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  • posted a message on MortalShell's Created Cards
    I still see 22 damage coming on turn 5. And if you kill Bryan the loop starts again. If Max didn't have the dying ability he'd be balanced. For making the tokens and getting shuffled, add 1 mana. For calling the big man, I'm going to be kind and say add 4, so something like 7RG, or 4RRGG.
    If all he and Bryon did when they died was tutor for each other and get shuffled (no free creatures) I'd say charge 3RG, or maybe 2RG for Max.
    Bryan might be okay at that cost, but change the activated ability to 3RG. It looks cleaner, and since he should have been able to pay 6RG, the hybrid part is rarely relevant (probably only if it "cheated" into play somehow instead of hard cast with tapped lands).
    Posted in: Custom Card Creation
  • posted a message on MortalShell's Created Cards
    If you don't want to change Max, make him red and green (gold), and up the cost of both. While the player needs several copis of both cards in the deck, this continual free play of creatures is annoying. Only white and blue have much defense against it.
    For Petrified Dragon (or is it Wizard) you need an ability usable before it animates. I would suggest a pro-wizard ability like Wizard spells cost 1 less to play or whenever you play a wizard, draw a card, then discard a card.
    Posted in: Custom Card Creation
  • posted a message on Block Lotus
    I doubt these artifacts are broken. And I doubt they would ever be printed, too. Wizards has limited space for pure combo cards and unlike the untap creatures that's what these are. Give them a tap ability and maybe they'd be printable and not broken. For example, the lotus could have 3, T: all lands you control become the basic land type of your choice until end of turn. Or 3: Tap target artifact.
    Posted in: Custom Card Creation
  • posted a message on Need help with balance and rarity
    I mostly agree with Flaming Infinity.

    Tired Bloomdigger seems uncommon, though I would not fear it in limited.

    Throughwind Meadow is to close to Abandoned Outpost, a common from Odyssey. But the Meadow recurs. The Meadow is probably overpowered (think of synergy like Life from the Loam and Seismic Assault).
    I would cut this cycle and replace it with a single common:

    Throughwind Meadow
    Land
    , Sacrifice Throughwind Meadow: Add one mana of any color to your mana pool.
    Whenever you play an land card, return Throughwind Meadow from your graveyard to your hand.

    My biggest disagreement is on Graven Chasm. There are only two cmmon nonbasic lands in extended that can't fix color, both of them from Mirrodin block: Cloudpost and Darksteel Citadel. These should never have been common, and even if they were weaker cards they would not have been made common except Mirrodin had a low colored mana requirement. You could make this a cycle like your other lands if you want. Anyway, this is probably a rare.

    Please don't change Spread Turf to 2G because I think it's a little too good for that. Consider 3G for this common, though. I don't like CC or 1CC commons, and certainly not for color fixers.

    Capcaity of Recall is a nice design and probably common. My one problem is the lack of color requirement on what it could copy. I would change the abilit to something like this:

    Capacity of Recall :1mana::symu:
    Instant
    Return target creature to its owner’s hand.

    Synergy (When you play this spell, you may reveal an instant card and pay its mana cost. If you do, add that card’s effects to this spell.)
    Posted in: Custom Card Creation
  • posted a message on May 2008 FCC Winner - Quazifuji
    I have a simple problem with Gek. That problem is he forces you to play the first ability to use the second. I probably should have more but I'm ignoring power questions here. The problem is he forces you to use the first ability. One solution is to change the second ability to "play a card with converted mana cost X you own that is removed from the game" or some similiar nonsense.

    Scratch my last suggestion, as there just not enough combos for that. I also find the third ability boring in that it is just a big version of the second one. This card really has only one route to victory, though it uses two different scales.
    How about this for a set:
    +1: Look at the bottom three cards of your library. Put opne on the top of your library and the rest on the bottom of your library.
    -2: Reveal the bottom card of your library. Gain control of target creature with converted mana cost less than the revealed card.
    -6: Remove the bottom three cards of your library from the game. Until end of turn, you may play those cards without paying their mana cost.

    At least that's more interesting and more interactive with commonly played cards.
    Posted in: Card of the Month
  • posted a message on Need help on Keyword wordings and rulings
    For Merge, I am borrowing from Copy Enchantmnet and Licids for the template, which I worn you is a bit more wordy than yours:
    Merge with a creature (As this permanent comes into play, you may choose for it to become an aura enchantment with enchant creature. Attach it to target creature).
    Posted in: Custom Card Creation
  • posted a message on Need help on Keyword wordings and rulings
    The problem with the first two keywords is that they want you to change types as you play them. That generally doesn't happen. You might note that the splits cards that that make creatures make tokens and are not creatures themselves.
    I see two simple solutions for Linger based on past card mechanics:
    Solution 1: the Epic template: Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
    To match your mechanic I borrowed the opening of the Suspend template: Linger X (Rather than play this card from your hand, pay X and remove it from the game. At the beginning of your upkeep, copy this spell.)
    The problem with this solution is I think you were going for an enchantment theme based on these three mechanics.

    So solution 2: Use Evoke. I could say use a variant of Evoke (like Substance) but you might as well use the exact mechanic. Here's how it would look:
    Vitality
    W
    Enchantment
    At the beginning of your upkeep and when this leaves play gain 2 life.
    Evoke (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
    Then your keyword reference card could say "spells with Evoke cost you 2 less to play if you did not pay the evoke cost".
    There is a solution to keep Linger on the card, which would make the card a reverse of an evoker (the mechanic would keep you from sacrificing like Linger (When this comes into play, sacrifice it unless you pay its Linger cost)).
    What do you think? I might come up with something for the other mechanics as well, but please tell me if they need to maintain their enchatment flavor.
    Posted in: Custom Card Creation
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