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    posted a message on Seya, Metallic Prodigy
    Seya, Metallic Prodigy 2UU
    Legendary Creature – Human Cleric [R]
    At the beginning of your end step, you may exile target artifact you control, then return that card to the battlefield under your control.
    Metalcraft — Artifact spells you cast cost 1 less to cast as long as you control three or more artifacts.
    2/2

    Posted in: Custom Card Creation
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    posted a message on [[Official]] Reserved List Discussion
    I'm sorry some of you guys missed the boat on Legacy and Vintage. I guess it kind of sucks but you aren't being punished and Wizards doesn't have an obligation to help players enter dying unpopular formats. Besides there are plenty of other ways to play Magic that don't involve Wizards reprinting cards the majority of the player base don't enjoy playing with and that don't involve explicitly breaking a promise.

    Cards like Tabernacle are such an outlier in formats like Commander it's hardly worth mentioning. The Tabernacle at Pendrell Vale isn't even played in 1/10th of 1% of Commander decks.
    Posted in: Magic General
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    posted a message on Commander 2018 Speculation
    I think we'll finally see some interesting planeswalker design space explored.

    Planeswalkers with triggered or activated abilities aside from their loyalty abilities. Auras and equipments for planeswalkers. Lands that interact with planeswalkers.

    A WUBRG planeswalker seems likely to be the ultimate superfriends commander.
    Posted in: Custom Card Creation
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    posted a message on Which Dominaria legendary creatures seem underrated as a commander but still viable?
    The two that come to mind in my opinion are Tatyova, Benthic Druid and Multani, Yavimaya's Avatar.

    Tatyova, Benthic Druid: Built in card advantage and life gain in the command zone and access two of the strongest colors in the format. Having access to the ultimate of Nissa, Vital Force plus life gain in the command zone is really powerful. Fetch lands like Misty Rainforest and Verdant Catacomb function as a free Divination with Tatyova, Benthic Druid on the battlefield. Playing extra land effects like Azusa, Lost but Seeking, Oracle of Mul Daya, Exploration and Summer Bloom make it very easy to play multiple lands in a row during each of our turns allowing us to ramp quickly and draw absurd amounts of cards. Plus Boundless Realms does tremendous work. I already have a semi-competitive deck list built around Tatyova and recently acquired all of the cards. I can't wait to test it out!

    Multani, Yavimaya's Avatar: He gets absurdly big in a ramp deck and has trample so he'll have no problem dealing damage. Because he also counts lands in your graveyard, it makes sense to run all of the fetch lands with him, even Evolving Wilds and Terramorphic Expanse. He is incredibly resilient due to his activated ability that will allow us to evade the commander tax, and we can use sacrifice outlets like Greater Good and High Market to protect him from potential exile effects. We can also use spells like Life's Legacy and Momentous Fall to gain extraordinary value from him. Of course the usual suspects of ramp spells are wonderful here (Cultivate, Skyshroud Claim, Boundless Realms).
    Posted in: Commander (EDH)
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    posted a message on Raff Capashen, Ship's Mage (Dominaria Legendary Creature)
    Raff Capashen, Ship's Mage 1WU
    Legendary Creature – Human Wizard [R]
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    Whenever you cast an instant or sorcery spell, you gain life equal to its converted mana cost.
    2/2


    See spoiler below for Raff Capashen, Ship's Mage design notes:


    This design is based on the Dominaria character, Raff Capashen, Ship's Mage. I designed the card as WU creature because the character follows in the footsteps of Gerrard Capashen but is also a mage. Additionally the Weatherlight Crew in Dominaria appears to be a cycle of two colored legends that include white with WU being the remaining combination (i.e. Tiana, Ship's Caretaker is WR, Shanna, Sisay's Legacy is WG, Arvad the Cursed is WB).

    Mechanically the card is a simple design that rewards you for playing instant and sorcery spells through life gain. This is relatively unexplored design space and also is an ode to Gerrad, a character with multiple life gain cards including in flavor and lore references (i.e. Gerrard's Wisdom, Gerrard's Verdict, Heroes' Reunion, Soul Shepherd). Prowess is included to make the design more special and because it is an evergreen ability we haven't seen for a while on a new card in a Standard set.
    Posted in: Custom Card Creation
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    posted a message on Ingenuity + Vyana, Medium Enchantress
    Here is a Aura spell and a legendary creature. I also have included some design notes. Please provide feedback focused on mechanical design and balance before flavor or lore.

    Ingenuity UU
    Enchantment - Aura [R]
    Enchant creature
    Enchanted creature has "Whenever this creature deals combat damage to a player or planeswalker, you draw two cards."
    The basic instinct of a brilliant mind.


    See spoiler below for Ingenuity design notes:


    My intention here was to create an efficient reusable source for card advantage. The idea of creating an aura that doesn't suck is interesting to me. Keep in mind, auras tend to be one of the weakest card types because they are susceptible to two for ones and require a creature in play to be used. Sixth Sense, Curiosity and Keen Sense are similar cards that generally see no competitive play. Divination unconditionally draws you two cards at common for 2U. This card requires you to control a creature and deal combat damage with it to draw two cards and it is a rare. If you can successfully enable this card's triggered ability just one time, it is worth it's mana investment.

    Vyana, Medium Enchantress WBG
    Legendary Creature – Spirit [MR]
    You may play enchantment cards from your graveyard with converted mana cost less than or equal to the number of enchantments you control.
    Whenever you cast an enchantment spell from your graveyard, draw a card.
    2/3


    See spoiler below for Vyana, Medium Enchantress design notes:


    I created Vyana, Medium Enchantress as a bottom up design. The primary intention was to design a legendary creature that has synergy enchantments and the graveyard. The triggered ability is an homage to enchantress cards. The color identity for Vyana, Medium Enchantress is WBG because white and green are the primary enchantment colors while black is the primary graveyard interaction color. The card may be acceptable to print without ruining most constructed formats (i.e. Legacy, Modern) but Vyana, Medium Enchantress was intended for the Commander format likely leading enchantress control decks (she also could fit well into the 99 of some decks).

    I considered adding a once per turn clause on the first ability but considering you need to control multiple other enchantments to gain significant value in addition to paying the mana cost of the spell, I believe it is fine as is.
    Posted in: Custom Card Creation
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    posted a message on Renzala, Cunning Clairvoyant + Vedora, Collections Counsel
    Two legendary creatures primarily intended for Commander.

    Renzala, Cunning Clairvoyant UU
    Legendary Creature — Human Wizard [R]
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    At the beginning of your upkeep, name a nonland card. Until your next turn, whenever an opponent casts a spell with the chosen name, draw two cards.
    T: Look at target player's hand.
    2/2


    Vedora, Collections Counsel 2WU
    Legendary Creature — Human Advisor [R]
    Vigilance
    At the beginning of your upkeep, gain control of target nonland permanent with converted mana cost less than or equal to the number of Advisors you control unless its controller pays X, where X is the number of Advisors you control.
    Other Advisors you control get +1/+1.
    "Pay the tax or suffer the consequences."
    2/4



    Posted in: Custom Card Creation
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    posted a message on What makes a player a "casual player"? [Discussion]
    I see casual play as the antithesis of competitive play. When I think of competitive play, I think of infinite combos, a bunch of tutors (i.e. Demonic Tutor, Eye of Ugin, Mystical Tutor), incredibly consistent decks, winning on turn 4, harsh resource denial (i.e. Winter Orb, Armageddon, Teferi, Mage of Zhalfir + Knowledge Pool) and winning by any means necessary. I really dislike playing what I just described (competitive play) so I self identify as the opposite, a casual player.

    I enjoy deck building as much as I enjoy playing. I sometimes spend a lot of money on my decks (up to $1000). I enjoy winning and build my decks to be efficient but I don't like all the games to play the same. I also enjoy playing and beating my opponents with cards they don't know about. I don't play with bad cards like Highland Lake, Lay Bare or Terror but I also won't play with Sanguine Bond and Exsquisite Blood in the same Oloro, Ageless Ascetic everyone else is playing because they set up an easy win.
    Posted in: Commander (EDH)
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    posted a message on Merkai's Gift + Merkai, Persuasive Djinn
    Quote from user_938036 »
    Quote from Ava »
    Quote from user_938036 »
    Gift, why the mill and draw when you can just put the card into their hand and the rest into graveyard?

    The draw two cards on opp search might be too strong. And the tap ability does basically nothing.
    Merkai's tap ability triggers its own "Whenever" ability. Its also not useless as you would be allowing the opponent to search their deck for any card they desire. If any of your opponents have a card draw engine or way to cast off the top like Future Sight, they can also make use of it sooner, especially in case of something like a Magewright's Stone which would allow the owner of Merkai to draw 12 cards in a 4-player Commander game, while the opponents effectively only searched for 1 card they desired and lost 4 life as a result.
    It effectivly does nothing because it is a may ability that gives you so much more advantage the only time an opponent would take it would be if they can win the game off the tutor while still being able to deal with anything you have.


    I disagree here. Players make decisions that aren't entirely rational in commander all the time, even good players (think Tempt with Discovery). Besides, there also can be a political angle that can be played with the ability. For example, the Merkai and an opponent team up so they can tutor an answer to another threat on the board.
    Posted in: Custom Card Creation
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    posted a message on Two Cards, Two - Make That Three - Questions
    Imprison doesn't feel white. Perhaps if it was changed to exile target attacking or blocking creature it would be fine, but as is it feels more blue than white. I do like the design otherwise.
    Posted in: Custom Card Creation
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