boros colored card. Banding and vigilance are White, Battle Cry could be red but it's most known for Signal Pest which isn't associated with any color, and First Strike could equally be red or white.
CMC seems correct for the P/T and the ability, but I think the color distribution is off.
-
My offering:
Hive, the Interplanar Swarm WUBRG
Tribal Plansewalker - Sliver Hive
+2: Put two 1/1 colorless sliver tokens onto the battlefield
-3: Search your library for a sliver card, reveal it, and put it into your hand. Then shuffle your library
-11: You get an emblem with "Sliver creatures you control get +1/+1 for each other sliver you control"
3
Well, I personally think this seems ok given the bad mana cost. Not much else to be said; in limited, the chances are high that the ultimate only feeds its first ability, which sucks.
Repurposing one of my old characters.
Elzataerinn, The Stray Ink3URG
Legendary Creature - Dragon Horror (M)
Flying URG: Choose another target permanent, then its controller reveals cards from the top of his or her library until a permanent card with the same converted mana cost is revealed. You may have that player put that permanent card onto the battlefield under his or her control, then put the targeted permanent at the bottom of its owner's library. Then put the other cards revealed this way at the bottom of their owner's library in random order. "Perhaps I can add something to it."
7/7
For Hive: The +2 is Sliver Queen, the -3 is Sliver Overlord and the -11 is Sliver Legion. Of note, Sliver probably counts as a 'Walker subtype here, but definitely counts as a Creature type, so all the Sliver abilities will affect it.
Also, Trample is most common on Green, but is found on plenty of White and Red cards. It also does fit with Red thematically, to an about equal extent as Green, it's just that Green gets more of the big, tough creatures that Trample tends to be put on.
For Elzataerinn: Good anti-scry, and an interesting sort of fetch, if you have a deck with that in mind/card with effects hinging on getting specific CMCs on the right turn.
Have a weird maybe-working card:
Amplifier Armor4
Artifact - Equipment
Equipped creature gets Absorb -1.
Whenever equipped creature deals damage, it deals that much damage plus three instead.
Equip
---
Absorb -1, in my interpretation, adds one damage to every instance of damage taken. So, Shock deals three damage, Lightning Bolt does four and Lightning Axe deals six. It's the exact opposite of what Absorb normally does, so I used a negative Absorb number.
Also, Trample is most common on Green, but is found on plenty of White and Red cards.
Just a quick correction: A quick search shows that Green has around 200 creatures with trample, Red has around 90, and White has 12, the newest of which is from original Innistrad. I wouldn't call 12 "plenty." It's helpful for others if you do this research before making claims that can turn out to be misleading. You can easily search for information like this on Magic Info or Gatherer.
Amplifier Armor4
Artifact - Equipment
Equipped creature gets Absorb -1.
Whenever equipped creature deals damage, it deals that much damage plus three instead.
Equip
---
Absorb -1, in my interpretation, adds one damage to every instance of damage taken. So, Shock deals three damage, Lightning Bolt does four and Lightning Axe deals six. It's the exact opposite of what Absorb normally does, so I used a negative Absorb number.
For Absorb -1, I would just spell out what it does, or create a new keyword. Since Absorb has only been used on one card, riffing on it is confusing. As far as the second ability, why not just make it give the creature +3/+0 instead? What's the benefit of doing it this way? If you equipped Prodigal Pyromancer, that would be amazing, but I'm not seeing any other benefits.
Next
A top-down flavor design. I would welcome comments both on power level and on getting the flavor of a rebellion right (a rebellion where your creatures are rebelling against your opponent). The mana cost is based on mashing up Reprisal and Ethereal Guidance, with another +1/+0 thrown in to make it feel more Red.
Rebellion | 3RW
Sorcery
Destroy target creature with power 4 or greater an opponent controls.
Creatures you control get +3/+1 until end of turn.
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Have another Phyrexia'd Myrrodin card:
Blightwork Dragon 8
Artifact Creature - Dragon
Flying, Infect
Blightwork Dragon enters the battlefield with six +1/+1 counters on it.
Whenever Blightwork Dragon attacks or blocks, remove a +1/+1 counter on it.
: Put a +1/+1 counter on Blightwork Dragon.
0/0
---
How do you get Phyrexian mana inside the mana bracket? Also, look at Darksteel Colossus and Blightsteel Colossus for the sort of change I'm going for.
Old Coalbark RG
Legendary Creature - Treefolk
R : Old Coalbark gets +2/-1 until end of turn. This ability can't be used if Old Coalbard's power is over 6
G : Old Coalbark gets -1/+2 until end of turn. This ability can't be used if Old Coalbark's toughness is over 6
2/2
---
It's bound to a low enough number, right? I gave a bit of room for lasting buffs.
I waited 20 hours between posts, then posted a card I wrote up on another thread. There's nothing in the all of two thread rules against that.
First, it was still only one card at a time. I waited almost a full day between them.
Second, the OP stated that there is no one card at a time thread. Probably because of the people who do cycles all at once...
Third, you didn't comment on the several people who posted five cards in one post.
Fourth, I'm still waiting for the next person's card/critique.
Now, on to your card:
I love the name and the fact it's a RG Treefolk, but this card is pretty confusing. It took me awhile to figure out why you had pumping restrictions. But since he's a multi-color rare Legend, I would consider just taking off the pumping restrictions. Compare him to Ebony Treefolk for power level concerns.
I don't have another design at the moment, so the floor is open.
As for my card... I have so many ideas... Let's ignore the double up Partner Commander idea until I get a good name...
Offering to Skep 1WW
Sorcery
Put two 1/1 colorless Artifact Creature Sliver tokens onto the battlfield.
Buyback
And I did mention the mana cost on your land, but you don't understand that every-turn mana fixing is a good deal. Seriously, look at the hoops the existing any-color lands have to go through.
For example:
City of Brass deals one damage to you each time you use it. Uncommon in it's original set, Rare in later sets it shows up in
Henge of Ramos takes 2 mana to get one of any color and makes 1 colorless mana for no cost. It's an uncommon
Lotus Vale requires you to sacrifice 2 lands to get 3 mana of any color per turn. It's a rare
Gemstone Mine only lets you use it three times, unless you use Proliferate, which did not exist when it came out
Rainbow Vale swaps control every time it's used. It's a rare.
School of the unseen is the same as Henge of Ramos. Also an uncommon
Thran Quarry requires you to always have creatures. It's a rare
Undiscovered Paradise goes back to your hand each time it's used. It's a rare.
So, is that enough examples to say that your card is imbalanced? BTW. that's just what typing in 'Any color' and 'Land' into the MTG Salvation card search gets.
Again, I'll state that I'm new to this thread, so I apologize if I'm unclear on how things work, or if I'm inappropriately being an arbiter, when that role should be filled by a veteran. My intention is simply to share what has made the thread an enjoyable experience for me thus far.
Prismatic Temple
Land (R)
~ enters the battlefield tapped.
When ~ enters the battlefield, choose two colors.
T: Add one mana to your mana pool of a color chosen with ~.
Note: This would be in a color-matters set, answering the problem of remembering chosen colors by having a little spectrum at the bottom of the card face of colorshifting/color-choice cards where counters can be placed to mark chosen colors.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Have another cross post (I have creativity issues, okay?):
Aetherial Animator 1WU
Creature - Spirit Pilot
Whenever Aetherial Animater is tapped to crew a Vehicle, it gains +X/+0, where X is the Vehicle's Crew number.
Whenever Aetherial Animater is tapped to crew a vehicle, the Vehicle gaines +0/+X until end of turn, where X is the Vehicle's Crew number.
0/1
---
Bit of errata: The first effect is intended to make it so that it's always able to be the only Crew the Vehicle has.
____
Coliseum Grounds
Legendary Land {M}
Coliseum Grounds enters the battlefield tapped.
T: Add C to your mana pool.
3, T, Pay 1 life: Target creature you control fights another target creature. Activate this ability any time you could cast a sorcery.
"The Cabal may be gone, but the fighting pits have endured."
As for your card, it's an outdated niche for one of those lines, but it's last ability makes it very interestingly comboing with Doran, the Siege Tower.
Also, you accidentally skipped the actual previous post. I'll quote it for me to critique:
Too rare, or doesn't need to be Legendary. Fight based on tapping a land isn't strong enough for a Mythic Legendary land. The effect itself is fairly balenced, given that it takes up a land slot.
Onwards to a Vanguard card! They have weird formatting. This is crossposted from a thread I just made, because there isn't a living Vanguard game.
Sliver Hivelord, Progenitor of Skep
Character
Slivers you control get +0/+3
Hand Modifier: 0
Life Modifier: +10
---
So, for those here who don't know what Vanguard is, you have a Vanguard card, like this. That card has abilities you can use/effect what you do and two modifiers. The Hand Modifier alters your starting and maximum hand size by the number listed. The life modifier alters your starting life by the listed number. They have varying amounts of power, with the most game warping being Karn, who not only makes you start with 26 life, but makes all of your artifacts act like they are always under the effects of March of the Machines. Or maybe Mishra, who double all the damage your creatures deal... *Heads to edit example/starting post of new thread*
As for the carryover mechanic from Vanguard, I personally have no qualm about this, but please remember one thing; Some commanders may be powerful, but at the absolute worst they are balanced by their mana cost; this Sliver character doesn't seem to have any drawback at all (even the fact that you are mostly forced to run only slivers is of little deterrent) which can get way out of hand (especially once you start experimenting with more neutral effects for the characters, which can become far more busted eventually). Do please reconsider.
Next
Bibliographer U
Creature - Human Wizard (U)
Tap any number of untapped creatures you control with total devotion to blue of 3 or more: Draw a card.
Studying is more fun when there are more people to help you understand what you are studying.
1/1
Comments?
Oh, and as for there being no downside to the Vanguard card, I point at Karn's 8 card hand, 26 starting life and impossible to remove March of the Machines effect. 30 starting life and +0/+3 to all Slivers isn't nearly as broken when you are making a deck around it.
Now for a random game warper:
Chaos Zone 2WUBRG
World Enchantment
Creatures deal damage based on their toughness and survive damage based on their power.
Creatures with Flying cannot block creatures without Flying or Reach and creatures without Flying can block creatures with Flying.
Next
Revenge 1BR
Instant
Revenge deals X damage to target player, where X is the amount of damage dealt to you this turn by sources controlled by that player.
...I love cards with one-word names.
I like Revenge. It feels very red/black and it has that satisfying punishment of bullies, especially on the multiplayer ground. Nothing to complain about here.
I also like one word card names.
Madness 3RR
Instant
All creatures attack their controllers this turn if able.
Should this be red/black or is it fine as just red? Wrack with Madness as a broad comparison.
Have a bull***** card:
BESRMoW 8
Artifact Creature - Construct
Whenever this creature destroys a creature, put a token copy of that creature onto the battlefield under your control, except the token is colorless, is an artifact construct in addition to its other types and has this ability.
2/2
Repeatable Mindslaver for 6 mana? ONOEZ!
Subjugator Of Will 3BBB
Creature - Horror (M)
Whenever Subjugator Of Will deals combat damage to a player, that player gains control of it.
Subjugator Of Will's owner controls you during your turn.
At the beginning of your end step, if you are not Subjugator Of Will's owner, put it on top of its owner's library.
4/3
Comments?
In light of being told that Deathtouch applies to ability damage (and doesn't that make Slivers board wiping monsters?), have something that's weirdly set up:
Poisoned Bow 6
Artifact - Equipment
Equipped creature has Deathtouch and Reach.
Equipped creature gets " , : This creature deals 1 damage to target creature"
Equip
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Should the damage cost be generic and the equip Black? I'm not sure, I just want a card that shows off a weird rule interaction, with wording to make it clear about the effect.
Another idea is to make the mana cost way less and make the damage only go towards flying creatures. That way, you could use G in the activation. The card would be stellar against fliers, but also wouldn't necessarily be a sideboard card because the creature also gets two other abilities.
Next
Massive Attack | X2RR
Sorcery
Put up to X creature cards from your hand onto the battlefield. Those creatures gain haste until end of turn. At the beginning of the next end step, return those creatures to their owners' hand.
Have yet more crossposting:
Nekrog, Master General 2WWRR
Legendary Creature - Human Warrior
At the beginning of your upkeep, all creatures you control gain one of the following until your next upkeep:
Trample
Banding
First Strike
Vigilance
Battle Cry
4/4
First and most obviously, it should be formatted with commas, not new paragraphs, just as space saving. Secondly, Banding has been banished to the deepest deapths of the dustbin of history for good reasons. Secondly, the ability spread doesn't seem to match the mana costs. Trample is green, which is just out of place on a Boros colored card. Banding and vigilance are White, Battle Cry could be red but it's most known for Signal Pest which isn't associated with any color, and First Strike could equally be red or white.
CMC seems correct for the P/T and the ability, but I think the color distribution is off.
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My offering:
Hive, the Interplanar Swarm WUBRG
Tribal Plansewalker - Sliver Hive
+2: Put two 1/1 colorless sliver tokens onto the battlefield
-3: Search your library for a sliver card, reveal it, and put it into your hand. Then shuffle your library
-11: You get an emblem with "Sliver creatures you control get +1/+1 for each other sliver you control"
3
Repurposing one of my old characters.
Elzataerinn, The Stray Ink 3URG
Legendary Creature - Dragon Horror (M)
Flying
URG: Choose another target permanent, then its controller reveals cards from the top of his or her library until a permanent card with the same converted mana cost is revealed. You may have that player put that permanent card onto the battlefield under his or her control, then put the targeted permanent at the bottom of its owner's library. Then put the other cards revealed this way at the bottom of their owner's library in random order.
"Perhaps I can add something to it."
7/7
A bit chaotic.....
Also, Trample is most common on Green, but is found on plenty of White and Red cards. It also does fit with Red thematically, to an about equal extent as Green, it's just that Green gets more of the big, tough creatures that Trample tends to be put on.
For Elzataerinn: Good anti-scry, and an interesting sort of fetch, if you have a deck with that in mind/card with effects hinging on getting specific CMCs on the right turn.
Have a weird maybe-working card:
Amplifier Armor 4
Artifact - Equipment
Equipped creature gets Absorb -1.
Whenever equipped creature deals damage, it deals that much damage plus three instead.
Equip
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Absorb -1, in my interpretation, adds one damage to every instance of damage taken. So, Shock deals three damage, Lightning Bolt does four and Lightning Axe deals six. It's the exact opposite of what Absorb normally does, so I used a negative Absorb number.
Next
A top-down flavor design. I would welcome comments both on power level and on getting the flavor of a rebellion right (a rebellion where your creatures are rebelling against your opponent). The mana cost is based on mashing up Reprisal and Ethereal Guidance, with another +1/+0 thrown in to make it feel more Red.
Rebellion | 3RW
Sorcery
Destroy target creature with power 4 or greater an opponent controls.
Creatures you control get +3/+1 until end of turn.