Apex Predator1GG Creature — Elemental
Protection from planeswalkers
Whenever a spell or ability you control increases Apex Predator's power or toughness, regenerate it. Sources can't prevent Apex Predator from regenerating this way. It knows no master. It knows no surrender. It holds a record of defeat never to be broken, and never to be outlived by anything.
3/3
Virile Greaves3 Artifact
Equipped creature has trample. Put a +1/+1 counter on equipped creature at the end of each of your turns.
Equip 0 One must be stronger than the severity that surrounds it—if such a fantasy could ever be reality.
Virile Greaves seems fine, even if the name is horny.
Apex Predator is weird because you put "can't be regenerated" on a lot of your designs and here we have "can't be can't be regenerated" or "must be regenerated." They've kind of fixed that in modern magic design with indestructibility. Also, the spell or ability thing is probably unneccessary, "If Apex Predator's power would increase, regenerate it." or something might be cleaner. And, honestly, why not just make it indestructible as the default? It looks very Homelands.
Since you have adamantly defined "or" as only ever being a choice between one option or another but never both, when do I choose if it will get regenerated by casting spells or activating abilities?
We can set that aside for now.
You seem to have an obsession with making under-costed creatures that are arbitrarily difficult to interact with. This elemental cannot be blocked or fought by your opponent's creatures, can't be damaged or targeted by their planeswalkers, and can't be killed if you have a pump spell. And for some reason it can stop things that can stop regeneration (even though regeneration and things that stop regeneration aren't put on new cards anymore).
The triggered ability is also weirdly worded and doesn't work. The ability triggers when you cast or activate, but the spell or ability hasn't increased anything at that point so the conditional trigger won't even go on the stack. The ability needs to trigger off the actual increase to do anything.
"Whenever Apex Predator's power or toughness are increased by a spell or activated ability you control, regenerate it."
Also, "Sources can't prevent blah blah blah." doesn't actually do anything because "Source" doesn't mean what you want it to in magic terminology. You want it to say "Spells and abilities cannot prevent Apex predator from regenerating in this way."
Overall: 4/10 (Card is overpowered, doesn't work as written, and excessively complex and non-interactive)
Virile Gloves is fine in concept, but is too strong for its cost and is worded incorrectly.
Virile Gloves
Artifact - Equipment
Equipped creature has trample. At the beginning of your end step, put a +1/+1 counter on equipped creature. Equip X
2 to cast is fine, but it should cost 2-3 to equip at that mana value.
Overall: 7/10 (Card functions in the rules, but is over powered as costed)
I had a feeling that the absence of interactivity would draw concerns. I had concerns myself, that the over-protection is counter-intuitive from the player's end to get all the fun out of the regenerate ability that's otherwise available. I honestly just wanted to pitch the initial concept, as this is how I envision nature as the ultimate apex predator. Extending from the immediate world around us, to the wilds of space and its forces beyond.
The roughest draft actually only triggered off spells, and didn't include abilities, but then that didn't make sense to me as nature advocates should be able to empower it equally.
Let me just go ahead now, and taper and tune it down.
Virile Greaves certainly does seem like it wants to be a step above the norm. Another concern I was levying. One thing about that is, I always found it to be unsettling in the past when the levies are broken, and contemporary designs are put into different brackets of the mana curve, where they lose reverence and gravity provided by that original placement on the mana curve. I think the typical team member would ask for this to be placed at 4, but I can see clearly right away that would have the exact effect as the concern above. Let's see if the eyes adjust and give it time.
Additionally, note I prefer this wording composure, as I find it provides good coherence and continuance of the card's effect being together and linear with itself.
While I probably shouldn't feel this way I love that you think you can best "can't" with your own "can't". Its adorable, like toddlers going on about how one is president but the other one is double president and so on until they run out of numbers. Which is quickly, because they are toddlers.
Putting that aside, I like the concept though its too cheap and wordy.
Apex PredatorsRGW
Creature - Elemental Beast
Protection from Creatures and Planeswalkers.
If ~ power is twice its base power and it doesn't have indestructible, it gains indestructible until end of turn.
If ~ toughness is twice its base toughness and it doesn't have hexproof, it gains hexproof until end of turn.
3/3
Reap actually listened to feedback and changed his card accordingly.
Has the polarity of the earth's core shifted? Is this the end of days and Ragnarok befallen us? Did I fall into a mirror universe and miss everyone's new goatees?
Apex Predator 1GG
Creature — Elemental
Hexproof from planeswalkers
As long as Apex Predator's power or toughness is greater than 3, it has indestructible.
3/3
Reap actually listened to feedback and changed his card accordingly.
Has the polarity of the earth's core shifted? Is this the end of days and Ragnarok befallen us? Did I fall into a mirror universe and miss everyone's new goatees?
Wait... are you trying to say that you don’t have a goatee? How on earth does that work?
Re: Fetaltadpole: that re-design is pretty slick. Thoroughly enjoying it
Apex Predator 1GG
Creature — Elemental
Hexproof from planeswalkers
As long as Apex Predator's power or toughness is greater than 3, it has indestructible.
3/3
While this looks like it works when you check under the hood it falls apart. With abilities that are constantly checking a status meaning they are "as long as X, Y" Y much come after X in layers. This unfortunately means you can't check p/t to grant anything since p/t is the last layer. Any abilities that checks p/t can't be static so it locks in the time its checking.
Indestructibility is another thing that I honestly think gets thrown around way too much.
It has a great place on spells to provide temporary buffs, but solid indestructibility should be reserved to provide force majeure to only the most prominent spotlight cards.
While this looks like it works when you check under the hood it falls apart. With abilities that are constantly checking a status meaning they are "as long as X, Y" Y much come after X in layers. This unfortunately means you can't check p/t to grant anything since p/t is the last layer. Any abilities that checks p/t can't be static so it locks in the time its checking.
This is interesting and I've never come across it before (because they don't print cards that don't work, obviously) but it makes sense. With this rule you can't have stuff like "This creature gets +1/+1 as long as its power is greater than its base power" or other questionable stuff like that. I'll have to keep this in mind designing cards in the future.
While this looks like it works when you check under the hood it falls apart. With abilities that are constantly checking a status meaning they are "as long as X, Y" Y much come after X in layers. This unfortunately means you can't check p/t to grant anything since p/t is the last layer. Any abilities that checks p/t can't be static so it locks in the time its checking.
This is interesting and I've never come across it before (because they don't print cards that don't work, obviously) but it makes sense. With this rule you can't have stuff like "This creature gets +1/+1 as long as its power is greater than its base power" or other questionable stuff like that. I'll have to keep this in mind designing cards in the future.
It becomes mildly annoying when working between layers. You can't make all flying creatures blue or all red creatures elementals because those first things happen in later layers.
Oddly enough you can grant +x/+y by checking base p/t. So "creatures with base p/t 1/1 get +6/+6" is viable.
What if it is a triggered ability that check on stat changes like:
Whenever <Cardname>'s Power or Toughness becomes 3 or greater, it gets and indestructible counter.
Whenever <Cardname>'s Power or Toughness becomes 2 or lower, remove all indestructible counters from <Cardname>'s.
What if it is a triggered ability that check on stat changes like:
Whenever <Cardname>'s Power or Toughness becomes 3 or greater, it gets an indestructible counter.
Whenever <Cardname>'s Power or Toughness becomes 2 or lower, remove all indestructible counters from <Cardname>'s.
That works. Triggered or activated abilities look at the game state at a specific point so they don't get tangled up in layers like static abilities.
Though entering the battlefield while an anthem is active might complicate that as it isn't "becoming" X or greater it simply always was.
So it is possible to make the card functional then? Good to know.
I like how we are making an issue about regeneration being phased out... But phasing has been phased back in. (Don't think about it. Just go with it.)
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Creature — Elemental
Protection from planeswalkers
Whenever a spell or ability you control increases Apex Predator's power or toughness, regenerate it. Sources can't prevent Apex Predator from regenerating this way.
It knows no master. It knows no surrender. It holds a record of defeat never to be broken, and never to be outlived by anything.
3/3
Virile Greaves 3
Artifact
Equipped creature has trample. Put a +1/+1 counter on equipped creature at the end of each of your turns.
Equip 0
One must be stronger than the severity that surrounds it—if such a fantasy could ever be reality.
Apex Predator is weird because you put "can't be regenerated" on a lot of your designs and here we have "can't be can't be regenerated" or "must be regenerated." They've kind of fixed that in modern magic design with indestructibility. Also, the spell or ability thing is probably unneccessary, "If Apex Predator's power would increase, regenerate it." or something might be cleaner. And, honestly, why not just make it indestructible as the default? It looks very Homelands.
We can set that aside for now.
You seem to have an obsession with making under-costed creatures that are arbitrarily difficult to interact with. This elemental cannot be blocked or fought by your opponent's creatures, can't be damaged or targeted by their planeswalkers, and can't be killed if you have a pump spell. And for some reason it can stop things that can stop regeneration (even though regeneration and things that stop regeneration aren't put on new cards anymore).
The triggered ability is also weirdly worded and doesn't work. The ability triggers when you cast or activate, but the spell or ability hasn't increased anything at that point so the conditional trigger won't even go on the stack. The ability needs to trigger off the actual increase to do anything.
"Whenever Apex Predator's power or toughness are increased by a spell or activated ability you control, regenerate it."
Also, "Sources can't prevent blah blah blah." doesn't actually do anything because "Source" doesn't mean what you want it to in magic terminology. You want it to say "Spells and abilities cannot prevent Apex predator from regenerating in this way."
Overall: 4/10 (Card is overpowered, doesn't work as written, and excessively complex and non-interactive)
Virile Gloves is fine in concept, but is too strong for its cost and is worded incorrectly.
Virile Gloves
Artifact - Equipment
Equipped creature has trample.
At the beginning of your end step, put a +1/+1 counter on equipped creature.
Equip X
2 to cast is fine, but it should cost 2-3 to equip at that mana value.
Overall: 7/10 (Card functions in the rules, but is over powered as costed)
The roughest draft actually only triggered off spells, and didn't include abilities, but then that didn't make sense to me as nature advocates should be able to empower it equally.
Let me just go ahead now, and taper and tune it down.
Virile Greaves certainly does seem like it wants to be a step above the norm. Another concern I was levying. One thing about that is, I always found it to be unsettling in the past when the levies are broken, and contemporary designs are put into different brackets of the mana curve, where they lose reverence and gravity provided by that original placement on the mana curve. I think the typical team member would ask for this to be placed at 4, but I can see clearly right away that would have the exact effect as the concern above. Let's see if the eyes adjust and give it time.
Additionally, note I prefer this wording composure, as I find it provides good coherence and continuance of the card's effect being together and linear with itself.
Putting that aside, I like the concept though its too cheap and wordy.
Apex Predators RGW
Creature - Elemental Beast
Protection from Creatures and Planeswalkers.
If ~ power is twice its base power and it doesn't have indestructible, it gains indestructible until end of turn.
If ~ toughness is twice its base toughness and it doesn't have hexproof, it gains hexproof until end of turn.
3/3
Has the polarity of the earth's core shifted? Is this the end of days and Ragnarok befallen us? Did I fall into a mirror universe and miss everyone's new goatees?
Apex Predator 1GG
Creature — Elemental
Hexproof from planeswalkers
As long as Apex Predator's power or toughness is greater than 3, it has indestructible.
3/3
Wait... are you trying to say that you don’t have a goatee? How on earth does that work?
Re: Fetaltadpole: that re-design is pretty slick. Thoroughly enjoying it
It has a great place on spells to provide temporary buffs, but solid indestructibility should be reserved to provide force majeure to only the most prominent spotlight cards.
This is interesting and I've never come across it before (because they don't print cards that don't work, obviously) but it makes sense. With this rule you can't have stuff like "This creature gets +1/+1 as long as its power is greater than its base power" or other questionable stuff like that. I'll have to keep this in mind designing cards in the future.
Oddly enough you can grant +x/+y by checking base p/t. So "creatures with base p/t 1/1 get +6/+6" is viable.
Whenever <Cardname>'s Power or Toughness becomes 3 or greater, it gets and indestructible counter.
Whenever <Cardname>'s Power or Toughness becomes 2 or lower, remove all indestructible counters from <Cardname>'s.
Though entering the battlefield while an anthem is active might complicate that as it isn't "becoming" X or greater it simply always was.
I like how we are making an issue about regeneration being phased out... But phasing has been phased back in. (Don't think about it. Just go with it.)