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The Magic Market Index for Nov 17, 2017
  • posted a message on Urza Freaking Planeswalker
    I can't imagine a more suitable way to design an Urza planeswalker, however, I do take issue with something nobody else seems to have raised so far- his loyalty ability numbers are pretty weak. For full chromatic cost, he should have been something like {5 loyalty, +2 / -1 / -8} or even {6 loyalty, +3 / -2 / - 10} to keep those same turn timings but soak up more beats. As just {4 loyalty, +1 / -1 / -6}, Urza can't get around a lone unpumped masterful ninja.
    Posted in: The Rumor Mill
  • posted a message on Magic Twitch stream 7 cards
    Wow, Really Epic Punch really is right out of a black border set: Its got the generic green combat trick pump spell, the parasitic tribal mechanic, a 2 power 2 toughness bear for 1G, the shoehorned fight keyword for limited AND it conspicuously managed to be printed without an 'until end of turn' clause. Just like the real magic.
    Posted in: The Rumor Mill
  • posted a message on Mothership Spoilers Unstable 11-13
    I think you guys are right, it seems definitely true that wizards went with the design philosophy of coherent draft archetypes and fairly 'normal' mechanics, as opposed to the previous unsets that were defined by packing as many gimmicks into every card as possible. Whether people will enjoy this more is a matter of personal opinion, but I think a lot of people are going to be disappointed when they aren't doing nonstop crazy stuff and just are "ping target creature for 2" or "destroy target creature" while playing with just a single set mechanic
    Posted in: The Rumor Mill
  • posted a message on Silvergill Adept new Rivals of Ixalan Promo
    Walk the Plank looking weaker and weaker
    Posted in: The Rumor Mill
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    I think 5 mana is really steep for this. Either its going to be a convoluted burn spell, in which case you're getting a sort of pseudo-threaten damage swing that will give them back a doubled creature, so it better wind the game on the spot or you'll probably lose the next turn- *or* its a buff for your own creature that costs dearly, and isn't very aggressively costed- there's no reasonable creature's power where you'd be getting a good deal without the self-damage for 5 cmc. I like the idea, but I think it needs to be more aggressively costed

    Aven Interdictor WU
    Creature - Bird (R)
    Flying
    Spells cost 1 more to cast for each spell previously cast this turn.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Yeah its relatively slow and fragile, but the kind of deck that could be built around lorekeeper would win on the spot when it activates its ability by recurring something that locks the same out. An unlimited ability to draw and cast the same card each turn has always posed problems. If it was just letting you draw an extra card each turn, that might be a curious hellbent enabling card, but then its almost a bit too weak when played 'fairly' because it might as well be phyrexian arena, while discarding madness/GY stuff might make it broken anyways.

    I'm struggling to template this ability:

    Stalwart Knight WW
    Creature - Human Knight (U)
    First Strike, Guardian (When damage would be dealt to you or another permanent you control, you may have as much of that damage as can be marked up to lethal dealt to this creature instead.)
    2/2

    I'd like it to give you the option to redirect any and all damage to you or your permanents onto that creature, but only from one source at a time and only as much of that source as it can take- ie you can't redirect 1 point of damage from 2 lightning bolts, and you can only redirect up to {lethal damage}. So only redirect 1 point from a grave titan or 2 points from a lightning bolt on that 2 toughness knight.

    What template could communicate that in reminder text concisely and accurately? I'm not even sure it should be a replacement effect, trample isn't.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Well as pointed out, if cast before combat then every creature that could attack must attack so the latter clause is redundant. Leaving that instant able to cast before or after combat, was that the intention? I mean, its all kinds of wonky since you'd only ever play it after combat to strip +1/+1 counters from enemy creatures, which they might not reliably have and only if they didn't attack. But yeah, its out of color. I think it could work if the goal was to either force your own creatures to attack in green for +1/+1 counters- in which case its rather weak and could place the counters before combat and still not be busted- or it would have to be in red.

    Hedron Maze
    Land (R)
    T: Add C to your mana pool.
    C, Reveal Hedron Maze from your hand and put it onto the bottom of your library: Draw a card.
    While you're searching your library on your turn, you may play Hedron Maze from your library instead of finding any cards.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    hrmm I'm not sure what the proper template would be, something like ": The next spell you cast from a graveyard or ability you activate from a graveyard this turn costs 2 less to cast or activate". But I think I have to wonder- why make it a cost reduction effect at all, if it only affects a single ability? You could make it say: "Add CC to your mana pool. Spend this mana only to cast spells in a graveyard or activate abilities from a graveyard", or 'your' instead of 'a'. Much cleaner template.
    I like that there's some combo potential from being able to sacrifice a creature with a graveyard ability, then activate it, but most such creatures are self-reanimating like those unearths, embalms, etc, and aside from the P/T increase on embalm or ETB triggers, its often redundant to sacrifice a creature just to bring it back. The other issue is that needing to sacrifice just to get the mana is very steep, it would be a balanced niche mana producer without that extra cost at all, like Renowned Weaponsmith, Vedalken Engineer or Smokebraider- just being a restrictive 2-producing dork at 2 is balanced enough.
    But you got the flavor down right, especially the ability to self-sacrifice for a ritualist.

    Coward's Reward B
    Instant (U)
    Cast Coward's Reward only after combat.
    If target creature could have attacked or blocked this turn, but didn't, its controller sacrifices it.
    "May you live and die in peace."
    Keldon curse
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    As far as act of treason riffs go, this one's a lot more tame than your berserk variant, but I'd say this falls onto the maybe underpowered side of the spectrum, it would be a fine limited uncommon but its not too often the deathtouch will make any difference, and if it doesn't then its just a harder to cast version of the same thing. For limited wizards have often been going 4 cmc with significant upsides at uncommon, but for the curve its cards like Harness by Force and hijack that show you can go above the act of treason baseline, especially when making it a bit harder to cast. But Kari Zev's Expertise really pushes it by comparison, and for 2 colors your sorcery could use a little extra oomph.

    Sewer Scavengers BB
    Creature - Rat (U)
    Deathtouch
    When Sewer Scavengers enters the battlefield, each player discards a card, then you lose 2 life and draw a card.
    1/1

    Too much compared to baleful strix?
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Hrmm the flavors a bit wonky between the roman emperor, the nietzsche, and using both 'human' and 'spirit' subtypes- its always just one or the other, there's no creature with both. But in terms of having a mostly one-sided board wipe- somewhat conditional- and leaving some bodies on your side, this is right up there with martial coup, deathbringer regent, desolation giant, Dread Cacodemon, Magister of Worth Kindred Dominance, kirtar's wrath etc. I think deathbringer regent is the closest comparison since you're getting 5 flying power, but wizards put that into a non-standard set where they could push it more, and still attached both an anti-recursion clause and a hurdle to jump through. At 7 CMC, I think at a minimum this would need a 'if cast from your hand' clause because it could be pretty oppressive to keep getting one sided board wipes off every reanimate

    Towering Bulbkin 3GG
    Creature - Saproling Wurm (R)
    Scaled 5 (This creature enters the battlefield with five +1/+1 counters. Damage up to the number of +1/+1 counters on it is dealt to it in the form of removing +1/+1 counters)
    Whenever you remove any number of +1/+1 counters from Towering Bulbkin, create that many 1/1 green Saproling creature tokens.
    As long as Towering Bulbkins has two or more +1/+1 counters it has trample.
    As long as Towering Bulbkins has four or more +1/+1 counters it has reach.
    0/0

    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    So a strictly identical reprint of phyrexian tower as a new urborg? I guess it works but there's not much to say about it since its word for word the same. I guess if you're making a point about the phyrexians burrowing a crypt out of a tower beneath urborg, but that didn't really happen in the invasion block lore, yawgmoth crash landed there but otherwise it wasn't really in phyrexian hands. Was probably the least broken of the uber-cycle of legendary lands from across multiple sets.

    Forlorn Asylum
    Land (R)
    T: Add C to your mana pool.
    T: Draw three cards, then discard three cards. Activate this ability only if you have no cards in hand.

    contrast Geier Reach Sanitarium / desolate lighthouse- this never gives you card selection, just an enabler
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Remember that if you must draw, then all the card is doing is cycling itself in a particularly harmful fashion- any time a card does nothing for you but replace itself it could have been any other card without wasting the mana and card selection. For something you'd almost always want to use on an opponent's creature, it could be an unconditional kill spell and it might still be too weak, since it would be worse than path to exile.

    Gold Mine
    Land (U)
    Gold Mine enters the battlefield tapped.
    When Gold Mine enters the battlefield, each player creates a colorless artifact token named Gold. They have "Sacrifice this artifact: Add one mana of any color to your mana pool."
    T: Add C to your mana pool.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Thats definitely an interesting ponder/rampant growth variant. The fact that it can whiff means it might be -1 CA, but the odds of it working are pretty high for normal decks (~70%). Although I guess not being able to scry them to the bottom would mean its very brutal to be reliant on this for a land drop and see 3 non-land cards, having no choice but to draw them for 3 turns. But that besides, when it does work, I think it might be slightly too strong to combine ramp and dig for just 2 cmc, it still has to compete with the low power level of allowed 2+ cmc dorks that wizards prints these days.

    speaking of 2 cmc dorks:

    Peregrine Forager 1G
    Creature - Elf Druid (U)
    T: Tap up to two target lands. Add G to your mana pool. Activate this ability only on your turn.
    1/1

    What if green combined its hatred for enemy shenanigans during your turn (Eyes of the Wisent, Hermit of the Natterknolls, Seedtime, Witchstalker, etc) with the inefficient 2 cmc ramp? Makes your spells harder to counter, or do tricks, etc, and isn't useless when you're out of cards in hand.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    You have to be a bit careful with niche hosers like this. Remember that such a card is completely useless except in being a sideboarded in silver bullet against specific archetypes, and then you have to evaluate how oppressive it is when hosing someone. When a card like flashfreeze, its allowed to be more powerful than the baseline of open-scope cards, but its still only marginally stronger even when restricted to its niche- a cancel is just 1 less and unconditional. Here you've got a card that basically totally shuts down a deck running colored artifacts for W, permanently, turning off the entire deck until dealt with and can't be dealt with by colored artifacts. That's way too harsh, harsher than boil. For decks just running a few such artifacts like torrential gearhulk its not too oppressive but still.

    Frost Knight UU
    Creature - Human Knight (R)
    When Frost Knight enters the battlefield or deals combat damage to a player, put an Ice counter on it.
    Remove an Ice counter from Frost Knight: Tap target creature.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Is it that necessary to have the instant-lose clause? You could retemplate how the ability works to force the draw and implicitly lose the game instead, as long as you're adding extra text. Something like "if that player does...", while still making the ability mandatory, so they only skip their draw step if there are cards in the library. You could also make this replace the first draw of the turn, only if they have cards in their library- that way it wouldn't interact awkwardly with draw step triggers.
    I think the idea is certainly interesting, let players dig through their library in any amount, but I'm not sure its safe to let you play *any *card in exile, as opposed to just those exiled by this enchantment, and the way you've templated it as only one card to *play* per turn means you could only drop one land and not be able to cast a spell, or cast a spell but not play a land- but if you made it only one spell cast per turn, players would get more than one card per turn from it, playing both a land and a spell. And in vintage with fastbond, you'd be able to drop 19 lands in one turn. Still an interesting concept.

    Resonating Crystal 3
    Artifact (R)
    Whenever a player casts a spell, each other player draws a card.

    Too dangerous at 3? I could see broken decks that don't have to *cast* cards, using discards, cycling, graveyard manipulation, etc. But in normal play it would positively flood both players hands
    Posted in: Custom Card Creation
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