2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 2

    posted a message on [Card Creation League] CCL Discussion Thread
    I won't have internet starting today until the weekend is over. So if anything is required by me for the final round of last month it'll have to wait until monday. But I guess it's only voting now. I'd suggest not quoting our entries in the listing, as that'll turn everything italic. Best of luck Hemlock and Subject16
    Posted in: Custom Card Contests and Games
  • 1

    posted a message on September MCC Round 1 - Homecoming
    Making a new mechanic for the first round? That's one of the hardest tasks you can set out to solve. I'm in. If I find something. Found something!

    Izzet

    Catalyst Weird 2R
    Creature - Weird (C)
    When Catalyst Weird enters the battlefield, spelltest. (The next time you cast an instant or sorcery spell this turn, put it into your hand as it resolves.)
    Sacrifice Catalyst Weird: Add UR.
    1/3
    Posted in: Monthly Contests Archive
  • 1

    posted a message on August CCL Round 3 - West Coast Custom Cards
    Didn't have internet for the past 3 days. I'll do critiques in about 15 hours from now. :/

    A cute idea, but really again, nothing I can see actually working. With a big enough truck (and I know they come in tabletop sizes) you just got yourself a board wipe. Then it doesn't specifiy where to start from. Also, do you get to hold on to it? Are you allowed to prevent cards from falling off? Can you just tape them on? How will my opponent feel when I roll over his prizeless cards with a truck? What do I do if I can't get my hands on a toy truck anyway? I'd suggest you'd have to pile the creatures onto the card, then shove-toss the card into the enemy. Same rules apply.
    I think I'm missing the reference here. Not sure what the point of hiding a vehicle behind a 1/1 creature is, but it certainly solves the whole creature-count ~ vehicle count dynamic problem for limited, so that's cool.
    Having an attack each combat clause on a vehicle seems pointless. Unless you crew it, it's not going to attack and you're not going to crew it unless you are attacking anyways. I like the concept of having a vehicle that you run along with.
    That's a super cool way to care about something un-set-ty. Exiling spells post-combat-damage is a bit awkward, as that's really a super-fringe case. Maybe only activate that while it's a creature or something? Also there not much point to this being a vehicle. All of this would work well enough on a regular artifact. But the gameplay should be amazing this way.
    Simple, but I love it. That whole thing where vehicles can be overcrewed kinda makes both our designs awkward. Oh well.
    That's a cool way to use the crew mechanic. I think this absolutely needs to use counters, or else the memory issue is too much. I'd also keep it from blocking. Lovely combination of spot-on-flavor and cool gameplay.

    1. void_nothing
    2. Hemlock
    3. Subject16
    Posted in: Monthly Contests Archive
  • 2

    posted a message on August CCL Round 1 - Unvengers Assemble
    Random card: Propeller Pioneer

    Neera, Propelled Penguin 2GW
    Legendary Creature - Bird Artificer Hero (R)
    [Silver border and Crossbreed Labs watermark]
    Reveal Neera, Propelled Penguin as you draft it and note a token you took from a booster pack you opened this draft.
    Flying
    When Neera, Propelled Penguin enters the battlefield, put a +1/+1 counter on it or create a token that you noted for cards named Neera, Propelled Penguin.
    2/2
    Posted in: Monthly Contests Archive
  • 1

    posted a message on May CCL 2018 Poll
    I was hoping that it'd be mostly me seeing the issues with my cards, as I was the one spending the most time with them, but now IcariiFa just went and found them.
    Yes, I agree, there's too much counters going on. Funnily, Lore counters wouldn't be axed, as those are used by Sagas. In hindsight I'd just remove the counters from the Mother, as they might cause confusion with +1/+1 counters and as per Gerrard's Mom's suggestion one time caring about historic is enough. I was too deep in the counters matter theme.
    The reason why Brennet has no similiarity between his own ability and the Bequest is that this started as a fixed Grandeur. So it's supposed to play well with itself. Having a super big creature that needs blocking makes for an edict. Originally I was going to add trample, but that pushed it over the edge. And yes, Bequest is 'just' the Dauntless Cathar mechanic, but rather Dauntless Cathar is just a discarded design space. I was really disappointed back then when they printed that. I feel like it's a mechanic that deserves a slot in a set. I toyed around with that mechanic before the printing, but never named it.
    I think you can't go above Reinforce 1 on common. It's too swingy. Oh well, playtesting.
    Actually I liked the synergy between Stronghold and Mending as you get a high cost permanent for free that deals with whatever they put on the board plus more, while the drawback it has, that it can get rid off, doesn't matter so much, because it's going to be gone soon anyway.
    Also I didn't catch what The Mending of Dominaria was about even though it's right there in the name. I just don't see it. It wasn't so much about dead stuff, but rather about time issues.

    Comments on Gerrard's Mom's cards:
    Jeska's Corruption is truly worthy of being a Legendary Sorcery. It fits the flavor well too. What I dislike is dealing 1 damage, when it just flat out destroys anyways. That might confuse players and has this clever-with-itself thing going on that just never feels right.
    Tetlok is pretty cool. Makes for cool gameplay even on it's own. Only issue I have is that WotC shied away from using historic in a context, where part of the group doesn't make sense. Non-creature artifacts and sagas are seldom going to deal damage to your opponent. The rare cases they do might justify this though for people to feel clever.
    Sparktouched reads exciting. I wonder what it plays like.
    Resonate makes good use of the observation that with historic come artifacts. I didn't want to make an artifact centered mechanic, as I felt it turned Dominaria into an artifact set, which it isn't supposed to be and historic already pushed it into that direction too much for my tastes.
    I like what Portal Gnome does in terms of it making sense while you have Shadow and while you don't. Great execution. Not sure if I'd want Shadow in a set when the previous set didn't have it. It becomes super-flying and fights for that space. The two sets are likely not going to play well together as both flying creatures and shadow creatures become too good and uninteractive. It IS a fan favorite tho. It's worth trying.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on June CCL Round 1 - Tomb Raiders
    Ogre Sneak 5R
    Creature - Ogre Rogue (C)
    Haste
    Skulk
    When Ogre Sneak enters the battlefield, you may put a +1/+1 counter on another target creature.
    It takes the smarts of an ogre to get the idea to sneak past a dragon. It takes the size of a dragon to miss a sneaking ogre.
    4/4
    Posted in: Monthly Contests Archive
  • 1

    posted a message on May CCL 2018 Top 4 - Indirect Synergies
    Allergy is blocked my brain yesterday. Battlecry means ETB triggered ability, yes. But look what MaRo posted just today: http://markrosewater.tumblr.com/post/174359050043/why-is-mangara-a-bend-i-thought-exile-was-in
    That's what I meant. You can just flat out use it as a removal that exiles any non-land permanent. And that's a bend. Apparently.
    Posted in: Monthly Contests Archive
  • 1

    posted a message on Play along with the GDS Challenges
    Ah, I was hoping for a thread like this.

    The trouble I see with Patrol is that it's not different enough from Forecast. Also issues about hidden zone information. How can my opponent tell that I didn't reveal the same card twice while claiming those are different cards?
    As for Familiar I am sceptical about the design space. An even bigger issue is that you can't have too many different tokens in your set. Especially if they appear on lower rarities. The memory issues become too big with this mechanic, when players have to memorize 3 different tokens on the board.

    For the art challenge I actually want to try H (the Ooze) for the black creature. It looks very green, but Oozes can work in black. I tried my hand on that Plummet variant, but it's not easy to innovate on a common like that. So far I have:
    Snatch off the Skies 1G
    Instant
    Target creature you control gets +2/+2 until end of turn. Then you may have it deal damage equal to it’s power to target creature with flying an opponent controls. [This is supposed to be playable, even with no flying creature on the board.]
    Posted in: Custom Card Creation
  • 1

    posted a message on May CCL 2018 Top 6 - Keyword Synergies
    Venomous Serpopard 1GG
    Creature - Cat Snake (U)
    Deathrouch
    Feral - Other creatures you control with base power and toughness 2/2 have deathtouch.
    2/2

    Mistarmor Knight 3U
    Creature - Human Knight (U)
    When Mistarmor Knight enters the battlefield or is turned face up, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
    2/2
    Posted in: Monthly Contests Archive
  • 1

    posted a message on April MCC Round 2 - Obey the Machine
    Design -
    (2/3) Appeal: Lifegain has always been popular with the beginning crowd, so there will be takers there. Timmy/Tammy might like this to attempt large life totals and getting a big creature out of it. Losing 4 life usually doesn't sit too well with them though. Johnny/Jenny like a build-around-me card and there's quite some combo potential here. I doubt Spike could be bothered to try this.
    (2/3) Elegance: So, involving maths like this is always a brain-jerker. Other than that it's simple enough. Maybe tracking lifegain with counters would be a better approach, albeit that'd make for an entirely different card.

    Development -
    (2/3) Viability: Lifegain in small increments fits well on an artifact. Rare is a good fit, you don't want this to show up in drafts too much. Caring about life totals is a white and black thing to do. I would have made it so, that the power and toughness is set to that amount on activation, instead of becoming a static ability that changes the amount whenever your life total changes. That involves quite some tracking, especially during the end of combat. It becomes weird when lightning bolt to the face becomes an answer to this, while it's already attacking.
    (2/3) Balance: So, right off the bat, this is a -4/-4, yes? Because you lose 4 life, are at 16 and then minus your starting life total is 16-20=-4. So you have to have at least 5 creatures enter the battlefield or die, while not losing any life, for this to be a 1/1 flying. I really don't think the life payment was necessary here. It's already a hurdle to get over your starting life total and managing to gain over 4 life each round might become frustrating easily.

    Creativity -
    (3/3) Uniqueness: This way to reward life over starting life is pretty interesting.
    (3/3) Flavor: Monuments have been well established in Magic and this one is a nice execution on that flavor.

    Polish -
    (2.5/3) Quality: "Current life" is not a thing. Use "life total" instead. I know, it's tempting to avoid confusion with starting life.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Both met.

    Total: 20.5/25
    Design -
    (3/3) Appeal: Spike would be all over this thing. Even Timmy/Tammy might enjoy getting their things back and to get to attack immediately. Johnny/Jenny could have fun with repeated graveyard interaction. There's something for everyone.
    (3/3) Elegance: Fairly simple. People might be confused about whether beginning of combat is soon enough to still be able to declare it as an attacker, but it's strongly implied.

    Development -
    (2/3) Viability: Rare is a good fit. Red and white are both well represented. I know, having to equip ability feels exciting, but it's really not a good idea, as it will confuse players and feel very off. Equipments are supposed to have an equip cost and when you don't want the regular equip be a thing to use, just have it have a ridiculously high cost, like 5 or 6.
    (2/3) Balance: It's very much on the strong side. It works the turn you play it, it costs very little and it prevents your opponent from removing your aggressive creatures for good. Since this already works best a little bit later in the game, I'd have upped the mana cost by 2 or at least 1. It wouldn't hurt the gameplay too much, while lessing the efficiency. Of course, every set needs some high profile cards, so this could be one of those.

    Creativity -
    (3/3) Uniqueness: It's an old concept with a very fresh approach.
    (3/3) Flavor: While the card fits well with red and white, there's some dark twist to the way it feels, which suits Breya very well.

    Polish -
    (3/3) Quality: I checked, the name's the same in both instances!
    (2/2) Main Challenge: Mana cost is a very direct way to ensure color identity.
    (2/2) Subchallenges: Checks out.

    Total: 23/25
    Design -
    (3/3) Appeal: Timmy/Tammy would be all over this. Johnny and Jenny do like copying things. Spike might also get a kick out of some potential value.
    (3/3) Elegance: A fairly complex effect, well expressed makes for an elegant card.

    Development -
    (3/3) Viability: Rare is a good fit for copy effects. Copying until end of turn is very red. It's an interesting choice how white isn't needed here, but being the color of tokens and equipments it gets a benefit here.
    (3/3) Balance: Aggressive casting cost meets expensive upkeep costs. 4 mana to double something is a fair prize. This is well costed and requires a strong creature on the board that is ready to attack.

    Creativity -
    (3/3) Uniqueness: I like how you adapted that newly established equip mechanic for your purposes and combined it with a very interesting new way to use a token until end of turn.
    (3/3) Flavor: With the sun being associated with both, red and white, it's a good fit. Shroud is a good fit for something that also protects.

    Polish -
    (2/3) Quality: "[...] you may pay RR. If you do [...]" - missing an n in beginning - I read this as Sunt Win until google pointed it out to me. I think Sun-Twin would be a better way to write it.
    (2/2) Main Challenge: The white part feels a bit tacked on, but it also feels natural. Probably because I this was designed to meet requirements.
    (1/2) Subchallenges: Not a creature. Good call not to force more into this.

    Total: 23/25
    Design -
    (2.5/3) Appeal: Lifegain has a wide target audience. The effects read with quite some impact, so Timmy/Tammy would be a fan. Johnny/Jenny likes doubling things, this is rather restricted though. Spike will shy away from big mana costs.
    (3/3) Elegance: I very much expected the second ability to care about your opponent. Once you get used to this way of doing this parallel effect it's good though.

    Development -
    (3/3) Viability: White gains life, black makes people lose life. I like it. Going forward I heard something about them cutting down on lifeloss in favor of damage. Keep an eye out for that.
    (1.5/3) Balance: 9 mana before you get around to a single activation is quite the cost. Gaining around 8 life that way isn't very good. Having the option to do it turn after turn, makes you quite hard to bring down, but only if you have a large surplus of mana to spent. It should take around 3 activations to get into range of winning with the second ability. All in all, it feels very clunky and like a card that will only see play in formats with large amounts of mana to spend. Commander might be a good place for it, with the large life totals.

    Creativity -
    (3/3) Uniqueness: Bringing doubling and halving together on a card like this, especially repeatable, hasn't been done.
    (3/3) Flavor: An hourglass seems like a good fit for what's going on.

    Polish -
    (3/3) Quality: Looks good.
    (2/2) Main Challenge: Check.
    (2/2) Subchallenges: Both met.

    Total: 23/25

    20.5 Flatline
    23 Gerrard's Mom
    23 Hemlock
    23 IcariiFA
    Posted in: Monthly Contests Archive
  • To post a comment, please or register a new account.