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Unstable Q&A with Mark Rosewater
 
The Dos and Don'ts of Silver-Border Commander
  • posted a message on Marvelous land
    I'm complicating things too much, crystal quarry has the drawback of requiring 5 mana to activate it, it's much simpler and cleaner.

    Marvelous Land 2.0
    Land
    T: Add C to your mana pool.
    3, T, Sacrifice ~: Add WUBRG to your mana pool.

    Should it cost 4 mana to activate?
    Posted in: Custom Card Creation
  • posted a message on fetch land variant- how playable?
    I have no idea about power level, but what if you change the 1 mana cost with 2 life and force enter untapped? Then it would have almost the same drawback as a shockland.
    Posted in: Custom Card Creation
  • posted a message on Fungal Cavern
    I think that they already have designed that nimbus maze cycle. They are just waiting for the right time and world to put them in.
    Posted in: Custom Card Creation
  • posted a message on Marvelous land
    What if I change it to: Activate this only if you control at least 5 basic lands with different names?
    Posted in: Custom Card Creation
  • posted a message on Temple of Muraganda
    This is more powerful than Urza's cycle because it doesn't require the cycle in the same deck, it counts any land.
    Posted in: Custom Card Creation
  • posted a message on Marvelous land
    Marvelous Land
    Legendary Land
    T: Add C to your mana pool.
    T: Add WUBRG to your mana pool. Activate this only if you control a basic land of each basic type.

    In a last minute change I added legendary. Atlhough the condition to tap it for 5 mana is hard, maybe it's not that hard.
    Posted in: Custom Card Creation
  • posted a message on Red and green mana generators
    Surge of Mana 1GG
    Sorcery
    Until end of turn, all lands you control gain “T: Add two mana of any one color to your mana pool”.

    Surge of Mana 1RR
    Sorcery
    Until end of turn, when you activate a mana ability, it produces that much mana plus C for each mana it produced.

    I don't know how to proper word the red one.
    Posted in: Custom Card Creation
  • posted a message on An Answer for Energy ...and also Infect
    The answer for poison is to print cards that prevent you from losing the game due to poisoning. Or, print cards that give you defense against poison.

    The answer for energy is probably similar to "Counter target spell if its controller is poisoned". Removing energy counters is excessively narrow, it's almost like building a deck that is a sideboard itself to counter energy powered decks.
    Posted in: Custom Card Creation
  • posted a message on Energy Mox
    This is broken. With this card you are giving players free energy for building energy powered decks.
    Posted in: Custom Card Creation
  • posted a message on Another attempt at Mox
    A cycle is probably an issue, no matter the drawback.

    Mox Precious 0
    Legendary Artifact
    T: Add one mana of any color to your mana pool. Activate this only if you control a nonbasic land and a permanent of one or more colors.

    A bit simpler: "if you control at least 3 nonbasic lands" or "if you control at least 3 lands with different names" or "if you control at least 5 lands". Could be a keyword.
    Posted in: Custom Card Creation
  • posted a message on Another attempt at Mox
    Mox Sky 0
    Legendary Artifact - Mox
    T: Add U to your mana pool. Activate this only if you control an island and no other artifact of the type "mox".

    And the same for the other colors.
    Posted in: Custom Card Creation
  • posted a message on Land Experiments
    Crystal Wonderland. I don't think this is good for players in overall. You are trying to offset one drawback with life gain, but the life gain part is either meaningless most of the time or building a deck to take advantage of that isn't going to be good enough.

    Seaside Watchtower. Very similar case of the above, but I think that repetable scry 1 for free is broken.

    Resonant Cavern. I like it but it's probably broken. You are basically making a land that acts as a Mana ritual for all colors, which can boost almost any deck.

    Frozen Sea. Nice, I had this same idea a long time ago.

    Tida plain. It is weaker than checklands, but it has the advantage of being able to enter untapped regardless of any other lands. Maybe R&D has already came up with this very same concept at one point in time. Why AND, not OR?
    Posted in: Custom Card Creation
  • posted a message on 1 artifact, 2 instants, 3 enchantments and 1 sorcery
    Vial of Souls. I thought about changing it to a colorless artifact, but with hybrid W/B activation cost.
    Posted in: Custom Card Creation
  • posted a message on 1 artifact, 2 instants, 3 enchantments and 1 sorcery
    Vial of Souls 3W
    Artifact
    Whenever you gain life, you may put that many soul counters on Vial of Souls.
    3W, T: Remove all soul counters from Vial of Souls. Return target creature card, with converted mana cost equal or less to the number of soul counters on Vial of Souls, from your graveyard to the battlefield.

    Spell Cancel 1UU
    Instant
    Counter target spell. If you have no cards in your hand, draw a card.

    I fiddled a little with "if ... otherwise" but it was either too complicated or just not worth it.

    Aether Renewal 1WU
    Instant
    Return target nonland permanent to its owner’s hand. You gain life equal to that card’s converted mana cost.

    The first idea that I had was something along the lines of "softer silence", give you life if your opponent plays spells. But that was too weak, not very interesting.

    Counter it 1UU
    Instant
    Counter target spell. If this is your turn, Counter it costs 1 less to cast.

    Call to War 2RR
    Enchantment
    Whenever you cast an instant or sorcery spell, creatures you control gain +2/+0 and haste until end of turn.

    It started as another enchantment that has a trigger, you cast spells and it deals damage to some target. But that already exists in many forms, so I changed it to creatures and combat.

    You draw, I draw 2U
    Enchantment
    Whenever another player draws a card, you may pay 2U. If you do, draw a card.

    Genocide 1WB
    Sorcery
    Destroy target creature and each other creature with the same converted mana cost and/or color as that creature.

    Flavourfully, it's close to Extinction. Before posting I thought about splitting color and mana cost as two options to choose from, but that makes both options too narrow. As it is it has the slight disadvantage of not being able to hit targets with hexproof.
    Posted in: Custom Card Creation
  • posted a message on 12 cards
    False Guide 3.0 WW
    Creature - Human
    When False Guide 3.0 dies, exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
    1/2

    Lieutenant Kirtar found out that something similar already exists. My previous version was unconditional exile, which is too strong.
    Posted in: Custom Card Creation
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