For the next person: either look above and critique Pore and tell me if you think it needs an accommodation for playing lands or not, or critique this card:
Decisions, Decisions... 1UG
Instant
Choose two: Counter target noncreature spell, or draw a card, or put two 1/1 green saproling creature tokens into play, or target creature gets +2/+2 and gains trample and shroud until the end of turn.
I would say decrease the last ability's power a bit (I would say only a +1/+1) and reduce the cost to UG.
Death incarnate; it's almost fine, except for the fact that it turns every creature card an opponent has into an expensive alternative Shock, EVERY creature card, my suggestion would be to make the life loss with creatures 3 as well to even it out, if you do that, It's body can grow along as well, 5/5?
Cemetery of Dreams
Land
:symtap:: Choose a color of an instant or sorcery card in your graveyard, add one mana of the color to your mana pool.
:symtap:: add to your mana pool.
Threshold - :2mana::symur:, :symtap:: target instant or sorcery card in your graveyard gains flashback until end of turn. If you play that card this turn, its flashback cost becomes equal to its mana cost as you play it.
Probably simplified to "You may play target instant or sorcery card in your graveyard this turn. If you do, remove it from the game...."
Or better yet "Target instant or sorcery card in your graveyard gains Flashback X until end of turn where X is its manacost."
Could be, but I stuck to Recoup's wording for this one....
My card; [Crusher-on-feet]
Artifact Creature - Golem
At the beginning of your upkeep, sacrifice an artifact you control. Add mana equal to that artifacts converted mana cost to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
4/4
Liz:
you should add something like 2: Target creature blocks ~ this turn if able or something.
Also, for that effect, 6 seems overcosted imo
Well it was designed as a uncommon
6 mana is a fair cost for a finishing creature, which that card is wholly capable of being.
I'm not quite sure it you understand how OP the ability to make things block him would be.
For 6 mana you could make three creatures block him, turning him into 13/13 trample with G: regen until enc of turn. No, someone is going to have to work to make him that broken.
Berserk X, where X is the number of blocking creatures means you basically square the number of creatures blocking him and that is his buff for the turn.
Although a friend recently suggested, and i like this, to replace the regen with a "until end of turn" indestructible effect.
Death incarnate; it's almost fine, except for the fact that it turns every creature card an opponent has into an expensive alternative Shock, EVERY creature card, my suggestion would be to make the life loss with creatures 3 as well to even it out, if you do that, It's body can grow along as well, 5/5?
Could be, but I stuck to Recoup's wording for this one....
My card; [Crusher-on-feet]
Artifact Creature - Golem
At the beginning of your upkeep, sacrifice an artifact you control. Add mana equal to that artifacts converted mana cost to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
4/4
This card is interesting, truly.
It's not just strait out good, in fact, if looked at in a vacuum, it is somewhat mediocre.
BUT, it has vast possibilities for combos. A perfect Johnny card
@ bishop: i agree with nag, except i say add fear if only for flavor. and possibly a self-sacrifice ability of some sort: red-black kills itself for no reason, black usually tries to find a loop hole to survive.
@ nag: i might suggest making it either a 2/2 or a 1/3 or 1/4. 's a good cost, but not as a 4/4 with that ability.
@ Liz: hope this isn't inflamitory, but gain some patience please. (as a personal note your font color kinda strains the eye) i like the idea, and it's very original, but it seems like either a blue-green spell that costs :symu::symg: or as a solid green sorcery that can target enchantments for :1mana::symg::symg:
my son's watching Lilo and Stitch (one of the few movies that almost always makes me cry, cause the little blue fuzz-ball is so cute and endearing)
Experiment 626, Stitch :2mana::symr::symu::symg:
Legendary Creature- Weird Mutant Beast (MR)
Trample, Haste.
Stitch is Indestructible.
:1mana:: +2/-1 or -1/+2 until end of turn.
:symr::symu::symg:, : Destroy target Non-Creature permanent with converted casting cost equal to ~ power. Nista, atibati wanata! Kista!
3/4
Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
My personal choice in font color has to do with the fact that i use the dark back ground option. Light letters on dark background are easy to read then dark on light.
As for patience, I have posted no more than two cardsa a day, normally only 1. Though you are right, I have hundreds of cards already made that I have in a pile, so there is somewhat of a itch on my part to post them.
With my card, blue seems really out of flavor. I can see how you would think this was some sort of shape changing effect but it is not. It isn't changing the robot into a land mass, nature is growing over it and bringing it into itself basically. And effecting enchantments is just something that can't happen. Enchantments may be artificial just like artifacts, but they have no substance, they don't exist in a physical state most times. Just pure magic.
The idea of the card is that the artifact is being overgrown with plants , moss, etc as it erodes, making it part of the ground and landscape. You can't really do that to a magical presence like you can a machine.
I could see increasing the cost to GG if you think that G is too cheap. However, I was looking at Oxidize as something to compare it to, which is a common. This spell actually gives the opponent something back, even if it isn't anywear near as good as what it was, it gets around indestructible, which is the only thing that oxidize did not. I realized the potential of it to be very good though and made it a rare. I don't think I would make it a sorcery, sorcery removal is pretty bad and usually has to do something quite godo to make up for that.
As for the stitch card, it's amusing, you seemed to get most of the thigns from the movie in there. (as a side note, i liked that movie too, one of the only good new moveis from disney in years)
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Experiment 626 - I haven't seen the movie, so I can't comment on the flavor. But, right now the card has a lot of vaguely related abilities that just make my eyes hurt. First off, the card has no blue abilities (Trample is green, Haste is red, and Indestructible is....also green). Maybe Flying could replace it. The +2/-1 is difficult to keep track of and possibly overpowered; +1/-1 is neater (although, it does lose some of its unique factor). The last ability is solely green's (and would make more sense on, say, a GWB card).
A possible way to streamline it is to make it into a Morphling (you certainly don't have to do this, but it's a thought):
Experiment 626, Stitch 2URG
Legendary Creature - Weird Beast
U: Stitch gains Flying until end of turn.
R: Stitch gains Haste until end of turn.
G: Stitch gains Trample until end of turn.
1: Stitch gets +1/-1 or -1/+1 until end of turn.
URG, T: Choose one - destroy target non-creature permanent with converted mana cost equal to Stitch's power, or put a creature card with converted mana cost equal to Stitch's power into play.
3/4
and my card:
Thought Haggler2UB
Creature - Human Rogue
Whenever an opponent draws a card, put a Memory counter on Thought Haggler.
Reduce your opponents' hand size equal to the number of Memory counters on Thought Haggler.
Pay 3 life: Remove a memory counter from Thought Haggler. Any player may play this ability.
2/2
@liz: with the flavor explained, i'd say either bump it up by one green mana (yes oxidize destroys but it's the ultimate hate in it's set and it's uncommon (making this rare would make it overly highly sought after thus warping the cost around it)) or make it a sorcery and add draw a card (which gives people a reason to wanna play it).
@para: i was aiming for a morphling type card, and i added blue to make it more in sync with morphling. now that i think about it black actually makes more sense. eh. what ever. i like your haggler, but it seems a bit overpowered at first glace. the more i look at it the more i like the balance of drawing equalling discarding. maybe making it 1 or 2 life or some other effect.
Ravenous, Comsuming Death :2mana::symb::symb::symb:
Planeswalker- Ravenous
{0}: Each opponent loses 1 life. Put a Loyalty counter on Ravenous for each life lost this way.
{0}: Each player sacrifices a creature. For each creature sacrificed this way put a Loyalty on Ravenous
{-x}: Ravenous deals X damage to target Permanent. If that permanent would be put into a graveyard from play, return it to play under your control.
I was looking to make a vampiric planeswalker, and a new way to create loyalty and a funner multi-player planeswalker. how'd i do?
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
]Ravenous -- Adjectives make for lousy proper names. The creature sacrifice is a bit much, and --given that it's in what would normally be a {-1} or {-2} slot on a Planeswalker -- should cost and not gain loyalty. The 'ultimate' ability is lacking.
.
Still the Waters -- [mc]1WU[/mc]
Instant
Split second
Choose a land type. Lands of that type can't be tapped for mana until the beginning of your next upkeep.
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Playlace --
Instant
Target spell or permanent's tone becomes playful.
]Ravenous -- Adjectives make for lousy proper names. The creature sacrifice is a bit much, and --given that it's in what would normally be a {-1} or {-2} slot on a Planeswalker -- should cost and not gain loyalty. The 'ultimate' ability is lacking.
.
Still the Waters -- [mc]1WU[/mc]
Instant
Split second
Choose a land type. Lands of that type can't be tapped for mana until the beginning of your next upkeep.
Firstly, with the stitch card: I would actually agree with making his cost RBG instead of RUG. Also, and this is purely for flavor. You might want to make it say "If an opponent controls and island, Stitch cannot attack". Due to the who thing with him not being able to swim because the things that make him indestructible also make him to heavy to swim.
As to still waters, it seemed quite good as it is. Though I'm not sure if you are trying to accomplish something with the split second up the alley of not letting them tap for mana in response, or just to make it extremely hard to counter. (because tapping for mana doesn't use the stack, so the former would not work if that was the case)
IMMUNITY: is a mechanic I made a long time ago. Based on the idea that -1 counters are basically disease and rot. Immunity does not simply get rid of the -1 counters, it makes the creature ignore them, sort of like a creature that is immune to a disease can still act as a carrier for it. I have another card that is actually based on the idea of a pathogen carrier (which, for the fun of it, i will show next time.)
edit:
I made changes to Cemetery of Dreams and Flea Market, both of the previous page.
It wight have been a good design, but there are too many things wrong with it to call it geniunely good as it is.
- How is it Green? Green can get flying from time to time, but only rarely does it get drawbacks that actually hurt creatures or players.
- Too many abilities syndrome.
Basically, cut down the abilities and make it mono-black. I have no particular beef with Immunity. Perhaps "This creature gets +1/+1 for each -1/-1 counter on it"?
My card:
Stem the Tide 1WB
Enchantment
Whenever a creature comes into play for the first time each turn, destroy that creature. The same is true for enchantments and artifacts.
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
It wight have been a good design, but there are too many things wrong with it to call it geniunely good as it is.
- How is it Green? Green can get flying from time to time, but only rarely does it get drawbacks that actually hurt creatures or players.
- Too many abilities syndrome.
Basically, cut down the abilities and make it mono-black. I have no particular beef with Immunity. Perhaps "This creature gets +1/+1 for each -1/-1 counter on it"?
My card:
Stem the Tide 1WB
Enchantment
Whenever a creature comes into play for the first time each turn, destroy that creature. The same is true for enchantments and artifacts.
First you card:
I like the idea. It's up the same vein as the kamagawa flip card (Erayo, Soratami Ascendant), but it does it the way white or black might. It also has the possibility of hitting your own things.
You need to reword it I think though to "Destroy the first creature that comes into play each turn, etc, etc."
This is how many other effects are worded.
I also might make it cost 4cmc
Now with Gerro's fallen: I've always had this feeling that necromancy is actually more of a black/green thing than just strait black. you do how ever, make a very good point about that. It may well end up being strait black.
I tried to combine the beginning and end of upkeep abilities before into one, but it ends up making the card a bit better than it already is due to it not giving the player's own creatures a chance to die from -1 counters before going on to wiping out the opponent's creatures.
I could get rid of regenerate and just make her have a bigger toughness, what do you think of that?
As for the actual wording of Immunity, your suggestion is one of the two ways I have thought of wording it. It is either that or "This creature is unaffected by -1/-1 counters"
Anyway, this next card is one of the concepts that made Immunity need to actually keep the -1 counters on the card:
Carrier is an mechanic that was designed to be a co-set mechanic with Immunity. While Immunity was something multiple colors could have (for different reasons (black because they are already dead or diseased, white because they can purify, green because it can regenerate)), Carrier was a black only mechanic.
Carrier works like this (Carrier (X): When this creature dies, put (X) -1/-1 counters on all creatures in play).
Generally carriers have small numbers, like 1 or 2. This creature how ever was designed our the idea of being a walking disease bomb designed by the Remar.
I have been thinking aobut bumping it up to rare, but putting the effect ona 2/2 body makes it easy to deal with before it gets to be a huge problem.
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I guess there is nothing wrong with a 3 mana board sweeper. It feels like a more balanced version of Damnation, this looks like what a black Wrath of God should be.
Beast of the Reliquary 2GW
Vigilance 2, sacrifice an artifact, TAP: Search your library for an artifact card with the same name as a card in your graveyard and put it into play.
4/4
It feels like a 2 color creature, but i'm not shure what colors. It combines a limited Enlightened Tutor with a green fatty. The idea behind it is an inteligent ogre charged with the protection of ancient artifacts.
Beast of the Reliquary: It's actually a three-color creature. Green for the fat, white for the efficiency and vigilance, blue for the Tinker effect. As a repeatable Tinker, it's also undercosted.
Chaos Lore
Sorcery
Choose a card in your hand at random, reveal it, and discard the rest. For each card discarded this way, add up to one mana of any color to your mana pool. Spend this mana only to play the revealed card.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
I guess there is nothing wrong with a 3 mana board sweeper. It feels like a more balanced version of Damnation, this looks like what a black Wrath of God should be.
Beast of the Reliquary 2GW
Vigilance 2, sacrifice an artifact, TAP: Search your library for an artifact card with the same name as a card in your graveyard and put it into play.
4/4
It feels like a 2 color creature, but i'm not shure what colors. It combines a limited Enlightened Tutor with a green fatty. The idea behind it is an inteligent ogre charged with the protection of ancient artifacts.
Green has no place in recycling artifacts. Green hates anything artificial. it only destroys, never rebuilds that which is unnatural. If green is in a card, it will never tutor, raise dead or regenerate an artifact. (unless for some reason it is itself and artifact like a natural golem or something) and even then it is unlikely.
This is a strait white/blue card, no question. It actually reminds me a bit of hanna.
I would make it 3WU for 2/3, and make the activation cost 2(W/U)
Chaos Lore
Sorcery
Choose a card in your hand at random, reveal it, and discard the rest. For each card discarded this way, add up to one mana of any color to your mana pool. Spend this mana only to play the revealed card.
Very red theme card. Up the same alley as Gamble. Wouldn't that be a crazy thing to see? Gamble and Chaos Lore int eh same turn, somehow getting the card you wanted both times? I would remember that game.
@ le chat re; Ravenous: i wanted him to be able to vampirize other planeswalkers too
@ liz re; sandrock predator:very interesting. it feels like it needs something, i'm just not sure what. being an artifact is an interesting choice though- red kills artifacts better than black, but usually kills with damage so it's all sorta synched up.
i got to thinking about how annoying it would be to live in metropolis: at least once a week superman wreaks massive amounts of property damage in order to "save" the city. you'd think someone would complain... came up with this card idea from my midnight musing
Resound Of Battle :3mana::symg::symr:
Enchantment
Whenever a creature with power 5 or greater deals combat damage each player sacrifices a land. Though the spell orginated in Naya, following the Conflux residents of Jund took little notice of it's arrival.
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Resound of Battle is rather neat. It just seems a bit overcosted because it needs a really big creature to do anything at all. It's not like land destruction matters all that much by that time anyway. Being symmetrical, you could probably even cost it at GR.
Supercharger 4
Artifact
As an additional cost to play Supercharge, remove a permanent you control from the game.
Supercharge comes into play tapped. T: Add mana to your mana pool equal to the mana cost of the removed permanent.
I think it makes a cool mythic rare. Sure, it'll be played as a 4 of in the one little rogue deck that uses it, but it'll suck horrible in any case that someone has an answer to it. Afterall, you'll get 2 for 1ed and probably more since you'd have to nuke a really good permanent you probably cheated into play to make it worth the effort. The times it actually works, though, it will be epic.
Resound of Battle is rather neat. It just seems a bit overcosted because it needs a really big creature to do anything at all. It's not like land destruction matters all that much by that time anyway. Being symmetrical, you could probably even cost it at GR.
Supercharger 4
Artifact
As an additional cost to play Supercharge, remove a permanent you control from the game.
Supercharge comes into play tapped. T: Add mana to your mana pool equal to the mana cost of the removed permanent.
I think it makes a cool mythic rare. Sure, it'll be played as a 4 of in the one little rogue deck that uses it, but it'll suck horrible in any case that someone has an answer to it. Afterall, you'll get 2 for 1ed and probably more since you'd have to nuke a really good permanent you probably cheated into play to make it worth the effort. The times it actually works, though, it will be epic.
I wouldn't make it a mythic rare. The power level isn't there. A very johnny card though.
I can just see people morphing scornful egotists to sac to this. I might change the name to fit what is happening though. Like "Soul Charger" or something.
This is a card based on a character of mine from something I am working on. (many of these cards are actually taken from something in that story, as evident in many of the flavor texts).
This is before she ascends, I will post he 'god' self next. I used planewalker cards for any of the gods I made into cards, as that was about as close as any magic card can let you get.
(as a side note, I realized today that I really have to get around to finding out who some of the artists are for my cards. Some of my most interesting ones have pictures drawn by, or photos taken by, people unknown to me. Which means I cannot post them here)
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@ F I: give it imprint for the sake of simplicity. and possibly indestructible to make it mythic? doesn't really need it though.
@ Liz: i like it; makes me think of X-Men's Wolverine.
rival and arch nemisis to thornling:
Graveling :3mana::symb::symb:
Creature- Demon Shapeshifter
:symb:: Deathtouch until end of turn.
:symb:: Fear until end of turn.
:1mana:: +1/-1 or -1/+1 until end of turn.
Unearth
4/4
kinda simple, but i think i'd play it (dibs on white morphling ;))
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Teroza Veg'Ra, Druidic Archmage :4mana::symg::symu::symug:
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Graveling: Nice take on the blackling, although in my opinion it kinda lacks the untargetability-ishness of the other ones (shroud, shunt and indestructible all discourage opponents from playing spells on them). Unearth is nice though. 7/10
Temporal Absorption 5UU
Instant
Counter target spell. Take an extra turn after this one.
Think you could get away with that for 4UU?
I would actually push for the 6cmc.
At 6 mana with the restriction of having to counter a spell to be able to play is (yes that can be a restriction on spells. i have sat with cards in my hand where the opponent simply did not need to cast spells and I either lost or continued in a statemates for turns because of it.)
Also you are putting yourself out on a limb as a control deck paying 6cmc during their main phase most likely.
This is Tara after she becomes a "god among gods" in the story (which is pretty much the end, but I figured I would do this for fun). Just as a fyi with her previous card. The creature type is what it is because she is basically a half demon were cat. that is as close as I can come to describing what she is, so i went with human cat demon.
The first ability basically makes a creature like she was before her ascension, hard as hell to kill.
the second turns a single creature into a wrecking ball, how much of one is determined by how much juice Tara has after she activates the ability.
The last ability is showing off her destructive power in this form. She can pretty much blow the hell of anyone and anything by this point. I was thinking about bringing up her last cost to -9 or -10 due to it really being a ball buster. If it hits and the opponent has any kind of board it pretty much a GG right there.
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Not too crazy about the gain ability. Seems black, white, or both to me. You could actually remove the Sacrifice clause, since it's no longer affected after it returns, and it would make it less of a wall of text than it is. Although I suppose if you did that it would have to be a minus ability. What am I even talking about? The ability's off-color!
Can't tell with the second ability, don't know what berserk is.
The third one is iffy in the rules and wordy. Maybe deals damage equal to toughness to that creature? Could be evaded, but fewer rules/wording confusions.
Big Brother is Watching You 4WUB
Enchantment
Opponents play with their hands revealed.
You may play cards from opponents' hands.
Rules? What if I implied that you still needed priority to do it?
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I am GUR. I view the world around me with a sense of wonder and awe that only increases as I learn more about it. I quickly become bored if deprived of puzzles to solve or new things to learn. At my best, I am brilliant and inventive, at my worst, I am moody and erratic.
Not too crazy about the gain ability. Seems black, white, or both to me. You could actually remove the Sacrifice clause, since it's no longer affected after it returns, and it would make it less of a wall of text than it is. Although I suppose if you did that it would have to be a minus ability. What am I even talking about? The ability's off-color!
Can't tell with the second ability, don't know what berserk is.
The third one is iffy in the rules and wordy. Maybe deals damage equal to toughness to that creature? Could be evaded, but fewer rules/wording confusions.
Hm, I actually just realized that it lets the creature leave play. It was supposed to be worded almost exactly like her other card's ability. It should simply untap the creature (which I suppose means it won't need haste).
It's basically a super regenerate. See some cards do not allow for regeneration, this ability basically makes a creature completely unkillable, period. That's how it's suppose to be green. The no sacrifice rule is there to keep people from doing stupid things with sacrifice loops. Because without that clause you could just sacrifice a creature infinitely that turn. it also doesn't fit with the theme of what regenerate is doing.
I had explained on another card what berserk was, but you may not have been there for that. Berserk is basically rampage except that it does not leave out the first creature that blocks it.
Blizzards themselves has put the berserk mechanic on many cards without calling it that. However they normally stick to only pumping the creature by one. I called it Berserk because of it being on cards that are berserkers or called berserker http://ww2.wizards.com/gatherer/CardDetails.aspx?id=129533
Picture that card as basically being Berserk 1
I could say that it deals lethal damage to each creature they control and then deals damage to the creature's controller equal to damage dealt.
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Big Brother is Watching You 4WUB
Enchantment
Opponents play with their hands revealed.
You may play cards from opponents' hands.
Rules? What if I implied that you still needed priority to do it?
What if it only works durring your Main Phase. That would put a limit on the wackyness. is 7 mana in 3 colors to play spells in other peoples hands?? Feels about right.
Shock Troops1R
Creature - Human Shaman
Chroma — T: Shock Troops deals damage to target creature or player equal to the number of red mana symbols on target permanent you control. 0/1
I'm doing a Chroma based set on MSE right now.
It is not the easiest machanic to do.
Any card with Chroma has too much text to fit in with normal commons from magic.
I wanted this to be common, but...
Shock Troops: Well, it starts as a Prodigal Pyromancer for two, and gets a heckuva lot more dangerous very easily. Kick up the cost by :2mana:, minimum.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
It's a bit too powerful, at the very least it's a Prodigal Pyromancer with -1/-0 for less, and in some instances you'll be pushing Kamahl, Pit Fighter damage (or even higher!) around. I'd say increase the mana cost and maybe make it only target creatures?
Graveborn Giant :1mana::symb:
Creature - Giant Zombie
Graveborn Giant gets +4/+4 for each card named Graveborn Giant in all graveyards.
0/0
To me this seems like a less good version of Ivory mask....or on second thought, against creatures, a far better version.
Hmmm, not sure how I feel about this....
I'm going to say that creatures happen much more often than harmful spells, so this is better than ivory mask in most situations.
Make it 1WWW or 3WW and I would say it's much better
Card time:
FYI: Berserk is a keyword I made for an ability that already exists on most cards called "Berserker" something or other.
Generally Berserk is set to one, but once I key worded it I had some fun with it.
The Berserk ability itself on actual mtg cards seems like Rampage expect that wizards decided it would make Rampage not so overly complicated.
I would say decrease the last ability's power a bit (I would say only a +1/+1) and reduce the cost to UG.
you should add something like 2: Target creature blocks ~ this turn if able or something.
Also, for that effect, 6 seems overcosted imo
As for my idea, I know I've posted it before, but I did some revisions:
And btw, in case anyone is wondering, yeah the flavor text is from my signature which in turn is from a song by the band *gasp* Bishop of Hexen
Could be, but I stuck to Recoup's wording for this one....
My card;
[Crusher-on-feet]
Artifact Creature - Golem
At the beginning of your upkeep, sacrifice an artifact you control. Add mana equal to that artifacts converted mana cost to your mana pool. This mana doesn't cause mana burn. Until end of turn, this mana doesn't empty from your mana pool as phases end.
4/4
As a wise man once said - "A true emperor shouldn't fear a one-man army, it's the one woman behind the emperor' the emperor should fear."
The Official Magic The Gathering Card Database
Well it was designed as a uncommon
6 mana is a fair cost for a finishing creature, which that card is wholly capable of being.
I'm not quite sure it you understand how OP the ability to make things block him would be.
For 6 mana you could make three creatures block him, turning him into 13/13 trample with G: regen until enc of turn. No, someone is going to have to work to make him that broken.
Berserk X, where X is the number of blocking creatures means you basically square the number of creatures blocking him and that is his buff for the turn.
Although a friend recently suggested, and i like this, to replace the regen with a "until end of turn" indestructible effect.
This card is interesting, truly.
It's not just strait out good, in fact, if looked at in a vacuum, it is somewhat mediocre.
BUT, it has vast possibilities for combos. A perfect Johnny card
My turn:
Doublepost Merged and Warned
@ nag: i might suggest making it either a 2/2 or a 1/3 or 1/4. 's a good cost, but not as a 4/4 with that ability.
@ Liz: hope this isn't inflamitory, but gain some patience please. (as a personal note your font color kinda strains the eye) i like the idea, and it's very original, but it seems like either a blue-green spell that costs :symu::symg: or as a solid green sorcery that can target enchantments for :1mana::symg::symg:
my son's watching Lilo and Stitch (one of the few movies that almost always makes me cry, cause the little blue fuzz-ball is so cute and endearing)
Experiment 626, Stitch :2mana::symr::symu::symg:
Legendary Creature- Weird Mutant Beast (MR)
Trample, Haste.
Stitch is Indestructible.
:1mana:: +2/-1 or -1/+2 until end of turn.
:symr::symu::symg:, : Destroy target Non-Creature permanent with converted casting cost equal to ~ power.
Nista, atibati wanata! Kista!
3/4
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
As for patience, I have posted no more than two cardsa a day, normally only 1. Though you are right, I have hundreds of cards already made that I have in a pile, so there is somewhat of a itch on my part to post them.
With my card, blue seems really out of flavor. I can see how you would think this was some sort of shape changing effect but it is not. It isn't changing the robot into a land mass, nature is growing over it and bringing it into itself basically. And effecting enchantments is just something that can't happen. Enchantments may be artificial just like artifacts, but they have no substance, they don't exist in a physical state most times. Just pure magic.
The idea of the card is that the artifact is being overgrown with plants , moss, etc as it erodes, making it part of the ground and landscape. You can't really do that to a magical presence like you can a machine.
I could see increasing the cost to GG if you think that G is too cheap. However, I was looking at Oxidize as something to compare it to, which is a common. This spell actually gives the opponent something back, even if it isn't anywear near as good as what it was, it gets around indestructible, which is the only thing that oxidize did not. I realized the potential of it to be very good though and made it a rare. I don't think I would make it a sorcery, sorcery removal is pretty bad and usually has to do something quite godo to make up for that.
As for the stitch card, it's amusing, you seemed to get most of the thigns from the movie in there. (as a side note, i liked that movie too, one of the only good new moveis from disney in years)
A possible way to streamline it is to make it into a Morphling (you certainly don't have to do this, but it's a thought):
Experiment 626, Stitch 2URG
Legendary Creature - Weird Beast
U: Stitch gains Flying until end of turn.
R: Stitch gains Haste until end of turn.
G: Stitch gains Trample until end of turn.
1: Stitch gets +1/-1 or -1/+1 until end of turn.
URG, T: Choose one - destroy target non-creature permanent with converted mana cost equal to Stitch's power, or put a creature card with converted mana cost equal to Stitch's power into play.
3/4
and my card:
Thought Haggler 2UB
Creature - Human Rogue
Whenever an opponent draws a card, put a Memory counter on Thought Haggler.
Reduce your opponents' hand size equal to the number of Memory counters on Thought Haggler.
Pay 3 life: Remove a memory counter from Thought Haggler. Any player may play this ability.
2/2
@para: i was aiming for a morphling type card, and i added blue to make it more in sync with morphling. now that i think about it black actually makes more sense. eh. what ever. i like your haggler, but it seems a bit overpowered at first glace. the more i look at it the more i like the balance of drawing equalling discarding. maybe making it 1 or 2 life or some other effect.
Ravenous, Comsuming Death :2mana::symb::symb::symb:
Planeswalker- Ravenous
{0}: Each opponent loses 1 life. Put a Loyalty counter on Ravenous for each life lost this way.
{0}: Each player sacrifices a creature. For each creature sacrificed this way put a Loyalty on Ravenous
{-x}: Ravenous deals X damage to target Permanent. If that permanent would be put into a graveyard from play, return it to play under your control.
I was looking to make a vampiric planeswalker, and a new way to create loyalty and a funner multi-player planeswalker. how'd i do?
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
.
Still the Waters -- [mc]1WU[/mc]
Instant
Split second
Choose a land type. Lands of that type can't be tapped for mana until the beginning of your next upkeep.
Instant
Target spell or permanent's tone becomes playful.
Firstly, with the stitch card: I would actually agree with making his cost RBG instead of RUG. Also, and this is purely for flavor. You might want to make it say "If an opponent controls and island, Stitch cannot attack". Due to the who thing with him not being able to swim because the things that make him indestructible also make him to heavy to swim.
As to still waters, it seemed quite good as it is. Though I'm not sure if you are trying to accomplish something with the split second up the alley of not letting them tap for mana in response, or just to make it extremely hard to counter. (because tapping for mana doesn't use the stack, so the former would not work if that was the case)
IMMUNITY: is a mechanic I made a long time ago. Based on the idea that -1 counters are basically disease and rot. Immunity does not simply get rid of the -1 counters, it makes the creature ignore them, sort of like a creature that is immune to a disease can still act as a carrier for it. I have another card that is actually based on the idea of a pathogen carrier (which, for the fun of it, i will show next time.)
edit:
I made changes to Cemetery of Dreams and Flea Market, both of the previous page.
- How is it Green? Green can get flying from time to time, but only rarely does it get drawbacks that actually hurt creatures or players.
- Too many abilities syndrome.
Basically, cut down the abilities and make it mono-black. I have no particular beef with Immunity. Perhaps "This creature gets +1/+1 for each -1/-1 counter on it"?
My card:
Stem the Tide 1WB
Enchantment
Whenever a creature comes into play for the first time each turn, destroy that creature. The same is true for enchantments and artifacts.
First you card:
I like the idea. It's up the same vein as the kamagawa flip card (Erayo, Soratami Ascendant), but it does it the way white or black might. It also has the possibility of hitting your own things.
You need to reword it I think though to "Destroy the first creature that comes into play each turn, etc, etc."
This is how many other effects are worded.
I also might make it cost 4cmc
Now with Gerro's fallen: I've always had this feeling that necromancy is actually more of a black/green thing than just strait black. you do how ever, make a very good point about that. It may well end up being strait black.
I tried to combine the beginning and end of upkeep abilities before into one, but it ends up making the card a bit better than it already is due to it not giving the player's own creatures a chance to die from -1 counters before going on to wiping out the opponent's creatures.
I could get rid of regenerate and just make her have a bigger toughness, what do you think of that?
As for the actual wording of Immunity, your suggestion is one of the two ways I have thought of wording it. It is either that or "This creature is unaffected by -1/-1 counters"
Anyway, this next card is one of the concepts that made Immunity need to actually keep the -1 counters on the card:
Carrier is an mechanic that was designed to be a co-set mechanic with Immunity. While Immunity was something multiple colors could have (for different reasons (black because they are already dead or diseased, white because they can purify, green because it can regenerate)), Carrier was a black only mechanic.
Carrier works like this (Carrier (X): When this creature dies, put (X) -1/-1 counters on all creatures in play).
Generally carriers have small numbers, like 1 or 2. This creature how ever was designed our the idea of being a walking disease bomb designed by the Remar.
I have been thinking aobut bumping it up to rare, but putting the effect ona 2/2 body makes it easy to deal with before it gets to be a huge problem.
Beast of the Reliquary 2GW
Vigilance
2, sacrifice an artifact, TAP: Search your library for an artifact card with the same name as a card in your graveyard and put it into play.
4/4
It feels like a 2 color creature, but i'm not shure what colors. It combines a limited Enlightened Tutor with a green fatty. The idea behind it is an inteligent ogre charged with the protection of ancient artifacts.
candidus inperti; si nil, his utere mecum.
Green has no place in recycling artifacts. Green hates anything artificial. it only destroys, never rebuilds that which is unnatural. If green is in a card, it will never tutor, raise dead or regenerate an artifact. (unless for some reason it is itself and artifact like a natural golem or something) and even then it is unlikely.
This is a strait white/blue card, no question. It actually reminds me a bit of hanna.
I would make it 3WU for 2/3, and make the activation cost 2(W/U)
Very red theme card. Up the same alley as Gamble. Wouldn't that be a crazy thing to see? Gamble and Chaos Lore int eh same turn, somehow getting the card you wanted both times? I would remember that game.
@ liz re; sandrock predator:very interesting. it feels like it needs something, i'm just not sure what. being an artifact is an interesting choice though- red kills artifacts better than black, but usually kills with damage so it's all sorta synched up.
i got to thinking about how annoying it would be to live in metropolis: at least once a week superman wreaks massive amounts of property damage in order to "save" the city. you'd think someone would complain... came up with this card idea from my midnight musing
Resound Of Battle :3mana::symg::symr:
Enchantment
Whenever a creature with power 5 or greater deals combat damage each player sacrifices a land.
Though the spell orginated in Naya, following the Conflux residents of Jund took little notice of it's arrival.
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
Supercharger 4
Artifact
As an additional cost to play Supercharge, remove a permanent you control from the game.
Supercharge comes into play tapped.
T: Add mana to your mana pool equal to the mana cost of the removed permanent.
I think it makes a cool mythic rare. Sure, it'll be played as a 4 of in the one little rogue deck that uses it, but it'll suck horrible in any case that someone has an answer to it. Afterall, you'll get 2 for 1ed and probably more since you'd have to nuke a really good permanent you probably cheated into play to make it worth the effort. The times it actually works, though, it will be epic.
I wouldn't make it a mythic rare. The power level isn't there. A very johnny card though.
I can just see people morphing scornful egotists to sac to this. I might change the name to fit what is happening though. Like "Soul Charger" or something.
This is a card based on a character of mine from something I am working on. (many of these cards are actually taken from something in that story, as evident in many of the flavor texts).
This is before she ascends, I will post he 'god' self next. I used planewalker cards for any of the gods I made into cards, as that was about as close as any magic card can let you get.
(as a side note, I realized today that I really have to get around to finding out who some of the artists are for my cards. Some of my most interesting ones have pictures drawn by, or photos taken by, people unknown to me. Which means I cannot post them here)
@ Liz: i like it; makes me think of X-Men's Wolverine.
rival and arch nemisis to thornling:
Graveling :3mana::symb::symb:
Creature- Demon Shapeshifter
:symb:: Deathtouch until end of turn.
:symb:: Fear until end of turn.
:1mana:: +1/-1 or -1/+1 until end of turn.
Unearth
4/4
kinda simple, but i think i'd play it (dibs on white morphling ;))
Planeswalker- Teroza
{+2}: Reveal the top card of your Library. If a Land card is revealed this way put it into the Battlefield. Otherwise put it into your hand.
{-3}: Put a 1/1 Blue-Green Frog token into the Battlefield for each card in your Hand.
{-11}: For each opponent choose a creature that player controls. Put three +1/+1 counters on and gain control of each creature choosen this way.
{7}
I would actually push for the 6cmc.
At 6 mana with the restriction of having to counter a spell to be able to play is (yes that can be a restriction on spells. i have sat with cards in my hand where the opponent simply did not need to cast spells and I either lost or continued in a statemates for turns because of it.)
Also you are putting yourself out on a limb as a control deck paying 6cmc during their main phase most likely.
This is Tara after she becomes a "god among gods" in the story (which is pretty much the end, but I figured I would do this for fun). Just as a fyi with her previous card. The creature type is what it is because she is basically a half demon were cat. that is as close as I can come to describing what she is, so i went with human cat demon.
The first ability basically makes a creature like she was before her ascension, hard as hell to kill.
the second turns a single creature into a wrecking ball, how much of one is determined by how much juice Tara has after she activates the ability.
The last ability is showing off her destructive power in this form. She can pretty much blow the hell of anyone and anything by this point. I was thinking about bringing up her last cost to -9 or -10 due to it really being a ball buster. If it hits and the opponent has any kind of board it pretty much a GG right there.
Can't tell with the second ability, don't know what berserk is.
The third one is iffy in the rules and wordy. Maybe deals damage equal to toughness to that creature? Could be evaded, but fewer rules/wording confusions.
Big Brother is Watching You 4WUB
Enchantment
Opponents play with their hands revealed.
You may play cards from opponents' hands.
Rules? What if I implied that you still needed priority to do it?
Hm, I actually just realized that it lets the creature leave play. It was supposed to be worded almost exactly like her other card's ability. It should simply untap the creature (which I suppose means it won't need haste).
It's basically a super regenerate. See some cards do not allow for regeneration, this ability basically makes a creature completely unkillable, period. That's how it's suppose to be green. The no sacrifice rule is there to keep people from doing stupid things with sacrifice loops. Because without that clause you could just sacrifice a creature infinitely that turn. it also doesn't fit with the theme of what regenerate is doing.
I had explained on another card what berserk was, but you may not have been there for that. Berserk is basically rampage except that it does not leave out the first creature that blocks it.
Blizzards themselves has put the berserk mechanic on many cards without calling it that. However they normally stick to only pumping the creature by one. I called it Berserk because of it being on cards that are berserkers or called berserker
http://ww2.wizards.com/gatherer/CardDetails.aspx?id=129533
Picture that card as basically being Berserk 1
I could say that it deals lethal damage to each creature they control and then deals damage to the creature's controller equal to damage dealt.
What if it only works durring your Main Phase. That would put a limit on the wackyness. is 7 mana in 3 colors to play spells in other peoples hands?? Feels about right.
Shock Troops 1R
Creature - Human Shaman
Chroma — T: Shock Troops deals damage to target creature or player equal to the number of red mana symbols on target permanent you control.
0/1
I'm doing a Chroma based set on MSE right now.
It is not the easiest machanic to do.
Any card with Chroma has too much text to fit in with normal commons from magic.
I wanted this to be common, but...
candidus inperti; si nil, his utere mecum.
It's a bit too powerful, at the very least it's a Prodigal Pyromancer with -1/-0 for less, and in some instances you'll be pushing Kamahl, Pit Fighter damage (or even higher!) around. I'd say increase the mana cost and maybe make it only target creatures?
Graveborn Giant :1mana::symb:
Creature - Giant Zombie
Graveborn Giant gets +4/+4 for each card named Graveborn Giant in all graveyards.
0/0