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  • posted a message on WUBRG Planeswalker: Gatewatch United
    I imagine that the most common choice for the search would be one of flavors of the Gatewatch's ol' buddy Nicol Bolas.

    It doesn't even require a trip to magical christmas land to play a single ramp spell/mana rock, play your commander on turn 4, grab Nicol Bolas, God-Pharaoh, and activate the +1 on both of them. Now all your opponents lost 4 cards from their hands and have to deal with essentially two Nicol Bolases.
    Posted in: Custom Card Creation
  • posted a message on Coalescence
    Quote from user_938036 »
    Anachronity, your wording stops Bribery effects and Fetchlands, while the original didn't. Its an easy fix, instead of " If you do, exile all cards found this way instead of putting them anywhere else" "If you do, exile any cards that would be put anywhere other than the battlefield." I'm not 100% on that wording but it should fulfill the intended goal.
    Well, it's optional, so it only stops those effects if you choose to.

    Also seems pretty good with things like Mana Severance and Selective Memory.
    Posted in: Custom Card Creation
  • posted a message on Jodah, Archmage Eternal
    The two mana, repeatable, non-tapping, non-permanently exiling pseudo-Regrowth activated ability is kind of absurdly powerful.
    Posted in: Custom Card Creation
  • posted a message on New Incarnation Cycle
    I feel like there should be some kind of condition on the triggers, at least from the graveyard. The Judgement incarnations either required a matching basic land type or mana to make use of them in the yard. Your cycle can just be dumped in the yard by discarding with any color to start getting value.
    Posted in: Custom Card Creation
  • posted a message on Some Storm Cards
    Quote from bolt2 »
    You're right. Maybe it can say "Choose a permanent type. Destroy all cards of the chosen type." Choosing would be part of the spell's resolution, right?
    It works, but it the problem is when playing against it, it can be almost impossible to respond properly in some situations and that can just be unfun. Say you can save your artifacts or save your creatures. Your opponent can just choose the ones you didn't save, and you wasted whatever means you had to save them. Or say you can sacrifice some creatures to get some value rather than just have them all destroyed by a would-be Day of Judgment. If you sacrifice them, your opponent is free to blow up a different type, while forcing you to suboptimally sac your dudes. If you don't, they can blow up your creatures and you don't get any value from them.

    It sucks if you have an answer to any of the individual modes, but you can't use it because your opponent can choose which one based on what you do, and you don't get to respond.
    Posted in: Custom Card Creation
  • posted a message on One Rare + Three Mythics
    Quote from entombedhydra »
    As worded, it works with Evolving Wilds.
    That's what saneatali said. The problem is still you're letting fetches get them. The OP's version allows Evolving Wilds to grab any land in your deck, giving it an advantage over fetches, because they still work as normal. If you slap the plains type on it, now my Windswept Heath can grab any land in my deck, and it doesn't force it to come in to play tapped. The advantage of running Evolving Wilds over a fetch because of Greener Pastures has now been rendered useless because my fetchland can still do it better.
    Posted in: Custom Card Creation
  • posted a message on Combat Tricks
    Just going to quickly sum this response up in the fact that you've provided your own evidence that the context is needed and should be there. This is a perfect example of what I mean, and further proof of the poor development choices that Wizards constantly makes. With this brush up to the wording composure, it opens design space, and helps to neatly and effectively solve all simple confusions (while an errata ruling could fix their little error on other cards in the meantime).
    If your stance is that doing things in the order they appear on the card is bad, and you should be given the option to do them in any order, then you should try presenting more designs in which the order actually matters. The majority of your cycle makes no difference which order you choose the effects in. To a new player, you're just opening them up to confusion because you're presenting an option that literally does not matter. Why does the option exist if it does nothing? You have a "cycle" where there's the explicit option to choose the order, and for some it does make a difference. Do you not think that will trap players into thinking that they should all do something where the order makes a difference?
    Posted in: Custom Card Creation
  • posted a message on Combat Tricks
    You could give it the option to give +0/+1 instead of the weird order of operations wording. It's not the exact same because you can just boost the creature's toughness, but that doesn't seem like it'll break anything.
    Posted in: Custom Card Creation
  • posted a message on An artifact and a green sorcery
    Well, Leyline of Singularity exists, so Legendary Stone is probably fine.
    Posted in: Custom Card Creation
  • posted a message on Top-Down Jace card
    One thing that wasn't mentioned yet is that the +1 ability either needs to not target or have the option not to target. One of the general rules of thumb is that planeswalkers should never be unable to use any of its + abilities due to lack of targets, so Jace needs to be able to use his +1 even if your opponent controls a Leyline of Sanctity.
    The rule is that it should be able to be used on a (virtually) empty board. There are plenty of + abilities of planeswalkers that require a target, but generally they are permanents or players since they're almost always valid. At least 5 Chandras have "target player" or "target creature or player" on their only plus abilities. Gideon Jura, Gideon, Champion of Justice and Ashiok, Nightmare Weaver specifically target opponents.
    Posted in: Custom Card Creation
  • posted a message on Top-Down Jace card
    Either way, the oppoent now feels compelled to declare an empty attack to prevent you from drawing a card.
    It's not an empty attack because you paid 2 loyalty to stop it. If you're creating the illusion to chump something, it needs to be stopping at least 4 damage to be worth chumping at all. If you chump a 3 power creature, you would be at the exact same loyalty as you would if you just did a +1 and let the creature through.
    Posted in: Custom Card Creation
  • posted a message on Mono red legendary that utilizes flashback
    You realize how many disadvantages come with your "fixing" if you compare it to just being able to run all mountains, right? Transguild Promenade, Rupture Spire and Vivid Crag hurt your tempo due to coming in tapped and possibly taking additional mana. Crag and Gemstone mine have limited uses in fixing. Shimmering Grotto and Unknown Shores take extra mana to fix, or even produce red (you can't play your commander T3 if you dropped either one). Mana Confluence, City of Brass, and Grand Coliseum all chip away at your life. Undiscovered Paradise is awful in mono red because you have to replay it every time you use it. Terramorphic Expanse and Evolving Wilds are pointless because 99% of the time they function as a mountain that enters the battlefield tapped.

    Star Compass, Gauntlet of Might, Caged Sun, Gauntlet of Power, and Myriad Landscape don't fix, they ramp you in red.

    The ability also lets you cast more than one spell from your opponent's graveyard at a time, so saying any one spell doesn't require a huge amount of off colored mana doesn't really count if you can cast 3+ off colored spells in one turn. You could flash back one player's Bant Charm and another's Vindicate and Unmake using 10 mountains in one turn with the CMC version.
    Posted in: Custom Card Creation
  • posted a message on On the Defensive (Three Blocking Mechanics/Keywords)
    Resist has timing issues. If you cast it during declare blockers, it'll stay on the stack until declare blockers is over, so you won't be able to block with it no?
    It won't be able to block, but not because it "stays on the stack". You declare your blockers as a turn based action in the first part of the declare blockers step, THEN players get priority. By the time you could even start casting it, you'd have already declared blockers. You need to be able to cast it during the declare attackers step instead.
    Posted in: Custom Card Creation
  • posted a message on She turned me into a red card... I got better.
    Quote from baldersmashed »
    Geomancer is pushed as it lets you drop of of your lands you used to cast and make another 1 drop the same turn. A Desperate Ritual with legs may be a little over the edge. But, it could also be just fine. I'm piss poor at evaluating tournament level cards.
    Desperate Ritual isn't really as good if you have to spend 2 of the mana on a Goblin Piker. Though the ability to color fix like that in red is a bit odd.
    Posted in: Custom Card Creation
  • posted a message on Irides, Nyxborn Herald
    Quote from Vox_Quietus »
    Now, don't get me wrong, I wouldn't go as far as making every single winged character in a Greek mythology setting an angel. But if it's humanoid, supernatural, winged, and works as a messenger for gods or some sort of religious organization, then yeah, that's an angel alright.
    I'm not sure where the parallel between Atraxa and a god-ish/messenger/liaison/whathaveyou with wings on a plane that has not been shown to have angels is. We already know that angels existed on Mirrodin, and Atraxa is a compleated Mirran angel.
    Posted in: Custom Card Creation
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