Just playing around with a little brainstorm exercise I like to do from time to time- I randomly browse an art gallery for images I think would be fitting for cards, and make cards for them!
I'm curious as to whether some of these are worded correctly, and if the power levels are acceptable.
Please remember to properly credit artists. If you don't know the artist, don't use the art.
Text is good, it makes it easier to quote you. Also, you didn't give proper artist credit, so some of these renders are going to get taken down by mods.
Journey's End is like Manamorpse but it gains you mana instead of just filtering. This is a 4 if in every blue or green deck.
There is no way to make Rocket Powered Turbo Slug outside of unglued. There is no balancing factor for a free 3/1 goblin who you can sacrifice to such effects as Skirk Prospector to avoid the drawback.
Rebirth from Death seems overcomplicated, why not just make it a 0/1 creature that imprints a creature from graveyard? Why have a sorcery call into being a token that will die in one turn? And if you want a 3cc Zombify I'd go white over blue.
Sweeping Attack might be undercosted, but it's certainly not out of the question.
Text is good, it makes it easier to quote you. Also, you didn't give proper artist credit, so some of these renders are going to get taken down by mods.
Journey's End is like Manamorpse but it gains you mana instead of just filtering. This is a 4 if in every blue or green deck.
There is no way to make Rocket Powered Turbo Slug outside of unglued. There is no balancing factor for a free 3/1 goblin who you can sacrifice to such effects as Skirk Prospector to avoid the drawback.
Rebirth from Death seems overcomplicated, why not just make it a 0/1 creature that imprints a creature from graveyard? Why have a sorcery call into being a token that will die in one turn? And if you want a 3cc Zombify I'd go white over blue.
Sweeping Attack might be undercosted, but it's certainly not out of the question.
Would sacrificing the creature negate the drawback? I thought it would work like that Pacts, which obviously don't need to be in play for you to have to pay the cost. I think I didn't really think about Journey's End too much, now that I look at it again it seems like it may be too good. It's different than Manamorphose in that it's a Sorcery, but I can still see it being too good.
Rebirth from Death, I was really trying to make the card match the picture flavorfully. I don't think it would make sense to randomly use an old block mechanic, but I am unsure if the card even works as it is- does the token know which card was exiled?
Would sacrificing the creature negate the drawback? I thought it would work like that Pacts, which obviously don't need to be in play for you to have to pay the cost.
It wasn't a 187 trigger saying that next upkeep you have to pay a cost or lose, it was a "At the beginning of the upkeep after ~ enters the battlefield under your control" statement. It was worded to not trigger if it wasn't around by your upkeep. As for Rebirth from Death, you don't have to use Imprint by name, but I'm saying its easier to make this a creature rather than a sorcery that makes a token. I'm also not a fan of Embryo as a creature type, egg works equally well here.
This is why text versions of cards are always a good thing. Now there is one card we can not properly discuss. Well, two really but one was a 2RR double Simoon.
Ah, how should it be worded then? Would I just get rid of the "after ~ enters the battlefield" line, so it's worded exactly like the pacts? "At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game."
And yeah, there wasn't much to discuss about the 4th card. Next time I do this I'll post text versions, too lazy to put any up right now.
I don't know how to word it elegantly, but a turbo-slug variant that wouldn't let you sack it to avoid the cost would have to say something beginning with "Whenever ~ ETB," I'd take it to the rulings thread. They can sort those things out.
I want to bring back up the difference between Journey's End and Manamorpse. Say its turn two for a green deck and they have a Manamorpse, they can basically cycle it for free and truth be told it's not a terrible card to put in a mono green deck. Journey's End on the other hand untaps two lands for one mana. Let's say you have two forests, this means you have three mana. Or let's say you have turn one forest and mana dude, this means turn two another land + Journey's End lets you cast something 4cc, let's say Bloodbraid Elf for instance. Now imagine you have this in multiples, you could be looking at 5cc on turn two. Now a card for one mana has its points but isn't broken, but this is a cantrip that generates mana. Manamorpse is a cantrip that filters mana, turning GG into BR if that's what you need. Let's also consider multi-mana producing lands. Back in the days of Urza Tron, U to untap two lands would have been usable since this could net you five mana. In eight-post though, incidentally the exact right colors for this kind of thing, you can have your cantrip me making 15 colorless mana in the stupid-late game but really with two Cloudpost/Vesuva's and one basic landy you have 8 mana, incidentally enough to cast and use Oblivion Stone. And as a cantrip, there is never a time when it is bad to draw this. Okay if you only have colorless lands it sits in your hand but you have to be an idiot to let this happen. You not only thin your deck out by 4 cards but also allow dangerous leaps. I could honestly see a G cost card to untap 3 lands, an almost Dark Ritual for green requiring three land (so maybe Seething Song then?), but I can't stress enough the problems with mana generation on a cantrip.
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I'm curious as to whether some of these are worded correctly, and if the power levels are acceptable.
Please remember to properly credit artists. If you don't know the artist, don't use the art.
Journey's End is like Manamorpse but it gains you mana instead of just filtering. This is a 4 if in every blue or green deck.
There is no way to make Rocket Powered Turbo Slug outside of unglued. There is no balancing factor for a free 3/1 goblin who you can sacrifice to such effects as Skirk Prospector to avoid the drawback.
Rebirth from Death seems overcomplicated, why not just make it a 0/1 creature that imprints a creature from graveyard? Why have a sorcery call into being a token that will die in one turn? And if you want a 3cc Zombify I'd go white over blue.
Sweeping Attack might be undercosted, but it's certainly not out of the question.
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Would sacrificing the creature negate the drawback? I thought it would work like that Pacts, which obviously don't need to be in play for you to have to pay the cost. I think I didn't really think about Journey's End too much, now that I look at it again it seems like it may be too good. It's different than Manamorphose in that it's a Sorcery, but I can still see it being too good.
Rebirth from Death, I was really trying to make the card match the picture flavorfully. I don't think it would make sense to randomly use an old block mechanic, but I am unsure if the card even works as it is- does the token know which card was exiled?
It wasn't a 187 trigger saying that next upkeep you have to pay a cost or lose, it was a "At the beginning of the upkeep after ~ enters the battlefield under your control" statement. It was worded to not trigger if it wasn't around by your upkeep. As for Rebirth from Death, you don't have to use Imprint by name, but I'm saying its easier to make this a creature rather than a sorcery that makes a token. I'm also not a fan of Embryo as a creature type, egg works equally well here.
This is why text versions of cards are always a good thing. Now there is one card we can not properly discuss. Well, two really but one was a 2RR double Simoon.
And yeah, there wasn't much to discuss about the 4th card. Next time I do this I'll post text versions, too lazy to put any up right now.
I want to bring back up the difference between Journey's End and Manamorpse. Say its turn two for a green deck and they have a Manamorpse, they can basically cycle it for free and truth be told it's not a terrible card to put in a mono green deck. Journey's End on the other hand untaps two lands for one mana. Let's say you have two forests, this means you have three mana. Or let's say you have turn one forest and mana dude, this means turn two another land + Journey's End lets you cast something 4cc, let's say Bloodbraid Elf for instance. Now imagine you have this in multiples, you could be looking at 5cc on turn two. Now a card for one mana has its points but isn't broken, but this is a cantrip that generates mana. Manamorpse is a cantrip that filters mana, turning GG into BR if that's what you need. Let's also consider multi-mana producing lands. Back in the days of Urza Tron, U to untap two lands would have been usable since this could net you five mana. In eight-post though, incidentally the exact right colors for this kind of thing, you can have your cantrip me making 15 colorless mana in the stupid-late game but really with two Cloudpost/Vesuva's and one basic landy you have 8 mana, incidentally enough to cast and use Oblivion Stone. And as a cantrip, there is never a time when it is bad to draw this. Okay if you only have colorless lands it sits in your hand but you have to be an idiot to let this happen. You not only thin your deck out by 4 cards but also allow dangerous leaps. I could honestly see a G cost card to untap 3 lands, an almost Dark Ritual for green requiring three land (so maybe Seething Song then?), but I can't stress enough the problems with mana generation on a cantrip.