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    posted a message on [GDW] This Wasn't Easy
    I haven't seen much of the rest of your set, but just judging these cards in a vacuum:

    A lot of these cards are really cool. Nature/Nurture is a really nice card that can help in a lot of bad situations. Truth/Dare and Finders/Keepers are really interesting.

    A couple of these are really OP:
    -Live Long/Prosper is insane. Zombify and Explosive Vegetation are fine cards on their own, and Prosper just searches for any land card, so you can get 2 cloudposts, or wolf run/inkmoth or something.
    -Copy/Paste - I think even if Copy was a card without the other side, it would probably be banned in a lot of standard formats. Gearhulks, Sundering Titan, Reveillark etc. really break it.
    -Fame/Fortune - this might be OK, but since you will only ever use Fame as a hard removal card and otherwise you still have Fortune which is actually pretty disruptive and can easily help with graveyard synergies, one or both sides are undercosted. One on it's own is totally fine, but that's mainly because Fame is too niche to play without another option. I think Fortune is likely enough to be good in the right deck that the opportunism of just hosing a duplicate permanent is insane (esp. in a color that normally can't do that) will be really strong when it comes up.
    -I'm not a huge fan of Cruel/Unusual because I think Infest is good enough on it's own. You made the red side of it really narrow (and usually bad) to compensate, which I don't think is good practice.
    Posted in: Custom Card Creation
  • 1

    posted a message on Cytosculpt
    This is pretty OP.

    It's essentially taking Broodmate Dragon and adding flexibility (in the form of easier color combos and many options based on matchup) and power in exchange for 1 more CMC.
    Posted in: Custom Card Creation
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    posted a message on Land mechanic that encourages decks with 30+
    Quote from user_938036 »
    The number of cards that, without additional help, untap all of your lands is so small that it shouldn't be a deterrent for this effect. Even the combo you sited doesn't work because Early Harvest only untaps basics.
    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.)
    Flying
    3/3

    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.
    Flying
    2/1
    Posted in: Custom Card Creation
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    posted a message on Oath - keyword mechanic for Orzhov
    I was listening to a Mark Rosewater podcast about Ravnica mechanics, and when he was talking about somethings he doesn't like about both Haunt and Extort. I started thinking about the fact that Orzhov is probably the guild with the least focus, and the mechanics don't really help. Every article I've read from wizards designers about what Orzhov is supposed to be about is the idea of being loyal to a small close-knit group (the white side) and having a total machiavellian view on the rest of society (the black side). IMO part of Orzhov's problem in both Ravnica blocks is that the mechanics don't have anything to do with this idea, so I decided to come up with one that reinforces the idea of loyalty to the syndicate.

    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and [DO SOMETHING].

    The idea is that as long as every creature that gets played is in on the oath, everything's cool, but as soon as one shows up that doesn't go along with the oath, all the creatures with oath give themselves up to punish that creature. Originally, I was going to make all the oath effects negative effects on whatever the opponent plays, but then I couldn't think of that many negative white effects, so I gave some of the white cards give effects that are always good for you. I think this also adds to the variety since you can intentionally break your own oath to get the effect off of it (though it creates some weird flavor elements).

    Orzhov Enforcer 2BB
    Creature - Human Soldier (U)
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller discards 3 cards.
    4/4

    Orzhov Enforcer 2BB
    Creature - Human Soldier
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller sacrifices 2 creatures.
    4/4

    Council Messenger B
    Creature - Gargoyle (C)
    Flying
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller sacrifices a creature.
    3/1

    Council Messenger B
    Creature - Gargoyle
    Flying
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and that creature's controller discards a card.
    3/1

    Orzhov Demon 4BB
    Creature - Demon (R)
    Flying
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and put 2 -1/-1 counters on each creature that player controls.
    6/4

    Acolyte of Obzedat 2W
    Creature - Human Cleric (U)
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and put 3 1/1 white spirit creature tokens with flying on to the battlefield under your control.
    1/3

    Orzhov Guardian 1W
    Creature - Human Soldier (C)
    Flash
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and gain 5 life.
    1/4

    Orzhov Guardian 1W
    Creature - Human Soldier
    Defender
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and gain 5 life.
    1/3

    Orzhov Angel 2W
    Creature - Angel (R)
    Flying
    Oath - whenever a creature that doesn't have Oath enters the battlefield, sacrifice ~ and exile that creature.
    4/6

    EDIT: Added rarities and changed some creatures.
    Posted in: Custom Card Creation
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