2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Situational Cycling Cycle
    Are -1/-1 counters acceptable? It's nearly impossible to design a set with no +1/+1 counters and I thought there was no -1/-1 counters allowed in such a set.
    Posted in: Custom Card Creation
  • posted a message on Situational Cycling Cycle
    A cycle that cycles. The idea here is to have a bunch of situational utility cards with a twobrid cycling cost. I have yet to name all thems.

    ~ R
    Sorcery
    Destroy target artifact.
    Cycling 2/R

    ~ G
    Sorcery
    Destroy target creature with flying.
    Cycling 2/G


    ~ B
    Sorcery
    Target creature gets -1/-1.
    Cycling 2/B

    ~ W
    Sorcery
    Destroy target enchantment.
    Cycling 2/W

    ~ U
    Sorcery
    Return target creature to its owner's hand.
    Cycling 2/U
    Posted in: Custom Card Creation
  • posted a message on Vision of Saprazzan
    Flavor:

    Using a Divining Orb, planeswalkers may see the futures of planes. Someone thought it might be a cool idea to look at the future of Mercadia. Turns out, its very different, and not even called Mercadia any more. Since the revolution, the corrupt Mercadians were overthrown, and what was viewed as a much more just system of governance was put in place. The new government is based from Saprazzo, hence the new name of the plane, Saprazzan.

    Saprazzo was historically the home of primarily merfolk, as half of it is under water. After the Mercadian Revolution, it was viewed in a generally positive light by the revolutionaries, as well as the only remaining source of political stability. As such, the Mercadian government was expanded to encompass the entire civilized portion of the plane, it what would be called the Saprazzan Order. The Saprazzan Order is one ruled not by kings or lawmakers, but instead by a complex system of judges and magistrates who may order around the Saprazzan Enforcers, effectively a police group composed of Humans and Ogres. The judges are tasked with the enforcement of an unchanging set of laws, set in stone in what is called the Tablet of Cho-Arrim. The Tablet and the Laws of the Land is believed to reflect the wishes of the original revolutionaries. Its main goals are to ensure that the realm is peaceful and crime-free, and lays out particularly harsh punishments for theft and corruption. Most individuals associated with the old Mercadian government were ruled to be guilty of theft or corrupting, and were therefore auctioned as slaves.

    However, as time progressed, certain problems began to develop. First, in the absence of the strong Mercadian government, Pirates began to pillage more frequently. This led the judges of the Saprazzan Order to declare the Pirates to be thieves, and order the Saprazzan Enforcers to capture them. However, doing so is costly and generally has proved ineffective. This has resulted in very high taxes being imposed on the populace. Although the relative piece under the Saprazzan Order has led to times of plenty, certain families called dynasties have accumulated much of the wealth and land. This problem is accentuated by the fact that judges have ruled that the nonpayment of debt and/or rent is considered to be theft, the punishment for which is a large fine. Most individuals are unable to pay the fine, and are therefore auctioned as slaves. This has led the underclasses to feel as if they are being treated unfairly, leading to another group of rebels forming, who aim to overthrow the Saprazzan Order.

    TL;DR: The set is a basic class conflict between the rich, who are backed up by the Saprazzan Order, and the poor.

    Mechanical Premise:
    The general theme is converted mana cost matters. The high converted mana costs represent the upper classes, the low converted mana costs represent the lower classes. Basically, I'm trying to get drafters to dedicate themselves to a control or midrange deck based around the high CMC cards, or a faster deck based around the low CMC cards, rather than to any color or set of colors.

    Debate (Each debating player selects a card in his or her hand. Both players reveal the selected cards at the same time. A player wins if his or her card had a higher converted mana cost.)

    This keyword represents the politics in Saprazzo. Although the judges are in theory uncorrupt, they rule against whoever they declare is a "thief" - those who attempt to overcome the rich.

    Socialize — Whenever you cast a spell with a converted mana cost of 3 or less, you may do X.

    This ability word represents the wishes of the rebels. Their advantage is their speed and numbers, while the upper classes have the power and control.

    Put a gold token onto the battlefield. (Gold is a colorless artifact with “Sacrifice this artifact, add one mana of any color to your mana pool.”)

    Gold is basically a multicolored version of the eldrazi, and allows for quick mana ramping as well as color blending. It makes the 5-color nature of the set work, as well as the high-CMC nature of the control decks.

    Multicolored cards are primarily in higher rarities, but are really prevelent there. At common, there isn't much multicolored, but there's very little color dedication, allowing for relatively easy splashing of multiple colors given the existence of Gold.

    What do you think? I'll post cards soon.

    Posted in: Custom Set Creation and Discussion
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    How can X be twice X? I am not sure if I am being dumb about this or not, but I can't think of a good way of wording that without using a Y, which isn't very good in and of itself.

    Orchid Grove
    Land
    When ~ enters the battlefield, return a land you control to its owner's hand.
    T: Put a Gold token onto the battlefield. (Gold is a colorless artifact with "Sacrifice this artifact, add one mana of any color to your mana pool.")
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    First off, this better be nonland, otherwise you can be like, island, tap for Psionic waste, forest, and now you are mana screwed for no effort. Second, I don't think this is hybrid blue. Just the exiling from graveyard bit is better than anything blue has for that purpose. And the discard bit isn't blue at all.

    Viirtou, the Prosperous 2GW
    Planeswalker - Viirtou
    +1: Put a Gold token onto the battlefield. (Gold is an artifact with "T, Sacrifice this artifact: Add one mana of any color to your mana pool.")
    -X: Search your library for a card with converted mana cost X and add it to your hand. Then shuffle your library.
    -5: Your life total becomes 20.
    3

    Posted in: Custom Card Contests and Games
  • posted a message on I want this card to be red so bad but it feels so green.
    I do not see the benefit of making this a 2/3.
    Posted in: Custom Card Creation
  • posted a message on Flexible X-Spells, Confluence Style
    Are you confident in your belief that Lawful Command is better than Rev? The lifegain component of Rev was surely relevant and would happen in addition to card draw, whereas the tapping effect of Lawful Command happens instead of card draw.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    Anyway, putting aside that one issue for now.

    From first pack's cards, changes are:

    Unionize looses 2W -> 1W, possibly upping to uncommon.
    War Whistler 2G -> GGG, rarity is now rare.
    Death Sentence is now uncommon.
    Trained Bloodhound is now uncommon.
    Solitary Study is no longer an aura.
    Studied Tactician is 3U but is now a 1/4.
    Inspirational Speaker is now a common (from uncommon).

    I added a second pack. It can be found under pack 2 from OP, and I'm also posting it below.


    Disdain for the Weak 1U
    Instant
    Counter target spell if its converted mana cost is 3 or less.

    Dreamseal 4U
    Instant
    Put target creature on top of its owner's library, then debate that creature's controller. If you win, you may shuffle that player's library. (Each debating player selects a card in his or her hand. Both players reveal the selected cards at the same time. A player wins if his or her card had a higher converted mana cost.)

    Riot Looter 2B
    Creature - Human Rebel
    Opportunist (This creature gets +1/+1 for each tapped creature your opponent controls.)
    Socialize — Whenever you cast a spell with a converted mana cost of 3 or less, target player loses 1 life and you gain 1 life.
    1/2

    Inherited Estate G
    Sorcery
    Search your library for a basic land card and add it to your hand, then shuffle your library. Debate an opponent. If you win, put that basic land onto the battlefield instead.

    Might of the Masses G
    Instant
    Target creature gets +1/+1 until end of turn for each creature you control.

    Plunder the Vulnerable B
    Instant
    Target creature gets -1/-1 until end of turn. Put a Gold token onto the battlefield. (Gold is a colorless artifact with “Sacrifice this artifact, add one mana of any color to your mana pool.”)

    Starving Faithful 1W
    Creature - Human Rebel Cleric
    Socialize — Whenever you cast a spell with converted mana cost 3 or less, gain 3 life.
    2/1

    Cloudgraze Wurm 7G
    Creature - Wurm
    Cloudgraze Wurm can’t be blocked except by creatures with flying or reach.
    7/7

    Brilliant Plan 4U
    Sorcery
    Draw three cards.

    Convict Leasing 1W
    Enchantment - Aura
    Enchant creature
    When Convict Leasing enters the battlefield, put a Gold token onto the battlefield. (It’s a colorless artifact with “Sacrifice this artifact, add one mana of any color to your mana pool.)
    Enchanted creature doesn’t untap during its controller’s untap step.

    Bountiful Feast G
    Enchantment
    G: Gain 1 life.

    Rebel Sharpshooter 2R
    Creature - Rebel
    Socialize -- Whenever you cast a spell with a converted mana cost of 3 or less, deal 1 damage to target creature or player.
    1/1

    Fire Slime 3RR
    Haste
    When ~ enters the battlefield, destroy target artifact or land.
    3/1

    Egalitarian Manifesto 1GW
    Enchantment
    Players play with their hands revealed.
    Players may only cast spells with the lowest converted mana cost among nonland cards in their hand.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    I think what I aught to do is replace the Selfless Sympathizer with a throwback to the old rebel fetching mechanic. That way, I still have the same capacity to search.

    One problem with this though is that I just realized the old rebels don't trigger the new rebels which is bothering me. I want to make it "Whenever a nontoken creature with converted mana cost 3 or less enters the battlefield under your control" but that's clunky as all hell. This is the struggle.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    Calling this a 4 mana 4/4 and wayfaring temple a 3 mana 1/1 is incredibly unfair because this, in order to be a 4/4, requires at least 1 other creature on the battlefield, and a specific creature. If you had another creature on the battlefield, then temple wouldn't be a 1/1 anymore, and temple doesn't even require the creature to be a specific other creature. Granted, bloodhound can "make" the other creature, but that requires 8 mana, and that's about as difficult as making a token and dealing damage.

    To me, this and temple just seem different. Temple is made to be played with a deck that drops tons of creatures. Its usually on curve or above if you play it in such a deck, and has the potential to accelerate itself. Bloodhound is just a good mana sink, which probably wouldn't be played in such a deck at all.

    For Selfless Sympathizer and its friend, I don't exactly consider it "wasting" two common slots because, especially in white and black, common slots are extremely plentiful and if anything just need to be filled. Even wizards seems to have trouble coming up with enough commons for white. Theros is a very good example of this. Theros literally has like 4 or 5 white commons that actually deal with the sets themes, two off-color activations, and then three vanilla creatures, and the rest are literally reprints or variants of old cards with some new amount of life gain or scry tacked on the back.

    If you look at pretty much any set you'll see this is generally true, though maybe to a slightly lesser extent. My point is, if I didn't have these, the slots would probably just go to a boring vanilla, an underpowered combat trick or something else really generic. This at least fits in with flavor, provides a good socialize-trigger engine, and gives new players 8 commons to try and trade to collect.

    How in your opinion, should I keyword gold? Just profit X? (Put X artifact tokens called Gold onto the battlefield. They have "Sacrifice this artifact: Add one mana of any color to your mana pool.") It doesn't seem to add much. Doesn't save me space because I have to put the reminder text, and theres already unity between cards because I say "token named Gold." I'd argue its already kinda keyworded because we named the token.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    Thanks for your input. Apparently a ton of my cards are secretly one rarity higher. I have a tendency to do that, especially for cards with not too much rules text. I think my best bet is to move the commons you suggested up to uncommon or whatever, and add some higher CMC cards to common.

    For the sectional thing, one thing I don't like about gold sets, is that they can often be drafted really vaguely. As you said, everything is splashable. So, isn't it OK to be more sectioned off in sets like that? I mean, don't most limited strategies pick up more viable options from the color fixing than they lose from the sectional nature of the set? I want at least some cards to be very significantly better with one strategy than with the other, and I want limited players to have to dedicate themselves to something.

    BTW, I tell you what Selfless Sympathizer searches at the bottom of the set. It just searches a card that searches it. You've got a 2-card squadron hawk thing going on here. I think having a pair of cards like this (or a trio, like they did in M14) every once and a while is a good thing, especially at common. I'm not sure why Wizards usually puts a rare into one of these, it seems like it just hides one of the cards from newer players making them not appreciate the combo as much.

    As for keywording gold, I initially had it as "profit", but then got rid of it entirely because Wizards has done it already and they don't have the keyword.

    EDIT: Is trained bloodhound really that good? I think saying that its more efficient than something like wayfaring temple may be unfair. 8 mana is a lot to pay, and before you do so, its just an above-curve creature.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    I'm trying to design debate in such a way that it isn't toally worthless if you lose the debate, at least with most cards. Also, debate is much more consistent than clash, and you can affect the outcome directly (by keeping higher MC cards in your hand) rather than by just vaguely increasing your odds by upping the number of high CMC cards in your deck. What (I hope) this means, is that rather than clash, which is a mechanic that forces you to care about what your opponent plays in relation to what you play, debate cares more about what your opponent does in relation to what you do. Hence, in-game interaction rather than just metagaming. I hope.

    I'm updating tomb robbing and war whistler, you're right.

    And yeah, missed the text change. Its always weird when they change templating on a card for a word as insignificant as "if" vs "when".
    Posted in: Custom Card Creation
  • posted a message on Flexible X-Spells, Confluence Style
    Or, alternatively,m the X-commands.

    Benevolent Command XGW
    Instant
    Choose X. You may choose the same mode more than once.
    - Put a 1/1 green Saproling creature token onto the battlefield.
    - Gain 3 life.

    Blunt Command XRG
    Instant
    Choose X. You may choose the same mode more than once.
    - Target creature gets +1/+1 until end of turn.
    - Destroy target artifact or enchantment.

    Calculating Command XUB
    Instant
    Choose X. You may choose the same mode more than once.
    - Return target nonland permanent to its owner's hand.
    - Look at the top card of target opponent's library. You may put that card on the bottom of that player's library.

    Cruel Command XBR
    Instant
    Choose X. You may choose the same mode more than once.
    - Deal 1 damage to target creature or player.
    - Target player discards a card.

    Lawful Command XWU
    Instant
    Choose X. You may choose the same mode more than once.
    - Draw a card.
    - Tap or untap target permanent.

    These are all rares to be included in a block that is very much about fast aggro decks vs. decks that like building a huge mana base. Obviously, these cards are for the decks that like having a huge mana base. I am a bit worried about the power level of cruel command.
    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    Socialize is just a marker that activates whenever you cast a spell with converted mana cost 3 or less, what's confusing about it? Also, isn't it a good thing for your mechanic to be dependent on what strategy your opponent is using, for interactivity, ex flying which cares about if your opponent plays fliers? I agree that debate can for sure be annoying though, but I think it still is worth it.

    Do you think tomb robbing could be safely brought down to 1B, or upping gold to 2? Note how gold scales really weirdly in power because of the way it carries over from turn to turn.

    I'm having mixed feelings on your proposed changes to war whistler. On the bright side, I need more <3 CMC cards with a toughness more than 1. On the downside, it only really reduces the cost by 1 CMC in your design, which might be too little to be exciting. I can't decide. I might just go with yours to make sure things don't get out of hand.

    I could be wrong, but I thought "if" was for specific times, and "when" was for triggers. Ex, "when you play a land, do X". But, "When ~ attacks, if you played a land this turn, do X."

    Could I safely turn Solitary Study into a non-aura enchantment? Like, "When a creature you control attacks, if it is the only creature you control, draw a card?"

    Posted in: Custom Card Creation
  • posted a message on Critique My Set By Looking At A Sample Pack
    I'm sorry I fixed it. My export wasn't working well.
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.