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Dec 29, 2017Partners that interact with the other partner, supportively except for Korrus. I was reaching more than a bit on Jejunne and Konn. I'm not really happy with Konn, it's basically garbage filler to make a green one. Rather uncertain that Jejunne can be mono-blue, or mono-anything with either version of the ability, didn't want blue to just be the same old blue tricks though.Posted in: Custom Card Creation
Red guy needs a name, a red legendary wall just tickled me.
Odoron, the Bulwark 6W
Legendary Creature - Dragon Soldier
All damage that would be dealt to you or to your other commander is dealt to Odoron instead.
If a spell or ability would target you or your other commander, you may have it target Odoron instead.
Jejunne, Aether Writer V. 1 2UU
Legendary Creature - Mutant Wizard
You may cast your other commander from the command zone for it's mana cost. (Ignore additional costs, including commander tax.)
Jejunne, Aether Writer V. 2 2UU (red?) (green?)
Legendary Creature - Mutant Wizard
When you cast your other commander, add mana to your mana pool equal to the mana spent to cast it.
Korrus, Soul Devourer 3BB
Legendary Creature - Vampire Demon
Sacrifice your other commander: Each opponent sacrifices a creature of your choice, put a +1/+1 counter on ~ for each creature sacrificed this way.
Thematic Assault Wall Name 4R
Legendary Creature - Wall
Your other commander gets +3/+3 and has menace and haste.
Konn, Tel-Jilad Ascetic 4G
Legendary Creature - Elf Shaman
~ can't be countered.
Your other commander can't be countered.
You and your other commander have hexproof.
1G: Regenerate ~ or your other commander.
Dec 28, 2017That's a mechanical fix, but still leaves the flavor question.Posted in: Custom Card Creation
Can't attack or block alone is typically seen as a large drawback, warranting a discount of 2 on the cards it appears on (ie Hill Giant vs Mogg Flunkies), but comes with a high payoff, so the cards do still see play.
So his exiling ability represents him slaying the corrupted creatures left by Emrakul, anything with non-square P/T is corrupt in his eyes. Giving him an ability that then changes the power and/or toughness of creatures really falls out of his flavor in that case, why would be be making pure creatures corrupt, and then kill them? It's not an involuntary ability either, he deliberately twists a creature, then deliberately slays them for being twisted.
Legendary creatures often lean more heavily on their flavor than other cards.
Dec 28, 2017So a few notes on this mechanic,Posted in: Custom Card Creation
I would place it in white primarily, as it is related to the taxation effects and to the attack-punishment effects that white already has. It bleeds into red as well, the damage to the face for attacking reminds me of Repercussion. And it reminds me of the Spitemare ability, which is firmly in the red-white overlap. I don't feel it in green personally, you could make an argument, but It seems to be a stretch to get it over to green. Green's defenses are about the big slab of thoughness and putting on the pressure, not about the "come-at-me" mentality that this encourages. I'd say blue and black are right-out.
The mechanic seems to function as written, but needs some refinement in the full rules. Adopting the long-form of trample for it is a good starting point, only minor tweaks should be needed to get it to a printable form.
It's inherently got some unintuitive gameplay elements, discouraging attacking by both players, and the aformentioned case of multiple creatures with and without retaliate blocking the same attacker. While this is not a problem for the rules as I read them, it would cause most players to call for judge review for clarity during an actual game, in much the same way that a creature blocking multiple creatures with and without trample would cause confusion.
That leads into the next point. Due to the nature of blocking, the complex situation identified would be a common occurrence with Retaliate, where it is an exceedingly rare corner-case with trample. Nearly every rule has some wonky specific case that requires the rules-hawks to work it out, what you want to avoid is making a mechanic where those cases are too common.
I think that the concept of reverse-trample is a fine one to explore, but due to the basic nature of combat, no set could sustain more than a few cards with this mechanic. When you get to that point, you must ask yourself if it's worth making a keyword? Are you making the next Double Strike, or are you making the next Super Trample. Personally I feel like this one falls into the Super Trample end of things. I don't think this could appear with enough frequency, even over time over multiple sets, to warrant receiving a keyword.
Finally, and this is opinion rather than mechanical issues, I really don't think that the Retaliate damage should have the option of hitting Planeswalkers. Planeswalkers are a combination of fragile and valuable, and the best ones are often those that contribute to their own defense. Retaliate totally circumvents typical defensive measures, and would lead a player who controls a planeswalker to simply not attack at all, but turtle-up even more.
Allowing it to hit planeswalkers also breaks the illusion that planewalkers are separate entities from the player. When you attack a planeswalker, you have to commit to it, Retaliate allows you to toss damage at a planeswalker on the fly, as part of combat damage resolution instead of committing to it right at the start of combat. I dislike this function of the mechanic.
Dec 28, 2017The Planar Chaos color-shifted cards weren't about taking any effect and putting it into any color. They did break the color pie as we viewed it at the time, but only a small amount. What they did was explore what those cards might have been if the colors had gone in different developmental directions from the early days of Magic.Posted in: Custom Card Creation
So when they color shifted Force Spike into Mana Tithe for instance, it wasn't so much about putting a counterspell into white, it was about exploring if white's taxation theme had led into counterspells rather than into Ghostly Prison. Mana Tithe is out of the ordinary for white, but not a total violation of the color pie. They didn't put Counterspell into red or Lightning Bolt into green for example because those would be massive breaks to the color pie.
And a few of the color-shifts were adopted after Planar Chaos as standard features of their new colors, because the pie-bending was minor enough that the overall identities of the colors could easily accept the mechanics. Ovinize has been riffed on many times in blue since then, but was a white effect before that.
Dec 21, 2017Shock Assault 2RRRPosted in: Custom Card Contests and Games
Whenever a creature you control attacks, you may activate an ability of that creature that costs exactly T without paying it's activation cost.
RR, Sacrifice ~: Untap all creatures that attacked this turn, after this phase there is an additional combat phase followed by an additional main phase.
Next: Kamahl, Fist of Krosa
Dec 21, 2017Wall of Riddles 4UUPosted in: Custom Card Contests and Games
Creature - Sphinx Wall
When ~ blocks, reveal cards from the top of your library until you reveal a land card. An opponent divides the revealed cards into two piles. Choose one of the piles and put it into your hand, put the other pile into your graveyard.
Next: A wall of money
Dec 18, 2017Posted in: Custom Card CreationQuote from rowanalpha »
You are off on two points here.
First, a defining feature of lands is the ability to tap for Mana (or search for lands that do). Early magic had lands that did not, but it is a modern design rule of the game to differentiate them from 0cc artifacts.
Second, making an effect more expensive does not make it okay to give one colors abilities to other colors in ways that overcome weaknesses. Again, early magic did this from time to time, but modern design tries to keep each colors unique strengths and weaknesses seperate
I know that the powers that be decided that all lands must produce mana somehow, but I disagree with that decision and will continue to design lands that do not. Forcing a player to use their land play for the turn is a significant cost that can allow some lands to have quite strong effects.
Colorless effects that mimic an effect normally associated with a color are a frequent thing, up to the modern day. The feature that unifies them is that they cost significantly more than they would in the color that normally gets them, and often only at higher rarities too. Scour From Existence and Universal Solvent are enchantment removal available to red and black, and direct creature removal available to green. Even the aforementioned Terrain Generator is a green effect on a colorless land.
I could concede that the price of admission for Distant Horizons is perhaps to low for the strength of the effect, but not that it's inherently wrong to make a colorless version of it.
Dec 17, 2017I explicitly did not give Distant Horizon a mana ability to prevent it's user from playing two mana-producing lands on the first turn, making the ramp potential weaker.Posted in: Custom Card Creation
Exploration is a green effect, and additional land plays traditionally fall into green's part of the pie, but that's never held anything back in real Magic cards, you just need to tack a downside or a cost onto an effect when making it available to other colors, which is what I've attempted to do.
I didn't have any context in mind for Boundless Sea, I just thought it was a neat idea and a variation on Urborg's idea without just copying it.
Dec 17, 2017Distant HorizonPosted in: Custom Card Creation
You may play an additional land each turn.
Lands you control enter the battlefield tapped.
When an explore ability you control reveals Lost Temple, put it onto the battlefield with a Gem counter on it instead of into your hand.
T: Add C to your mana pool.
T: Add one mana of any color to your mana pool. Activate this ability only if Lost Temple has a Gem counter on it.
Boundless Sea enters the battlefield tapped.
T: Add U to your mana pool.
T: All lands are islands in addition to their other types until end of turn.
Land of Plenty
~ enters the battlefield tapped.
T: Untap another target land.
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