- Koopa
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Member for 15 years, 10 months, and 8 days
Last active Fri, Sep, 8 2023 17:42:17
- 24 Followers
- 6,423 Total Posts
- 351 Thanks
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Feb 4, 2014Koopa posted a message on Launch Giveaway!Birthing Pod. What doesn't that card do? The flavor, the art, the way the card looks with Japanese text... amazing.Posted in: Announcements
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Jan 29, 2014Koopa posted a message on The Upcoming Modern B/R AnnouncementPosted in: Koopa BlogQuote from i-never-smileDo you think you could elaborate more about why "Deathrite isn’t really all that degenerate. It is a strong card sure, but it’s a completely fair card." This piqued my interest...and then you changed the subject. Isn't DRS one of the biggest subjects of debate for ban/unban discussion?
Deathrite is the card most people are crying for a ban over but that doesn't mean it deserves to be banned. Deathrite is literally a situational mana dork that can disrupt the graveyard. An incredibly strong card indeed, but do you honestly think that is ban worthy? -
Dec 16, 2009Koopa posted a message on So I tried Yugioh yesterdayAs a ex-Yugi player, I know how Yugi feels when you first pick it up. Fast, exciting, fun! But I wouldn't advise going too much into it. The game is ridiculously unbalanced and Konami, unlike Wizards, doesn't really care until the list rotation every 6 months. In which case they ban cards they've already milked for money... not what needs to be banned or restricted to make the format balanced. Then once THEY DO make a good format, they release on of their weekly sets that release 5 cards that completley brake the game.Posted in: Chrome homura Blog
Also, you're lucky that your Yugi players are so nice. Most are little punks who always take the game way to serious or ***** when they lose, granted it is the same with all cards game. Yugi has a much higher "crime"(theft, cheating, ect...) rate than Magic.
I just quit Yugi and I tell ya Magic is a hella lot more fun in the long run... not to say Yugi is a bad game, but Konami is a bad company... - To post a comment, please login or register a new account.
Koopa:
RaikouRider vs Marco
Jimmy Grove vs Raptorchan vs Hemlock
Gerrard's Mom:
netn10 vs bravelion83
Jimmy Grove vs Raptorchan vs Hemlock
Antiantiserum:
netn10 vs bravelion83
RaikouRider vs Marco
Winner from each paring advances
August MCC 2018 Round 3 - Hat Trick
This month we will be messing with different abilities
Main Challenge: Design a creature with three different abilities.
Subchallenge 1: None of the abilities are a keyword
Subchallenge 2: The three abilities are one of each: static, activated, and triggered.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Challenge: All of the abilities must be innate to the creature. Meaning you cannot have abilities like "2G: Target creature gains trample." and have that be both an activated ability and a static ability.
Design Deadline: All submissions are to be final and submitted by August 26th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by August 29th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Koopa
Gerrard's Mom
Antiantiserum
Contestants:
Marco
Jimmy Grove
netn10
RaikouRider
Hemlock
Raptorchan
bravelion83
A helpful tip for those formatting their cards:
Legendary Planeswalker - Reruel (M)
1U: Counter target activated or triggered ability.
+1: Creatures target player controls get +1/-1 until end of turn.
-2: Until end of turn, all creatures and planeswalkers gain "When this permanent dies, you draw two cards and lose 2 life."
-7: You get an emblem with "Whenever a nontoken creature or planeswalker dies, create two tokens that are copies of it except the tokens aren't legendary if that permanent is legendary."
{[4]}
(1.5/3) Appeal: This is a spike card through and through. Johnny likes the ultimate and could use the repeatable Stifle maybe.
(1.5/3) Elegance: All of the abilities are pretty straight-forward but delayed triggers can always cause issues. The +1 and the activated ability seems to be disconnected from the rest of the card.
Development -
(3/3) Viability: The card is certainly UB and mythic is the correct rarity.
(2/3) Balance: Repeatable Stifle is very powerful, though probably fine on a 5-drop. The real concern here is the ultimate goes infinite with any sac outlet, which would make the standard environment tough to design. The card has a weird feel where it is either fairly underpowered or doing broken things.
Creativity -
(3/3) Uniqueness: This is a solid new take on a UB walker.
(1.5/3) Flavor: As I said above, the second two abilities tie well together but the + and the activated ability seem unteathered from the rest of the card.
Polish -
(3/3) Quality: Check
(2/2) Main Challenge: Yup
(2/2) Subchallenges: Yup
Total: 19.5/25
Karel Bran, Unifier of Guilds 5
Legendary Planeswalker - Karel (m)
Karel Bran, Unifier of Guilds enters the battlefield with an additional loyalty counter on it for each color of mana spent to cast it.
+1: Add two mana in any combination of colors.
- 3: Reveal the top five cards of your library. For each color, choose a card with a mana symbol of that color in its mana cost and put that card into your hand.
WUBRG: You may activate a loyalty ability of Karel Barn as thought none of its abilities have been activated this turn.
//1
(3/3) Appeal: I think this hits all 3 of the archetypes very well!
(2.5/3) Elegance: The abilities all tie well together. The -3 could be confusing to a newer player and could take an extra read to fully understand.
Development -
(2.5/3) Viability: This fits great as a pseudo-five color walker but I feel it should have a color indicator (I think we can do a 5 color one). Obviously mythic fits
(2.5/3) Balance: This card is very hard to judge and could be potentially busted. That said, I think requiring more colors to turn up it's power and the fact that it costs 5 with no ability to really protect itself lead me to believe that it is probably fine. That said, it would be a developmental nightmare.
Creativity -
(3/3) Uniqueness: A very fresh take on a walker in more ways than one.
(3/3) Flavor: This card oozes Ravnica. Great job.
Polish -
(3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(2/2) Main Challenge: Yup
(2/2) Subchallenges: Yup
Total: 23.5/25
Nissa, Attuned to the Land 2G
Legendary Planeswalker — Nissa (M)
XX: Put X loyalty counters on Nissa, Attuned to the Land. Activate this ability only any time you could cast a sorcery.
-3: Draw a card. Until end of turn, lands you control are every basic land type in addition to their other types.
-10: You get an emblem with “Lands you control are 4/4 green Elemental creatures with vigilance, trample, indestructible, and haste. They’re still lands.”
3
(2/3) Appeal: Timmy likes making a bunch of 4/4s. Johnny likes that he ramp up to pour loyalty onto it. Spike likes drawing cards, but dislikes the poor rate that he gets it here.
(2.5/3) Elegance: The abilities are pretty straight forward but XX could be confusing to newer players. Abilities tie well together
Development -
(3/3) Viability: Card is certainly green and mythic.
(2.5/3) Balance: Adding a bunch of loyalty each turn can be quite good especially as you keep the cards flowing from the -3. That said, it feels bad that you can't do anything with Nissa if you cast her on Turn 3. It would be nice to at least get a card without her dying.
Creativity -
(2.5/3) Uniqueness: This feels like previous Nissas in that it feels like Nissa but is a different take on it.
(2.5/3) Flavor: Flavor is pretty good. Not incredible but solid.
Polish -
(3/3) Quality: Yup
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Yup
Total: 22/25
Yormir, Tivo Historian 2GWB
Legendary Planeswalker - Yormir (Mythic)
[+2]: You get an emblem with "At the beginning of your upkeep, put the bottom card of your library into your graveyard."
[-3:] Shuffle your graveyard into your library then put that many cards from the top of your library into your graveyard.
Dispel an emblem you control: Return target card from your graveyard to your hand. Activate this ability only once each turn and only any time you could cast a sorcery.
Starting Loyalty: 4
Dispelling an emblem is tantamount to sacrificing them. They are removed from the command zone and no longer have any effect. Flavour-wise, Yormir is an elven archeologist and historian, and finds his passion in paleontology i.e. the study of fossils and bones.
(3/3) Appeal: Timmy is meh. Johnny likes the potential to find combo pieces but overall is disappointed with how long it will take. Spike basically sees a consistent stream of cards.
(2/3) Elegance: Dispeling an emblem obviously would cause a new player to curl their brow as emblems alone already have confusion tied to them. Putting card from the bottom of the library is also, seemingly unnecessarily strange.
Development -
(2/3) Viability: Black self mill with green regrowth seems good here. The white isn't necessary. While I love the design space opened up by playing with emblems, WotC has been adamant about NOT messing with them.
(2/3) Balance: This card essecially has a +2 draw a card every turn but allows you to take turns off if you don't want the card in exchange for an extra shot next turn. The -3 seems pretty weak and as a five-drop walker that can't protect itself doesn't bode well for him in Standard.
Creativity -
(3/3) Uniqueness: This is a fresh take on a junk walker.
(2.5/3) Flavor: Without reading your synopsis, the card has some decent flavor overall. Not mindblowing, but solid.
Polish -
(3/3) Quality: Good job
(2/2) *Main Challenge: Yup
(2/2) Subchallenges: Okay
Total: 21.5/25
Laurel, Wandering Grove GGG
Legendary Planeswalker - Laurel [M]
At the beginning of your upkeep, you may have Laurel, Wandering Grove become a colorless Forest land until your next turn.
+1: Put three +1/+1 counters on up to one target Forest you control and it becomes a 0/0 Dryad creature with hexproof. It’s still a land.
-8: Gain control of all nonbasic lands. They become Forests in addition to their other types.
3
(2/3) Appeal: Soike loves it. Timmy likes it. Johnny is meh.
(2.5/3) Elegance: This becoming a Forest could trick up some players but all in all fairly elegant.
Development -
(3/3) Viability: Very green and mythic.
(1.5/3) Balance: Making a stream of hexproof threads feels like a very unfun game plan that would really push control decks out of the format. In addition, after a turn this card becomes incredibly hard to kill. This could be just an insane card that warps standard.
Creativity -
(2.5/3) Uniqueness: A green walker that plays with Forests but still feels completely different than Nissa is quite an accomplishment.
(3/3) Flavor: Flavor is quite good. I get the feel of a sentient grove.
Polish -
(3/3) Quality: Yup
(2/2) *Main Challenge: Yup
(1/2) Subchallenges: Not activated ability
Total: 20.5/25
Planeswalkers are hard to design much less without some ridiculous hoops to jump through. IMO, all of my submissions were pretty good.
void: 19.5
Hemlock: 23.5
bravelion: 22
Subject: 21.5
Hittle: 20.5
Koopa:
Subject16
void_nothing
Hemlock
The_Hittite
bravelion83
Gerrard's Mom:
StonerofKruphix
Raptorchan
Marco
TotallyHaywire
Antiantiserum:
Jimmy Grove
netn10
RaikouRider
Freyleyes
August MCC 2018 Round 1 - Abilities!
This month we will be messing with different abilities
Main Challenge: Design a Planeswalker with a non-loyalty ability. This ability cannot be "CARDNAME can be your commander"
Subchallenge 1: The card does not transform.
Subchallenge 2: The non-loyalty ability is an activated ability.
If you have questions about the challenge, please post in the MCC discussion thread. Best of luck!
Subchallenge 1: Cannot transform by any means. Transform, meld, whatever fun mechanic you decide to use.
Subchallenge 2: The activated ability cannot be granted by the effect of a loyalty ability.
Design Deadline: All submissions are to be final and submitted by August 14th 11:59 PM EST
Judging Deadline: All judgements are to be final and completed by August 17th 11:59 PM EST
(X/3) Appeal: Do the different player psychographics (Timmy/Johhny/Spike) have a use for the card?
(X/3) Elegance: Is the card easily understandable at a glance? Do all the flavor and mechanics combined as a whole make sense?
Development -
(X/3) Viability: How well does the card fit into the color wheel? Does it break or bend the rules of the game? Is it the appropriate rarity?
(X/3) Balance: Does the card have a power level appropriate for contemporary constructed/limited environments without breaking them? Does it play well in casual and multiplayer formats? Does it create or fit into a deck/archetype? Does it create an oppressive environment?
Creativity -
(X/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
(X/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?
Polish -
(X/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
(X/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
(X/2) Subchallenges: One point awarded per satisfied subchallenge condition.
Total: X/25
*An entry with 0 points here is subject to disqualification.
Judges:
Koopa
Gerrard's Mom
Antiantiserum
Contestants:
Subject16
void_nothing
Freyleyes
StonerofKruphix
Marco
Jimmy Grove
netn10
TotallyHaywire
RaikouRider
Hemlock
The_Hittite
Raptorchan
bravelion83
A helpful tip for those formatting their cards: