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  • posted a message on Ravnica Titans
    The other five.
    Posted in: Custom Card Creation
  • posted a message on Ravnica Titans
    Hello all. It was late night, I was bored and decided to make ravnica guild titans for reasons... Any of them OP? How could I balance?

    Azorius Titan 4WU
    Creature - Giant [M]
    Flash
    Whenever Azorius Titan enters the battlefield or attacks, exile up to two other target permanents. Return those cards to the battlefield under their owners’ control at the beginning of the next end step.
    6/6


    Boros Titan 4RW
    Creature - Giant [M]
    Haste
    Whenever Boros Titan enters the battlefield or attacks, creatures you control get +1/+1 until end of turn.
    6/6


    Dimir Titan 4UB
    Creature - Giant [M]
    UB: Return Dimir Titan to it’s owner’s hand.
    Whenever Dimir Titan enters the battlefield or attacks, target opponent puts the top five cards of his or her library into his or her graveyard.
    6/6


    Golgari Titan 4BG
    Creature - Giant [M]
    BG: Regenerate Golgari Titan.
    Whenever Golgari Titan enters the battlefield or attacks, each opponent sacrifices a creature.
    6/6


    Gruul Titan 4RG
    Creature - Giant [M]
    You may have Gruul Titan deal it’s combat damage as though it weren’t blocked.
    Whenever Gruul Titan enters the battlefield or attacks, it fights target creature an opponent controls.
    6/6


    Izzet Titan 4UR
    Creature - Giant [M]
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    Whenever Izzet Titan enters the battlefield or attacks, you may cast target instant or sorcery card with converted mana cost 3 or less from your graveyard without paying it’s mana cost. If that card would be put into your graveyard this turn, exile it instead.
    6/6


    Orzhov Titan 4WB
    Creature - Giant [M]
    Lifelink
    Whenever Orzhov Titan enters the battlefield or attacks, you may have each opponent lose 2 life and you gain 2 life.
    6/6


    Rakdos Titan 4BR
    Creature - Giant [M]
    Menace (This creature can’t be blocked except by two or more creatures.)
    Whenever Rakdos Titan enters the battlefield or attacks, each player reveals two cards at random from his or her hand, then discards all nonland cards revealed this way.
    6/6


    Selesnya Titan 4GW
    Creature - Giant [M]
    Reach
    Whenever Selesnya Titan enters the battlefield or attacks, create three 1/1 green and white Saproling creature tokens.
    6/6


    Simic Titan 4GU
    Creature - Giant [M]
    Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
    Whenever Simic Titan enters the battlefield or attacks, you may put a +1/+1 counter on each of up to three target creatures.
    6/6

    Any comments?
    Posted in: Custom Card Creation
  • posted a message on Planeswalker Game
    Oversoul 2UG
    Enchantment Planeswalker - Oversoul [M]
    Bestow 1UG (If you cast this spell for it's Bestow, it's an Aura spell with enchant planeswalker. It becomes a planeswalker again if it's not attached to a planeswalker.)
    You may activate one abilitiy from Oversoul or enchanted planeswalker one additional time during each of your turns.
    {+1}: Add one mana of any color to your mana pool.
    {-3}: Draw a card.
    {{2}}

    Next: A planeswalker based on the Manaless dredge legacy archetype.
    Posted in: Custom Card Contests and Games
  • posted a message on Planeswalker Game
    Rincewind, the Runner 1UR
    Planeswalker - Rincewind M
    {+2}: Target creature gains Skulk until end of turn.
    {0}: Return target permanent you control to it's owner's hand.
    {-2}: Put a legendary colorless 4/4 artifact creature token named Luggage with haste and menace onto the battlefield.
    {-13}: Draw any number of cards. Until end of turn, you may cast spells from your hand without paying their mana cost.
    [3]

    Concept:
    Rincewind, from the Discworld novels written by Terry Pratchett.

    Next: A Planeswalker with a +X ability that is not broken or overpower, yet very spikey at the same time.
    Posted in: Custom Card Contests and Games
  • posted a message on GB Rock (work in progress)
    That is true, I just checked that thread. Thanks for the input!
    Posted in: Standard Archives
  • posted a message on GB Rock (work in progress)
    I have recently come up with the following list, which revolves more on the interaction between cards that benefit from sacrificing creatures. My original idea used Zulaport Cutthroat instead of the Fleshbag Marauders, but I couldn't get my hands on a 4-off yet.



    Would love some feedback on the list itself and also on sideboarding this deck. I have a somewhat limited budget, so no Hangarback Walkers, Ruinous Paths or the sorts.

    Thanks in advance!
    Posted in: Standard Archives
  • posted a message on Oblivion Sower - Land Exiling Mechanic
    I can agree with that.
    Posted in: Speculation
  • posted a message on Oblivion Sower - Land Exiling Mechanic
    Yet they did just reprint both Delve and Convoke. And I'm not saying it is going to be anything like Affinity or the sorts. Maybe something more along the lines of phyrexian mana.
    Posted in: Speculation
  • posted a message on Oblivion Sower - Land Exiling Mechanic
    Q: So you shouldn't be able to retrieve your things from exile. Can opponents steal your things from exile?
    A: I’m more up in the air on you messing with things your opponent exiled.

    This still kind of makes me feel like there could be something like a mechanic along the lines of "~ costs 1 less to cast for each land you exile from your hand as you cast it." or "you may exile a land card from your hand as you cast ~. If you do, [effect]."

    I'm not talking about you retrieving your things from exile. Rather, it's you permanently sacrificing long-term resource benefits for short-term tempo gains. And then, you could have the Eldrazi being on the counter-mechanic side of that spectrum.

    But I do understand what your guys are saying and it would indeed seem narrow to have the Eldrazi be all about getting lands from your opponent's exile zone. This probably isn't a main theme for them in this expansion.

    EDIT: This just occurred to me, maybe even something that mixes the Simian Spirit Guide mechanic with the Phyrexian Mana in New Phyrexia. Mana costs that can either be paid by a larger amount of mana or by exiling lands. I don't know...
    Posted in: Speculation
  • posted a message on Oblivion Sower - Land Exiling Mechanic
    So, everyone is really hyped about the new Eldrazi we got spoiled to by the soon to be released Zendikar vs. Eldrazi deck. Oblivion Sower's ability to fetch you lands from yout opponet's exile zone got a lot of people thinking maybe the Eldrazi will have a theme revolving the exile zone. Although I agree the exile zone is a feeting theme for these alien and lovecraftian creatures that hail from the blind eternities, I believe that we are looking in the wrong direction.

    The Eldrazi are the antagonists to Zendikar, which is the plane mechanicaly themed after lands and it's most basic functionality, providing mana. Maybe the mechanic we saw spoiled in Oblivion Sower is a mythic level antagonizer to whatever the land/mana related mechanic we will see in Zendikar.

    For example, instead of bringing back Landfall, which I think would be quite uncreative on their part, they could be coming up with a mechanic more in the lines of Delve, but that targets land cards in your hand rather than cards in your graveyard. Maybe it would be too overpowered,but something along those lines. Exiling lands for benefits, like tempo-gains. After all, this is the plane of delicious, crazy, wild mana-sources.

    Oblivion Sower in such an environment would be hazardous, with your opponent having exiled three to four lands by the time it hits the table, plus some one ot two more lands it exiles on it's own, and then you gots yourself five at least mana ahead of your opponent, bringing down the other most likely over-costed Eldrazi to the table and finishing things off.

    Then again, maybe not... who knows...
    Posted in: Speculation
  • posted a message on Cruel Plots Deck Ideas
    You could try using Marang River Prowler for Exploit recurrency.
    You could also have Deathmist Raptor if you are willing to use cards with morph or megamorph mechanic. You won't even need green mana, you will just need a way to get it into your graveyard.
    Posted in: Standard Archives
  • posted a message on Modern Four Horsemen
    Is Sidisi, Brood Tyrant too slow for this to work? I mean, if you get him out with a mesmeric on the battlefield plus an untap engine, you can easily go infinite 2/2 zombies at the end of your opponent's turn, swarming him next turn. Plus Sidisi, Brood Tyrant could help you get a Fatestitcher as he ETBs or attacks, enabling the combo even if you only have one other untap creature and a blue mana available. Or you could focus entirely on playing him and keeping him alive as the sole creature in the deck, and then use Second Wind on him as the untap engine. Also, the zombies could be sacrificed to the Blasting Station right after every iteration where one enters the battlefield, untaping the Blasting Station, as an alternative to the "zombie stomp" win con.

    This is a list I came up with based on my ideas above. Don't have the cards and did not play the deck, only simulated it against a gold fish, and it probably needs mana fixing, but it is a generally turn 5-6 combo... Probably still too slow for competitive play.

    Posted in: Deck Creation (Modern)
  • posted a message on Purple. I know, I know...
    For Ethereal, I just renamed "Shadow" as "Ethereal" because it felt less black-ish-kind off? I don't know, Shadow just felt too blck for me. But you are right, no need there, both flavor and mechanic wise.

    Forgeting began as an attempt to reword mill actually. Kind of like what they did with die (wording "die" instead of "is put into a graveyard from the battlefield."), but as I thought about it, I kept changing it until I got to the design explained above. And actually, it ened up just being a poor attempt at new design.

    Derangements are also a weak a attempt at new design. Auras that affect players and planeswalkers. Later on I decided to include creatures too, but didn't want to use enchant simply to reinforce flavor.

    I remeber even there was a moment when I thought of making insanity counters become a core part of the game. Players would have life and sanity (maximum hand size). Strating life would be 20 and starting sanity would be 7, and there would be cards that increase your sanity and cards that would decrease it.
    Posted in: Custom Card Creation
  • posted a message on Purple. I know, I know...
    Wearth - I completely agree with you. The hardest thing about expanding the color pie right now is finding new design space that feels actually new. Something original and not just borrowed from another color. The cards I posted are just some old ideas I had. For nostalgia, I decided to make card versions using MSE, and because I thought they looked cool, decided to post here, in hopes that meybe one of my ideas could inspire someone else to do something cool. I would love if they ever made a sixth-color, but mostly because I think I suffer from a "6th-ranger syndrom" or something. I mean, I aways like stuff that is new, even if it doesn't add that much to the already existing. But anyways, 6th color most likely will never happen, as wizards of the coast stated in so many different ocasions.

    foo_intherain - Those cards and concepts you made are realy cool man! Congrats on your work! I would have to say though that going for 0 can be really risky, as it can easily create overpowered cards. Not using mana breaks away pretty hard from magic, as it is a fundamental thing.
    I know there are decks that win tournaments without lands and/or mana, but I'm not sure wizards likes those guys out there. I play a manaless dredge, it feels like a completely different game, and I enjoy it a lot, but I'm not sure it's a thing they'd ever tolerate in modern or standard. It's a legacy freak that they probably inted to leave there.

    Posted in: Custom Card Creation
  • posted a message on Purple. I know, I know...
    Yeah, I know, those are some really old stuff that I found on an excel worksheet with card ideas I had. Most don't need to exist, at all, but I just felt like creatung the cards and posting for nostalgia anyways.

    My personal feel on purple is it would be really cool, but they will most likely never make it. Too hard to come up with a whole new color, full of abilities, tribes, flavour, and all that slightly touching the neighboring colors, but with a really strong, original feel at he same time.
    Posted in: Custom Card Creation
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