Frameblast seems like the kind of card you'd want really strictly based on metagame considerations in a standard rotation (or some possible eternal implications here). Its almost incredible souped up removal in any coloured artifacts matter set, but in anywhere else, its just a slight improvement over wear/shatter/ancient grudge. Mind, a rather significant slight improvement. But I don't think you can really evaluate it unless you know all the rest of the set. In esper, sure it could be gigantic, but artifacts are already somewhat niche, and colored artifacts more niche, and multicolored artifacts are a tiny tiny sliver of all cards. For example, in gatherer there are 1446 artifacts, 106 of which are colored, 48 of which are multicolored, 10 of which have community ratings of 4.0 or higher. And of those 10, one has protection, one can fizzle it by bouncing itself, one can fizzle it by sacrificing itself, one can faceless butcher the removal from your hand, and one can yank the card out of your hand and cast it yourself. Unless this is alara 2.0, don't expect much application.
Mirror BearerU
Creature - Merfolk Wizard (R)
Whenever Mirror Bearer deals damage to another creature, put a token onto the battlefield thats a copy of that creature. That creature and the token fight each other. Then exile the token.
1/1
Closest comparison is loyal sentry. Too much in U, with power creep? Should it only be combat damage, to prevent the psionic gift esque shenanigans (note its just a better typhoid rats like that, unless you combo it)?
That card is pretty convoluted and seems very powerful. I'm just not sure why we need more good blue cards, but you know, it's a cute idea and thought experiment. I'd really rather it be multicolour at least. Neat top down idear.
SO IVE GOT MY OWN TOP DOWN IDEAS!
Arcane Meddling2U
Instant (C)
Counter target spell unless it's controller pays 4.
Affinity for Wizards
Lots of different versions of this one to be had right? Leme tell ya, I've been sitting on this affinity for class / race idea for a while baby. Even for devotion I was thinking affinity for coloured permanent would be super sweet, but of course you wana put out the most elegant one right? This is so not it.
So convolute (unplayable) with 0 wizards, a slightly beefed up mana leak (above the curve a bit) with 1 wizard, and spell pierce on crack with 2+.
Its absolutely a better approach than ixidor's will. At 3 CMC, nobody would ever want to play it over a hard counter. So it *needs* a wizard to be playable, and then its really only above the curve significantly if you're on an overextend blue board position. I'd say its a fair card, it might even be somewhat hard to fit into a proper deck.
Floodwaters
Land (R) T: Target permanent you control becomes an Island Land until end of turn. (It loses all other types)
Ok so its got "combo bait" written all over it, but would it actually be broken?
Errr..... Even with such a massive cost for equipping, I'd reckon the bonus could be a tad smaller, although then again, it's already pretty costly and legendary to begin with. Maybe ok, or I'll think about dropping this to +8/+8 or so.
Repeatable LD.
Armogah Earthbreaker5RR
Legendary Creature - Giant Warrior (M)
Trample
Whenever seven or more creatures you control attack, you may destroy target land. A large enough stampede can destroy the world.
8/8
I dunno why that person said this card wasn't good it's nigh on broken. +1 and you get a 2/2 or a 1/1 flying is already great. Planeswalkers who protect themselves are good and ones that do it while using a + ability are even better. The 0 ability is boring, but honestly it could be useful to force attacks through even though it's not super exciting. And the last one is sick. The last ability is after three turns you get 20 power of flying damage = whutt. That's a really really good ability. Having said that it's not exactly unique or original compared to Sarkhan Vol since he is a 4 mana 4 loyalty -6 get 5 4/4 flying as well. (comes down the same turn, and pops off the same turn)
Thanks for the constructive criticism. (Also damned it Sarkhan, I never liked him and never will!!!!)
I made the ultimate ability a -7 instead of a -5 so it goes off two turns later. I made the 0 ability able to tap/untap lands in order to compensate. Whoever posts next can pretty please hopefully tell me what that turns out to be? Oh, and I cleaned up the +1 a tad. Oh oh, and its my updated signature, you can just click the spoiler to read it so you can critique it.
That said, input on a different ultimate ability would be a good idea, I guess.
(Seriously Sarkhan STOP MAKING THIS GAME UN-FUN)
-
@Earthbreaker ITS COMPLETELY OKAY IMHO could use a -1/-1 nerf to 7/7, or a -1/0 nerf to 7/8, otherwise you might just get the Baneslayer phenomenon, and no one wants that.
Otherwise, I like it a lot, and that might just be unnecessary nitpicking on my part?
-
Angel of the Harvest1BWG
Creature - Angel
Flying
:symq:, Sacrifice a creature: Draw a card.
:symq:, Sacrifice a land: Add GG to your mana pool. "Her wings are the autumnal leaves, her scythe is the harbinger of the equinox."
3/2
Armogah Earthbreaker5RR
Legendary Creature - Giant Warrior (M)
Trample
Whenever seven or more creatures you control attack, you may destroy target land. A large enough stampede can destroy the world.
8/8
@Earthbreaker
IMHO could use a -1/-1 nerf to 7/7, or a -1/0 nerf to 7/8, otherwise you might just get the Baneslayer phenomenon, and no one wants that.
Otherwise, I like it a lot, and that might just be unnecessary nitpicking on my part?
Blydden, I'm really not too sure about this phenomenon you're talking about, I'd love to hear more about your worries about this 7 drop that requires you to have 7 attacking creatures to do anything other than attack and block and die.
To me, I have to say I'm fascinated by it, but that fascination is tempered by the fact for this card to be good, I must have 7 dudes attacking and a 7 drop in play. It feels like I might be having an easier time just winning the game if I were playing something like over run or fortify or, maybe I've already kinda won by the time I'm attacking with 7 guys consistently and can forego the expensive monsters. I'm clearly doing something right being able to turn a full starting hand's worth of monsters sideways. It seems like a win more card. It is a better win more card, in that it closes off your opponent's game, but it's still a win more card and costs 7.
How relevant do we believe being above the curve in terms of power and toughness is these days anyway?
Magac:
I think you've made a super cool card here and I'd love to see it scaled down or reworked. It's okay as a 7 drop, but I just don't think red wants to be thriving off having the largest team in the world. I like how you've designed a lot of depth in this card, it reminds me of how noncomittal a lot of white on board tricks can be.
Blydden:
Your angel feels a little small to me, but I guess at the end of the day I don't mind that very much. I do feel bad for 4cc 3 colour creatures that die to most instant removal and then don't get to do anything, because I know they must be cool and I know it's incredibly hard to justify playing them, but I like a lot of things about your card. Untap mechanic might confuse and annoy me but I was really annoyed when rose water told me I'd never see it again.
I'd like to push this card, but I'm not sure how, because I know you guys, and you wouldn't let me get away with it.
The God's Disdain :3mana::symwb:
Instant (C)
Exile target creature.
Affinity for clerics you control.
It's sad, because you'll probably never have 2 clerics in play, and you'll probably never want a 3-4 cc spell that just kills a creature that consistently.
Hmm.... seems pretty plausible, although I might want to put it at 4(W/B) owing to Unmake, which cannot be discounted except by Edge Walker or so. On the flip side, however, as exile is a much more damaging effect than destroy, I want this card to have at least (W/B)(W/B) in the cost. See Murder.
My attempt on creating Typhon-esque card.
Tychosius, the Progenitor3RRR
Legendary Creature - Dragon (M)
Trample 6RRR: Monstrosity 6.
Whenever Tychosius or another creature you control becomes monstrous, it deals damage equal to the number of +1/+1 counters on it to target creature or player.
6/6
Comments?
EDIT:
Tychosius, the Progenitor4RRR
Legendary Creature - Dragon (M)
Trample 7RRR: Monstrosity 6.
Whenever Tychosius, the Progenitor or another creature you control becomes monstrous, it deals damage equal to the number of +1/+1 counters on it to target creature or player.
6/6
I misread the card...ITS COMPLETELY FINE DON'T THINK ABOUT WHAT I SAID BEFORE.
*cries*
It really should just say "Affinity for clerics", or at least, not have that period at the end.
Exile is stronger than destroy do not regenerate, though.
Meh...?
*cries some more*
Misread
Instant
Counter target spell you control.
*drowns in tears*
Seriously, please disregard what I said about Earthbreaker.
Quick question though, can I re-submit updated cards to be re-reviewed such as...
the planeswalker in my signature?
EDIT: Oh there's a new card.
That's...that's one awesome dragon. Except it doesn't have flying.
Resubmit anything you like blydden, I'm sorry if I came off as a jerk, I just like to bring as much discussion to this board as possible, because I think the predominant attitudes could use some thoughtful revision and I think cool cards are worth more discussion than simply the ways they are not okay because of X and Y reason which is purely precedence.
But please review Magac's land dragon, I have no intention of doing so.
I don't understand why people seem to think removing a creature from the game at 4-5 mana is a thing people will want to do. People play these spells at 1-2 mana, and 3 mana when they can take care of any type of troublesome permanent. My card already required a cleric in play to be on par with unmake, a mediocre card, why do you feel like it should require 2?
I'll assume this is where we are up too, lemme know if I missed a card.
This seems so extremely narrow, not sure at what application this could have.
Just be aware that countering your own spell can have odd priority rules as you are the first to gain priority after you play a spell so if you pass priority to your opponent and they do nothing you have no time frame in which to counter your own spell.
Question: Common or Uncommon?
If I wanted him at common should I nerf his power/toughness?
GlintEye Cyclops3R
Creature — Cyclops Warrior (C)
At the beginning of each upkeep, if an opponent has more gold counters than you, tap GlintEye Cyclops. He fights for one thing.... “Shiny”
5/4
See the thread in my signature for details on gold counters.
The drawback is not strong enough. It should be a 4/4, then it would be a fine Common indeed. Drawback is necessary for it to be a Common, though.
This is the pre-update version. Bly Dden-Rael2:symwu::symgw:
Planeswalker - Bly +1: Choose one — Put a 2/2 white and green Wolf creature token onto the battlefield; or put a 1/1 white and blue Bird creature token with flying onto the battlefield. 0: Tap or untap up to two target nonland permanents. -5: Put five 4/4 white Angel creature tokens with flying onto the battlefield. 3
That was the pre-update version.
Bly Dden-Rael2:symwu::symgw:
Planeswalker - Bly +1: Put a 2/2 white and green Wolf creature token onto the battlefield. +1: Put a 1/1 white and blue Bird creature token with flying onto the battlefield. 0: Tap or untap up to two target permanents. -7: You get an emblem with "At the beginning of your end step, put a 4/4 white Archon token with flying onto the battlefield." 4
I kinda dig it, but I feel like there are too many angles (I know it's weird for me to type that). It's kinda funny to me I can play this in my UW deck and be making 2/2s forever but I don't know if I care. I'd call it busy. I like a lot of what you've got going on though.
In fact my main idea for a GW walker is being 2-3cc and having a +1 that reads "Tap or untap target permanent." I like what you're thinking.
Shall we try this again?
Arcane Meddling2U
Instant (C)
Counter target spell with converted mana cost 4 or less.
Affinity for Wizards!
Non wizard spell? Bring it down to 3cc? Cost it at 1U and make it spell with cmc 2 or less?
XXI, The World15WUBRG
Planar Enchantment (MR) (Only one player can control a planar enchantment.)
Affinity for lands
At the start of each phase, if it's your turn, draw a card.
At the end of each phase, untap all permanents you control.
You may cast nonland cards as though they had flash.
I really do NOT see what is so hard about capitalization of all things!
Anyway...I need to see some more of these "planar" cards to see a justification for not using the world supertype. Its actual power...given what can be done with cheating creatures out, how little there is with cheating enchantments out, I guess it'll work. Not a fan though.
Oh, and I'm not seeing how this card's mechanics fall into anything tied to the final aspect of Major Tarot.
Tome of Machines 7(P/B) Legendary Artifact – Folio Creatures you control get +X/+X, where X is your devotion to . -minrar: rare
About any "subpar" mechanics or cards: Context is king.
If I make a templating or grammar error, let me know.
The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
I don't know if that works and if any card has referred to "phyrexian mana" but I like the concept a lot. I'd also make it cost 9 with 7 and two
Overlycomplicatedsupernarrowenchantment - 1U
Enchantment Creature - Incarnation
Bestow 1U
Enchanted creature gets +0/+3 2UU: Target aura permanent with bestow becomes a creature. If the creature it enchanted had bestow it becomes an aura. Attach that aura to that creature.
0/3
Overlycomplicatedsupernarrowenchantment - 1U
Enchantment Creature - Incarnation
Bestow 1U
Enchanted creature gets +0/+3 2UU: Target aura permanent with bestow becomes a creature. If the creature it enchanted had bestow it becomes an aura. Attach that aura to that creature.
0/3
This card is cute, and I can see how it would lead to some tricky game scenario when it's relevant. But it's so narrow it might as well give you a game win for pulling it off.
Speaking of alternate win conditions.
Slaughterhouse Rules :3mana::symr:
Enchantment (R)
At the beginning of the end step, if 20 or more damage was dealt to any number of creatures and/or players this turn, you win the game.
This card is cute, and I can see how it would lead to some tricky game scenario when it's relevant. But it's so narrow it might as well give you a game win for pulling it off.
Speaking of alternate win conditions.
Slaughterhouse Rules :3mana::symr:
Enchantment (R)
At the beginning of the end step, if 20 or more damage was dealt to any number of creatures and/or players this turn, you win the game.
A very likely scenario with multiple boros reckoners on the field. PRobably the right cost too, but let's see *think* 2 boros reckoner + this + Anger of the gods.
Swing for 6. 3 damage to each reckoner. 6 more damage to the opponent. so that's 18 eh. One more creature on the field wins the game. Anger of the gods with 7 creatures on board wins the game. Maybe could cost more with that in mind.
Next:
Boon Naiad - 2GG
Enchantment Creature - Nymph
Bestow 4GG
Boon Naiad and enchanted creature get +2/+2 for each aura attached to it.
2/2
Considering the cost, its probably fine. Mainly because there are no CMC 0 enchantments.
Nothing else to say about it other than its very green.
Wandering Merchant1(W/B)U
Creature - Human Wizard
Cumulative Upkeep 1 1U, :symtap:: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. 1(W/U), :symtap:: Draw a card. 1(U/B): Untap Wandering Merchant. "Why, nothing better than from my shop! At least, if you're not asking someone from Jund."
0/2
"Enchanted permanents' abilities can't be activated and can't trigger" might be more suitable for that, although then I need to ask, what about static abilities? Anyway, this being Arrest with bonus abilities, I'd reckon the cost is too high, but I may wrong. I think 2WW should be just fine enough, but if it also shuts down static abilities, then yes, 5cc should be ok.
Next
Volcanic Burnout3RR
Sorcery (R)
Volcanic Burnout deals 4 damage to each opponent and each creatures an opponent controls. Skip your next untap step. "Fifty years ago, the volcano belched out a massive amount of fiery rocks for days. I have yet to see it erupting since then."
Too expensive? Mizzium Mortars costs 6 and doesn't smack players, while this cost 5, smacks players, but gives you a significant disadvantage.
Golden Touch3WW
Enchantment - Aura (R)
Enchant nonland permanent
Enchanted permanent's abilities can't be played. (This includes triggered abilities.)
If enchanted permanent is a creature, that creature can't attack or block.
"Enchanted permanent can't attack or block and has no abilities" would actually solve this the best. Instead of clunky prevention, just take away the abilities completely.
Volcanic Burnout3RR
Sorcery (R)
Volcanic Burnout deals 4 damage to each opponent and each creatures an opponent controls. Skip your next untap step. "Fifty years ago, the volcano belched out a massive amount of fiery rocks for days. I have yet to see it erupting since then."
Depending on the situation, I don't know how much of a drawback that would be. If you can clear the board, there isn't much risk of a counterattack if you just hold back a couple blockers and then wait a turn to untap. Same with mana. Seems fairly balanced, I guess, but I probably would look for a better card if the format had other options.
Halt the FloodWU Enchantment
Players can't play lands.
Discard two land cards: Exile ~. Any player may activate this ability.
Rita Repulsa2UG
Legendary Creature — Wizard {M}
Each other creature you control has Monstrosity X, where X is ~’s power. Its monstrosity cost is equal to its mana cost.
3/2
actually thinking about it, she needs to be black, but i'm not sure what ability i could tack on that would feel black
Make it Jund-colored? That would actually have the best mechanicals and flavor.
Momentary Neurosis1B
Instant (u)
Exile all cards in target player's hand. At the beginning of the next end step, return those cards tot hat player's hand, then he or she discards a card.
How annoying would this be on an isochron scepter. It would start at the draw step and get rid of a card each turn. Definitely not Ignorant Bliss. Probably too strong? One note I'd exile the cards face down. Do it at the end of their turn and they never have cards during your turn. Then they discard a card. I think maybe there's too much power here at instant speed.
Next:
Frighthawk 3BB
Enchantment Creature - Nightmare Bird
Bestow 5BB
Intimidate, Deathtouch, Lifelink
Enchanted creature gets +3/+3 and has Intimidate, Deathtouch, and Lifelink
3/3
Hmm I like this. though as it is usually far better than fight I would maybe add an additional 1 to the mana cost or make it sorcery speed.
Or maybe not.....Would need some testing as we don't want another Beast Within silliness for green removal.
Lumin Matrix4
Artifact {U}
Gold counters may be spent for any color mana. 8: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Lumin Matrix4
Artifact {U}
Gold counters may be spent for any color mana. 8: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
That's some pretty expensive ramp, but I suppose that is there to balance out it also being a win condition. I think the issue with the gold counters is that you're trying to combine a really powerful win-con with a relatively low impact bit of extra mana. You have to be pretty devoted to win with gold counters, and otherwise you're just paying premium for a tiny bit of mana later. I think anyone using them for mana would rather just play a land-fetch.
Reposting this one since it got skipped:
Halt the FloodWU Enchantment
Players can't play lands.
Discard two land cards: Exile ~. Any player may activate this ability.
And then a bonus narrow little combo-breaker:
Distracting Slap1R Instant (common)
~ deals 3 damage to target player. That player shuffles his or her library.
Working name, mostly. It's supposed to be the idea of slapping a mage upside the head right when they were about to figure out something ingenious.
Private Mod Note
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Mirror Bearer U
Creature - Merfolk Wizard (R)
Whenever Mirror Bearer deals damage to another creature, put a token onto the battlefield thats a copy of that creature. That creature and the token fight each other. Then exile the token.
1/1
Closest comparison is loyal sentry. Too much in U, with power creep? Should it only be combat damage, to prevent the psionic gift esque shenanigans (note its just a better typhoid rats like that, unless you combo it)?
SO IVE GOT MY OWN TOP DOWN IDEAS!
Arcane Meddling 2U
Instant (C)
Counter target spell unless it's controller pays 4.
Affinity for Wizards
Lots of different versions of this one to be had right? Leme tell ya, I've been sitting on this affinity for class / race idea for a while baby. Even for devotion I was thinking affinity for coloured permanent would be super sweet, but of course you wana put out the most elegant one right? This is so not it.
Cube talk, design community and much much more!
Its absolutely a better approach than ixidor's will. At 3 CMC, nobody would ever want to play it over a hard counter. So it *needs* a wizard to be playable, and then its really only above the curve significantly if you're on an overextend blue board position. I'd say its a fair card, it might even be somewhat hard to fit into a proper deck.
Floodwaters
Land (R)
T: Target permanent you control becomes an Island Land until end of turn. (It loses all other types)
Ok so its got "combo bait" written all over it, but would it actually be broken?
Repeatable LD.
Armogah Earthbreaker 5RR
Legendary Creature - Giant Warrior (M)
Trample
Whenever seven or more creatures you control attack, you may destroy target land.
A large enough stampede can destroy the world.
8/8
Comments?
Thanks for the constructive criticism. (Also damned it Sarkhan, I never liked him and never will!!!!)
I made the ultimate ability a -7 instead of a -5 so it goes off two turns later. I made the 0 ability able to tap/untap lands in order to compensate. Whoever posts next can pretty please hopefully tell me what that turns out to be? Oh, and I cleaned up the +1 a tad. Oh oh, and its my updated signature, you can just click the spoiler to read it so you can critique it.
That said, input on a different ultimate ability would be a good idea, I guess.
(Seriously Sarkhan STOP MAKING THIS GAME UN-FUN)
-
@Earthbreaker ITS COMPLETELY OKAY
IMHO could use a -1/-1 nerf to 7/7, or a -1/0 nerf to 7/8, otherwise you might just get the Baneslayer phenomenon, and no one wants that.Otherwise, I like it a lot, and that might just be unnecessary nitpicking on my part?
-
Angel of the Harvest 1BWG
Creature - Angel
Flying
:symq:, Sacrifice a creature: Draw a card.
:symq:, Sacrifice a land: Add GG to your mana pool.
"Her wings are the autumnal leaves, her scythe is the harbinger of the equinox."
3/2
Blydden, I'm really not too sure about this phenomenon you're talking about, I'd love to hear more about your worries about this 7 drop that requires you to have 7 attacking creatures to do anything other than attack and block and die.
To me, I have to say I'm fascinated by it, but that fascination is tempered by the fact for this card to be good, I must have 7 dudes attacking and a 7 drop in play. It feels like I might be having an easier time just winning the game if I were playing something like over run or fortify or, maybe I've already kinda won by the time I'm attacking with 7 guys consistently and can forego the expensive monsters. I'm clearly doing something right being able to turn a full starting hand's worth of monsters sideways. It seems like a win more card. It is a better win more card, in that it closes off your opponent's game, but it's still a win more card and costs 7.
How relevant do we believe being above the curve in terms of power and toughness is these days anyway?
Magac:
I think you've made a super cool card here and I'd love to see it scaled down or reworked. It's okay as a 7 drop, but I just don't think red wants to be thriving off having the largest team in the world. I like how you've designed a lot of depth in this card, it reminds me of how noncomittal a lot of white on board tricks can be.
Blydden:
Your angel feels a little small to me, but I guess at the end of the day I don't mind that very much. I do feel bad for 4cc 3 colour creatures that die to most instant removal and then don't get to do anything, because I know they must be cool and I know it's incredibly hard to justify playing them, but I like a lot of things about your card. Untap mechanic might confuse and annoy me but I was really annoyed when rose water told me I'd never see it again.
I'd like to push this card, but I'm not sure how, because I know you guys, and you wouldn't let me get away with it.
The God's Disdain :3mana::symwb:
Instant (C)
Exile target creature.
Affinity for clerics you control.
It's sad, because you'll probably never have 2 clerics in play, and you'll probably never want a 3-4 cc spell that just kills a creature that consistently.
Cube talk, design community and much much more!
My attempt on creating Typhon-esque card.
Tychosius, the Progenitor 3RRR
Legendary Creature - Dragon (M)
Trample
6RRR: Monstrosity 6.
Whenever Tychosius or another creature you control becomes monstrous, it deals damage equal to the number of +1/+1 counters on it to target creature or player.
6/6
Comments?
EDIT:
Tychosius, the Progenitor 4RRR
Legendary Creature - Dragon (M)
Trample
7RRR: Monstrosity 6.
Whenever Tychosius, the Progenitor or another creature you control becomes monstrous, it deals damage equal to the number of +1/+1 counters on it to target creature or player.
6/6
*cries*
It really should just say "Affinity for clerics", or at least, not have that period at the end.
Exile is stronger than destroy do not regenerate, though.
Meh...?
*cries some more*
Misread
Instant
Counter target spell you control.
*drowns in tears*
EDIT: Oh there's a new card.
That's...that's one awesome dragon. Except it doesn't have flying.
...What dragon doesn't have flying?
But please review Magac's land dragon, I have no intention of doing so.
I don't understand why people seem to think removing a creature from the game at 4-5 mana is a thing people will want to do. People play these spells at 1-2 mana, and 3 mana when they can take care of any type of troublesome permanent. My card already required a cleric in play to be on par with unmake, a mediocre card, why do you feel like it should require 2?
Cube talk, design community and much much more!
Already did...
...Am I psychic?
Sometimes I am so insane I forget the color of a flamingo.
I'll assume this is where we are up too, lemme know if I missed a card.
This seems so extremely narrow, not sure at what application this could have.
Just be aware that countering your own spell can have odd priority rules as you are the first to gain priority after you play a spell so if you pass priority to your opponent and they do nothing you have no time frame in which to counter your own spell.
Question: Common or Uncommon?
If I wanted him at common should I nerf his power/toughness?
GlintEye Cyclops 3R
Creature — Cyclops Warrior (C)
At the beginning of each upkeep, if an opponent has more gold counters than you, tap GlintEye Cyclops.
He fights for one thing.... “Shiny”
5/4
See the thread in my signature for details on gold counters.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Bly Dden-Rael 2:symwu::symgw:
Planeswalker - Bly
+1: Choose one — Put a 2/2 white and green Wolf creature token onto the battlefield; or put a 1/1 white and blue Bird creature token with flying onto the battlefield.
0: Tap or untap up to two target nonland permanents.
-5: Put five 4/4 white Angel creature tokens with flying onto the battlefield.
3
That was the pre-update version.
Bly Dden-Rael 2:symwu::symgw:
Planeswalker - Bly
+1: Put a 2/2 white and green Wolf creature token onto the battlefield.
+1: Put a 1/1 white and blue Bird creature token with flying onto the battlefield.
0: Tap or untap up to two target permanents.
-7: You get an emblem with "At the beginning of your end step, put a 4/4 white Archon token with flying onto the battlefield."
4
In fact my main idea for a GW walker is being 2-3cc and having a +1 that reads "Tap or untap target permanent." I like what you're thinking.
Shall we try this again?
Arcane Meddling 2U
Instant (C)
Counter target spell with converted mana cost 4 or less.
Affinity for Wizards!
Non wizard spell? Bring it down to 3cc? Cost it at 1U and make it spell with cmc 2 or less?
Cube talk, design community and much much more!
I really do NOT see what is so hard about capitalization of all things!
Anyway...I need to see some more of these "planar" cards to see a justification for not using the world supertype. Its actual power...given what can be done with cheating creatures out, how little there is with cheating enchantments out, I guess it'll work. Not a fan though.
Oh, and I'm not seeing how this card's mechanics fall into anything tied to the final aspect of Major Tarot.
Tome of Machines
7(P/B)
Legendary Artifact – Folio
Creatures you control get +X/+X, where X is your devotion to .
-minrar: rare
P.S. HOW do you make a single Phyrexian symbol??
About any "subpar" mechanics or cards: Context is king.
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The franchise MtG most resembles is Battlestar Galactica. Why? Its players exist in, at most, a dozen different models at any given point in time, with perhaps up to 3% variation, 5% if you're lucky.
Overlycomplicatedsupernarrowenchantment - 1U
Enchantment Creature - Incarnation
Bestow 1U
Enchanted creature gets +0/+3
2UU: Target aura permanent with bestow becomes a creature. If the creature it enchanted had bestow it becomes an aura. Attach that aura to that creature.
0/3
This card is cute, and I can see how it would lead to some tricky game scenario when it's relevant. But it's so narrow it might as well give you a game win for pulling it off.
Speaking of alternate win conditions.
Slaughterhouse Rules :3mana::symr:
Enchantment (R)
At the beginning of the end step, if 20 or more damage was dealt to any number of creatures and/or players this turn, you win the game.
Memento Mori, if the nineth lion ate the sun.
A very likely scenario with multiple boros reckoners on the field. PRobably the right cost too, but let's see *think* 2 boros reckoner + this + Anger of the gods.
Swing for 6. 3 damage to each reckoner. 6 more damage to the opponent. so that's 18 eh. One more creature on the field wins the game. Anger of the gods with 7 creatures on board wins the game. Maybe could cost more with that in mind.
Next:
Boon Naiad - 2GG
Enchantment Creature - Nymph
Bestow 4GG
Boon Naiad and enchanted creature get +2/+2 for each aura attached to it.
2/2
Nothing else to say about it other than its very green.
Wandering Merchant 1(W/B)U
Creature - Human Wizard
Cumulative Upkeep 1
1U, :symtap:: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.
1(W/U), :symtap:: Draw a card.
1(U/B): Untap Wandering Merchant.
"Why, nothing better than from my shop! At least, if you're not asking someone from Jund."
0/2
Next
Volcanic Burnout 3RR
Sorcery (R)
Volcanic Burnout deals 4 damage to each opponent and each creatures an opponent controls. Skip your next untap step.
"Fifty years ago, the volcano belched out a massive amount of fiery rocks for days. I have yet to see it erupting since then."
Too expensive? Mizzium Mortars costs 6 and doesn't smack players, while this cost 5, smacks players, but gives you a significant disadvantage.
"Enchanted permanent can't attack or block and has no abilities" would actually solve this the best. Instead of clunky prevention, just take away the abilities completely.
Depending on the situation, I don't know how much of a drawback that would be. If you can clear the board, there isn't much risk of a counterattack if you just hold back a couple blockers and then wait a turn to untap. Same with mana. Seems fairly balanced, I guess, but I probably would look for a better card if the format had other options.
Halt the Flood WU
Enchantment
Players can't play lands.
Discard two land cards: Exile ~. Any player may activate this ability.
Legendary Creature — Wizard {M}
Each other creature you control has Monstrosity X, where X is ~’s power. Its monstrosity cost is equal to its mana cost.
3/2
actually thinking about it, she needs to be black, but i'm not sure what ability i could tack on that would feel black
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
But she's an evil witch so i should add black too.
WUBRGProgenitus
URGMaelstrom Wanderer
WUBOloro, Ageless Ascetic
WURZedruu, the Greathearted
BRGProssh, Skyraider of Kher ($100)
GWUDerevi, Empyrial Tactician ($100)
UGKruphix, God of Horizons ($100)(retired)UTalrand, Sky Summoner (French 1v1, $100)
How annoying would this be on an isochron scepter. It would start at the draw step and get rid of a card each turn. Definitely not Ignorant Bliss. Probably too strong? One note I'd exile the cards face down. Do it at the end of their turn and they never have cards during your turn. Then they discard a card. I think maybe there's too much power here at instant speed.
Next:
Frighthawk 3BB
Enchantment Creature - Nightmare Bird
Bestow 5BB
Intimidate, Deathtouch, Lifelink
Enchanted creature gets +3/+3 and has Intimidate, Deathtouch, and Lifelink
3/3
Or maybe not.....Would need some testing as we don't want another Beast Within silliness for green removal.
Lumin Matrix 4
Artifact {U}
Gold counters may be spent for any color mana.
8: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
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Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
That's some pretty expensive ramp, but I suppose that is there to balance out it also being a win condition. I think the issue with the gold counters is that you're trying to combine a really powerful win-con with a relatively low impact bit of extra mana. You have to be pretty devoted to win with gold counters, and otherwise you're just paying premium for a tiny bit of mana later. I think anyone using them for mana would rather just play a land-fetch.
Reposting this one since it got skipped:
Halt the Flood WU
Enchantment
Players can't play lands.
Discard two land cards: Exile ~. Any player may activate this ability.
And then a bonus narrow little combo-breaker:
Distracting Slap 1R
Instant (common)
~ deals 3 damage to target player. That player shuffles his or her library.
Working name, mostly. It's supposed to be the idea of slapping a mage upside the head right when they were about to figure out something ingenious.