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  • posted a message on Simic Power!!!
    I've been looking to make a standard deck using the Simic guild, and I started thinking about the following:
    1.) Is EVOLVE good enough for standard? Is it too slow, and is the dependence of playing creatures too unbalanced?
    2.) Why is Zegana sooooo "good" in standard? You need to have high-power creatures on the board, so why would you take the risk of having a six-mana block sitting in your hand?
    3.) Will Master Biomancer's price drop anytime soon? I need a playset for a deck and I don't think it will stay at $10 for long... What price do you think it will stabilize around?
    Posted in: BW Tokens
  • posted a message on New Token Concept-- Basic Land Tokens
    Ok... I see your points. Well, I really like this concept.
    The main reason, in addition to the keyword, is as previously stated, most cards need an insane amount of mana to activate them. There are going to be a lot of X(mana) cards as well that would otherwise have low casting costs.
    Another mechaninc that I forgot to mention is the use of sacrificing lands.
    People don't want to give up one of the twentyfour lands in their decks to activate an ability, and I thought that a cool way to work around this was to include a "land" that could be sacrificed to add to this effect.
    Posted in: Custom Card Creation
  • posted a message on New Token Concept-- Basic Land Tokens
    I guess I could use Rampant Growth, but I feel it's more flavorful in my set to use the land tokens. All colors are going to need ramping, because the majority of the cards in the set require large amounts of mana to play them. There is a keyword ability I'm introducing called landbind, and it triggers if you control X or more (basic land type).
    Example:
    Landbind-- As long as you control five or more basic Forests, put a 5/5 green Beast token onto the battlefield at the beginning of your upkeep.
    Posted in: Custom Card Creation
  • posted a message on New Token Concept-- Basic Land Tokens
    I'm also concerned with the interaction with Doubling Season, etc.
    Posted in: Custom Card Creation
  • posted a message on New Token Concept-- Basic Land Tokens
    I'm working on a new custom set that focuses on monocolored decks and ramping for each of the individual colors. One idea I have regarding this set is the concept of basic land tokens.
    For example, casting an instant would put an Island onto the battlefield, etc.
    I'm thinking that this effect/concept would be reasonable if used in moderation, but with the possible interaction with past sets and the official sets, I feel it would become way toooo overpowered.
    I'm thinking about having 10 cards in a 275-ish card set to be able to produce basic land tokens, all of which will be rare and or mythic rare.
    These are the cards I've designed using this concept so far:

    Faith Harvester (WW)
    Creature--Driud
    At the beginning of your upkeep, put a Plains land token onto the battlefield.
    0/1

    Sand Harvester (UU)
    Creature--Driud
    At the beginning of your upkeep, put an Island land token onto the battlefield.
    0/1

    Grime Harvester (BB)
    Creature--Driud
    At the beginning of your upkeep, put a Swamp land token onto the battlefield.
    0/1

    Rock Harvester (RR)
    Creature--Driud
    At the beginning of your upkeep, put a Mountain land token onto the battlefield.
    0/1

    Seed Harvester (GG)
    Creature--Driud
    At the beginning of your upkeep, put a Forest land token onto the battlefield.
    0/1
    Posted in: Custom Card Creation
  • posted a message on New Set-- Codename "SUN"
    I'm thinking then that I should change the name to Tidal Wave.
    I want to keep the mana cost there, or else I feel it would be way way way too overpowered.
    I'm going to take out immortality completely.
    I have tweaked Tidal Wave in my MSE document but haven't posted it yet, so it HAS been changed, but not here on the thread yet.

    What do you think of this card? There is a sac ability on it only to have a synergy with black in the next set in the block which will become clearer later.

    I would also like to point out that each color will have a specific synergy with another allied color (which of them has yet to be decided.)
    This will be represented in this set as two rares and a mythic rare in those color combinations. In the second and third sets in this block, those colors will become more... definite.
    Posted in: Custom Card Creation
  • posted a message on New Set-- Codename "SUN"
    That was the point I was trying to make. I wanted to have a specific cycle that was terrible everywhere and possibly playable as the 22-23rd card in limited.
    I have no ideas for what other abilities to give the other cards in the cycle though.
    I want to keep the black one the way it is, and I like the flavor that the card Immortality gives. What do you think I should do to improve this?
    EDIT-- For the time being I have removed all but the blue card from the cycle until they have been reworked. I am also thinking of just scrapping the fifteen-twenty cards I've created so far and simply fill in the blanks using the themes I want to include. Any suggestions?
    Posted in: Custom Card Creation
  • posted a message on New Set-- Codename "SUN"
    Thanks for the input... I thought they seemed a little too powerful, and I was trying to play around with mana cost. I really wanted the enchantment cycle to be at common though. I'll see how I can fix this. Also, these aren't the only cards I've created thusfar. These are only the ones I've been able to post yet. I think that these should stay at common based on the level of the other cards in this set.
    On another note, I've added the first mythic rare in the set under blue. Check it out!
    Posted in: Custom Card Creation
  • posted a message on New Set-- Codename "SUN"
    Hi guys,
    I'm in the early stages of development of a brand new custom set. Nothing here is final yet, but I will still post this and will periodically update this. Now, I will be posting new cards here as the development progresses, and will be posting those cards kind of like a spoiler post similar to that of Wizards. Please, feel free to comment or give suggestions on what improvements/advancements you'd like to see in this set!
    I have found it necessary to just state some of the themes and their reasonings found in this set:
    The blue cards run a sacrifice mechanic that will have something to do with a pseudo-alliance with black in the next set in the block
    The black cards will try to lean across the line of blue-black, thus providing card advantage, bouncing, etc.
    I have several specifics so far, so these are the basics so far:

    Codename-- "Sun"
    Official Name-- ?
    Cards-- 253
    Block-- Set 1/3 in the _____ block

    So without further ado, here are the actual cards:

    White Cards


    Blue Cards


    Devil's Advocate 2UU
    Common
    Creature--Human Advisor
    U, Sacrifice ~: Counter target spell.
    “I don’t like your idea. And neither will anybody else.”
    2/2

    Uncanny Resemblance 1UU
    Common
    Sorcery
    Put a 1/1 blue creature token of target creature's creature types onto the battlefield.
    “If it looks, thinks, and acts like you do, it will eventually become greater than you.”
    —Vigara

    Locked Chest 1U
    Common
    Artifact
    (1), Sacrifice ~: Search your library for a card and put it on top of your library third from the top.
    “So close... If only I’d brought the bigger lock pick...”
    —Barnu, Master Thief

    Hatched Thought 2U
    Common
    Instant
    As you cast ~, sacrifice a creature you control and put a 3/3 blue Mutant creature token onto the battlefield.
    “Death by overthinking has its benefits.”
    —Vigara

    Glitterdrake UU
    Common
    Creature--Drake
    Flying
    Whenever ~ attacks, it doesn't untap during your next untap step.
    3/3


    Black cards


    Red cards


    Green cards


    Colorless cards

    Posted in: Custom Card Creation
  • posted a message on HEXIS Official Set Design Thread
    Thanks! Flevar is fixed, and I'm working on editing the costs for Eligor.
    On the other hand, the mechanic name of Carnival is staying in place. I took a firm affinity to that name, and I'm working on a cycle of cards that effect exiling creatures with names like Ferris Wheel, etc.
    Added some new cards!
    Posted in: Custom Set Creation and Discussion
  • posted a message on HEXIS Official Set Design Thread
    This is the plane of Hexis. Like others, it is a small world, afterall (couldn't resist the urge to print that) Hexis has your usual spread of races; Humans make up the white mana race (no pun intended), Goblins for red, Merfolk for blue, etc.
    But Hexis has one major difference from other planes...
    For one week each year, demons, zombies and horrors are free to rule the streets. This time, called the Carnival, is held sacred among those creatures. Because of the "priveledge" of being able to walk the surface, the demons and others who emerge follow a lone rule held high above all others, set forth by the planeswalker who watches over Hexis:
    Thou shall not harm.
    Becaus this sole rule was put into action, the planeswalker (as of yet unnamed) granted the creatures immortality during this week so they could fully "enjoy" (as far as heartless creatures can) the pleasures of the surfaceworld. Thus, they can't die during the Carnival.
    But when the evil planeswalker Nicol Bolas casts a spell that overthrows the rulings of the planeswalker, the demons and beasts are compelled to attack. Because the creatures are still granted immortality, they are currnelty invincible, and there is little to nothing the people can do to stop the demons.

    Backstory aside, here are the cards and ideas so far.

    MECHANICS

    Carnival (cost) (If this would be put into a graveyard, exile it instead. You may cast this from exile by paying its carnival cost in addition to its mana cost.
    Carnival will be seen exclusively on the creatures that roam the surface during the Carnival itself.

    CARDS:
    Cover cards (The ones on the booster packs)

    Flevar, Keeper of Veins 4BR
    Legendary Creature—Zombie Horror (Mythic)
    Carnival 2BR
    Whenever you cast a creature spell from exile, put a +1/+1 counter on it.
    [5/3]

    Demoduke Eligor 3B
    Legendary Creature—Demon Knight (Mythic)
    Carnival 2BBBB
    As ~ enters the battlefield, you may return any number creatures you own from exile to the battlefield. Return those creatures to exile at end of turn.
    “Legend has it that on the last night of the Carnival, he rides into the village with an endless trail of demons and zombies behind him.”
    [4/4]


    CARDS:

    WHITE
    NONE YET Smile

    BLUE
    NONE YET Smile

    BLACK
    Demoduke Eligor 3B
    Legendary Creature—Demon Knight (Mythic)
    Carnival 2BBBB
    As ~ enters the battlefield, you may return any number creatures you own from exile to the battlefield. Return those creatures to exile at end of turn.
    “Legend has it that on the last night of the Carnival, he rides into the village with an endless trail of demons and zombies behind him.”
    [4/4]

    RED
    NONE YET Smile

    GREEN
    NONE YET Smile

    MULTI / HYBRID
    Flevar, Keeper of Veins 4BR
    Legendary Creature—Zombie Horror (Mythic)
    Carnival 2BR
    Whenever you cast a creature spell from exile, put a +1/+1 counter on it.
    [5/3]

    ARTIFACT
    Nightlight 1
    Artifcat (Common)
    1, T: Add BB to your mana pool.
    Vinelight 1
    Artifact (Common)
    1, T: Add GG to your mana pool.
    Skylight 1
    Artifact (Common)
    1, T: Add UU to your mana pool
    Blazelight 1
    Artifact (Common)
    1, T: Add RR to your mana pool
    Peacelight 1
    Artifact (Common)
    1, T: Add WW to your mana pool

    LAND
    NONE YET Smile
    Posted in: Custom Set Creation and Discussion
  • posted a message on Set Idea- NEW MECHANIC
    Ok...
    Carnival seems to be a great mechanic to fit in with the storyline of the set I'm working on. The main reason I like this effect is that they can't die, and that is exactly how it fits the storyline.
    I could also try something like an "infinite" undying, but there would end up being a drawback that would eventually kill the creature. I'm trying to, simply put, create a way for the creature in question to never be able to truly "die"
    Posted in: Custom Set Creation and Discussion
  • posted a message on Set Idea- NEW MECHANIC
    OK...
    Here I go...
    Someone here said that this seems too close to Yugioh... They're right.
    I've decided to ditch the idea of Fused.
    Instead, I have a new mechanic idea. But in order for this mechanic to make sense, I need to shed some light on the backstory here...
    The plane of Hexis is plagued by demons, zombies and other supernal creatures for one week each year. This time, called the Carnival, allows those creatures to live among those on the surface, but with a catch... they can't die during the Carnival.

    The mechanic:

    Carnival (cost) (When this is put into your graveyard, exile it. You may cast this from exile by paying (cost) in addition to its mana cost.
    Not sure how well this will work, or how OP it is. Suggestions welcomed.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Set Idea- NEW MECHANIC
    OK... Here's what I think I'll change it as:

    Fused (creature type) + keyword
    Example, for Flying Fish: Fused Fish + flying
    Any other suggestions???

    I'll also edit the mana costs... They are certainly too high! Thanks guys for pointing that out!!!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Set Idea- NEW MECHANIC
    Hi,

    I'm new to the forums (just registered today at around 2PM)
    I'm working on a new set using the MSE2 software, and had an idea for a new mechanic to base a new block around...

    Fused X + Y (As an additional cost to cast this spell, sacrifice a nontoken X creature and a nontoken Y creature you control.)
    X and Y are supposed to be creature types.
    In the set I'm currently designing, I've designed the blue cards first, so those are the only "fused" cards I've got right now.

    Wanted to see what you guys had to say about these cards and the mechanic idea:






    I've also created these cards to affect the mechanic:



    I may require some help with the wording of the mechanic-effecting cards

    The fused creatures will only spread through U-B-R in the first set (as Nicol Bolas is tied to the fusing of creatures itself) and will eventually spread to all colors in the second and third sets in the block.

    Improperly credited renders removed. You may edit this post to include renders with proper credits or text cards, but do not remove this text. -Gerrard's Mom
    Posted in: Custom Set Creation and Discussion
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