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    posted a message on Banlist change for 1/9/2017
    Edit: Whoops. Missed that this was a modern thread.
    Posted in: Modern
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    posted a message on B&R Update: Emrakul, Copter, Reflector Mage banned in Standard, Gitaxian Probe, Gravetroll in Modern!
    So... why is everyone so convinced that the Felidar would be banned instead of Saheeli? As one or two others pointed out, banning Saheeli would stop the combo without any preemptive bans. Is there some reason why it would have to be the Felidar?
    Posted in: The Rumor Mill
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    posted a message on What's your opinion on 'The Gatewatch'?
    While I'm not saying that Gatewatch members should die, WotC has kind of written themselves into a corner when it comes to creating "fail-states".

    Depending on their mission, a typical hero can "fail" in a number of ways without dying. They can be horribly injured. They can fail to guard a person or city. They can fight on the losing side of a war. These small victories can create lasting adversity without large-scale ruin being involved.

    In MTG, however, these small failures don't work. The design of blocks forces us to shift planes every other set. If a failure isn't definitive and final, it is hard to explain why planeswalkers don't head back and try again. If Jace was knocked into a psychic coma at a block's conclusion, for example, the story can't let him wake up until 1)his target has moved to another plane or 2)we are ready to return to the first plane. Otherwise, what would stop the Gatewatch from just trying again? Eldrazi destroying a plane? Phyrexians converting it? A giant spell cutting off a plane from the multiverse?

    Considering the scope of the conflicts the gatewatch engage in, you have to break out some multiversal threat (or death) for "failure" to make sense.

    Honestly, I'm in the camp that expects the confrontation with Bolas to the the Gatewatch's first failure. With that said, the story will have to bend over backwards to keep them from coming right back and trying new tactics. Personally, I'm betting that they'll be scattered across the planes and have their sparks temporarily fizzle. Maybe one death of a two-colored walker (*cough*Ajani*cough*) to go with all of that.

    So... yeah. It feels like Wizards is trying to marry Superhero dynamics to the epic scale of multiverse conflicts... which doesn't jive too well with me.
    Posted in: Magic Storyline
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    posted a message on Favorite Cards from Aether Revolt Spoilers so far...
    Felidar Guardian

    Not because it's a good card, mind you. Just because it might bring back splintertwin with Saheeli... and allows splintertwin in standard... and in limited...

    They really didn't think that card through.
    Posted in: New Card Discussion
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    posted a message on Full card list
    ...Am I the only one excited about the potential return of Mono Green Stompy?

    Greenpelt Rampager (and fetchlands) activate a number of other cards quite efficiently, including Greenbelt Liberator, narnam renegage, and hidden herbalist ('cause even a weak burning tree emissary is worth exploring). Longtusk Cub synergizes with the rampager and contributs to the +1/+1 counter theme. While a bit higher in cost, Bristling Hydra also marries energy with counters (and protects himself) and Verdurous Gearhulk is awesome. With the heavy +1/+1 counter theme in this block, Maulfist Revolutionaries can pump things up bigger and armorcraft judges could easily replenish your entire hand.

    Even kill isn't too worrying, seeing how you have both Heroic Intervention AND Blossoming Defense.

    ...Okay, yeah. I know that it won't work. Even so, this is the MOST exciting that things have looked in a while.
    Posted in: The Rumor Mill
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    posted a message on What's your opinion on 'The Gatewatch'?
    While I have a problem with the Gatewatch, it isn't a problem that most people seem to have with it. If anything, it is far simpler.

    I don't like serial storytelling. I like stories with a clear beginning, middle, and defined end point. While MTG does include references to prior events and a few mechanations here and there, the actual "storyline" is only a few steps stronger than the old Justice Friends cartoon. Blocks feel disconnected and my mind demands progress towards discrete goals in place of simple character development.

    The goals of gatewatch members are generally left very open-ended. In fact, just about everyone's goals are left open-ended. Jace wants to discover his past. Garruk wants to kill all planeswalkers. Nicol Bolas wants power. Phyrexians want to spread their metallic perfection through the planes. I have problems finding a single recurring character with a definite, discrete long-term goal that seems realistic.

    I want someone who wants to meet with his long-lost brother. Someone who wants to kill a specific nemesis. Someone who wants a specific Macguffin. Anything like that. I used to like Garruk because "Find Liliana and make her remove her curse" was the type of goal I could get behind. Even if it would take a while, I knew what he wanted in specific terms.

    But yeah, hard to do continuous stories like that. I can understand why they are doing this. Even so, I'm not a fan.
    Posted in: Magic Storyline
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    posted a message on Gifted Aetherborn
    So... black is getting a 1-drop kill that rivals tragic slip, a 2 drop that approaches Vampire Nighthawk, an uncommon that acts as Wasteland Strangler, and the best Bob variant we've seen since the original... and we might get one or two more playable (or borderline playable) cards when the rest of the set is spoiled.

    Yeah, I'm satisfied.
    Posted in: The Rumor Mill
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    posted a message on Aethersphere Harvester - Russian spoiler from reddit
    Huh... I have this odd mental image of a meta that is determined by who can kill the other player's Thraben Inspector first...
    Posted in: The Rumor Mill
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    posted a message on Aethertide Whale
    Actually, this might go real nice with aetherworks marvel (just 1-2 copies) to make sure you keep tempo. If you throw this down with marvel, you can bounce and recast it next turn to get another shot with your marvel as soon as it untaps.

    Worth experimenting, at least.
    Posted in: The Rumor Mill
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    posted a message on Captain Sisay and the Paradox Engine
    Have you considered the new legend, Riskar? 3 drop legend makes any two of your creatures into mana tappers, possibly making that mana instantly available if your creatures have been out for at least one turn.
    Posted in: Multiplayer Commander Decklists
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    posted a message on Gonti's Aether Heart
    Heh... I have the odd urge to make deck that uses this heart to give Aetherworks Marvel energy... which it uses to find Shimatsu the Bloodcloaked... which it uses to sacrifice a bunch of permanents and get energy from the marvel... which it uses to get an extra turn through the heart.

    Just a dumb, silly deck.
    Posted in: The Rumor Mill
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    posted a message on Mothership Spoilers 01/02
    Actually, kind of curious to see if the sweatworks amounts to anything. The thought of paying R for a 3/3 menace is enticing.

    Edit: Just realized the that revolt ability on permanents seems to be an enter the battlefield affair. Will keep an eye open for blink deck goodies.
    Posted in: The Rumor Mill
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    posted a message on Mothership Spoilers 01/02
    A puresteel paladin that can act as a commander... yes.
    Posted in: The Rumor Mill
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    posted a message on New ajani
    Quote from hecch »
    very similar to Sorin
    draw card effect
    kill effect
    ultimate but not sure win


    Let's be honest here. This planeswalker *IS* Sorin.

    two-color 6 drop that needs to plus 3 times for its ultimate and that shares the same pattern of +card draw, -kill, ult situational win. The only real difference is that starting loyalty has been shuffled around so that doubling season (which is in Ajani's colors)doesn't allow for automatic ultimates.
    Posted in: The Rumor Mill
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    posted a message on Paradox Engine
    Guys, Guys... Hold up for a minute.

    I think that we're all missing the commander that REALLY benefits most from Paradox Engine.

    Derevi, Empyrial Tactician

    Because it's always Derevi.

    Seriously, though, think of how WUG benefits from this situation.
    -You have Arcum Dagsson, who can fetch this out and make infinite combos with scepter.
    -You have Kaho, Minamo Historian to act as a backup scepter if something goes wrong.
    -You have Hannah, Ship's Navigator to revive the paradox engine if something happens.
    -You have both Selvalas, who can quickly devolve into huge mana and card advantage.
    -You have Captain Sissay, who can search for this guy as well as searching for Arcum, Kaho, Hannah, Selvala, legendary lands, or whatever toolbox legends you have handy.
    -You have seedborn muse & Murkfiend Liege (and Unwinding Clock) to reinforce all of your untapping shenanigans if you hit delays in going infinite (and also have alchemist's refuge winding canyons, Vedalken Orreries, Leyline of Anticipation, Vernal Equinox, and Yeva to take over everyone else's turn)
    -Even if you don't get off an infinite combo with the paradox engine (in spite of recursion from Hannah and protection from Leonin Abunis, Indomitable Archangel, or Padeem), Derevi is already about untapping all of your stuff.
    Through in some general goodies (Aura Shards, Mirrari's Wake, Reshape, Fabricate, Praetor's Counsel), some isochron spells (especially cantrips), and a few mana rocks and...

    ...Well, I know what I'll be brewing.
    Posted in: The Rumor Mill
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    posted a message on Paradox Engine
    Honestly, though, my favorite use for this guy is in a Captain Sissay Commander deck... since Sissay can search for this guy.

    Turn 4: Commander
    Turn 5: Search for paradox engine and play it.
    Turn 6: Search for Rhys and play it, untap, search for Saffi and play it, untap, search for Gaddock Teeg and play it, untap, search for next legend/legendary land

    That's not magical Christmas Land, either. That's getting 5 mana sources by turn 5. If ANY of that mana comes from mana rocks, you can start on turn 3 and start going for far longer.
    Posted in: The Rumor Mill
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    posted a message on Paradox Engine
    Well, let's start from a place of sanity.

    ...

    Can anyone else come up with a use that isn't degenerate?
    Posted in: The Rumor Mill
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    posted a message on A dragon, an Angel, An Demon, a Drake and a Phoenix
    Nicol Bolas, Planeswalker: This is... much closer to balanced than I originally thought. Abilities are all really powerful and the clock for the ultimate is really fast but a CMC of 9 and a turn 11 ultimate don't sound unreasonable. Definitely breaks the game if you can cheat it out but isn't in colors of Narset. Otherwise, a good head for a grixis deck.

    Zuriel, Angel of Harmony: Putting aside the oddity of an angel of harmony bashing my opponent for 3, I'm not sure how well this works as a 4-color commander. While everything... kind of... fits together thematically, this color achieves 4 color status by shoving four abilities together... which is something WotC has largely avoided with Nephilim and the new 4-color commanders (though Breya comes close). Also, it feels odd for a card to say "your opponent" when it would largely see use in a multiplayer format. Maybe "target player" or "each other player" would work?

    Tibalt, Demonblooded: This card works. While it isn't "good", the +1 doesn't feel like punching yourself in the stomach. The low point is higher and the high point is... lower, actually. I guess that it makes for a well-rounded low-cost commander.

    Iyana, the First: What? Reusable tutor as a commander is already broken. You put blinking on that so you don't even have to pay the commander tax. Seriously.
    Version 1: Gutshot -> Gitaxian Probe --> High Tide --> Frantic Search --> Pyretic Ritual --> Rite of Flame --> Seething Song --> Insurrection --> Turnabout --> IT JUST KEEPS GOING.
    Version 2: Timewarp --> Temporal Manipulation --> Walk the Aeons --> Time Stretch --> Temporal Mastery --> Temporal Trespass. Even if you can't cast them all in the same turn, you only need one Extra Turn spell each turn to keep going and going.
    Edit: I now see that the tutor is only a "Cast" trigger, turning the blink ability into an awkward protection effect. Even so, reusable tutor is kind of scary.
    Posted in: Custom Card Creation
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    posted a message on Atlazan Theme
    Huh...

    1. Well, I'm always really excited by large krakens/leviathans/octopi as I play lots of Commander.
    2. If there's pirates, I hope that the creation of Gold Artifact tokens you sacrifice for Mana (Such you see on Gild) becomes a new code word. On a related note, this would be a perfect set to actually start refer to "draw a card, then discard a card" as "Looting".
    3. Kiora is no-brainer.
    Posted in: Baseless Speculation
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    posted a message on Scrap Trawler Combos
    While I posted this in the card comments, I see an odd cheeri0s variant with this and heartless summoning.

    1.One mana to cast trawler as a 2/1 (possibly on turn 3, right after casting summoning).
    2.pop mishra's bauble.
    3. myr moonvessel for 1 free mana to fetch bauble, which you pop again.
    4. myr retriever instantly dies and recovers both the moonvessel and the bauble.
    5. Pop bauble before using moonvessel for mana and another bauble pop.
    6. Second retriever starts a small loop that ends either with (A) an X-cost burn spell to the face (fueled by infinite moonvessel mana), (B) drawing your full deck to win next turn (with bauble), or (C) winning with plain old grapeshot.

    Compared with traditional cheerios, creature removal for the paladin is typically more common than enchantment removal for the summoning and the reduced color requirement (1 black instead of two white) removes a lot of stress from the mana base. It's a bit slower (card draw isn't immediate) but the reliance on revival in place of self-bouncing may add some resilience in the face of counterspells and removal.

    Not sure if it will be winning tournaments but it might be worth experimenting with.
    Posted in: New Card Discussion
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    posted a message on EDH Commanders: Rate
    Looking at revisions:
    Rakis: Significantly better. Like that you definitely get a land or spell out of the deal. Even outside of Boros, this would be a solid Tier 1 commander.
    Keria: Again, much better. Find it a bit odd that the second ability doesn't end at end of turn and that the creature tokens aren't "created" as that's the newest terminology. Free sacrifice outlet is still a bit scary as commander, of course, and the text would be a bit crowded on an actual card. Maybe something like this?

    Keria, Mistress of the Hunt 2 mana black mana green mana
    Legendary Creature - Vampire Warrior (MR)
    The first time each turn that another creature dies, target creature gets -2/-2 until end of turn.
    The third time each turn that another creature dies, you may draw a card.
    B/G mana B/G mana , tap symbol : Create a 1/1 Green and Black Zombie creature token with deathtouch.
    3/4

    Yton: Doesn't feel much like an archon without flying but definitely a much more solid card. A solid token doubler/mini-riku with a defensive keyword to help it block against larger threats. Would love to brew around this card as it could actually go in a couple different directions. Not the best but a solid Tier 2.
    Posted in: Custom Card Creation
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    posted a message on EDH Commanders: Rate
    Rakis: T2 for me. It's a political commander that gives enemies a lot of agency but the effects are very powerful.
    Notes: Nice to see a boros card (other than sunforger)that cares about instants, though some part of me wishes this was Jeskai colors so that you could respond with an exiled counterspell. It honestly feels like the triggers for the two abilities should be switched. That damage isn't particularly useful in the late game when it would come up (especially against the opponent using high-cost spells) but would be effective in keeping the ground clear early on. Conversely, the non-optional second ability would let enemies mill you out early in the game when players are spamming cheap mana rocks and you lack the mana to cast what you get... but wouldn't come up much when you finally do have the mana.
    Keria: T0. While it's not hard to guess what card this is competing with *cough*Meren*cough*, this card feels TOO pushed.
    Notes: To put it in perspective, you took Adarkar Valkyrie (A solid commander card) and transformed it into a reusable commander that is cheaper, comes with haste, empowers what it revives, and can revive things after the fact. The possibilities of multiple revivals in a single turn (such as rapidly cycling between Craterhoof and Eternal witness) is also... yeah.
    Yton: T3. Even with a few awesome 1-drops like Serra Ascendant or Mother of Runes, it's a mono-white token commander and most white tokens are really small (Storm Herd, Sacred Mesa, Martial Coup, etc.) or are easily produced in multiples (Luminarch Ascension, Entreat The Angels, etc). Not terrible but not that great.

    Apologies if I missed anything obvious.
    Posted in: Custom Card Creation
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    posted a message on CCL November — Inventors’ Fair
    Filigree Songbird 1 mana
    Artifact Creature- Bird (R)
    Flying
    tap symbol : Add Colorless Mana to your mana pool
    0/1
    “The elegant design and soothing melodies call to mind visions of paradise.”
    Posted in: Custom Card Contests and Games
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    posted a message on Will Vehicle become an evergreen keyword?
    Quote from Manite »


    My main problem with the Crew mechanic is that it doesn't really feel like the crewing creature is riding the Vehicle; you can bounce the creature used to crew it, and the Vehicle still works just fine. It's more like they just pull a cord to rev the Vehicle and let it race off. I guess you can argue that even if the creature "leaves" the Vehicle while it's attacking or blocking, it still has momentum, but what about before combat even begins? This is probably just one of those times we have to shrug like we do when putting boots on a Dragon or handing a sword to a Squirrel.


    Given the intense theme of ETB abilities in this set, I would almost bet money that the crew mechanic was a repeatable one-turn Champion (ala Lorwyn) effect at some point in development... at least until they realized that even the weakest vehicles would break blink decks.
    Posted in: Speculation
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    posted a message on Jeskai Aetherfacts
    What about the newly spoiled Inventor's Apprentice? You could have a few Red 2/3s and white 3/2s for 1, giving you the rush you'd need for a straight-up aggro deck (or at least get somewhere close). Add a few Thraben Inspector to create an artifact clue and trigger them on turn 2 and you have the start for real speed.
    Posted in: Standard Archives
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    posted a message on Masterpiece Disscussion
    Okay, bringing over insights that I've picked up from another thread on the same topic

    Quote from HugSeal »

    #2 there will be more older cards in circulation, how do you reason that won't increase accessibility? There will be more cards to access. ergo they will be more accessible.


    If they were using the old art and a normal card layout, making no differences other than the set symbol (and holographic), I would buy into that arguement right away. Because these cards are super-rare artful masterpieces, however, collectors and investors who already have the original cards have a good incentive to buy these as well. If a collector who already has a mana crypts double up and purchase super-special mana crypt, that second mana crypt isn't going towards accessibility.

    To be clear:
    -Quite a few masterpieces will end up in the hands of casual players who don't want to trade or sell them. While I can't dismiss this group, saying that it accounts for a large percentage of the 1 in 144 pack (1 in 4,320 for any given masterpiece) is a bit optimistic.
    -In spite of meager increases in general accessibility for these cards, that might not be the accessibility you should focus on. If people keep cracking boxes to get these cards, the price of singles for the rest of the set goes down.
    -I am in the group who sees the overall quality of Kaladesh so far as being pretty high (even if I think that energy is parasitic), making the "lottery instead of good sets" argument something that I don't quite agree with.
    Posted in: Magic General
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    posted a message on Kaladesh Inventions
    I'm... very mixed when it comes to these cards.

    I'm okay with the concept of epic rarity. I admire the brilliance of the marketing team for bringing these things out on basic land day. I like the cards that they chose to reprint. I absolutely love the new art and fancy border. I am salivating over the flavor text. By all accounts, I should love this.

    One thing really bugs me, though.

    While I love the new art, I hate that new art was used. If these cards had normal art (albeit holographic and a new set symbol), they would effectively increase the supply of cards on the market (even if it isn't by much). Now that they are all visual marvels, however, people who already own these cards (especially those with large wallets) have a good reason to invest in one of these as well. While I get that the new art brings things into the thematic space of Kaladesh, I wish that they weren't designed to attract the sort of big-money investors who are more likely to have these cards already.

    tldr: If collectors/investors ever start treating inventions as separate cards from the originals, worthy of buying even if you have the original, I don't see this having any real effect on the market.
    Posted in: The Rumor Mill
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    posted a message on Mechanic: Glimpse
    From what I'm seeing, it looks to be dash for non-creature spells (minus the haste, of course)
    Posted in: Custom Card Creation
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    posted a message on Does not competitive FNM really exist? Casual events organized by shops are still competitive?
    I honestly cannot parse the larger complaint being made here.

    "Casual Magic" has no set of rules. You can't enforce "casual". Seriously, what would a "casual event" look like? Do you disqualify people who refuse to engage in conversation? If aggressive play sets you on edge, would you call a judge? Would urging people to hurry be banned? How would you even prove any of that? I can see that there are a number of things that the OP does not like but I have no idea how you would enforce the opposite.
    Posted in: Magic General
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    posted a message on Can Reserved Cards Be (Hypothetically) Banned?
    Just a quick question on eternal formats (my apologies if this thread belongs in vintage)

    Everyone knows that the reserved list prevents a certain collection of cards from being reprinted, allowing them to hold value. Because of the promise that the list makes, players would have some firm legal ground to stand on if WotC decided to make reprints anyways and bomb the value of collections.

    My question is thus: Has WotC made any similar standing promise that there will always be a format in which cards from the reserved list are legal? Put another way, has WotC ever stated that Black Lotus will never be moved from the restricted list to the banned list (bombing the value of the card faster than hypothetical reprints)? Is that included in the definition of the reserved list or banned list? Are eternal formats defined by having those cards legal? Is there a famous press statement making this apparent?

    To be clear, I am not saying that WotC ever would or should do this. I would like the power nine to remain usable in some format and banning even one of those cards would be a disaster on par with Chronicles (seeing how it would undermine collector confidence in the continued value of the other cards). I am only asking if WotC has ever made a legal (or semi-legal) promise to never ban them or if we are relying on their continued good business sense.
    Posted in: Legacy (Type 1.5)
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    posted a message on How to make MTG more skill intensive?
    Quote from tsinkkoriitta »

    3. I tried to provide few example of how colorful these sort of rules could be. It is true that the winning deck can form from current archetype, but quite likely it still has to evolve somehow. Even in the worst case where somehow most of the current major archetypes would do fine as they are, the rules should mix their relative power levels.


    I... I don't think this is how it would realistically work, though that might be due to miscommunication regarding alternate rules.

    To be clear, saying "alternate rules" includes a broad array of possibilities, most of which cannot be explored or which fail to do what you are after.
    1. some alternate rules simply do not work and could not be used. Starting the game with only 5 life, for example, would invite a meta of nothing but hyper-fast burn decks.
    2. many alternate rules involving gameplay might not work as you expect as they simply change what sorts of decks are favored and need to be countered. Starting with 40 life, for example, would create a meta where burn, aggro, and even mid-range are at a severe disadvantage, creating an awkward meta of control, ramp, and combo decks. While some decks may be more willing to pay more life for cards, most of these preexisting decks would be mostly unchanged. Similarly, while a super suicide deck might cruise to victory from out of nowhere, I would not count on it in many situations.
    3. This is what I think you are really after. Instead of creating skill in deckbuilding through alterations to gameplay (like your above examples), the simpler strategy would be to add stipulations to deckbuilding. If a tournament requires all decks to have 200+ cards, that no deck can have more than one copy of any card, or that all creatures must have at least two keyword abilities, it actually poses a deck building challenge to everyone and it greatly decreases the ability of players to just netdeck.
    Posted in: Magic General
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    posted a message on Delay Lands: A Dual Land Experiment (need wording help)
    The idea of making the effect symmetrical was due to an error in my own rules understanding. My original thought was that, as lands don't use the stack, it would be a way to lock opponents out of instants. Upon reflection, however, opponents would be able to respond to the triggered ability and still get their things down.

    Because it was symmetrical, I ended up using "play" as a trigger. While a spell pulling one or more duals into play untapped with no drawback is powerful (and these lands were designed to be "pushed"), a symmetrical enter the battlefield effect would open up lockdowns where you proceed to cheat these lands into play on your opponent's turn.

    Now that I realize that the trigger doesn't work as I thought it did, however, the suggested compromise is pretty great. A less punishing alternative might be.

    Calamitous Vents
    Land- Island Mountain
    When ~ enters the battlefield, the next spell you cast this turn costs 1 mana more to cast.
    tap symbol : Add blue mana or red mana to your mana pool.
    Posted in: Custom Card Creation
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    posted a message on Delay Lands: A Dual Land Experiment (need wording help)
    thinking of how a new form of dual land might be used, I thought of something that may or may not work.

    Calamitous Vents
    Land- Mountain Island
    tap symbol Add blue mana or red mana to your mana pool.
    When you play Calamitous Vents, neither player can cast spells until end of turn.

    This is what I came up with, a dual land that enters the battlefield untapped but that carries an interesting double-edged sword. If you pack too many of these into a deck, you effectively develop your board state as though you were one turn behind. Even so, the careful use of "delay lands" would allow to stop enemy combat tricks and most end-of-turn surprises.

    My big question regards whether an ability can trigger off of "playing a land", as opposed to having it enter the battlefield. Several cards like Crucible of Worlds and Exploration affection how you "play" lands and from where but not a single ability in this game currently triggers from playing a land. This distinction is important as is stops players from cheating out "delay lands" on an opponent's turn to freeze them.

    If necessary, that second line of text could always become:
    "When Calamitous Vents enters the battlefield, if it is your turn,..."

    But that seems pretty wordy compared to a relatively streamlined alternative.
    Posted in: Custom Card Creation
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    posted a message on How to make MTG more skill intensive?
    Quote from Lithl »
    Quote from SquadronHawk »
    Another problem is that you probably wouldn't have time to playtest your temporary sets of rules thoroughly. So in any tournament there's a very real chance that there's a game-breaking deck. Whereas the current system of well-defined rules and formats with banlists arguably allows metagames with several viable archetypes to exist.
    Also, if you try to apply new drastic changes to eternal formats, you could run into issues with cards designed with an entirely different ruleset in mind.


    Actually, tsinkkoriitta has accounted for that. If you check the OP, it is suggested that these tournaments each include banned lists specifically to account for these intersections of old cards and new rules.

    As for what is being suggested here... it could work.

    I was extremely skeptical at first glance, looking for any way to pick it apart. In the end though, this isn't too different from the way that mahjong regularly changes win conditions. The point is to keep the question of what deck is best up in the air and to never let players definitively disseminate what is best over the internet (or at least to have enough conflicting views to make netdecking a liability).

    With that said, a couple of caveats:
    1. This "format" could not really be applied to MtG at large. The constantly changing rules would confuse new players who are looking for "basic rules" and casual players might not pay enough attention to the rules to keep their deck updated (which could cause some serious rage). Instead, I see this as a tournament thing, with a list of rules being released a week prior to each bit tournament in this "format".
    2. As you have already acknowledged, this "format" is a bit more money-intensive than our current netdecking standard. Having one optimal deck is moderately cheaper when you don't have to constantly replace cards for each tournament. As such, I can't really see non-static rules being applied to anything small-scale like Friday Night Magic as it might risk alienating new or casual players (even if they don't show up in large numbers in your area). Instead, I see it as a side-event for bigger tournaments for players who have already invested heavily in their collection.
    3. This format makes the dangerous assumptions that a) players will change up their decks to win and b) the most adaptive player will win. In a tournament where everyone starts with 40 life, many burn players will simply sit out the tournament instead of brewing something new. Likewise, many tournaments will probably be won by existing netdeck archetypes (whichever requires the fewest adjustments to get into the tournament) as players will have the most experience piloting those decks. In this way, reading the new rules are only one more factor involved in reading the meta.

    The idea of non-static rules may increase necessity of skill but yea... caveats.
    Posted in: Magic General
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    posted a message on Eldritch Moon is an Enemy Colored set.
    Quote from Fiveod »

    Why in the world do people keep saying that mummies would be white? Because the classic movie mummy is wrapped in white cloth? It's absolutely ridiculous. What about mummies says "white" to you people?


    While Black is certainly the color of death, we have seen venerated death only a small handful of times in the history of mtg. I would imagine imperial pharaohs being white in life and the systematic removal of organs and sacred burial to ensure a smooth journey to an afterlife to be kind of white. Alternatively, the idea of a mummy as the guardian of a tomb or as an agent of divine justice (if you want to go beyond real-life mummies) seems kind of white. Again, the idea of the dead being raised up out of respect instead of having it shown as rampant desecration is surprisingly new for mtg.
    Posted in: Speculation
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    posted a message on The Gitrog Monster
    Dredging a grave troll only draws 1. You only draw when "one or more lands" are put into a graveyard. If it's several at once, you draw one card.
    Posted in: New Card Discussion
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    posted a message on Print this Wizards (so I can play it in modern)
    Quote from A.J.Gibson »
    I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?


    The problem is that you still loose a chunk of mana, which against a turn 4 deck like burn is like giving them a timewalk. Since each burn card is probably going to do 3 damage, you need to spend at least 3 mana to make this card worth it, then they skullcrack you. Then you can try again on turn 4, but guess what, they're already won.


    Hmmm... does that mean that we need something like this?

    Utopian Ideals W
    Instant (rare)
    Life totals can't change until end of the turn (Players can't gain or lose life. Players can't pay any amount of life except 0)
    No war. No conflict Only eternity.

    It seems like a nice little work-around for effects that prevent damage prevention and has the capacity to act as a time-walk against burn (where a large number of 3-for-1s like lava spike or chain lightning are sorcery speed) without having much more presence than aholy day.
    Posted in: Modern
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    posted a message on Print this Wizards (so I can play it in modern)
    I put in the "If you do" specifically for the opportunity of Skullcrack. If they skullcrack you, the artifact isn't sacrificed and you can just try again next round. Did I not word that properly?
    Posted in: Modern
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    posted a message on Print this Wizards (so I can play it in modern)
    Something that I've been thinking over

    Fragile Lifewell 1 mana
    Artifact
    Fragile Lifewell enters the battlefield tapped.
    X mana tap symbol You gain X life. If you do, sacrifice Fragile Lifewell and draw a card.
    A million souls awaiting a single moment of life.

    People have been remarking how burn has been given cards like atarka's command or skullcrack that lets it easily overcome most countermeasures for burn. In the name of giving certain decks a better shot, this thing essentially guarantees that it will give you life once.
    Posted in: Modern
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    posted a message on Card Fusion
    Just started playing around with the random card button on gatherer, taking sets of two cards and seeing if I could work some synergy between them. Feel free to try it for yourself if you haven't. Just starting out with a small cluster.

    Mudspawn Seer 1 mana blue mana black mana
    Creature- Beast (U)
    Whenever Mudspawn Seer is dealt damage, scry 2 and lose 2 life.
    At the end of each turn, if you have scried this turn, return Mudspawn Seer to its owner's hand
    4/4
    Each disturbed vision brings its handlers insights... and agony.
    Crystal Seer + Thrashing Mudspawn

    Remulsian Grotesquerie U/B mana U/B mana U/B mana
    Creature- Zombie Mutant(U)
    U/B mana U/B mana U/B mana : If you control two or more swamps, regenerate target zombie. If you control two or more islands, all non-zombie creatures gain -1/-0 until end of the turn.
    1/3
    Some ringleaders saw the rot as a feature, producing free material for sale as fertilizer... prosthetics... circus snacks...
    Twisted Abomination + Downsize

    Titanpeak Skirmishers 1 mana blue mana red mana
    Creature- Goblin Scout (C)
    Haste
    When Airborne scout enters the battlefield, target creature gains flying until end of the turn.
    At the end of the turn, return Airborne Skirmishers to its owner's hand.
    2/1
    "Brutal, Brief, Cowardly, and Suicidal. Yeah, that sounds like goblins."
    -Commodore Iskanth

    Viashino Sandstalker + Soaring Seacaves

    Cosmic Alluvium 4 mana red mana red mana green mana green mana
    Legendary Creature- Ooze (R)
    When Cosmic Alluvium enters the battlefield, put two 2/2 green ooze tokens with deathtouch onto the battlefield.
    Sacrifice an ooze: Put two +1/+1 counters on Cosmic Alluvium and Cosmic Alluvium gains indestructible until end of the turn.
    Whenever Cosmic Alluvium or another ooze dies, you may destroy target artifact or enchantment permanent.
    3/3
    As all things were, so shall they be once more
    Acidic Slime + Hearthcage Giant
    Posted in: Custom Card Creation
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    Quote from Lithl »
    Quote from LastElk »
    Magic is an asynchronous, turn based game
    This statement makes no sense. Something is asynchronous if there are multiple things happening at the same time, which is the exact opposite of what a turn-based game is.


    Pretty sure that LastElk means Asymmetrical.
    Posted in: Magic General
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    Quote from Carthage »


    Yes, I do want a new skill set brought in to the game.

    Right now I think skill plays a pathetically minimal role deciding the victor.


    And now I understand what you're after!

    When it comes right down to it, though, it seems that these cards are simply moving from static statistical choices to... other statistical choices...

    Take the counterspell that you made up above as an example: Taken in a perfect vacuum, it typically makes more sense for an opponent to choose 2 so that they either draw 2 or let you draw 1 (instead of the reverse). Because this makes more sense, however, players are more likely to choose 1 (let's say that they choose it 66% of the time for the sake of argument). In the end, the opponent isn't REALLY interacting with the caster at all. Instead, they are simply selecting whether they would like to draw 2 cards with 33% accuracy (giving an opponent 1 card if you fail) or want to draw 1 card with 66% accuracy (giving an opponent 2 cards if you fail).

    Seeing as the math behind these cards would be crunched within days of release, the only real skill involved in playing against these cards would be the loose skills of bluffing and reading tells... which already exist in this game. If you want the skill involved here to exceed what you would find in professional rock-paper-scissors, you may want to provide a specific example of how you would "out-guess" someone.
    Posted in: Magic General
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    One more thing that I wanted to bring up. While you keep talking about the skill of the players mattering... it doesn't seem like you're about being skilled at playing the card game. Cards that let you outguess your opponent are interesting curiosities but when you get right down to it, they are about as "skillful" as chaos orb. You can use the cards better if you understand psychology and game theory, maybe, but it seems like you are talking about incorporating a new (or at least peripheral) skill set into the game instead of utilizing the core skills that the game already demands of professionals to let them outplay each other. Otherwise, you might as well ask players to play chess or arm wrestle in order to determine card effects (extreme example but you can hopefully see what I'm trying to communicate).
    Posted in: Magic General
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    Okay, now i see what I didn't understand. When you said outguessing, I was assuming that you wanted the guessing to be incorporated into the ongoing game and boardstate when in reality... I guess that you just wanted a number guessing game where opponents can block off maximum gains by effectively guaranteeing you a smaller gain unless you both choose to be greedy at the exact same time.

    I... hmmm... I do thank you for producing solid examples of what you were talking about. On a general conceptual level, that sort of idea is pretty nifty and I certainly don't oppose it. On the other hand, I personally think that "choose a number" type effects are inelegant in design even though they make for memorable situations and that cards that effectively make little "mini-games" are ultimately doomed to obscurity. It would be nice if you could figure out a way to make the number selection more organic and integrated than just "pick a number" (such as guessing whether the converted mana cost of a spell is even or odd) but if not...

    Maybe if wizards was print number cards instead of morph tokens or transform-card placeholders, producing cards that required picking a number would be more practical... I don't know. It doesn't seem likely that this will be a theme any time soon but who knows.
    Posted in: Magic General
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    I think that I can understand why you like Master of Predicaments. While anyone knowing your deck might be able to predict what you would commonly use it for, you can "outmaneuver" your opponent by using that information against your opponent. Then again, if you attack when your board is empty, your opponent may guess that you would benefit more from a prognostic sphinx than a divination... an expectation that you could further capitalize on and so forth.

    The problem with these types of spells, I think, is that guessing ultimately does rely on unknown game information. Unless you want to go around making mini-games like mage's contest, that means dealing with the hand or deck in some capacity (unless trying to work with morph or something similar). Even worse, the really good guessing cards all seem to rely on hidden information for both sides of their effect.

    To make sure that I understand the principle, here are a couple homebrew examples

    Krakenwatch Hermit 2UG
    Creature- Elf
    At the beginning of each of your main phases, target opponent chooses one- add 3 to your mana pool or draw a card.
    2/3

    Gravescrounge BB
    Sorcery
    Search your library for a zombie card and reveal it. Shuffle your library and place that card on to of your deck. Afterwards, any opponent may place the top 4 cards of your library into your graveyard.

    Solitary Hunter GG
    Creature- Human Druid
    At the beginning of your upkeep, you may place a creature card from your hand into the battlefield.
    While no opponents control untapped lands, Solitary Hunter gains +2/+2 and loses all other abilities.
    1/2

    For the first one, the opponent has to ask whether you have giant creatures (or multiple spells in your hand) that they might help you unload early if they don't help to accelerate you (which may be what you want in the first place if your hand is actually empty). The second one, meanwhile, asks players if they think you need a zombie or if you are just looking for an easy reanimation Target (especially if played early in the game). The last card is special because both players are doing some guesswork. The opponent has to guess if you have a big fatty or not and you have to guess whether an opponent lacks instants or if it just didn't want you to get a fatty.

    Given those examples, it may be hard to see my specific complaint about this type of guesswork. Put simply, I believe that it has a VERY narrow design space. Consider all of the horrible cards out there that give your opponent agency, stuff like book burning or browbeat or dash hopes. When all of the information that an opponent would need is plainly visible (such as asking if an opponent would rather take 5 damage or tap all creatures it controls), the opponent can start making the "statistically correct" guess. It's possible that you have more cards in your hand that would punish the opponent for choosing the correct answer, of course, but that doesn't seem to be what you're talking about. To prevent players from making "statistically correct" choices, at least one of the options (preferably the "weak option") has to be tied to unknown information, meaning your hand (and occasionally deck) in a format without proper implementation of morph/manifest-esque mechanics.

    As a result, I end up with the feeling that just about every good out-guessing card would need to deal with drawing cards, scrying, searching, self-milling, producing mana, or cheating out lands or spells (or some combination of those elements). While you are personally free to disagree or to provide counter-examples, I personally believe that out-guessing foes takes up a pretty small design space and question focusing on it.
    Posted in: Magic General
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    posted a message on Magic should incorporate more intelligent guesses, or "out thinking" the opponent
    But... isn't this type of thing already built into the game on a fundamental level? Like... pretty much everywhere?

    Pretty much any card that allows you to name cards (cabal therapy, pithing needle, meddling mage, etc) allows you to do this.
    There are entire keywords in magic, such as morph or tribute, that theoretically work like this (should I try to target a face-down card that might be huge and risk that it's a willbender? Do I let the minotaur smash me or does he have somthing in his hand?)
    That's not mentioning the old trap cards from zendikar and combat tricks/counters (is that mana being left open for permanents or for tricks or is it just a bluff)?
    Hell, the very concept of a sideboard in competitive play seems to be EXACTLY what you are talking about, reading the local meta to know precisely which defenses you are going to need and which ones you may want to maindeck. Knowing when to mulligan likewise fits into this expert level of play.

    Further, I'm not really sure that I'd believe that most players "play against decks". If you ask the aficionados of any archetype, ranging from the most obtuse of control decks to the most linear of burn decks, players will tell you that player skill is a serious concern. Even if a deck seems to have a very high floor or very low ceiling on what an archetype can do, knowing what decks have what tricks and knowing what tools in your 75 cards can be best used to dispatch these specific threats isn't simply "playing the deck".

    What you seem to be asking for, however, is for specific cards that allow you to outplay opponents... except that you seem very focused on outguessing your opponent within the effects of individual cards instead of over the course of play (which several cards already allow such as wishes, tutors, and any card with multiple modes that lets you choose how the card works)

    The problem is that having a single card let you outplay your opponent means that your card actively gives your opponent agency to stop you, which generally isn't a good thing. While Gifts Ungiven and Fact or Fiction are famous, they are kind of outnumbered by lesser-used cards like temporal extortion, mage's contest, and zur's weirding. The general dislike of tribute as a mechanic kind of shows how hard it is to make good cards while giving your opponent agency.
    Posted in: Magic General
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    posted a message on Ante Card Clarification
    This should prove to be a pretty simple, though I might as well make a disclaimer:
    I know that cards associated with ante are illegal in every format of DCI game, relegated to 100% casual games in which both players are willing to play by the rules. What I do with any information I get obviously won't be going into any tournament decks.

    How does the "Remove ~ from your deck before playing if you are not playing for ante" line actually work in relation to the minimum deck size of 60 cards?

    If I load my 60 card deck with jeweled birds, contracts from below, and the like and then choose to NOT play for ante, is the deck "illegal" (as it has <60 cards) or is it "legal" as the removal is part of the card's rule text (I could imagine that rule text removing the card being checked after the game checks the size of my deck).

    Is this just one of those areas where no tournament play = no rules?

    Once again, this is not for tournament play. I just want to know for personal edification.
    Posted in: Magic Rulings Archives
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    posted a message on Hidden Phantasm
    Thank you for the valuable perspective, Sir Aureus. I haven't produced custom cards in years and it really, really shows.

    That I've never heard the term "creative space" until two days ago makes me a bit sad. Back to the drawing board, then.
    Posted in: Custom Card Creation
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    posted a message on Hidden Phantasm
    I personally wanted to make a blue card that, rather than simply canceling what the opponent plays, uses the same opportunity to spring a powerful monster, decent card draw, or so forth. That said, the green version is totally awesome.

    Maybe I should have turn this into a mechanic like:
    Spell Siphon X (Exile this spell when it is played unless another spell with a converted mana cost of X is also on the stack).

    Then I could do things like.

    Mental Siphon :symu::symu:

    Instant (U)
    Spell Siphon 4
    Draw three cards and discard one unless any player pays X, where X is target spell's converted mana cost.

    Then again, I suppose that this thing could be splashed into other colors quite easily. As a couple of examples.

    Ready the Troops :1mana::symw::symw:
    Instant (C)
    Spell Siphon 3
    Until the end of the turn, whenever an opponent's spell resolves, put a +1/+1 counter on each creature you control

    Unstable Battleground :1mana::symr:
    Instant (C)
    Spell Siphon 2
    Until the end of the turn, deal 3 damage to all creatures that enter the battlefield.
    Posted in: Custom Card Creation
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    posted a message on Hidden Phantasm
    Hidden Phantasm :2mana::symu::symu:
    Creature- Illusion (R)
    Flash, Flying, Shroud
    When you play Hidden Phantasm, exile it unless another spell with an equal or higher converted mana cost is also on the stack.
    4/4
    We’ve been waiting for you to try that.

    This was just a loose idea bouncing around inside of my skull. I am 99% certain that the wording on this is incorrect so I'd be very much obliged if somebody could help translate this into workable text.
    Posted in: Custom Card Creation
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    posted a message on Traumatic Invocation
    D'oh! Forgot all about Sins of the Past. Upped the cost by 1 and fixed up the wording a bit. Does it seem better now?
    Posted in: Custom Card Creation
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    posted a message on Traumatic Invocation
    It's been awhile since I've done this so let's see if I can get my creative juices flowing again. Probably messed up with the format, though.

    Traumatic Invocation :3mana::symu::symb:
    Sorcery (MR)
    As an additional cost to playing Traumatic Invocation, discard two cards.
    You may play an instant or sorcery from your graveyard without paying it's mana cost. If that card would be put into your graveyard this turn, exile it instead.
    Posted in: Custom Card Creation
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    posted a message on Some brand new ideas.
    Perhaps the goal was to end up with something like this

    Perplexing Hex UU
    Sorcery
    Counter the next spell played this turn.
    Posted in: Custom Card Creation
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    posted a message on Some brand new ideas.
    Purplex: Well, this card purplexes me. I'm not a master of advanced tactics in magic so I'm not sure whether you select a target for a card when it enters the stack (which would make this card useless) or when it actually resolves (in which case some weird combo may exist). I'll assume it's the latter.
    That said, how do you view this spell being used? I'm not sure that I'm seeing the synergy.

    Chorus of Nightmares: So this card gives you the potential resources to deal your entire life total as damage. If you play this on turn 5 after a damnation on turn 4, your opponent will be in some pretty big trouble. A good mythic rare

    Against all Odds: Why even give the target +5 toughness if it's indestructable anyways? I guess that the card is balanced but it doesn't seem that... red.
    Most cards like it in red would likely give a creature something more like +5/+0, first strike, and trample. Again, though, it's balanced as is and is servicable as a combat trick.
    As for the rarity, I've got nothing. It seems like alot for an uncommon but a bit pricey for a rare. Maaaybe lower the price to 3R.

    Novawing Crasher: You forgot the power and toughness. I'll assume that it's intended as a 2/2, making it a better furnace whelp that gives the gift of... dragon... to decks of all colors. Grin

    Amphibious Spellbeast: Again, missing the p/t. Seems like it should be a 1/1, 2/2 max. Decent work with this card.

    Forget Humanity: So the basic gist of it is that you tap out all your mana for a single free shot at your opponent (barring combat tricks on their part) with your strongest creature (which gets a +8/+0 bonus).
    Seems like a decent game-ending card.
    Edit: Wait, no. An instant-speed wrath of god is a bit too powerful.
    Posted in: Custom Card Creation
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    posted a message on Mourning Glory - Transfigure in Green?
    D'oh! I always get those abilities mixed up. Thanks for the correction.

    In that case, I think the mono-green version is just swell. Grin
    Posted in: Custom Card Creation
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    posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Seems like a pretty fun card (though a bit weak as rares go). Even if you get out all four, the resulting forteen 3/1s that you get aren't too overpowering. That said, this card really feels like it should cost UUGG more than BBGG as blue is the color or replication and black doesn't really seem that related to this card (though a few beetles thus-far have been GB creatures, most of them have also dealt with the graveyard in some way).

    Mistwoven Guardian :symg::symg:
    Creature- Elemental (R)
    Shroud
    Lands that you control gain shroud.
    1/3
    Posted in: Custom Card Creation
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    posted a message on Random stuff on the brain
    Malevolent Darkness: Perfectly priced and well-executed.

    Diffusing Barrier: Yeah, the word prevent really makes me think that this card is pretty white in flavor. I see your logic and could picture it in blue in a sort of planar-chaosy sort of way but it still looks odd.
    Most blue attempts at manipulating magic are pretty universal in their applications. If this card reduced all numeric values on cards by -2 (minimum 0), making shock worthless and giant growth give a mere +1/+1, it would seem alot more blue (at least if you could prevent it from looking like it came from an Unset)

    Careful Preparation: Another nice card. Strangely, I see this card as being in white as well, what with the greater supply of combat tricks, decent blockers, and military strategy to explain the odd color. I'd price it at 1W/U but I'm pretty odd like that.
    Posted in: Custom Card Creation
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    posted a message on Time Sink & Chronotron
    Chronotron seems a bit odd to me. You can name multiple cards but there is no incentive to do so. In fact, there is no point in doing anything other than naming a single basic land. Even without that problem, this card seems built to force opponents into easily achieved infinite locks.

    Perhaps consider something like this.

    Chronotron 3
    Artifact
    Tap: name two nonland cards and choose an opponent. The opponent shuffles his or her library and reveals the top 5 cards. If either of the named cards is revealed in this way, you gain an extra turn after this one. Either way, your opponent places the revealed cards on top of his or her deck in the order of his or her choice.
    Posted in: Custom Card Creation
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    posted a message on Mourning Glory - Transfigure in Green?
    Okay, then.

    I like the second version a bit more as a) the difficulties of multicolored cards helps to balance things a bit, b) because transfigure was originally a black/blue mechanic, and c) because adding black seems to embrace the "mourning" aspect of the card.

    Not sure if the mono-green is overpowered but the multicolored one is a-okay in my book.
    Posted in: Custom Card Creation
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    posted a message on Mourning Glory - Transfigure in Green?
    Where is the power and toughness?

    As for transfiguring in green, there is probably some way to break that which I'm just not seeing but all that I see off the top of my head is transfiguring for sylvan scrying to get a land of your choice... or to get a disenchant to handle a threat... or a Jitte if you're going more oldschool...

    Probably a pretty big deal in a select few decks and decent in general (borderline competative if not in T2) outside of them.
    Posted in: Custom Card Creation
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    posted a message on Skin Thief, Dreamscape Delve, Harvest
    Hmm... I made skin thief to act as a black wild mongrel of sorts. This guy has a bigger growth potential and can be splashed into some tribal decks but there isn't really any deck that you could build around it (exiling cards doesn't trigger effects the way that discarding them triggers madness).

    As for harvest, I don't see what you mean by an "Oh, I want power" card. It gives you no card advantage (3-for-3), requires that you not only play with basic lands but that you have them in your hand to discard, and only really helps to get you out of a mana-flooded situation (something that green can't really do otherwise). I do note, however, that it's effects are pretty odd for green. It would probably make more sense if the basic lands were sacrificed (perhaps I should restrict it to untapped lands to delay when this card is played) but I took an idea in my head and ran with it.
    Posted in: Custom Card Creation
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    posted a message on Skin Thief, Dreamscape Delve, Harvest
    Skin Thief 2B
    Creature- Shapeshifter (C)
    Exile a creature from your graveyard: Skin Thief gets +1/+1 and gains a creature type of your choice until the end of the turn.
    2/2

    Dreamscape Delve IU
    Instant (U)
    Exile the top three cards of your deck face up. You may play any of these cards as if they were in your hand until the end of your turn.

    Harvest IG
    Sorcery (R)
    As an additional cost to playing harvest, discard two basic lands.
    Draw three cards.
    Posted in: Custom Card Creation
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    posted a message on Beholden Gardener
    Too many numbers to crack for me to really get my head around but this seems to be a pretty decent card.

    Being multicolored and having a small body seem to even out the possibility of hitting your foe with three 6/6 creatures or 1 10/10 creature very late in the game. It scales nicely as the game goes along but it isn't that powerful unless you build a deck around it, using alternate mana sources apart from lands to get more elementals and land-untapping abilties to better swing or block with your minions (sounds like an interesting casual deck).
    Posted in: Custom Card Creation
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    posted a message on The banished Incarnations.
    Hmmm...

    Unless the rules have changed since I last played magic, you probably want temptation to grant the stolen creature haste so that it can tap/attack while you have it.

    With despair, I'd personally like it more if it killed nonblack creatures. A dark bannishing each round seems like more than enough. Then again, that may be just me.
    Posted in: Custom Card Creation
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    posted a message on Jace, Master Spellsculptor (creature form!!)
    Hmmm...

    I'd up it to a 2/4, increase the cost of the counter ability to 1UU, remove the attack-blocking ability, and reprice the card drawing at simply tapping the creature (perhaps make it draw 2 cards if you really want this as a mythic rare).
    Posted in: Custom Card Creation
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    posted a message on Conquest!
    thanks for the assistance as always.

    I changed it to steal nonbasic lands and only for as long as conquest is in the battlefield. I could definitely see the card as an incarnation but I like my enchantment for some strange reason.
    Posted in: Custom Card Creation
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    posted a message on Conquest!
    I know that this doesn't really fit into what red traditionally does but the flavor of this card totally seems to go with Red.

    Anyhow...

    Conquest 2RRR
    Enchantment (R)
    At the beginning of your upkeep, take control of target nonbasic land for as long as Conquest is in the battlefield.
    Posted in: Custom Card Creation
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    posted a message on Goblin Lunatic, Eternal Wretch, Stagnation Elemental
    Goblin Lunatic: Yeah. I made this guy primarily to prevent first turn creature drops from your enemy, something that red can't do too well.

    Eternal Wretch: Basically a combo piece, yes.

    Stagnation Elemental: Thanks for the correction. I didn't want to make it that good.
    Posted in: Custom Card Creation
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    posted a message on Goblin Lunatic, Eternal Wretch, Stagnation Elemental
    Wow. It's been years since I last did this. Let's see if I can still do it.

    Goblin Lunatic R
    Creature- Goblin (R)
    Haste
    Whenever Goblin Lunatic becomes untapped, it deals 1 damage to you and 1 damage to target creature.
    2/1
    A danger to himself, the environment, himself, all those around him, and himself.

    Eternal Wretch BB
    Creature- Zombie Shaman (U)
    1B: Return Eternal Wretch from your graveyard to your hand. Play this ability only when you could play a sorcery.
    B: Sacrifice Eternal Wretch. Return another zombie from your graveyard to your hand.
    1/1
    The difference between eternal life and eternal youth.

    Stagnation Elemental 2BU
    Creature- Elemental (U)
    Swampwalk, Islandwalk
    You may return three islands and/or swamps you control to their owners’ hands rather than paying stagnation elemental’s mana cost.
    You may not play lands.
    4/4
    Never changing, always feeding.
    Posted in: Custom Card Creation
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    posted a message on Six nameless black rares
    I'd rename Chickenpox (I mean really Rolleyes ) Wandering Pox.
    Posted in: Custom Card Creation
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    posted a message on Lotus Varient
    Set it so that only opponents can activate this abiilty and you're set (smart opponents will ignore it and dumb ones will try to mana burn you).
    Posted in: Custom Card Creation
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    posted a message on Uncastable Creatures?
    The red one doesn't need haste. Suspended creatures already come into play with haste, remember?
    Posted in: Custom Card Creation
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    posted a message on Channeled Powerstone
    Grin That is my specialty.
    Posted in: Custom Card Creation
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    posted a message on Channeled Powerstone
    It does combo with all of those but there is no infinite combo that wasn't already there.

    What this would be insane with is the old dross scorpion (if I remember its effect correctly) but then again, that requires playing dross scorpion.
    Posted in: Custom Card Creation
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    posted a message on Acorn Collector, Corruptive Link, etc.
    I beleive that mind's dismissal was given its cost as it closely parallels the white card afterlife (I believe that I got the name right).
    Posted in: Custom Card Creation
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    posted a message on Channeled Powerstone
    Don't see how.

    When one brings back another, both end up being tapped.

    As such, without some form of untap, a combo wouldn't work (although there may be such a card from the mirrodin set).
    Posted in: Custom Card Creation
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    posted a message on Channeled Powerstone
    Channeled Powerstone 1
    Artifact
    When Channeled Powerstone comes into play, add 1 to your mana pool.
    Tap: return target artifact named Channeled Powerstone from your graveyard into play tapped.
    Posted in: Custom Card Creation
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    posted a message on Bragging rights - what cards did WotC steal from you?
    I once created a card called goblin tobboganer (doubt I spelled that correctly but you get the idea). The only three differences between it and spark elemental were the name, creature type, and flavor text (the rules text was exactly the same, word for word).
    Posted in: Custom Card Creation
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