I just wanted to add some input, but this is getting just a bit too complicated to me. Sorry I can't help.
Temperal Void. Sounds like an idea, especially if someone's getting pissy with something like Grave Pact or Niv Mizzet, but how about you just say it can't be played? And make it Split Second just so they can't do anything about it.
Temperal Void. Sounds like an idea, especially if someone's getting pissy with something like Grave Pact or Niv Mizzet, but how about you just say it can't be played? And make it Split Second just so they can't do anything about it.
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn and triggered abilities of that permanent can't be triggered. (Mana abilities can't be targeted.)
Copying abilities is actually something not in Magic at this time... although I don't think it'll be difficult to implement...
As for Final Fate, the mana cost of a spell can't be changed (unless it's an X spell). Its mana cost is B, its CMC is 1, so you can copy it and play the copy w/ the NoStick, but then it will ask you pay to more for the cost (even though its mana cost is still B).
Next:
Sheer Fear
Enchantment
All permanents lose all protection abilities. XB: Target creature gets -X/-X until end of turn. Then sacrifice Sheer Fear. Play this ability only any time you could play a sorcery. The heart freezes, the blood congeals, and skin bleaches to bone-white ash.
Sheer Fear -- One mana is a little cheap to hose more than one creature's protection abilities. There's only one card that can currently make a creature specifically lose protection (Cephalid Snitch), as opposed to all abilities, and consider how expensive (as well as what color) it is. Le Chat would remove this ability altogether; it should be on a more expensive enchantment.
The additional "Seal" ability could be worded consistently with the other seals (Seal of Doom, etc.) With the current wording, you can target multiple creatures and only have to sacrifice it once. Le Chat would keep this ability (and keep the current wording).
.
Teferi
Vanguard Starting Hand Size: 6 Starting Life Total: 18
At the beginning of the game, put three time counters on Teferi.
Remove a time counter from Teferi: Add or remove a time or age counter from target card.
Remove a time counter from Teferi: Choose one - target permanent phases out; or target permanent can't phase out this turn; or choose a phased-out card and that card phases it.
Private Mod Note
():
Rollback Post to RevisionRollBack
Playlace --
Instant
Target spell or permanent's tone becomes playful.
teferi: i like all the ablities on this card. They're all very flavourful and balanced. But i dont think that you have to make the cost of playing this vanguard card so steep (-1 card, -2 life). Perhaps try it as 7 cards and 18 life?
my card: is it too good? i know it's quite powerful, but is it simply too rediculous as is?
It's not that insane. Maybe make it 1WB, because it's hard to stop it on the first few turns. Also, that flavor text should be in quotes, since she's saying it.
Revert UU
Instant (U)
Counter target spell. That spell's controller may utap up to X lands where X is the converted mana cost of the countered spell.
Revert. Cool. Like an inverted Rewind. A very inexpensive, very reasonable counterspell that offers not a downside for you, but an advantage for your opponent. No complaints here.
Inertia Field 2U
Enchantment
Creatures do not deal first strike damage.
Shadow of Rage - Unfortunately, WoTC doesn't think this is balanced. See Accursed Centaur.
Mana Burst - It needs to cost more, like maybe a total of 3 mana. Right now, :2mana::symr: nets you 5 with Seething Song, so :symr::symr: could be very abusable, especially if you throw it on an Isochron Scepter.
Next up:
Arrogant Hawk
Creature - Bird
2/1
Flying
At the beginning of your upkeep, tap a creature you control. Pride leads to overconfidence.
Seems fair. Quite potent in the beginning of the game but can become a severe hindrance during later turns. Not much else to add, really, without further playtesting - it's a Savannah Lions + Flying + Disadvantage.
Corrupt1BB
Instant
Choose one - Destroy target nonblack creature; or up to two target creatures gain swampwalk until end of turn.
The idea being that it's useful regardless of whether your opponent is playing black or not.
That's a very good idea. A very good idea indeed. I can't see any problems with that. It's actually a very reasonable concept for a card.
Outpost Marker 2
Artifact
When a creature comes into play under your control, you may tap any number of creatures you control. If you do, that creature gets +1/+1 until end of turn for each creature tapped this way.
Outpost Marker needs "Whenever" since the effect can recur more than once (just for aesthetics... "When" and "Whenever" are actually the same rules-wise). Outpost Marker is strange since it doesn't actually benefit damage... the creature would need haste. It's also a bit worse than Primal Forcemage normally, but the creature can grow large. Still, it depends on having an army without giving the army protection or some obscene amount of damage, and that makes your army vulnerable to removal.
Outpost Marker: seems ok, but a bit narrow. unless the creature has haste or you have fling and a swarm, it doesn't seem that useful.
Corrupt: Apart from the name which needs to change, it seems like a nice modal spell for any situation.
Arrogant Hawk: just right, like a white version of Drifter il-Dal
Mana Burst: Black has Cabal Coffers, this on a stick is close to it for red, nice and balanced.
Shadow of Rage: Another reasonable card, I would compare it to Kjeldoran Dead, which doesn't seem to be broken at all.
Now for my card:
Dürku Assassin :3mana::symb::symr:
Creature — Human Assassin U
Double strike, trample, haste
Poison 2 (Whenever this creature deals damage to a player, that player gets two poison counters. If a player has ten or more poison counters, that player loses the game.)
Whenever Dürku Assassin deals combat damage to a creature, destroy that creature.
1/2
Take off Double Strike, Trample, and Haste, reduce the poison to 1, and make it mono-black and it should be good. Right now it just has too many abilities squeezed in needlessly (and its undercosted). Also, put 'at the end of combat' at the end of it's basilisk ability.
Rainbow Force- U
Instant
Counter all spells target player controlls unless that player pays 4. If that player spends W in this way, that player gains 3 life. If that player spends G in this way, that player gains 3 life. If that player spends R in this way, that player adds RRR to his or her mana pool. If that player spends B in this way, you lose 3 life.
Private Mod Note
():
Rollback Post to RevisionRollBack
GENERATION 3.78: The first time you see this, add it into your sig and add 1 to the number after generation
Dürku Assassin - I like the idea of having a Poison 2 guy, but DS, trample and haste are too much for one creature that's not named Akroma. I say drop everything but DS, and make him a Poison 1. then you can make him a little cheaper. Rainbow Force - Umm.. bizarre? No, really... it seems balanced, but man there's a lot going on here.
Dragon of the Mists3UU
Creature - Dragon
Flying
When Dragon of the Mists becomes the target of a spell or ability with a single target, put a blue 0/1 Illusion creature token with flying into play. If you do, it becomes the new target of that spell or ability. Now you see it, then you see it again.
2/4
Dragon of the Mist. It looks nice, could be a fun card. Hard to kill. I like how it works. It's a now you see me now you dont, as it well should be.
Stalking Wildcats - :3mana::symg::symg:
Creature - Cat
:symr:, T: ~ deals damage equal to target creature, than that creature deals damage equal to it's power to ~.
3/3
I think you can get away with arena abilities being green.
(Some people compared this to kicker, which is stupid since they obviously don't know how activated abilities are different from kicker. -_-) (They are also the ones who accused a red card of being chaotic.) (If you need something to compare it to, Primitive Justice.)
That'd be me. Two clarifications on that:
1. I didn't "compare" it, I was advicing that it should have kicker instead of those activated abilities because it looked like there was way too much text on that card. 2. I meant "Rules chaos", not the accusation of a red card being chaotic.
I apologize for that confusion. Anyways...
Stalking Wildcats: "~ deals damage equal to target creature" is missing text. You should maybe have checked Karplusan Yeti for the proper wording. Other than that... that Karplusan Yeti idea for green isn't too far off.
Here's a particulary awful card I made a while ago:
Turning Point WW Enchantment (R) At the beginning of the turn six turns after you have played this enchantment, sacrifice Turning Point. If target opponent has more creatures than you, they are all destroyed and cannot be regenerated. If target opponent has less creatures than you, all of your creatures are destroyed and cannot be regenerated.
Turning Point -- That is particularly awful! It's unclear whether you want the destruction effect to continue after the enchantment leaves play, and "At the beginning of the next six turns" is probably best handled by counters, so Le Chat suggests giving this fading 6 and "Whenever a fading counter is removed from this ...."
Because the ability repeats itself, it's hard to abuse with Ghostway-style effects. You'll either nuke all creatures over two turns (for WW!), or, in a rare case, share the same number of creatures but hopefully have better quality creatures on the board. That's more typical of WMC, rather than white weenie. If LC has misread your intentions, and you want to either nuke all your creatures or your opponents, then stop, it's hideously swingy and overpowered.
You only need one can't-regenerate clause in there.
.
Spirit Stallion -- 1W
Creature - Pegasus
Flying.
If a creature would leave play and <THIS> is untapped, remove <THIS> and that creature from the game instead. At the end of turn, shuffle <THIS> into your library.
1/1
Private Mod Note
():
Rollback Post to RevisionRollBack
Playlace --
Instant
Target spell or permanent's tone becomes playful.
Desert of Snow: I'm pretty sure that much like any other card that produces more mana than it costs (excluding land, which gets dangerous when it taps for more than one mana), this would be broken and abused...I do recognize the double drawback (cipt and can't tap for 1), but this is still pretty powerful. If it were 3, T: Add 4 to your pool, it might be ok...but I'd still be hesitant. Personally, with a name like that, I'd love to see:
Desert of Snow
Snow Land
1, T: Add 1 to your mana pool.
That way it's just a filter to turn non-snow mana into snow mana. I think you're right to be more than uncertain about your version.
EDIT: Depression: Rawr...pretty stark. 4 mana gets you a moratorium on creature creation and a long term painstick that involves LOTS of counters. May I suggest:
Depression 2BB
Enchantment
Whenever a creature comes into play, destroy it. At the beginning of your upkeep, put a Sadness counter on ~. Each creature gets -1/-1 for each depression counter on ~.
When there are no creatures in play or when there are 4 or more Sadness counters on ~, sacrifice ~.
I like the idea of a building depression more than a decreasing depression... Nice idea, though. EDIT2: The destroy clause is a little powerful in general for a 4-mana card.
Reflection 2U
Creature - Shapeshifter
As Reflection comes into play, choose target creature.
Reflection comes into play with power equal to the chosen creature's toughness and toughness equal to the chosen creature's power.
*/*
Reflection -- The name suggests white (Pure Reflection), although that's a minor issue. It's a weaker Clone, since all it does is copy P/T (well, reverse-copies it; but whatever). Not horrible for the price, but it lacks the splash that most other shapeshifters have.
Speaking of which --
Orzal Mindsetter -- :symub::symw:
Creature -- Illusion
When <THIS> enters play, target creature becomes a copy of it.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
Playlace --
Instant
Target spell or permanent's tone becomes playful.
Desert of Snow
Snow Land
~ comes into play tapped.
T, 2: Add 4 to your mana pool.
The snow thing isn't to important to me, I just was wondering, how much drawback a two mana land needs (starting atAncient Tomb), and came up with the idea of adding a mana cost... I'm more than uncertain about this.
The problem with lands that tap for more than one mana is the early turns of the game. Like Temple of the False God, this nets you two mana but you need more lands in play to even be able to tap this for mana. The earliest you can use this is turn three if you played it on an earlier turn. Four colorless mana on turn three is not too strong. That it is also snow mana may be more beneficial, but that hardly constitutes needing additional drawbacks.
I'd make the mindsetter just WU. It's not very black.
Maybe make it cost 3 mana, since you get a 2/2 body and a good effect for the cost. I like it. Elegant removal.
Paddy Field
Land (U)
~ comes into play tapped. T: Add WU to your mana pool. ~ doesn't untap during your next untap step.
Paddy Field- Balanced, but should defintally be a rare. I would love to see such card gets printed (and ofcours such cards to other colors).
Breaking the Skies G
Sorcery (R)
Creatures loses flying. (This effect doesn't end at end of turn. This effect alsaw applies to creatures that would later come into play.) "Where do you fly when the skies are gone?"
Breaking the skies - Maybe it is better as an enchantment. Just so:
Breaking the skies G
Enchantment
Creatures with flying loses flying.
Law X1W
Sorcery
When you play Law, put X order counters on it.
Remove target creature from the game. That cretures controller gains X life, where X is equal to it's toughness and power plus the number of order counters on Law.
Private Mod Note
():
Rollback Post to RevisionRollBack
And the heavens will tremble....
"He is inside each of us. Watching for his time to come." - Seer's Parables
I just wanted to add some input, but this is getting just a bit too complicated to me. Sorry I can't help.
Temperal Void. Sounds like an idea, especially if someone's getting pissy with something like Grave Pact or Niv Mizzet, but how about you just say it can't be played? And make it Split Second just so they can't do anything about it.
Trickbind with slightly different wording.
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be played this turn and triggered abilities of that permanent can't be triggered. (Mana abilities can't be targeted.)
As for Final Fate, the mana cost of a spell can't be changed (unless it's an X spell). Its mana cost is B, its CMC is 1, so you can copy it and play the copy w/ the NoStick, but then it will ask you pay to more for the cost (even though its mana cost is still B).
Next:
Sheer Fear
Enchantment
All permanents lose all protection abilities.
XB: Target creature gets -X/-X until end of turn. Then sacrifice Sheer Fear. Play this ability only any time you could play a sorcery.
The heart freezes, the blood congeals, and skin bleaches to bone-white ash.
The additional "Seal" ability could be worded consistently with the other seals (Seal of Doom, etc.) With the current wording, you can target multiple creatures and only have to sacrifice it once. Le Chat would keep this ability (and keep the current wording).
.
Teferi
Vanguard
Starting Hand Size: 6
Starting Life Total: 18
At the beginning of the game, put three time counters on Teferi.
Remove a time counter from Teferi: Add or remove a time or age counter from target card.
Remove a time counter from Teferi: Choose one - target permanent phases out; or target permanent can't phase out this turn; or choose a phased-out card and that card phases it.
Instant
Target spell or permanent's tone becomes playful.
my card: is it too good? i know it's quite powerful, but is it simply too rediculous as is?
Revert UU
Instant (U)
Counter target spell. That spell's controller may utap up to X lands where X is the converted mana cost of the countered spell.
'Bad Spirit' banner by Hot Pizza at Ye Olde Sig and Avatar Shoppe
I was a Top 32 Contestant for RPG Superstar 2008!
Come take a look at my custom set, Lost Relics. (To be finished...eventually)
Check out the Pathfinder Roleplaying Game
Inertia Field
2U
Enchantment
Creatures do not deal first strike damage.
My Card...
Shadow of Rage B
Creature - Horror
When Shadow of Rage comes into play, sacrifice a creature.
3/3
This is just a Duel Masters card...which I think they should give us. I don't think anyone would mind making a strictly better accursed centaur.
Here's something a bit more original...
Mana Burst RR
Instant
Double the amount of Red mana in your mana pool.
Probably sucks, but interesting...you need to have at least 5 mana in your pool to actually net anything, but after that it gets SICK.
Currently 62/265 cards.
Mana Burst - It needs to cost more, like maybe a total of 3 mana. Right now, :2mana::symr: nets you 5 with Seething Song, so :symr::symr: could be very abusable, especially if you throw it on an Isochron Scepter.
Next up:
Arrogant Hawk
Creature - Bird
2/1
Flying
At the beginning of your upkeep, tap a creature you control.
Pride leads to overconfidence.
World of Warcraft. For the Horde! Server: Illidan, Character: Stonefeather, Class: Shaman, Level: 60
Corrupt1BB
Instant
Choose one - Destroy target nonblack creature; or up to two target creatures gain swampwalk until end of turn.
The idea being that it's useful regardless of whether your opponent is playing black or not.
Outpost Marker
2
Artifact
When a creature comes into play under your control, you may tap any number of creatures you control. If you do, that creature gets +1/+1 until end of turn for each creature tapped this way.
Outpost Marker needs "Whenever" since the effect can recur more than once (just for aesthetics... "When" and "Whenever" are actually the same rules-wise). Outpost Marker is strange since it doesn't actually benefit damage... the creature would need haste. It's also a bit worse than Primal Forcemage normally, but the creature can grow large. Still, it depends on having an army without giving the army protection or some obscene amount of damage, and that makes your army vulnerable to removal.
Corrupt: Apart from the name which needs to change, it seems like a nice modal spell for any situation.
Arrogant Hawk: just right, like a white version of Drifter il-Dal
Mana Burst: Black has Cabal Coffers, this on a stick is close to it for red, nice and balanced.
Shadow of Rage: Another reasonable card, I would compare it to Kjeldoran Dead, which doesn't seem to be broken at all.
Now for my card:
Dürku Assassin :3mana::symb::symr:
Creature — Human Assassin U
Double strike, trample, haste
Poison 2 (Whenever this creature deals damage to a player, that player gets two poison counters. If a player has ten or more poison counters, that player loses the game.)
Whenever Dürku Assassin deals combat damage to a creature, destroy that creature.
1/2
Hell's Card Shoppe
Current Decks
Standard:
Vampires
Merfolk
Phyrexian Blight (UB Infect)
Tempered Skies (Artifact skies)
Rainbow Force- U
Instant
Counter all spells target player controlls unless that player pays 4. If that player spends W in this way, that player gains 3 life. If that player spends G in this way, that player gains 3 life. If that player spends R in this way, that player adds RRR to his or her mana pool. If that player spends B in this way, you lose 3 life.
There is an imposter among us...
Rainbow Force - Umm.. bizarre? No, really... it seems balanced, but man there's a lot going on here.
__________________________________________________
Dragon of the Mists 3UU
Creature - Dragon
Flying
When Dragon of the Mists becomes the target of a spell or ability with a single target, put a blue 0/1 Illusion creature token with flying into play. If you do, it becomes the new target of that spell or ability.
Now you see it, then you see it again.
2/4
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
Stalking Wildcats - :3mana::symg::symg:
Creature - Cat
:symr:, T: ~ deals damage equal to target creature, than that creature deals damage equal to it's power to ~.
3/3
I think you can get away with arena abilities being green.
Behind the eyes of truth, is a world of illustions.
Dragon Riderof a Mist Dragonn anyway with the Dragon Riders Clan.
That'd be me. Two clarifications on that:
1. I didn't "compare" it, I was advicing that it should have kicker instead of those activated abilities because it looked like there was way too much text on that card.
2. I meant "Rules chaos", not the accusation of a red card being chaotic.
I apologize for that confusion. Anyways...
Stalking Wildcats: "~ deals damage equal to target creature" is missing text. You should maybe have checked Karplusan Yeti for the proper wording. Other than that... that Karplusan Yeti idea for green isn't too far off.
Here's a particulary awful card I made a while ago:
Turning Point WW
Enchantment (R)
At the beginning of the turn six turns after you have played this enchantment, sacrifice Turning Point. If target opponent has more creatures than you, they are all destroyed and cannot be regenerated. If target opponent has less creatures than you, all of your creatures are destroyed and cannot be regenerated.
Because the ability repeats itself, it's hard to abuse with Ghostway-style effects. You'll either nuke all creatures over two turns (for WW!), or, in a rare case, share the same number of creatures but hopefully have better quality creatures on the board. That's more typical of WMC, rather than white weenie. If LC has misread your intentions, and you want to either nuke all your creatures or your opponents, then stop, it's hideously swingy and overpowered.
You only need one can't-regenerate clause in there.
.
Spirit Stallion -- 1W
Creature - Pegasus
Flying.
If a creature would leave play and <THIS> is untapped, remove <THIS> and that creature from the game instead. At the end of turn, shuffle <THIS> into your library.
1/1
Instant
Target spell or permanent's tone becomes playful.
Desert of Snow
Snow Land
1, T: Add 1 to your mana pool.
That way it's just a filter to turn non-snow mana into snow mana. I think you're right to be more than uncertain about your version.
EDIT: Depression: Rawr...pretty stark. 4 mana gets you a moratorium on creature creation and a long term painstick that involves LOTS of counters. May I suggest:
Depression 2BB
Enchantment
Whenever a creature comes into play, destroy it.
When there are no creatures in play or when there are 4 or more Sadness counters on ~, sacrifice ~.
I like the idea of a building depression more than a decreasing depression... Nice idea, though. EDIT2: The destroy clause is a little powerful in general for a 4-mana card.
Reflection 2U
Creature - Shapeshifter
As Reflection comes into play, choose target creature.
Reflection comes into play with power equal to the chosen creature's toughness and toughness equal to the chosen creature's power.
*/*
Speaking of which --
Orzal Mindsetter -- :symub::symw:
Creature -- Illusion
When <THIS> enters play, target creature becomes a copy of it.
2/2
Instant
Target spell or permanent's tone becomes playful.
The problem with lands that tap for more than one mana is the early turns of the game. Like Temple of the False God, this nets you two mana but you need more lands in play to even be able to tap this for mana. The earliest you can use this is turn three if you played it on an earlier turn. Four colorless mana on turn three is not too strong. That it is also snow mana may be more beneficial, but that hardly constitutes needing additional drawbacks.
Maybe make it cost 3 mana, since you get a 2/2 body and a good effect for the cost. I like it. Elegant removal.
Paddy Field
Land (U)
~ comes into play tapped.
T: Add WU to your mana pool. ~ doesn't untap during your next untap step.
'Bad Spirit' banner by Hot Pizza at Ye Olde Sig and Avatar Shoppe
I was a Top 32 Contestant for RPG Superstar 2008!
Come take a look at my custom set, Lost Relics. (To be finished...eventually)
Check out the Pathfinder Roleplaying Game
Breaking the Skies G
Sorcery (R)
Creatures loses flying. (This effect doesn't end at end of turn. This effect alsaw applies to creatures that would later come into play.)
"Where do you fly when the skies are gone?"
Avatar & banner made by myself
Breaking the skies G
Enchantment
Creatures with flying loses flying.
Law X1W
Sorcery
When you play Law, put X order counters on it.
Remove target creature from the game. That cretures controller gains X life, where X is equal to it's toughness and power plus the number of order counters on Law.
And the heavens will tremble....
- Seer's Parables
Deck
BU Fearies
RB Elemental/Horror
RB Artifact
BRG Dragonz
UBR Grixis