Hottie Manipulator = I remember this from chat or something. Looks good. How about "Vexing Manipulator" or "Meddling Device?"
Jealous Miser = Nice. It could be a bit bigger. Atleast 2/1, I'd say. The wording seems really akward. I had to read through it a few times before I understood. Not sure what could be done about that, though.
Mediocrity = Interesting attempt at a fixed Delusions. I'd have to agree with Rick, though. That little loophole kind of ruins the spirit of the card.
Bzzzt = Great! Oh yeah, I love my Insects.
Dark Possession = Looks good.
[hottie manipulator] - Cool idea. What about "Frost Scepter" or something along those lines?
Frost Scepter is a nice name
Quote from RickCorgan »
[mediocrity] - Wow... seems really good. I guess I'd cost it somewhere around 5UU, because against red decks this is too much of a pain to be so cheap. Note how you can just bounce it once your new 20 life are almost gone, and suddenly are at 10 again!
Hm, I never thought about the bouncing part actually. Tweaked it a bit, would it be more balanced?
[mediocrity] 2UU
Enchantment
When [mediocrity] comes into play or leaves play, your life total becomes 10.
Quote from Baapuff »
[jealous miser]- WOW, this could shut down whole decks. I would make a 1/2 and called it something like "Chaos Miser" or "Chaos Punisher"
I don't think 'Chaos' really fits it, as the creature seems like it's trying to suppress things under him.
Quote from Baapuff »
[bzzzt]- Compare with Deadly Insect I could come up with a name if you choose what the insect will look like
Well... just think of it as a mini-Deadly Insect
Quote from Baapuff »
[dark possession]- Nice for a simple enchantment, Name it something liked "Cursed Presence" or "Presence of a Curse"
Cursed Presence sounds good.
Quote from Scruirimancer »
Jealous Miser = Nice. It could be a bit bigger. Atleast 2/1, I'd say. The wording seems really akward. I had to read through it a few times before I understood. Not sure what could be done about that, though.
I originally wanted to make it that your opponent can't have more life than you, so if you're at 18 and your opponent is at 16, a Healing Salve will only gain him 2 life. I'm not sure how to word that so I went with this. It would be good if my original intent is correctly worded though.
Some more cards with some to name:
Monument to Calerdor (R)
Legendary Land
:symtap:: Add to your mana pool.
:Xmana:: Monument to Calerdor becomes an X/X creature that's still a land. "Though the Founding King of Hederat is gone for centuries, I can feel his spirit still guarding this land." - Alander, Hederat prince
[soylent green] (U)
:2mana::symb:
Enchantment
Remove a creature card in your graveyard from the game: Regenerate target creature.
[grow forest] (C)
:3mana::symg::symg:
Sorcery
Destroy target non-Forest basic land. Search your library for a Forest card and put it into play, then shuffle your library.
[to the rescue] (U)
:2mana::symw::symw:
Instant
Put two 2/1 white Knight creature tokens with first strike into play.
(Edit: Changed p/t of tokens from 2/2 to 2/1.)
And a cycle sorta thingy:
Palm of Whitewind (C) WW
Creature - Human Cleric
:symtap:: Tap target creature.
:symtap:: Prevent the next 1 damage that would be dealt to target creature this turn.
0/2
(Edit: Changed first ability from "You gain 1 life" to "Tap target creature.")
[wizard boy] (C)
:symu::symu:
Creature - Human Wizard
:symtap:: Look at the top card of your library. You may put that card in your graveyard.
:symtap:: Untap target creature other than [wizard boy].
0/2
(Edit: changed both abilities.)
[little ghost] (C)
:symb::symb:
Creature - Ghost Wizard
:symtap:: Target creature gets -2/-0 until end of turn.
:symtap:: Target player loses 1 life.
0/2
[shaman dude] (C)
:symr::symr:
Creature - Human Shaman
:symtap:: [sd] deals 1 damage to target creature and 1 damage to you.
:symtap:: Target creature gains first strike until end of turn.
0/2
(Edit: [sd] now deals 1 damage to you as well.)
[dryad girl] (C)
:symg::symg:
Creature - Dryad Wizard
:symtap:: Target creature gets +1/+1 until end of turn.
:symtap:: Add to your mana pool.
0/2
Palm of Whitewind - This looks underpowered, especially in comparison with the others in the cycle. 1/2 would be good, I guess.
[wizard boy] - Pretty nice, but the second ability looks way too good. Blue non-conditional mana acceleration this cheap is really dangerous. Not to mention, it can still hold off attackers and get rid of blockers. I'd make it "T: Untap target creature", because the first ability is already very good.
[little ghost] - The first ability is now blue, but looks good.
[shaman dude] - This looks a bit overpowered. A common pinger for 2 mana with 2 toughness plus another ability is too good IMO.
Monument to Calerdor = Seems overpowered, unless you meant the effect to wear off at end of turn (if not, add some reminder text to clarify). Cool idea, though.
Soylent Green = Nice!
Grow Forest = Cool. Nice flavor. Seems balanced compared to Frenzied Tilling or Reap and Sow. I think it would be okay if it could destroy nonbasics.
To the Rescue = I don't know, it seems a little undercosted. If they were just 2/2s, then maybe, but the first strike puts it over the top.
CC Cycle = You could call all of them "Palm of <something>."
The white one is underpowered, and the blue is overpowered. I think you should replace one of the white's abilities with "tap target creature" and change blue's second ability to "untap another target creature." That would put them about even with each other I think.
Little Ghost = This looks good. It's creature type should be "Spirit Wizard."
Shaman Dude = Pretty strong. I'd have to agree with Rick. Maybe 1 damage to an attacking or blocking creature?
Dryad Girl = Nice!
Monument to Calerdor- Needs some kind of drawback like "you can only use this ability if you don't play any spells this turn"
soylent green- Nice...
grow forest- Fine as it is...
to the rescue- maybe 3WW otherwise I love it
Cycle: For name go with what Scuirimancer suggested and the effect seem fine to me but little ghost should give -1/-0
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Monument to Calerdor - Woot... looks overpowered at first glance. Isn't this a legendary but way better black Genju?
Quote from Scuirimancer »
Monument to Calerdor = Seems overpowered, unless you meant the effect to wear off at end of turn (if not, add some reminder text to clarify). Cool idea, though.
Quote from BaaPuff »
Monument to Calerdor- Needs some kind of drawback like "you can only use this ability if you don't play any spells this turn"
Yep, that's why it's legendary I didn't think of it that way when I made it though. The ability doesn't end at end of turn, I'll add in some reminder text about it. I haven't playtested it to see if ti's overpowered, but adding a condition to the ability just makes it clunky.
Quote from Scuirimancer »
Grow Forest = Cool. Nice flavor. Seems balanced compared to Frenzied Tilling or Reap and Sow. I think it would be okay if it could destroy nonbasics.
Perhaps, I don't think it affects balance of the cards much though, and I sorta wanted it to only be able to destroy basic lands.
Quote from Scuirimancer »
To the Rescue = I don't know, it seems a little undercosted. If they were just 2/2s, then maybe, but the first strike puts it over the top.
Quote from Baapuff »
to the rescue- maybe 3WW otherwise I love it
It seems to be better because it's more than Raise the Alarm times two. 3WW seems to be too much, I'd probably cost it around 2.25WW but we aren't talking about Unhinged here. How about if they were 2/1s?
Quote from Scuirimancer »
The white one is underpowered, and the blue is overpowered. I think you should replace one of the white's abilities with "tap target creature" and change blue's second ability to "untap another target creature." That would put them about even with each other I think.
Palm of Whitewind is now:
Palm of Whitewind WW
Creature - Human Cleric
:symtap:: Tap target creature.
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/2
Quote from RickCorgan »
[wizard boy] - Pretty nice, but the second ability looks way too good. Blue non-conditional mana acceleration this cheap is really dangerous. Not to mention, it can still hold off attackers and get rid of blockers. I'd make it "T: Untap target creature", because the first ability is already very good.
How about:
[wizard boy] UU
Creature - Human Wizard
:symtap:: Look at the top card of your library. You may put that card into your graveyard.
:symtap:: Untap target creature other than [wizard boy].
0/2
Seems that it's still quite good.
Quote from Scuirimancer »
Little Ghost = This looks good. It's creature type should be "Spirit Wizard."
No, it's a Ghost
Quote from Scuirimancer »
Shaman Dude = Pretty strong. I'd have to agree with Rick. Maybe 1 damage to an attacking or blocking creature?
How about: ~ deals 1 damage to target creature and 1 damage to you. ?
Some more:
Tempest of Dust (C) X2R
Sorcery
Tempest of Dust deals 1 damage to each creature. Then Tempest of Dust deals 1 damage to each of X target creatures.
Darkflame Fanatic (C) 2B
Creature - Human Cleric
Devotion (Whenever this creature deals damage, you gain that much life.)
At the end of turn, if ~ is untapped, you lose 2 life.
2/2
[/b]
It seems to be better because it's more than Raise the Alarm times two. 3WW seems to be too much, I'd probably cost it around 2.25WW but we aren't talking about Unhinged here. How about if they were 2/1s?
Yeah, 2/1 with first strike should work for the cost of 2WW[/b]
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Artifact
Play Bright Energem only if you have exactly 20 life.
:symtap:: Add to your mana pool.
The rest are Azure Energem, Dark Energem, Crimson Energem and Verdant Energem.
Gulmerth Bloodmage (C) 2R
Creature - Human Wizard Rogue
When Gulmerth Bloodmage comes into play, add R equal to the damage dealt by creatures you control this turn.
1/1
[Fortress time walk] (R) 2UU
Sorcery
You lose all but 1 life.
Take an extra turn after this one. At the end of that turn, you gain life equal to the life lost to ~. You can only stretch the fabric of time so much before it tears apart.
Artifact
Play Bright Energem only if you have exactly 20 life.
:symtap:: Add to your mana pool.
The rest are Azure Energem, Dark Energem, Crimson Energem and Verdant Energem.[/i]
These are still broken becuase the problems with mox is that there extra mana on the first turn. This can still happen since most players don't normally use a 1 mana haster.
I suggest it say "Bright Energem can only be played if you have 10 or less life." Same goes for the rest of the cycle . Also Nice Names don't change those names.
Quote from PlanesJaywalker »
Gulmerth Bloodmage (C) 2R
Creature - Human Wizard Rogue
When Gulmerth Bloodmage comes into play, add R equal to the damage dealt by creatures you control this turn.
1/1
Nice, I like it but it could be a 1/2 for the same cost.
Quote from PlanesJaywalker »
[Fortress time walk] (R) 2UU
Sorcery
You lose all but 1 life.
Take an extra turn after this one. At the end of that turn, you gain life equal to the life lost to ~.
[i]You can only stretch the fabric of time so much before it tears apart.[/i]
It's Perfectly Balanced since you have lost a little something to get it back plus more but the cost should upto 3UU since blue doesn't do life gain
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These are still broken becuase the problems with mox is that there extra mana on the first turn. This can still happen since most players don't normally use a 1 mana haster.
I suggest it say "Bright Energem can only be played if you have 10 or less life." Same goes for the rest of the cycle . Also Nice Names don't change those names.
Nice, I like it but it could be a 1/2 for the same cost.
It's Perfectly Balanced since you have lost a little something to get it back plus more but the cost should upto 3UU since blue doesn't do life gain
Agreed. We playtested them and found that they're either brokenor useless. As a result, this cycle shall be scrapped and replaced with a cycle of enchantments.
It could, but red doesn't have many 1/2s. I think it's cuter for it to be a 1/1.
That's not life gain, it's just getting back your life. At 3UU, it would be inferior to Time Warp.
Quote from RickCorgan »
Darkflame Fanatic - It's weird to have a nonwhite spirit-linked guy, but this should work. I'd make it uncommon though.
I find Devotion somewhat fits black, those are just creatures with 'drain life'. I'll work on the rarity if I can downgrade an uncommon.
Quote from Kenji »
I love this card, I want this card to see print It's an interesting use of X that I'd never thought of before...
Thanks This card (and Tempest of Dust) was made the week when MaRo had the article about X-spells can't be common.
Peril of High Waters (R) 4UU
Creature - Beast
:symtap:, Sacrifice Peril of High Waters: Gain control of target permanent.
3/3
Expend (C) 2U
Instant
If a creature would untap this turn, it remains tapped instead.
Alignment of Suns (R) 3R
Enchantment
When Alignment of Suns comes into play, randomly choose a number from 1 to 20.
Whenever your life total is equal to the chosen number, sacrifice Alignment of Suns. If you do, Alignment of Suns deals 8 damage to target creature or player.
And where it should belong:
Wipe the Slate (U) 2W
Sorcery
Return all enchantments to the top of their owners' libraries.
Don't really know what to think abou the Energems (the name kicks ass, BTW). Tricky kind of card this is - bah-roken under the right circumstances, useless the rest of the time.
Peril of High Waters (R) 4UU
Creature - Beast
:symtap:, Sacrifice Peril of High Waters: Gain control of target permanent.
3/3
Expend (C) 2U
Instant
If a creature would untap this turn, it remains tapped instead.
Alignment of Suns (R) 3R
Enchantment
When Alignment of Suns comes into play, randomly choose a number from 1 to 20.
Whenever your life total is equal to the chosen number, sacrifice Alignment of Suns. If you do, Alignment of Suns deals 8 damage to target creature or player.
And where it should belong:
Wipe the Slate (U) 2W
Sorcery
Return all enchantments to the top of their owners' libraries.
Peril: You might bring it up to 5UU since the usually control card cost 2UU and the 3/3 should atleast cost 3. but it could work at that cost, try it out.
Expend: The bending the rule card have to be atleast an uncommon and it's perfect.
Alignment of Suns: Great Flavor but I would add a ruling to make the player a say the number or it might be too eazy to cheat.
Wipe the Slate: should cost 3W since it's better than Tempest of Light.
Sorry about the Energems, they were a good idea but you could always bring them at the last mintue to fill up the open slots.
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Wipe the Slate: should cost 3W since it's better than Tempest of Light.
Not really IMO, since it's not strictly better. For starters, it's a sorcery, while Tempest is an Instant. Then, notice that it doesn't get rid of the enchantments like Tempest of Light; it simply delays them.
Peril of High Waters (R) - Interesting Name. I know there is precendant for Beasts taking control of other creatures but I'd prefer to see something more "magical" like a Siren/Nerid or even an Elemental. Maybe make this cost 4UU
Expend (C) - ok
Alignment of Suns (R) - Great Flavor, there is probably more design space herefor other effects (card drawing, life gain, etc) although the randomness links nicely with red
Wipe the Slate (U) - Another good name, nice twist
BaaPuff: Peril: You might bring it up to 5UU since the usually control card cost 2UU and the 3/3 should atleast cost 3. but it could work at that cost, try it out.
Nex3: Peril of High Waters: Strange name. I agree with BaaPuff that this is a bit overpowered.
ukmuggles: Peril of High Waters (R) - Interesting Name. I know there is precendant for Beasts taking control of other creatures but I'd prefer to see something more "magical" like a Siren/Nerid or even an Elemental. Maybe make this cost 4UU
I made so that Zombify : Doomed Necromancer :: Confiscate : Peril of High Waters. The p/t was an afterthought to suit the cost. Anyway, I pictured the art after 7th Edition's Confiscate. Imagine a giant octopus grabbing things from above the water.
BaaPuff: Expend: The bending the rule card have to be atleast an uncommon and it's perfect.
Nex3: Expend: This seems more white to me. In the current color pie, white gets to keep stuff tapped longer than it should be.
Baapuff: You realize that you can't cast spells during untap steps right?
Nex3: Expend isn't that similar to Yosei or Blinding Beam, it's more of a Recharge hoser.
BaaPuff: Alignment of Suns: Great Flavor but I would add a ruling to make the player a say the number or it might be too eazy to cheat.
BaaPuff: Choosing a number requires you to tell it to your opponent, by the rules.
Creature - Human Pirate
Flying
~ can only block blue creatures.
1/1
Aether Dispersion (C) 2U
Instant
Counter target spell unless its controller pays :xmana:, where X is 20 minus your life total.
Atrophic Touch (C) 4B
Instant
Target creature gets -X/-X until end of turn, where X is 20 minus your life total.
Inability (C)
Enchant Creature
Enchanted creature loses flying, first strike, trample, haste, devotion, landwalk and protection.
Sorry It took so long for Feedback but I must have lost my subpirton to this thread.
cloud pirate- Seems find to me but could be called "Cloud Raider" or something like that.
Aether Dispersion- Unless it's going to be a rare, Than it should cost 3UW since that life part is white.
Atrophic Touch - Sames as Aether Dispersion but cost 3BW.
Inability- It might to easier to say "Enchanted Creature loses are keyword abilities." because that really what you got there.
Finally I did it. Ok, You can comment any time
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Aether Dispersion - I don't see why a conditional counterspell would cost 5 mana, this is usually worse than a Mana Leak or an Oppressive Will in early game. It's not exactly white either, white rewards you for having high life totals, but this card doesn't.
Atrophic Touch - Black rewards you for having less life.
Inability - I could go that route, but this sounds cooler I'm not too comfortable using the term 'keyword ability', I think that would make Blastoderm pretty good.
Schauz the Warmonger (R) 3RR
Legendary Creature - Ogre Barbarian 2RR, :symtap:: Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. Recharge 3RR
4/3
Auspicious Winds (R) XUU
Sorcery
Each player draws up to X cards. Then that player gains 3 life for each card that he or she could draw but didn't.
Stonehoof Bogror (C) 3GG
Creature - Beast
5/5 "The great beast charged at me. Just when I thought I was gone for sure, a dryad appeared and whispered something into the beast's ear. After the beast calmed down and turned away, the dryad looked at me and said, 'We are Aeminari. We are friends.'" - Journal of a Scendari scout
Sketched Glyph (C) 1W
Instant
If you control a Plains and any creatures are attacking you, you may play Sketched Ward without paying its mana cost.
Target creature gains protection of the color of your choice until end of turn.
Spring Trap (C) 1U
Instant
If you control an Island and any creatures are attacking you, you may play Spring Trap without paying its mana cost.
Return target creature to its owner's hand.
Shadow Effigy (C) 1B
Instant
If you control a Swamp and any creatures are attacking you, you may play Shadow Effigy without paying its mana cost.
The next time target creature deals damage this turn, its controller loses that much life.
Thirst for Blood (C) 1R
Instant
If you control a Mountain and any creatures are attacking you, you may play Thirst for Blood without paying its mana cost.
Damage can't be prevented this turn.
Trample Underfoot (C) 1G
Instant
If you control a Forest and any creatures are attacking you, you may play Trample Underfoot without paying its mana cost.
Destroy target artifact or enchantment.
Aether Dispersion - I don't see why a conditional counterspell would cost 5 mana, this is usually worse than a Mana Leak or an Oppressive Will in early game. It's not exactly white either, white rewards you for having high life totals, but this card doesn't.
Atrophic Touch - Black rewards you for having less life.
Inability - I could go that route, but this sounds cooler I'm not too comfortable using the term 'keyword ability', I think that would make Blastoderm pretty good.
Glad you like the Name
Dispersion and Touch: I see your point about both of them. As long as there Rare there fine for the cost but Touch should be 3B (If it's a rare). If uncommon, Then make Dispersion cost 2UU and 3BB for Touch.
Inability: Good Point with Blastoderm. I would leave it as it but i don't think that Protection is going to work unless you say "Protection From Any Color".
Otherwise, Great Cards You Have Here.
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Wow that's a lot of cards to comment on. I won't say anything about the ones I like (of which there are a lot), here's things I recommend changing:
Blue Common Bard (music'd creatures stay tapped) - seems a bit too strong vs green; I like how their bards can mess up yours (including the one keeping everyone tapped, thus locking it til it leaves play or gets untapped another way), but I think it would be a better fit at common if it was "dont untap unless its controller pays -3 ish for each creature."
Black enchant creature +2/+2 and 1 life upkeep - Unholy Strength, Sinister Strength ... the extra toughness doesn't seem to be worth a life a turn and either 1 mana or -1/-0. I'd make it +3/+2.
Moxes - instead of "played", how about "tapped?" "Tap: add () to your mana pool. Play this ability only if you have (color philosophy's, ie more than 10, less than 10, etc) or how about "Tap, pay 1 life: get a mana. only use if you have 10 or more life"
Trample Underfoot: Strictly better Naturalize. Maybe should be +2/+2, or regenerate a creature, or just artifact.
Lots of really neat ideas here, several cards I would love to use in r/l. Keep up the good work!
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Quote from Sir Blakely »
turbo...my god. you have reached Uber-Nerd-Dom (TM).
Dispersion and Touch: I see your point about both of them. As long as there Rare there fine for the cost but Touch should be 3B (If it's a rare). If uncommon, Then make Dispersion cost 2UU and 3BB for Touch.
For 2UU, I'd play Dismiss, which is a sure-counter plus it nets me a card. Same for Touch, if it were to cost 3BB, I'd rather play Annihilate. Taking the most recent conditional counters (Oppressive Will, Thoughtbind, Mana Leak) and the -X/-X spells (Pull Under, Call for Blood), they all cost one colored mana.
Quote from Turbo164 »
Blue Common Bard (music'd creatures stay tapped) - seems a bit too strong vs green;
Come to look at it, yeah, it seems kinda too strong. How about if we give them flying?
Quote from Turbo164 »
Black enchant creature +2/+2 and 1 life upkeep - Unholy Strength, Sinister Strength ... the extra toughness doesn't seem to be worth a life a turn and either 1 mana or -1/-0. I'd make it +3/+2.
I could give it +3/+1, but I guess that's all. Note also in this set, black gets stronger when your life is low.
Quote from Turbo164 »
Moxes - instead of "played", how about "tapped?" "Tap: add () to your mana pool. Play this ability only if you have (color philosophy's, ie more than 10, less than 10, etc) or how about "Tap, pay 1 life: get a mana. only use if you have 10 or more life"
I guess it won't matter since it's still able to give you that one extra mana in your early turns. This also makes colors that thrive in high life (white, green) a lot better than those that doesn't.
Quote from Turbo164 »
Trample Underfoot: Strictly better Naturalize. Maybe should be +2/+2, or regenerate a creature, or just artifact.
Perhaps just artifact, since it won't make sense to step on an enchantment.
Withering Disease (C) 2B
Enchantment - Aura
Enchant creature or land
Enchanted creature or land has "At the beginning of your upkeep, sacrifice this unless you pay 2 life."
Lich's Mask (R) BBB
Enchantment
You don't lose the game for having 0 or less life.
Whenever you gain life, sacrifice Lich's Mask.
Wellspring Wurm (R) 3GG
Creature - Wurm
Trample
Whenever Wellspring Wurm attacks, the defending player may double his or her life total at the end of turn.
8/8
Trial by Ordeal (R) 2RR
Instant
Destroy all creatures that have been dealt damage this turn.
Lich's Mask- Looks great to me but it could cost less like BB
Wellspring Wurm- WOW, Can I attack Myself with this? It's overcosted for an effect like that, I would bring it down to 2GG .
Trial by Ordeal- Should be White for a punishment way for being deamaged or Black as in Final Punishment and it should
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Sorry for the double post and bringing this back from the dead....
PlanesJaywalker: Have you forgoten About your Set? It has been a while since you updated it. Please update soon.
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Lich's Mask - This looks definitely overpowered. It spells game over to any mono-red deck, more even that the white cards that are supposed to do so.
Wellspring Wurm - Wow, total awesomeness. I like it very much.
Trial by Ordeal - I'm somewhat annoying by red "destroying" creatures. I could see this being printed though, but at a higher cost - say 3RR. It's not that it's overpowered, but just feels weird in red, and so I'd say it should be slightly overcosted.
Jealous Miser = Nice. It could be a bit bigger. Atleast 2/1, I'd say. The wording seems really akward. I had to read through it a few times before I understood. Not sure what could be done about that, though.
Mediocrity = Interesting attempt at a fixed Delusions. I'd have to agree with Rick, though. That little loophole kind of ruins the spirit of the card.
Bzzzt = Great! Oh yeah, I love my Insects.
Dark Possession = Looks good.
• Recent Card Ideas • My Drawings at DeviantArt
Frost Scepter is a nice name
Hm, I never thought about the bouncing part actually. Tweaked it a bit, would it be more balanced?
[mediocrity]
2UU
Enchantment
When [mediocrity] comes into play or leaves play, your life total becomes 10.
I don't think 'Chaos' really fits it, as the creature seems like it's trying to suppress things under him.
Well... just think of it as a mini-Deadly Insect
Cursed Presence sounds good.
I originally wanted to make it that your opponent can't have more life than you, so if you're at 18 and your opponent is at 16, a Healing Salve will only gain him 2 life. I'm not sure how to word that so I went with this. It would be good if my original intent is correctly worded though.
Some more cards with some to name:
Monument to Calerdor (R)
Legendary Land
:symtap:: Add to your mana pool.
:Xmana:: Monument to Calerdor becomes an X/X creature that's still a land.
"Though the Founding King of Hederat is gone for centuries, I can feel his spirit still guarding this land." - Alander, Hederat prince
[soylent green] (U)
:2mana::symb:
Enchantment
Remove a creature card in your graveyard from the game: Regenerate target creature.
[grow forest] (C)
:3mana::symg::symg:
Sorcery
Destroy target non-Forest basic land. Search your library for a Forest card and put it into play, then shuffle your library.
[to the rescue] (U)
:2mana::symw::symw:
Instant
Put two 2/1 white Knight creature tokens with first strike into play.
(Edit: Changed p/t of tokens from 2/2 to 2/1.)
And a cycle sorta thingy:
Palm of Whitewind (C)
WW
Creature - Human Cleric
:symtap:: Tap target creature.
:symtap:: Prevent the next 1 damage that would be dealt to target creature this turn.
0/2
(Edit: Changed first ability from "You gain 1 life" to "Tap target creature.")
[wizard boy] (C)
:symu::symu:
Creature - Human Wizard
:symtap:: Look at the top card of your library. You may put that card in your graveyard.
:symtap:: Untap target creature other than [wizard boy].
0/2
(Edit: changed both abilities.)
[little ghost] (C)
:symb::symb:
Creature - Ghost Wizard
:symtap:: Target creature gets -2/-0 until end of turn.
:symtap:: Target player loses 1 life.
0/2
[shaman dude] (C)
:symr::symr:
Creature - Human Shaman
:symtap:: [sd] deals 1 damage to target creature and 1 damage to you.
:symtap:: Target creature gains first strike until end of turn.
0/2
(Edit: [sd] now deals 1 damage to you as well.)
[dryad girl] (C)
:symg::symg:
Creature - Dryad Wizard
:symtap:: Target creature gets +1/+1 until end of turn.
:symtap:: Add to your mana pool.
0/2
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Monument to Calerdor - Woot... looks overpowered at first glance. Isn't this a legendary but way better black Genju?
[soylent green] - Very cool.
[grow forest] - Ah, Frenzied Tilling goes monocolor. Looks fine.
[to the rescue] - Oh, yeah.
And a cycle sorta thingy:
Palm of Whitewind - This looks underpowered, especially in comparison with the others in the cycle. 1/2 would be good, I guess.
[wizard boy] - Pretty nice, but the second ability looks way too good. Blue non-conditional mana acceleration this cheap is really dangerous. Not to mention, it can still hold off attackers and get rid of blockers. I'd make it "T: Untap target creature", because the first ability is already very good.
[little ghost] - The first ability is now blue, but looks good.
[shaman dude] - This looks a bit overpowered. A common pinger for 2 mana with 2 toughness plus another ability is too good IMO.
[dryad girl] - Pretty good.
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Soylent Green = Nice!
Grow Forest = Cool. Nice flavor. Seems balanced compared to Frenzied Tilling or Reap and Sow. I think it would be okay if it could destroy nonbasics.
To the Rescue = I don't know, it seems a little undercosted. If they were just 2/2s, then maybe, but the first strike puts it over the top.
CC Cycle = You could call all of them "Palm of <something>."
The white one is underpowered, and the blue is overpowered. I think you should replace one of the white's abilities with "tap target creature" and change blue's second ability to "untap another target creature." That would put them about even with each other I think.
Little Ghost = This looks good. It's creature type should be "Spirit Wizard."
Shaman Dude = Pretty strong. I'd have to agree with Rick. Maybe 1 damage to an attacking or blocking creature?
Dryad Girl = Nice!
• Recent Card Ideas • My Drawings at DeviantArt
Monument to Calerdor- Needs some kind of drawback like "you can only use this ability if you don't play any spells this turn"
soylent green- Nice...
grow forest- Fine as it is...
to the rescue- maybe 3WW otherwise I love it
Cycle: For name go with what Scuirimancer suggested and the effect seem fine to me but little ghost should give -1/-0
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Yep, that's why it's legendary I didn't think of it that way when I made it though. The ability doesn't end at end of turn, I'll add in some reminder text about it. I haven't playtested it to see if ti's overpowered, but adding a condition to the ability just makes it clunky.
Perhaps, I don't think it affects balance of the cards much though, and I sorta wanted it to only be able to destroy basic lands.
It seems to be better because it's more than Raise the Alarm times two. 3WW seems to be too much, I'd probably cost it around 2.25WW but we aren't talking about Unhinged here. How about if they were 2/1s?
Palm of Whitewind is now:
Palm of Whitewind
WW
Creature - Human Cleric
:symtap:: Tap target creature.
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/2
How about:
[wizard boy]
UU
Creature - Human Wizard
:symtap:: Look at the top card of your library. You may put that card into your graveyard.
:symtap:: Untap target creature other than [wizard boy].
0/2
Seems that it's still quite good.
No, it's a Ghost
How about: ~ deals 1 damage to target creature and 1 damage to you. ?
Some more:
Tempest of Dust (C)
X2R
Sorcery
Tempest of Dust deals 1 damage to each creature. Then Tempest of Dust deals 1 damage to each of X target creatures.
Darkflame Fanatic (C)
2B
Creature - Human Cleric
Devotion (Whenever this creature deals damage, you gain that much life.)
At the end of turn, if ~ is untapped, you lose 2 life.
2/2
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Yeah, 2/1 with first strike should work for the cost of 2WW[/b]
Creator of The Crazy Cycle Contest [CCC]
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Cycle of moxen. Fixed? I don't know.
Bright Energem (R)
Artifact
Play Bright Energem only if you have exactly 20 life.
:symtap:: Add to your mana pool.
The rest are Azure Energem, Dark Energem, Crimson Energem and Verdant Energem.
Gulmerth Bloodmage (C)
2R
Creature - Human Wizard Rogue
When Gulmerth Bloodmage comes into play, add R equal to the damage dealt by creatures you control this turn.
1/1
[Fortress time walk] (R)
2UU
Sorcery
You lose all but 1 life.
Take an extra turn after this one. At the end of that turn, you gain life equal to the life lost to ~.
You can only stretch the fabric of time so much before it tears apart.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
These are still broken becuase the problems with mox is that there extra mana on the first turn. This can still happen since most players don't normally use a 1 mana haster.
I suggest it say "Bright Energem can only be played if you have 10 or less life." Same goes for the rest of the cycle . Also Nice Names don't change those names.
Nice, I like it but it could be a 1/2 for the same cost.
It's Perfectly Balanced since you have lost a little something to get it back plus more but the cost should upto 3UU since blue doesn't do life gain
Creator of The Crazy Cycle Contest [CCC]
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Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
Tempest of Dust - Looks underpowered, but every set needs some of those.
Darkflame Fanatic - It's weird to have a nonwhite spirit-linked guy, but this should work. I'd make it uncommon though.
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Agreed. We playtested them and found that they're either brokenor useless. As a result, this cycle shall be scrapped and replaced with a cycle of enchantments.
It could, but red doesn't have many 1/2s. I think it's cuter for it to be a 1/1.
That's not life gain, it's just getting back your life. At 3UU, it would be inferior to Time Warp.
I find Devotion somewhat fits black, those are just creatures with 'drain life'. I'll work on the rarity if I can downgrade an uncommon.
Thanks This card (and Tempest of Dust) was made the week when MaRo had the article about X-spells can't be common.
Peril of High Waters (R)
4UU
Creature - Beast
:symtap:, Sacrifice Peril of High Waters: Gain control of target permanent.
3/3
Expend (C)
2U
Instant
If a creature would untap this turn, it remains tapped instead.
Alignment of Suns (R)
3R
Enchantment
When Alignment of Suns comes into play, randomly choose a number from 1 to 20.
Whenever your life total is equal to the chosen number, sacrifice Alignment of Suns. If you do, Alignment of Suns deals 8 damage to target creature or player.
And where it should belong:
Wipe the Slate (U)
2W
Sorcery
Return all enchantments to the top of their owners' libraries.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Expend - pretty nice.
Alignment - Kickass flavor! Love it.
Wipe the Slate - fair enough.
Don't really know what to think abou the Energems (the name kicks ass, BTW). Tricky kind of card this is - bah-roken under the right circumstances, useless the rest of the time.
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Peril: You might bring it up to 5UU since the usually control card cost 2UU and the 3/3 should atleast cost 3. but it could work at that cost, try it out.
Expend: The bending the rule card have to be atleast an uncommon and it's perfect.
Alignment of Suns: Great Flavor but I would add a ruling to make the player a say the number or it might be too eazy to cheat.
Wipe the Slate: should cost 3W since it's better than Tempest of Light.
Sorry about the Energems, they were a good idea but you could always bring them at the last mintue to fill up the open slots.
Creator of The Crazy Cycle Contest [CCC]
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Ex-Super-Friend of The Random Bull**** Society
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Expend: This seems more white to me. In the current color pie, white gets to keep stuff tapped longer than it should be.
Alignment of Suns: Fun.
Wipe the Slate: In what order?
Not really IMO, since it's not strictly better. For starters, it's a sorcery, while Tempest is an Instant. Then, notice that it doesn't get rid of the enchantments like Tempest of Light; it simply delays them.
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Expend (C) - ok
Alignment of Suns (R) - Great Flavor, there is probably more design space herefor other effects (card drawing, life gain, etc) although the randomness links nicely with red
Wipe the Slate (U) - Another good name, nice twist
I made so that Zombify : Doomed Necromancer :: Confiscate : Peril of High Waters. The p/t was an afterthought to suit the cost. Anyway, I pictured the art after 7th Edition's Confiscate. Imagine a giant octopus grabbing things from above the water.
Baapuff: You realize that you can't cast spells during untap steps right?
Nex3: Expend isn't that similar to Yosei or Blinding Beam, it's more of a Recharge hoser.
BaaPuff: Choosing a number requires you to tell it to your opponent, by the rules.
In any order.
Some choice commons:
[cloud pirate] (C)
Creature - Human Pirate
Flying
~ can only block blue creatures.
1/1
Aether Dispersion (C)
2U
Instant
Counter target spell unless its controller pays :xmana:, where X is 20 minus your life total.
Atrophic Touch (C)
4B
Instant
Target creature gets -X/-X until end of turn, where X is 20 minus your life total.
Inability (C)
Enchant Creature
Enchanted creature loses flying, first strike, trample, haste, devotion, landwalk and protection.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Sorry It took so long for Feedback but I must have lost my subpirton to this thread.
cloud pirate- Seems find to me but could be called "Cloud Raider" or something like that.
Aether Dispersion- Unless it's going to be a rare, Than it should cost 3UW since that life part is white.
Atrophic Touch - Sames as Aether Dispersion but cost 3BW.
Inability- It might to easier to say "Enchanted Creature loses are keyword abilities." because that really what you got there.
Finally I did it. Ok, You can comment any time
Creator of The Crazy Cycle Contest [CCC]
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Aether Dispersion - I don't see why a conditional counterspell would cost 5 mana, this is usually worse than a Mana Leak or an Oppressive Will in early game. It's not exactly white either, white rewards you for having high life totals, but this card doesn't.
Atrophic Touch - Black rewards you for having less life.
Inability - I could go that route, but this sounds cooler I'm not too comfortable using the term 'keyword ability', I think that would make Blastoderm pretty good.
Schauz the Warmonger (R)
3RR
Legendary Creature - Ogre Barbarian
2RR, :symtap:: Untap all creatures that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. Recharge 3RR
4/3
Auspicious Winds (R)
XUU
Sorcery
Each player draws up to X cards. Then that player gains 3 life for each card that he or she could draw but didn't.
Stonehoof Bogror (C)
3GG
Creature - Beast
5/5
"The great beast charged at me. Just when I thought I was gone for sure, a dryad appeared and whispered something into the beast's ear. After the beast calmed down and turned away, the dryad looked at me and said, 'We are Aeminari. We are friends.'" - Journal of a Scendari scout
Sketched Glyph (C)
1W
Instant
If you control a Plains and any creatures are attacking you, you may play Sketched Ward without paying its mana cost.
Target creature gains protection of the color of your choice until end of turn.
Spring Trap (C)
1U
Instant
If you control an Island and any creatures are attacking you, you may play Spring Trap without paying its mana cost.
Return target creature to its owner's hand.
Shadow Effigy (C)
1B
Instant
If you control a Swamp and any creatures are attacking you, you may play Shadow Effigy without paying its mana cost.
The next time target creature deals damage this turn, its controller loses that much life.
Thirst for Blood (C)
1R
Instant
If you control a Mountain and any creatures are attacking you, you may play Thirst for Blood without paying its mana cost.
Damage can't be prevented this turn.
Trample Underfoot (C)
1G
Instant
If you control a Forest and any creatures are attacking you, you may play Trample Underfoot without paying its mana cost.
Destroy target artifact or enchantment.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Glad you like the Name
Dispersion and Touch: I see your point about both of them. As long as there Rare there fine for the cost but Touch should be 3B (If it's a rare). If uncommon, Then make Dispersion cost 2UU and 3BB for Touch.
Inability: Good Point with Blastoderm. I would leave it as it but i don't think that Protection is going to work unless you say "Protection From Any Color".
Otherwise, Great Cards You Have Here.
Creator of The Crazy Cycle Contest [CCC]
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Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
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Blue Common Bard (music'd creatures stay tapped) - seems a bit too strong vs green; I like how their bards can mess up yours (including the one keeping everyone tapped, thus locking it til it leaves play or gets untapped another way), but I think it would be a better fit at common if it was "dont untap unless its controller pays -3 ish for each creature."
Black enchant creature +2/+2 and 1 life upkeep - Unholy Strength, Sinister Strength ... the extra toughness doesn't seem to be worth a life a turn and either 1 mana or -1/-0. I'd make it +3/+2.
Moxes - instead of "played", how about "tapped?" "Tap: add () to your mana pool. Play this ability only if you have (color philosophy's, ie more than 10, less than 10, etc) or how about "Tap, pay 1 life: get a mana. only use if you have 10 or more life"
Trample Underfoot: Strictly better Naturalize. Maybe should be +2/+2, or regenerate a creature, or just artifact.
Lots of really neat ideas here, several cards I would love to use in r/l. Keep up the good work!
For 2UU, I'd play Dismiss, which is a sure-counter plus it nets me a card. Same for Touch, if it were to cost 3BB, I'd rather play Annihilate. Taking the most recent conditional counters (Oppressive Will, Thoughtbind, Mana Leak) and the -X/-X spells (Pull Under, Call for Blood), they all cost one colored mana.
Come to look at it, yeah, it seems kinda too strong. How about if we give them flying?
I could give it +3/+1, but I guess that's all. Note also in this set, black gets stronger when your life is low.
I guess it won't matter since it's still able to give you that one extra mana in your early turns. This also makes colors that thrive in high life (white, green) a lot better than those that doesn't.
Perhaps just artifact, since it won't make sense to step on an enchantment.
Withering Disease (C)
2B
Enchantment - Aura
Enchant creature or land
Enchanted creature or land has "At the beginning of your upkeep, sacrifice this unless you pay 2 life."
Lich's Mask (R)
BBB
Enchantment
You don't lose the game for having 0 or less life.
Whenever you gain life, sacrifice Lich's Mask.
Wellspring Wurm (R)
3GG
Creature - Wurm
Trample
Whenever Wellspring Wurm attacks, the defending player may double his or her life total at the end of turn.
8/8
Trial by Ordeal (R)
2RR
Instant
Destroy all creatures that have been dealt damage this turn.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Lich's Mask- Looks great to me but it could cost less like BB
Wellspring Wurm- WOW, Can I attack Myself with this? It's overcosted for an effect like that, I would bring it down to 2GG .
Trial by Ordeal- Should be White for a punishment way for being deamaged or Black as in Final Punishment and it should
Creator of The Crazy Cycle Contest [CCC]
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PlanesJaywalker: Have you forgoten About your Set? It has been a while since you updated it. Please update soon.
Creator of The Crazy Cycle Contest [CCC]
:bunny:Ex Co-Keeper of Tribal, Multiplayer and Peasant Make a Deck
Ex-Clan Representative and The Woolliest Pirate Of The [Forum Pirates]
Ex-Super-Friend of The Random Bull**** Society
Ex-Woolliest Friend of [Hyrule]
Lich's Mask - This looks definitely overpowered. It spells game over to any mono-red deck, more even that the white cards that are supposed to do so.
Wellspring Wurm - Wow, total awesomeness. I like it very much.
Trial by Ordeal - I'm somewhat annoying by red "destroying" creatures. I could see this being printed though, but at a higher cost - say 3RR. It's not that it's overpowered, but just feels weird in red, and so I'd say it should be slightly overcosted.
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