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  • posted a message on Equipment Mana Rocks
    Quote from Manite »

    Equipment are supposed to be extensions of creatures...

    I think this is a matter of flavor rather than an inherent quality of equipment in general. My general perception of equipment is they’re just objects that creatures hold and/or wear.
    Quote from Manite »

    Now, DFCs that are mana rocks on one face and Equipment on the other have potential. For example, "The Sword in the Stone" could be an artifact that taps for mana and can transform into "The Marvelous Sword", an Equipment that grants a nice P/T bonus and maybe a few useful keywords like first strike and vigilance, or a triggered attacking ability that creates tokens or pumps other attacking creatures you control. You could also have Equipment that transform into mana rocks, though it would be difficult to make that feel as exciting. Dowsing Dagger comes close; it transforms into a land rather than a mana rock, but the concept is very similar.

    I agree, but this set is too basic for transform.
    Quote from Anachronity »

    Black gets menace pretty consistently, but I'd be against them granting keywords at common in addition to being manarock equipment.

    I agree with Void Nothing that having the equipment tap independently of the creature is a bad idea for visibility reasons. Particularly at common.

    A better alternative might be to have them be able to be sacrificed in order to create a +1/+1 equipment token as per your 'armed' mechanic.

    I... can... not... believe... that... I... forgot... Menace... I must have been tired.
    Posted in: Custom Card Creation
  • posted a message on New Challenge Every Day: 3/19/19: Story Spotlights
    Time Rift (Rare)
    5U
    Enchantment
    When Time Rift enters the battlefield, choose a planeswalker type.
    At the beginning of your upkeep, search your library for a planeswalker of the chosen type, put it onto the battlefield, then shuffle your library.

    iiw : a multicolored wolf
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Vampire Hunter (Rare)
    2(W/B)(W/B)
    Creature - Vampire
    4/4
    Lifelink
    Pay 4 life: Return Vampire Hunter from your graveyard to the battlefield tapped. Activate this ability only during your upkeep and only if you have at least 4 life more than your starting life total.

    iiw: multicolored fighting
    Posted in: Custom Card Contests and Games
  • posted a message on Black Commons for a Set
    Quote from Anachronity »
    Quote from Legend »
    Nocturnal Hunt can’t be BG because there aren’t any “gold” multicolored cards in the set, only hybrid cards. It’s part of a (somewhat pushed) Common cycle but may very well get bumped up to Uncommon as the set develops.

    I considered using evergreen keywords for the full cycle of common hybrid creatures, but UR doesn’t have an evergreen keyword.
    Seems kind of weird to have a multicolor set with multicolor-focused mechanics, but no normal multicolor cards. Like being different just for the sake of it.

    Being different just for the sake of it could be said for a great deal of Magic. And it should be noted that WotC would have a higher saturation of hybrid cards (in sets with hybrids) if it weren’t too confusing when drafting and that sets with both hybrid and gold in them are exponentially more difficult to draft.

    That being said, there is an actual reason. I want drafters to be able to reliably hit Prisma without five-color mana bases. We’re also right in the middle of a three set series of Ravnica, which kicked off right at the end of nearly two years of drafting my own custom (two set) Ravnica block. After all that, my players would be greatly displeased with yet another gold set from me (and probably Wizards). An open ended draft environment will be greatly appreciated by my crowd.

    I also like the challenge of designing hybrids and making them meaningful to draft.

    Thanks for asking.
    Posted in: Custom Card Creation
  • posted a message on New Challenge Every Day: 3/18/19: New Creature Types Taken From D&D or Pathfinder
    void , subject

    Aurumvorax (Rare)
    2RG
    Creature - Aurumvorax
    8/8
    Aurumvorax can’t attack unless defending player controls a nonbasic land.
    Whenever Aurumvorax deals combat damage to a player, destroy target nonbasic land that player controls.

    iiw : Elder Plus Any Other Tribe Except Dragons
    Posted in: Custom Card Contests and Games
  • posted a message on New Challenge Every Day: 3/17/19: Legendary Sorceries
    Quote from Raptorchan »
    Quote from Subject16 »
    Raptorchan, graffd20

    But I hadn't posted anything.

    You're just that good.
    Posted in: Custom Card Contests and Games
  • posted a message on Equipment Mana Rocks
    Quote from user_938036 »
    I am almost 100% certain you do not want that many p/t increasing common equipment in your set. P/t increasing equipment is something you need to be wary of because unlike auras they can make all of your creatures threats. Most sets don't event have this many across all rarities. You would be better served granting keywords at a lower equip cost.

    I think any % of uncertainty at least warrants playtesting. Due to the nature of some evergreen keywords (deathtouch, hexproof, first strike) P/T increasing Equipment seems like a much safer bet at common than granting such keywords. Not only because of that, but also because the Equipment essentially zero each other out. As in, if my opponent and I each control a Grizzly Bear equipped with an Emerald-Tipped Spear, then all things remain equal. But if we each control a Grizzy Bear but one of them has first strike and the other has vigilance... That being said here are the keyword possibilities:

    W: double strike*, first strike, flying, indestructible*, vigilance
    U: flying, hexproof
    B: deathtouch*, indestructible*
    R: double strike*, first strike, haste, trample
    G: hexproof, indestructible*, trample, vigilance

    *These abilities are obviously out of the question at common (and even hexproof is dubious), which leaves black without an ability unless I'm missing something (such as black having flying).

    EDIT: Another possibility could be: Equipped creature gets +1/+1 for each of its colors, which plays nicely with both the Equipment theme and the multicolored theme, increases the play value of the hybrid vanillas, and adds some combat variance.
    EDIT EDIT: Here's another idea that will do all of the above and create more room in the set.

    Pearl Automaton (Common)
    3
    Artifact Creature - Construct
    0/1
    Pearl Automaton enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”
    T: Add W.

    Note that these would still fill a noncreature slot as their primary purpose is to provide Equipment/ramp/fixing rather than a body.
    Quote from void_nothing »
    You also probably don't want Equipment that tap, in general, for comprehension complexity reasons. Specifically, a lot of people reflexively turn their Auras/Equipment attached to a creature when they tap that creature, even though those permanents are not actually tapped.

    The set is, overall, of very low complexity, which might mitigate this aspect enough to permit it.

    Posted in: Custom Card Creation
  • posted a message on Equipment Mana Rocks
    The following are for a set in the making, in which multicolored matters and Equipment matters.
    It's tough to design a decent, balanced, interesting, original mana rock at common, especially one that can be cycled out.
    I think I've done that here but could use confirmation (or the opposite). Smile

    white
    blue
    black
    red

    Pearl-Tipped Staff (Common)
    3
    Artifact - Equipment
    T: Add W.
    Equipped creature gets +2/+2.
    Equip 3W

    Sapphire-Tipped Staff (Common)
    3
    Artifact - Equipment
    T: Add U.
    Equipped creature gets +2/+2.
    Equip 3U

    Onyx-Tipped Staff (Common)
    3
    Artifact - Equipment
    T: Add B.
    Equipped creature gets +2/+2.
    Equip 3B

    Ruby-Tipped Staff (Common)
    3
    Artifact - Equipment
    T: Add R.
    Equipped creature gets +2/+2.
    Equip 3R

    Emerald-Tipped Staff (Common)
    3
    Artifact - Equipment
    T: Add G.
    Equipped creature gets +2/+2.
    Equip 3G
    Posted in: Custom Card Creation
  • posted a message on Tibalt, Diabolic Sadist
    Quote from Legend »
    It’s more enchantment than planeswalker.

    And Panharmonicon is more enchantment than artifact. I don't really get the enchantment concerns around giving planeswalkers non-loyalty abilities. Unlike artifacts, PWs have tons of rules baggage that differentiates them from other card types, and they'll always have some number of loyalty abilities. Artifacts don't even have that. All that separates artifacts from enchantments is that artifacts are usually colorless, except for the ones that aren't. Both of Vanquisher's Banner's abilities have appeared on enchantments before, and Rage Extractor takes a role usually reserved for red enchantments. Yet, nobody talks about artifact/enchantment overlap. Why do planeswalkers get treated like static and triggered abilities would make them indistinguishable from enchantments?

    And I don’t really get why your counter argument is “there should be three nearly identical card types instead of just two.”
    You may have missed it, but the artifact:enchantment discussion has been had ad nauseum. In short, there are notable mechanical differences between many artifacts and enchantments such as tapping and equipping. There’s also flavor and immeasurable design space.
    Posted in: Custom Card Creation
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Garruk, Wildslord (Uncommon)
    4GG
    Legendary Planeswalker - Garruk
    [4]
    [0]: Create a 2/2 green Wolf creature token.
    [-2]: Put two +1/+1 counters on each creature you control.
    [-4]: Destroy target permanent.

    IIW: graveyard order matters
    Posted in: Custom Card Contests and Games
  • posted a message on Custom Card Creation Random Card of the Day
    Again, I miss the old art.
    Posted in: Custom Card Creation
  • posted a message on Tibalt, Diabolic Sadist
    It’s more enchantment than planeswalker.
    Posted in: Custom Card Creation
  • posted a message on Red Commons for a Set
    Quote from italofoca »

    *snip*

    Thanks for all that!

    I’ve already started making changes:

    Gangleader now has haste itself.

    Halo Hater exchanged from the 2/2 to the 6/4 (formerly known as Volcano Giant with Prisma). Now the 2/2 has Prisma = first strike.

    From Hell now creates decent tokens. (Note that this is part of a cycle that only creates tokens that already exist in Magic.)

    Conflicting Orders is part of a cycle (that I happen to like :p ).

    The cmc of the Monocle cycle has been increased from 2 to 3. Removed the etb tapped clause. Added scry 1 to the sac ability.

    The hybrid creatures and the colorless creatures will be better developed once all 101 commons have been designed (currently at 91/101). I’ll also refine the curve once all of the common cards have been compiled into one file.

    Thanks again!
    Posted in: Custom Card Creation
  • posted a message on New Challenge Every Day: 3/17/19: Legendary Sorceries
    votes : subject , cardz

    Jace’s Grand Finale (Rare)
    2U
    Legendary Sorcery
    Draw five cards. You get an emblem with “Skip your draw step.”

    iiw: rebound with different effect from exile than from hand
    Posted in: Custom Card Contests and Games
  • posted a message on Black Commons for a Set
    Quote from Lord_Kaos »

    Prowess I believe is an evergreen now.

    It's deciduous. Besides, I really don't want Prowess gumming things up. There's already three light themes in the set - multicolored matters, Prisma, and Equipment. I like Prowess, but never as an evergreen mechanic. It simply doesn't qualify. I think WotC was just so desparate for a (U/R) evergreen mechanic, that they went for it and now realize they were wrong.

    Quote from Lord_Kaos »

    Assassin’s Familiar (Common)
    B
    Creature — Scorpion
    1/2
    Sacrifice Assassin’s Familiar: Exile target creature token.

    I might make this a little more global, and restrictive. Something like Sacrifice: Target creature gets -1/-1 Eot. Otherwise it should be bumped due to complexity in limitations, if not rare.

    Agreed. Bumped to rare. Working on a replacement.

    Quote from Lord_Kaos »

    Badlands Minotaur (Common)
    2(B/R)
    Creature — Minotaur Warrior
    2/3
    *vanilla*

    I don't like these Hybrid Vanilla creatures, I agree with above that they should all use a unifying keyword. Also seeing as it's R/B I would swap it's P/T. a 3/2 Menace for 3 is pushing for power but well in the realm of being a common card.

    They're roleplayers. That being said, I might give them evergreen mechanics if someone presents a suitable (U/R) custom evergreen mechanic.

    Quote from Lord_Kaos »

    Bladed Barrier (Common)
    6
    Creature — Construct
    1/5
    Armed (This creature enters the battlefield equipped with a colorless artifact Equipment token. It has “Equip 1” and “Equipped creature gets +1/+1.”)

    No "Armed" creatures should sit at common.

    There's plenty of common Equipment in Magic, sometimes at high density. Why can't this set have them?

    Quote from Lord_Kaos »

    Consuming Darkness (Common)
    5B
    Sorcery
    Each opponent loses 5 life.
    Prisma — You gain 5 life if there’s three or more colors among cards in your graveyard.

    This should cost at leat B more.

    Actually what I'm going to do is increase the Prisma count to the full five colors.

    Quote from Lord_Kaos »

    Decapitate (Common)
    3B
    Sorcery
    Exile target creature and the top card of its controller’s library.

    I'm not sure, I think this should go up in cost by B. Unconditional Exile is indreadibly powerful, I think it also should be pushed upto uncommon.

    There's ample precedent for unconditional exile at common.

    Quote from Lord_Kaos »

    Vampire Bite (Common)
    1B
    Instant
    Choose one —
    • Target creature gets +2/+1 and gains lifelink until end of turn.
    • Target creature gets +1/+2 and gains deathtouch until end of turn.

    I would remove the second mode,

    Why would you do that? Do you think there's currently too much removal in black at common?
    Posted in: Custom Card Creation
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