Hands-Bound Angel Creature — Angel Horror
Haste
Hands-Bound Angel can't block.
When Hands-Bound Angel dies or is exiled from the battlefield, summon a 3/3 white Angel creature token with flying and vigilance. A light—that cannot be contained by the darkness.
1/3
Here's another from the archetype that I spoke of in the frog thread, which began with the fairy creature, Blackhole Cultist in a thread before that. If you take a look at the original, I wanted this to be a solely reliant design, something along the lines of the Urza hidden cycle. For the cost though obviously, we're being overzealous and foolishly hopeful (towards the precepts of balance). I had tried thought to try Hexproof instead, which would further push Eater of Virtue potential. Then settled here, feeling like Hexproof here was convoluted, and strangely contradicted the flavor of the design. At best, requiring an unnatural stretch of the imagination. The concept was based on an angel that is trapped within an abomination, where liberating it would produce a full-fledged Angel of Retribution. It could be based that the Hexproof is the divine blessing still active over the entity because the angel is still whole and itself within the abomination.
Ruby Shard0 Legendary Artifact
Whenever a player casts a spell, put a charge counter on Ruby Shard.
Exile Ruby Shard: Add R to your mana pool. You may put a charge counter on target permanent. Activate this ability only if Ruby Shard has any charge counters on it.
This was originally conceived with the second ability in mind. Then thought to push the envelope with the third ability, but now feel like the design is uncomfortably crowded. I could see the third ability by itself being hailed as amazing design. But I think it's wasteful as it's currently written, and if boiled down, would think to add something like allowing it to spill its charge counters out onto another permanent. This of course becomes a cycle, and might have to become legendary, or only reduce spells of that color to balance across the suite.
Ruby Shard0 Artifact
Whenever a player casts a spell, put a charge counter on Ruby Shard
Remove three charge counters from Ruby Shard: Add R to your mana pool.
Exile Ruby Shard: Add R to your mana pool. Activate this ability only if Ruby Shard has any charge counters on it.
Hands-Bound Angel Creature — Angel Horror
Shroud
Hands-Bound Angel can't block.
When Hands-Bound Angel dies or is exiled, summon a 5/5 white Angel creature token with flying and vigilance.
0/3
How come the angel doesn't fly? Are its wings bound as well as its hands?
I'm not reposting everything I said before, but haste doesn't belong in mono white. No, not even as a new crumb because they already printed Akroma, Angel of Wrath and are clear they wouldn't print it today.
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"Did you think to kill me? There's no flesh and blood within this cloak to kill. There is only an idea. Ideas are bulletproof." - V, V for Vendetta. Alan Moore
An archetype is a computable expression of a domain content model in the form of structured constraint statements, based on some reference model. openEHR archetypes are based on the openEHR reference model. Archetypes are all expressed in the same formalism. In general, they are defined for wide re-use, however, they can be specialized to include local particularities. They can accommodate any number of natural languages and terminologies.
Still can understand what is the archetype you talking about but what I've certantly doesnt count as one, UNLESS you somehow can explain how it fits in the definition o give a good justification.
Anyways, on the Angel card:
- Like Always color pie issues, seems like a constant in all your card ( Is that the archetype, is the only constant I see so far ).
- It is yet another 2 card
- If you wanted to emulate a trapped angel that liberates itself from its imprisonment, it doesnt make sense that you have to have it killed to do so...well I can think a couple of ways to tell that history but none like what you have attempted
- Also HOLLY (pun intented) CRAP a 2 mana 5/5 vigilance, flyer, that is absolutely not broken in any way.
Ruby Shard is a stupidly powerful card for a deck like Birgi, God of Storytelling where you can do Runaway Steam-Kin job in a much more reliable card type and at no cost...DAMN
Bloodbinder DemonBR Creature — Demon
Haste, deathtouch
Bloodbinder Demon can't block.
When Bloodbinder Demon dies, you may pay W. If you do, create a 1/2 white Angel creature token with flying and vigilance.
2/1
Ruby Shard0 Artifact
Ruby Shard enters tapped with a stun counter.
Whenever a player casts a spell, Ruby Shard deals 2 damage to you. t, Exile Ruby Shard: Add RR.
Yes, the angel doesn't fly because of the flavor being bound within the abomination. Flying would be over the top here anyways, and considering the other effect, unnecessary. It's perfectly covered in the unbound angel you might get once the darkness/abomination has been dispelled. Personally, I love haste in white, and that's definitely something it should permanently get more of as a delicacy (not even just a crumb—for goodness sake). The difference between poison and medicine is of course...in the dose. And with responsible implementation, would only reflect dynamic light, rather than be blinding and damaging.
The archetype is the tribyrid casting cost. I described this in the last thread as an elegant answer to the tribyrid spells/mana. I had long since wanted a way to hone them, but everything about the concept appeared wrong to me. It's lazy, it's uncomfortably crowded. It preserves to challenge. The interactivity it adds has no contrastive element. And otherwise, it requires ridiculous loops to be jumped through in the card text in order to make up for the natural shortcomings. This on the other hand—is beautiful and brilliant. It's easy on the eyes. And the flex that it offers has dynamic flavor pop appeal. It's like seeing hybrid again all over for the first time.
If you could, explain how it's so much different than the Urza's hidden cards that it's broken. Your opponent hardly has a chance to play around them because they have to keep pace with the game. So in advanced response, that's not even a legitimate defense. Once we start getting into two and three card combos, especially possibly ones that involve wasting precious removal spells, we are out of the realm of reason for what can be truly called (without any benefit of doubt) broken.
As for the shard, I will sharpen it up as previously suggested. I don't think the introduction of the stun counter helps here. It makes the design feel clunky and oppressive, and that's kind of suffocating feeling isn't something you want players to feel at any time.
If you could, explain how it's so much different than the Urza's hidden cards that it's broken. Your opponent hardly has a chance to play around them because they have to keep pace with the game. So in advanced response, that's not even a legitimate defense. Once we start getting into two and three card combos, especially possibly ones that involve wasting precious removal spells, we are out of the realm of reason for what can be truly called (without any benefit of doubt) broken.
Mostly becuase any sac outlet activates your card (it only has to die which is easy to accomplish), while Hidden cards relays entirely on what your opponent plays to be even relevant (Hidden Guerrillas for example is a Death card until the opponent plays an artificat which not every deck does). Heck you don't even have to cast this to get its befenit, you exile it for any other effect and it rewards you with a large flier and you can easily do this with cards like use it to Evoke Fury, Solitude, even Grief, exile it from the grave to Delve your Murderous Cut, Magmatic Sinkhole and cards alike, or to Escape any Escape card like Kroxa, Titan of Death's Hunger. Exile it to pay the alternative cost of cards like Force of Despair, Pyrekinesis or March of Reckless Joy, any Blick Effect with net you a 5/5 angel, so this is quite powerful with like Ephemerate, or even cards like Light Up the Stage would glady see this card being exiled just for value. Which is the main problem with this card it generate way to much advantage for free.
Okay, you are like totally ignoring my advanced response that this was not a legitimate argument.
99.99% of every competitive deck is likely to use enchantments and artifacts. It would be better to just say, those cards aren't balanced at all, but in fact they're broken, and attempt to conceal this fact by means of trickery.
On that note, I do consider that a 5/5 could be overzealous. But it's that big jackpot payoff that the kids all rave over.
That's my goal. The customer is always right.
I honestly feel like it's almost no different as a 4/4, but we're really talking fair fighting chance (aka less than challenging) when it becomes a 3/3.
As for the exiled clause, assuming is was truly misinterpreted (despite not saying 'from any zone'). I will update this. It was never intended to be utilizable from any zone. But is an effect that references it as a resource on the battlefield, due to lacking the term 'card' and/or context referencing other zones.
Okay, you are like totally ignoring my advanced response that this was not a legitimate argument.
99.99% of every competitive deck is likely to use enchantments and artifacts.
Why lie about easily checkable facts? You only had to drop down to 80% to be realistic. Though that's counting decks with a total of 1-4 total so it's fairly irrelevant.
Claiming something is illegitimate doesn't shut it down as an argument. It simply preempts asking for burden of proof.
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Creature — Angel Horror
Haste
Hands-Bound Angel can't block.
When Hands-Bound Angel dies or is exiled from the battlefield, summon a 3/3 white Angel creature token with flying and vigilance.
A light—that cannot be contained by the darkness.
1/3
Here's another from the archetype that I spoke of in the frog thread, which began with the fairy creature, Blackhole Cultist in a thread before that. If you take a look at the original, I wanted this to be a solely reliant design, something along the lines of the Urza hidden cycle. For the cost though obviously, we're being overzealous and foolishly hopeful (towards the precepts of balance). I had tried thought to try Hexproof instead, which would further push Eater of Virtue potential. Then settled here, feeling like Hexproof here was convoluted, and strangely contradicted the flavor of the design. At best, requiring an unnatural stretch of the imagination. The concept was based on an angel that is trapped within an abomination, where liberating it would produce a full-fledged Angel of Retribution. It could be based that the Hexproof is the divine blessing still active over the entity because the angel is still whole and itself within the abomination.
Ruby Shard 0
Legendary Artifact
Whenever a player casts a spell, put a charge counter on Ruby Shard.
Exile Ruby Shard: Add R to your mana pool. You may put a charge counter on target permanent. Activate this ability only if Ruby Shard has any charge counters on it.
This was originally conceived with the second ability in mind. Then thought to push the envelope with the third ability, but now feel like the design is uncomfortably crowded. I could see the third ability by itself being hailed as amazing design. But I think it's wasteful as it's currently written, and if boiled down, would think to add something like allowing it to spill its charge counters out onto another permanent. This of course becomes a cycle, and might have to become legendary, or only reduce spells of that color to balance across the suite.
Ruby Shard 0
Artifact
Whenever a player casts a spell, put a charge counter on Ruby Shard
Remove three charge counters from Ruby Shard: Add R to your mana pool.
Exile Ruby Shard: Add R to your mana pool. Activate this ability only if Ruby Shard has any charge counters on it.
Hands-Bound Angel
Creature — Angel Horror
Shroud
Hands-Bound Angel can't block.
When Hands-Bound Angel dies or is exiled, summon a 5/5 white Angel creature token with flying and vigilance.
0/3
I'm not reposting everything I said before, but haste doesn't belong in mono white. No, not even as a new crumb because they already printed Akroma, Angel of Wrath and are clear they wouldn't print it today.
Still can understand what is the archetype you talking about but what I've certantly doesnt count as one, UNLESS you somehow can explain how it fits in the definition o give a good justification.
Anyways, on the Angel card:
- Like Always color pie issues, seems like a constant in all your card ( Is that the archetype, is the only constant I see so far ).
- It is yet another 2 card
- If you wanted to emulate a trapped angel that liberates itself from its imprisonment, it doesnt make sense that you have to have it killed to do so...well I can think a couple of ways to tell that history but none like what you have attempted
- Also HOLLY (pun intented) CRAP a 2 mana 5/5 vigilance, flyer, that is absolutely not broken in any way.
Ruby Shard is a stupidly powerful card for a deck like Birgi, God of Storytelling where you can do Runaway Steam-Kin job in a much more reliable card type and at no cost...DAMN
Bloodbinder Demon BR
Creature — Demon
Haste, deathtouch
Bloodbinder Demon can't block.
When Bloodbinder Demon dies, you may pay W. If you do, create a 1/2 white Angel creature token with flying and vigilance.
2/1
Ruby Shard 0
Artifact
Ruby Shard enters tapped with a stun counter.
Whenever a player casts a spell, Ruby Shard deals 2 damage to you.
t, Exile Ruby Shard: Add RR.
The archetype is the tribyrid casting cost. I described this in the last thread as an elegant answer to the tribyrid spells/mana. I had long since wanted a way to hone them, but everything about the concept appeared wrong to me. It's lazy, it's uncomfortably crowded. It preserves to challenge. The interactivity it adds has no contrastive element. And otherwise, it requires ridiculous loops to be jumped through in the card text in order to make up for the natural shortcomings. This on the other hand—is beautiful and brilliant. It's easy on the eyes. And the flex that it offers has dynamic flavor pop appeal. It's like seeing hybrid again all over for the first time.
If you could, explain how it's so much different than the Urza's hidden cards that it's broken. Your opponent hardly has a chance to play around them because they have to keep pace with the game. So in advanced response, that's not even a legitimate defense. Once we start getting into two and three card combos, especially possibly ones that involve wasting precious removal spells, we are out of the realm of reason for what can be truly called (without any benefit of doubt) broken.
As for the shard, I will sharpen it up as previously suggested. I don't think the introduction of the stun counter helps here. It makes the design feel clunky and oppressive, and that's kind of suffocating feeling isn't something you want players to feel at any time.
Mostly becuase any sac outlet activates your card (it only has to die which is easy to accomplish), while Hidden cards relays entirely on what your opponent plays to be even relevant (Hidden Guerrillas for example is a Death card until the opponent plays an artificat which not every deck does). Heck you don't even have to cast this to get its befenit, you exile it for any other effect and it rewards you with a large flier and you can easily do this with cards like use it to Evoke Fury, Solitude, even Grief, exile it from the grave to Delve your Murderous Cut, Magmatic Sinkhole and cards alike, or to Escape any Escape card like Kroxa, Titan of Death's Hunger. Exile it to pay the alternative cost of cards like Force of Despair, Pyrekinesis or March of Reckless Joy, any Blick Effect with net you a 5/5 angel, so this is quite powerful with like Ephemerate, or even cards like Light Up the Stage would glady see this card being exiled just for value. Which is the main problem with this card it generate way to much advantage for free.
99.99% of every competitive deck is likely to use enchantments and artifacts. It would be better to just say, those cards aren't balanced at all, but in fact they're broken, and attempt to conceal this fact by means of trickery.
On that note, I do consider that a 5/5 could be overzealous. But it's that big jackpot payoff that the kids all rave over.
That's my goal. The customer is always right.
I honestly feel like it's almost no different as a 4/4, but we're really talking fair fighting chance (aka less than challenging) when it becomes a 3/3.
As for the exiled clause, assuming is was truly misinterpreted (despite not saying 'from any zone'). I will update this. It was never intended to be utilizable from any zone. But is an effect that references it as a resource on the battlefield, due to lacking the term 'card' and/or context referencing other zones.
Claiming something is illegitimate doesn't shut it down as an argument. It simply preempts asking for burden of proof.