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  • posted a message on Low Hanging Fruit - Mechanics based on previous Mechanics
    Crazed Warrior WW
    Creature - Human Warrior
    Insanity (When this creature enters the battlefield, you may discard a card.)
    When Crazed Warrior goes insane, exile target permanent.
    2/1

    What. Elite Vanguard + a better Vindicate? This is nuts.


    I think my favorites so far are Cannibalize and Posse.
    Posted in: Custom Card Creation
  • posted a message on Made some cards at work
    Note: Normal practice is to post text versions of the cards in addition to renders. Renders won't always load for everyone, and it makes it easier to suggest wording edits, etc.

    Deidare Spawnie: Clever little design you have here. As worded, it does indeed lose its previous creature types, which I actually prefer to just adding them on. If it didn't wipe creature types every trigger, it starts becoming a nightmare to keep track of until it just turns into the text "All other creatures get +1/+1," which is kind if lame. It also lets your opponents try and manipulate the effect, and this sort of interactivity is good in my book. Balance wise, it should probably be a rare (b/c of Limited formats), and I'm tempted for it to be a specific color as well. Finally, I recommend changing the trigger to "Whenever another creature enters the battlefield,...." because otherwise it triggers off itself when you play it. Nothing happens, but then why have it trigger there?

    Griffin Steed: This idea pops up every so often, and is a bit of a mess rules wise. Current consensus is that it works the cleanest with double-faced cards, and the ability becomes worded as follows: "(cost): Transform ~ and attach it to target creature," with the back of the card stating "equipped/enchanted/other creature gets _________. When ~ becomes unattached, transform it." It solves a lot of the memory issues with this class of cards. The downside to it becoming an artifact is that it really doesn't make sense that you can Shatter a living, breathing, non-artifact animal.

    Dollar Auction: A very similar card has already been printed, by the way: Pain's Reward. Drawing 1 less card is not worth the 2 discount and being instant. I have a feeling this would be enormously problematic in Legacy/Vintage, and probably still broken in Modern and Standard. It also really feels more black than blue.

    Slave Market: Random card from your library facedown? Yeesh. The whiff potential here is huge. On the other hand, you could build your deck such that it could almost boil down to: "Flip a coin. If you win, you probably win on the spot. If you lose, you lose the game." I think the range of what this card can do is so high it's a bad idea to print or play with. Spend 10 life for a basic land? Spend 3 and get a turn two Emrakul, the Aeons Torn? Who the hell knows.

    Brawling Giant: Much like the Griffin above, there are some problems from it making things into artifacts. I would personally word it as follows: "2R,t: Exile target creature until you activate this ability again or Brawling Giant leaves the battlefield. Brawling Giant gets +X/+0, where X is the exiled creature's converted mana cost." Very flavorful design, reminiscent of Phyrexian Ingester effect wise.

    Forest's Song: I think you appropriately costed this one. I will note that making you discard your hand as part of the cost rather than part of the effect makes it backbreaking if it gets countered. As such, I recommend wording it as "Discard your hand, then search your library for a basic land card and put it into play tapped for each card discarded this way." to prevent that.
    Posted in: Custom Card Creation
  • posted a message on Fight Club
    Clash of Titans: Eh. Blue has gotten creature removal through creatures before, but it's portrayed as being consumed by a leviathan from the depths of the ocean a la Colossal Whale and Phyrexian Ingester. Other than that, brute force seems like something a blue mage wouldn't bother with, instead using an unsummon/bounce effect to deal with the creature, controlling its mind, freezing it solid (Frozen Solid), etc. Brains over brawn, in essence.

    Cannibalism: Black doesn't shy away from conflict, but fair fights rarely enter into it. I would see instead a card that stated, "Destroy target creature that shares a type with a creature you control," and was named something having to do betrayal instead.

    Joust: Now this, I could see. Mostly just as a once off, for the flavor. On the other hand, since white is often about the strength of the group, the exalted mechanic best conveys the idea of sending forth a champion.

    Regarding the "fight club" everyone else is talking about: Kiku, Night's Flower and Kiku's Shadow.
    Posted in: Custom Card Creation
  • posted a message on Viktor, Suppression Fiend
    I think the others pretty much covered my opinions on the other cards, so I'll just hit this:

    Muzzle 1B
    Instant [U]
    If a player would search his or her library this turn, that player discards a card instead.

    Wow. Just.... Wow. It's a nasty, nasty effect in any format with fetchlands (Scalding Tarn, etc.) and tutors (Gifts Ungiven, etc.). In other words, really strong in eternal formats while not being that strong in Standard/Limited, functioning as Stifle or a counterspell with card advantage added for good measure. Part of me thinks that the presence of a card like this could lead to the unbanning/restricting of a lot of the tutors, since the effect is so strong. I like the design, though.
    Posted in: Custom Card Creation
  • posted a message on [ARTICLE] The Lion's Lair #2 - "A slice of pie" (A custom card design guide: the color pie)
    Great list and breakdown, thanks for going to work to put this together!

    Minor quibble: Can't seem to find a reference to red's well established "temporary creature copy w/ token" mechanic. Kiki-Jiki, Mirror Breaker as the original, and refreshed every so often (Heat Shimmer, Splinter Twin, Twinflame, Felhide Spiritbinder, Flamerush Rider, arguably Feldon of the Third Path). A few artifacts have gotten it too, but Echo Chamber is reallly old, leaving only Mimic Vat and Minion Reflector in modern design.
    Posted in: Custom Card Creation
  • posted a message on Mothership spoilers (1/2/2015) - Citadel Siege and more!
    Phoenix looks like a lot of fun. Fun synergy with Purphoros, God of the Forge, for starters. Feeling the itch to cobble together a big red deck together now.

    Citadel Siege is going to be interesting. Maybe with U/W or Bant Sage of Hours builds? Seems pretty easy to chain multiple turns together or go infinite. Maybe not competitive, but it'll win some games.
    Posted in: The Rumor Mill
  • posted a message on [RKU] Appetizers
    Emamu Pack-Sworn: Tribal support, seems likely to slow down limited quite a bit. Seems pretty easy for this to gain you 5+ life in addition to trading well.

    Stonesplitter: I really, really like this. Cute design, fits very well. Note how strong it is with the Pack-Sworn, especially if there's a way to get Barbarian tokens you can suicide every turn.

    Salt the Earth: This always seemed more red (Blood Moon and company) or blue (Spreading Seas), but black is acceptable as well since it does get land destruction.

    Lattice Builder: I have a soft spot for Splice onto Arcane, so I like this as well. Other people do have some valid points, though.

    Clockwork Battlesphere : Amazing beater and wall. It's really, really easy for this to 2 for 1 or swing in for 5. Might want to make it a 0/0 base stats, this could be format warping.
    Posted in: Custom Card Creation
  • posted a message on some legends and potential commanders
    Felrath the Invoker: A one-sided Dream Halls? Yeah, this doesn't fly. The restriction doesn't really matter, you're really only going to play Omniscience, Enter the Infinite, or something similarly backbreaking with this kind of effect anyway.

    Let's run through a scenario real quick. We're on the play, so we go:
    T1: Land, Birds of Paradise.
    T2: Land, Felrath, discard something to play Time Stretch.
    T2+1: Call to Mind, grabbing Time Stretch back.
    T2+2: Discard something to cast Time Stretch again.
    This is going to be a fun game for our opponent, they only got to play 1 turn. /sarcasm

    Reta Xat, Master Assassin: There are only a handful of creatures with first strike and deathtouch. Glissa, the Traitor is the cheapest. This guy is boring, and needs to cost more.

    Cudget Battlemender: The wording to make that first ability work is a mess. Something like "Whenever a creature you control fights another creature, it gets +2/+0 until it is no longer fighting that creature," but I doubt that actually works as intended either. Why not just have the ability be "t: Regenerate target creature. It gets +2/+0 until end of turn." Usually the same effect, much simpler and more elegant. It also doesn't make sense why a fight lord wouldn't work when just attacking, flavorwise.
    Posted in: Custom Card Creation
  • posted a message on Eviscerate
    Compare your version against Vendetta and Devour in Shadow, both of which have near identical effects. For more perspective, try Orzhov Charm, which gives options as well, or Terminate, one of the more effective spot removal spells ever printed.

    Granted, -X/-X has a couple of corner cases that is more effective than a destroy effect, most notably hitting indestructible creatures. With your version, you could also reap a potential benefit by using it as a combat trick and not needed to pay the full amount of life. On the other hand, a +X/+X in response kind of ruins your day.

    BB is the most appropriate cost for this effect, which is essentially a mild twist of Devour in Shadow.
    Posted in: Custom Card Creation
  • posted a message on Jurgura, Hive Queen
    Jurgura, Hive Queen: Very, very strong. Approaching broken strong, arguably. Compare to Hornet Queen, which looks like it may have been your inspiration. 2 less mana, get two less tokens but +1/+1 on the main body. 5 mana for 5 power flying and death touch across 3 bodies is a solid, solid card already. The sacrifice effect is what pushes it to nuts, even fixed to give one effect instead of two as you stated above (might want to edit your original post, by the way). Chump blockers can be sacrificed to draw cards or grant mana for combat tricks. A single unblocked attacker in a token rush can get huge out of nowhere, and we can grab some extra life when needed. I would tweak the card as follows:

    Jurgura, Hive Queen 3WBG
    Legendary Creature - Insect
    Flying, deathtouch
    When Jurgura, Hive Queen enters the battlefield, put two 1/1 Green Insect creature tokens with flying and deathtouch onto the battlefield.
    1, sacrifice another creature: Choose one - Put two +1/+1 counters on target creature you control, gain 3 life, add two mana of any color to your mana pool, or draw a card.
    3/3

    Raised cost by 1, added a mana cost to the sacrifice and changed function slightly because it makes little sense for it to sacrifice itself.

    The Hive: Any particular reason not to just use Swarmyard? The flavor is still there. Fine otherwise.

    Jurgura's Breeding Pool: Seems decent. I like that you can't just flash in extra deathtouch blocker whenever, keeps it under control.
    Posted in: Custom Card Creation
  • posted a message on Dark Tribute and Death Blossom
    Dark Tribute: Given that the non-token limitation of Infernal Tribute is a major limiting factor on it's power, this makes me nervous. I can't immediately call it broken, but this is very, very strong. Most other sacrifice-to-draw effects are either limited in permanent type or repeatability (tapping, one shot effects, etc.). The only single card that comes close is the original, though Dragon Appeasement+Viscera Seer comes close.

    Death Blossom: You know the alarm in your head that tells you when a card is broken when you look at it? Yours isn't working. At all. Adding the ability to get BG is a small change offset by the stricter cost, but letting you exile stuff from your graveyard? The original card ALREADY turns every card you have in hand into the Lotus Petal/Black Lotus hybrid, but turning your graveyard into fast mana as well? Giving every spell a twice as powerful Delve? Fetchlands are now Black Lotus, self mill ramps you an unbelievable amount (Tome Scour to net 9 mana?), and oh, dredge exists (in case you forgot). This is quite probably as bad as Channel.
    Posted in: Custom Card Creation
  • posted a message on [NVA] A biased booster pack
    Firenail Goblin: Upgraded Forge Devil is upgraded. Flavor text seems odd. Why couldn't it be named Goblin Igniter and have the flavor text "They'll light anything on fire... including themselves." if you're so sold on putting self-referential meta jokes in your flavor text?

    Ravena Rat: So bad. Do you really think black is strong enough in limited that Scathe Zombies is appropriate to fill space? At least it's not Mindless Null levels of terrible...

    Wicked Eye: This is pretty nice! Not all that strong absolutely, but definitely a roleplayer for limited BR decks.

    Gravemaking: Weak because it's limited to creatures. Compare to Shadowfeed?

    Fervid Spiritfence: Not in love with this. Compare Transient to the Channel mechanic from Saviors of Kamigawa. It triggers ETB and LTB stuff, but can be countered as well.

    Tidal Empowerment: There's no world where this is black. Go with 1UG instead. Does that not fit your set's flavor? If so, come up with a difference card. This breaks color pie tradition for something really trivial.

    Brightfire Presence: Ugh. This is rarely coming to come down on turn 3 in limited, and it's pretty weak even if it does. Can't really see it doing anything in constructed formats either. Explain your logic for this, if you would? I'm not seeing it's purpose right now.

    Cultists' Cauldron: Oh god, that mana cost. Why isn't it just 3 to play? If you want tri-color, you need to let people fix their mana some, and the second effect is expensive as it is. Sure, it'd be way better than the Khans of Tarkir Banners, but those aren't that strong even in limited.

    Ravaging Impact: I see there's a +1/+1 counter theme here. This seems pretty good, reasonably powerful uncommon for decks with RG.

    Reaper Scythe: Cards that cost 2 of a single color don't mix well with cards that want 2 different colors until you hit the CMC 4-5 range in limited, and often makes a slow or painful mana base for constructed to hit before that as well. It's a fine card and would be quite strong (but not broken) in many sets, but in a set so obviously multicolor it confuses me.

    Swirling Arrow: Wording looks funny, likely because people are so used to just seeing the "attacking or blocking" bit by itself. Why not change the wording to the new modal template?
    Swirling Arrow GW
    Instant {U}
    Choose one:
    • ~ deals 4 damage to target attacking or blocking creature.
    • ~ deals 4 damage to target creature with flying.

    Ritualists' Lair: I don't know that we need things strictly better than the Alara/Khans trilands, even if the trigger isn't the easiest thing in the world to do.

    Galefish: This is not UB at all. It's green. See Skarrgan Pit Skulk, Wandering Wolf, Aura Gnarlid, Champion of Lambholt, Howlgeist, Battering Wurm. As a matter or fact, this effect as written has only appeared on green creatures, EVER. As costed, this is ridiculously powerful. Galefish into your Tidal Empowerment basically ends the game on turn 3 unless someone ramps to a huge fatty or plays a board wipe. Go look at the Modern Bogles deck, and come back and tell me this is appropriate.

    Eligos, the Eternal: Being able to reanimate itself is hugely strong, and bringing your team back as well is too strong to be printed. The combo potential with ETB, LTB, and sacrifice outlets is absurd, even ignoring how strong it is with board wipes. Damnation as Plague Wind? I'd say ditch the team resurrection, and change his timing so he comes back at your upkeep, and he'd still be very powerful.

    Mana Crystal: Passion: NO. Never. Seat of the Synod and friends are broken and banned for a very good reason, and you want to give them an ability too? Ignoring the abuse potential, why not just play a BASIC LAND? Nothing I've seen in this booster cares about artifacts.
    Posted in: Custom Card Creation
  • posted a message on Equipment
    Quote from Scuirimancer »
    Mummy Dust 1
    Artifact Equipment
    Equip 1
    Whenever equipped creature blocks or becomes blocked by a creature, put a -1/-1 counter on that creature. If it would be put into a graveyard this turn, exile it instead.

    Seems quite good. Makes weenies chump and trade amazingly well, weakens stalling with walls, and is great when blocking/blocked by multiple creatures.
    Quote from Scuirimancer »

    Helm of Warning 1
    Artifact Equipment
    Equip 3
    Choose a color as you attach Helm of Warning to a creature.
    Equipped creature has protection from the last chosen color.

    Hm. Protection from a color, that can be reset? Cute, expensive equip ability limits abuse potential. Puresteel Paladin has a new friend.
    Quote from Scuirimancer »

    Lightning Lance 2
    Artifact Equipment
    Equip 1
    Equipped creature gets +2/+0 and has haste and first strike.
    At the end of your turn, if Lightning Lance is not attached to a creature, it deals 2 damage to you. Otherwise, it deals 2 damage to equipped creature.

    Phytohydra tech! More seriously, this feels like it wants to be a red artifact, and seems a little easy to avoid the downside in general.
    Quote from Scuirimancer »

    Mourning Sword 1
    Artifact Equipment
    Equip 2
    Equipped creature gets +1/+1.
    2: Put a 1/1 colorless spirit creature token into play and attach Mourning Sword to it. Activate this ability only at a time you could cast a sorcery and only if you control no creatures.

    This is going to be obnoxious to play against. Leonin Scimitar isn't that great, but giving someone "2: put a 2/2 creature into play." shuts down aggro really hard. I think Dahammer's point about switching casting and equip cost has merit, and I would increase the activation cost by 1. Haunted Plate Mail is a thing, but it doesn't land nearly early, and can't be comboed with sacrifice outlets.
    Quote from Scuirimancer »

    Magnetic Fists 2
    Artifact Equipment
    Equip 2
    Equipped creature gets +1/+2.
    Whenever equipped creature attacks, you may attach target equipment to it. (Control of the equipment doesn't change.)

    Cute, even if the trigger will rarely be relevant in constructed formats. I like this one a lot. Maybe make the equipment fall off at end of turn if power level becomes an issue?
    Quote from Scuirimancer »

    Longarm 4
    Artifact Equipment
    Equip 2
    Equipped creature can block any number of creatures and doesn't deal combat damage while blocking.
    Equipped creature has "T: This creature deals 2 damage to each creature it's blocking."

    Kind of a flavor fail compared to the others, which were immediately resonant. Why not template it as follows? "Equipped creature can block any number of creatures. Prevent all combat damage equipped creature would deal while blocking. Whenever equipped creature blocks, it deals 2 damage to each creature it's blocking."
    Posted in: Custom Card Creation
  • posted a message on "Hivemind" - Need help with a storm-like RUG mechanic
    Quote from aeso
    So "storm-like" in the title probably sets off red flags, since we're talking about copying spells for free. That's why I'm asking for help with balance.

    Yes, yes it does.

    Hivemind (When you cast this spell, copy it for each creature that entered the battlefield this turn. You may choose new targets for the copies.)


    And red flags are still up. I have a feeling this is going to be a problem. Tokens are a huge problem, even if these somewhat counter token spam as well.

    Rite Spell: Ramp spell that copies itself. For this to be playable outside of a combo, it's nuts overpowered in one. For it to be fair in combo, it's useless outside of it. Note that this isn't a storm problem so much as ludicrously explosive aggro openers. See Burning-Tree Emissary. Turn one mana dork into 2x BTE second turn into this gives seven mana floating? Ouch.

    Lifegain Spell: Life gain in general not being that strong, this is perfectly fine.

    Naturalize Spell: Hmm, a bit leery of this one. Depends on the environment it's in, I think, but could very easily be nasty.

    Draw Spell: I find it kind of odd how this so strong in control AGAINST creature swarm, since it can easily draw you 3-4 cards. Probably shouldn't be hybrid, force some color commitment for this bad boy. Leery of overall powerlevel on this one as well. Compare Regal Force in some ways.

    Unsummon Spell: Again, much stronger in response to your opponent than anything else. Potential powerhouse in tempo decks.

    Hiveminder: This guy I like. In my opinion it should cost more and have less aggressive stats in exchange for a beefier backside, like 2URG for a 2/5.


    This mechanic obviously becomes super broken with tokens, but that was part of the fun, but is it too broken? Here are possible changes to make for balance:

    • Only triggering off creatures you control
    • Only triggering off nontoken creatures
    • Making it like storm but only for creature spells being cast
    • Increasing the cost of each spell to slow it down

    Definitely consider doing one of the first two options. The third is essentially the same as the second, and the fourth doesn't help the abuse cases that much.

    Stormy: Since when does red get a 1/1 flier for 1?
    Posted in: Custom Card Creation
  • posted a message on My first ever card remade :)
    As always from you, there many interesting ideas held back by horrible wording problems.

    Scae, The Heartland Queen: 2WGB
    Well, to start you can't activate her +2 ability unless there are 2 or more creatures on the board. If they are both yours, you might have to kill one. Unconvinced a plus ability on a CMC 6 walker that needs both you and your opponent to control a legal target for it is a good plan. Assuming that's met, the power level is fine, but the potential for whiffing is rather high.

    Second ability: Hmm, this is really strong card advantage since it triggers off any creature dying and not just your own. Also, makes a really easy loop with Doom Blade and any other target removal, which worries me. I think this might make a better ultimate.

    Third ability: This ability desperately wants to play with mill effects. Also, worded as "Whenever a card is put a graveyard from anywhere, you may put a 2/4 Green, Black and White Treefolk with Reach, Lifelink and Haste onto the battlefield." Unsure for what reason the Treefolk really need 3 colors and three abilities, when it just clogs the text box on the card.

    Overall, I like the idea of each ability, but I don't think it makes a balanced 'walker. You can ramp to it, activate second ability, and machine-gun spot removal spells for the rest of the game, or alternately ramp, activate the ultimate second turn, and mill for a huge alpha strike. Neither looks like the intended function.

    Odula, Princess of Rain: "Whenever your opponent attacks or blocks, destroy their best attacking or blocking creature, gain 2 life, and put a 1/1 green Saproling creature token onto the battlefield". This might as well be the text, and is horribly oppressive at WGB.

    Nervala, Seer of Fates: Protection from creatures you don't control is so infrequently different from protection from creatures that it's not worth adding. Second ability doesn't seem WBG at all, and chains removal into card advantage into removal, etc.. Also triggers on your opponents' spells.

    Another Flavor heightened card.

    Varcoon Degia, The Sorceror: A wordy mess that I highly doubt functions in current rules because of how hard it would be to pin down how dealing damage and drawing cards works when the spell hasn't resolved yet. Furthermore, there's only a downside if you don't copy it. Seething Song for net +RRRRRRR is ludicrous. Was this intended? Flavor text is also extraordinarily awkward.
    Posted in: Custom Card Creation
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