Personally, I liked your Veil card enough to vote for it. It's a little narrow when you consider the majority of the time "can't be countered" is good enough, but as you stated, there are enough cards out there that can get around can't be countered to at least make it relevant. It reminds me a bit of Split Second, but again, they're different enough to warrant the Veil ability. At the very least, I would keyword "can't be countered" to Veil. Of course I would also keyword "can't be regenerated" to Bury, and "target player puts the top x cards of his or her library into his or her graveyard" to "target player Mills X". I don't know why they don't at least do the last one. Its 13 less words!
As far as the Mystic is concerned, I'll have to get back to you on that one.
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(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Since the card I posted today has a new card type on it (and I'm open for suggestions for alternative names for the type), it's time for a short Rules FAQ on Sigils:
Sigil is a card type, but it's neither a permanent type nor a spell type.
At any point, each player may have up to one Sigil in the command zone. If you would put a second one into the command zone for any reason, put the existing one you own into the graveyard (if it's somehow a token, it'll cease to exist at that time). If you would put multiple ones into the command zone at the same time, choose an order for them to enter; the last one in this order will be the one that remains in the command zone (but any effects that trigger upon entering/leaving the command zone on the others will go on the stack in the order chosen, and they will get put into the graveyard in that order as well). These are state-based effects otherwise known as the "sigil rule".
A Sigil may or may not have a mana cost. If it has no mana cost, it will generally be the second face of another card (and may only be put into the command zone as a result of an ability on the other face). If it does have a mana cost, however, you may pay its mana cost and put it into the command zone as a special action whenever you could cast a sorcery. You may play any number of Sigils during your turn this way. (As a side note, this means Sigils do not use the stack.)
A sigil token ceases to exist if it would enter a zone other than the command zone.
Tokens that are copies of double-faced cards only copy the face that's up when the effect that produces the token resolves. (This is an existing rule, but it means that a token that's a copy of today's card in creature form will only have the creature face and therefore can't transform. This token will cease to exist upon being moved into the command zone because permanent tokens can't exist outside the battlefield. If the token were made of the sigil, the original sigil would move to the graveyard, but the "transform and return the the battlefield" effect won't work on the token because there's no other face to transform into. Instead, that token will simply cease to exist when it leaves the command zone.)
So Jace, the Living Guildpact has a modified version of the ability Rummage, which was on the card Toss Aside I entered in the DCC the other day. Apparently I didn't need the extra sentence at the end of the ability about putting the cards back on top in the same order. Also, there is now a card named Witch's Familiar, which means I have to change the name of one of my cards in the Innistrad 2 block I've been working on. That's ok, Wiccan Familiar will work too.
Edit: Oops. I just realized the new Jace makes you put one into your graveyard. So it wouldn't need to have the same order clause. Looks like I'm still looking for a correct wording for the ability. Although, I'm still not sure the ability could see print. There are some issues with keeping the cards in the same order, but I feel Miracle has a somewhat similar issue. You still need to keep an eye on your opponent to ensure they're not cheating.
Edit2: For reference: (To Rummage X, look at the top X cards of your library, you may put any number of them into your graveyard, put the rest back on top of your library in the same order.)
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
So for today I wanted to make a different version of Iona, because of M15 giving Avacyn a new version. It made me think of other awesome mythic legendary creatures I wouldn't mind seeing a new version of.
I wasn't sure if I wanted to make it comparable in power (and therefore cost) to the original Iona, or if I wanted to make a more budget version...
Here's what I went with (more budget version):
Iona, Shield of the Stars3WWW
Legendary Creature - Angel (M)
Flying
As Iona, Shield of the Stars enters the battlefield, choose a color.
You have protection from the chosen color.
5/5
BUT, here was my alternative more powerful version with a higher cost:
Iona, Shield of the Stars5WWW
Legendary Creature - Angel (M)
Flying
As Iona, Shield of the Stars enters the battlefield, choose a color.
You and permanents you control have protection from the chosen color.
7/7
This is obviously much more powerful than the version I posted (but more expensive too)... and in a way it's kind of like combining original Avacyn with original Iona. How is the power level of this? Which is a more interesting design, this or the weaker/cheaper version I posted?
Edit: I am second guessing myself... The more expensive version is probably more interesting to me, so I changed my card in the contest thread to that one.
I like your new Iona (the more powerful one). I have a similar Archbishop in my new Innistrad set that is similar, but is also green and you can only choose black, red, or blue. I aslo have a new Avacyn for the set, so I was interested to see the new one in M15. I guess that has anything to do with the DCC though. Still, here's a render of my version of new Avacyn, with the actual new Avacyn's artwork.
ATTACHMENTS
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(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
So I enjoyed my first month at the DCC and just wanted to thank everybody that voted (or didn't vote) for my cards, and for putting up with my long-winded DCC discussion thread posts . I especially want to thank MDenham for putting up the thread everyday. I've been playing Magic since Shards, but just started trying to design my own cards about a month or two ago. I'm finding it to be just about as addictive and satisfying as the actual game. I haven't really been playing too much lately because of life and stuff, but creating my own cards here on MTGS has really gone a long way towards filling that void. Anyway, awesome cards last month everybody. Let's make July even better!
Edit: Oh yeah, and, how the heck does Zippy the Turtle get more votes than Crypt Imp and Infectious Hoard combined?!!?! I mean, I loves me some Zippy, but c'mon!
Zippy the Turtle
Creature - Turtle (C)
Haste
: Zippy the Turtle gains Islandwalk until end of turn.
1/1
"Look at 'em go!"
Crypt Imp
Creature - Imp (R)
Flying, Haste
When Crypt Imp enters the battlefield, exile target creature card from a graveyard that was put there from the battlefield this turn.
At the beginning of your end step, if Crypt Imp is on the battlefield, exile Crypt Imp.
Morbid - : Return Crypt Imp from exile to the battlefield. Activate this ability only if a creature died this turn.
2/2
"They show up just long enough to collect the unfortunate soul and drag it back to where they came from."
Infectious Hoard
Creature - Zombie (R)
Protection from zombies.
Infectious Hoard's power and toughness are each equal to the number of zombies on the battlefield.
When Infectious Hoard enters the battlefield, put two 1/1 black zombie creature tokens onto the battlefield.
Whenever a zombie deals combat damage to a creature, that creature becomes a zombie in addition to its other types.
*/*
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Black Megatog: The card you posted today has a minor glitch that leads to draw-by-infinite-loop.
Specifically, if there are fewer than seven cards between your hand, graveyard, and library, and you would have a game loss replaced, you would lose the game as you draw the seven cards. This game loss gets replaced with the whole "shuffle stuff back into your library, draw seven cards, life total becomes 7"... and the whole thing just keeps repeating, making you shuffle those six (or fewer) cards back in, only to lose the game again and have the newest loss replaced with this.
Since that's an infinite loop composed solely of mandatory actions, the game becomes a draw. (This isn't a case of a replacement effect trying to replace itself; the game loss from drawing from an empty library isn't itself part of the effect that's replacing a loss, but happens immediately upon trying to check priority afterward.)
This isn't actually a nitpick about the card - trying to avoid this would make a much clunkier card - but just something to keep in mind about how it works in that situation.
For the sake of completion, we have two infinite combos today, and the other winner is... IlGreven! "When you have no cards in your hand, draw seven cards." - After this trigger is put onto the stack, the creature will see you have no cards in hand again, and it triggers again, infinitely.
For the sake of completion, we have two infinite combos today, and the other winner is... IlGreven! "When you have no cards in your hand, draw seven cards." - After this trigger is put onto the stack, the creature will see you have no cards in hand again, and it triggers again, infinitely.
No. It's a state triggered ability, covered by 603.8. Once it triggers, it doesn't trigger again until the original trigger resolves...at which time you have seven cards in your hand. As a matter of fact, the example from 603.8 is a card that reads "When you have no cards in your hand..."
Wrath of Macar is a neat card, but it's severely undercosted I think.
Not to make Ogonomany's case for him but...You don't think the fact that it costs 1 more than Damnation, and gives the player any color mana to replace the creatures, offsets the fact that it exiles the creatures? I think this is well costed, and definitely shouldn't be more than 6. Right?
Anyway, I'm just wrapping up the first set in my Return to Innistrad block, and have begun work on a new set, tentatively called The Brotherhood of Ormos. The set(block) takes place on a plane that has been ruled by an oppressive regime, The Brotherhood, that uses a combination of religious propaganda and technology to completely subjugate the masses of Ormos. Its inspired by a number of dystopian type novels such as 1984, Brave New World, Handmaid's Tale, etc. I'm just telling you all this because I intend to start posting cards from the set here and there, and I'd thought it'd be cool to share the story behind the cards. I'll let you all figure out which cards they are (not that it should be too hard). Here's a little something I started to write up about the block if anyone's interested. It still needs work, I may add to/correct/modify it in the future.
Brotherhood of Ormos
Number 137-M was born into one of the many Workercamps that dot the landscape of the Ormosian countryside. He had never known life outside the walls of Workcamp 78. All he knew of the outside world, before his escape, was what he learned from fellow workers in the camp. A man could find himself in a Workcamp for any number of reasons, failing to report suspicious activity, taking the Lord’s name in vain, failing to help a “brother” in need, etc., mostly somewhat minor infractions. No. 137-M found himself in this particular camp for the simple reason that he was born there. Although the men’s and women’s camps were kept separately, they did occasionally intermingle for various reasons. This inevitably led to some unfortunate circumstances. Even The Brotherhood missed things occasionally. This is precisely what occurred in No. 137-M’s case. His parents met, somehow found a spare moment when The Brotherhood wasn’t paying attention, and 9 months later No. 137-M was born. Of course The Brotherhood quickly found out about the pregnancy and transferred No. 137-M’s father to a Correction Camp. The policy for a pregnant woman in a camp was a bit different though. No. 137-M’s mother, like all others in her situation previously, was forced to carry No. 137-M to full term, where he was then extracted, given a number, and his mother given the same fate as his father before her. The policy for those born in a camp was for that child to remain in a Workcamp for all their days. After all, they were born from sin, and needed to suffer because of that. At least that’s the way The Brotherhood saw it. A man could certainly find himself in a myriad of worse camps, so overall a Workcamp wasn’t so bad. Even a life of freedom wasn’t so much better than life in a Workcamp, or so No. 137-M was told. People said that the drones, implants, and overall lack of privacy were as commonplace on the outside as they were within the camp’s walls. If people stepped out of line, or even questioned Brotherhood propaganda, they would be sent to one of the various camps, depending on their infraction. That is if they weren’t “corrected” with one of The Brotherhood’s many behavior modification chips. When The Brotherhood first came to be known, they spoke of brotherhood, love, and watching out for your fellow man. Brother Dhal ran for office on the slogan “I am my brother’s keeper!” Few knew this was what he meant.
Still, No. 137-M dreamed of life on the outside. During his years in the Workcamp, No. 137-M was befriended by many of the workers that came and went through the camp. Many of them spoke of a rebellion against the oppressive Brotherhood regime. This idea excited No. 137 from a very early age, and he set out to acquire as much knowledge and information as he could in hopes of one day escaping and joining the rebellion. Little did he know that he would end up leading it.
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(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
No. It's a state triggered ability, covered by 603.8. Once it triggers, it doesn't trigger again until the original trigger resolves...at which time you have seven cards in your hand. As a matter of fact, the example from 603.8 is a card that reads "When you have no cards in your hand..."
Oh man, my bad. I didn't even know that was a thing.
Wrath of Macar's a hard one to judge. The more they have to remove, the more equal it gets for them. 5 or 6 is probably the ideal spot... probably 6 since Final Judgment. That being said, it would be more Macar-ish if you got all the gold tokens (would have to cost more like Overwhelming Forces).
Wrath of Macar is a neat card, but it's severely undercosted I think.
Not to make Ogonomany's case for him but...You don't think the fact that it costs 1 more than Damnation, and gives the player any color mana to replace the creatures, offsets the fact that it exiles the creatures? I think this is well costed, and definitely shouldn't be more than 6. Right?
Anyway, I'm just wrapping up the first set in my Return to Innistrad block, and have begun work on a new set, tentatively called The Brotherhood of Ormos. The set(block) takes place on a plane that has been ruled by an oppressive regime, The Brotherhood, that uses a combination of religious propaganda and technology to completely subjugate the masses of Ormos. Its inspired by a number of dystopian type novels such as 1984, Brave New World, Handmaid's Tale, etc. I'm just telling you all this because I intend to start posting cards from the set here and there, and I'd thought it'd be cool to share the story behind the cards. I'll let you all figure out which cards they are (not that it should be too hard). Here's a little something I started to write up about the block if anyone's interested. It still needs work, I may add to/correct/modify it in the future.
Brotherhood of Ormos
Number 137-M was born into one of the many Workercamps that dot the landscape of the Ormosian countryside. He had never known life outside the walls of Workcamp 78. All he knew of the outside world, before his escape, was what he learned from fellow workers in the camp. A man could find himself in a Workcamp for any number of reasons, failing to report suspicious activity, taking the Lord’s name in vain, failing to help a “brother” in need, etc., mostly somewhat minor infractions. No. 137-M found himself in this particular camp for the simple reason that he was born there. Although the men’s and women’s camps were kept separately, they did occasionally intermingle for various reasons. This inevitably led to some unfortunate circumstances. Even The Brotherhood missed things occasionally. This is precisely what occurred in No. 137-M’s case. His parents met, somehow found a spare moment when The Brotherhood wasn’t paying attention, and 9 months later No. 137-M was born. Of course The Brotherhood quickly found out about the pregnancy and transferred No. 137-M’s father to a Correction Camp. The policy for a pregnant woman in a camp was a bit different though. No. 137-M’s mother, like all others in her situation previously, was forced to carry No. 137-M to full term, where he was then extracted, given a number, and his mother given the same fate as his father before her. The policy for those born in a camp was for that child to remain in a Workcamp for all their days. After all, they were born from sin, and needed to suffer because of that. At least that’s the way The Brotherhood saw it. A man could certainly find himself in a myriad of worse camps, so overall a Workcamp wasn’t so bad. Even a life of freedom wasn’t so much better than life in a Workcamp, or so No. 137-M was told. People said that the drones, implants, and overall lack of privacy were as commonplace on the outside as they were within the camp’s walls. If people stepped out of line, or even questioned Brotherhood propaganda, they would be sent to one of the various camps, depending on their infraction. That is if they weren’t “corrected” with one of The Brotherhood’s many behavior modification chips. When The Brotherhood first came to be known, they spoke of brotherhood, love, and watching out for your fellow man. Brother Dhal ran for office on the slogan “I am my brother’s keeper!” Few knew this was what he meant.
Still, No. 137-M dreamed of life on the outside. During his years in the Workcamp, No. 137-M was befriended by many of the workers that came and went through the camp. Many of them spoke of a rebellion against the oppressive Brotherhood regime. This idea excited No. 137 from a very early age, and he set out to acquire as much knowledge and information as he could in hopes of one day escaping and joining the rebellion. Little did he know that he would end up leading it.
The problem is that Gild is a sorcery that costs 3B, while Murder is an instant that costs 1BB, so the analogy doesn't really stand.
Wrath of Macar is a neat card, but it's severely undercosted I think.
Not to make Ogonomany's case for him but...You don't think the fact that it costs 1 more than Damnation, and gives the player any color mana to replace the creatures, offsets the fact that it exiles the creatures? I think this is well costed, and definitely shouldn't be more than 6. Right?
Anyway, I'm just wrapping up the first set in my Return to Innistrad block, and have begun work on a new set, tentatively called The Brotherhood of Ormos. The set(block) takes place on a plane that has been ruled by an oppressive regime, The Brotherhood, that uses a combination of religious propaganda and technology to completely subjugate the masses of Ormos. Its inspired by a number of dystopian type novels such as 1984, Brave New World, Handmaid's Tale, etc. I'm just telling you all this because I intend to start posting cards from the set here and there, and I'd thought it'd be cool to share the story behind the cards. I'll let you all figure out which cards they are (not that it should be too hard). Here's a little something I started to write up about the block if anyone's interested. It still needs work, I may add to/correct/modify it in the future.
Brotherhood of Ormos
Number 137-M was born into one of the many Workercamps that dot the landscape of the Ormosian countryside. He had never known life outside the walls of Workcamp 78. All he knew of the outside world, before his escape, was what he learned from fellow workers in the camp. A man could find himself in a Workcamp for any number of reasons, failing to report suspicious activity, taking the Lord’s name in vain, failing to help a “brother” in need, etc., mostly somewhat minor infractions. No. 137-M found himself in this particular camp for the simple reason that he was born there. Although the men’s and women’s camps were kept separately, they did occasionally intermingle for various reasons. This inevitably led to some unfortunate circumstances. Even The Brotherhood missed things occasionally. This is precisely what occurred in No. 137-M’s case. His parents met, somehow found a spare moment when The Brotherhood wasn’t paying attention, and 9 months later No. 137-M was born. Of course The Brotherhood quickly found out about the pregnancy and transferred No. 137-M’s father to a Correction Camp. The policy for a pregnant woman in a camp was a bit different though. No. 137-M’s mother, like all others in her situation previously, was forced to carry No. 137-M to full term, where he was then extracted, given a number, and his mother given the same fate as his father before her. The policy for those born in a camp was for that child to remain in a Workcamp for all their days. After all, they were born from sin, and needed to suffer because of that. At least that’s the way The Brotherhood saw it. A man could certainly find himself in a myriad of worse camps, so overall a Workcamp wasn’t so bad. Even a life of freedom wasn’t so much better than life in a Workcamp, or so No. 137-M was told. People said that the drones, implants, and overall lack of privacy were as commonplace on the outside as they were within the camp’s walls. If people stepped out of line, or even questioned Brotherhood propaganda, they would be sent to one of the various camps, depending on their infraction. That is if they weren’t “corrected” with one of The Brotherhood’s many behavior modification chips. When The Brotherhood first came to be known, they spoke of brotherhood, love, and watching out for your fellow man. Brother Dhal ran for office on the slogan “I am my brother’s keeper!” Few knew this was what he meant.
Still, No. 137-M dreamed of life on the outside. During his years in the Workcamp, No. 137-M was befriended by many of the workers that came and went through the camp. Many of them spoke of a rebellion against the oppressive Brotherhood regime. This idea excited No. 137 from a very early age, and he set out to acquire as much knowledge and information as he could in hopes of one day escaping and joining the rebellion. Little did he know that he would end up leading it.
The problem is that Gild is a sorcery that costs 3B, while Murder is an instant that costs 1BB, so the analogy doesn't really stand.
I guess I'll try to make my own case for me.
My basic reasoning for the cost was not basing it off of Gild, but more along the lines of Hallowed Burial or Final Judgment as a wrath effect that does more than destroy. Honestly, I tried to have it mirror Final Judgment in cost the same way Damnation mirrors Wrath of God, but forgot that the card costs 6 instead of 5. Anyway, I can see an argument for the card costing 4BB, but since the "gilding" part of the card would be more of a drawback for control decks since it gives you opponents the Gold tokens, I think anything over 4BB would probably be overcosted to the point where it isn't that good.
@ Scarbo...I wasn't comparing anything to Murder, I was comparing it to Damnation. Perhaps Ogonomany is making a better comparison with Hallowed Burial. Also, Gild gives the person casting it the gold token, whereas Macar's Wrath gives the gold token(s) to the creature's controller. I continue to believe that 5 is the right cost for the spell, but wouldn't be outraged if it cost 6.
Edit: I may be misunderstanding your point. Maybe you are using the Murder - Gild comparison as an analogy of my Damnation - Macar's Wrath comparison? Either way, I still stand by my thought.
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
The point I was making is that Damnation is a mass effect Murder so to maintain the cost analogy, Wrath of Macar would have to cost more. Plus Exile >> Destroy.
The point I was making is that Damnation is a mass effect Murder so to maintain the cost analogy, Wrath of Macar would have to cost more. Plus Exile >> Destroy.
Out of curiosity, what would you consider to be an appropriate cost for the card?
Thinking about it more, it's probably better to have it cost 4BB instead of 3BB, since mass exile is something that isn't (and probably shouldn't be) in black. It's also probably wrong to think of the token making as a strict drawback. Although I wouldn't exactly call 3BB instead of 4BB "severly undercosted."
The cost ratio of Murder (3), to Damnation (4) is the same as the cost ratio of Gild (4) to Wrath of Macar (5), the equivalent wrath effect costs one more. Add to this the fact that these spells aren't actually equivalent in the first place, you can't regen out of Damnation, as you can Murder, and Gild gives only you the mana replacement, whereas WoM gives the mana replacement to your opponent as well, and I'm beginning to think WoM could cost 4 and not be too crazy. But I continue to maintain that 5 is right. I don't even really think Gild is a very good card. As long as you're not playing EDH, Unmake gives you basically the same effect at instant speed, for 1 less mana, in mono-black. Perhaps that's not a good analogy though since the 1 black in Gild's mana cost opens it up to a lot more decks than Unmake. Everybody is entitled to their own opinion though, of course.
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(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
I totally see your point Scarbo. It's just that I can envision a few scenarios in which the card could backfire on you. Lets say your opponent has a board full of 1/1 tokens, you wipe the board giving them a bunch of mana, on their next turn they use the mana boost to drop something crazy. I'm envisioning this scenario playing out more in EDH, but still, the fact that you give them mana as a replacement can't be ignored. If you're wiping the board, chances are they have more creatures out than you do, so the mana advantage would, more often than not, go to the opponent.
Edit: On another note, am I totally underestimating the power of the card (Moratorium) I posted today? The cards I'm comparing it to are, Remand and Silence. Is it more powerful than both? The cantrip effect of Remand shouldn't be underestimated, but neither should the potential to Silence your opponent in response to something instead of having to do it ahead of time. I feel like this card would actually see some Legacy play, which means it may be too powerful for people to vote for. Maybe I'm crazy though, either way, I might change the cost to before tomorrow.
(22 Total) - October 2014; December 2014; January 2015; April 2015; June 2015; August 2015; September 2015; November 2015; December 2015(T); January 2016; March 2016(T); April 2016; June 2016; October 2016; December 2016(T); February 2017; April 2017; December 2017; November 2018(T); January 2019; April 2019; June 2019
(8 Total) - May 2015; May 2016; June 2016; August 2016; October 2016; December 2016; October 2017; May 2019
(7 Total) - September 2015; October 2015; January 2016; March 2016; April 2016; July 2016(T); March 2019(T)
Not that it's even remotely the same kind of effect, but Apocalypse exiles *everything* and only costs 5. False Prophet costs 4 and exiles all creatures when he dies. Eh, I dunno.
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As far as the Mystic is concerned, I'll have to get back to you on that one.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Edit: Oops. I just realized the new Jace makes you put one into your graveyard. So it wouldn't need to have the same order clause. Looks like I'm still looking for a correct wording for the ability. Although, I'm still not sure the ability could see print. There are some issues with keeping the cards in the same order, but I feel Miracle has a somewhat similar issue. You still need to keep an eye on your opponent to ensure they're not cheating.
Edit2: For reference: (To Rummage X, look at the top X cards of your library, you may put any number of them into your graveyard, put the rest back on top of your library in the same order.)
I wasn't sure if I wanted to make it comparable in power (and therefore cost) to the original Iona, or if I wanted to make a more budget version...
Here's what I went with (more budget version):
BUT, here was my alternative more powerful version with a higher cost:
Iona, Shield of the Stars 5WWW
Legendary Creature - Angel (M)
Flying
As Iona, Shield of the Stars enters the battlefield, choose a color.
You and permanents you control have protection from the chosen color.
7/7
This is obviously much more powerful than the version I posted (but more expensive too)... and in a way it's kind of like combining original Avacyn with original Iona. How is the power level of this? Which is a more interesting design, this or the weaker/cheaper version I posted?
Edit: I am second guessing myself... The more expensive version is probably more interesting to me, so I changed my card in the contest thread to that one.
Edit: Oh yeah, and, how the heck does Zippy the Turtle get more votes than Crypt Imp and Infectious Hoard combined?!!?! I mean, I loves me some Zippy, but c'mon!
Creature - Turtle (C)
Haste
: Zippy the Turtle gains Islandwalk until end of turn.
1/1
"Look at 'em go!"
Creature - Imp (R)
Flying, Haste
When Crypt Imp enters the battlefield, exile target creature card from a graveyard that was put there from the battlefield this turn.
At the beginning of your end step, if Crypt Imp is on the battlefield, exile Crypt Imp.
Morbid - : Return Crypt Imp from exile to the battlefield. Activate this ability only if a creature died this turn.
2/2
"They show up just long enough to collect the unfortunate soul and drag it back to where they came from."
Creature - Zombie (R)
Protection from zombies.
Infectious Hoard's power and toughness are each equal to the number of zombies on the battlefield.
When Infectious Hoard enters the battlefield, put two 1/1 black zombie creature tokens onto the battlefield.
Whenever a zombie deals combat damage to a creature, that creature becomes a zombie in addition to its other types.
*/*
Specifically, if there are fewer than seven cards between your hand, graveyard, and library, and you would have a game loss replaced, you would lose the game as you draw the seven cards. This game loss gets replaced with the whole "shuffle stuff back into your library, draw seven cards, life total becomes 7"... and the whole thing just keeps repeating, making you shuffle those six (or fewer) cards back in, only to lose the game again and have the newest loss replaced with this.
Since that's an infinite loop composed solely of mandatory actions, the game becomes a draw. (This isn't a case of a replacement effect trying to replace itself; the game loss from drawing from an empty library isn't itself part of the effect that's replacing a loss, but happens immediately upon trying to check priority afterward.)
This isn't actually a nitpick about the card - trying to avoid this would make a much clunkier card - but just something to keep in mind about how it works in that situation.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Altered Art Cards! | Commissions currently Closed
No. It's a state triggered ability, covered by 603.8. Once it triggers, it doesn't trigger again until the original trigger resolves...at which time you have seven cards in your hand. As a matter of fact, the example from 603.8 is a card that reads "When you have no cards in your hand..."
Not to make Ogonomany's case for him but...You don't think the fact that it costs 1 more than Damnation, and gives the player any color mana to replace the creatures, offsets the fact that it exiles the creatures? I think this is well costed, and definitely shouldn't be more than 6. Right?
Anyway, I'm just wrapping up the first set in my Return to Innistrad block, and have begun work on a new set, tentatively called The Brotherhood of Ormos. The set(block) takes place on a plane that has been ruled by an oppressive regime, The Brotherhood, that uses a combination of religious propaganda and technology to completely subjugate the masses of Ormos. Its inspired by a number of dystopian type novels such as 1984, Brave New World, Handmaid's Tale, etc. I'm just telling you all this because I intend to start posting cards from the set here and there, and I'd thought it'd be cool to share the story behind the cards. I'll let you all figure out which cards they are (not that it should be too hard). Here's a little something I started to write up about the block if anyone's interested. It still needs work, I may add to/correct/modify it in the future.
Number 137-M was born into one of the many Workercamps that dot the landscape of the Ormosian countryside. He had never known life outside the walls of Workcamp 78. All he knew of the outside world, before his escape, was what he learned from fellow workers in the camp. A man could find himself in a Workcamp for any number of reasons, failing to report suspicious activity, taking the Lord’s name in vain, failing to help a “brother” in need, etc., mostly somewhat minor infractions. No. 137-M found himself in this particular camp for the simple reason that he was born there. Although the men’s and women’s camps were kept separately, they did occasionally intermingle for various reasons. This inevitably led to some unfortunate circumstances. Even The Brotherhood missed things occasionally. This is precisely what occurred in No. 137-M’s case. His parents met, somehow found a spare moment when The Brotherhood wasn’t paying attention, and 9 months later No. 137-M was born. Of course The Brotherhood quickly found out about the pregnancy and transferred No. 137-M’s father to a Correction Camp. The policy for a pregnant woman in a camp was a bit different though. No. 137-M’s mother, like all others in her situation previously, was forced to carry No. 137-M to full term, where he was then extracted, given a number, and his mother given the same fate as his father before her. The policy for those born in a camp was for that child to remain in a Workcamp for all their days. After all, they were born from sin, and needed to suffer because of that. At least that’s the way The Brotherhood saw it. A man could certainly find himself in a myriad of worse camps, so overall a Workcamp wasn’t so bad. Even a life of freedom wasn’t so much better than life in a Workcamp, or so No. 137-M was told. People said that the drones, implants, and overall lack of privacy were as commonplace on the outside as they were within the camp’s walls. If people stepped out of line, or even questioned Brotherhood propaganda, they would be sent to one of the various camps, depending on their infraction. That is if they weren’t “corrected” with one of The Brotherhood’s many behavior modification chips. When The Brotherhood first came to be known, they spoke of brotherhood, love, and watching out for your fellow man. Brother Dhal ran for office on the slogan “I am my brother’s keeper!” Few knew this was what he meant.
Still, No. 137-M dreamed of life on the outside. During his years in the Workcamp, No. 137-M was befriended by many of the workers that came and went through the camp. Many of them spoke of a rebellion against the oppressive Brotherhood regime. This idea excited No. 137 from a very early age, and he set out to acquire as much knowledge and information as he could in hopes of one day escaping and joining the rebellion. Little did he know that he would end up leading it.
Oh man, my bad. I didn't even know that was a thing.
Wrath of Macar's a hard one to judge. The more they have to remove, the more equal it gets for them. 5 or 6 is probably the ideal spot... probably 6 since Final Judgment. That being said, it would be more Macar-ish if you got all the gold tokens (would have to cost more like Overwhelming Forces).
The problem is that Gild is a sorcery that costs 3B, while Murder is an instant that costs 1BB, so the analogy doesn't really stand.
I guess I'll try to make my own case for me.
My basic reasoning for the cost was not basing it off of Gild, but more along the lines of Hallowed Burial or Final Judgment as a wrath effect that does more than destroy. Honestly, I tried to have it mirror Final Judgment in cost the same way Damnation mirrors Wrath of God, but forgot that the card costs 6 instead of 5. Anyway, I can see an argument for the card costing 4BB, but since the "gilding" part of the card would be more of a drawback for control decks since it gives you opponents the Gold tokens, I think anything over 4BB would probably be overcosted to the point where it isn't that good.
Edit: I may be misunderstanding your point. Maybe you are using the Murder - Gild comparison as an analogy of my Damnation - Macar's Wrath comparison? Either way, I still stand by my thought.
Out of curiosity, what would you consider to be an appropriate cost for the card?
Edit: On another note, am I totally underestimating the power of the card (Moratorium) I posted today? The cards I'm comparing it to are, Remand and Silence. Is it more powerful than both? The cantrip effect of Remand shouldn't be underestimated, but neither should the potential to Silence your opponent in response to something instead of having to do it ahead of time. I feel like this card would actually see some Legacy play, which means it may be too powerful for people to vote for. Maybe I'm crazy though, either way, I might change the cost to before tomorrow.