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  • posted a message on Two green creatures I would play
    Chia-pet reminds me of this:
    Staying Power

    Its a fairly broken ability, but I don't see it as too powerful with the current parameters.


    Ninja Turkey does feel awfully Blue. If you wanted to make it green and still make it a Ninja, you could give it vigilance and flying until end of turn instead. Arguably that would feel more white, but I'd say it still feels green enough. Alternatively you could give it the ability of Aura Gnarlid.

    "Creatures with a power less that CARDNAME's power can't block it"
    Posted in: Custom Card Creation
  • posted a message on Cards made for a Tribal set
    I suppose I could add tapping to more Naga creatures, particularly a common.

    Perhaps something like this:

    Slithering Binder WG
    Creature - Naga
    T: Tap target creature. You gain 1 life.
    1/2
    Posted in: Custom Card Creation
  • posted a message on Cards made for a Tribal set
    Quote from Jaxck »
    Flavour is not a reason to make a mechanic broken.

    The Naga have no apparent theme other than having the type "Naga". Instead of posting a dozen cards with weak mechanical ties, instead try to develop a strong mechanic and showcase it with just one or two cards.


    Yeah, its true flavour isn't a good reason for a broken mechanic. I'll go fix it.


    In regards to your Naga comment, what of Goblins, Elves or Merfolk in Magic? Do they have specific things they do, or are they just a bunch of cards with weak mechanical ties? From my analysis, each tribe has a basic overarching strategy related to their colour. For example goblins are very very rarely bigger than a 3/3 and usually try to win in the early game. Elves usually try to ramp and abuse large numbers of creatures and mana. However, not all tribal cards conform to their tribe's strategies.

    The Naga cards have a rough strategy. They're a defensive magic race, that taps creatures (to represent constriction) and grow over time. These are particularly expressed in these cards:

    Naga Contrictor (Life gain and tap. Very defensive)
    Naga Enforcer (Grows bigger over time with more mana)
    Naga Philosopher (Grows other Naga bigger with life gain. Has a nice big body to absorb damage)
    Naga Combat Master (Taps things. Great blocker as it pretty much kills anything it blocks, hence defensive)
    Jade Scales (The more your creatures block, attack or just survive damage, they get bigger. Growing theme)

    I would have thought the theme was fairly apparent, but its good to know its not quite getting through. Do you have any ideas how I might better express the strategy?
    Posted in: Custom Card Creation
  • posted a message on Cards made for a Tribal set
    I deliberately wanted to make Swarm an ability that worked like Hornet bees attacking prey. Perhaps it should trigger on damage to a player rather than just attacking, but it'd definitely lose flavour if it was just when an insect entered the battlefield. What did you think of the Naga cards?
    Posted in: Custom Card Creation
  • posted a message on Cards made for a Tribal set
    So, I've been working on an ever-changing Tribal and 'psychic' themed set, where my cards have been accepted and cut from the set due to storyline changes and structure changes. So, rather than them just going to waste, I thought I'd see what you guys thought of them. There are 2 tribes I've made cards for: Insects and Naga. It's a lot of cards, so take you're time reading them. Some feedback on how you think they might work together would be great.


    <b>Insects description</b>
    <spoiler>Insects on this plane are special because they communicate psychically as well as their normal forms of communication. They can all link their minds with their hive queen, who is the central psychic being in the hive and who dictates and manages the rest of the insects. If a queen is strong enough, they can overtake another insect horde and add them to their own, regardless of that insects species. This means both bees and ants can be parts of the same psychic hive.</spoiler>


    <b>Naga description</b>
    Naga are basically snake people, who have the bodies of snakes, with torsos and arms of humans. Some Naga grow human legs as well, which they use to move themselves around in addition to their tails. They live in the forest and act as it's guardians. Naga have limited psychic powers, and prefer to control others using hypnosis. Due to their reptilian minds, they are naturally mentally resistant to psychic control.


    Insect cards:
    <spoiler>
    Hive Mother 3GGG
    Psionic Creature- Insect (MR)
    Trample
    Swarm 3 (Whenever this creature deals damage to a player, put 3 1/1 green insect tokens onto the battlefield)
    As long as you control another Insect, Hive Mother cannot be the target of spells or abilities opponents control.
    Hive Mother’s power and toughness is equal to the number of Insects you control.
    */*

    Aerial Lord 2GG
    Creature- Insect (R)
    Flying
    Swarm 2 (Whenever this creature deals damage to a player, put 2 1/1 green insect tokens onto the battlefield)
    Insect creatures get +1/+1 and gain flying.
    1/2


    Psychic Strength G (This card isn't specifically an insect card)
    Psionic Instant
    Reveal any number of cards in your hand. Target creature you control gets +1/+1 until end of turn for each creature revealed this way.

    Mystic Worker 1G
    Creature- Insect (c)
    Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
    T: Add G to your mana pool.
    1/1

    Defender of the Hive 2G
    Creature- Insect (C)
    Flying
    Swarm 1 (Whenever this creature deals damage to a player, put a 1/1 green insect token onto the battlefield)
    1/4

    Mammoth Beetle 4G
    Creature- Insect (C)
    G: Mammoth Beetle gains trample until end of turn.
    5/6

    Ravenous Locust G
    Creature- Insect (C)
    Whenever Ravenous Locust deals damage to a player, put a +1/+1 counter on Ravenous Locust. As long Ravenous Locust has 2 or more +1/+1 counters on it, it has flying.
    1/1

    Swarm of Aphids 5G
    Sorcery (UC)
    Destroy target land. Then put 2 1/1 green insect tokens onto the battlefield. Then, if you control 5 or more insects, shuffle Swarm of Aphids into your library.

    Search for Nectar 2G
    Sorcery (C)
    For each insect creature you control search your library for a basic land. Reveal them and put one onto the battlefield tapped. Then put the remaining lands into your hand. Shuffle your library.

    Insect Soldier 3R
    Creature – Insect (UC)
    Swarm 1 (Whenever this creature attacks, put a 1/1 green insect token onto the battlefield).
    Whenever an insect enters the battlefield, put a+1/+1 counter on it.
    3/2

    Terminating termite - RG
    Psionic Creature - Insect
    Whenever this creature attacks you may have it fight with target creature.
    3/1

    Hornet Mentality 3R
    Enchantment ®
    Whenever you take damage, put an ‘Aggro’ counter on Hornet Mentality. Whenever a creature you control enters the battlefield, it gets +X/+0 and haste until end of turn, where X is equal to the number of Aggro counters on Hornet Mentality.

    Cannible Mantis 3RG
    Creature - Insect (Uc)
    Flash
    Sacrifice a creature: Cannible Mantis gets +1/+1 and flying until end of turn.
    3/3

    Safirian Firefly 1R
    Creature - Insect
    Flying
    Swarm 1
    When this creature attacks, its gets +1/+0 until end of turn for each other insect creature attacking this turn.
    0/1

    Will of the Hive 1RG
    Instant ©
    Until end of turn, whenever a spell or ability targets just one nonland permanent, it now targets all other possible other legal targets on the battlefield.


    Honeywax Hive
    Land
    Honeywax Hive enters the battlefield tapped unless you control 2 or more insect creatures.
    T: Add R or G to your mana pool.
    </spoiler>



    Naga cards:
    <spoiler>
    Naga Combat Master 1WW
    Creature – Naga Warrior (UC)
    Whenever Naga Combat Master attacks, you may tap target creature.
    Whenever Naga Combat Master blocks, its power becomes equal to the toughness of the blocked creature.
    1/3

    Slitherwood Druid 1G
    Creature – Naga Druid (C)
    T: Add G or W to your mana pool.
    Whenever this creature blocks, it gets +1/+2 until end of turn.
    1/1

    Naga Contrictor2GW
    Psionic Creature – Naga Soldier (UC)
    Vigilance
    T: Tap target creature. That creature doesn’t untap during it’s controller’s untap steps as long as Naga Constrictor remains tapped.
    At the beginning of your upkeep you may choose not to untap Naga Constrictor. If you don’t, you gain 2 life.
    3/4
    Some methods never die. They just adapt.

    Naga Enforcer1GW
    Creature – Naga Soldier (C)
    1GW: Put a +1/+1 on Naga Enforcer. Naga Enforcer gains first strike until end of turn. If you activate this ability twice during a turn Naga Enforcer gains double strike.
    3/3

    Naga Philosopher2W
    Psionic Creature – Naga (R)
    Whenever you gain life, put a +1/+1 counter on target creature. If that creature is a Naga creature, put another +1/+1 counter on it.
    1/4

    Naga Forest Sentinel4GW
    Creature – Naga Giant (UC)
    Vigilance
    Whenever Naga Forest Sentinel blocks or is blocked, put 3 +1/+1 counters on it.
    5/5

    Hissing Hypnotist3G
    Psionic Creature – Naga Wizard (R)
    T: Target creature attacks this turn if able.
    T: Target creature blocks this turn if able.
    1G: Untap Hissing Hypnotist.
    3/3

    Wisdom of the Naga1G
    Psionic Instant – Naga (R)
    Until end of turn, whenever a Naga creature you control deals damage to a player, target player draws a card.

    Fangs of War2GW
    Sorcery – Naga (UC)
    Naga creatures you control get +2/+1 and gain lifelink and deathtouch until end of turn.

    Psionic Constriction1W
    Psionic Enchantment – Naga Aura (C)
    Enchant creature
    Enchanted creature cannot attack of block. Enchanted creature doesn’t untap during its owner’s untap step.
    As long as you control a Naga, enchanted creature’s activated abilities can’t be activated.

    Shedding SkinG
    Psionic Instant – Naga (C)
    Target Naga creature gains hexproof and haste until end of turn.

    Biaga, the Double Minded3GW
    Legendary Psionic Creature – Naga Druid (MR)
    When Biaga, the Double Minded enters the battlefield, put a +1/+1 counter on all Naga creatures you control.
    Other Naga creatures have hexproof and double strike if they have a +1/+1 counter on them.
    4/4
    “They say two heads are better than one. I suppose that’s why they worship Biaga”

    Lysess, the Massive6GG
    Legendary Psionic Creature – Naga Giant (MR)
    Trample, hexproof, lifelink
    Other Naga you control get +1/+1.
    Whenever Lysess, the Massive attacks, put a +1/+1 counter on it for each creature the defending player controls.
    3/7
    “The biggest Naga ever known. It is said she carries the forest of snakes on her back.”

    Viac, the Swift2WW
    Legendary Psionic Creature – Naga Soldier (MR)
    Flash, double strike.
    Other Naga creatures and spells you control gain flash, first strike and vigilance.
    3WW: Creatures you control get +2/+2 until end of turn.
    3/3

    Jade Scales 1GW
    Enchantment (UC)
    Whenever a creature you control is dealt damage, put a +1/+1 counter on it.

    Naga Cloudeater - 2(W/G)
    Creature – Naga (C)
    Reach
    2/3

    Naga Scaleblade1W
    Creature – Naga (C)
    First strike
    2/2

    Naga Nestmother2GW
    Creature – Naga (R)
    Lifelink
    When Naga Nestmother enters the battlefield, put 2 1/1 green white Naga Snake creature tokens onto the battlefield.
    3/3

    Naga Nesting Grounds
    Land – Naga (R)
    Naga Nesting Grounds enters the battlefield tapped.
    Whenever a Naga permanent enters the battlefield under your control, you gain 1 life.
    T: Add GG or WW or GW to your mana pool.
    </spoiler>
    Posted in: Custom Card Creation
  • posted a message on Mystic little walker.
    In its current form, it does little but support you as a player. Most planeswalkers have SOME way to protect themselves. Its a fairly powerful planeswalker, but I don't see it being super useful, as I don't think it will survive for too long.
    Posted in: Custom Card Creation
  • posted a message on Face the Swarm
    Quote from Chrisuhkola
    You have a decent Idea, though you need to add more rules and directions to this post, maybe not everybody knows the exact rules of the Hydra Challenge. I suppose the creatures work just like hydra heads, or at least you can attack the creatures directly, because if not, you will probably need a burn deck to have any chance in this mode. I don't know too much about the Hydra challenge, it takes a while for shipments to arrive in Germany, so forgive me if I get something wrong.


    I am now considering this. I forgot about how incredible masses of tokens could be and this deck certainly has a way of producing lots of them.

    As I see it, there are 2 ways of fixing the problem:
    1. Give all the small creatures an ability that makes them poor at blocking. Eg: 'This creature cannot block alone'
    This significantly reduces the decks ability to stall.
    2. Allow my opponents to attack any creature, not just the Queen.

    I suppose there is a final method, which is to make cards which support players within the deck. Something like:

    Scrambled signals
    Sorcery
    During the next two turns, Queen of the Swarm's creatures cannot attack.
    During the next two turns, Queen of the Swarm's creatures cannot block, except in multiples of 3.

    Quote from Shadowfate
    One Hundred Hornets doesn't quite work because the creature will never die before the second part of the card happens. It will always survive because state based actions aren't carried out during the resolution of the spell.


    I think I know a way of fixing this:
    "Deal 5 damage to target creature. At end of turn, if that creature is still on the battlefield, deal 3 damage to each other creature that player controls."

    Does that work?
    Posted in: Custom Card Creation
  • posted a message on Face the Swarm
    I loved the concept of the Hydra deck, however I wish there were more challenges! I'm sure more will come into play, but first of all, I want to make my own.

    The aim of Face the Swarm is to defeat the Queen of the Swarm by dealing damage to her. The Swarm player plays with no hand and begins with Queen of the Swarm on the battlefield.

    This is my first attempt at this, so I have no idea how it actually plays.

    The cards:

    1x Queen of the Swarm
    Legendary Creature - Queen Insect
    Hexproof, indestructible
    At the beginning of your upkeep you may reveal the top 2 cards of your library, choose one and play it, or put a 1/1 green Insect creature onto the battlefield.
    Whenever Queen of the Swarm is dealt damage, prevent that damage and put a -1/-1 for each damage prevented this way.
    1/15

    4x Beehive
    Creature - Insect hive
    At the beginning of your upkeep put a 1/1 green Bee creature token with flying onto the battlefield.
    0/3

    4x Ant Mound
    Creature - Insect hive
    At the beginning of your upkeep put a 1/1 green Ant creature token onto the battlefield.
    0/4

    3x Soldier Ant
    Creature - Insect
    Trample
    If you control a hive, Warrior Bee gets +1/+1.
    T: Soldier Ant fights target creature without flying.
    3/2

    4x Drone Bee
    Creature - Insect
    Flying
    If you control a hive, Warrior Bee gets +1/+1.
    Whenever Drone Bee deals damage to a player, reveal the top card of the Swarm Deck. You may play any card revealed this way.
    1/2

    3x Warrior Bee
    Creature - Insect
    Flying
    If you control a hive, Warrior Bee gets +1/+1.
    T: Warrior Bee fights target creature with flying.
    2/3

    4x Anger of the Swarm
    Sorcery
    Until the end of the turn, all insect creatures you control get +1/+1.

    2x Cricketing communication
    Sorcery
    Put a 1/1 green Insect creature token onto the battlefield for each insect creature you control.

    3x One Hundred Hornets
    Sorcery
    Deal 5 damage to target creature. If that survives, deal 3 damage to each creature and each player.

    2x Field of Flowers
    Enchantment
    At the beginning of your upkeep reveal the top card of your library. If it is a creature you may play it. If it is a sorcery, remove a -1/-1 counter from Queen of the Swarm.

    2x Defend the Hive
    Sorcery
    Reveal the top 3 cards of your library. Put any creatures revealed this way into the battlefield. Send any other cards revealed this way to the graveyard. Then put a 1/1 green Bee insect token onto the battlefield for each opponent.

    3x Home of the Hive
    Sorcery
    Reveal the top card of your library until you find hive creature. You may play that hive creature. Shuffle all the remaining revealed cards back into the Swarm deck.

    3xHunt the Killer
    Sorcery
    For each Insect creature in your graveyard, put a 1/1 green Bee Insect creature token into play with flying.

    1x Gigantic Kuwagata
    Creature - Insect
    First Strike
    When Kawaga Gargantuan Beetle enters the battlefield, deal 1 damage to each creature without flying.
    6/6

    1x Massive Millipede
    Creature - Insect
    Trample
    6/6

    1x Meganeura (This is a dragonfly)
    Creature - Insect
    Flying
    5/5

    Total cards: 40 + Queen of the Swarm
    Posted in: Custom Card Creation
  • posted a message on THERE BE DRAGONS
    So, here's a revision of the card:

    Firepeak Nest
    Land - Mountain
    Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon.
    T: Add R to your mana pool.
    Remove an egg counter from Firepeak Nest,1RT : Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"

    Hatchlings are supposed to learn from the dragons around them. That's how they grow. I've changed them so they only grow if another dragon is around.
    Posted in: Custom Card Creation
  • posted a message on THERE BE DRAGONS
    Quote from DarthVedik
    Wrath of Dragons - I'd rather play Rolling Thunder. You need dragons out for this to do anything, by the time you have out two or thre 5/5 dragons, you shouldn't need to play this.


    You have a point there. Not much use to this really, huh?

    Quote from DarthVedik
    Firepeak Nest - This seems interesting. What do the egg counters do? As far as I can see, they do nothing. So why have it come in with a counter? Beyond that, I really like the rest of the card. The Hatchling should have. "Whenever a creature dealt damage by a dragon dies this turn, put +1/+1 counter on it." Because the adults feed the young.

    Quote from Shadowfate
    I assume the land needs the counter to make that hatchling. Right now it's also strictly better than a mountain, so it needs to also enter the battlefield tapped or not be a mountain and tap for colorless, or something.


    Yeah, I need to change the Egg counter. Potentially, I should make it remove the egg counter instead of sacrificing it. And yes, it should come into play tapped. I'm not sure that the power of the updated ability is high enough, but I can see the point behind it. I'll consider the change.

    Quote from DarthVedik
    Har Karl - The +1 seems better than Sorrin, Lord of Innistrad's. You get a 1/1 dude with Flying. Very good. Should have a drawback. It's just as good as Bitterblossom. The -2 is restricted to just Dragons, so I'm not sure how much you'd use it or want to use it. The ultimate might be a bit much. You lose all your lands and everything that's not a dragon, but you field wipe your opponent and just swing face with your Dragon army.


    Surely the drawback for his first ability is his high-ish mana cost? Its better than bitterblossom, but it costs a lot more and its destroyed more easily. The second ability is mainly a 'kill something' ability, and its there just in case something too powerful comes along. The -7 is very strong, but its supposed to be a game ender, though, maybe I should makes its cost 5 to justify the huge ultimate. Though, maybe the ultimate is too cheap. Maybe a -8 or even -9?


    Quote from DarthVedik
    Also, I don't like that you have two cards that make tokens specifically named "Hatchling" yet one token has more abilities than the other.


    Good point, time to change that.
    Posted in: Custom Card Creation
  • posted a message on Just some cards; No big deal
    Volcanic Meltdown is a tad weak considering the cost. Killing your own lands is pretty bad and for 1 damage PER land I'm not gonna play it. However 2 damage per land is much more reasonable and I don't think its completely broken.

    Change it to "Volcanic Meltdown deals X damage to target player and each creature he or she controls, where X is equal to double the number of mountains sacrificed this way."

    Amaeus the Archmagus is insane for his cost. Compare him to Angel of Senerity. Sure he doesn't have flying or that extra 1 toughness, but he has flash, can counter spells and return stuff to a players hand, including himself. For 5UUUU, you can prevent your opponent from playing anything from killing your stuff and remove their entire field over the course of the game. Not to mention, he can dodge removal with that second ability. Make him tap for the second ability and make it more expensive, something like 3U at least. Also, he's incredible blue, so why not make his initial cost 4UUU?
    Posted in: Custom Card Creation
  • posted a message on THERE BE DRAGONS
    Wrath of Dragons XXRR
    Sorcery - Dragon
    Each Dragon creature you control deals X damage to target creature or player.

    Thunderous Dragonclaw 3R
    Instant - Dragon
    Deal 2 damage to target creature or player. If you control a Dragon, you may destroy target artifact or land.

    Firepeak Nest
    Land - Mountain
    Firepeak Nest comes onto the battlefield tapped and with a 'egg' counter if you control a dragon.
    T: Add R to your mana pool.
    Remove an egg counter from Firepeak Nest,1RT: Put a red 1/1 Dragon creature token called "Hatchling" on to the battlefield with flying and "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"

    Mirrorcoat Scales 1R
    Enchantment - Dragon
    Whenever a Dragon you control is dealt damage, Mirrorcoat Scales deals 1 damage to target creature.

    Incubator 3
    Artifact
    RT: Exile target Dragon card from your hand.
    R,T: You may play Dragon card from exile for the rest of the turn. If you play a Dragon creature from exile, it enters the battlefield with a +1/+1 counter on it.
    Dragon cards played from exile cost 1 less to cast.

    Dragonic Dragoon 1R
    Creature - Human Dragon Soldier
    As long as you control another Dragon, Dragonic Dragoon gets +1/+1 and first strike
    2/1

    Harkarl, Dragonfather 3RR
    Planeswalker - Harkarl
    +1: Put a 1/1 red Dragon creature token named "Hatchling" onto the battlefield with flying "Whenever a dragon you control other than Hatchling attacks, put a +1/+1 counter on this creature"
    -2: Target Dragon you control gets +2/+2 until end of turn and may fight target creature you don't control.
    -7: Destroy all other nonDragon permanents.
    {4}
    Posted in: Custom Card Creation
  • posted a message on dragon deck idea
    Quote from rats666
    Whats not standard, more than 1 lotus petal? it's hard to make a "right" post when most of you magic nerds are so picky and lawyeristic; when rules of a game are almost governed by laws and these laws, are overwhelmed. I just wanted an opinion about the deck idea, is'nt that kind of asking congress what I think of my deck without initiating the idea. so, how about I get some support here or lay back into your little minimal ideas of how you think magic should not be played, so **** off and hear what I got to say. I


    By wrong forum, I simply mean that this is in the wrong place. People will be more than happy to help you elsewhere on the site. I don't think I have the expertise to comment on it, as I only really understand modern, extended and Standard formats. This is FAR beyond the magic sets I'm familiar with and you'll find that few people that read THIS forum will be able to give you answers you need.

    However, if you post it again at this place you might get more people who are happy to help you: Legacy forums
    Posted in: Standard Archives
  • posted a message on R/W Purphoros Token burn
    Quote from TheRatFather
    http://www.youtube.com/watch?v=z5TyBY7ujFs

    This is kinda what i am trying out right now a few little changes. It is Boros Mid range. I would put Assemble the Legions in over BlazeIt Commando i feel it will just produce alot more tokens and dodges Anger the Gods and other removal. Only thing i can really think ppl will have main boarded that can deal with this is Detention Sphere. Spear of Heliod over Ajani though, just think it will bring more to the table when u have tokens out there.


    Thanks for the suggestions. I agree with you that the spear suits it much better. Detention Sphere will be a problem. Perhaps sideboarding a Brave the elements might work? Detention Sphere does target, so it'd work, I think...
    Posted in: Standard Archives
  • posted a message on dragon deck idea
    None of this is standard. You're posting in the wrong forum, mate. Frown
    Posted in: Standard Archives
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