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  • posted a message on Hexproof Duals.
    No. Because a cycle of ten dual lands that are hexproof only makes sense if the metagame contains a lot of Land removal and Auras that target lands. What makes more sense is to create any other card that makes your lands immune or Terra Eternal.

    I guess that their policy to not do Invisible Stalker again is the same that prevents them from doing any indestructible land that both produces mana and has some ability. Cavern of Souls, if a land like that also includes hexproof or indestructible, it'd break the game the same way Jace did.
    Posted in: Custom Card Creation
  • posted a message on Xmage - Like cockatrice/mws but with RULES AUTOMATION!!
    I left it. So many connections lost, server down, couldn't connect, and the overall slow responsiveness made me stop playing. I'll have to wait for a better version because at current state I can't play.
    Posted in: Third Party Products
  • posted a message on Nimbus Maze-style lands for a quad set
    My idea of triple mana is busted in respect to visual clue. Having that many mana symbols side by side is just confusing, it's much much less redeable than 3, T: Add WUBR to your mana pool.

    2, T: Add two mana in any combination of W, U, B and R to your mana pool.

    Breaking in two cases is just confusing.
    Posted in: Custom Card Creation
  • posted a message on Nimbus Maze-style lands for a quad set
    The cleanest design that I can think of is Command Tower. That land is anything from one to five colors, it self adapts to the commander that you are using. The second best design would be Filter Lands, either Graven Cairns flavored or Crystal Quarry.

    Because when I think about drawbacks. If the land is Painland for 2 colors, Checkland for the other two, it's both too complicated and it's essentially creating a strange cycle where for each land, you have four possible permutations: ally - ally, enemy - enemy, ally - enemy and enemy - ally. If the drawback is cascated, enters tapped + half of the mana has pain attached to it, it feels too odd. Fetch Lands pretty much can't be mana producers, because the point of them is twofold, fix mana and take lands straight from library to the battlefield at the same time.

    I don't think a single drawback works, nor drawbacks where one is a subcase of the other. The last resort would be Azorius Chancery style. Produce two mana, which is also what filter lands do, except that filter require mana from another land, while karoo require a land to enter.

    Dual Guild Land
    Land
    ~ enters the battlefield tapped.
    When ~ enters the battlefield, return two lands you control to its owner's hand.
    T: Add WUB, UBR, WBR or URW to your mana pool.

    (has a bug, it must be writen as "if this would enter...." Lotus Vale style, because there is a rules problem if you try to play this with no other lands to return.)

    If a spell has four colors, it's min cost is 4, there is no way to go lower using hybrid mana cheats. Which also explains why Dual Guild Land doesn't produce three mana of two colors or three mana of one color.
    Posted in: Custom Card Creation
  • posted a message on Rishadan Port new friends
    Trader's Outpost 4.0
    Land
    T: Add 1 to your mana pool.
    2, T: Tap or untap target land.

    Most cards just say tap or untap target something.

    Doomed Land
    Land
    Enters the battlefield tapped.
    T: Add 1 to your mana pool.
    5, T, Sacrifice Doomed Land: Destroy target land. Draw a card.

    Five mana and ETBT, because Volcanic Submersion or Implode.

    Unstable Wastes
    Land
    T: Add 1 to your mana pool.
    5, T, Sacrifice Unstable Wastes: Put target land on top of its owner's library.

    This doesn't destroy, but still, colorless access to bounce land. Removed ETBT.
    Posted in: Custom Card Creation
  • posted a message on Rishadan Port new friends
    Trader's Outpost 3.0
    Land
    T: Add 1 to your mana pool.
    2, T: Tap target land.
    2, T: Untap target land.

    Ghost Town
    Land
    Enters the battlefield tapped.
    5, T, Sacrifice ~: Destroy target land. Draw a card.

    Implode costs 5 mana and is red.
    Posted in: Custom Card Creation
  • posted a message on Idea for a four color legendary creature
    Limit it to pairs of cards, no switch for any other card.

    Flip cards are worse than DFC, because the former essentially halves the space available for a card, whereas the latter doubles it. The downside of DFC is that they need a special sheet and another card to represent it. My idea has a different downside though, it essentially makes a card fill two slots for a card in a set. And there is another problem, ETB and LTB events. What happens to equipments and auras?
    Posted in: Custom Card Creation
  • posted a message on Idea for a four color legendary creature
    Azure, the Ghost 2WU
    Legendary Creature - Ghost
    Flying
    Prevent all damage that would be dealt to Azure, the Ghost.
    Switch 4
    2/2

    Azure of the Nature 2GB
    Legendary Creature - Beast
    Hexproof, Deathtouch
    Switch 4
    2/2

    Technically, it's an attempt to make a split card that can be a permanent. I took the halves and made them full cards.

    What's Switch? I made up a keyword that has the following function: One card goes to your deck, the other card stays outside the game (sideboard, or exiled). At any time you could cast a sorcery and only once per turn, you may pay the switch cost to literally switch one for the other.
    Posted in: Custom Card Creation
  • posted a message on On the flavor of four-color card designs
    Another idea is inspired by Ninjutsu. Make a specific rule for cards that work in pairs. For a cost you can switch the two colored card in your hand or on the battlefield, for the other pice of the pair that has the other two colors. But, that's pretty much double faced cards where the faces are, different cards in fact. If double faced cards are costly to produce, cards that work in pairs would have the same cost, but at the same time you are pretty much halving the size of your entire set.
    Posted in: Custom Card Creation
  • posted a message on On the flavor of four-color card designs
    The solution for instants and sorceries of 4 colors seems to be split cards:

    Forget 1UB
    Sorcery
    Target player reveals his or her hand, you choose a nonland card from it. That player discards the chosen card.
    Fuse
    //
    Remember 1WG
    Sorcery
    Return target card from your graveyard to your hand.
    Fuse

    Anti white creature 2 UBRG
    Legendary Creature - Soldier
    T: Destroy target white permanent.
    4/4

    Dawn of Four Suns UBRG
    Legendary Enchantment
    Whenever you cast a red spell, you may have ~ deal 2 damage to target creatrure or player.
    Whenever you cast a green spell, you may put a 2/2 green saproling token on the battlefield under your control.
    Whenever you cast a blue spell, you may tap target permanent.
    Whenever you cast a black spell, target player discards a card.

    This is too complicated. Better do it reverse, "Whenever you cast a nonwhite spell". Or "Whenever your opponent casts a white spell, do something"

    Quad Guildmage WUBG
    Creature - Human Wizard
    1WU: Target creature gains flying and protection from the color of your choice until end of turn.
    1BG: Target creature gains +1/+1 and trample until end of turn.
    1WB: Target creature gains lifelink and +1/+1 until end of turn.
    1BU: Target creature gains +1/+1 and intimidate until end of turn.
    3/3

    Too much overlapping effects.

    Bless or Curse WUBR
    Enchantment - Aura
    If enchanted creature is white or blue, it gains +2/+2, flying and hexproof.
    If enchanted creature is black or red, it gains -2/-2 and attack each turn if able.

    The other way of doing a four colored card is making it half hate, half boon. But how would you choose the hate effect, the boon effect and which pair is hate and which pair is boon?

    Hm, after all this crazy attempts I get the impression that four colors isn't about some unique identity, but easier to see as combining two opposing things in one. So, for ex: curse + boon, split cards or double faced cards.

    I was reading Maro's Tumblr and somebody asked for the possibility of having split cards with hybrid mana. The idea is doable, but split cards don't work for permanents.
    Posted in: Custom Card Creation
  • posted a message on 6 cards for mass removal
    Nuclear Explosion 2.0 2WWRR
    Sorcery
    Destroy all creatures. ~ deals an amount of damage equal to the number of creatures destroyed this way to each player and planeswalker.

    Fated Retribution costs more, it's an instant and scry 2. Nuclear explosion is a Day of Judgment combined with Chain Reaction. For variable damage and that can kill both yourself and your planeswalkers, 6 mana seems about right. Maybe 7, more than that is too much.

    Lightstorm 2.0 2RW
    Sorcery
    Destroy all artifacts and enchantments. ~ deals an amount of damage equal to the number of permanents destroyed this way to target creature.

    Doesn't make sense to combine mass removal, damage to a creature and life gain, all in one. Much less to target a planeswalker.

    End of War 3.0 4WB
    Sorcery
    Choose one or both -
    Destroy all tapped creatures
    Destroy all untapped creatures

    End of War doesn't make much sense with entwine. Austere Command for instance, can be a Judgment spell for 4WW, or remove some creatures and something else. Just found out that there exists a mass removal of tapped creatures Guan Yu's 1,000-Li March

    Clear the Vision 4.0 4 W/G mana W/G mana
    Instant
    Exile all artifacts and enchantments.

    White and green can both exile artifacts and enchantments. Red, in its own, can only exile artifacts. So, no red in this.
    Posted in: Custom Card Creation
  • posted a message on 6 cards for mass removal
    Leave no Trace doesn't create an infinite loop with indestructible enchantments.

    There is a subset of mass creature removal that hasn't been printed yet: destroy all multicolored or all monocolored creatures.

    Destroy all multicolored creatures feels white. Whereas destroy all monocolored creatures feels black.

    This could be an hybrid costed spell with choose one or a split card.

    Posted in: Custom Card Creation
  • posted a message on Nimbus Maze-style lands for a quad set
    I don't think there is design space for quad lands at all. If a deck has 4 colors, there is so much overlapping of dual lands, tri lands and rainbow that there is just no need for specialized 4 color land.

    Destroy target [permanent of a certain type]:
    - Red can target lands and artifacts, but not creatures, not planeswalkers, not enchantments
    - White can target creatures, artifacts and enchantments, but not planeswalkers or lands
    - Black can target lands, creatures and planeswalkers, but not enchantments or artifacts
    - Green can target artifacts, enchantments and lands, creatures with flying or any creature with fight keyword. Planeswalker only if it's anything but a land.
    - Blue can't destroy anything, just return to hand

    The color pie violations that exist are justified by flavour reasons, such as destroying the creature and putting a token in its place. The other argument for violating the pie is about breaking it once every X years. But that once in every X years has to be so rare and so weak that it never makes a color self sufficient.
    Posted in: Custom Card Creation
  • posted a message on Math symbols in cards?
    Rather than say "destroy target creature with power greater than 4", what about "destroy target creature with power > 4" ?
    Posted in: Magic General
  • posted a message on Nimbus Maze-style lands for a quad set
    I just gave up with that. Quad land always overlap two dual lands in one, so it's impossible to make a quad land with a drawback that is higher than tri lands and lower than rainbow lands at the same time. It's the same issue to design 4 colored cards, they end up so close to five colored that there is almost no difference from doing 4 colors or 5.
    Posted in: Custom Card Creation
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