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The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
 
All Sets Are Good: Prophecy
  • posted a message on Companion: Gruul Mechanic
    If red has a rare fattie that's cool, but common should have a green fattie.

    If you change Feral Fightmaster to Beasts only, I recommend you do it as a throttle on the ability, not as a signpost for a Beast tribal subtheme.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Legendary Hybrid Rares
    These are the 10 hybrid rares for Guild Wars, a Ravnica based set. All have art except for Storm Dragon. So if you know of any good art for such a card, please share it. Storm Dragon also needs a "legendary name". Thanks and enjoy!

    Artax, Urban Tactician (Rare)
    3(W/U)(W/U)
    Legendary Creature - Human Soldier
    4/4
    As long as an opponent controls a creature with flying, each creature you control has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

    Vow of Silence (Rare)
    (W/U)(W/U)(W/U)
    Legendary Enchantment
    At the beginning of your end step, draw a card.
    When you cast a spell, sacrifice Vow of Silence.

    Hellbinder (Rare)
    (B/R)(B/R)(B/R)
    Legendary Creature - Avatar
    9/9
    Hellbinder costs 1 more to cast for each other card in your hand.
    Hellbinder can't block.
    Hellbinder gets -1/-1 for each card in defending player’s hand.

    Mind Vise (Rare)
    (B/R)(B/R)
    Legendary Enchantment
    At the beginning of each player’s upkeep, that player loses X life, where X is the difference between the number of cards in that player’s hand and the number of cards in your hand.

    Herda, Loxodon Champion (Rare)
    3(G/W)(G/W)
    Legendary Creature - Elephant Knight
    6/6
    Herda, Loxodon Champion can’t be blocked by more than one creature.
    Vigilance
    Herda, Loxodon Champion can block an additional creature each combat.

    Indomitability (Rare)
    (G/W)(G/W)(G/W)
    Legendary Enchantment - Aura
    Flash
    Indestructible
    Enchant creature
    Enchanted creature has indestructible.

    Storm Dragon (Rare)
    (U/R)(U/R)
    Legendary Creature - Dragon
    4/4
    Flash
    Flying
    You can’t cast Storm Dragon unless two or more instant and/or sorcery spells were cast this turn.

    Duplicate (Rare)
    (U/R)(U/R)(U/R)
    Instant
    Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.

    The Reaping Willow (Rare)
    (B/G)(B/G)(B/G)
    Legendary Creature - Plant Horror
    1/5
    Whenever damage is dealt to or dealt by The Reaping Willow, you gain that much life and each opponent loses that much life.

    Death Begets Life (Rare)
    3(B/G)(B/G)
    Legendary Enchantment
    Whenever a creature dies, put a bone counter on Death Begets Life.
    At the beginning of your end step, you may return to your hand target creature card with converted mana cost equal to or less than the number of bone counters on Death Begets Life.


    Posted in: Custom Card Creation
  • posted a message on Companion: Gruul Mechanic
    Looking good.

    Morale Boost is sweet.

    Feral Fightmaster is busted. Probably not printable. It would probably be okay if only a Beast you control could fight.

    Your version of Strength In Numbers hasn't been rare since Ice Age.

    Gruul Beast Tamer is way too tame for uncommon. A 3/3 Beast for 3G with Companion 1G would be about right.

    Firedance Shaman should be common.

    The whole lot seems to be missing a green or red/green fattie. Like 3(R/G)(R/G)(R/G) 6/6 with Companion - Discard a land card.
    Posted in: Custom Card Creation
  • posted a message on GDS3 Design Test
    Quote from Forestsguy »

    Next tine I'll do others. Do please comment on my judging.

    It's always nice to read such reviews of one's own cards.

    Agree that Coffin Creeper should be mythic.
    Agree that Hellbinder is extremely powerful.
    Agree that Beura's 0 ability is garbage. It should probably be "[-4]: Create a 4/4 white and blue Sphinx token with flying, vigilance, and hexproof."

    Disagree that Shocking Revelation shouldn't hit creatures. It's very good and would likely be played in Standard, but 4cmc would keep it out of eternal formats.

    Agree with everything else you said. Thank you!
    Posted in: Custom Card Creation
  • posted a message on GDS3 Design Test
    Quote from Forestsguy »
    @Legend I love that Hellbinder design

    Thanks!
    Posted in: Custom Card Creation
  • posted a message on Magic 1997 (Ancient Core Set)
    Very cool! Looking forward to see what you come up with.

    Thoughts and suggestions:

    WU - cumulative upkeep sounds good. snow would require a whole ball of wax.
    WB - white side life gain, black side life payment/loss?
    UB - evasion based on land. sounds doable.
    UR - do you mean effects like Psychic Venom and Tim for the blue side?
    BR - walls, regeneration, and resilience?
    BG - effects that are effectively deathtouch but aren't necessarily deathtouch? Alternatively, poison?
    RG - graveyard recursion and shenanigans?
    RW - enchantments matter?
    GW - i'm a fan of banding.
    GU - Rubinia Soulsinger (instead of Phelddagrif), Scrib Sprite, and friends?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Companion: Gruul Mechanic
    Quote from Watchwolf »
    Quote from Legend »
    Nitpicks aside, in all seriousness, the name "Companion" is passable, but sounds Selesnyan or Bant - just way too amiable for Gruul.

    I like to think of this as examining another side of the Gruul. We know that they are prone to "smash first, ask questions later" behavior. We know they generally hate artificial constructs. We know they advocate for nature in its harshest form by respecting "survival of the fittest" above any man-made law.

    What we haven't seen is the more wholesome side of the Gruul. They're not just instinctive, they're emotional. That can extend past just rage. Companion shows the Gruul's capacity for empathy and compassion in a very Gruul way without really implying any social constructs at play, which is what Selesnya would rely on. I like that companion shows a softer, more strengthening side to the Gruul in the form of beastmasters truly bonding with their beasts.

    Well put. Makes sense to me. Nonetheless, should a term that is both "empathetic" and yet somehow "brutal" occur to you, you may want to consider using it. In the mean time, carry on with designs. I'd love to see them, the support, in fact, all of your red and green cards. Smile
    Posted in: Custom Card Creation
  • posted a message on Companion: Gruul Mechanic

    Are you certain Izzet is the kicker guild?

    Only as certain as the evidence of convention. I don't mean to imply that that Izzet must have a kicker mechanic or that other guilds can't have one. There's definitely enough precedence of overlap and crossover in existing guild mechanics to justify this.

    Haunt and Cipher use the exile zone.
    Forecast and Cipher are repeating effects.
    Transmute and Bloodrush discard as cost.
    Bloodthirst and Cipher require (combat) damage to opponent.
    Cipher, Replicate, Overload, and Radiance are all instant-and-sorcery mechanics (excepting Wojek Apothecary and Wojek Embermage both forced designs as if to say "Radiance can be on permanent cards too".

    And many other smaller and more subtle overlaps in both mechanics and archetypes.

    I actually think with multikicker in the ramp colors the mechanical space is actually moving home.

    I agree. Don't get me wrong, I like the mechanic, love it even. This is just me nitpicking. Companion does feel rather RG but not specifically Gruul per se, especially coming off the heels of Populate. It feels more Jund or Naya to me. But it's certain that Bloodthirst is Jund colored. So yeah, Companion is certainly serviceable as a Gruul mechanic. At least as much as (if not more so than) my own Gruul mechanic (Erupt), which possesses a similar quality in that it's more Jund or Temur than Gruul.

    Nitpicks aside, in all seriousness, the name "Companion" is passable, but sounds Selesnyan or Bant - just way too amiable for Gruul.
    Posted in: Custom Card Creation
  • posted a message on Proper Wording Request
    Quote from user_938036 »
    I believe Goblin Goon means the first wording is correct.

    Great find! Thank you.
    Posted in: Custom Card Rulings
  • posted a message on Proper Wording Request
    Chaos Advocate (Common)
    3BB
    Creature - Demon
    6/3
    Chaos Advocate can’t attack unless defending player controls a creature.

    or does it have to be

    Chaos Advocate can only attack players that control a creature.

    or

    Chaos Advocate can't attack a player unless he or she controls a creature.

    I prefer the first greatly and hope that it's correct.
    Posted in: Custom Card Rulings
  • posted a message on [GDW] Guild Wars: A Ravnica Set [Blue]
    Mana symbols working again. Smile
    Posted in: Custom Card Creation
  • posted a message on GDS3 Design Test
    Beura, Heir of Azor (Mythic)
    4WU
    Legendary Planeswalker - Beura
    [4]
    [+4]: You gain 4 life and scry 4.
    [+0]: Create a 0/4 white and blue Wall creature token with flying and defender.
    [-14]: You get an emblem with "Nonland permanents your opponents control don't untap during their controller's untap steps."

    Ashiok Awakened (Mythic)
    1UB
    Legendary Planeswalker - Beura
    [3]
    [+2]: Search target player’s library for a card and exile it. Then that player shuffles his or her library.
    [-2]: Exile target nonland permanent. Until your next turn, that card’s owner may cast it from exile if able.
    [-6]: You get an emblem with “You may play cards from exile.”

    Hellbinder (Rare)
    (B/R)
    Creature - Avatar
    9/9
    Hellbinder costs 1 more to cast for each other card in your hand.
    Flying
    Hellbinder gets -1/-1 for each card in your hand.

    Vantage Point (Common)
    RG
    Sorcery
    Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield tapped. Until end of turn, you may play cards exiled this way.

    Parade of Elephants (Rare)
    4GGW
    Enchantment
    At the beginning of each player’s upkeep, you may create a 3/3 green Elephant creature token.

    Mixed Blessing (Common)
    WB
    Enchantment - Aura
    Enchant creature
    As long as you control enchanted creature, it gets +2/+2. Otherwise, it gets -2/-2.

    Coffin Creeper (Rare)
    2BG
    Creature - Plant Zombie
    4/2
    Haste
    Whenever Coffin Creeper or another creature card would be returned from your graveyard to your hand, you may put that card onto the battlefield instead.

    Scramble Shot (Common)
    (U/B)(R/G)
    Instant
    Up to one target creature gets +3/+0 until end of turn.
    Up to one target creature gets -3/-0 until end of turn.

    Shocking Revelation (Uncommon)
    2UR
    Instant
    Shocking Revelation deals 2 damage to target creature or player.
    Draw two cards.

    Avenge (Common)
    (R/W)
    Instant
    Avenge deals 5 damage to target creature that dealt damage this turn.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Guild Wars: A Ravnica Set [Blue]
    What follows is are the blue commons for Guild Wars, including the multicolored, hybrid, split cards, and lands. Most have art in the MSE file.

    As usual, there’s an unfinished design.

    Arcane Adept (Common)
    2U
    Creature — Human Wizard
    2/2
    When Arcane Adept enters the battlefield, you may return target tapped creature to its owner’s hand.

    Azorius Plaza (Common)
    Land
    Azorius Plaza enters the battlefield tapped.
    When Azorius Plaza enters the battlefield, add 1 to your mana pool.
    T: Add W or U to your mana pool.

    Azorius Proctor (Common)
    4(W/U)
    Creature — Vedalken Soldier
    4/5
    *vanilla*

    Boiler’s Brood (Common)
    3U
    Instant
    Create a 3/3 colorless Golem artifact creature token.

    Court Order (Common)
    1U
    Sorcery
    Scry 1.
    Draw a card.
    Obstruct 1. (Spells your opponents cast cost 1 more to cast until your next turn.)

    Elite Hussar (Common)
    1WU
    Creature — Human Knight
    3/2
    Flying

    Erasure (Common)
    1UU
    Instant
    Exile target spell.

    Fly Away (Common)
    1UR
    Sorcery
    Gain control of target creature until end of turn. Untap that creature. It gains flying and haste until end of turn.

    Furtive Faerie (Common)
    2U
    Creature — Faerie
    1/3
    Flying
    R: Switch Furtive Faerie’s power and toughness until end of turn.

    Goblin Researcher (Common)
    2UR
    Creature — Goblin Wizard
    2/2
    When Goblin Researcher dies, you may return target instant or sorcery card from your graveyard to your hand.

    High Street Constable (Common)
    1U
    Creature — Vedalken Soldier
    2/1
    1W: High Street Constable gets +0/+2 until end of turn.

    Hold Back (Common)
    U
    Sorcery
    Until your next turn, target creature gains “This creature doesn’t untap during its controller’s next untap step.”
    Infuse 2U (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)

    Invisible Fist (Common)
    2U
    Sorcery
    Target creature gets +2/+0 until end of turn and can’t be blocked this turn.
    Infuse 4U (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)

    Judge’s Apprentice (Common)
    2UU
    Creature — Vedalken Advisor
    2/4
    Whenever Judge’s Apprentice becomes blocked, obstruct 2. (Spells your opponents cast cost 2 more to cast until your next turn.)

    Izzet Weird (Common)
    2(U/R)
    Creature — Weird
    2/3
    *vanilla*

    Izzet Workshop (Common)
    Land
    Izzet Workshop enters the battlefield tapped.
    When Izzet Workshop enters the battlefield, add 1 to your mana pool.
    T: Add U or R to your mana pool.

    Live (Common)
    W
    Instant
    Prevent all damage that would be dealt to target creature this turn.
    ///
    Learn (Common)
    U
    Instant
    Scry 3.

    Mizzium Mastery (Common)
    1U
    Instant
    Target creature you control gets +0/+3 and gains hexproof until end of turn.
    Infuse 5U (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)

    Oracle’s Familiar (Common)
    U
    Creature — Homunculus
    1/1
    Whenever you cast an instant or sorcery spell, you may scry 1.

    Reality Rift (Common)
    1(U/R)
    Sorcery
    Creature tokens can’t block or be blocked this turn.

    Sky Warden (Common)
    4U
    Creature — Sphinx
    4/4
    Flying
    Sky Warden can only block creatures with flying.

    Sphinx’s Inspiration (Common)
    1WU
    Sorcery
    You gain 2 life and draw two cards.

    Touch (Common)
    U
    Instant
    Tap target permanent.
    ///
    Go (Common)
    R
    Instant
    Target creature gains haste until end of turn and attacks this turn if able.

    Turn to Mist (Common)
    1(W/U)
    Instant
    Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.

    Wall of Force (Common)
    5U
    Creature — Wall
    5/5
    Defender
    When Wall of Force enters the battlefield, obstruct 5. (Spells your opponents cast cost 5 more to cast until your next turn.)

    Wall of Wind (Common)
    1U
    Creature — Wall
    0/4
    Flying
    Defender
    Posted in: Custom Card Creation
  • posted a message on [GDW] Guild Wars: A Ravnica Set [Red]
    Thanks Tahazzar.

    Hellspark - For the record, I forgot to make the changes to this card in the op, so what you saw was the pre-errata'd version. It's a 1 cmc sorcery now.

    Electronaut - The hybrid creature cycle is all vanillas. The ability is as it is in order to force double (or more) blocks, etc.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Guild Wars: A Ravnica Set [Red]
    Mana costs manually "fixed" for those of us who can't see actual mana symbols.

    Thanks void_nothing!

    Fast Fiend - All of these cards are red. The mana cost was a mistype. Fixed from 1B to 2R.

    Mesmerize - Changed to fly away.

    Bloodfire Ritualist - Increased mana cost by 1. Ability cost changed from tap to sacrifice.

    Abyssal Mount - Ability cost changed from "B, Discard a card" to "B, Discard a creature card" and pump effect reduced from +2/+1 to +2/+0

    Hellspark - Changed from 1R instant to R sorcery.

    Izzet Weird - Changed from 3/2 to 2/3

    Electronaut - Changed from 2/3 to 3/2. Ability increased by 2.

    Metallurgic Mastery - It's a way in increase the instant and sorcery count at common for Izzet without compromising creature density.

    Riot Giant - Red usually tops off at 6 power, but 7 power isn't entirely unprecedented.

    Skyclops - Reach moved into the triggered ability so he's vanilla on the defense unless you cast an instant or sorcery.

    Unholy Stamina - Mana cost reduced.

    The Land Cycle - Hmm, I'll think on it.
    Posted in: Custom Card Creation
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