These cards are designed for Innistrad block
I am against rarity, so I will not put any.
Saint priestess WW
Creature - human
Defender.
fateful hour - If saint priestess dies and you have 5 or less life, return it to the battlefield transformed at the beginning of the next end step.
1/2 In life she protected the soul of the villagers with her faith and words...
--------------------------
Angel of salvation
Creature - angel
Flying, defender, vigilance, lifelink.
4/4 ...In death she used faith and steel
Damned satanist BB
Creature - human
Morbid - At the beginning of each end step, if a creature dies this turn, tranform damned satanist.
2/1.
-------------------------
Demon of the fresh blood.
Creature - Demon
Flying.
Whenever a creature dies put a +1/+1 counter on demon of the fresh blood.
3/2
Dryads of the woods G
Creature - Dryad.
:symtap:: transform dryads of the woods.
1/1
-------------------------
Mystic forest
Land
"symtap:: add G to your mana pool.
:symtap:: transform Mystic forest.
Cursed flame 1RR
Creature - elemental
Haste.
When elemental of carnage deals combat damage to a player transform it and attach it to that player.
3/1
-------------------------
Cursed burn
Enchantment - Curse
Enchant player.
At the beginning of enchanted player's upkeep cursed burn deals 1 damage to him or her.
Prodigy student 1UU
Creature - Human wizard
:symtap:: Discard a card, then draw a card.
At the beginning of the end step, if you drew three or more cards this turn transform prodigy student.
------------------------
Revolutionary theory
Enchantmet
At the beginning of your upkeep discard a card, then draw a card.
It doesn't need both Defender and Vigilance they're mutually exclusive puck one or the other.
The demon seems fine.
The dryad feels like the forms should be reversed, if you do that then it should Etb Tapped and transform into a 2/2 with Forestwalk.
The elemental could be cheaper, maybe :symr::symr: or :1mana::symr:.
The Last ones transformed side seems backwards for :symu:, I know the reason, so you don't mill for 1 every turn if you have hellbent but it still feels off.
Overall good job.
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I think that nowadays rarity is used more as an excuse to make powercreep and broken spells than to design cards that fells unique.
examples:
the splicers from new phyrexia.
the 6cmc titans compared to other 6cmc commons and uncommons.
swords from mirridin 2 compared to other 3cmc equipments.
I think that nowadays rarity is used more as an excuse to make powercreep and broken spells than to design cards that fells unique.
examples:
the splicers from new phyrexia.
the 6cmc titans compared to other 6cmc commons and uncommons.
swords from mirridin 2 compared to other 3cmc equipments.
Ah. I think I may agree with you in some part then, as I've been disappointed with WotC's choice of cards for their new Mythic Rarity slot. Cards like Wurmcoil Engine have obsoleted hundreds, if not thousands of cards. This may be hindsight bias, but when cards are 8 times as rare as a standard rare, some effort should be made to ensure that those cards only fill niche roles. They certainly shouldn't be strictly better than (and far superior to) so many other cards.
Never had any issues with the splicers. I actually thought those were quite neat. They were amazing in draft, but I suspect removal in constructed would be able to handle golem tokens fairly easily.
I'm not a big supporter of the transform mechanic so I won't comment on your other cards here. For myself, the flip mechanic works just as well - I've actually made some proxies of certain transform cards using the old method, and they look great.
It's fine to dislike the mythic rarity, but disagreeing with rarity in general means you better be ready to defend your position. Rarity is integral to limited, one of the major ways this game is played.
Your cards are alright. Vigilance and Defender are redundant on the angel. I wish the enchantment side of the elemental was more different from Cursed Flame. The dryad is my favorite design here, but I wish that it transformed on attacking and transformed back on adding mana, or something, rather than having separate abilities. I would find that more fun.
Cards like Wurmcoil Engine have obsoleted hundreds, if not thousands of cards.
Being loose with the term "obsoleted" (that is, counting non-artifact creatures, legendary creatures, creatures with relevant creature types, forgetting Murganda Petroglyphs exists), it has obsoleted 19 vanilla creatures with higher cost (or more restrictive colored costs), and Shoal Serpent, Bog Serpent, Ronom Serpent, Sea Serpent, Deep-Sea Serpent, Steelclad Serpent, Sea Monster and Mold Demon. Other than that, it's pretty hard to tell if it has or has not obsoleted a card because of abilities that set them apart, even if Wurmcoil may outclass them in many more circumstances, it is still not decidedly better than any of them (in a lot of the cases, it was a lack of trample or flying.)
So it hasn't really obsoleted more than 28 cards.
However, it has tightened up any design space available with such efficiency.
even more with the mythic rarity, which makes no sense othe than give developers some kind of excuse to create ridiculousy overpowered cards to force people to open millions of boosters to get one.
Rarity should remain like it was years ago when:
- common: card with a simple desing and a short set of abilities.
- uncommon: interesting card with a greater effect on the field than a common.
- rare: a card than in some way looks different from the rest. It has an ability thats unique, or it only works in certain decks, or it is some maniacal johny card to make some complex combo, a hoser of some archetype, and strange cards that have no reason to be opened by lots of people.
Rarity used to mean complexity and effect on the field, not stronger or broken.
Something happened, I don't know when, that developers mistaked rarity for power, and then started the era of power creeps and 100 dollars cards.
Facts:
- the titans were made PURPOSELY broken to sell M11 booster packs.
- Jace The Mind Sculptor was PURPOSELY broken to consolate the control crybabies during alara block.
- Wurmcoil Engine was PURPOSELY broken to call players for SOM pré-releases.
And the list just go on.
why can't we have a sensor splicer that costs 3W?
or a phyrexian hulk that is a 7/7 ?
which argument allows them to create a 6 6/5 in the same block as a wumcoil? (rarity?)
Power creep is a very dangerous thing for the game, yes, but I find it odd that you're arguing both for and against it.
As for all of your "PURPOSELY" done things, I would like to see some evidence to back up your claims.
You have to realize that 6 for a 7/7 common in any color would warp limited, and that a huge part of set design is making them work in limited.
Wurmcoil has Deathtouch AND Lifelink AND potentially abusable instant-regeneration, not to mention requiring no colored mana. That combination of attributes is often superior to essentially any single attribute. At least a few hundred other cards must be worse in this regard.
why can't we have a sensor splicer that costs 3W?
or a phyrexian hulk that is a 7/7 ?
which argument allows them to create a 6 6/5 in the same block as a wumcoil? (rarity?)
Ah, that's what you meant. I don't know what propelled them to print strictly worse cards in the same block. If I were a professional on their design team, that would be a major red flag.
If you have such an issue with rarity, you should find a different hobby. Preferably one that isn't a TCG or CCG, because that's a pretty integral part of that type of game.
Besides, it's not like this is a new trend; all the way back in alpha, they had Tropical Island and Island. Nowadays, you might argue that Tropical Island isn't strictly better than Island, since you can't play more than 4 trops, and because there's nonbasic land hate. Those things didn't exist in alpha. There was no card limit, and no land hate differentiated between basics or nonbasic.
If you have such an issue with rarity, you should find a different hobby. Preferably one that isn't a TCG or CCG, because that's a pretty integral part of that type of game.
Besides, it's not like this is a new trend; all the way back in alpha, they had Tropical Island and Island. Nowadays, you might argue that Tropical Island isn't strictly better than Island, since you can't play more than 4 trops, and because there's nonbasic land hate. Those things didn't exist in alpha. There was no card limit, and no land hate differentiated between basics or nonbasic.
You can't make comparations with alpha and early sets, the game wasnt stable at that time, the developing team was small and there was probably just a small notion of what balance was.
You have to also remember that what we nowadays judge to be the best cards from alpha are enablers, and not finishers.
During alpha a time walk was just unttaping your things, drawing a card and playing some weakling life a 3/3 flying for 5 mana.
The moxes were just some mana acceleration, and if for some reason you play 4 of each mox you would probably be limited to artifacts, as your mana base would be completely unstable, and artifacts sucked at that time. Dancing Scimitar . Mishra's War Machine, Obsianus Golem, [CARD]
Primal Clay[/CARD].
Im talking about the powercreep of nowadays, not about the power nine that were created years ago.
And another thing, who in those times would have 4 of each mox? it was a rare card and magic wasnt even that famous, what are the chances of opening one in a booster or trading with another person?
rares could actually be a little better from commons, but its not fair that rares outclasses lots of creatures.
It sometimes looks like the developing team does this:
card base
******* 4R
Creature - *******
5/5
If it is a common:
******* 4R
Creature - *******
4/3
If it is uncommon:
******* 3R
Creature - *******
whenever ******* enters the battlefield it deals 1 damage to target creature.
4/3
If it is rare:
******* 3R
Creature - *******
whenever ******* enters the battlefield or attacks it deals 1 damage to target creature and 1 damage to its controller.
4/3
for mythics:
******* 3R
Creature - *******
whenever ******* or another creature you control enters the battlefield or attacks it deals 1 damage to target creature and 1 damage to its controller.
4/3
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I am against rarity, so I will not put any.
It doesn't need both Defender and Vigilance they're mutually exclusive puck one or the other.
The demon seems fine.
The dryad feels like the forms should be reversed, if you do that then it should Etb Tapped and transform into a 2/2 with Forestwalk.
The elemental could be cheaper, maybe :symr::symr: or :1mana::symr:.
The Last ones transformed side seems backwards for :symu:, I know the reason, so you don't mill for 1 every turn if you have hellbent but it still feels off.
Overall good job.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects:
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
Also, what do you mean by "I am against rarity"?
Yes transform leaves it tapped.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects:
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
I think that nowadays rarity is used more as an excuse to make powercreep and broken spells than to design cards that fells unique.
examples:
the splicers from new phyrexia.
the 6cmc titans compared to other 6cmc commons and uncommons.
swords from mirridin 2 compared to other 3cmc equipments.
Ah. I think I may agree with you in some part then, as I've been disappointed with WotC's choice of cards for their new Mythic Rarity slot. Cards like Wurmcoil Engine have obsoleted hundreds, if not thousands of cards. This may be hindsight bias, but when cards are 8 times as rare as a standard rare, some effort should be made to ensure that those cards only fill niche roles. They certainly shouldn't be strictly better than (and far superior to) so many other cards.
Grave Titan and kin, Hero of Bladehold, Consecrated Sphinx, Angelic Destiny, Baneslayer Angel, Batterskull... Heck, even Lotus Cobra is mythic. Why?
The swords don't even make sense... how do they grant toughness, again? I won a draft off the back of a Goblin Piker because I had a Sword of War and Peace. Swung on turn 4 for a 14 point life swing. Lamest draft ever. The power level on that card and others like it is just off the scale.
/rant
Never had any issues with the splicers. I actually thought those were quite neat. They were amazing in draft, but I suspect removal in constructed would be able to handle golem tokens fairly easily.
I'm not a big supporter of the transform mechanic so I won't comment on your other cards here. For myself, the flip mechanic works just as well - I've actually made some proxies of certain transform cards using the old method, and they look great.
Your cards are alright. Vigilance and Defender are redundant on the angel. I wish the enchantment side of the elemental was more different from Cursed Flame. The dryad is my favorite design here, but I wish that it transformed on attacking and transformed back on adding mana, or something, rather than having separate abilities. I would find that more fun.
Being loose with the term "obsoleted" (that is, counting non-artifact creatures, legendary creatures, creatures with relevant creature types, forgetting Murganda Petroglyphs exists), it has obsoleted 19 vanilla creatures with higher cost (or more restrictive colored costs), and Shoal Serpent, Bog Serpent, Ronom Serpent, Sea Serpent, Deep-Sea Serpent, Steelclad Serpent, Sea Monster and Mold Demon. Other than that, it's pretty hard to tell if it has or has not obsoleted a card because of abilities that set them apart, even if Wurmcoil may outclass them in many more circumstances, it is still not decidedly better than any of them (in a lot of the cases, it was a lack of trample or flying.)
So it hasn't really obsoleted more than 28 cards.
However, it has tightened up any design space available with such efficiency.
even more with the mythic rarity, which makes no sense othe than give developers some kind of excuse to create ridiculousy overpowered cards to force people to open millions of boosters to get one.
Rarity should remain like it was years ago when:
- common: card with a simple desing and a short set of abilities.
- uncommon: interesting card with a greater effect on the field than a common.
- rare: a card than in some way looks different from the rest. It has an ability thats unique, or it only works in certain decks, or it is some maniacal johny card to make some complex combo, a hoser of some archetype, and strange cards that have no reason to be opened by lots of people.
Rarity used to mean complexity and effect on the field, not stronger or broken.
Something happened, I don't know when, that developers mistaked rarity for power, and then started the era of power creeps and 100 dollars cards.
Facts:
- the titans were made PURPOSELY broken to sell M11 booster packs.
- Jace The Mind Sculptor was PURPOSELY broken to consolate the control crybabies during alara block.
- Wurmcoil Engine was PURPOSELY broken to call players for SOM pré-releases.
And the list just go on.
This is why Im against rarity, cards should be designed all near the same field, so we dont have things like:
phyrexian hulk, wumcoil engine
sensor splicer, blade splicer
why can't we have a sensor splicer that costs 3W?
or a phyrexian hulk that is a 7/7 ?
which argument allows them to create a 6 6/5 in the same block as a wumcoil? (rarity?)
As for all of your "PURPOSELY" done things, I would like to see some evidence to back up your claims.
You have to realize that 6 for a 7/7 common in any color would warp limited, and that a huge part of set design is making them work in limited.
I was exaggerating when I said thousands, but I'm pretty sure it has obsoleted more than a mere 28. I wasn't using the term 'strictly better', after all. Looking through some cards, //gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&name=|[%22Alpha+Tyrranax%22">|[%22Ashenmoor+Cohort%22]|[%22Axegrinder+Giant%22]|[%22Barktooth+Warbeard%22]|[%22Bog+Serpent%22]|[%22Craw+Wurm%22]|[%22Deep-Sea+Serpent%22]|[%22Flameborn+Viron%22]|[%22Barbtooth+Wurm%22]|[%22Jerrard+of+the+Closed+Fist%22]|[%22Johtull+Wurm%22]|[%22Kasimir+the+Lone+Wolf%22]|[%22Kindercatch%22]|[%22Mold+Demon%22]|[%22Obsianus+Golem%22]|[%22Phyrexian+Hulk%22]|[%22Razorfield+Rhino%22]|[%22Razorfield+Thresher%22]|[%22Ronin+Cavekeeper%22]|[%22Ronom+Serpent%22]|[%22Samurai+Enforcers%22]|[%22Sea+Monster%22]|[%22Sea+Serpent%22]|[%22Shoal+Serpent%22]|[%22Sivitri+Scarzam%22]|[%22Steelclad+Serpent%22]|[%22The+Lady+of+the+Mountain%22]|[%22Trained+Orgg%22]|[%22Vastwood+Gorger%22]|[%22Vizzerdrix%22]"]I've counted 30 that ARE strictly worse, but as you said, there are many that are not so due to them having a single ability like trample or flying, or even a questionable ability such as Zephyr Spirit, Foxfire Oak, or something like Arachnoid.
Wurmcoil has Deathtouch AND Lifelink AND potentially abusable instant-regeneration, not to mention requiring no colored mana. That combination of attributes is often superior to essentially any single attribute. At least a few hundred other cards must be worse in this regard.
Ah, that's what you meant. I don't know what propelled them to print strictly worse cards in the same block. If I were a professional on their design team, that would be a major red flag.
Besides, it's not like this is a new trend; all the way back in alpha, they had Tropical Island and Island. Nowadays, you might argue that Tropical Island isn't strictly better than Island, since you can't play more than 4 trops, and because there's nonbasic land hate. Those things didn't exist in alpha. There was no card limit, and no land hate differentiated between basics or nonbasic.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
You can't make comparations with alpha and early sets, the game wasnt stable at that time, the developing team was small and there was probably just a small notion of what balance was.
You have to also remember that what we nowadays judge to be the best cards from alpha are enablers, and not finishers.
During alpha a time walk was just unttaping your things, drawing a card and playing some weakling life a 3/3 flying for 5 mana.
The moxes were just some mana acceleration, and if for some reason you play 4 of each mox you would probably be limited to artifacts, as your mana base would be completely unstable, and artifacts sucked at that time.
Dancing Scimitar . Mishra's War Machine, Obsianus Golem, [CARD]
Primal Clay[/CARD].
Im talking about the powercreep of nowadays, not about the power nine that were created years ago.
And another thing, who in those times would have 4 of each mox? it was a rare card and magic wasnt even that famous, what are the chances of opening one in a booster or trading with another person?
rares could actually be a little better from commons, but its not fair that rares outclasses lots of creatures.
It sometimes looks like the developing team does this:
card base
If it is a common:
If it is uncommon:
If it is rare:
for mythics: