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  • posted a message on Utilities
    *sigh*

    I guess you're right. I just don't like the fact that people already pounce all over Life from the Loam and Crucible with Strip Mine, and this would be more kindling in the fire.

    But I guess it's just more burnt wood. I'm just not a fan of cards that seem useless in T2, and would be really strong the further you go back.
    Posted in: Custom Card Creation
  • posted a message on Restricted card text
    In short, it turns every format from not-Vintage into Vintage.

    To clarify, not everyone loves/can afford Vintage for aforementioned reasons.
    Posted in: Custom Card Creation
  • posted a message on Utilities
    Right, but the problem is that decks using Strip Mine will be running four of these; Essentially, even best case scenario, you'd be playing four of a card just to break even with the good its doing for Strip Mine, which doesn't really "counter-balance" it.

    It'd be like if there was a colorless counterspell for 1. Sure, you can use it to counter their copies of the spell, but the net gain is zero, plus you're being forced to play four of the card.
    Posted in: Custom Card Creation
  • posted a message on Inter Species Breeding
    But Loamdragger Giant isn't a plant!

    Though I get your point :p

    @Flappy: If that's so, then why did they make a Leviathan Horror? There will definitely still be inter-species breeding, changelings really have nothing to do with that.
    Posted in: Custom Card Creation
  • posted a message on Restricted card text
    The answer to this question, though, is largely negative. Wizards - for the time being, unless they get terribly bored - doesn't want to make cards that are intentionally restricted, banned, or limiting in deck construction. In fact, the only time they will is when, in retrospect, they printed a card that was unfun if not corrected, and wanted to find a way to still allow those who love the card to play it.

    Take Yu-Gi-Oh! for example. For a while, they made cards and immediately restricted them, until (whatever their "vintage" format is called) fell apart and they had to ban them altogether, and create what is essentially Yu-Gi-Oh! T2.
    Posted in: Custom Card Creation
  • posted a message on Utilities
    Restore doesn't exist because of Strip Mine.

    Not to be a downer on the parade, but Strip Mine is still played heavily, and that's probably the primary reason you won't ever land=animation at such a cheap cost.

    I feel like Storm Trident should be a sorcery.
    Posted in: Custom Card Creation
  • posted a message on My set needs removal. Here's a common cycle. Comments welcome!
    Bitterthorn is comparable to Flash Foliage, without the draw. Personally, if you want to keep that bitter card flavor, I'd just give it wither - Green knows it can get wither (Tower Above, any other green hybrid with wither) and now might be the perfect time to use it!
    Posted in: Custom Card Creation
  • posted a message on A Final Fortune-esque draw spell (you'd better have Time Stop!)
    I like how the words Psychic and Hell really solidify it's flavor as a card. A Fiery Pit of Lava would just be red, and would probably be a disinteresting burn card.

    This card would probably get ridiculous in older formats, and sadly would probably be too slow and janky for Standard.
    Posted in: Custom Card Creation
  • posted a message on Inter Species Breeding
    Lastly is the creature types that are neither race nor class but more of a quality. (I forget the word that MaRo used to define this kind of creature type.) This includes mostly Zombie, Mutant, and Beast. These types can fit with other types where appropriate to more accurately describe the creature.


    Hell, you could probably tack "Zombie Mutant Beast" onto another creature type and people would sort of assume that some terrible accident brought it back from the dead as a beast.

    I think Wizards enjoys mixing creature types too much to ever rule that out as a possibility. All justification aside, how much fun is it to make cards based on crazy random creature types? Dragon Ooze sounds like it'd be a blast; Squirrel Angel could be hard to pull off, but in the right context, could definitely be interesting. All in all, Wizards isn't looking to limit themselves, but rather, to explore any possibility they think needs to exist, or that they want to exist. Does Plant Minotaur make sense? It could - you just have to try it out, and it turns out there aren't many creature types that would never, under any context, inter-breed.
    Posted in: Custom Card Creation
  • posted a message on Black Removal
    It's not flawless, because "flawless" removal would say;

    Choose a creature. That creature's controller removes that creature from the game.

    It gets around shroud, but really doesn't seem related to Assassination in any way. If anything, the "perfect removal" would seem white to me.
    Posted in: Custom Card Creation
  • posted a message on Incredibly powerfull green removal spell.
    I really don't have a problem with this card being too good. It's solid removal, and in Standard (which apparently is your primary concern) it hits maybe three or four cards nothing else does, mainly indestructible ones.

    Chameleon Colossus is already vulnerable to plenty of strong white removal, and I really don't see how a green spell you have to jump hoops to play really changes that.

    If anything, it makes me wonder why green gets removal. The card is certainly interesting, but you're designing it with a flaw already in mind; That is, your intent for it is primarily to be powerful but odd removal, which seems like it might be in poor taste.

    Think about, when would you play the card NOT to kill a creature? Never, basically, is my point.
    Posted in: Custom Card Creation
  • posted a message on Design Experiment
    I want you to do two things;

    1. Explain whether or not you think these cards are fair, and why/why not.
    2. Try and figure out the pattern I used to make them, and if that alone can serve as a means of balance. (Hint: Wizards did it, so why can't I? Not 100% true, but the pattern is, to say the least. Perhaps stretching the color pie a bit thin.)

    Surge of Renewal WU
    Instant (Uncommon)
    You gain 6 life.
    Draw a card.
    "We've only just begun to fight."

    Atoning Emptiness WU
    Instant (Uncommon)
    Destroy all enchantments.
    Draw a card.
    By forsaking material possession, the Order is able to empty their minds and pave way for spiritual visions.

    Unerring Bloodlust RG
    Instant (Uncommon)
    Return up to two target creature cards from your graveyard to your hand.
    Draw a card.
    Creatures born for battle die for battle. Sometimes, they even die for battle again.

    Crude Enforcement WB
    Instant (Uncommon)
    Destroy target artifact or land.
    Cycling 2
    "If you refuse to pay the tax, what happens next falls out of our jurisdiction."

    Roar of the Mighty GW
    Instant (Uncommon)
    Roar of the Mighty deals 5 damage to target opponent.
    "I can't shake the sound of it even to this day. The beast was so terrible - even it's roar killed me a little inside.
    Posted in: Custom Card Creation
  • posted a message on a quickie
    I disagree, I think that X for an X/X is still pretty relevant, except in the Rare slot. In this case, the drawback is very nice and the card is designed really well, because nobody can really be mad about a 4/4 on turn 4, and in limited this guy is huge late game.
    Posted in: Custom Card Creation
  • posted a message on Just Stuff
    You can't even play Chromagoyf unless there's a card in a graveyard. It's definitely well costed. Matca Rioters (in theory) is at least a 1/1 (unless you, uh, suck at deck building.) This guy doesn't necessarily.
    Posted in: Custom Card Creation
  • posted a message on Durkwood Dungeon - Roleplay Card Creation Challenge (ROUND 5)
    A Sudden Shock, huh? I figured as much! There was no way one of the routes would have no obstacles while the other three had some.

    The bolt cracked faster than the Seeder could see. Startled, there was nothing he could've done for his Saproling companion, which disappointed him. Inefficiency in nature went against most of what he stood for, and he remembered to stay on his toes in regards to this awful place.

    "Three zombies, huh?" he noted, eying over each of the shambling figures that awaited his approach. "I guess there's no other path. Zombies are such unceremonious versions of the dead, I shall let them rest in piece."


    Note: I'm not positive, but in your notes on this page (still on page 2) you said people could have multiple untap steps inbetween each round? I feel like I can therefore safely assume that I can have one upkeep before this fight - multiple would obviously be broken, but it does seem like this is "one full new turn," so I'm going to work in my 1/1 colorless spirit. If I'm wrong, again, just let me know! :p

    Cage of the Little Ones GB
    Artifact - Equipment (u)
    Equip X (X cannot be 0)
    Equipped creature gets -X/-X and gains shroud and deathtouch.
    Other creatures you control get +X/+X and gain shroud and deathtouch.
    "Nimble as a mongoose, deadly as a shrew. The Little Ones fight excellently, even if they do bite."
    The equipment he had found before seemed crucial here, and the Seeder remembered something and old friend had told him long ago. "The Little Ones," he echoed, deep in thought. "I suppose I'll need nature's guidance in times like these."

    Raising the artifact above his head, he called out (GB) to nature to lend him a strength so unappreciated. Before he knew it, the artifact - sort of an amulet, dangling off to the sides - burst open with thousands of small swarming woodland critters, forming a cloud around him. Pulling them to him (G) he felt their bite, tiny razor sharp teeth sinking into him. Wincing, at first the whole planned seemed to be a mistake, but before long, he realized he was numb to the pain. Weaker for it, perhaps, but as the creatures swarmed in a sphere around the amulet, he somehow felt safe. Extending an arm, he ushered the critters towards the Saproling and Spirit, sheltering them at the cost of offering his body as a host.


    If all goes as planned, it doesn't matter how they block. Since they'll clearly triple block (or in this case, double block one, normal block the other, since that's what it says they'll do) I simply assign 1 damage to each. Either my Saproling or the Spirit will die, and be converted into GGG with my ability!

    (Thanks for PMing me the last round, otherwise I probably wouldn't have noticed it since I'm still on page 2 > >. Again, if I'm overstepping my bounds let me know! This is pretty exciting regardless though!) Grin
    Posted in: Custom Card Contests and Games
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