Seems reasonable. The obvious comparison is to Sorin, Lord of Innistrad as another 4-drop that makes 1/1 lifelinkers. Sorin can make them right away and has additional versatility, this guy can make more than one a turn, is harder to kill than Sorin by attacking, but also dies to the plethora of creature destruction out there.
So, all in all, it seems like a reasonable enough balance.
How about this?
At the beginning of your upkeep, put an incubation counter on Incubation Chamber, then you may sacrifice it. If Incubation Chamber is sacrificed this way, you may search your library for a creature card with converted mana cost less than or equal to the number of incubation counters on Incubation Chamber. If you do, shuffle your library.
- 7/11/2014 10:40:16 PM Posted in: Custom Card Creation
7/11/2014 11:42:04 AM
I think I would rather that be a replacement effect than a trigger, because as a replacement effect, it can stop all those pesky "When ~ dies' triggered abilities. The wording would be "If a creature an opponent controls would die, exile it instead unless its controller taps an untapped creature he or she controls."Posted in: Custom Card Creation
(What if Scavenging Ooze were colorshifted to Red?)
Creature - Elemental Ooze (R)
: Exile target instant or sorcery card from a graveyard. Put a +1/+1 counter on Spellspark Elemental and it deals 1 damage to up to one target creature.
7/10/2014 2:07:33 PM
I'm curious if people think that Stain the Mind could be played in Melira Pod as a way to deal with other combo decks, such as Scapeshift, or if the being counterable aspect is too much for the deck to bear. I was just thinking that since the deck already does the Wall of Roots shenanigan to power up Chord of Calling, maybe this is useful sideboard technology?Posted in: Modern
7/10/2014 11:52:52 AM
Right now, I have 1 Standard deck (G/B Dredge; will be 0 after rotation), 2 Modern Decks (G/W Pod and UW/r Resto-Kiki), and 3 and a half Legacy decks (G/W Enchantress, UW/r Delver, Strix Pod, and LED Dredge that doesn't have a sideboard put together.)Posted in: Magic General
Right now, I just try to pick up key pieces of decks a little at a time when I can and avoid buying cards in Standard unless they will be used in Modern / Legacy (i.e. cards like Abrupt Decay, Voice of Resurgence and Young Pyromancer are fine to pick up even if they are in standard)
7/10/2014 11:19:51 AM
Posted in: Magic GeneralQuote from hyalapterouslemur »
...you see, there are five lands that don't actually produce mana or fetch other lands or reduce mana costs in some way that are good, and the rest are unplayable. These are not those five.
I am curious which five you are referring to.
Bazaar of Baghdad, Dark Depths, Maze of Ith, The Tabernacle at Pendrell Vale, and what other land? My suspicion is probably Glacial Chasm? I don't count Urborg, Tome of Yawgmoth because its ability allows it to tap for black.
On topic: I don't really like Infect, but I don't think it's bad design per se. Regenerate and Protection have lots of rules associated with them, but again, my personal view is that they are established as part of the game and they work fine. I don't think they would be printed as they currently exist now.
Cumulative Upkeep is a pretty lousy mechanic, since it all but guarantees that you'll lose the permanent after long enough time, though the Illusions + Donate combo is always fun. Phasing is annoying to keep track of, and I'm glad that it's languishing in the trash heap of Magic's history.
I really hate Landwalk, since the ability can range from making creatures unable to be blocked to being absolutely useless, depending on what the opponent is doing.
But let me tell you which mechanic really annoys me: Strive. I really dislike how it's framed as an all-downside mechanic. It would be so much easier and framed a lot better to print as giving you the ability to choose more targets for additional mana, rather than targeting any number of things and then making you pay more for each target, as in Fireball. But I guess that that would seem too close to Multikicker, a la Comet Storm.
7/10/2014 12:56:47 AM
A creature being Indestructible is different than if it regenerates. The reason why a creature which regenerates taps and is removed from combat is because Regeneration specifically tells it to.Posted in: Magic Rulings
Your indestructible 2/2 creature will not be tapped, can continue to attack, and is not removed from combat were it dealt further lethal damage (it would be destroyed if it somehow stopped being Indestructible, though!)
7/10/2014 12:30:09 AM
I don't think there's a good answer to a "default" mana base for an X color deck, since it really depends: Aggro vs. Control vs. Combo? What is your deck's game plan? What is the color balance among your colors? Do you have non-land color fixing? What do you want your utility lands to do?Posted in: Modern
Something like Burn could potentially run this mana base:
Simple, direct, effective. Casts your spells, no funny business - wants to curve out, cast RR spells on turn 2, and finish quickly.
If I were running R/w Burn, I might go something like:
4 Arid Mesa
4 Scalding Tarn
4 Sacred Foundry
I'm still committed to the maximum red sources, and I have twelve ways to find white mana for Boros Charm and Lightning Helix on turn 2 should I want to play them. No lands that need to enter tapped, too aggressive to care about my life total, and I am commited to an aggro game plan.
For a control deck that wants to win with manlands, I need a mana base that will allow me to survive for awhile, and have ways to fetch basic lands to keep tempo while not just burning out on the mana base. Obviously, the number of lands goes up too:
4 Scalding Tarn
3 Arid Mesa
3 Steam Vents
4 Celestial Colonnade
1 Sulfur Falls
1 Sacred Foundry
1 Hallowed Fountain
2 Tectonic Edge
1 Desolate Lighthouse
Now I can look at a base-green deck - in particular, my G/W Birthing Pod deck. I want to get value out of my mana base, but I want it to be stable and reliably cast mana dorks on turn 1 and have access to GW on turn 2. I also designed it not to need fetchlands and to be mindful of Blood Moon, while maximizing how much power I could get out of the colorless sources. No enters tapped lands, but the list looks a lot different than the R/w Burn deck:
2 Horizon Canopy
4 Temple Garden
4 Razorverge Thicket
3 Ghost Quarter
1 Tectonic Edge
2 Gavony Township
In short, the answer is that the mana base needs to be shaped by what the deck needs to get out of its land base, how much of each color you need, when you need it, and how much damage you can afford to take from your lands.
7/9/2014 8:12:13 PM
An effect only puts a counter on an object if the effect specifically tells you to put a counter on the object.Posted in: Magic Rulings
A card such as Giant Growth does not put counters on its target. Rather, it creates a static ability that gives it +3/+3 until end of turn. Battlegrowth does put a +1/+1 counter on the creature. It is very clear in that it puts a counter on it.
This is in contrast to something such as Armory of Iroas, which does put a +1/+1 counter on the creature when it attacks (again, it uses the word "counter" in the effect). In this case, the creature can still attack. Once a legal declaration of attackers has been made, adding an effect which would make the creature no longer able to attack does not retroactively undo the attack. Instead, the creature continues attacking as normally. The only time attacking restrictions are checked is at the instant when attackers are declared.
7/9/2014 8:06:40 PM
When an ability grants one or more basic land types to a land, that ability also grants what I call the "intrinsic mana ability" associated with having that land type.Posted in: Magic Rulings
If a land is a Forest (that is, it is a land with the type "Forest"), it has the ability to tap for green mana intrinsically on account of that land type.
When an ability states that such and such land "is a [basic land type]", it loses all other land types and abilities. Spreading Seas's effect makes the enchanted land an Island that taps for blue mana, and has no other abilities. If it had other land types, it loses those as well. However, supertypes and other types are unaffected, so Darksteel Citadel is still an artifact (though one that isn't indestructible) and a basic Forest is still Basic.
However, Prismatic Omen says "...are every basic land type in addition to their other land types" (bolded emphasis mine). When the type granting is in addition to other land types, the land will retain both the other land types that the land has, as well as any other abilities that land might have.
So, to answer your question, each Cloudpost will be able to tap for one mana of any color due to their having every basic land type, and they will also have their own mana ability that lets each of them tap for 2 colorless.
7/9/2014 5:46:10 PM
Honestly, I don't see the point of sacrificing a creature as the ability resolves. It's fairly similar to the second ability of Korozda Guildmage, but doesn't require the mana payment. I'd say this could easily be costed at , which might make it a reasonable combo with Phyrexian Dreadnought and similar fat in Legacy.Posted in: Custom Card Creation
Travian, Grand Justiciar
Legendary Creature - Angel (M)
At the beginning of your upkeep, each other player sacrifices a permanent he or she controls.
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