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The Magic Market Index Amonkhet Set Review
 
The Magic Market Index for April 21, 2017
 
The Magic Market Index for April 14, 2017
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    posted a message on [HICS] Rebels and Mercenaries: A solution or a problem?
    Sorry for the major offtopic.

    This is my first and hopefully only contribution to this topic, which I firmly believe is only blatant trolling.
    But nonetheless, here's some considerations:

    First: Time and time again you claim that Mindless Null is not usable in the game, but that's just blatantly wrong. Put it into a deck, pay 2B and there it is. No one says you can't do that.

    Second: I have played against Mindless Null in standard FNM tournament. My opponent was quite new player who had bought Rise of the Vampires preconstructed deck and couple of booster packs to fill it up to 60 cards. He played it in sanctioned tournament and the world did not collapse.

    Third: You claim that all cards should be playable somewhere, even the most fringe constructed format, but all the arguments you make seem to imply you want them to be playable in some mainstream format. I bet Null has seen its uses often in kitchen tables. And there are eve wackier formats, for example the one in which you create a deck within certain constraints (It basically needs to be able to win and should have mana to cast its spells) and each round you play against that deck with whatever monstrosity your opponent created. So 'bad' cards certainly have their uses.
    Posted in: Custom Card Creation
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    posted a message on Sift
    Holy card advantage, batman!
    I agree what SecretInfiltraitor said about this being glorified card draw. And looking at it, almost all the cards shown here are really, really strong... I think I would likel it much more, if it left one card on top and put two onto the graveyard. That way it could be costed way more aggressively without being overpowered. Interestingly, for each card here except Into the Abyss, sift could be replaced with that version and we would get a reasonable card (except for the land, which would still be too good). The main concern would be,that it would be really close to scry, but fine feeder mechanic in a set with some graveyard synergies.
    Posted in: Custom Card Creation
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    posted a message on Mentor's Undoing
    Quote from maverickzero »
    Quote from AdoniS »
    Quote from maverickzero »
    It just occurred to me that Threads of Disloyalty could be amazing with Undoing. It generates "card advantage" in that it's cleanly a 2-for-1, but that advantage is entirely on the board, not cards sitting in your hand, so you maintain that advantage through an Undoing. It would also work with the idea of a Tallowisp engine that you mentioned (though I think it could be strong without that extra synergy), and Threads does pitch to Shoal / Snapback.

    Sadly, as a Tallowisp player on modern format I must notify, that this doesn't work. Tallowisp can't fetch Threads of Disloyalty.
    Why's that? Threads is an Enchant Creature, does it have something to with the CMC restriction on Threads? I wouldn't think that would cause a problem.

    Sadly that is the problem. Current oracle wording says that Tallowisp can find an 'aura card with enchant creature' but nowadays Threads of Disloyalty is an aura card with 'enchant creature with converted mana cost 2 or less'
    Posted in: Deck Creation (Modern)
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    posted a message on Mentor's Undoing
    Quote from maverickzero »
    It just occurred to me that Threads of Disloyalty could be amazing with Undoing. It generates "card advantage" in that it's cleanly a 2-for-1, but that advantage is entirely on the board, not cards sitting in your hand, so you maintain that advantage through an Undoing. It would also work with the idea of a Tallowisp engine that you mentioned (though I think it could be strong without that extra synergy), and Threads does pitch to Shoal / Snapback.

    Sadly, as a Tallowisp player on modern format I must notify, that this doesn't work. Tallowisp can't fetch Threads of Disloyalty.
    Posted in: Deck Creation (Modern)
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    posted a message on Radek's Gear, a card with new type of wording
    Thanks for all the input. A few comments then:

    @Legend: Those are indeed the names of the artifacts, It seems that that fact should be made clearer by the wording.

    @TurboJustice: Oh, forgot the rarity... Rare it is. And the 'following' could probably be removed, since it carries no other meaning that to make clearer that the listed artifacts are the ones the spell creates. The bullet point wording has only been used by the Wizards in modal spells, but I'm not sure if it should be limited to that, since it can dramatically simplify the wordings for spells like this.

    @Subbak: The Ring is throwback to Sisay's Ring, so it stays. Actually the last artifact was (and is in the set this is from) a gauntlet, since that is the item the character has. I felt that when removed from the context of the set, a gauntlet (defensive item) having such aggressive ability, would feel off so I generalized it. I didn't pay enough attention to overall feel of the card and now, as you say, the card feels incoherent.
    Posted in: Custom Card Creation
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    posted a message on Radek's Gear, a card with new type of wording
    As title says. From my custom set, a card with a completely new type of wording, inspired by Wizards' new wording for optional spells. Using the old templating, the wording for this card would have been much longer, and in my opinion, very inelegant. Without further ado I present Radek's Gear:

    Radek's Gear 4RR
    Sorcery
    Put following three artifact tokens onto the battlefield.
    • Ring with “T: Add 2 to your mana pool”
    • Goggles with “T: Draw a card, then choose and discard a card.”
    • Wand with “T: Wand deals 1 damage to target creature or player.”

    As usual, I deeply appreciate all comments regarding the card and the design, and especially the new template. Is it clear and easy to understand what the card does.
    Posted in: Custom Card Creation
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    posted a message on "This creature now explores that land"
    Sadly, the nice gameplay of two piles of lands wont really work, if the land stops being explored when a creature exploring it dies. That functionality requires to keep in mind which creature is exploring which land.
    Posted in: Custom Card Creation
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    posted a message on The OP 2 mana creature cycle
    Quote from Fumar
    Here're my thoughts on this:

    - Dark Confidant gives you raw card advantage.
    - Stoneforge Mystic finds boosts or utility for your creatures.
    - Snapcaster Mage allows you to recycle a spell.
    - Tarmogoyf is raw beats.

    The red Wizkid should fill an otherwise unfulfilled niche. Finding an artifact feels too much like SFM, finding an instant or sorcery like SCM, dealing damage to players is more like Tarmo's territory, and looting would be close to Finkel.

    That's why I stand by my idea of a ramp mage for red:

    Entranced Beckoner | 1R
    Creature - Orc Shaman
    Double strike
    Each spell you cast cost 1 less to cast for each spell you've cast this turn.
    1/1

    Of course, it's all subjective.


    If these broken two-drops were a cycle (which I don't believe they are), I would still argue, that the aggressive one should be red. In my opinion (again, if people want to create this nonexistent cycle) the green one should be Lotus Cobra (2/1 as others, and mana ramp, which is in the core of green color pie).

    Nevertheless, I like your card, but would remove double strike and make it 2/1 to be more simple (and look more like others of the 'cycle')
    Posted in: Custom Card Creation
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    posted a message on Extreme Designs
    Rotting Cluster is really similar to Dormant Gomazoa. And it even had a built-in way of untapping. A nice junk rare, but nothing really amazing.

    The other two, on the other hand seem pretty dangerous. Bolt is scarily effective, and Think Hard could play the role of breakthrough with a bit less risk.
    Posted in: Custom Card Creation
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    posted a message on Do you know your MTG !!! Try this quiz
    My score
    Chapter one: 9
    Chapter two: 6
    Chapter three: 8

    Nice questions. The second chapter felt significantly harder than the other two.
    Posted in: Magic General
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    posted a message on new planeswalker
    I think this makes Liliana of the Veil (perhaps the second-best planeswalker ever) make bitterly weep in the corner.

    +1 ability is absurdly powerful and unfun for such a cheap walker. Take a look at the Liliana of the Veil and Liliana Vess for reference for a discard ability on pw:s plus ability. This is much stronger than either of them.

    -3 Huh? If I'm reading this correctly, this will shoot something like 10 damage to opponent the turn this is played (remember that lands are permanents too)

    -8 Funnily enough this is really, really weak ability. If you get to 8 loyalty, your opponent probably doesn't have (m)any cards in hand, making this ability look as appealing as one with nothing with searing wind to own head spliced on it.
    Posted in: Custom Card Creation
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    posted a message on newbish design question
    Quote from gumOnShoe

    You choose the order abilities execute on a card you play.


    Actually you don't. They happen in order they appear on the card. Serum Visions is not Preordain
    Posted in: Custom Card Creation
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    posted a message on 5 Random Cards.
    Carrier Griffin is Kinsbaile Balloonist with more generic flavor.

    I agree that nonbasic landwalk belongs in green. Also I can see no real connection with two abilities game- or flavorwise. What am I missing?

    Torchfire Interloper and Ruin Dweller I really like. Good job there Thumbs Up
    Posted in: Custom Card Creation
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    posted a message on Unpreventable Damage vs Loss of Life
    Unpreventable damage can be redirected to planeswalkers, loss of life can't. Pretty big difference there...
    Posted in: Custom Card Creation
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    posted a message on probably broken planeswalker stuff
    I'm not fond of one mana planeswalkers. They just do not seem that planeswalkery to me.

    As for abilities:
    First is pretty strong as stated. Is it really necessary that you see the opponent's hand? I think simple: "until end of the turn meddling mage" -type guessing could do. Or alternatively, the + ability could be just the hand reveal. (remembering good old telepathy). That way his - abilities could be adjusted to gain some value from knowing your opponents hand (like meddling mage emblem or something)
    Additionally I don't really like the frog creation ability. It just seems off in blue planeswalker.
    Posted in: Custom Card Creation
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    posted a message on [DGM][ART] Goblin Researcher
    I'll be so disappointed if the final name of the card doesn't end up being Goblin Disc-Jockey :rolleyes:. At least the art would be fitting...
    Posted in: The Rumor Mill
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    posted a message on Unbridled Idol
    Actually, if I'm reading this correctly, it also has a kind of haste. And it can also attack while being tapped.
    Posted in: Custom Card Creation
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    posted a message on Child planeswalker with her backstory
    Thanks for all the comments. I think I was a still a bit scared of the potential power of a 2-drop walker, but I guess the low starting loyalty and no way to protect herself could justify the ultimate to cost a bit less. I think I'll consider making it -6 or -7.
    Posted in: Custom Card Creation
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    posted a message on Child planeswalker with her backstory
    Enia was only a child during the catastrophic events at dominaria. A very curious child. She had no clue of the potential within her at the time she spent her days examining the ruins of the once great world. Until the day everything changed. Even for the most careful kid the world was perilous and, as said, Enia was more curious than careful. The ground was shaking restlessly as timerifts tore the plane apart. One moment she was standing on top of the ruined watchtower, and on the next she was falling...
    .
    .
    .
    ...Falling into glowing rift. She felt the hair at the back of her neck tingle as the overcharged rift was closer. And closer. Time seemed to accelerate violently. Something ignited inside her as she fell through time. And space.

    Finally Enia woke up. She was in unfamiliar place surrounded by unfamiliar faces. Everyone was asking questions. She tried to answer the best she could, but everyone just seemed to get more and more upset. The expressions on their faces became confused. Then frightful.
    "By Avacyn's name" one whispered, "What devilry is this?"
    Enia couldn't understand what was going on.

    That night she was the only thing the villagers talked about. Not the werewolves or the restless spirits. But the girl that Appeared. The girl that answered their questions before they even asked them. Could she be a messenger from Avacyn herself. A sign of better days to come.


    Enia of the Second Sight UU
    Planeswalker - Enia (M)
    +1 Name a card. Target player put the top card of his or her library into his or her graveyard. If it was the named card, draw a card.
    -1 Look at the top three cards of your library and put them back in any order.
    -8 you get an emblem with "Play with the top card of your library revealed." and "You may play the top card of your library."
    2

    So Enia child whose planeswalker spark ignited as she fell into an unstable time rift at Dominaria. The spark threw her through the planes and rift through the times. Consequently, her spark absorbed some of the rift's essence, and she became displaced in her time. She now sees the world as it could possibly be in few seconds. But her curious mind is still active. Seeking for possibilities to control this new gift. To find all the possible benefits. And to strengthen it to allow her to reach further and further from her own time.
    Posted in: Custom Card Creation
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    posted a message on Teysa, Varolz and Mirko.
    Quote from k-rad
    I like Teysa.

    Removing +1/+1 counters for regen causes some feel-bad moments and doesn't work as some people will think it does.

    Mirko should exile the cards face-down, right? Publicly visible counters aren't fun or usable.


    Yes, it should. I somehow managed to forget that part.

    Glad you like Teysa. I think she's subtly really powerful with extort, drawing you extra cards when you extort and so enabling more and more extort triggers.
    Posted in: Custom Card Creation
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    posted a message on Dimir Kill/Counter Spell, Balanced?
    Or a creature-only Recoil

    Dream of Drowning UB
    Instant
    Return target creature to its owner's hand. That player discards a card.
    Posted in: Custom Card Creation
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    posted a message on Teysa, Varolz and Mirko.
    Oops. Fixed!
    Any comment on actual cards?
    Posted in: Custom Card Creation
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    posted a message on Teysa, Varolz and Mirko.
    Here's my take on couple of guild champions trying to complete the Dragon's Maze. Tried to make them synergistic with their guild without being too obvious. I thought that Teysa, being the official envoy of the Obzedat, should work with their card too. And also with the whole Orzhov guild, since if I'm not mistaken, she's the one that runs and coordinates the guild in it's daily business.


    Teysa, Envoy of Ghosts
    WB
    Legendary Creature - Human Advisor (r)
    Lifelink
    At the beginning of each end step, if you gained 2 or more life this turn, draw a card.
    1/3

    Varolz, the Scar-Striped
    1BG
    Legendary Creature - Troll (r)
    Intimidate
    Sacrifice a creature: Put a +1/+1 counter on ~.
    Remove a +1/+1 counter from ~: Regenerate ~.
    3/2

    Mirko Vosk, Mind Drinker
    3UB
    Legendary Creature - Vampire Wizard (r)
    Flying
    When Mirko Vosk enters the battlefield or deals combat damage to a player, you may search target player's library for a card and exile it. If you do, that player shuffles his or her library.
    Put a card exiled with Mirko Vosk into its owner's graveyard: Counter target spell if it has the same name as that card.
    3/2

    Comments, as always, are highly appreciated
    Posted in: Custom Card Creation
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    posted a message on Design The Red Mage for Snapcaster/SFM/Gofy "cycle"
    Volcanic Oracle1R
    Creature - Human Shaman (R)
    At the beginning of your upkeep look at the top card of your library. You may put that card onto your graveyard. If a mountain card is put into the graveyard this way, ~ deals 2 damage to target creature or player.
    "I see magma in your future"

    2/1

    And I would still consider Lotus Cobra to be better fit as the green one, if this truly was a cycle.
    Posted in: Custom Card Creation
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    posted a message on Dragons.

    The legendary Dragon is underwhelming, but not as entirely puzzling as the other two.


    I agree for the other parts, but this puzzles me.
    You consider that card underwhelming?
    Five mana 5/5 flyer that gains probably >10 life as it enters the battlefield and probably win the game if it dies. Oh, and it's legendary too, so putting two of those in the battlefield usually wins you the game from almost any life range.
    Posted in: Custom Card Creation
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    posted a message on Lightning Balls
    Is there something bigger story and meaning to this, or is this simply a pun about kick on the balls?
    Posted in: Custom Card Creation
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    posted a message on Ral Zarek
    Quote from leslak
    What is X?


    Oops, a typo. Should be instant or sorcery with converted mana cost X.

    Edited in OP. Thanks for pointing that out.
    Posted in: Custom Card Creation
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    posted a message on Ral Zarek
    Here's my take on the famous Izzet planeswalker. I have not really read the novels, so I'm not sure if this fits the description of Ral, but it's something I think an Izzet walker could be.
    The + ability is izzet weird-creation. Powerful creatures with minimal effort with a downside of being unstable. I wanted the ability to be usable in aggressive and defensive manner
    Second ability is experimentation with spells. I wanted the effect to last to end of opponent's turn to maximize the usability on instants.
    Ultimate is an ultimate experiment with time. It also builds up the powers of first two abilities if you have time to have Ral survive his ultimate.


    Ral Zarek 2UR
    Planeswalker - Ral
    +1 Put a 3/3 blue and red Weird creature token with haste and "At the beginning of your opponent's end step sacrifice this" onto the battlefield.
    -X Until your opponent's next end step, you may cast target instant or sorcery card wit converted mana cost X from a graveyard without paying it's mana cost.
    -8 You get an emblem with "At the beginning of each end step, if it's not your turn, take an extra turn after this one."
    4

    Critique and comments are truly appreciated as usual.
    Posted in: Custom Card Creation
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    posted a message on [[GTC]] Gruul Charm
    Quote from chaosof99

    Red has gotten exactly three cards that deal damage to every flier: Rough//Tumble, Scourge of Kher Keep, and Thundermaw Hellkite. Except for those three cards, every red card that deals damage to multiple creatures either doesn't care about flying or non-flying, or deals to only non-flying creatures.


    While I agree the point that red hates walkers and green hates flyers, for the comlpleteness' sake I would add hurly-burly to that list...
    Posted in: The Rumor Mill
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    posted a message on A Planeswalker (Help on Wording)
    I think the +1 ability that creates deathtouching tokens is a bit too much on a 4-mana walker. It's just crazy good at defending itself against land creatures.
    (Garruk Veil-Cursed does that but you need to transform it first. So that really doesn't count)

    I'd raise the cost to 3:symbg::symbg: and lower the loyalty cost of the second ability to -2 (or even -1, since the +1 ability is so strong that it's usually better to activate)
    Posted in: Custom Card Creation
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    posted a message on Some Dual Colored Black and White cards
    I don't really enjoy the fact that Dmitry has exactly the same mana cost and +1 ability as sorin, lord of innistrad. Doesn't feel very unique to me.
    Posted in: Custom Card Creation
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    posted a message on A Cycle of Sychophants
    Cards like these are always hard to evaluate, but the green one seems a quite powerful to my eye. Since it counts itself, its a two-mana 4/3 trampler, with a drawback that doesn't matter unless your opponent gets a4-power creature of his own. And green should not have hard time making bigger creatures or boosting the sycophant.

    Red one punishes nonbasics quite harshly, but I'm not sure if that is a bad thig at all.
    Posted in: Custom Card Creation
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    posted a message on [[BaseSpec]] M14 mechanic
    I think unearth could be a contender. It sure has a lengthy reminder text, but the idea is pretty easy to grasp. It has a lot of potential for players, and pretty much room for designers to expand.
    Posted in: Baseless Speculation
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    posted a message on Terms of Venery Card Creation
    Actually my brother creatred this term, but it is so hilarious, that I'll post it here..

    Failure of Hermits

    Not sure what a card with that title could possibly do...
    Posted in: Custom Card Creation
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    posted a message on Post here and I'll make a card out of you
    I'm literally afraid of what comes out of this...
    Posted in: Custom Card Creation
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    posted a message on Collect Debt and Exact Replica
    Wouldn't Exact Replica work a bit awkwardly when used on a creature that enters the battlefield with counters.

    If you, for example, copy a Triskelion, you put a token onto the battlefield that is copy of a triskelion (1/1 with three +1/+1 counters). Then Exact Replica puts three counters on that creature (because original had the counters), resulting in 1/1 creature with six +1/+1 counters.
    Posted in: Custom Card Creation
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    posted a message on Spirit of Nature (Force of Nature 2.0)
    Quote from Spazik008
    Spirit of Nature 2GGGG

    Creature - Elemental

    Trample. During your upkeep, you may pay GGGG. If you do, you may put a +1/+1 counter on Spirit of Nature. If you don't, tap Spirit of Nature. 8/8.


    Basically Force of Nature was a fun card from original, and this would be a good way to bring back the nostalgia factor while improving the creature to be worth his casting cost. 8/8 trample for 6 is still awesome, but you have to commit 4 mana a turn to him or you can't use him.


    Actually 8/8 trample for 6 is not that impressive anymore. Hence, I would say that the drawback of holding back 4 lands is too much.
    Posted in: Custom Card Creation
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    posted a message on [Requesting Feedback] Ruination (145-148 of 1XX)
    Actually I think it doesn't loop with juniper order ranger, but something like sensory deprivation makes it go infinite by making it trigger from it's own wolf token.
    Posted in: Custom Card Creation
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    posted a message on [Variant] B/W Zombies
    Hi, another top 8 for my deck, this time at a ptq. Only maindeck changes I made were switching gloom surgeons for black cats, as I was expecting lots of wolf run ramps. They were nowhere to be seen, but swiss went 4-1-1, defeating two esper controls, Wu humans and one monogreen revenge of the hunted deck. Lost to a third esper control. In top8 I lost to a GRu birthing pod, which I think should have been very good matchup for me.


    Posted in: Standard Archives
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    posted a message on [Variant] B/W Zombies
    Hi,
    Here's the BW zombies build me and my brother were playing at world magic cup qualifier at helsinki. my brother went swiss 5-1 and I went 4-2 (at 4-1 we were paired against each other so one had to lose that one). My only other loss was against the third zombie deck in the tournament (that went to final, and lost there).
    My brother also piloted almost the same deck a couple of weeks earlier at the WMCQ turku and went to a final there, so the record for the deck is pretty convincing.

    Decklist is the following:


    About couple of cards:

    1. Zombie package:
    Gravecrawler, Diregraf Ghoul and Geralf's Messenger are pretty obvious, and we decided not to include any other zombies because there were better options, and Gravecrawler is the only card that really cares about zombies.

    2. White
    Lingering souls, Smallpox, Liliana of the Veil
    Yeah. Only 4 white cards. We didn't want to run even one land that would disrups the normal flow of zombies (so no colorless and no enters the battlefield tapped). Because of that we only had 4 sources of white. Luckily poxes and Liliana can usually dump souls into graveyard if needed.

    3. Other creatures
    Skirsdag High Priest, Gloom Surgeon and Phyrexian Obliterator.
    High priest is insane with Souls, and very good against birthing pod decks. Gloom surgeon was our answer to troublesome strangleroot geists and champion of prarish, that also doubles as good offensive threat. And with all sources black, Oblitarator is just so good. Also, in finland Ramp is heavily played and obliterator just wrecks them. I actually played one Lashwrithe in place of one obliterator, and that also was really good.

    4. Removal
    Mortarpod and Tragic Slip
    Smallpox and liliana can take care of bigger threats, so we didn't maindeck any doom blades/go for the trhoats. Tragic slip is good at early to late game, and mortarpod just great card that synegizes with almost everythin in the deck (Gravecrawler, messenger and souls to sacrifice; takes out the little critters so liliana and pox hits the right ones and enables high priest). If anything I'd try to add one more mortarpod in the main deck.

    I'll post comments of the matches later, since I'm in a bit of rush right now..
    Posted in: Standard Archives
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    posted a message on [M13] Buy-A-Box Promo is Cathedral of War
    Given that exalted is confirmed to be in M13, the name does sound like this could be a land with exalted. Just my 5 cents...
    Posted in: The Rumor Mill
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    posted a message on Box Mapping - Avacyn Restored Edition (AVR)
    Quote from TahoeMax
    Well, I just had a very depressing experience.

    .
    .
    .

    Sooooo...for anyone who's counting, that's 3 mythics (+1 foil) in Box 1, 3 mythics in Box 2. No Tamiyo, no Tibalt, no Temporal Mastery, no Entreat the Angels, not even a damn Restoration Angel. I've never struck out this badly on one box, let alone two Frown


    Just to comment, I've opened one and a half box this far and got total of two mythics (Primal surge and Bruna). Also, a single Vexing Devil is the only somewhat valuable card for me this far.
    Posted in: New Card Discussion
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    posted a message on Plunder, Demon Form, Oathkin Sagittar
    I'm not sure if headshot works as it is intented. Since it can only target creatures on the battlefield, they are not going to enter the battlefield from the graveyard anyway and if I'm not mistaken, if the card changes zone, the game no longer considers it a same card. So this actually wouldn't stop undying creature from coming back. I might well be wrong, though.

    One solution would be to make this exile the creature:

    Headshot black mana
    Instant
    Target creature can’t be regenerated this turn. If that creature would be put into graveyard this turn, exile it instead.
    Cycling 2 mana (:2mana:, Discard this card: Draw a card.)

    Or make it global effect:

    Ghoulcaller's Bane black mana
    Instant
    Creatures can’t be regenerated or enter the battlefield from a graveyard this turn.
    Cycling 2 mana (:2mana:, Discard this card: Draw a card.)
    Posted in: Custom Card Creation
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    posted a message on Buildings
    I would strongly recommend to try not to use other counters with buildings if the life is supposed to work like planeswalkers' loyalty, since it will also be marked with counters, and that becomes very confusig.
    Posted in: Custom Card Rulings
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    posted a message on new tribe ancients
    I've tried to tinker with similar ideas myself and every time I've run into same problem as the one with these: Altough the cards are interesting and pretty well balanced, it would be amazingly annoying to play with them due to massive memory issues. For each of these cards, you (and your opponent) need to memorize another permanent that it targeted. For one or two cards that might be possible, but the memory issues build up extrenely pretty fast.
    Posted in: Custom Card Creation
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    posted a message on Innistrad themed cards... and black preordain
    Fateseal might be better than Scry, but not by that much, and draw is better than a discard

    Preordeal
    black mana
    Sorcery (C)
    Target palyer discards a card
    Fateseal 1

    is absolutely the lowest I could go with this one.

    Preordain is banned because of it's ability to dramatically increase the consistency of your combo, which this is not able to do. Additionally, with scry you know your hand and know what you need at that moment, but with this - especially early in the game - you do not know for sure what your opponent needs and what he or she has plenty of.
    Posted in: Custom Card Creation
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    posted a message on Innistrad themed cards... and black preordain
    Back again, with a patch of Innistrad themed cards.
    First a white token-maker rare:

    Thraben Geistcaller
    W
    Creature - Human Cleric (r)
    T: Put a 1/1 white Spirit creature token with flying onto the battlefield. Activate this ability only if an opponent controls more creatures than you.
    1/1

    Second is a wolf-lord. Not sure about the rarity. Innistrad lords are uncommon, but the repeatable creature kill at uncommon seems a bit devastating in limited.

    Ancient Huntleader 2G
    Creature - Wolf
    Other Wolf creatures you control get +1/+1
    T: Target Wolf you control fights target creature you don't control.
    2/2
    Then a vampire-themed human-token maker. Black card with this name (and effect) would not be in place in normal setting, but in innistrad it could be okay.

    Gather the Cattle 1B
    Sorcery (u)
    Put three 1/1 white Human creature tokens onto the battlefield. You lose 3 life.

    Black version of Preordain

    Visions of Blight
    B
    Sorcery (c)
    Target player chooses and discards a card.
    Fateseal 2.

    And finally strange red card that makes green wolf. Really strong in certain situations, but often times just a gray ogre

    Wolftrainer 2R
    Creature - Human Warrior (u)
    When ~ enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield, then that creature fights target creature.
    "Once sent, his wolf will not stop until it has tasted blood"
    1/1

    Comments and critique are highly appreciated as always.
    Posted in: Custom Card Creation
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    posted a message on Happy Lands (vote for balanced version)
    Quote from Aradon Templar
    If I recall, effects that could go on an artifact for 2 mana could be put onto lands, as a base-line. If you look at tanglebloom, you see paying one mana to gain one life. #2 lets you pay a mana (the mana you could be using from the land) to gain a life. It seems reasonable to me.


    You can't use that formula as tanglebloom is not a manaproducer as this is.
    I think that #1 is the way to go (or even 2, T: gain 1 life), as the other two seem a bit too strong to my eyes.

    Phyrexia's Core has other uses as sacrifice outlet, but #2 (and even #1) seems like pretty much more powerful version of that. Same with High Market
    Posted in: Custom Card Creation
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    posted a message on Nerf my aggressive cards! (if necessary)
    Quote from mondu_the_fat

    Howas -- make it a 3/1 haste and it would be powerful.


    I think that would make this pretty sad compared to Rakka Mar I think 4/1 would suffice.

    I really like the equipment, but I'm not really sure if it's too powerful. Got to try to test that one.
    Posted in: Custom Card Creation
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    posted a message on [DII] What would you first pick? (#3)
    I'd take Thraben Heretic. It's just so good against skaabs and migh be essential in fightin the undying creatures.
    Posted in: New Card Discussion
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    posted a message on Top-down transforming cards: Cursed Dagger and Mistshape Ravager
    Quote from dementia55372

    Mistshape Ravager/Cackling Trickster I have a problem with in that it dies to gutshot. Give Cackling Trickster hexproof and that should take care of it.


    I actually did it intentionally so it would not be too powerful. And if your opponent hits it with gut shot, you can still save it with your targeted spell, (even with your own gut shot).
    Posted in: Custom Card Creation
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    posted a message on Top-down transforming cards: Cursed Dagger and Mistshape Ravager
    Couple of weird top-down cards using the transform mechanic. Comments and critique are highly appreciated.

    First one is my take on transforming equipment. The card tries to resemble a weaoin similar to Nazgul's dagger (in Lord of the Rings), which leaved deadly splinters to wound and slowly kills the unfortunate victim.

    Cursed Dagger 1
    Artifact - Equipment (u)
    Equipped creature has deathtouch
    Whenever equipped creature deals combat damage to a player, transform Cursed Dagger. If you do, attach it to that player
    Equip - 3
    /////////////////////////////
    Curse of Deadly Splinters (b)
    Enchantmen - Aura Curse
    Enchant Player
    At the beginning of enchanted player's upkeep, that player loses 2 life.

    Second is a Rampaging mist-monster... Until your foe manages to see through its glamour and gets a glimpse of the pesky Faerie conjuring the illusionary form. A little bit of friedly magic can rebuild its glamour, though, so one should not take this trickster too lightly

    Mistshape Ravager 1UU
    Creature - Illusion (u)
    Trample
    Whenever ~ becomes target of spell or ability an opponent controls, transform ~.
    4/3
    /////////////////
    Cackling Trickster (u)
    Creature - Faerie
    Flying
    Whenever ~ becomes target of spell or ability you control, transform ~.
    1/1
    Posted in: Custom Card Creation
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    posted a message on [DKA] Falkenrath Aristocrat - channelfireball.com preview
    I find it pretty hilarious that one of the best creatures for Falkenrath Aristocrat to suck blood from is Reassembling Skeleton.
    Posted in: The Rumor Mill
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    posted a message on [DKA] Jar of Eyeballs
    Quote from ThoughtXRiot
    Meh, maybe it's just me but I think I'd rather just have Shrine of Piercing Vision... *shrug*


    You have to sacrifice the shrire, though...
    This is repeatable card advantage
    Posted in: The Rumor Mill
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    posted a message on [Discussion] Fateful Hour
    Potentially abuseable with phyrexian mana. Especially with spellskite, which enables it and protects you from nasty instant -wins from Brimstone Volleys
    Posted in: New Card Discussion
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    posted a message on G/W Fateful Hour idea
    How about some spellskites, hex parasites or souleaters to get you to 5 or less life when you need to. Skite would also protect your other valuable cards (like Melira and Unlife)
    Posted in: New Card Discussion
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    posted a message on UR Stuff
    I don't understand why people consider Think Fast to be balanced. It is almost exactly catalog for two mana less and for hybrid mana. The drawback is almost unexistent.
    I suggest either:

    Think Fast 1U/R mana
    Instant (U)
    You can't cast Think Fast spell during your turn
    Draw two cards, then discard a card.

    or

    Think Fast U/R mana
    Instant (U)
    Cast ~ only if there is a spell in the stack.
    Draw two cards, then discard a card.
    Posted in: Custom Card Creation
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    posted a message on Vertical cycle of black fungi
    Been away from here for a while, but not from designing cards.
    Here's a vertical cycle of black fungi from the underground set I'm designing with my brother. The set has a counter theme and enemy color theme.

    Fungi are the native lifeforms of the underworld, and they are represented in the set in all colours and each of them (creatures and fungus-related noncreatures) have something to do with -1/-1 counters. Of course different colour use -1/-1 counters differently.

    But as I said heres a vertical cycle of black fungi. I actually am pretty pleased in how this cycle turned out but feel free to bring me down to earth... Comments and critique are highly appreciated as always.

    Brittlestipe 1B
    Creature - Fungus (c)
    Damage is dealt to Brittlestipe in form of -1/-1 counters.
    3/3


    Shambling Lichen 1BB
    Creature - Fungus (u)
    Damage is dealt to Shambling Lichen in form of -1/-1 counters.
    At the beginning of your upkeep, remove a -1/-1 counter from Shambling lichen.
    4/4


    Infectious Mycelium 2BB
    Creature - Fungus (r)
    Damage is dealt to Infectious Mycelium in form of -1/-1 counters.
    At the beginning of your upkeep, remove a -1/-1 counter from Infectious Mycelium. If you do, you may put a -1/-1 counter on target creature.
    5/5
    Posted in: Custom Card Creation
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    posted a message on A flavor filled one of.
    Oryou can do something really weird, like this unorthodox kicker cost...

    Anasa's Blessing :2mana::symw:
    Instant

    Kicker - sacrifice a creature named Princess Anasa
    All creatures you control gain +1/+1 and protection from a color of your choice until the end of the turn. If ~ was kicked, creatures you control gain +3/+3 and protection from all colors instead.
    Posted in: Custom Card Creation
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    posted a message on [DKA] Faithless Looting
    Quote from zeerbe
    I used TFK due to the Flashback. Yeah, it's still 4 for 4, but that makes it strictly better that Careful Study.

    This is a Sorcery. That's the difference between blue and red draw engines.


    Actually this is still 4 for 5, because you use this card and four cards (the ones you discard) to get four cards.
    Posted in: The Rumor Mill
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    posted a message on [DKA] Faithless Looting
    Quote from zeerbe

    Quote:
    Originally Posted by Fluxje
    We are talking about a non-instant baby ancestrall recall Thirst for Knowledge here with flashback!

    Fixed. Comparing this card to Ancestral is amazingly short-sighted.


    You shouldn't compare it to thirst for knowledge either. Thirst gives you card advantage or at least replaces itself. Careful study is the card you are looking for.

    And for the other thing discussed heavily here, I do not understand the hate for red looting. I, for one, would be ready to shift the looting to red entirely. It fits Red in 'take what you need the most and throw something else away' kind of way. I would actually question how fitting is it for blue to throw cards (knowledge, information, spells... how do you wish to see cards in hand) away. Blue should rather return them to library for later use, as it sometimes does (see beyond, brainstorm, impulse, telling time, Sea Gate Oracle).
    Posted in: The Rumor Mill
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    posted a message on Malicious Consultation, Pooling Goo etc.
    I actually knew that the Consultation isn't worded correctly, but the correct wording is so much uglier and more unintuitive, that I decided to go with the more understandable wording that wouldn't actually work.
    Posted in: Custom Card Creation
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    posted a message on Malicious Consultation, Pooling Goo etc.
    Repeat is intended to be on latter alternative of Choose one, so each time you choose to put the card on bottom, you lose 2 life and reveal another card.

    Edit: Slow
    Posted in: Custom Card Creation
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    posted a message on Malicious Consultation, Pooling Goo etc.
    Just some random cards I thought up. Feedback is greatly appreciated, as always.

    Malicious Consultation B
    Sorcery (r)
    Reveal the top card of your library, then choose one — Put that card on your hand; or pay 2 life, put that card on bottom of your library and repeat this process.

    Battle-Mad Flailer 3R
    Creature - Human Berserker (c)
    Battle-mad Flailer attacks each turn if able and must be blocked each turn if able.
    3/3

    Pooling Goo
    R
    Creature - Ooze (r)
    At the beginning of your upkeep, put a +1/+1 counter on Pooling Goo unless an opponent pays 1.
    1/1

    Flame Lunge 1R
    Instant (c)
    Flame lunge deals 3 damage divided as you choose among up to one target creature and up to one target player.
    Posted in: Custom Card Creation
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    posted a message on Primal Confidant and Friends
    What if primal confidant would simply be

    Primal Confidant 1G
    Creature - Human Shaman
    At the beginning of your upkeep, reveal the top card of your library. If it is a land card put it into your hand.
    2/1

    It is not like Dark Confidant in sense that it doesn't always give you card advantage, but one can also think that it is black's nature to give anything at the cost (of life). This version is probably weaker than dark confidant, but he is one of the best creatures ever printed so I don't think that is a problem. If one wants to push it even more, the land can be put onto the battlefield tapped.
    Posted in: Custom Card Creation
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    posted a message on City on a Hill
    Alara trilands (Savage Lands and pals) were considered good cards and even Rupture Spire saw some standard play. This land is whole lot better than those, so I would say that it is too good. We are not yet at the point where five color land is balanced by sole "enters the battlefield tapped" clause.

    The idea is very interesting, and if there were no memory issues (but there sadly are), I would like to see this as an two-color land.

    Another way to try to balance this would be changing the copy effect to be mandatory, altough it would make this land pretty weird.
    Posted in: Custom Card Creation
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    posted a message on Unconventional blue kill spells
    Actually I think that since Unfortunate Mutation uses two blue effects that combine into a black effect, it should be an entwine spell rather than kicker spell

    Unfortunate Mutation 1U
    Instant
    Choose one - Target creature gets -4/-0 until end of turn; or
    Switch target creature's power and toughness until end of turn.
    Entwine - B
    Posted in: Custom Card Creation
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    posted a message on Make it 13!
    @Squirimancer

    The End is Even Nearer 3UUU
    Sorcery (M)
    Each player puts the cards from top of his or her library into his or her graveyard until that player has no more than 13 cards left in his or her library.
    Posted in: Custom Card Creation
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    posted a message on Slightly different uses of flashback
    Quote from Dahammer

    @Ninja Caterpie: Someone didn't read the card right; it can deal a total of only 2 damage, but spread out in 2 mana. Although weak by itself, they get progressively stronger as you cast more. The first one is a bad Forked Bolt, but after that, they becomes extremely useful.


    If it is intended to work this way isn't it able to deal three damage like arc trail if you don't kill the first creature on first casting of this spell?

    The wording seems to be a bit ambiguos. I'm pretty bad at wordings, but should it say something in the lines of "For each creature, storm celebration deals damage to that creature equal to number of rite counters on that creature.", or something else that clearly states that the number of counters is counted individually for each creature.
    Posted in: Custom Card Creation
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    posted a message on Trepanation Blade - By the Numbers (Limited)
    Quote from pierrebai
    Actually, the "milling teh bombs" is not a myth, it's an anti-myth. The correct response to getting milled (but not losing to mill) should be joy. You know the exact content of your deck. By analyzing what got thrown in your graveyard, you indirectly know what's left in your library and can thus plan more accurately teh rest of your games.

    Example: you're slightly ahead on the board, but attacking would means trading most of your guys, leaving you open if your opponent draws more beef than you. Without milling, you might be tempted to either attack or wait it out. With milling, you have a more perfect view of what left in your library (for example, if you got milled of your bomb, of a lot of creates or not), so now you can actually make a better decision.

    TL; DR: getting milled is good!


    This is the first post here I see even remotely close to mentioning one of the main problems of this card in Innistrad limited: You want cards to Your graveyard. There are a bit more graveyard effects than in normal set (Blue zombies, especially), and not to mention flashback cards. Milling your opponent is actually often giving him card advantage.
    Posted in: New Card Discussion
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    posted a message on Because we all like Elephants
    Elephantom could actually be monoblue. I just put the green in there to be in that sense in line with these other elephants.

    And for the legendary elephant, I just associate trample with elephants. I agree that it rarely does anything, but I just like him to put a continuos Elephantify on each other creature.
    Posted in: Custom Card Creation
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    posted a message on Drawing Bolts each turn? Also charge counters and some dwarves.
    Quote from GigaGuess
    I can't argue that. I guess I just dislike the effect of Cancels become Counterspells and Shocks become bolts more than anything. The initial part is good...really good.


    I was actually talking about the other dual land


    Fair enough, but Chaplain is locked in. If you know your opponent is running burn, you can make him pro-instant. Affinity? Pro-Artifact. His flexibility should cost something. Furthermore, he has +0/+1 on the Chaplain, too.


    The flexibility costs double W in the cost. But that might not be enough. Should it come down to 1/1?
    Posted in: Custom Card Creation
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    posted a message on Because we all like Elephants
    As the title says. For who does not like elephants.

    First a wacky little spell in lines of Snakeform, Turn to Frog and Pongify.
    Should this rather cost (U/G)

    Elephantify G
    Instant (C)
    Target creature loses all abilities and becomes 3/3 green Elephant with trample until end of the turn.

    When elephants stampede, get out of the way. Modelled along overrun, with a bit more elephant to it. Haste looks a bit odd on a green sorcery but this one truly needs it.

    Elephant Stampede 2GGG
    Sorcery (U)
    Put a 3/3 green Elephant token with trample onto the battlefield for each creature you control. They gain haste and "At the beginning of your next end step, sacrifice this"

    This craved to be made for the name alone.

    Elephantom 1UG
    Creature - Elephant Illusion (U)
    ~ is unblockable
    When ~ becomes the target of a spell or ability, sacrifice it.
    3/3

    And finally a one shot on what would a Mythic elephant look like.

    Trenar of the Mystic Tusk 3GG
    Legendary Creature - Elephant Shaman (M)
    Other creatures lose all other abilities and are 3/3 green Elephants with trample.
    5/5

    As always, comments and critique are highly appreciated.
    Posted in: Custom Card Creation
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    posted a message on No more Wurms! No more Archons!
    Quote from Dahammer
    Is this an attempt to get around creature with Pro, Shroud and/or Indestructible? Because this particular one doesn't actually work.

    I think it's actually trying to get around nasty dying effects like those of Wurmcoil Engine and Archon of Justice
    Posted in: Custom Card Creation
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    posted a message on Drawing Bolts each turn? Also charge counters and some dwarves.
    I know that the Halls can work as it is without being in un-set. It's the general idea of the card (turning cancel to counterspell and shock to lightning bolt) which in my opinion makes it an un card.

    @GigaGuess:
    Do not underestimate the power of dual lands that can be used on the first turn. Tendo Ice Bridge was a good card and sometimes even played in two color decks.

    Resistance Fighter is probably much better that Beloved Chaplain, but how strong was that card anyway?
    Posted in: Custom Card Creation
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