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  • 2

    posted a message on Basic Land - Cave that may actually work (Barry's Land)
    Quote from dustmop »

    Isn't *too* weird or confusing.


    This rule should be "Isn't a amalgamation of text trying to find a breach in the game's rules and design guidelines".
    Seriously all those Barry's Land so far are weird as hell. For me any proposed Barry land should not fail the following test:

    If someone asks "Why does this land isn't like the other basic lands?" and the answer is "to avoid a bunch of fringe and obscure interactions" then the proposed land fails the test.

    In my opinion the only way out of the Barry's Land conundrum is ignoring your point 2. Seriously, preserving the functionality of Coalition Victory simply does not pay off for the weirdness of having a basic land that does not behave like one.

    I still don't know why they don't make a errata for Coalition Victory saying "You win the game If you control at least one Plains, one Island, one Swamp, one Mountain, one Forest, one white creature, one blue creature, one black creature, one red creature and one green creature". This way Barry's Land and purple creatures could exist. I don't understand why some old unplayable junk cards should be casting constraints in the future of the game...
    Posted in: Custom Card Creation
  • 1

    posted a message on [SoD] Blue theme
    This is for the Siege of Dorovan, a set themed on medieval siege and war tactics. Here are the threads covering this set:
    http://www.mtgsalvation.com/forums/creativity/custom-card-creation/615071-new-banding-mechanic-for-medieval-siege-set

    In this set blue will be based on mercantile coastal cities. Blue will have the worst army but the best navy and political scheming. Blue creatures will also revolve around sea monsters. To capture the flavor of sea battle I made the mechanic:

    Maritime X (This creature can only attack if you control X or more islands. When it attacks it gets +X/+0.).

    - The island requirement fits because strong color commitment is a theme in this set.
    - It captures the flavor that initially your ships are only anchored and can only be used to protect you until you find some sea routes (get more islands).
    - The gameplay they promote is nice for blue. The idea is that you will be defending yourself, trying to push your opponent away, until the turning point were your ships are ready and you can overwhelm then. Bouncing, countering and tapping will buy you time until you get more islands, while scry and card draw you help you reach the island count.

    Example:

    Foroza Longship 3U
    Creature - Ship (C)
    Maritime 4 (This creature can only attack if you control 4 or more islands. When it attacks it gets +4/+0.)
    0/4

    Is that too linear/simple ? Should blue get a instant/sorcery mechanic rather then a creature one ? It's too hard to balance being a mechanic with a downside and a upside ?

    Some ship related cards:

    Pirate Dude 1U
    Creature - Human Pirate (U)
    Attack Formation (When this creature attacks you may choose another attacking creature you control. If this creature or the chosen creature would be blocked, the blocking creature blocks each of those creatures instead)
    Each Ship in Pirate Dude's attack formation have "whenever this creature deals combat damage to a player, draw a card".
    2/1

    Fire at the Docks 2R
    Sorcery (C)
    Fire at the Docks deals 3 damage to target player. That player sacrifices a Ship.
    Posted in: Custom Card Creation
  • 2

    posted a message on [2HG] Re-Presenting Sidekick
    WotC going to "steal" this, with the exact name and all.
    And if they don't they SHOULD.

    That's all I got to say !
    Posted in: Custom Card Creation
  • 1

    posted a message on
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  • 3

    posted a message on The death of turn 1 accelerators when Elvish Mystic rotates
    It seems the design direction is to tune down the color specific effects promoting a more predictable environment. The idea is that the average MTG deck should always be prepared in some degree to the average opponent's deck, so matches are more defined by player skill and luck on drawing cards then the match up rates. Its like, swingy powerful effects like massive hand discard and barrage of counter spells creates a rock paper and scissors meta were each archtype is very strong against the other. When MTG is like that metagame analysis (knowing you have to play scissors because you know there's a lot of paper going around and therefore very little rocks) becomes as crucial to play competitively as a good game skill itself.

    If you see the last changes to game in the last 2 years have all being in that direction. Enchantments and Artifacts with game defining abilities were tuned down greatly because black can't deal with then (and red can't deal with one of then), blue counter spells have been greatly nerfed because they punished midrange decks too much, black aggressive hand discard such as Mind Sludge no longer exists because they autowin several kind of match ups, combo decks are only ok if they involve creatures (that in principle can be removed), red have gone a lot of anti-life gain hate so burn does not auto loose agaisnt decks with strong life gain options and so on.

    This change goes in that same direction as they feel like green ability to sometimes randomly take a match away against decks that don't have uncondition creature removal is undesirable.

    I think it's a great direction to take the game, the only problem being the difficulty of redefining the colors as so much of their tools are taken away and nerfed. Even hating how CoP played I still think white lacks identity without then, the same goes for blue and the permission control decks...
    Posted in: New Card Discussion
  • 3

    posted a message on
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  • 1

    posted a message on [RCV] XXI Ravnican Transguild Encounter for the Development of Necromancy
    This is a sub archtype of necromancers and zombie matters card for Ravnia themed sets. There's a necromancer for each guild (that plays well within it's own guild) but they also play well together in 4C or 5C deck centered on black.

    The main cycle:

    Dinrova Necrologist UB
    Creature - Human Wizard (U)
    t: Draw a card, then discard a card. If a creature card is discarded this way up to one target Zombie creature you control cannot be blocked until end of turn.
    1/1

    Corpse Blaster 1BR
    Creature - Goblin Artificer (U)
    When Corpse Blaster enters the battlefield you may exile a creature card from a graveyard. If you do put a 2/2 black Zombie creature token onto the battlefield.
    1, Sacrifice a zombie: Corpse Blaster deals 2 damage to target creature or player.
    2/2

    Blight District Nurturer 2GB
    Creature - Elf Shaman (U)
    When Blight District Nurturer enters the battlefield, put the top 4 cards of your library in your graveyard. If two or more creature cards were put in to a graveyard this way, gain 2 life and put a 2/2 black Zombie creature token into play.
    t: Put a +1/+1 counter on target zombie. Regenerate that zombie.
    2/2

    Necropolis Caretaker 3WB
    Creature - Spirit Cleric (U)
    At the beginning of your upkeep you may exile a creature card from your graveyard. If you do, put a 2/2 black Zombie creature token onto the battlefield.
    1WB: Zombie creatures you control gain +1/+1 and lifelink until end of turn.
    2/2

    Cards to go a long with then:

    Shambling Messenger B
    Creature - Zombie (C)
    B, pay 1 life: Add one mana of any color to your mana pool.
    1/1

    Undead Cultist B
    Creature - Zombie Wizard (C)
    Sacrifice Undead Cultist: target player looses 1 life. You gain 1 life.
    1/1

    Ebony Blade Elite B
    Creature - Zombie Soldier (U)
    Ebony Elite can't block.
    When Ebony Elite dies, each player discards a card.
    2/1

    Kharvaz, the Nether Visitor 1BB
    Creature - Zombie Horror Rogue (R)
    Menace
    When Kharvaz enters the battlefield, target creature you don't control gets -X/-X until end of turn were X is the number of Zombies you control.
    Whenever another Zombie is put on or leaves your graveyard, return Kharvaz from your graveyard to your hand.
    2/1
    Posted in: Custom Card Creation
  • 1

    posted a message on I hate pointless cards
    Quote from Nertak »
    Quote from HumbleKami »
    It's already been said, but I'll just repeat it for you:

    It's entirely possible that the spider was different. Maybe it started life as a 2/5 or a 1/6 or something, and they came up with the name, the art and the flavour, but during testing it just wasn't the right size for the format. So they made it a 1/4, which made it functionally the same as Rib Cage Spider, but instead of throwing away the artwork and flavour, they kept it and just changed the numbers thinking "No one will really care, that would be absurd, it's just limited fodder!"



    That explanation does not work. They commission the art, name the card. Fine. Once they do all that balancing and decided it should be the same as rib cage spider they should have said "ok, we have this card name and art. We will save this for when we have space for a new card and just reprint rib cage spider instead.


    That explanation does actually work.

    Rib Cage Spider art can't be reused because WotC don't commission art from Dana Knutson anymore and thus his artwork can't be reused in order to keep the game visuals consistent. A quick search (http://magiccards.info/query?q=a:"Dana Knutson"&v=card&s=cname) and you will find 100% of the cards Dana Knutson illustrated in the past, when reprinted in modern times, got a new art.

    At best they could commission a new art for Rib Cage Spider but art commission schedules are very rigid and the change could have happened after the commission deadline.
    Posted in: New Card Discussion
  • 4

    posted a message on I hate pointless cards
    I can see you don't play limited.

    In limited every card is not valued in a vacuum but in relation to all other cards in the set. There's a number of reasons why 1/5 2G reach common could be undesirable, such as promoting a 4/1 common creature or creating the right combat balance between this and the Ringwarden Owl - the Owl can take the spider out if it manages to trigger Prowess and becomes a 4/4, creating a interesting decision of whether to block it or not with the Spider.

    All stats of common creatures in limited are done so to promote the correct combat interactions, you can't forget that...

    Your first point is valid, I dunno why they simply didn't reprint the older spider.
    Posted in: New Card Discussion
  • 1

    posted a message on Devotion aura
    Ethereal Armor is meant to be played with itself (people playing ethereal armor decks in limited did so playing 2~3 copies of it), that's why it is common. It was a clever way of making the card work without the need of adding too many common auras.

    Devotion is different, any permanent in the color will power it up so there's no need to make it common. To stay at common this will need a higher mana cost such as 2W.
    Posted in: Custom Card Creation
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