Digital Mox0 Legendary Artifact Creature — Equipment Dragon
Flying, haste
Equipped creature has changeling and " : Create a treasure token. If you do, detach Digital Mox from equipped creature."
Reconfigure — Pay 2 life.
0/1
Striving as always to aim high and make those big lifts. One of the sure missing pieces done in exquisite style. The 0/1 flying haste for 0 alone holds such cryptic flex, then adding changeling for more brilliance. This was actually an idea I had today. It was for something like Paradise Mantle that also adds changeling. Maybe any lite equipment simply that provided changeling for the brilliance of it. Then I remembered I had this. In Chinese mythology, dragons were known to be magical shapeshifters—or at least to hold one of such powers at their fingertips; so it fits in perfectly.
Dragon Blood Peaks Legendary Land
Land cards you own are Mountains in addition to their other types.
: Add R to your mana pool.
Here was a reprise from the "finish the archtype without finishing the archtype" thread. It makes all your lands fetchable by Mountain fetches. That's it. That's the card. It's a total opposite on the Yavimaya, Cradle of Growth. I felt like making it fetchable itself (with the type Mountain) would add interesting flex for the design if you waste your first fetch on it. Seems like a fair play. Otherwise, we have to break suite and add a mana ability (since it doesn't make anything in play mountains). That seemed so polarizing, but inevitably, we should preserve more challenge for the worlds that this unlocks.
Ultimately, I still like the other one. And would further consider this an addition and not a replacement. ;3
One last thing, although I wanted to keep this brief. I oversaw another important revision recently from the Rapier: Divine Soul thread. I had been speculating over a concept where Mark Rosewater claims that protection was bad and done away with...blah blah blah...we don't use it anymore. As with Banding and Enforcer, I wanted to create a keyword or mechanic that interacted with protection in some dynamic way; or that could open up interaction with protection on the side. This was one of the origin concepts in the original Disarm mechanic. But I think this reprise truly brings that potential front and center.
Disarm(Whenever this creature blocks or becomes blocked by a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword of your choice.)
EDIT: I would question from here, to increase the range of the utilities that this ability has, that it should just remove a keyword; or maybe remove a keyword in addition to everything else. It's still an immensely softened deathtouch then, and doesn't really destroy the game in any way. It just brings the scale up and makes it seem action packed while remaining a humble effect.
I had also considered that it would be dynamic to flex this keyword onto a cycle or two of spells;
Disarm(Whenever this spell successfully targets a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword of your choice.)
Disarm(Whenever this creature blocks or becomes blocked by a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword or color word in its text box of your choice.)
What does that mean? A mox has to produce mana, but we obvious have to jump through loops here because we can't just reprint a classic mox. Some of the fundamental elements of what makes a mox a mox (and to live up to those expectations) are that the cost is 0. We can't or shouldn't easily barter on this. Obviously, a colorless phyrexian mana could be one of those ways to (2 or 2 life). But would still require us to jump through loops to mint a flawless perfectly balanced gem. This form is a even incredibly zealous to perform as an immensely toned down Channel. I originally wanted the cost of life to equip to be 1 life, given the additional resource dependency on creatures. But no matter how you cut it, even on the most limited scale, 1 life for 1 mana has proven itself to be toxic. We can't just reprint Channel. And since we can't just reprint a mox either, this has to make up for that with versatility (from other worlds of interaction) so that it's not useless in any perspective, and so it does.
You would not expect to be scolded by the congress of players for making something with such high expectations to be totally useless in some way? Of course one could not care, and put forward some type of pernicious front that they don't have to answer to anyone. But certainly this is irresponsible—and not the true case at all.
The point of Dragon Blood Caves was to flex versatility of the mana base in red decks. Traditionally, red suffers tremendously from not being able to produce red mana—especially early in the game—where you're reaching for peak resourcefulness and running some 18 or 19 lands. And so it can suffer to run hot lands like Desert and Quicksand. Dragon Blood Peaks was designed bottom-up. It blindly mirrored the effect of changing all lands in play, to changing all lands outside of play instead. I'm certain it would open up play options where people aim to fetch Gaea's Cradle or Tolarian Academy, but given the appropriation of fetchlands they'll need to do this, they'll have to jump through other hoops to bring that all together (such as Yavimaya, Cradle of Growth); which offer limited options and are liabilities to destruction. It might just create a new Uber. But the person will need to be mindful not to take a bullheaded approach to prevent immense liability like that. As always with all fetchland bases, your ability to free drop lands is impeded. And the life expensure isn't welcomed either. They're not ideal actually compared to being able to free drop lands, but they do work, and it's balanced at a risky expense.
If we could, I would really like to discuss Disarm. These are the types of creative ingenious things that have always been my signature focus on in developing for Magic. It's such an elegant solution to the people's cries of keywords (like Wither or Infect being overpowered. It opens up interactivity with them with an intuitive check and balance. I do think that with the addition of removing keywords that color words becomes obsoleted. They are typically restrictive clauses, so it would only make designs more powerful; unlike removing the color, which then can open up interactivity (such as with Terror). This isn't as abound in every color. You don't see "deal X damage to target nonred creature"—but in the future we could.
Digital Mox - Is less of a Mox and more of a sidegrade to ornithopter. I do not think that affinity needs a hasty flyer that can hold Cranial Plating, and that is what it will be used for, not being a Mox.
Dragon Blood Peaks - An almost strictly better Urborg or Yavimaya. Not benefiting your opponent is sometimes relevant since red is not running mountain walkers, and tapping for colorless is a strict upgrade since Eldrazi exist. I don't see the justification for needing this at all, It does not even seem within the color pie, though I realize lands are not strictly held to that. Blood moon effects are red but they change the land, not add to it. If anything this should say your lands are mountains and anytime they would tap for a mana of a color other than red, they produce red instead if you wanted it to be in theme with reds effects. But no, powercreep with no need.
I'll supplement that Dragon Blood Peaks probably doesn't need to tap for colorless and makes the design overzealous even. Not at all powercrept though.
There's certainly worlds of potential unmentioned for Digital Mox. And even in the scenario you highlighted, if you don't use it as a mox you won't get any artifact tokens for Cranial Plating. I think obviously Urzadecks would eat this up also, which naturally adds to the force majeure of the neo future dystopia where cyborg Urza lives and walks the land; harnessing the power of the great mox in its newest digitized reconstruction.
Reap, I don't want to sound too rude. But do you actually speak English?
I'll supplement that Dragon Blood Peaks probably doesn't need to tap for colorless and makes the design overzealous even.
What does this mean? This isnt how the english language works. Then there is your constant use of Force Majeure. What do you think Force Majeure means?
Also, have you ever played a game of magic with other people or only theory crafted.
Traditionally, red suffers tremendously from not being able to produce red mana—especially early in the game
This makes it seem like you've never played magic before.
Either of these would go a long way to explaining your idiosyncrasies.
So, positive feedback first: Except the minor misuse of the word "detach" (game term is "unattach"), both your cards are correctly worded and work within the rules.
The Digital Mox is barely a Mox and, as was pointed out, would likely see more play due to its ability to be a flying hasty 0-mana creature. Any deck that play ornithopters and memnites will play this for added consistency, and the number of 0 mana creature.
T1: Play land, some number of ornithopters and memnites
T2: Play "mox", Pay 2 life to attach the "mox" to each other creature in turn, generate many treasures and benefit from effects that either care about artifacts etbing or dying or the aforementioned cranial plating.
The fact that its ability unattaches it each time it makes a treasure means you even save 2 life to equipping the plating to the mox since it already fell off the last creature it was attached to.
The Dragon Blood Peaks does pretty much nothing meaningful. The ability to added to searching is negligible, since many of the effects that search for Mountains specify that they search for "basic Mountains'. Aside from searches or reveal lands, There exist a total of 3 other card this would interact with meaningfully Goblin Charbelcher, Flameshot, Chandra's Regulator.
EDIT: Oops, forgot about "Disarm". Among other things, you cannot "lose all instances of a color word from its text box". Setting aside problems with other languages, this will lead to nonsense text like "...create a 4/4 red and white Golem artifact creature token." or "Daxos’s toughness is equal to your devotion to white." or "Abzan Kin-Guard has lifelink as long as you control a white or black permanent."
Considering Earthcraft, I am currently debating going back on the 2 life and making it 1 life again instead. I do want to preserve challenge, but this decision supplements another aspect that I was going to mention before as a scaling table; and that is proper utilization of the banned and restricted list. Content like this, although this one in particular is a weak example, should be limited. Making it legendary was apart of that, as per the request of Rosy awhile back. I see it has significance here, and went forward to deem it is necessary, without being at the expense of the design or product.
If this list was used properly, the meta would benefit from it tremendously by curbing down Uber decks that have unrestricted access to copies of things like Ancient Tomb, Mana Crypt, Basalt Monolith. And would instead have to rely on other tactical content such as Lotus Seed—to bring those pieces together—while preserving the aspect of challenge (in the face of removal) that the number of copies have to spare is finite. These types of Ubers are unfun and the product of irresponsible control of contents and applications of the banned and restricted list; namely, adding an additional 'limited (2 copies)' table to the contents.
//
Let's be fair and accept that paying 6 life for 3 damage wasn't even worth mentioning. That is a bullheaded application that will cost people games, and a great example of one to showcase the point I made. Disciple of the Value is as broken as it ever was. Nothing going forward will change that. Nor should anything going forward have to adhere, bend, or suppress itself for it (because that means it's done so at the expense of the game as a whole—and the product as a whole). This is something I'm very mindful of. We have to protect our product and its integrity, and its creative capabilities for the benefit of all.
Let's realize that there are 4 core fetch lands; Arid Mesa, Bloodstained Mire, Wooded Foothills, and Scalding Tarn for Mountains; that will be able to fetch any land with Dragon Blood Peaks. Still, since this means having to appropriate an entire fetch base, and impacts the ability to free drop lands, and cost life; I would say it's going to be fair even it creates a new Uber. This is apart of where I wanted to mention proper utilization of banned and restricted content. Availability (or the absence thereof) makes for instant aspect of challenge.
//
Onto Disarm. As mentioned, I think the inclusion of color word is unnecessary now. However, it would not create nonsense text. 'And' and 'or' are conjunctions and would be omitted with other words where it's no longer relevant to serve the intended purpose of connecting them.
I would like to forward the notion though, that this is too cool to just give up on. And I would suggest porting this effect to another keyword. Maybe one that changes color words instead of removing them (which would have mostly the same effect); and possibly the ability to change land types as well. This could be the beginning of a set where colors and land types matter, with lots of landwalkers and protection, and this ability ties everything together.
Magicborn (Whenever this permanent blocks, becomes blocked, or successfully targets another permanent, you may replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Power Cosmic (Whenever this spell successfully targets another permanent, you may replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Magicborn (Whenever this permanent blocks, becomes blocked, or successfully targets another permanent, you may have it gain a land type of your choice and/or replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Power Cosmic (Whenever this spell successfully targets another permanent, you may have it gain a land type of your choice and/or replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Despite this effect is traditionally blue, I think the domain of all 5 colors should have the ability to change, reshape, alter, and transform things like this. If you get severely burned, it can change you. If you get severely traumatized, it can change you. If you're out in the wilderness, it can change you and your perspectives. If you experience a miracle, eureka! The hack effect is very full spectrum, and this would be its ultimate and final form.
If you were participating in this forum in good faith, we would have seen some change or growth in your behavior over time. At this point, I can only see trolling as a motive for your continued posting of willful ignorance, self-important boasting and verbal gobbledygook. You have been given plenty of feedback and opportunities to change and have chosen not to, and filling the board with meaningless arguments will not be tolerated any longer.
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Legendary Artifact Creature — Equipment Dragon
Flying, haste
Equipped creature has changeling and " : Create a treasure token. If you do, detach Digital Mox from equipped creature."
Reconfigure — Pay 2 life.
0/1
Striving as always to aim high and make those big lifts. One of the sure missing pieces done in exquisite style. The 0/1 flying haste for 0 alone holds such cryptic flex, then adding changeling for more brilliance. This was actually an idea I had today. It was for something like Paradise Mantle that also adds changeling. Maybe any lite equipment simply that provided changeling for the brilliance of it. Then I remembered I had this. In Chinese mythology, dragons were known to be magical shapeshifters—or at least to hold one of such powers at their fingertips; so it fits in perfectly.
Dragon Blood Peaks
Legendary Land
Land cards you own are Mountains in addition to their other types.
: Add R to your mana pool.
Here was a reprise from the "finish the archtype without finishing the archtype" thread. It makes all your lands fetchable by Mountain fetches. That's it. That's the card. It's a total opposite on the Yavimaya, Cradle of Growth. I felt like making it fetchable itself (with the type Mountain) would add interesting flex for the design if you waste your first fetch on it. Seems like a fair play. Otherwise, we have to break suite and add a mana ability (since it doesn't make anything in play mountains). That seemed so polarizing, but inevitably, we should preserve more challenge for the worlds that this unlocks.
Ultimately, I still like the other one. And would further consider this an addition and not a replacement. ;3
One last thing, although I wanted to keep this brief. I oversaw another important revision recently from the Rapier: Divine Soul thread. I had been speculating over a concept where Mark Rosewater claims that protection was bad and done away with...blah blah blah...we don't use it anymore. As with Banding and Enforcer, I wanted to create a keyword or mechanic that interacted with protection in some dynamic way; or that could open up interaction with protection on the side. This was one of the origin concepts in the original Disarm mechanic. But I think this reprise truly brings that potential front and center.
Disarm (Whenever this creature blocks or becomes blocked by a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword of your choice.)
EDIT: I would question from here, to increase the range of the utilities that this ability has, that it should just remove a keyword; or maybe remove a keyword in addition to everything else. It's still an immensely softened deathtouch then, and doesn't really destroy the game in any way. It just brings the scale up and makes it seem action packed while remaining a humble effect.
I had also considered that it would be dynamic to flex this keyword onto a cycle or two of spells;
Disarm (Whenever this spell successfully targets a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword of your choice.)
Disarm (Whenever this creature blocks or becomes blocked by a creature, detach all cards attached to that creature. It permanently loses up to one of its colors and/or all instances of a keyword or color word in its text box of your choice.)
Dragon Blood Peaks, why? There doesn't seem to be any positive value in doing this. I can see degenerate things happening but nothing worthwhile.
You would not expect to be scolded by the congress of players for making something with such high expectations to be totally useless in some way? Of course one could not care, and put forward some type of pernicious front that they don't have to answer to anyone. But certainly this is irresponsible—and not the true case at all.
The point of Dragon Blood Caves was to flex versatility of the mana base in red decks. Traditionally, red suffers tremendously from not being able to produce red mana—especially early in the game—where you're reaching for peak resourcefulness and running some 18 or 19 lands. And so it can suffer to run hot lands like Desert and Quicksand. Dragon Blood Peaks was designed bottom-up. It blindly mirrored the effect of changing all lands in play, to changing all lands outside of play instead. I'm certain it would open up play options where people aim to fetch Gaea's Cradle or Tolarian Academy, but given the appropriation of fetchlands they'll need to do this, they'll have to jump through other hoops to bring that all together (such as Yavimaya, Cradle of Growth); which offer limited options and are liabilities to destruction. It might just create a new Uber. But the person will need to be mindful not to take a bullheaded approach to prevent immense liability like that. As always with all fetchland bases, your ability to free drop lands is impeded. And the life expensure isn't welcomed either. They're not ideal actually compared to being able to free drop lands, but they do work, and it's balanced at a risky expense.
If we could, I would really like to discuss Disarm. These are the types of creative ingenious things that have always been my signature focus on in developing for Magic. It's such an elegant solution to the people's cries of keywords (like Wither or Infect being overpowered. It opens up interactivity with them with an intuitive check and balance. I do think that with the addition of removing keywords that color words becomes obsoleted. They are typically restrictive clauses, so it would only make designs more powerful; unlike removing the color, which then can open up interactivity (such as with Terror). This isn't as abound in every color. You don't see "deal X damage to target nonred creature"—but in the future we could.
Dragon Blood Peaks - An almost strictly better Urborg or Yavimaya. Not benefiting your opponent is sometimes relevant since red is not running mountain walkers, and tapping for colorless is a strict upgrade since Eldrazi exist. I don't see the justification for needing this at all, It does not even seem within the color pie, though I realize lands are not strictly held to that. Blood moon effects are red but they change the land, not add to it. If anything this should say your lands are mountains and anytime they would tap for a mana of a color other than red, they produce red instead if you wanted it to be in theme with reds effects. But no, powercreep with no need.
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There's certainly worlds of potential unmentioned for Digital Mox. And even in the scenario you highlighted, if you don't use it as a mox you won't get any artifact tokens for Cranial Plating. I think obviously Urza decks would eat this up also, which naturally adds to the force majeure of the neo future dystopia where cyborg Urza lives and walks the land; harnessing the power of the great mox in its newest digitized reconstruction.
What does this mean? This isnt how the english language works. Then there is your constant use of Force Majeure. What do you think Force Majeure means?
Also, have you ever played a game of magic with other people or only theory crafted.
This makes it seem like you've never played magic before.
Either of these would go a long way to explaining your idiosyncrasies.
The Digital Mox is barely a Mox and, as was pointed out, would likely see more play due to its ability to be a flying hasty 0-mana creature. Any deck that play ornithopters and memnites will play this for added consistency, and the number of 0 mana creature.
T1: Play land, some number of ornithopters and memnites
T2: Play "mox", Pay 2 life to attach the "mox" to each other creature in turn, generate many treasures and benefit from effects that either care about artifacts etbing or dying or the aforementioned cranial plating.
The fact that its ability unattaches it each time it makes a treasure means you even save 2 life to equipping the plating to the mox since it already fell off the last creature it was attached to.
The Dragon Blood Peaks does pretty much nothing meaningful. The ability to added to searching is negligible, since many of the effects that search for Mountains specify that they search for "basic Mountains'. Aside from searches or reveal lands, There exist a total of 3 other card this would interact with meaningfully Goblin Charbelcher, Flameshot, Chandra's Regulator.
EDIT: Oops, forgot about "Disarm". Among other things, you cannot "lose all instances of a color word from its text box". Setting aside problems with other languages, this will lead to nonsense text like "...create a 4/4 red and
whiteGolem artifact creature token." or "Daxos’s toughness is equal to your devotion towhite." or "Abzan Kin-Guard has lifelink as long as you control a white orblackpermanent."If this list was used properly, the meta would benefit from it tremendously by curbing down Uber decks that have unrestricted access to copies of things like Ancient Tomb, Mana Crypt, Basalt Monolith. And would instead have to rely on other tactical content such as Lotus Seed—to bring those pieces together—while preserving the aspect of challenge (in the face of removal) that the number of copies have to spare is finite. These types of Ubers are unfun and the product of irresponsible control of contents and applications of the banned and restricted list; namely, adding an additional 'limited (2 copies)' table to the contents.
//
Let's be fair and accept that paying 6 life for 3 damage wasn't even worth mentioning. That is a bullheaded application that will cost people games, and a great example of one to showcase the point I made. Disciple of the Value is as broken as it ever was. Nothing going forward will change that. Nor should anything going forward have to adhere, bend, or suppress itself for it (because that means it's done so at the expense of the game as a whole—and the product as a whole). This is something I'm very mindful of. We have to protect our product and its integrity, and its creative capabilities for the benefit of all.
Let's realize that there are 4 core fetch lands; Arid Mesa, Bloodstained Mire, Wooded Foothills, and Scalding Tarn for Mountains; that will be able to fetch any land with Dragon Blood Peaks. Still, since this means having to appropriate an entire fetch base, and impacts the ability to free drop lands, and cost life; I would say it's going to be fair even it creates a new Uber. This is apart of where I wanted to mention proper utilization of banned and restricted content. Availability (or the absence thereof) makes for instant aspect of challenge.
//
Onto Disarm. As mentioned, I think the inclusion of color word is unnecessary now. However, it would not create nonsense text. 'And' and 'or' are conjunctions and would be omitted with other words where it's no longer relevant to serve the intended purpose of connecting them.
I would like to forward the notion though, that this is too cool to just give up on. And I would suggest porting this effect to another keyword. Maybe one that changes color words instead of removing them (which would have mostly the same effect); and possibly the ability to change land types as well. This could be the beginning of a set where colors and land types matter, with lots of landwalkers and protection, and this ability ties everything together.
Magicborn (Whenever this permanent blocks, becomes blocked, or successfully targets another permanent, you may replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Power Cosmic (Whenever this spell successfully targets another permanent, you may replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Power Cosmic (Whenever this spell successfully targets another permanent, you may have it gain a land type of your choice and/or replace all instances of a color word, creature type, or land type in its text box with another one of your choice.)
Despite this effect is traditionally blue, I think the domain of all 5 colors should have the ability to change, reshape, alter, and transform things like this. If you get severely burned, it can change you. If you get severely traumatized, it can change you. If you're out in the wilderness, it can change you and your perspectives. If you experience a miracle, eureka! The hack effect is very full spectrum, and this would be its ultimate and final form.