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  • posted a message on [In Development]Create and Play as your own Planeswalker!
    Planeswalker
    You are a Planeswalker in the multiverse.


    This format is something me and my friends have come up with.
    It is by no means tested thoroughly and rules need to be refined.
    [Any kind of suggestion would be appreciated]
    [italic are flavored text, if all you care about is how the format works just skip them]
    [If you hate wall of text skip to blue text]

    Deck rules:

    Pick 3 cards as your “Skillset” and set them in a separate zone. (Not graveyard, not library, not exile)

    This “Skillset” represent spells that you know by heart, so thoroughly that you don’t even need to concentrate on channeling mana to cast them.
    Every one of them flows through your existence as if it’s a part of you, so inseparable that it has become a part of your soul.

    Your deck cannot have cards that are outside of the colors of your “Skillset”.
    Your “Skillset” must be a combination of 2 instant and 1 sorcery; however you can only activate them at sorcery speed.
    Your deck can only have 1 copy of any non-basic land in a 100 card deck including “Skillset”

    Play rules:

    Your starting life is 40.
    “Skillset” are activated abilities of yourself.
    (You are a planeswalker after all)

    You materialize onto the battlefield by paying each colored mana symbols in the mana cost of your “Skillset”.

    This is still considered as casting a spell, a spell that allows you to materialize yourself onto the battlefield with X “Indicators”, where X equals to your total colored mana symbols in the mana cost of your “Skillset”.

    “Indicators” are not counters.

    They act as a resource for your skills, like loyalty counters on planeswalker.
    Your “Indicators” can be interacted by using your “Skill”, being attacked directly by creatures or direct damage targeting the player being redirected to “Indicators”.

    If “Indicators” become zero, you are removed from the field, this does not cause graveyard triggers to trigger.

    This represent you have reached your limits, weather it be fatigue of continues spell cast or simply being overwhelm by hoards of creatures or being burned directly.
    And so, you chose to planeswalk away to a safer plane.
    As a result you have temporary lost direct connection with the battlefield in such a way that you cannot use your “skills” to affect the battlefield.

    However you may reenter the battlefield yourself with a penalty of 2 additional colorless mana each time you are removed from the battlefield.

    “Indicator” costs to activate your “Skill” are set as follow:

    Instant
    Colored mana cost of that Instant – colorless mana cost of the Instant*

    Sorcery
    Total colored mana cost of your “Skill” set – mana cost of the sorcery*

    *Spells with x in their mana cost are treated as the desired value when used
    (eg, fireball(xR) for x=5 would have the mana cost of 6)

    Simplified ver.
    1. Make a EDH deck based on 2 instant and 1 sorcery
    2. Play as if these are abilities that make up a planeswalker(as an general) with the casting cost and starting "Indicator" of the total colored cost of each individual spell.
    “Indicator” costs to activate your “Skill” are set as follow:
    Instant(+ and - abilities)
    Colored mana cost of that Instant – colorless mana cost of the Instant
    Sorcery(ULTIMATE)
    Total colored mana cost of your “Skill” set – mana cost of the sorcery
    3. Most Important Have fun!


    Additional rules to simplify game play (optional)

    Don't pick spells that have different modes
    Reason: its like having more three abilities, just too much versatility which is kinda broken itself
    (eg, Boros Charm, Selesnya Charm, Clan Defiance, the number of things you can do is outrageous)

    Don't pick spells that have added cost or alternate cost
    Reason: Makes rules for "Skills" too complicated and allow weird builds
    Slaughter Pack, Restore Balance and spells alike need weird rulings to make them balance
    Posted in: Homebrew and Variant Formats
  • posted a message on Help with Lich Storm deck
    Oh well, I would probably still try because it would be quite fun to play with.


    Might need some help to make it a bit more consistent.
    Posted in: Standard Archives
  • posted a message on Help with Lich Storm deck
    Ok I've got this idea but don't know if it is possible make it work
    The combo goes like this:
    Self-mill yourself
    Cast rooftop storm
    Cast/reanimate Havengul Lich
    Use Havengul Lich to reanimate the following
    Grimgrin, Corpse-Born + Diregraf Captain + Gravecrawler to win onspot with the infinite loop.
    Else Sac-outlet + Geralf's Messenger and loop 4 dmg for ever activation
    Or just spawn a buch of zombies and swing for game the next turn.

    Side-board Win-con could be milling as Psychic Spiral turns the deck into mill with the help of Undead Alchemist and Geralf's Mindcrusher.

    The problem is I don't know how many copies of combo pieces should I put into the deck or the combo itself is just too clunky and not viable at all.
    Posted in: Standard Archives
  • posted a message on Trying to make a new cycle of nephilim
    Or

    Terramorph - Destroy target land. Its controller may search his or her library for a land card with the same type, put it onto the battlefield, then shuffle his or her library.

    Rephaim, the Glint-Eye
    UBRG
    Legendary Creature - Nephilim
    Protection from white
    Whenever a island or mountain leaves the battlefield, cast a copy of target spell you control without playing its mana cost.
    Whenever a swamp or forest leaves the battlefield, Rephaim, the Glint-Eye gets +X/+X until end of turn. Where X equals to the number of lands in all graveyards.
    Whenever a plains leaves the battlefield, exile target another nonland permanent. When Rephaim, the Glint-Eye leaves the battlefield, return the exiled cards to the battlefield under its owner's control.
    (U/R)(B/G): Terramorph.
    3/3
    Some seal in depth, some lurk from it.
    Posted in: Custom Card Creation
  • posted a message on Trying to make a new cycle of nephilim
    How about this?

    Terramorph - Destroy target land. Its controller may search his or her library for a land card with the same type, put it onto the battlefield tapped, then shuffle his or her library.

    Rephaim, the Glint-Eye
    UBRG
    Legendary Creature - Nephilim
    Protection from white
    Whenever a land leaves the battlefield, put two +1/+1 counters on Rephaim, the Glint-Eye.
    Whenever a plains leaves the battlefield, exile another target nonland permanent.
    (U/R)(B/G): Terramorph.
    3/3
    Some seal in depth, some lurk from it.
    Posted in: Custom Card Creation
  • posted a message on Trying to make a new cycle of nephilim
    Have you ever thought of play the missing color in your own deck?
    And the only reason for the activation cost, is it can time warp someone with out any ramp affects.
    Posted in: Custom Card Creation
  • posted a message on Trying to make a new cycle of nephilim
    This cycle emphasize on the colors they are lacking
    Feel free to rate and comment.

    Mechanic with a new name
    (land type) Terramorph - Destroy target (land type). Its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.

    Rephaim, the Glint-Eye
    UBRG
    Legendary Creature - Nephilim
    Protection from white
    Whenever a plains leaves the battlefield, put two +1/+1 counters on Rephaim, the Glint-Eye.
    Whenever a plains leaves the battlefield, target player reveals a card from the bottom of his or her library and puts it into his or her hand.
    (U/B)(B/R)(R/G)(G/U): Plains Terramorph.
    3/3
    Some seal in depth, some lurk from it.

    Zamzummim, the Dune-Brood
    BRGW
    Legendary Creature - Nephilim
    Protection form blue
    Whenever a island leaves the battlefield, put two +1/+1 counters on Zamzummim, the Dune-Brood.
    Whenever a island leaves the battlefield, counter the next spell target player casts.
    (B/R)(R/G)(G/W)(W/B): Island Terramorph.
    3/3
    Some disrupt in advance, some react from it

    Emim, the Ink-Treader
    RGWU
    Legendary Creature - Nephilim
    Protection form black
    Whenever a swamp leaves the battlefield, put two +1/+1 counters on Emim, the Ink-Treader.
    Whenever a swamp leaves the battlefield, return target non-land permanent in a graveyard onto the battlefield under your control.
    (R/G)(G/W)(W/U)(U/R): Swamp Terramorph.
    3/3
    Some fall in sludge, some arise from it.

    Anakim, the Witch-Maw
    GWUB
    Legendary Creature - Nephilim
    Protection from red
    Whenever a mountain leaves the battlefield, put two +1/+1 counters on Anakim, the Witch-Maw.
    Whenever a mountain leaves the battlefield, put a 2/2 red phoenix creature with flying and haste onto the battlefield under your control.
    (G/W)(W/U)(U/B)(B/G): Mountain Terramorph.
    3/3
    Some burst in flames, some incarnate from it.

    Gibborim, the Yore-Tiller
    WUBR
    Legendary Creature - Nephilim
    Protection from green
    Whenever a forest leaves the battlefield, put two +1/+1 counters on Gibborim, the Yore-Tiller.
    Whenever a forest leaves the battlefield, search your library for a basic land, put it onto the battlefield, then shuffle your library.
    (W/U)(U/B)(B/R)(R/W): Forest Terramorph.
    3/3
    Some wander in circles, some bloom from it
    Posted in: Custom Card Creation
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