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Lineage 2 Revolution DB
 
The Mysteries of Ixalan
 
Treasure Cruisin' with Miracle Grow
  • posted a message on Dack's Insight
    Perfectly serviceable card for any artifact themed set or other product, except perhaps a tiny bit restrictive for such a generic effect.
    Posted in: Custom Card Creation
  • posted a message on Glissa, the Seeker
    Mechanically, it feels like quite an odd choice to filter for those three specific types. You can line up equipment ( red mana ), creature ( white mana ) and land ( green mana ), which helps, but I don't know if that's quite enough for the card to be truly good.

    Not sure on this one.
    Posted in: Custom Card Creation
  • posted a message on VERSORI: a community designed, bottom-up 'Planeswalkers Matter' set!
    To start with, this set has a very fundamental problem in that Planeswalkers are only found mythic rare, and for some good reasons, and in order to make a set around them they'll need to go down to at least uncommon. If you don't put planeswalkers that low, if will not be possible to reliably build around interactions with them in limited.
    If you do, those reasons will come into play:
    Planeswalkers are quite ccmplicated and have very little on them to tell players the basics of how they work, despite their relative intuitiveness.
    They are also powerful and can take over a game which makes them play badly in limited.
    Planeswalkers are supposed to be rare, so bringing them all together like this, even with a lore explanation, dilutes the flavour of planeswalkers.
    In order to get around these problems, you would have to have low rarity planeswalkers that are designed differently in such a way that they would lose a lot of their flavour. This is what you have done with your uncommon planeswalker example cards. They feel like enchantment creatures about as much as they feel like planeswalkers.

    Fundamentally, I think, the issue with every set that does Planeswalkers matters is it always seems to lean more toward doing it simply because it hasn't been done before not because they have good ideas about how to do it- because you can, not because you should. And that's not a good way to design things, unless the reason you are interested in doing this is to explore novelty and not to design realistic sets.


    Also troubling to me is the extent to which you have removed combat from the lore. While it's good to vary in how much the story is about fighting, that doesn't mean anything goes. Magic is still a game about fighting. Creatures die and players are dealt damage, there is fighting and graveyards, - it's inherent to the rules. I think there has to be at least a significant amount of combat in the world- though the story can probably be apart to that.


    Moving on to mechanics

    Infatuate is not really different enough from poisonous and infect. The new counter type doesn't do much except make it more parasitic than if it were a poisonous/infect variant. I would change the way these counters get placed if you do want to do new alt-win counters.
    The flavour disconnected in line with my earlier comment on the lack of combat. This is a combat mechanic with a non-combat flavour. That makes it feel more demonic seduction than something pacifist. Something about conquest makes more sense to me as a non-lethal alternative win than using love, if that's an avenue you want to explore.

    Persuade is nothing more than a workhorse mechanic. Which would be fine as long as it plays well, which it probably does, and helps makes broader set themes or other mechanics work. This is true given it does help make planeswalkers matter work, as you say, but on the other hand it does little to nothing to justify the choice of this theme in the first place. Generally, you want at least one mechanic that's more splashy and exciting for your main theme and you don't have any. Although this isn't necessarily a problem with this mechanics, as you could have two planeswalker related mechanics. This is also a strong effect, which might make it difficult to cost on a variety of cards and rarities.

    Persuade doesn't seem to serve much of a purpose here. It's not flavourful for this world at all, and while it helps make life totals matter with all the planeswalkers and alt win counters, as you noted, it's a bit slow for a mechanic that seems to be positioned to encourage aggression. I would also expect you try to branch out your world and themes more in order to incorporate more mechanical themes than just planeswalkers and love counters with Infatuate. You need a holistic vision of the set, that covers how things should feel, and that should carry over into your mechanics, and into your gameplay. This mechanic stands out in that regard- it's not clear how it fits into that picture, and that says something about how clear a picture you have.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Uncommon Lands
    Vivid desert seems good. Maybe a little on the strong side? Fine design.

    Mercenary Lands is a oddly specific and unrelated effect for a land.

    Sunset Lighthouse is very interesting, though maybe hard to balance. Legendary might be better? Not sure.

    Stricken City is fine, if perhaps a little generic

    Why make this 1 mana , tap symbol for two and not just tap symbol for one? Am I missing something here?
    Posted in: Custom Card Creation
  • posted a message on Jodah, Archmage Eternal
    Quote from Etherium Sage »
    Quote from DJK3654 »
    The addition of a mirror counter is unnecessary, should be worded like Praetor's Grasp
    i.e.
    3 mana , tap symbol : Exile a card from your hand or graveyard. You may play that card for as long as it remains exiled.


    I know the mirror counter technically isn't needed, but the mirror counter is essentially flavour text for Jodah's character.

    Not a fan of that idea.

    As for the colors, I was considering making him Bant, but I tried Azorius first.

    Bant would be much more appropriate.
    EDIT: you could have the ability be an off-colour activation
    Posted in: Custom Card Creation
  • posted a message on Jodah, Archmage Eternal
    The addition of a mirror counter is unnecessary, should be worded like Praetor's Grasp
    i.e.
    3 mana , tap symbol : Exile a card from your hand or graveyard. You may play that card for as long as it remains exiled.

    The ability to exile cards from your hand with this is an odd choice because it seems like a pretty niche situation before you'd pay mana just to move a card from your hand to exile, where you are equally able to cast it.
    I'm not sure it's worth the extra couple words.

    More importantly, this doesn't seem like a white blue ability. I think you need some black or green here with or without the current colours.
    Posted in: Custom Card Creation
  • posted a message on Essence of the Hourglass
    This probably wants to be written:
    At the beginning of your upkeep, you may move a time counter from Essence of the Hourglass onto another target creature, that creature gains vanishing.

    Three reasons
    -The vanishing sticks around after Essence of the Hourglass dies, so the time counters will actually matter a lot more
    -You can't put time counters on your other creatures that do nothing. It feels like they should get vanishing too if you do that and it's not like you want to do this anyway so the added disadvantage doesn't really matter.
    -It's shorter

    I also think this should be part black like others have suggested. The card also seems pretty weak given how slow and how easy to kill it is. Could easily be:

    Essence of the Hourglass blue mana black mana red mana
    Creature - Spirit (R)
    Flying
    Vanishing 3
    At the beginning of your upkeep, you may move a time counter from Essence of the Hourglass onto another target creature, that creature gains vanishing.
    3/3
    Posted in: Custom Card Creation
  • posted a message on Modern back on the protour
    WotC has confirmed they will not be doing 'shake-up bannings' and that 'we plan to manage the format as we do now'.

    Found in here- http://magic.wizards.com/en/articles/archive/daily-magic-update/update-2017-07-20

    The reason for the walk back may be because of the introduction of the play design team.
    Posted in: The Rumor Mill
  • posted a message on Explorers of Ixalan
    Quote from void_nothing »
    Quote from DJK3654 »
    Quote from Isrevir »
    Wasn't there already a plane with dinosaurs on it? Kind of like khanar was Tarkir or something?

    Muraganda, I thought. Too lazy to google.

    Muraganda is correct. And yes, Ixalan appears to be the replacement for Muraganda.

    More than one plane can have dinosaurs. Muraganda was Stone Age World, which is wildly different from Mesoamerican Pirates World.

    It's possible, but unlikely I think. If they were going to do Muraganda. I think they would have done Muraganda. I'm skeptical that Muraganda could be exciting enough with dinosaurs having already been a thing. The addition of ice age megafauna plus cavemen stuff maybe could sell it, but that could still be in Ixalan, we don't know yet.
    Posted in: The Rumor Mill
  • posted a message on Explorers of Ixalan
    Quote from Isrevir »
    Wasn't there already a plane with dinosaurs on it? Kind of like khanar was Tarkir or something?

    Muraganda, I thought. Too lazy to google.

    Muraganda is correct. And yes, Ixalan appears to be the replacement for Muraganda.
    Posted in: The Rumor Mill
  • posted a message on Ixalan and Rivals of Ixalan
    Quote from Raptorchan »
    At the very least it can be adventure set, like pre-Eldrazi Zendikar.
    Though I don't really like the idea of mixing three worlds from short list into one - at the first glance it feels like mash up, you know, "Pride and Prejudice and Zombies" and so. But it can be better than expected - less specific stereotype worlds, more original ones.

    Pirates and jungle tribes are real world linked, so that should fit perfectly fine. Dinosaurs makes sense for a tropical adventure and exploration world. It's less of a mashup than it might seem and more of a world of different aspects.
    Posted in: The Rumor Mill
  • posted a message on Hour of Devastation Trailer
    Quote from TearingEons »
    Nice trailer! Loving the look of the insectile horror.
    Also, is the intro Bolas card called Nicol Bolas, the Destroyer?

    The deceiver. I made a thread about the card and the abilities and cost have been determined from the image, but the loyalty is hidden so we'll have to wait on that.
    Posted in: The Rumor Mill
  • posted a message on From the Vault: Transform
    There's fifteen cards, I'm guessing all five flipwalkers and then approx. fifty fifty INN block/SOI block cards, favoring INN if either.
    Meld will probably be there from SOI
    Posted in: The Rumor Mill
  • posted a message on Core 2019
    Don't forget half of these cards are going to be new.

    Can we expect new legendary creatures to supplement commander or would that be too complicated? Is there a precedent for legendary creatures being created or reprinted for core sets?

    Yes. M2015 had a number.
    Posted in: The Rumor Mill
  • posted a message on Core 2019
    Don't forget half of these cards are going to be new.
    Do we even know that for sure?

    Yes. Approximately at least.
    "The set will be roughly half new cards and half reprints"
    http://magic.wizards.com/en/articles/archive/making-magic/metamorphosis-2-0-2017-06-12
    Posted in: The Rumor Mill
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