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  • posted a message on [Card Creation League] CCL Discussion Thread
    Quote from void_nothing
    Legend, you seem to have skipped over my round 3 card.

    That's why I said in my post to notify me. I didn't see it somehow. I'll go look for it now.

    EDIT: Found it. I'm glad you caught me in time.
    Posted in: Custom Card Contests and Games
  • posted a message on [Card Creation League] December CCL Round Three - The Pointing Finger
    When I'm wrong I say I'm wrong.

    I'm wrong.

    Fortunately, I didn't judge your card based on the name. If I had known of Massacre Girl, based on the flavor text of the card you linked, I would have mentioned that she should almost certainly be an assassin and not a warrior. I like the card. Smile

    That being said, I'm also sad. Sad due to a certain trend I see subtly developing in Magic, but that's a subject for another time and place.

    Quote from Gerrard"s Mom
    Critiques for Nemeses

    Legend
    Simplicity is good, and it fits the challenge fairly well. I guess it's ok in slow formats like EDH, couldn't bring the cost down much more without it being over the curve. It's not hugely innovative though, you could have tried a more unique effect with Retrace to complete the rare retrace cycle that Pyrrhic Revival missed out on.

    Well, horizontal cycles can be composed of cards with varying rarities, but that's not what I was going for. I wasn't even aware of the cycle you mention. And yeah, I was going for simple and tasty. It's tuff to be innovative when the challenge is pretty much "exile a bunch of creatures", so I focused on flavor. *shrugs*
    Posted in: Monthly Contests Archive
  • posted a message on [Daily Card Contest] December 19, 2012
    Cytoblast (Rare)
    6GG
    Instant
    Choose any combination of numbers greater than 0 that add up to 10. For each number chosen this way, put a green Ooze creature token with power and toughness each equal to the chosen number onto the battlefield.
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] December CCL Round Three - The Pointing Finger
    My Crits of Who's Left of Team Colleague (Alert me if I missed your entry!)



    Create a creature capable of killing as many of Team Protégé as possible.



    Ashen Viper (Uncommon)
    2RB
    Creature – Snake Spirit
    2/2
    First strike
    Wither
    Sacrifice Ashen Viper: Ashen Viper deals 2 damage to target creature.
    Fangs of brimstone, scales of soot, and venom of blazing fire.

    Great design. The flavor doesn't fit the challenge without a stretch of the imagination, but mechanically speaking, if it survives long enough, it will kill as many of Team Protégé as possible via wither.

    no show



    Nether Reaper (Rare)
    BBB
    Creature – Horror
    2/2
    Deathtouch
    1BB: Regenerate Nether Reaper.
    3BB,T, Exile Nether Reaper and another creature you control named Nether Reaper: Destroy all creatures target player controls.

    Great design. With some teamwork, it definitely kills as many of Team Protégé as possible.



    Firewind Intercessor (Mythic)
    4WW
    Creature - Archon
    4/4
    Flying
    2W: Destroy target permanent that dealt damage to you or a permanent you control this turn.
    When Firewind Intercessor dies, you may return any number of other target permanent cards in your graveyard that were put there this turn to the battlefield.

    Great design. The flavor is good in a vacuum, but out of place in context of the challenge. The third ability feels tagged on. Mechanically speaking, the second ability poses an interesting way to kill as many of Team Protégé as possible.



    Massacre Girl (Rare)
    3BR
    Legendary Creature – Human Warrior
    4/3
    Haste
    Deathtouch
    1BR,T: Massacre Girl fights target creature.
    Whenever a creature dies, untap Massacre Girl and put a +1/+1 counter on it.

    Good design. The name isn’t my style and I doubt even WotC would print a card with such a name. It sounds like the name of a villain or dark heroin from Sin City or the Watchmen. Legendary could be dropped with a more Magic friendly name. "Whenever a creature dies" really makes this card potent. I'm not sure if that's a good thing or not as far as balance. It's probably alright though. Given enough time, she can definitely kill as many of Team Protégé as possible.



    Voodoo Necromancer (Mythic)
    3BBB
    Creature – Demon Shaman
    2/4
    T, Sacrifice a nonland permanent: Put a 2/2 black Zombie creature token onto the battlefield.
    Whenever a creature you control dies, each other player sacrifices a creature.

    Fair design. The concept is there, but it needs refinement. The mana cost : p/t is too weak for a mythic. It could be rare and/or cost less or could have a significantly larger "body". The flavor is a little off – a voodoo necromancer demon shaman that can sacrifice a noncreature permanent to make a zombie.

    Voodoo = Shaman
    Necromancer = Wizard
    2/4 =/= Demon
    Sacrifice an Equipment or Aura =/= 2/2 black Zombie creature token

    That being said, it does at least potentially technically kill as many of Team Protégé as possible.


    1st Place: Maokun
    2nd Place: Ninja_Caterpie
    3rd Place: void_nothing
    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] December CCL Round Three - The Pointing Finger
    Wait, what about:
    Quote from Asrama

    Deadline for submissions is Tuesday, December 18th @ 23:59, Pacific Time.

    Isn't this at like 2.5 hours from now?
    Posted in: Monthly Contests Archive
  • posted a message on Black, White, or Blue?
    I like the sorcery idea and the name translates well into a sorcery - Identity Theft.
    Posted in: Custom Card Creation
  • posted a message on CCC&G Pro Tour Round One Voting (Now properly formatted!)
    Quote from MDenham

    As far as landmeld goes: it's almost entirely upside, especially in formats where there are nonbasic lands with basic land types. Like Savia stated earlier, it's effectively an unremovable Strata Scythe (except that you're not even down a land, really, until something gets rid of the creature).

    In total, it was meant to land somewhere around 8% of the set: a red and a green common, a red, green, and a white uncommon, a horizontal cycle at rare, and the manland I'd posted.

    I agree there's not much space to rumble; I just like the idea of finally getting it keyworded.

    Fortifications (and, specifically, a cycle of colored fortifications) would have likewise made up a similar number of cards, giving us somewhere around 40% of the cards using the stated mechanics.

    I don't think landmeld is entirely a lost cause, but there's got to be a simpler more palatable way of going about it. The means is a bit overcomplicated to justify the ends and no matter how it's packaged, I don't think it would be a well received mechanic because even to an experienced player it's a gamble that requires you to ante up at the keystone level of the game - land. And to the inexperienced player it's gonna feel like you're paying to destroy your own land. Eventually they'd figure out that it technically isn't land loss but then have to deal with the reality that if they wanna cast that next spell, they gotta tap they're landmelded +5/+5 trampler for mana which is far more vulnerable to removal than the land in its normal state. And the more landmelders in a deck or environment, the more frustrating the whole situation would become.

    This could be largely circumvented by having you exile a land card from your hand rather than the battlefield. Or it could be implemented with use of a toggle counter/effect instead of an exiled land. Or an effect that doesn't end at end of turn. Take for example the Runefleece Ewe redo.

    Runefleece Ewe
    R
    Creature - Sheep
    1/1
    3RR: Runefleece Ewe loses this ability and gains "Runefleece Eew gets +1/+1 for each Mountain you control" and "T: Add R to your mana pool."
    Posted in: Custom Card Contests and Games
  • posted a message on [Daily Card Contest] December 18, 2012
    Nesting Dolls (Rare)
    5
    Artifact Creature - Construct
    1/1
    Nesting Dolls is indestructible.
    Whenever another artifact creature dies, put a copy of Nesting Dolls onto the battlefield.
    Posted in: Monthly Contests Archive
  • posted a message on [Daily Card Contest] DCC Discussion Thread
    It's amazing how when ya think you designed a slam dunk it gets blasted out of the water by a regular Seabiscuit of a card. (How's that for mixed metaphors?) Unibrow
    Posted in: Custom Card Contests and Games
  • posted a message on Black, White, or Blue?
    Mythic it is. In the end it will either be 6 or 7, but for now 6. Thanks.
    Posted in: Custom Card Creation
  • posted a message on CCC&G Pro Tour Round One Voting (Now properly formatted!)
    Quote from Maokun

    @Legend: Thanks for the feedback, but I don't really see the similarities between Arcel's Submission and mine. May I bother you asking for some elaboration?


    Maokun – The most interesting thing your set has going for it is a changeable game state – aka, an on/off toggle switch. When the switch is off, the game state is default Magic. In the case of your set, when the switch is on, the game state is “underwater”. Rather than having the game state altered by playing cards, you’ve added another step, which I think is a bad idea. People have a hard enough time remembering their untap step, upkeep step, and draw step in proper order. Players would stumble all over this new step and new players would develop a warped perspective of it because nearly everyone who plays Magic sees it through the lens of their first year. Phasing had a similar issue. Overall, I think the whole idea would prove to be a bit complicated for the average player. Even the explanation of your set is a difficult to grasp (for me at least). It seems to be teetering on being another game entirely. Ultimately, toggled/altered game states are better executed via individual cards* or left in the realm of planes, phenomenons, and schemes - which of course are also cards.

    Endurance counters pose a very unfun scenario. I think that using -1/-1 counters would work better mechanically, be backwards compatible, and embody the flavor of “endurance” much better. Nonliving permanents don’t have endurance and planeswalkers are above it.

    *Arcel has a toggle switch on creatures that’s easy to track, poses zero rules baggage, covers all five colors, is backwards compatible, and dynamic in the sense that it puts the power in the players’ hands.
    Posted in: Custom Card Contests and Games
  • posted a message on CCC&G Pro Tour Round One Voting (Now properly formatted!)
    Arcel - If Shift is your primary mechanic, tribal and color matters are the major themes of your set. Shift is almost mechanically sound - it should only trigger when the creature enters the battlefield, not when it resolves. Keep in mind, Shift could exist on other permanent types. I love how it allows every player to change the state of the battlefield with each creature they successfully cast, and yes, a few extra creatures with flash or flash enablers would make it exciting at times. I imagine that Shift would require plenty of playtesting to iron out. It looks like lots of fun to design for and play if designed right. I like it.

    Big_Cal - I think you got it backwards - Morph will definitely be the lead mechanic in any set it appears in. It's that good. Infuse isn't doing anything that existing counters can't do except unnecessarily making permanents enchantments.

    Gerrard's Mom - Mission poses a minor memory issue for the average player and could lead to a bit of board complexity, but I think that such a minor issue is worth the payoff. Mission shouldn't/doesn't need to target the creature. Mission should have the subtype Mission ala Trap and Curse to open up some interaction with them. I was surprised not to see any "permanent" missions btw - Auras, etc. Battleship Magic Licid style is ingenious! I'm biased though because I have an identical concept with Equipment.

    KoolKoal - Weave is Soulshift for enchantments that will be found on enchantments and white creatures. Eh, not terrible but hardly material for a major theme unless you plan on having a bunch of enchantment creatures in your set. Even then, limiting a major set mechanic to a single cardtype within a single color is not a good idea. The fact that "Charged" has been around for ages but hasn't been keyworded should tell you something. A major reason Totem Armor was put into Zen was to slow down the environment. Why would you be including it?

    Koopa – So Purity rewards a player if he plays Magic the way people tend to play it anways. I think it’s a decent subtheme mechanic but not the backbone mechanic of a set. The overpowered example cards with Purity reveal how difficult it is to design cards for this mechanic.

    Link – You lost me at “No blue.”

    Maokun – Your set revolves around a toggle switch in the likeness of War/Peace from Commander. Arcel's toggle switch is just more dynamic, more realistic in terms of printability, and doesn’t come with rules baggage.

    Mdenham – Rumble is fixed Rampage. Absorb is absorb. Not a lot of design space on either of these. I could see a horizontal cycle of landmeld cards, but not some 10% of a set with it. I doubt any more than a horizontal cycle of landmelders would go over well with the average player because it comes across as a serious drawback.

    Moss_Elemental – Depleted is too easy to achieve without mana burn. Landfall will always be a winner, easy to design around, and fun to play. Obviously Profusion is like Threshold+Metalcraft. Land counting isn’t not a new idea to be sure, but not a bad one either. Seven is probably the right number. Nothing exciting about this stuff, but it’s solid.

    Ninja Caterpie – It looks like a colored vs colorless theme. I like design parameters, but this is too limited in application. Plus there’s no keyword mechanic which is a bit nebulous for this venue.

    Prophylaxis – So Wither is the major mechanic behind a -1/-1 counter theme and the flavor is melancholy morbidity. Counters of nearly any sort can be fun to build around. I’m a fan of gold counters, but from a design perspective, think it suffers from the issue of bleeding mana acceleration into colors that don’t normally get it. That’s not gonna be easy to balance, but would be a lot of fun to design. Personally, I’d prefer to see +1/+1 counters in tandem with gold counters since we already have -1/-1 counters alongside poison counters. Unlike WotC and poison counters, you could possibly make cards that interact with gold counters.

    Rudyard – The idea of a set that has a secret subtheme of multiplayer cards is cool, but ya basically just keyworded existing mechanics and none of them offer up desirable design space outside of Vorthos. Don’t be discouraged, I like most of your designs that I’ve seen elsewhere, just not here.

    Savia – The mechanical hook does’t make sense seeing as how a huge, fundamental, rudimentary, foundational, inescapable aspect of Magic is “spells vs. combat.” Bushido is a cool mechanic. Your description of Nova doesn’t portray it accurately – you say they “get substantially better”, yet as soon as you cast an instant or sorcery they get substantially worse. How realistic is it that you’re not going to cast an instant or sorcery spell before turn seven? Warcasters seem far superior to Spellshapers. Spellshapers are good, but good luck designing one that hasn’t been done yet without jumping the shark. Plus they aren’t really well liked by the average player. Having Spellshapers and Redouble in the same set is hell on the hand and would probably lead to some very strenuous limited games and a negative outlook on a set as a whole.

    Small Child – The “Small Stuff/Cheap Spells” hook is more of a theme. It’s not terribly bad, but it seems like certain colors would have an advantage over others. Flurry is neither keywordable nor is it a good set mechanic.

    Socrates – The design space here reminds me of Portal. Don’t be discouraged, I like many of your individual card designs, just not this set design.

    Spezza19 – Balance isn’t balanced. It’s all over the place. It’s the kind of thing that – if it were printable – would be executed over an entire block, not just one set. What you have a nice theory, some of the parts of which are decent, but as a whole it’s unprintable.

    Svennihilator – Salvage could appear in small numbers in an artifact set, but it isn’t enough to carry a set any more than Retrace was. Also, a primary set mechanic must “feel” positive from the controller’s perspective, especially to new and/or casual players. Whenever something goes into your graveyard from anywhere, it feels negative except to Spikes and experienced players.

    Swish - So Resonance rewards a player if he plays Magic the way people tend to play it anways. I think it’s a decent subtheme mechanic but not the backbone mechanic of a set. The overpowered example cards with Resonance reveal how difficult it is to design cards for this mechanic.

    TacticalCelbrant – Resurgence seems okay as a mechanic but only qualifies as a subtheme for the right colors. Mana in your mana pool theme/mechanic might offer up some design space if that mana doesn’t empty from your mana pool as steps and phases end. Otherwise, it’s irrelevant. A point which your cards prove.

    UncleIstvan – Obviously, Bloodrite is a version of Offering. I prefer the term “Tribute” because I think it’s applicable to all colors. But that’s a flavor issue not a mechanical one. I like the idea of a sacrificial battleship magic set. I’ve toyed with it myself. And hey, so did WotC, so we know it can be done. I like the idea of including creatures that give you a benefit when they die. There’s some potentially interesting design space in all of this.
    Posted in: Custom Card Contests and Games
  • posted a message on Black, White, or Blue?
    I ask because it's a throwback to Nether Void, but it seems that white/blue is getting what exile manipulation there is.


    Nethermancer (Rare)
    3U
    Creature – Human Wizard
    3/3
    Whenever you cast an instant or sorcery spell from exile, put that card on the bottom of your library instead of into its owner’s graveyard.
    ,T: Until end of turn, you may cast an instant or sorcery card you own from exile.



    Also, this guys needs a rarity.

    Identity Thief (Mythic)
    4UU
    Creature – Shapeshifter Rogue
    0/0
    When you cast Identity Thief, gain control of target creature.
    Identity Thief enters the battlefield as a copy of that creature.
    Posted in: Custom Card Creation
  • posted a message on CCC&G Pro Tour Information & Discussion Thread
    I can't find the Labyrinth. Anyone got a link?
    Posted in: Custom Card Contests and Games
  • posted a message on [Daily Card Contest] December 17, 2012
    Apotheosis (Mythic)
    8WW
    Sorcery
    Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
    Target creature becomes a 10/10 Avatar with protection from everything until end of turn.
    Posted in: Monthly Contests Archive
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