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The Limited Archetypes of Dominaria
 
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Dominaria Preview - Final Parting
  • posted a message on [LOR] [GDW] Split Common Cantrips
    Tremendous insights! Thank you both. All mana costs increased by 1 and all of the cantrips have been moved to the "other side". This not only helped to further balance each half, in a vaccum' independently of its other half; and in regards to the eternal card pool; but provided the flexibility to design each 2cmc side to rival its 3cmc cantrip counterpart. Thanks again.

    EDIT: Also, Shock/Awe renamed to Poke/Prod. And Crush/Run renamed to Crash/Burn.

    EDIT EDIT: Dangit #*@&%$!, Burn is already a card too.

    EDIT EDIT EDIT: Crash/Burn changed to Predator/Prey (verb tense)
    Posted in: Custom Card Creation
  • posted a message on [LOR] [GDW] Split Common Cantrips
    I wanted a full cycle of split cards at common and a full cycle of cantrips at common. I found that I couldn't fit both in the block, but then it occurred to me that they'd fit if I combined them!

    The first five are for Lords of Ravnica, the second five are for Guild Wars.


    Above (Common)
    1W
    Instant
    Target creature gets +1/+1 and gains flying until end of turn.
    ///
    Beyond
    2U
    Instant
    Exile target creature, then return it to the battlefield under its owner’s control.
    Draw a card.

    Back (Common)
    1U
    Instant
    Return target nonland permanent to its owner’s hand.
    ///
    Forth
    2R
    Instant
    Attacking creatures get +1/+0 until end of turn.
    Draw a card.

    Predator (Common)
    1G
    Instant
    Target creature you control fights another target creature.
    ///
    Prey
    2W
    Instant
    Burn deals 2 damage to target attacking or blocking creature.
    Draw a card.

    Lost (Common)
    1B
    Sorcery
    Each player sacrifices a creature.
    ///
    Found
    2G
    Sorcery
    You may play an additional land this turn.
    Draw a card.

    Pins (Common)
    2B
    Instant
    Destroy target creature that was dealt damage this turn.
    Draw a card.
    ///
    Needles
    1R
    Instant
    Needles deals 2 damage to target creature or player.


    Cloak (Common)
    1U
    Instant
    Target permanent or player gains hexproof until end of turn.
    ///
    Dagger
    2B
    Instant
    Target creature gains deathtouch until end of turn.
    Draw a card.

    Fast (Common)
    1R
    Instant
    Target creature gets +1/+0 and gains first strike until end of turn.
    ///
    Furious
    2G
    Instant
    Target creature gets +1/+1 and gains trample until end of turn.
    Draw a card.

    Live (Common)
    1G
    Instant
    Prevent all combat damage that would be dealt this turn.
    ///
    Learn
    2U
    Instant
    Scry 2.
    Draw a card.

    Over (Common)
    2W
    Instant
    Exile target enchantment.
    Draw a card.
    ///
    Out
    1B
    Instant
    Exile target token.

    Poke (Common)
    2R
    Instant
    Poke deals 1 damage to target creature or player.
    Draw a card.
    ///
    Prod
    1W
    Instant
    Tap up to two target creatures.
    Posted in: Custom Card Creation
  • posted a message on Golden Rule, Gnosis, Mana Syphon
    Boiling down "combat card" terminology to a super or sub type is a great idea, but a term (combat) that is already in use by the very rules of the game probably shouldn't be used. How about "melee spells"?

    Giant Size (Common)
    (R/G)
    Instant - Melee
    (Cast melee spells only during combat.)
    Target creature gets +3/+3 until end of turn.

    Phantomize (Common)
    (W/B)
    Instant - Melee
    (Cast melee spells only during combat.)
    Target creature gains indestructible, flying, and lifelink until end of turn.
    Posted in: Custom Card Creation
  • posted a message on This Is NOT Flatline's Mechanic
    Okay, it is. But he absolutely refuses to design cards for me, so here I am.

    Thrive has proven too difficult (for me) to balance. On a card by card basis, it teeters from boring to busted very quickly. I went with the busted version for my latest tournament. To make a long story short, it warped the draft and would certainly warp a real Limited and Standard format as well as likely provide a card or two for Eternal formats. That being said, it's a very fun mechanic, but it needs to be spread into at least three colors.

    So, it's back to the drawing board - specifically, Flatline's drawing board. Smile

    I'm begging for designs here.

    CARD (Common)
    2W
    Creature - Human Soldier
    2/2
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    When CARD becomes enlightened, create a 1/1 white Bird creature token.

    Concordia Colt (Common)
    2WW
    Creature - Pegasus
    2/2
    Flying
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)

    Faith Mender (Common)
    1W
    Creature - Human Cleric
    2/1
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    When Faith Mender becomes enlightened, you gain 4 life.

    Loxodon Bastion (Uncommon)
    5W
    Creature - Elephant Cleric
    2/5
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    As long as Loxodon Bastion is enlightened, it has indestructible.

    Verdant Redeemer (Rare)
    4W
    Creature - Giant Druid
    4/4
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    When Verdant Redeemer becomes enlightened, return target permanent card from your graveyard to the battlefield.

    CARD (Common)
    2GG
    Creature - TYPE
    #/#
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)

    Sylvan Squire (Common)
    2G
    Creature - Elf Warrior
    2/3
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)

    Noble Ceratok (Common)
    6G
    Creature - Rhino
    6/6
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    Noble Ceratok can’t be the target of spells or abilities as long as it’s enlightened.

    Loxodon Brute (Uncommon)
    4GG
    Creature - Elephant Warrior
    4/4
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)
    When Loxodon Brute becomes enlightened, it fights target creature an opponent controls.

    CARD (Rare)
    G
    Creature - TYPE
    */*
    Enlighten (When this creature becomes the target of a spell you control, if it isn’t enlightened, put a +1/+1 counter on it and it becomes enlightened.)[/quote]
    Posted in: Custom Card Creation
  • posted a message on Flow Mana - Multiplayer mana type
    Rainbow Vale the mechanic - I love it! I saw it over at the CCL yesterday and shamelessly pasted it into a multiplayer set (then reflavored it and tweaked the reminder text).

    Sol Song (Uncommon)
    R
    Add two eternal mana to your mana pool. (Eternal mana doesn’t empty from mana pools. It can be spent as mana of any color. Whenever it’s spent, its added to an opponent’s mana pool.)

    Tarresh, the Eroding Wind is fantastic.
    Posted in: Custom Card Creation
  • posted a message on Magic 1997 (Ancient Core Set)
    Spitballing is fun!

    Kidnapped Into the Future (Rare)
    UU
    Enchantment
    When Kidnapped Into the Future enters the battlefield, exile target face up creature and put X time counters on Kidnapped Into the Future, where X is the creature’s converted mana cost.
    At the beginning of your upkeep, remove a time counter from Kidnapped Into the Future. When the last is removed, sacrifice Kidnapped Into the Future.
    When Kidnapped into the Future leaves the battlefield, if it had no time counters on it, return the exiled card to the battlefield under your control. Otherwise, return it to the battlefield under its owner's control.

    Untamed Champion (Rare)
    2WW
    Creature - Human Barbarian
    0/0
    When you cast Untamed Champion, choose 0, 1, 2, 3, or 4. Destroy all creatures with power equal to the chosen number.
    Untamed Champion enters the battlefield with a number of +1/+1 counters on it equal to the chosen number.

    Communal Life (Common)
    2W
    Sorcery
    Dominion — You gain 3 life for each color among permanents you control.

    Faith (Rare)
    3WWW
    Creature - Incarnation
    6/6
    You can’t lose the game and your opponents can’t win the game.
    Damage that would reduce your life total to less than 1 reduces it to 1 instead.
    When Faith dies, its owner shuffles it into his or her library.

    Duplication Tank (Uncommon)
    2GU
    Enchantment - Aura
    Enchant creature
    Enchanted creature can’t attack or block.
    4GU: Create a token that’s a copy of enchanted creature except it isn’t legendary.
    (Woops! I just accidentally designed a Simic card. Too much time in Ravnica, I guess.)

    Wisdom of the Ages (Uncommon)
    3U
    Sorcery
    Dominion — Draw a card for each color among permanents you control.

    Spinal Tapper (Uncommon)
    2B
    Creature - Horror Assassin
    1/1
    T: Tap another target creature. Put a -1/-1 counter on that creature and a +1/+1 counter on Spinal Tapper.

    Common Ancestry (Common)
    U
    Instant
    Each player draws three cards.

    Mana Warp (Rare)
    1U
    Instant
    Until end of turn, if tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of any other type.
    Draw a card.

    Enox (Rare)
    2BB
    Legendary Creature - Gorgon Assassin
    4/4
    Enox enters the battlefield with three -1/-1 counters on it.
    Deathtouch
    T, Remove a counter from Enox: Enox deals 1 damage to target creature.

    Drop of Poison (Rare)
    B
    Enchantment
    Cumulative upkeep - you get a poison counter
    At the beginning of your upkeep, draw a card for each poison counter you have.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [LoR] Supply: A Boros Mechanic
    Quote from chochky »
    I really like the idea, but how are you planning on resolving the logistical problem of so many different tokens?

    Thanks! Amonkhet has 23 unique tokens and Hour of Devastation has 16 unique tokens (10 of which are dedicated to Eternalize), so I don't think this poses a logistical barrier.
    Quote from chochky »

    Also, this mechanic nearly begs for some kind of equipped or other artifact subtheme.

    Oh definitely! There will be a smattering of Equipment matters cards - particularly the RW / (R/W) cards.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Reality Rift
    Quote from user_938036 »

    Make a new subtype. Charge? Node? Voltaic?

    I considered that, but then it's Arcane v0.05. At least with the Arcane subtype, it has some backwards compatibility that would make Tempest, Splice, and other Arcane matters cards more playable.

    With that in mind, how about something that cares about Izzet's history (instead of Kamigawa's) without giving up Limited use?

    Dynamize (When you cast this spell, copy it for each card in your graveyard with Dynamize, Overload, and/or Replicate. You may choose new targets for the copies.)
    Posted in: Custom Card Creation
  • posted a message on [LoR] Supply: A Boros Mechanic
    The previous Boros mechanic was a rehashed Overload. Rehashed mechanics are acceptable when there's some chronological and setting distance between those mechanic - i.e., Morbid / Revolt; Sunburst / Converge,etc. But rehashing a guild mechanic for another guild (apparently) isn't okay (given feedback reports from these forums and from about a dozen of my players).

    All that to say, I have yet another Boros mechanic - Supply. The idea behind the discard cost is threefold: I don't want it to be Bolster 2.0; You can't have your cake and eat it too; I want one of the guilds to house "the discard mechanic" of the block.

    Wary Cadet (Common)
    W
    Creature — Human Soldier
    1/1
    Vigilance
    SupplyW, Discard Wary Cadet: Create a colorless Equipment artifact token with “Equip 1W” and “Equipped creature gets +1/+1 and has vigilance.”

    Shield Tactics (Common)
    1W
    Instant
    Target creature gets +2/+2 until end of turn.
    Supply1W, Discard Shield Tactics: Create a colorless Equipment artifact token with “Equip 2W” and “Equipped creature gets +2/+2.”

    Blade Mastery (Common)
    2W
    Instant
    Target creature gets +1/+0 and gains first strike until end of turn.
    Supply2W, Discard Blade Mastery: Create a colorless Equipment artifact token with “Equip 3W” and “Equipped creature gets +1/+0 and has first strike.”

    Victus Knight (Uncommon)
    3W
    Creature — Human Knight
    3/3
    Lifelink
    Supply3W, Discard Victus Knight: Create a colorless Equipment artifact token with “Equip 3WW” and “Equipped creature gets +3/+3 and has lifelink.”

    Armament Angel (Rare)
    4WW
    Creature — Angel
    4/4
    Flying, indestructible
    Supply2W, Discard Armament Angel: Create a colorless Equipment artifact token with indestructible, “Equip 4WW”, and “Equipped creature gets +4/+4 and has flying.”

    Goblin Gangleader (Common)
    R
    Creature — Goblin Mercenary
    1/1
    Haste
    Supply2R, Discard Goblin Gangleader: Create a colorless Equipment artifact token with “Equip R” and “Equipped creature gets +1/+1 and has haste.”

    Forge Sparks (Common)
    1R
    Instant
    Forge Sparks deals 2 damage to target creature or player.
    SupplyR, Discard Forge Sparks: Create a colorless Equipment artifact token with “Equip 1R” and “Equipped creature gets +2/+0.”

    Ferrodox (Common)
    3R
    Creature — Elemental
    4/1
    Supply3R, Discard Ferrodox: Create a colorless Equipment artifact token with “Equip 4R” and “Equipped creature gets +4/+1.”

    Bladestorm (Uncommon)
    2R
    Instant
    Target creature gains double strike until end of turn.
    Supply1R, Discard Bladestorm: Create a colorless Equipment artifact token with “Equip 3R” and “Equipped creature has double strike.”

    Elite Infantry (Rare)
    4R
    Creature — Human Knight
    5/5
    Trample
    Supply4R, Discard Elite Infantry: Create a colorless Equipment artifact token with “Equip 5R” and “Equipped creature gets +5/+5 and has trample.”
    Posted in: Custom Card Creation
  • posted a message on [GDW] Reality Rift
    Quote from void_nothing »
    Out of context I'm also wondering what Arcane magic is doing on Ravnica.
    Quote from user_938036 »
    Arcane was the magic of the Kami, so its very out of place for the Izzet. How it was actually different is harder to explain. It also sounds wrong for the Izzet, it has an older vibe attached to it, while the Izzet have a more futuristic vibe.

    Any suggestions as to how this mechanic could be made to work without using Arcane... Traps? Grin

    All kidding aside... ?
    Posted in: Custom Card Creation
  • posted a message on [LoR] Intensify: An Izzet Mechanic

    Oh, it isn't? Well, I was going to comment on how I don't get why strictly stronger/weaker modes are paired with each other.

    They're still in the rough. I welcome your design ideas. As I'm this is the second iteration of a two set block consisting of ~510 cards, my creative well is nigh dry.

    If you want different "levels" of intensity, then you probably should enumerate them similar to the level up frame and saga

    Card Name ? mana
    Instant (Common)
    Intensify <foo> (You may raise this spells intensity by 1 for each additional <foo> you pay.)
    1. effect
    2. effect
    3. effect

    Great idea!
    Posted in: Custom Card Creation
  • posted a message on [LoR] Intensify: An Izzet Mechanic
    Seeing as how Arcane doesn't belong in Ravnica, I've revisited this mechanic. I think I've found the right wording in Strive. These ten cards are the rough draft. Some of the names are placeholders. I welcome suggestions for both names and modes. tyia!

    Fly Hard (Common)
    U
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Target creature gains flying until end of turn.
    • Target creature has base power and toughness 3/3 until end of turn.
    • Target creature gains +2/+2 until end of turn.

    Magic Eraser (Common)
    1U
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Target player mills two cards.
    • Target player mills four cards.
    • Target player mills eight cards.
    I would very much like a mill card with this mechanic, but it's extremely wordy. Any advice here?

    Favorable Odds (Common)
    2U
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Tap up to two target creatures.
    • Draw two cards.
    • Untap up to two target creatures.

    Deep Thought (Uncommon)
    U
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Scry 1.
    • Scry 3.
    • Scry 5.

    Accelerated Aether (Rare)
    2UU
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • You may cast target sorcery card from your graveyard without paying its mana cost.
    • You may cast a sorcery card from your hand without paying its mana cost.
    • You may cast a sorcery card from outside the game without paying its mana cost.

    Adrenaline Rush (Common)
    R
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Target creature gets +2/+2 until end of turn turn.
    • Target creature has trample until end of turn.
    • Target creature deals damage equal to its power to target creature.

    Dynamize (Common)
    1R
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Target creature gets +1/+0 until end of turn.
    • Target creature gets +2/+0 until end of turn.
    • Target creature gets +3/+0 until end of turn.

    Card Name (Common)
    2R
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • effect
    • effect
    • effect

    Spark Gap (Uncommon)
    R
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Spark Gap deals 1 damage to target creature.
    • Spark Gap deals 2 damage to target creature.
    • Spark Gap deals 3 damage to target creature.

    Chaos Storm (Rare)
    2RR
    Instant
    Intensify (This spell costs 2 more to cast for each mode beyond the first.)
    • Destroy all noncreature artifacts.
    • Chaos Storm can’t be countered.
    • Destroy all nonbasic lands.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Reality Rift
    Quote from void_nothing »
    Out of context I'm also wondering what Arcane magic is doing on Ravnica.

    I was using it as a "marker" to for an Izzet mechanic:

    Unravel (Common)
    3U
    Sorcery - Arcane
    Each opponent puts the top two cards of his or her library into his or her graveyard.
    Tempest (When you cast this spell, copy it for each Arcane card in your graveyard.)

    Probably abusable in Eternal, but quite fun and balanced in Limited. I don't really want to use Arcane necessarily, but I needed something in order for it to work and at the same time give me a knob to tune. I like imagining the implications of backwards compatibility.

    Is it unacceptable from a lore perspective?
    Does anyone have better idea?
    Posted in: Custom Card Creation
  • posted a message on Bragging rights - what cards did WotC steal from you?
    Quote from Rudyard »
    spotted a few "steals" in the upcoming Dominaria set:

    WotC is watching. Wink
    Posted in: Custom Card Creation
  • posted a message on Biomass Amalgamation (Wording Seems Off)
    Thanks everyone. The p/t setting is clearer and it now only gets abilities that don't set power and toughness.

    EDIT: It's wordy, but legible when printed from MSE.

    Posted in: Custom Card Creation
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