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  • 3

    posted a message on TheMarySue - New Planeswalker Vivien Reid + Vivien's Invocation
    I personally liked Vivien.

    She's is generic green the same way Chandra is generic red, Jace is generic blue and Liliana is generic black. That's the point of these characters, to be a posterboy of their colors. In fact she feels a lot like a green version of Liliana Vess.

    I wonder how many of you would dislike her if she was printed in the initial cycle of PW cards. The design team can't keep publishing cards as if every player have been playing the game from many years. From set themes, art direction, to face characters, to level of complexity, standard always needs a fraction of cards that behaves as if they where the first and only set of MTG ever printed. The reason is that for starting players, that IS the case and they need something representative of the game to chew.

    Not printing core sets was a HUGE mistake. Imagine yourself starting to play magic during Kaladesh-Amonkhet-Ixalan standard. You wouldn't know wtf the game is about - is it about dinosaurs fighting vampires or grimdark egyptian mythos ? The game is all over the place and building up brand recognition for players starting now is impossible because the art direction, color themes, mechanics, everything is changing from set to set. MTG is about it's colors and what they represent but it's really difficult to understand that via advanced sets where colors subsidize flavors and mechanics and not the other way around.

    So maybe you don't need a set where green is just forest animals and elves, blue is fishes and nerd mages, black is zombies and evil people, red is fire and goblins and cool mages and white is all things lawful good. But new players definitely do in order to digest the game, taste something that is not setting dependant and grookable.




    Posted in: The Rumor Mill
  • 1

    posted a message on Battlebond is the Treasure Mage of sets
    Quote from Xcric »

    is all the art trash? not really


    I think no one is arguing that. All sets have good and bad art, but the bad art in this case is really, really bad.
    Posted in: Magic General
  • 1

    posted a message on Battlebond is the Treasure Mage of sets
    Quote from Monkey222 »
    Quote from italofoca »
    I think people defending Battlebond art are missing the point. There is a complaint about the art direction and a complaint about the execution. Noone is mad about purple hair. I think in this stance most of us are sharing our frustration with art execution.


    I think it's the other way around. the people hating on the art are missing the point. Art is subjective. What you hate, I like, and vice versa.


    If that was true then one couldn't ever argue for bad art. Someone could draw a kitten for Scarab God and your claim imply this is fine because someone might like it.

    This cards looks like low quality action figures, I would hate to ever play with any of those cards.
    Posted in: Magic General
  • 1

    posted a message on Battlebond is the Treasure Mage of sets
    I was looking at the spoilers for Battlebond, got really disgusted by the art and rushed to see it was just me. For my surprise there is a topic like this (and several other in other forum).

    I think people defending Battlebond art are missing the point. There is a complaint about the art direction and a complaint about the execution. Noone is mad about purple hair. I think in this stance most of us are sharing our frustration with art execution.

    It's just bad, there is no way around it. Can people honestly say they like MTG because they have cards that looks like Impetuous Protege, Proud Mentor, Fan Favorite, Thrilling Encore ? Best case scenario you tolerate the bad art.

    MTG creative department has been really lacking recently but this is a new low.
    Posted in: Magic General
  • 1

    posted a message on Battlebond Ally Color Partners!
    Bronze bark: Pretty cool and simple.
    Pyreheart: This is too oppressive and narrow at the same time. It will completely devastate some opponents and do nothing against others. While this is acceptable for most cards because some times you draw then and sometimes you do not, it's not really a good feature for a commander.


    SIDENOTE

    Indestructible + Mass damage is the WRC theme in my Zendikar set (they are themed around Nahiri followers). I can vault for the theme. It's very underused in magic in general and there's a lot of synergies everywhere. However I think it works a lot better in limit where the play patterns are way less varied then in constricted and the environment can be adjusted to one deck being about mass removal (for example, I have no go wide or token theme in my set because of this).



    Posted in: Custom Card Creation
  • 1

    posted a message on Play along with the GDS Challenges
    I hope my overarching theme speaks for itself.



    Acrobatics U
    Instant (C)
    Choose One -
    • Target creature you control gains hexproof until end of turn.
    • Draw two cards and discard two cards.

    Feats of Strength 1G
    Instant (C)
    Target creature gains +3/+3 until end of turn.
    If a Black creature is targeted this way, that creature gains Menace until end of turn.
    If a Red creature is targeted this way, that creature gains Trample until end of turn.

    Trapeze Artist 2R
    Creature - Human Artist (U)
    Whenever Trapeze Artist attacks you may pay U. If you do, it gains Flying until end of turn.
    Whenever Trapeze Artist deals combat damage to a opponent, you may pay W. If you do,
    gain 2 life and untap it.
    3/2

    Unicycle 1
    Artifact - Equipment (U)
    Equipped creature gains +1/+1 and gets Haste.
    Equip 3
    Equip creature with power equal to its toughness 0

    Liontamer 3G
    Creature - Human Warrior (R)
    When Liontamer enters the battlefield, create a 2/2 white Cat creature token.
    1W, T: Put a +1/+1 counter on each Cat creature you control.
    3R, T: Target Cat you control fights target creature.
    2/4

    Fire Eating 3W
    Enchantment (R)
    Whenever a instant or sorcery spell would deal damage, you may pay X. If you do, prevent X damage that would be dealt by it.
    If U mana was spent to pay for X, scry X.
    If R mana was spent to pay for X, Fire Eating deals X damage to any target.

    Sword Swallowing 1BB
    Enchantment - Aura (M)
    Enchant Player
    At the beginning of enchanted player upkeep, that player draws a card.
    Whenever enchanted player is dealt combat damage, sacrifice Sword Swallowing and it deals 6 damage to enchanted player.

    Solay, Traveling CircusWUBRG
    Legendary Creature - Avatar (M)
    At the beginning of your upkeep choose up to 5 different target players. For each player choose one that hasn't been chosen this turn -
    • Target player creates two 1/1 white Human creature tokens.
    • Target player draws a card.
    • Target player sacrifices a creature.
    • Solay deals 2 damage to each creature target player control.
    • Put a +1/+1 counter on each creature target player control.
    5/5

    Later I will comment your cards !
    Posted in: Custom Card Creation
  • 1

    posted a message on New and returning mechanics for return to Alara
    Quote from Manite »
    Quote from italofoca »
    Award is non-interactive exalted. How well it synergizes with Esper is a problem and not a feature. Some synergy between the shards is good but too much synergy will create the problem you are trying to solve (cards being locked to archetypes). Every card with Award counts towards your artifact count while being better then the typical common/uncommon artifact AND always giving full support to Utilize. I wonder if people will bother to play Esper when they go for W/U Award.


    Non-interactive? You can remove artifact tokens just fine.


    I considerer it non-interactive because the game doesn't expect you to interact with artifacts/enchantments the way it does regarding creatures. This is the case because not all colors have access to artifact removal and the colors who does are not expected to main deck it. Moat is unprintable these days but a creature with moat ability is still a possibility.

    Other issue is that you ability creates a token separated from the creature, so if your opponent spend a card to destroy the token you are up in card advantage.

    While you can certainly play around and still beat a opponent with several Sigil tokens, the mechanic just provide overwhelming value late game. Play 2 random award critters and your wind drakes now attacks like Air Elementals. The same is true for Exalted but the main difference is that the opponent may force you to block and chip away your Exalted critters. In your mechanic you can chip block/trade and still keep the late game value.

    Awards cards would have to cost really high in order to be balanced. Your Honor Guard for example is completely utterly bonkers. At 1W this is better then any other 2 drop in Ixalan block except for the 2 mana merfolk/vampire lords in their respective archetypes. That card would need to cost at least 3W and with multiple award creatures in the format, that still run the risk of being too good.

    If you are really sold into this award idea I think you should at make it a kicker variant, like the previously suggested.
    Posted in: Custom Card Creation
  • 1

    posted a message on Redesigning Color Pair Philosophies
    I was once making a set which had 'modern' flavor - by modern I mean XIX century western world.
    The main theme of this plane is that magic has to kept secret (yeah, this is a World of Darkness ripoff). Revealing the existence of the super natural to the ordinary citizen is very dangerous as it causes retaliation by the ruling force of the plane: the Clockwork - a machine that rules over almost all parts of this plane and commands a army of machine men in disguise. Instead of guilds that are organized and have a hierarchy, the Aggregations are more or less like schools of thought. Their defining feature is their stance in how to cope with the existence of the Clockwork as well was what kind of magic they tend to teach each other.

    WU are artificers and sages who tries to live alongside the Clockwork by understanding it's inner workings and avoid it's wrath at any cost.

    UB are paranoid dimensional mages who tries to escape the persecution by traveling to distant, alien worlds.

    BR commune with demons and efreets to obtain wealth and pleasure in life. They live the contradiction of trying to exploit their gifts while risking their life for it.

    RG are animalists who see the Clockwork as a colonizer and the struggle against it as the struggle to preserve their traditions. They survive by living among themselves in rural communities, isolated from the non-magical humans.

    GW are spiritualists who befriends and nurture spiritual creatures who are invisible to the Clockwork. They believe in a primordial force that will one day break free and destroy the Clockwork.

    WB are assassins for hire from ancient times who excels in death magic. This is the only truly hierarchical aggregation. They have several inner rules to not disturb the Clockwork - aside from working for it occasionally.

    UR are very traditional alchemists, elementalists and summoners who believe practicing magic is a end in itself. They downplay the clockwork as mere machine and don't pay attention to it. They think magic will develop to a point humans will abandon technology - until that day they live in exile.

    BG are heretic cultists who believe magic is their birth right. They despise non-magic people and the Clockwork, to the point they slaughter and slave then whenever History allows. They live in secret, parallel societies.

    RW are the most recent Aggregation and they don't have any tradition in magic. Instead, they excel at recruiting more people to their cause. They are the most organized effort to overthrow the Clockwork and seek to liberate all mankind.

    GU are animists who charts, protects and guide people to Havens - hidden sanctuaries where the influence of the clockwork is diminished.
    Posted in: Custom Card Creation
  • 1

    posted a message on Highard White Common Creatures
    Highard is a set based on medieval siege warfare. It's a plane with very little magic due the workings of a mysterious artifact. Planeswalkers who come to this plane find their power diminished to the point they are temporarily trapped and may only leave with great effort.

    The first Highard set is centered on the siege of Telba, a ancient holy city, home to the Khaldor dynasty. The second set is Kingdom Fall, and tell the story of the aftermath of Telba's fall. If it's not obvious, Highard is a Homage to Fallen Empires, while Kingdom Fall is a homage to the Darkness (as it has the inquisition theme).

    Today i will share a batch of white common creatures. I will not disclose the themes of the set - the idea is that by looking at the cards alone you can figure it out. If you can't, it's because the design is not good and need revision !

    Ok, enough talk.

    Apprentice Squire W
    Creature - Human Soldier {C}
    T: Add W to your mana pool. Spend this mana only to play equipments or activate abilities of
    equipment.
    1/2

    Blood Martyr W
    Creature - Human Cleric {C}
    Sacrifice Blood Martyr: Prevent all damage that would be dealt to target creature or player this turn.
    1/1

    Soaring War Hawk 1W
    Creature - Bird {C}
    Flying
    3: Soaring War Hawlk looses Flying until end of turn. Any player may activate this ability.
    2/1

    Farmhand Reserves 1W
    Creature - Human Soldier {C}
    Hold Position 3WW (At the end of each opponent attack step, if you didn't take combat damage this turn,
    you may play this card by paying for it's Hold Position cost
    ).
    When Farmhand Reserves enters the battlefield, if it's Hold Position cost was paid, put two +1/+1 counter
    on it and gain 4 life.
    2/2

    Bastion Sentry WW
    Creature - Human Archer {C}
    Bastion Sentry has Reach for as long as you control a Wall.
    2/3

    Highlands Outrider 2W
    Creature - Human Knight {C}
    Vanguard (This creature must be blocked if able)
    Vigilance
    1/4

    Attended Knight 2W (REPRINT)
    Creature - Human Knight {C}
    First Strike
    When Attended Knight enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
    2/2

    Skyrider Lookout 3W
    Creature - Human Scout {C}
    Flying
    When Skyrider Lookout attacks, you may untap up to one another attacking creature you control. That creature gains +0/+2 until end of turn.
    3/2

    Village Garrison 3W
    Creature - Wall {C}
    Defender
    When Village Garrison enters the battlefield, put two 1/1 white Soldier creature tokens onto the battlefield.
    0/4

    Heavy Infantry 4W (REPRINT)
    Creature - Human Soldier {C}
    When Heavy Infantry enters the battlefield, tap target creature.
    3/4

    Telban Warhost 5W
    Creature - Soldier Army {C}
    Ranks 5 (This creature enters the battlefield with 5 +1/+1 counters on it. Whenever it is targeted by a opponent's spell or ability you may remove a +1/+1 counter from it. If you do, counter that spell or ability).
    Vigilance
    0/0

    Battlement Strike W
    Instant {C}
    Target blocking creature gains +4/+0 and First Strike until end of turn.

    Oppressive Rays W (REPRINT)
    Enchantment - Aura
    Enchant Creature
    Enchanted creature can't attack or block unless it's controller pays 3.
    Activated abilities of enchanted creature cost 3 more to activate.

    Dawnday Preachings 1W
    Instant {C}
    Choose One:
    • Destroy target enchantment.
    • Return target enchantment from your graveyard to your hand.

    Warcharge 1W
    Sorcery
    Target creature gets +3/+3 and gains Vanguard until end of turn. (Creatures with Vanguard must be blocked if able)

    Arms Lesson WW
    Sorcery
    Distribute two +1/+1 counter among one or two target creatures.

    Battle Orders 2W
    Instant
    Creatures you control gain +1/+1 until end of turn. Token creatures you control gain +2/+2 until end of turn instead.

    Grainworks 2W
    Sorcery
    Hold Position 3W (At the end of each opponent attack step, if you didn't take combat damage this turn,
    you may play this card by paying for it's Hold Position cost
    ).
    Gain 5 life. If Hold Position cost was paid, draw a card.

    Power of Conviction 3W
    Enchantment - Aura
    Enchanted creature gets +2/+2 and Lifelink.

    Militia Assault 3W
    Instant
    Militia Assault deals 2 damage to target attacking or blocking creature. Put two 1/1 white Soldier creature tokens onto the battlefield.

    Purging Light 5W
    Sorcery
    Purging Light costs 1 less for each Plains you control.
    Exile target creature.


    Posted in: Custom Card Creation
  • 1

    posted a message on Top-Down Jace card
    Yeah but -2 for a chump blocker ?
    Just not worth it.
    Posted in: Custom Card Creation
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