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    posted a message on [VOW] Curse of Hospitality— Geek Culture preview
    House rule: anyone who plays this and doesn't say the name of the card to the tune of "Cult of Personality" immediately takes 5 damage.
    Posted in: The Rumor Mill
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    posted a message on Cultivators' Caravan
    People keep calling this a "mana rock". You are mistaken; it is clearly a mana car Grin
    Posted in: The Rumor Mill
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    posted a message on Commander Game
    An Izzety goblin commander... Izzet possible? (Sorry, I had to say it.)

    Katonk, Indecisive Bookeater 3UR
    Legendary Creature - Goblin Wizard
    Whenever ~ deals damage to a player, you may draw a card. If you do, discard a card.
    1R, T, discard a card: ~ deals 1 damage to target creature or player. Draw a card.
    He avoids stale books in favor of freshly printed ink with a touch of mildew.
    3/2

    I thought, you know, goblins wouldn't be avid readers...even the wizard ones...

    Next:

    A precon commander's arch-nemesis

    OR

    A vinebred commander (Vinebreds being the Lorwyn elves who were considered too ugly, and so were engulfed in nettlevines and turned into enhanced soldiers by the "prettier" elves of the plane. Read more about them on the MTGSalvation wiki)
    Posted in: Custom Card Contests and Games
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    posted a message on New mechanic Inquisitiveness - 5 Commons to showcase
    Trample, Unleash, Unearth, Evolve, etc.... notice they're all verbs? The name would be better as Inquisitive or Inquire.
    Posted in: Custom Card Creation
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    posted a message on Custom Supplement (WINNER: "Quest" Variant!)
    Here's my idea.

    Setup and Default Behavior
    Each player has a separate Quest Deck, containing only Quest cards. When the game starts, everyone shuffles their Quest Deck and puts the top card of it onto the battlefield under their control.

    At the beginning of a player's upkeep, that player may sacrifice a Quest he or she controls. If they do, they put the top card of their Quest Deck onto the battlefield. If a player controls no Quests to sacrifice, he or she may do this without sacrificing a Quest.

    Quest Counters and Victory Points
    Each Quest has certain conditions that, when met, put quest counters on them. These are generally formatted as triggered abilities.

    Quests also have a "Store" ability, templated as Store N--COST. This means (COST, remove N quest counters from this Quest: you gain N victory points.)

    When a standard Quest leaves the battlefield, all quest counters on it are lost--so storing at appropriate times is part of the strategy!

    The Quest Card Type
    Quests are not permanents. They exist on the battlefield, and thus can be destroyed, gained control of, exiled, etc.--but ONLY by abilities that specifically affect Quests.

    Some Quests have triggered or activated abilities. These work like normal.

    Quest Subtypes

    Some Quests have a subtype called Ongoing (or maybe "Indeterminate" or some other name?). These do not have a Store ability. Instead, they continue gathering quest counters, and whenever they leave the battlefield, those counters are stored automatically.

    Other Quests have a subtype called (for now) Singleton. As soon as a Singleton's trigger resolves, you immediately gain some number of victory points and sacrifice the Singleton.

    Quest Interactions
    Some cards may affect your Quest Deck--for instance, letting you put another Quest onto the battlefield without sacrificing one you have, letting you search for specific Quests, putting Quests back into your Quest Deck, etc.

    Quests do not ever go on the stack. They go directly from the Quest Deck to the battlefield, for example. A Quest changing zones can never be responded to. Once a Quest is on the battlefield, however, some cards may destroy it, exile it, put it back in your Quest Deck, make you sacrifice it, etc. Some Auras can enchant Quests (For example, to make them indestructible, to change their Store costs, to make them un-sacrificeable, to steal them, etc.).

    If a Quest would be put into a player's hand for any reason (for example, if it was in your graveyard and something let you bring any card type back into your hand; or if a similar situation put it into your library and then you draw it; etc.), instead that player reveals the Quest and puts it on the bottom of his or her Quest Deck.

    Win Conditions
    If you're the last player left alive, you gain 10 victory points (number can be adjusted...depends on the environment, I suppose). The player with the most victory points when the game ends wins. If multiple people are tied for highest, the person who won normally wins. If no one tied for highest victory points was the conventional winner, they all win as a group, and any other players lose.


    So for example, these could be cards:

    Aggressive Behavior
    Quest
    Whenever all creatures you control able to do so attack together, if you control three or more creatures, put a quest counter on Aggressive Behavior.
    Store 3 -- 4 (4, remove 3 quest counters from this Quest: you gain 3 victory points.)

    Taste for Blood
    Quest -- Ongoing
    (When an Ongoing Quest leaves the battlefield, remove all quest counters from it and you gain that many victory points.)
    Whenever a creature you control deals 6 or more damage to an opponent, put a quest counter on Taste for Blood.

    *EDIT* Examples of Singletons. Renders only because it's late and I'm lazy :p

    Simple example: Necromancy Practice

    More complex and dynamic example: Treasure Hunter

    Well, that's my take on it. It does need some flavor flourishes (like not using Deck for the Quest Deck, since Magic calls the main deck the "library" for flavor), but it's a skeleton of an idea.

    *EDITED for formatting and some new details added*

    In terms of some flavor ideas:

    The Quest Deck might be called something like the Temple or the Chambers? As in, the place you go back to when you get new orders. I was thinking "base", but that's a bit modern for the fantasy setting; and then I thought Oracle, but that's not a place and it already has meaning in the MTG metaverse. So...yeah, those are the two ideas I could think of.

    Sacrificing a Quest could be called abandoning it, but that's the same as schemes in Archenemy...I don't know if that's a problem or not.

    ...just thinking about how they all sound:
    "Reveal the top quest of your temple. If it's Ongoing, put it onto the battlefield."
    "Reveal the top quest of your chambers. If it's Ongoing, put it onto the battlefield."
    "Target quest's controller abandons it."
    "Target player returns a quest that player controls to his or her temple."

    Yeah, I think I like "temple" best. And "abandons" is fine if there are no other suggestions.

    One last note: I'm wondering if quests should have colors (with color indicators)? It would make them more dynamic, as it's another property to interact with; I don't know. What do you guys think?

    I'm also starting to think I have regular quests and Ongoing ones backwards...it seems like if you can store the points and continue the same quest more, THAT is more ongoing than one that you have to stop in order to get the points...maybe those should be switched?

    And by that, I mean "I've said way too much here, I'll turn the floor over to other people and shut up now" XD
    Posted in: Custom Set Creation and Discussion
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    posted a message on Ekdar, the Everbark
    No, it shouldn't. I read "Everbark" and immediately thought Treefolk.
    Posted in: Custom Card Creation
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    posted a message on People Who Have No Desire to Win
    I'm one of them. Sure, winning is nice, but having fun is better. Especially in casual formats like EDH.
    Posted in: Commander (EDH)
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    posted a message on YMTC 23: Rarity Poll & Art Submission
    Going off the "storing spells to release them all later" idea, I propose this art by Angelique Macabre (angeliquemacabre on DeviantArt).
    Posted in: Custom Card Contests and Games
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    posted a message on Juvenescence Cycle: Nightmare, Horrors, Vampire
    I don't get it. This is a strictly (though slightly) worse regenerate...
    Posted in: Custom Card Creation
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