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  • posted a message on What Would The Color, Rarity and Converted Mana Cost Be For These Designs
    Card 1 should be black/green because it turns your green spells into black spells and your black spells into green spells essentially. I would cost it at 2BG because there's probably some ways to break it. Maybe 1BG would be justifiable. And it's obviously a rare.

    Card 2 I think should be monoblue, because it's a really weird deck manipulation mechanic and it's somewhat reminiscent of Polymorph. I think the fact that it cheats a permanent into play is sort of green. I really don't know how to balance it. I mean you have to have multiple of every permanent type, and if your opponent knows your deck, the 2 artifacts or 2 enchantments still have to be really powerful. On the other hand, in an environment with no hand disruption, you could play a deck of 2 awesome walkers, 2 awesome enchantments, 2 awesome artifacts and 2 awesome creatures, this card and a bunch of islands. Although to be honest that could be an argument for not printing this at all. I would say 3UU, which would probably make it unplayable. Rare or mythic.

    Card 3: Is colorless cheating? If it had to be a color, monoblue. Unless you go for an intentionally strange mana cost, I would make it 2UU. It'd have to be rare.

    As mentioned, card 4 is basically Saffi, and could be costed the same IMO.

    Card 5 is essentially Dangerous Wager for 3. I think it's fine as a 2R common.
    Posted in: Custom Card Creation
  • posted a message on Off-color keywords
    @silvercut
    Viashino Cutthroat is a homage to Viashino Sandstalker. I think even besides that it fits in red because it's essentially a burn spell and creates some interesting blocking decisions once your opponent knows it's there.

    I think Ghost of Naya is actually too good in my original design. I think the unearth needs to be 2. Searching for something like 2 cloudposts is insane. I also think it might be a better idea to have it bring the land in tapped, because there are a lot of random effects like Cephalid Coliseum that would be pretty good to just tutor up and use immediately. Regardless, it shouldn't cost 3. Maybe I could play with the stats a bit, but you're really not playing it for the stats.

    You're definitely right on all points on Boneyard Protector, and additionally, the off-color version of Reinforce shouldn't be more powerful than most on-color Reinforce effects. I looked up some Zombies with graveyard recursion, and it looks like they're all rare, so this one should definitely be as well. I think for additional balancing, it might be a good idea to have it cost mana to return it when it triggers.

    @Kelsang
    I think Boneyard Protector should just be a Zombie. I thought warrior sort of fit the Reinforce mechanic, but I don't think it's really necessary and after looking it up on gatherer, it looks like black really only gets warriors due to multicolor or tribal sets (although if it were in the context of Lorwyn/Shadowmoor, I guess that would apply but that's a whole other can of worms). I don't think cleric/wizard is great either - it's a zombie so it's kind of assumed it can come back from the dead and the flavor is more of a guy fighting anyone who goes near the graveyard than a guy casting a spell. Also, If I was thinking more about types/names I think Ghost of Naya should instead be a plant that literally unearths as a play on words.
    Posted in: Custom Card Creation
  • posted a message on Off-color keywords
    Viashino Cutthroat 2R
    Creature - Viashino Ninja (U)
    Ninjutsu RR
    When ~ deals damage to a player, return it to it's owner's hand.
    4/2

    Fallow Growth 2GG
    Creature - Plant Zombie (R)
    Unearth 1G
    When ~ enters the battlefield, you may sacrifice a land. If you do, search your library for a land card and put it onto the battlefield, then shuffle your library.
    2/1

    Original

    Ghost of Naya 2GG
    Creature - Spirit Druid (R)
    Unearth G
    When ~ enters the battlefield, you may sacrifice a land. If you do, search your library for a land card and put it onto the battlefield, then shuffle your library.
    2/1

    Boneyard Protector BB
    Creature - Zombie (R)
    Wither
    Reinforce 1 - 1B
    Whenever a creature with a counter on it dies, you may pay B. If you do, return ~ from your graveyard to your hand.
    1/1

    Original

    Boneyard Protector BB
    Creature - Zombie Warrior (U)
    Wither
    Reinforce 2 - 2B
    Whenever a creature with a counter on it dies, you may return ~ from your graveyard to your hand.
    1/1
    Posted in: Custom Card Creation
  • posted a message on Ashiok, Devotions Predator - CCL Entry REJECT
    V2.0 is definitely more blue, but it still feels more black than blue. I don't exactly agree with everyone else that the original was too far from Ashiok, but I think this one feels a bit forced. Technically it's using the same type of interaction where you exile cards and then you get to cast them, but now that only happens if you ultimate, and most games, people are probably just going to play this card for the pseudodiscard and maybe to hate out something in the graveyard.

    You're sort of right about Liliana, and I think all of the original 5 planeswalkers get to be the "generic" planewsalker in their colors, whereas every Gideon for example is supposed to have the same quality of turning into a creature and affecting combat. Your second planeswalker does achieve similar mechanics to the original, but doesn't really feel similar - Ashiok, Nightmare Weaver is almost exclusively designed to play your opponent's cards.
    Posted in: Custom Card Creation
  • posted a message on Messing around with stifle and cancel
    I'm guessing the intent of Phyrexian Cancel was:

    Phyrexian Cancel 1 mana Phyrexian Blue Mana Phyrexian Blue Mana
    Instant
    Counter target spell.
    If you paid 4 life to cast ~ any player may pay 2 to counter it.

    IMO this is still OP, because mana leak type effects are often as good as hard counters - 2 mana is a lot to leave up when you don't know what your opponent could respond with. Compounding this is the fact that any color can play it, which means that decks that should have no business running counterspells could have it, and possibly worse, aggressive decks that could care less about their life total can run it.

    Another version (which is probably still OP) would be:

    Phyrexian Cancel 1 mana Phyrexian Blue Mana Phyrexian Blue Mana
    Instant
    Counter target spell.
    If you paid 4 life to cast ~ any player may pay 1 mana or 2 life to counter it.
    Posted in: Custom Card Creation
  • posted a message on Weird Planeswalker Ideas
    Venser's ultimate is probably too cute. Maybe it should just say gain 5 life or something. I do think a small amount of life could be extremely relevant for almost any planeswalker ult because if you get there, you're probably going to win anyway unless your opponent can burn you out.

    I wavered a lot between switch power and toughness and just deal 1 damage, but I don't think monoblue has had a single pinger in the last 10 years. Maybe if it was switch p/t until your next turn, so it had some relevance as a defensive spell.

    Why doesn't Karona's first ability work?

    Posted in: Custom Card Creation
  • posted a message on Weird Planeswalker Ideas
    Venser, Mentalist 1WUU
    Planeswalker - Venser
    +1: Name a card. Until the start of your next turn, players can't cast cards with the chosen name.
    -2: Return target creature to it's owner's hand.
    -6: Gain control of 2 target non-land permanents. You can life equal to the difference in their converted mana costs.
    4

    Planeswalker of Fealty (U/R)(U/R)(U/R)(U/R)(U/R)
    Planeswalker - Fealty
    +1: Switch up to one target creature's power and toughness until end of turn.
    -2: Gain control of target permanent until end of turn. If you do, untap it and it gains haste until end of turn.
    -7: Return all lands you don't control to their owners' hands.
    4

    Karona Reborn WUBRG
    Planeswalker - Karona
    +1: You may activate 2 additional abilities of ~ this turn. They cost -2 loyalty this turn.
    +1: Put a +1/+1 counter on target creature.
    +1: Put a 1/1 white Human creature token onto the battlefield.
    +1: Deal 1 damage to target creature.
    +1: Target player loses 1 life.
    +1: Tap target creature.
    5

    (No idea how you would make this one fit on a card, but I thought it was sort of an interesting idea to have the ultimate of the planeswalker just to chain a bunch of smaller abilities together.
    Posted in: Custom Card Creation
  • posted a message on Ashiok, Devotions Predator - CCL Entry REJECT
    I don't think this needs to be blue - the -1 effect is somewhat reminiscent of blue, but is certainly fine in monoblack. The other effects are either exclusively black except for the milling which is primary blue secondary black. Maybe you could make it imbalanced (costing 2UBB or something).

    Also, I don't think the +1 needs to be that wordy. You can target a player with no cards in hand with it if you're just trying to build loyalty. There's some small relevance to the fact that your opponent could have an Ivory Mask effect or could have cards they want to mill, but I don't think those cases really affect how this card plays on average and it's more elegant if it just says "target player."

    The ultimate is pretty cool. It might actually not be that powerful since you probably have to remove a lot of creatures just to protect your walker before you get to ultimate. I might make it just "don't own" so it really hurts if you can get a recurring sac effect in play and steal an opposing creature.
    Posted in: Custom Card Creation
  • posted a message on Broken Red 2-Drop
    I think Young Pyromancer qualifies as Red's broken 2-drop

    Quote from TetzaHexloq »
    Storm Conjurer
    Mythic - Creature - Elemental Wizard
    1R
    Flash
    When <Cardname> enters the battlefield deals 3 damage to target creature or player.
    2/2


    I think this card might actually be more broken than any of the other "broken 2-drops" that actually exists. If I'm playing my Tarmagoyf against your red deck with Elemental Wizard, I immediately have to get the 'goyf to 3/4 to even play it, and then I can never actually use it in combat while Storm Conjurer is in your hand you kill my 'goyf and essentially get a free 3/3.
    Posted in: Custom Card Creation
  • posted a message on Oath - keyword mechanic for Orzhov
    The "suicide vest" thing obviously wasn't the intent (although I guess you could say terrorist groups are WB if you really want to go nuts with this premise) - the intent was that Oath creatures have taken an Oath to be willing to do whatever the Syndicate asks even if it means risking their lives. It's tough to make a mechanic that embodies risking your life because you obviously don't want to have something trigger and then the players have to flip a coin for each oath creature.

    I personally don't have a problem with giving control to the opponent - I like the idea of one player playing a card and then the opponent having the ability to affect the outcome of that card, because I think it encourages the poker aspect of MTG where people are trying to disrupt each other and use information about what the opponent could have. I'm probably in the minority on that though.

    I was also thinking about taking away the sacrifice and just have the punishment to whoever plays a non-Oath creature, but I think the problem would be that if 3 or 4 Oath creatures stick on the board, it creates too much time worrying about minutiae every time any creature gets played. Which may speak to the overall weakness of what I'm thinking of.
    Posted in: Custom Card Creation
  • posted a message on Oath - keyword mechanic for Orzhov
    Oath suffers immensely from the fact that - since most decks are encouraged to play creatures - these will rarely ever exist as creatures for a prolonged period of time. And prolonged here means something like "a whole turn cycle". If your opponent plays any creature at all, the oath is triggered. Every card in your hand is removal. And punishments that are harsh enough to be worth the mana investment will be oppressive towards anything your opponent might play.

    Orzhov Enforcer is a 3-for-1 unless your opponent has removal that is not creature based or already a better creature by turn 4. It's also a top-notch threat if unanswered. That's worth rare.
    Fair criticism. I think you're right that most of the time the opponent would just remove or blow up an Oath card as soon as it's played. I think if the Oath player is behind on board against a creature deck, the opponent might decide to hold back creatures and force the Oath player to eventually blow up his own Oath cards, but this might not happen very much.

    For Orzhov Enforcer, I thought since Fugue is just a discard 3 sorcery for 5 at uncommon, Orzhov Enforcer would work at uncommon. Although Fugue might be acceptable at its level of splashiness as an uncommon because it's so simple, whereas Orzhov Enforcer is both complex and splashy.
    Posted in: Custom Card Creation
  • posted a message on Oath - keyword mechanic for Orzhov
    Good point on rarities and limited.

    If I'm sticking with the idea that this is in a Ravnica set, I'd have to have the same number of cards and rarity distribution as other guild keywords.

    I think the way this would end up playing out in both limited and constructed is that you would play your normal creatures, and then play 1-2 Oath creatures to top it off, which I think is fine. Maybe if this effect was good or other Orzhov cards were designed that have a secondary synergy with Oath, you could see constructed decks with 12-16 Oath cards that have more of a parasitic Oath strategy.


    Also after sleeping on it, I decided to change some of the cards above:

    Orzhov Enforcer/Council Messenger - gave Orzhov Enforcer a discard effect, and Council Messenger a sac effect. I think a 1 drop that conditionally makes the opponent discard 1 card basically doesn't really do anything - anyone playing it might as well play Misery Charm. Changed Orzhov Enforcer from sac to discard so there is still variety - also I think that discard 3 is a stronger effect than sac 2 and the original was more likely to be terrible (if the opponent had an empty board and played a 1-drop).

    Orzhov Guardian - changed Defender to Flash. I think if you just play this on your turn, it becomes just a sorcery that gives you 5 life. There is something added to the card in that if you have already played an Oath creature, you can play this one and it's sort of protected but even then you are just protecting a below average creature. By giving it flash, it actually has the ability to be a defensive card that blocks for 1 turn.
    Posted in: Custom Card Creation
  • 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
  • posted a message on Follow mechanic
    Personally I would just do:

    Follow X (When this creature enters the battlefield, if you control a legendary creature, put X +1/+1 counters on this creature.)

    I don't think there is any reason to make it more complicated than that.

    Also wouldn't followed bear have to be a legend?
    Posted in: Custom Card Creation
  • posted a message on Cyclers with discard synergy
    Thanks for the kind words!

    Thinking about it a little bit, I don't like the fact that these cards or sorceries but the cycling effects can happen as an instant. It's counterintuitive and I also think Forgotten Death is pretty broken as an EOT or mid-combat effect. Lotleth Troll, discard 3-4 cards, bring back a fatty is good enough as a sorcery.

    I think all of the other cards should just be instants maybe with minor changes, however I was hoping Forgotten Muster wouldn't be strictly better than Raise the Alarm.
    Posted in: Custom Card Creation
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