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    posted a message on [LoR] Lords of Ravnica [BETA]
    Oh, I've myself been terrible about sitting down to describe my thoughts. FWIW, I see a lot of interesting things and good designs. My main concern (which might turn out to be incorrect, though, since I haven't actually played the set and you have) is that I'm not always sure how these cards gel together properly (plus occasional color pie concerns, about which I'm admittedly a bit of an obsessed wonk XD).
    Posted in: Custom Set Creation and Discussion
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    posted a message on Limited Resources spoiler: Uncommon Desert Cycle
    Is it just me or is Ifnir Deadlands just MILES ahead of the others in term of power?
    Posted in: The Rumor Mill
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    posted a message on Scavenger Grounds
    a rare, really?
    Posted in: The Rumor Mill
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    posted a message on [GDW] White Commons Revisited and Revised
    • I'm no fan of white removal that can freely hit any creature, so I obviously hate Banish.
    • Chancery Owls says "obstruct 2" but the reminder says 3 mana . Which is correct? (I didn't have the time to read the whole thread. The discrepancy should still be fixed.)
    • Cirrus Griffin is kinda awkward to evaluate. I commented previously about common 4/4s in white (multicolor doesn't help since blue doesn't get anything like them either). Flying is even more over the top (and the no block is only mildly relevant). Plus this is a very unusual cost for a UW multicolor card. Instead of being flavored as a primarily white flying thing, could this be made into a 4/4 Serpent with first strike or some other white ability instead?
    • I really like Collective Strength as Sigil Blessing for extra 1 mana . Thumb up!
    • Deliberations is neat and simple, but I really want a small effect tacked on it, like giving vigilance to/untapping something, or life gain.
    • Function Injunction is undercosted. the basic cost for this is 2U (Paralyzing Grasp, Spectral Prison). I could see it as a straight 2 mana W/U mana (it's about halfway between UU and 2U IMO, cf. Containment Membrane vs. Bonds of Quicksilver), but not costed down.
    • Giant Sloth is a nice finisher common. Is there a trample-granting effect in green? Have you considered what happens once people thrive it?
    • White Cremate can totally be an instant (Purify the Grave. Besides, I don't think it can be used to answer Swarm at instant speed anyway). I would advise against Grave Purge as a name because, y'know... Gravepurge is a thing.
    • I like the idea of Guild Truce, but it's traditionally seen as poor form to include an efficient card that nullifies (as opposed to being merely an answer) a significant portion of a set's theme in the set itself.
    • I don't like the idea of white getting shadow abilities as on Guardian Lynx. I'd be fine if it was a 1/1 getting +0/+2 or some sort of trigger instead though.
    • Noble Pegasus is a great example of simplicity. Love it.
    • Pack Dromad might be a 2-life card, but it's one of those things that needs a lot of playtesting to be sure of.
    • Sanctify just reinforces my dislike of Banish, plus I think it's a little undercosted as a hybrid (while that depends in part of what's in the set ench/art wise, I'm also trying to think of nonrotating formats).
    • I'd keep Sky Patrol as is only if Cirrus Griffin shrinks significantly or loses flying.
    • I belong to the "untargetted draw" clan myself, but otherwise I really like Sphinx’s Inspiration. Another epitome of simplicity. The card is not a problem, but I think you'll want to make sure you got a mono-u draw spell still. The common draw spells in Alara, ravnica and khans were mostly mono-U (the lone except is consult the necrosages, balanced by Flight of Fancy)
    • Sunrise Ceremony is nowhere near a white common. Either returning nonland permanents in general (as opposed to enchantment or artifact/equipment) or doing so to the battlefield alone would push it out of common. PLUS it's redflagged for converted mana cost.
    • I don't think I'll rehash my previous counters-related arguments Vel-Tyra Blessing.
    Posted in: Custom Card Creation
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    posted a message on A Work in Progress
    I have a sneaking suspicion this works better as a simple kicker mechanic with a small number of draft-around uncommon/rares caring about exiled cards. After all, getting the desecrate bonus in the first place may be harder than it seems in limited: Consider the amount support that was put in for Delve in Khans of Tarkir... Nice that some cards will work woith both desecrate and Swarm either way.

    designwise Mental Anguish is a Dimir card. milling target player is strongly associated with Dimir on Ravnica. (also it's a card that requires desecration to have happened while being a desecration enabler at the same time, which seems like the worst palce for it to be). You're gonna want some selfmill enablers anyway because of Swarm (self-mill has been more of a Golgari thing on Ravnica: Dredge, Grisly Salvage, Rot Farm Skeleton, Deadbridge Chant, Drown in Filth), so having a secondary graveyard mechanic is fine.
    Posted in: Custom Card Creation
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    posted a message on [GDW] The Red Commons: Second Pass
    Quote from entombedhydra »
    I still want to see a cycle or two of creatures; a tight french vanilla cycle w/ 2 keywords each would be interesting.


    I don't think there's enough keywords available at common for that (i.e. you can't have indestructible on a common creature). Besides the vanilla hybrids are already a creature cycle, one which Legend has discussed in previous thread. That makes two cycles at commons at least, and it's possible (though unlikely) there's another just haven't spotted.
    Posted in: Custom Card Creation
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    posted a message on [GDW] The Red Commons: Second Pass
    • My first reaction was to comment (but not necessarily recommend) that Adrenaline Rush could easily be 2R, or even 1R, but in Guildwar, red is paired with both major flying colors, so this is a good cost. If needed you can even go up and make it deal damage to its controller when it attacks instead.
    • I hope Avenge is redflagged, just pointing out.
    • Cauterize: what. Like, yes, these are relevant to the colors but... they work against each other so much this is about 2/R worth of damage! At least make it creature o player so you can cauterize yourself?
    • Crimson Savior... what. No seriously. I have no other word for this. It breaks the pie on pretty much every single word of rule text. It looks like the starting point for a rare phoenix rather than a common.
    • The default cost for making an instant/sorcery cantrip is 2 mana . Also Disassemble doesn't work too well for the destroy land half.
    • Electrocute should just be formatted as a modal.
    • Heroic Inspiration feels like it's trying to be too clever for its own good.
    • I might've bought Inversion as a cheap instant (though the absence of a red prowess card makes it harder, especially since most prowess cards+surge sage have square stats), but adding inversion flies in the face of NWO too badly to ignore.
    • Menacing Minotaur is undercosted, at least judging by the extent crop of menace commons. You just don't get that much power on an unconditional menacing card. (and Emberhorn is not unconditional, even if it plays like it is)
    • War Cry is heavily underwhelming, and the white doesn't actually adds anything white to the effect. Options: +1/+0 into +1/+2, or add indestructible? (and that was before I noticed it's a sorcery)
    Posted in: Custom Card Creation
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    posted a message on [GDW] The White Commons: Third Pass
    The reap cards feel incredibly disconnected for a cost+discard effect. I'm not even sure how the death requirement justifies itself from a game design point of view, much less from the point of view of a player opening these cards, especially seeing as there are very few ways to trigger them. (I wasn't part of the previous discussion about reap, or I would've commented about those issues).

    • Bone Thrull's Reap effect is not common. "Put three +1/+1 counters on target critter" is simply not a common effect. It's not even a white effect to begin with (indeed, putting more than one counter at all is probably not white)
    • Vizkopa Blessing gains too much (Heroes' Reunion is uncommon because the cost for it at common is probably 2WG). My instinct would be 1w gain three WB Drain three (yes, I'm aware this idea conflicts with the base reap effect I proposed above)
    • Still not thrilled with Disillusion, just saying.
    • Exorcism's flavor is way off. It feels like it does the exact opposite of what I expect such a card to do (namely something like Life After Death's base effect)
    • Is Knight Patrol supposed to trigger off your opponents' creatures too?
    • Larder Giant almost certainly should say "another target creature". White doesn't really get 4/4s (all of the ones it has are mythics, and the one that can grow there are rares and take additional effort). On further investigation and against expectations, this is a rather unusual effect for white, especially white common, it's overall more of a green effect. Maybe on a WG hybrid card?
    • Is Skyjek Elite specifically intended to be vulnerable to instant-speed removal? That seems frustrating on a creature which says "indestructible". Maybe a wording like "~ enters the battlefield with indestructible until your next turn" could be considered? I'm not sure the rules as is formally handle it, but it's a very straightforward wording, I think.
    Posted in: Custom Card Creation
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    posted a message on [GDW] Guild Wars Multicolor Commons
    Casting aside how R&D don't like regeneration much anymore (I don't agree with eliminating it either), I don't understand why the hybrid cost, and regeneration is not obtainable with a mono-white cose. No the creature being WB is no excuse.

    Pretty sure Disillusion is fair at 1WB. I mean, the base is 3B (Mental Agony, Witness the End), and if you're gonna cost Fly Away that aggressively, I really don't see what justify the costing on Disillusion.
    Posted in: Custom Card Creation
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    posted a message on [GDW] Mutate: A Simic Mechanic
    I love this. Stick it onto onto simple as possible designs (you hardly need cards that care about mutation. the mechanic rewards itself already) and you probably have a real winner.
    Posted in: Custom Card Creation
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