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  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    the problem is you can't get rid of the enchantment, and your opponent won't get rid of it if its locking the opponent down... you need a way to get rid of it regardless.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    Yeah but Wrath of God and Damnation would end the game... you lose. There is no way to come back. Any way they have to get rid of your creatures ends the game... I mean, its to much of a game lock no matter what.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    Poverty is not worth it at all... A: it needs to give trample, B: all lands is a lot, and if you have a good land base out already... bye bye all lands... C: +2/+2 is not good enough to say you can't play anything, plus there is no way to get rid of it yourself so what happens when all your creatures die... it 100% pointless... you locked yourself out of the game. I mean its an interesting card, but not a very good one, you could make it good, but you would have to change a few things around.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    I do like the harbringer but I think it should cost a little more, maybe 1 more. But its kinda good for 1 mana. The equipment is rediculous... +0/+3 and shroud for 1 mana... way to good. Plus its reusable if the creature dies... You need an equip cost and a little more expensive play cost. Maybe 2 to play and 1 to equip but even thats cheap. All I know is that its pretty ridiculous.
    Posted in: Custom Set Creation and Discussion
  • posted a message on An old set of mine, needs balance and maybe testers. 16/300
    Ok now for some a few common creatures. These are monocolor, so they don't necessarily need to be used for this tricolor combo, but some basically have to.

    Law Mage 1U
    Creature - Human - common
    T: Target opponent draws a card.
    1/2

    Veryth Advisor 1WW
    Creature - Human - common
    T: Place a law counter on target creature.
    1/4

    Greedy Politician B
    Creature - Human - common
    1: Put a -0/-1 counter on Greedy Politician. Any player may play this ability.
    2/2

    What does everyone think, I have 3 more common creatures coming soon. Any suggestions on anything??
    Posted in: Custom Set Creation and Discussion
  • posted a message on An old set of mine, needs balance and maybe testers. 16/300
    Here is the leader of the first multicolor.


    Hindel, Senator of Veryth 1WUB
    Legendary Creature - Human Senator - Rare

    Whenever you play a W, B, or U spell put a Law counter on Hindel.
    B: Remove 2 law counters. Target creature gets +1/-1 and fear untill end of the turn.
    W: Remove 2 law counters. Choose a color, target creature gets protection of the color of your choice until end of the turn.
    U: Remove 2 law counters. Draw a card.
    3/4

    I know the color order is a little off, and I will get around to fixing that, but for now I just want to get the cards up here to show what I've got. Here is another 2, the first one I am having a little difficulty balancing right so some help on that would be nice.


    Amblin, the Scribe WUB
    Legendary Creature - Human Scribe - Rare

    At the beggining of your upkeep draw a card.
    Whenever Amblin becomes tapped, discard a card.
    4: Tap Amblin. Any player may play this ability. Play this any time you can play a sorcery.
    1/2

    I wanted a card drawer, but I wanted a penalty on it also, at first I had just the tap thing, but unless your opponent forced a tap some way it wasn't going to happen, so I threw in the other ability, though I'm not sure about the mana cost. Though they can only do it on their turn so its not so bad. What does everyone think??


    Tonwar, Hero of Veryth 2WUB
    Legendary Creature - Human - Rare

    Tonwar comes into play with X law counters on him, where X is equal to the number of cards in oponents hand.
    T2: Add a law counter to Tonwar.
    T: Remove 2 law counters from Tonwar, return target permanent to owners hand.
    2/3

    Ok this is one of my new cards changed a ton from before. I love his ability seeing as its the flavor of this tricolored group. The more cards in there hands the more powerful he is. Though he can only bounce 1 thing a turn, he can always get more counters on him so he doesn't become obsolete. With all the forced bouncing in this guild, you just bounce everything and play him, and he comes into play with a ton of counters. What does everyone think??

    I do have a quick question, is it possible to make triple hybrid mana symbol?? Because if there is I might use that, if not oh well then.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Lowlands-100 Lands of the Meanwhiles (Set 1 of 3)
    My opinions on all of this.

    Home lands - Way to hard to keep track of, but kinda cool. But unless there is some easy way to destroy it its kinda good for a land. I mean its hard to balance because if it gets destroyed, your probably screwed...

    No Secrets - Good idea, can help plan your next move, but also tell opponents what your next move could be.

    Affinity land - Decent, but I don't think many people will use it unless they have a lot of multicolor cards in there deck. It's more useful early game, and thats when this land is bad, and usually you have a good mana base by late game and thats when this card is good.

    Faulty - Ok this is kinda crazy... giving all your opponents creatures shroud... no one would use that. Even giving them all flying is crazy unless you have really good flying defenses or your also playing green. Fear also is ridiculous when not playing black, hey all your creatures are unblockable. Haste is probably the one that works best, trample being close, though that can get crazy also.

    Anaga - Kinda cool, definitly usable. Though the skipping a turn thing will make it used a lot less.

    Dramoor - Really good, though making it legendary makes it doable. But having a counter on the table at all times makes it kinda powerful regardless.

    Lanlime - Decent especially for a land based set. Though a first turn 2/1 that gains you life is kinda strong.

    Ordon - Making something indestructible while losing a turn is a good win condition. A decent card though not gonna be used except as a win condition.

    Suz - Um, a good way to stall a game lol, but making it legendary makes it viable. Returning counterspells every other turn is nice though.

    Enchantment lands - I love them, hope to see some other cool stuff you do with them.

    Udavi Offender - Cool ability, but once again hard to keep track of, especially if you have multiple creatures/lands with that ability.

    Battle Dissection - Um, kinda cool. Very blue intensive though. But I could see it being a fun card.

    Smokeplow - Really good in a land set, definitely can be good control, maybe should cost 1 more because of the set.

    Give and Take - Kinda weird, but exchanging lands in a set like this is once again very powerful, even if you have to tap them. I don't know how to balance it that much though.

    Stochastic - The wording is a little weird. Could you clarify it, I mean I kinda understand, but I want to make sure I know what it does before I comment on it.

    Facile Fault - Ok thats a little good for the set, I mean a lot of the lands are dual type, and it costs very little, and you draw a card...

    Curse of the Coil - Ok this could get really weird with rules... I mean how does it work with lands that are already creatures... but it could be a fun card to play with.

    A pretty cool set in general, can't wait to see more. Go check out my set also.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    That dwarf seems just a little powerful for 4 mana... but then again it is fragile, so maybe it balances out. But having a creature that can destroy all enchantments as a sac ability... kinda crazy. I understand what you are trying to do, but everyone would want to sideboard that card in white decks, because it deals with every situation that has to do with enchantments, plus gives you a creature. Maybe if you show another one of the cycle it could make more sense.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ora, Plane of All --- playtesters, designers, etc. wanted! ~STORY UPDATE FIRST POST~
    Ok here is what I think, and it would be nice if you posted on my thread also.

    Spike - That seems really weird, its like unblockability but it can die cause it can be blocked. Could be kinda crazy with enough combat tricks, like removing it from the game after damage is on the stack and putting it back in play. I could see it being fun in white or red. Not much else though.

    Hope - I think you should reword it because right now it is very limited or very powerful. Maybe something like Hope 3: When your life total is under "a set amount, maybe 5??" this creature gets +3/+3. That way you can have a set amount of life, but change the amount of bonus the creature gets without it being crazy, plus the way you have it they get weaker as you get hurt this would stop that and just give them a boost as in how I think you want it.

    Reckless - Ok, this ability is kinda bad... I if you have a creature that has 8 power... you take 4 even if its blocked by a 1/1... I mean trample can help but if its on a 1/1 you take 1 every time it attacks... I mean I don't see the ability being very good on many creatures... depends on how you work it out, but then again give it lifelink with an enchantment and it kinda defeats the purpose... and how would double strike work?? do you take the damage 2 times??

    breach - ok, this is overpowered... throw unblockable on the guy and you will be drawing the deck in no time. throw a shroud ability on it, and yeah... I mean its manageable but it would have to be expensive, and probably non enchantable lol.

    Foresight - Crazy good in blue decks, but still manageable... The fact that it gets +1/+1 every turn is good, but combine this with breach somehow and its game... You will draw every card, and have some big creatures...

    Sermon - I like it, would be fun in a draft lol, though both sides would get it. Hard to keep track of though lol.

    Hypoxia - Way to good for 2 mana, I would do it just cause it nets 3 cards. The disadvantage does not = the advantage. Balancing it would be hard though...

    Guardian - basic creature, not bad, but not good.

    Cosmic - Way to good... every deck would run 4 of those... or almost every deck, its a free card draw that gets you closer to your bigger threats. I don't know how to balance something like that, maybe force yourself to discard also.

    In general not bad, I can't wait to see more, especially some interesting white and red stuffs. I wanna see how you use the mechanics because just commenting on them doesn't work without a card to go with it. Good luck and check out me thread lol.
    Posted in: Custom Set Creation and Discussion
  • posted a message on An old set of mine, needs balance and maybe testers. 16/300
    This was a set I had on here a long time ago, and just recently thought I might as well show some of the cards again though changed and see what people think. This set is just for fun for me and my bro and some of my friends to play so its not to big a deal. I hope you guys enjoy.

    If anyone has any suggestions for a few cards I will happily take them, I might not keep them exactly the same, but you will be credited for your help.

    I'm gonna start off with a few land cards... and yes this is similar to Ravnica, I planned on that, but I am not doing Hybrids so it will be different.


    Shadow Alley Way
    Land - common
    When Shadow Alley Way comes into play, return an untapped land to your hand or sacrifice ~.
    Shadow Alley Way comes into play tapped.
    T: Add either UB, BR, or UR to your mana pool.


    This is the common cycle there will be one for each try color "guild" I am not adding to much flavor to each one because I just want this set to be for fun for playing, but I do need help for balance.

    The first 4 tri colors are going to be UBR, WUB, URG, and WRG.
    I am only working on WUB right now because I want to see how everything works together.


    Hidden Meeting Room
    Land - rare

    (": Add W, U, or B to your mana pool.")
    Hidden Meeting Room comes into play tapped.
    When Hidden Meeting Room comes into play, pay 2 life or sacrifice Hidden Meeting Room.

    The rare cycle. Hard to balance but I want it to be decent. I am wondering if there is a good way to make it come into play untapped though??

    Veryth Guildhall
    Land - uncommon
    T: Add 1 to your mana pool
    TWUB: Return target creature to its owner's hand, they gain life equal to its power.


    I like this, and it really helps with the guild. A lot of the cards will be either bouncing or doing stuff based on how many cards the opponent has in their there hand. Also its kinda of a trade off also, I mean you can bounce there creatures but they are gaining life at the same time. It's an interesting card I think, any suggestions.


    Book of Law 3
    Legendary Artifact - rare
    T1U: Untap target creature.
    T1B: Put a -1/-1 counter on target creature.
    T1W: Tap target creature.

    This is the artifact cycle. All of which cost 3 to play and all have equal mana cost abilities. I don't really like the black ability though, and I'm having a tough time thinking of something that fits. I was gonna have discard but that goes against the nature of the "guild". The guild is very control, it likes to bounce specifically but it will do other things also. There will be a few counter spells, but it would rather just not let the thing stay out rather then counter it. It also likes to be in control, but at the same time likes the opponents to have a lot of cards in there hand. They are at there best when there opponent has options. I know its kinda weird, but they want to control the board, not necessarily everything. If you want to put some lore behind it, they love arguments, and the better argument the other side has, the more fun they have.

    But other then that I have a few other cards, but I want to see what people think of these first. I just want things to be balanced, I don't care about flavor other then each guild has a specific goal at least. Thanks for any help and can't wait to see how this evolves.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Akroma in Future Sight
    I highly believe Akroma will be in future sight. She won the players pick thing and is printed in both TS and PC... but she is also on the large promo cards. Would wizards break the cycle?? Put some other legend on the large promo card for FS... not likely after Akroma is on 2 of the other 3. So what does everyone else think.
    Posted in: Speculation
  • posted a message on Melpharin Set Thread
    Whats Roar?? Other then that I am guessing your theme has to do with charge counters... I like the cards, show some more Smile
    Posted in: Custom Card Creation
  • posted a message on djosh's card thread
    Ok, I changed it around. I think it is more flavorable for the guild this way anyway, if this doesn't work I will try to get a new mechanic. But I have been busy working on this so I will get more cards out soon, just not yet.
    Posted in: Custom Card Creation
  • posted a message on djosh's card thread
    It's not on a lot of spells, only 9 all together. And they aren't cheap, with a lot of them costing 4cc. If I change the wording to what you said though, I won't be able to have it on a creature, and I want it on one creature. Maybe I could just give him flash, but thanks so far, I have a few more cards coming later.
    Posted in: Custom Card Creation
  • posted a message on djosh's card thread
    ... oops... they are supposed to be able to be countered... how do I word it so that they can be countered?? I didn't think my wording was off on that...
    Posted in: Custom Card Creation
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