Growing Brilliance - is it legal to enchant a subtype?
One kind of cool scenario for Growing Brilliance is you can put it on a genju and just get the effect whenever you activate the land.
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Jul 21, 2017The main thing I'm worried about with making this a common is that if you mill yourself it might be a bit counterintuitive. Although it seems like all the other kindle effects go at common, probably for the reason you guys discussed.Posted in: Custom Card Creation
As far as limited goes it obviously depends on the rest of the format. I think even if you draft 4 of these you're probably not going to have a very cohesive strategy without other cards to support it - you're probably going to draw 2 or less each game so you just mill your opponent for 12.
Jul 20, 2017Brain Drain 1UPosted in: Custom Card Creation
Target player puts the top 4 cards of his or her library into his or her graveyard, then puts the top 4 cards of his or her library into his or her graveyard for each card named Brain Drain in your graveyard.
Jul 17, 2017If people are seriously trying to break this format you would have to aggressively ban. As it is there are a lot of potential OTK strategies - it's probably even as simple as draw your entire deck with blue draw spells, turnabout to untap and banefire to kill your opponent.Posted in: Custom Card Creation
Jul 17, 2017Posted in: Custom Card Creation
Haha that's the one I actually spent time thinking about the name, so of course I found one that's been used. I was going to call it "Excavate" but I thought that would make it sound like you were getting from the graveyard (an effect I apparently achieved anyway).
I meant it would return something from the battlefield. This one is pretty narrow but I thought it work with Trials and Cartouches. I don't think it's really a great mechanic, except maybe as a single cycle or something. The Indiana Jones flavor makes more sense if you're digging some ancient artifact out of the ground anyway though.
Jul 17, 2017Some mechanics that synergize with the current Amonkhet:Posted in: Custom Card Creation
Foretold <cost> (You may cast this card for it's Foretold cost if a card you own was exiled from anywhere this turn.)
Wounded - As long as ~ has a -1/-1 counter on it, <effect>.
Panic (Whenever you discard a card ~ gets +1/+1 until end of turn.)
Recover (Whenever ~ enters the battlefield, you may return target artifact or enchantment you control to it's owner's hand)
Jul 13, 2017I'm not sure what you're trying to argue exactly, but I was just saying that the thing that got Seething Song (which I don't think is OP) banned in modern would not apply to this card.Posted in: Custom Card Creation
It is also worth mentioning that this card is a lot easier to play in a deck like storm where you have a lot of blue deck manipulators - seething song requires you to convert the mana via manamorphose or have blue left over which is somewhat significant and I think offsets the time drawaback. It's also great against Remand.
Jul 13, 2017When Wizards banned Seething Song they said:Posted in: Custom Card Creation
Looking at the results of games, turn-three wins are frequent for Storm, contrary to the DCI's stated goals for the format. The DCI looked for a card that was very important to the turn-three wins but not one of the cards that make this deck unique. We decided Seething Song is the best choice. Even with no other mana acceleration, one can cast Seething Song on turn three and it gives a net acceleration of +2 mana. While there are other options for fast mana, none appear as efficient and reliable on turn three as Seething Song.
It sounds like they didn't want to nuke any of the real power cards like Past in Flames. Regardless, Ritual of Chaos specifically avoids the turn 3 kill, which is what they were worried about.
Jul 11, 2017Mortimoeba 1BPosted in: Custom Card Creation
Creature - Illusion (R)
Whenever ~ is put into a graveyard from anywhere, you may discard a card. If you don't, you lose 3 life.
1BB: Return ~ and another target creature card from your graveyard to your hand. Play this ability only any time you could cast a sorcery.
Jun 29, 2017Lingering Lightning is insanely OP. Getting to choose between Lava Spike or unconditional Searing Blaze is already bonkers and this is even better. A huge part of what balances Searing Blaze (which on the surface is 6 damage for 2 mana) is that if your opponent has no creature and you just want to deal 3 to the face, your burn spell gets stuck in your hand. Getting to just convert it to a Lava Spike whenever this comes up is really good. Lava spike with kicker to deal 3 to a creature would be OP enough, but this is even better because you don't have to commit to lava spiking your opponent and possibly miss out on the creature kill later. Once you have an open red and play this, it just gets to sit in play and wait until you might need an uncountable lightning bolt to a creature that doesn't cost a card.Posted in: Custom Card Creation
Lingering Sadness is very good, but might not be too good. It is pretty good to just be able to get a backup bounce effect that can net you a ton of mana advantage after you already played a card that is a fine counterspell on it's own.
Concept is really cool though.
Jun 29, 20173 ideas to avoid the infinite mana issue:Posted in: Custom Card Creation
-Make assemble have a mana cost as part of the activation.
Assemble (1, Return a non-token creature you control to its owner's hand: Create a token that is a copy of this artifact.)
-Force the creature you bounce to be a "Rigger" (and obviously don't print any 0 mana riggers):
Assemble (Return a Rigger creature you control to its owner's hand: Create a token that is a copy of this artifact.)
-Make assemble create blank tokens that have nothing but a name. This does mean you can still create infinite bounce and infinite assemble triggers, which limits other cards you could pair up with this.
Assemble (Return a non-token creature you control to its owner's hand: Create an artifact token with no abilities with the same name as this artifact.)
Also, this effect should be sorcery speed regardless, because otherwise your creatures can dodge all removal which is pretty insane.
EDIT: Just noticed my second idea also allows for infinite artifacts to sac for a Disciple combo or something which is also a problem.
Other idea is to add a tap to the cost.
IMO the way to do this is either with only riggers able to assemble contraptions, or with multiple costs/drawbacks. It seems like if you can use any creature that even 1 drawback still creates pretty insane abuse potential.
Jun 14, 2017RattingRots posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!Ceremonial Dagger seems really powerful, probably broken. It would really require the stars to align for a deck with evasion and demons to actually work (and to want an equipment) but if that ever happened this would be insanely broken.Posted in: Custom Card Creation
Creature - Human Cleric (U)
T: Put 2 -1/-1 counters on target creature you control and 2 -1/-1 counters on target creature you don't control.
Jun 9, 2017Posted in: Custom Card Creation
Oh yeah I guess I should actually read the cards I remember from 10 years ago. In my mind Heartbeat was the card with the basic restriction.
About lands that don't tap for mana:
You are allowed to occasionally break your rules. I actually thought about this when I was first trying to flesh out the mechanic and didn't think it was the right time to break this rule:
-If any lands can tap for mana, you still have to balance them as though a player will only use expanse for the mana. Therefore you still need the 1 ability per 2 turns effect.
-If a player wants to make an expanse deck where they have some mana producers and some expanse lands that do something different, they could get the exact same effects by just playing a regular land and a spell that does the non-mana effect they wanted anyway, and not have to deal with drawing the right cards and having their land only activate half of their turns. Mana manipulation and possibly combo cards like Seedborn Muse to get a degenerate mana engine I think is the main payoff to filling your deck with these strange lands.
-This effect is already stretching the definition of lands. I don't think the right time to break a rock solid mtg rule is to fix a mechanic that already bends the rules. If that's the only way to make it work (which I don't think it is) the mechanic just shouldn't be used either way.
I have been thinking a lot about sticking Trek on a creature, whether or not there are manaless expanses. I think I like it, and it's actually interesting if the creature still has the drawback that it skips an untap step when it attacks. I think you could really get some wackiness with creatures that accelerate your mana and area also statted fairly well. One issue is that the lands have to trigger on being played, so that means that the Trek ability on a creature is uncounterable. Another fairly minor issue is that if a creature has Trek, the best way to play it is as a blocker, which is the opposite of trekking.
A simple idea for a trek creature:
Aven Explorer 2U
Creature - Bird Wizard (U)
Trek (When you play this permanent, you may put an Expanse land card from your hand onto the battlefield. Whenever this permanentbecomes tapped, it doesn't untap during it's controller's next untap step.)
You could also avoid all the weirdness by unkeywording the creature effect:
Aven Journeyman 2U
Creature - Bird Wizard (U)
When ~ enters the battlefield, you may put an Expanse land card from your hand onto the battlefield.
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