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  • posted a message on [SER] Green-Red Archetype - Opponent SMASH
    Tritop Rager - Players will see the value of this card as a conditional Naturalize on legs, not as a 3/2 with potential upside on connect (and as I pointed out earlier, the "sac-on-hit" ability usually isn't upside). As such you should design the card to how the audience will experience it, rather than how you came to that design.

    Forked Elemental - Mudbutton Torchrunner is the card you want in this slot. The "sac-on-hit" ability plays fine (I've experimented with similar myself), but it feels EXTREMELY bad and it is very easy to make the wrong decision. A more interesting subtheme would be something along the lines of devour, with a higher asfan of death triggers (instead of etb) and big things (or spells) which involve sacrifice. By separating the ability into two parts you retain the same basic effect, but now you've created a huge amount of play. Assembling synergies in Draft is fun and highly rewarding, even if the synergies are as obvious as sticking Devour with death triggers.

    Sateless Predator - This will die 90% of the times you fight. 4 toughness creatures almost always have more than 2 power, meaning this is just going to die when it fights making it functionally identical to Forked Elemental. If this had an etb that was "Target creature you control fights target creature you don't control", that would be awesome!

    Scarling Leader - 2 tokens is just too punishing for 3. Even in aggressive Limited formats you can't always guarantee a block on turn 4, and even one hit with this guy can be devastating. This card pushes me even more towards a Devour-esque mechanic which rewards sacing smaller creatures for value towards a larger creature.

    Gandeev's Fanatic - Haste plus tap effects is really silly, and falls into the same trap as Forked Elemental. By splitting the abilities you create room for synergy, and thus play. As it stands this is extremely strong on turn 1, and combined with Scarling Leader completely overpunishes bad draws.

    Fury of the Night - This might be better as a global effect. "Whenever you declare attackers, CARD deals damage equal to the number of attacking creatures you control to target player" and "All creatures you control have haste". Now THAT is a playable card but primarily one for this archetype.

    Bardabora - I really don't see why this animates lands. The flavour isn't there and neither is the mechanical impetus from the RG subtheme. Regardless, free 4/4s is way too good (mass animat lands has historically been 2/2s, not 4/4s by the way).

    Jungle Fall - As I pointed out with a lot of your cards, you're piling activations with triggers which decreases the synergy among your cards and leads to poor play experiences or out of colour effects. By unbundling effects you will create more play, stay more true to the colour pie, and decrease bad experiences. Infect is a terrible measure of colour pie as the whole Phyrexian faction is black shifted (not to mention that the needs of an artefact block mean that colours are going to be more bleedy than usual). Green is about going big, its creatures win fights by stomping on the enemy not by pricking them to death. Wither is more blue than green and I think the green wither from Shadowmoor was a huge mistake (one of many systematic colour pie errors during the whole Lorwyn super-block).

    You need to go back to the core theme of your archetype and figure out what you actually want your player to be doing. If you want them to be sacrificing creatures for value, then add big effects which encourage reckless use of creatures and their later sacrifice. Fling would be a great reprint here. Enable synergy by splitting up abilities and giving the player more opportunities to actually play with their cards.
    Posted in: Custom Card Creation
  • posted a message on Azorius Invocation
    I like this better for Orzhov as a mirror to Haunt (you exile while it's alive rather than when it's dead).
    Posted in: Custom Card Creation
  • posted a message on [SER] Green - Black Archetype - Toughness matters!
    Bloom of the Night - This is waaay too good for common. Double replacement draws are very blue, fair in black with the right cost, and possible in green from Uncommon up. Simply sacrificing a creature isn't good enough, especially when the effect is a variable 3+ cards.

    Night Feeder - Reverse lifelink is fine, not the best because of the weird flavour. Bear in mind that you have no offensive cards at common in this archetype with cmc less than 4. That means this is currently an unplayable archetype.

    Hours of Darkness - Fine.

    Arretasaur - This is too good at common, considering that you need a */4 to even block and a 4/4 to kill. "Than it" at the end of the ability is irrelevant.

    Sheer Momentum - Spot on. This is the way to make 'toughness matters' an interesting theme.

    Scar Weaver - Again the cmc problem at common crops up. This could be a 1/3 reach wither at 3.

    That of Many Legs - Nice! Flavour homerun with a great etb effect and a decent body to boot. "Than it" at the end of the ability is irrelevant.

    Endurance of Nature - This is weird, but I kind of like the evolve-esque play pattern. You could probably make this a little stronger (such as reduce to 2 or add an active).

    Nightfall Ancient - Big green nasty is nasty. This is quite an impactful card, sure to be a limited bomb and an all star in Standard (if the mana's right, GGG isn't easy). 5/7 is probably a little too good, so I'd move this down to 4/7 before playtesting. No comma before "if able".

    To make an archetype work you need at least 2 cheap (1-2cmc) creatures, 2 mid (3-4), and 1 big (5+) at common. At least 4 of those creatures should be expected to do double duty, if not all five. You currently have four creatures, one which should be an uncommon and one which doesn't count (0 power and Defender don't count towards your creature total, while noncreature token producers do). You need at least two more cheap (1-2cmc) creatures and need to make sure all your creatures can pull double duty with other archetypes.
    Posted in: Custom Card Creation
  • posted a message on [DRM] Possible Keywords
    Incursion doesn't work because the attack step comes before the declare blockers step. As it reads currently you will always have incursion.

    I like Veterency. The limited factor means you are really encouraged to push for that one extra counter and be more aggressive when swingin, which is absolutely right.

    Opportunist is extremely win more, which really turns me off. An easy way to design around the win more trap is to make the Opportunist cost bigger, providing a bigger effect.

    Improvise is good, a much better form of Miracles (god Miracles are bad). "Whenever" should be "when", considering you can only draw a given card once (shenanigans notwithstanding).

    How is Merciless different than Opportunist?
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: GW Reinforce
    Call of the Void - This is fine, but why does it make two different kinds of tokens? Could also be more impactful as a rare. Reinforce 3 for 2 is probably fair.

    Alesava - This would be a better card if A) its ability was only self-triggered and B) it didn't have hexproof.

    Skybreaker's Passage - Why is this rare? Seems like a decent uncommon at 3.

    Rising Champion - Great card. I'd drop it to 2/2, to make it easier to deal with even after the ability is activated.

    Rampant Wurm - Ewww. This card just screams unfun linear synergy to me.

    Deepwood Ranger - You like your 3/3s for 3, even when they're busted all to hell. This could be rare, swapped with Skybreaker's Passage.

    Watchkeep Captain - This at first seems like a cool card, but then you've got to consider how it plays for your opponent. Attacking should be risky not only because you are exposing your creatures to damage, but also because you are exposing yourself to damage. Effects which allow you to easily and repeatably untap creatures at instant speed make combat sooo much less fun for everybody. This would be more interesting if he had "T: Untap target creature with a +1/+1 counter on it".

    Honourable Strike - This and Skybreak's Passage should not be in the same set. In moving Skybreak's Passage to uncommon I'd combine it with this card and add a "attacking or blocking" restriction to the creature target instead of the cmc 3 or less.

    Arm with Faith - Why isn't Fated an ability word? This is an odd card, not exciting but no alarm bells either.

    Alesan Druid - Why does this have Reinforce? You've already got too much reinforce, this would be more interesting without.

    Thornback Roamer - You really like your 3/3s. This is fine, the reinforce should probably be 6cmc+.

    Guard of the Realm - This would be more interesting if it was smaller, 2/1 seems like the right size.

    Plow Hauler - Bad cards are fine.

    Aspirant of Daramir - Why does your 1-drop have reinforce? Think about it, reinforcing requires a creature on the battlefield and most reinforce effects cost 2. If you're a savy player you'll NEVER reinforce this card except extremely late in the game, and even then a 1/1 for 1 isn't actually that bad when you have lots of +1/+1 counters flying around. I might even make this guy vanilla, that's how relevant he is.

    Urasus Ambassador - This should A) only activate on +1/+1 counters (you shouldn't mix counters in a single set, and especially not at common) and B) not get the pump. The +1/+1 counters ARE the pump. You also seem to quite like your 2/4s.
    Posted in: Custom Card Creation
  • posted a message on [SER] Green-Red Archetype - Opponent SMASH
    The problem is that combining fight and wither (or fight and deathtouch) takes two green(ish) abilities and turns them into a black ability. What is the functional difference between these two cards (bearing in mind that average Limited creature size is usually just north of 2):

    Black Wither 2B
    Instant (C)
    As an additional cost to cast CARD, CARD deals 2 damage to a creature you control.
    Put two -1/-1 counters on target creature.

    Green Wither 2G
    Instant (C)
    Target creature you control gains wither until end of turn. You may have that creature fight another target creature.

    They are, for all intents and purposes, basically the same card. The same BLACK card.
    Posted in: Custom Card Creation
  • posted a message on Azorius Invocation
    The ability fits anywhere in Bant, and potentially in black depending on how it's flavoured. Red actually fits Protect the WORST of all the colours, considering that red is all about individuality, freedom, and motion.
    Posted in: Custom Card Creation
  • posted a message on 3 Counterspells
    B is the best and most printable. Not targeting multicolour and colourless is a huge disadvantage in Constructed and Eternal formats, which means the card would be most relevant in Standard and Limited.
    Posted in: Custom Card Creation
  • posted a message on [SER] Green-Red Archetype - Opponent SMASH
    Tritop Rager - Fine, but not particularly playable. Compare to Scab-Clan Maurader and you'll quickly see my problem. This would be more interesting if it had trample and haste and had one less toughness. It then becomes a conditional Naturalize with the upside of a couple points of damage.

    Brash Tree Guardian - Fine. This shouldn't target, "Untap a land you control" is fine.

    Jungle Fall - This is a black card, not a green card. Two in colour effects on the same card that add up to an out of colour effect (such as blue putting a card on top of a library then milling) is not okay. You need to add black to this card. Granting Wither isn't even that green, green would rather just stomp on the opponent's creatures.

    Forked Elemental - This plays really, really bad. Your opponent knows that if he takes it, he's just going to lose his smaller creature. So he's just always going to block with his smaller creature and not take the damage to the face. The ability never activates, making you feel bad even though you still got the full value of the card. At the same time if the opponent misplays and you connect with this creature, you probably shouldn't activate the ability because 3/3 is bigger than average and thus it's better to have the body.

    Sundered Ground - Fine limited finisher. I like these cards because they make limited games more variable. No more than one or two per colour is perfect (I like about 8 in my limited environment).

    Sateless Predator - This is the same card as Forked Elemental.

    Scarling Leader - This is significantly better than all the other creatures so far. You don't want to block because you'll get two -1/-1 counters, but you want to block because otherwise he'll get Goblins (and you'll take 2). This would be a better card if it was less swingy and only made one token, so as to punish empty boards and bad draws less. Alternatively move up to 4.

    Gandeev's Fanatic - I'd rather this was a common without haste. The effect is small enough that I don't want to be wasting uncommon slots on it when I'm drafting.

    Fury in the Night - I be dealing all the damage. Bad rares are fine. Remember that auras have negative synergy with sacrifice and ultra-aggro effects.

    Bardabora - Cards like these are bad because of memory issues. Instead of making lands into creatures, why not just make tokens? I see no reason this card interacts with lands. Otherwise this is pretty cool. The tokens should be 3/1s or 2/2s not 4/4s, seeing as they're free.
    Posted in: Custom Card Creation
  • posted a message on Azorius Invocation
    Absolutely fabulous redo of Champion, but it's not particularly Azorious. The Azorious aren't about protection, they're about judication and control.
    Posted in: Custom Card Creation
  • posted a message on Ruin Revisited
    Here you go Doombringer:

    Ruin a/target land (Remove that land from the game then that land's controller puts a Dune basic land card from outside the game onto the battlefield tapped.)

    Plus:

    Island
    Basic Land - Island (B)
    (T: Add U to your mana pool.)
    /////
    Dune
    Basic Land - Desert (B)
    (T: Add 1 to your mana pool.)

    With the additional reminder that when you remove a basic, you can just flip it instead as there are no other ways of flipping a Basic//Dune.
    Posted in: Custom Card Creation
  • posted a message on Determine Color, Rarity and Mana Cost For These Cards Designed For Constructed Play
    Design 1 - Incredibly unfun and therefore wouldn't see print.

    Design 2 - Completely overpowered.

    Design 3 - 2UU or 3U at Uncommon. Could be pushed down to 3cmc if was a Sorcery. Divination is good, but Scry 1 isn't too much of an upgrade to be ridiculous. I'd also swap around the draw and the scry, to make it less better than Divination.

    Design 4 - Why? This is just a feel bad card. Either you feel bad because that card you needed got discarded or your opponent feels bad because that card that they needed got discarded. Random discard is also probably too high a cost for Constructed.

    Design 5 - Again why? Powerful cards are more interesting when their power is synergistic or comes from good play rather than pure stats.

    Design 6 - Probably fair at 3BB, but really it isn't. This card is extremely strong and does the super gamey thing of being a board wipe that gets around Indestructible (a design direction I fundamentally disagree with)

    Design 7 - 2G at uncommon. Why not blue? Because blue draws for its cards and green searches. Also green has the weakest association with artifacts, but the strongest association with colorless.
    Posted in: Custom Card Creation
  • posted a message on Ruin Revisited
    Doombringer the memory problem still exists. Most players I know (I play in Bellevue, Redmond, and Seattle) play with their lands in stacks, with no room for counters or reminders outside of the name. This makes tapping faster and easier, but does mean that it becomes nigh impossible to track each land individually (important lands are usuallt placed in a seperate pile). A full card is needed to mark Ruined lands, be it a Dune basic land, a Dune token, a Dune face down marker, or a double-faced land. I've already talked at length about which of those for options is the best (a seperate Dune land, which isn't mutually exclusive with double-faced basics).
    Posted in: Custom Card Creation
  • posted a message on "Spectral Lotus" - How would you break this?
    Play storm. Everything relevant is instants, this just means they get a 2turn game.
    Posted in: Custom Card Creation
  • posted a message on Why are these designs good/bad?
    Quote from sirgog »
    Consider all cards and mechanics that have been previously printed, but don't focus on the Standard or Limited formats of any one time period. Treat each of these designs as a vacuum between designs (Design 1 would not coexist with Design 3, for example).


    DESIGN 1
    Poison Needle 3G
    Instant {C}
    ~ deals 2 damage to target creature or player.

    This isn't green, but it's a low enough power level that artifacts can do it (Moonglove Extract) so I have no objection to it if the card is a top-down flavor design. However, this isn't one - there's nothing green about a poison needle that doesn't reference creatures.
    I have no issue with Unyaro Bee Sting, as it's clear that the card is doing the damage with a creature (in flavor if not mechanics) and it is weaker than Moonglove Extract.

    Green shouldn't get direct damage, period. Every colour needs to have things they just flat out can't do, and damage is one thing green can never do. However as Silvercut pointed out effects which deal damage based on a creature related statistic is probably a fine addition to green. Blue also never does damage, so I think it's fine to bleed creature-based damage into green.


    DESIGN 2
    Toxic Fluid 3BB
    Sorcery {C}
    Destroy target creature. Its controller loses 3 life.

    Fine limited-only removal card; every set needs these.

    As I pointed out earlier, this is a beast in limited. Can you imagine this being in Khans? Black goes from being the worst colour, to being one of the best.

    DESIGN 3
    Sun's Rays 1W
    Instant {R}
    Exile target black or red creature.

    Feels like a disappointing card to open as a rare (and I'd say the same even if its power level was high). Rares should have a higher board impact. Fine at uncommon which is the usual precedent for 1 for 1 colour hosers that aren't dead in Limited.

    Unconditional removal this strong is waaay too good for uncommo white. I could see it at rare, but as I suggested earlier I think this card as is is just too good.

    DESIGN 8
    Megamorph N (You may cast this face-down as a 2/2 creature for 3. Turn it face-up any time for its megamorph cost and put N +1/+1 counters on it.)

    Much better than what was printed. Hooded Hydra had Megamorph 5 and as a result plays very differently to the Megamorph 1 creatures. Despite not being very strong, it's a card a lot of people really like.

    This is so much worse than what was printed. As I pointed out earlier Megamorph doesn't prohibit unflipping for more than one counter (such as with Hooded Hydra), instead it makes it easier to understand the mechanic and appreciate the added value of MegaMegamorphs.
    Posted in: Custom Card Creation
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