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  • posted a message on Work that Name
    Echoes of the Bloodlord 2RR
    Enchantment
    Whenever a source deals damage to you, it deals that much damage to each opponent.
    "If you wish to share in my power, you must also share in my pain." ~ Vrosh, the Bloodlord

    Next:
    Tempt the Innocent
    Glisten of the Golgari
    Caress of Death
    Posted in: Custom Card Contests and Games
  • posted a message on [Set WIP] Cetibus: The Collective Plane
    Quote from Circeus
    I wouldn't call it a taboo per se. Basically most hobby MTG designer try to follow the general rules applied at Wizards, and for a long time now (Rosewater has stated so) they have avoided having both +1/+1 and -1/-1 counters in the same set.

    Oh...okay. Well, then. I guess no wither allowed in the same set with Shifting, then. Temporary stats changes it is!

    Quote from Circeus
    I don't think it's that much of a problem. Proliferate isn't (AFAIK) considered a huge issue in eternal formats (besides stuff like Doubling Season, I think). Now if you were going to actually have Proliferate in this block, that would be a different kettle of fish XD.

    I wasn't planning on putting proliferate in this set XD . My friends play a lot of proliferation, so I guess it's not so common in general as it is in my own experience?

    Quote from Circeus
    That would also get the job done. There are many ways to go about it, so this mechanic might need some tweaking to find the balance you wanted. I agree the general idea's very red and flavorful though.

    Yeah...I think I'm going to use the "X target creatures" version with the trigger on combat damage to creatures or players. This way it makes it occur more often, but not as powerful as dealing to all creatures.

    Quote from Circeus
    Since 8th ed., only five green cards have done toughness pumping, usually accompanying some sort of blocking-related effect. Additionally, when used as a mechanic,stats alterations usually have some sort of trigger (see for example exalted, bushido, flanking..., I don't have my mechanics chart around... should really have posted that!). I'd consider "gains +1/+1 for each colors amongst permanents you control" as the pumping. Not sure what trigger to use though.

    Oh. Hm. I just thought +1/+1 for colored permanents would be OP...actually, maybe not. The problem was tokens...so what if I just specify nontokens? Something like this:

    "Grovemight (This enters the battlefield with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.)"

    Would that work? Also, it's only an ETB effect, so it doesn't change as you change the number of permanents. And what about a more color-agnostic name? The best I came up with is Huddle, and that sucks.

    Quote from Circeus
    On slightly deeper look, I notice that out of five mechanics, four are combat centric. That is an unusually high level. It might be best to try and figure out at least one other spell or non-combat mechanic. For comparison, out of 11 themes/keywords in Alara block, only two (devour and exalted) were strictly combat/pumping-based. In RTR, there are only three out of five (Unleash, Detain, Scavenge, although populate is creature-based).

    Well, this entire set (or block, if it gets that far) is based on a 5-Collective planar war, so...yeah. Combat is big. But I'll think about adding some non-combat stuff if I can come up with any that make sense.

    Thanks for all your feedback and help Grin !
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Set WIP] Cetibus: The Collective Plane
    Quote from Circeus
    Can you please put the text spoiler OUTSIDE the spoiler tages, so we can read them without needing to roll out the images?

    Fixed! Sorry!

    Quote from Circeus
    Why are you putting +1/+1 and -1/-1 counters in the same set?

    Because black likes withering things? Is this a taboo? I'm relatively new to Magic, so forgive me if it is.

    Quote from Circeus
    Shifting is a pretty interesting Absorb variant. I like it!

    Thanks! Can you think of any way to prevent it from being so easily abusable with proliferate?

    Quote from Circeus
    Spray for the most part means "This creature must be blocked if able." You're going to need to up the ways that these creatures can deal damage for that effect to happen enough, and that runs a bit of a risk to make the game less interactive. Maybe "when this creature attack, you may prevent all combat damage it would deal. If you do it deals N (where N is 1 or 2) to each creature target player controls." or something along that line, so it's more independent on your opponent letting it happen?

    Well...not entirely. I see what you're saying, though. However, I did want that flavor of the creature crashing into something and exploding...so what if it's just this?:

    "Spray X (Whenever this creature deals combat damage to a player or creature, it deals X damage to all creatures defending player controls.)"

    This way whether it's blocked or not, the effect still happens. But is it still a bit overpowered? Should it still have a limit of up to X target creatures instead?

    Quote from Circeus
    Graveswap seems risky, but then again it's mostly a Soulshift variant, and that did just fine, although graveswap may be a bit too general in its fetching capacity. I'd keep a clse eye on it. It would be useful to just assign it a number anyway so people don't have to refer to the graveswap card's CMC, and give you the flexibility to change that number.

    Hm...yes, I was originally going to make sure it's never on anything with a CMC over 4 or 5...but maybe adding a number to it instead would work as well. I'll play with it and see what works. Thanks!

    Quote from Circeus
    Grovemight is a very white mechanic (you put something very close on Atama Enforcer!), unless the Doran mechanic or shenanigans like Tree of Redemption's plays a significant role.

    Well, green tends to buff creatures as well. I was originally going to have it gain +1/+1 instead, but that's a bit OP (throw in a green token generator and you have a bunch of 20/20's). I figured only boosting the toughness would fix that problem, but I suppose you're right that doing so pushed it into white territory. Hmm...

    The Drivolian mechanic has been giving me the most trouble, trying to come up with something flavorful for them while still not being OP. My previous attempts dealt with lands, but everyone said it was too powerful, so I switched to this. I'll keep working on it, though if you have any ideas for a Drivolian mechanic, please let me know! Smile
    Posted in: Custom Set Creation and Discussion
  • posted a message on [Set WIP] Cetibus: The Collective Plane

    CETIBUS
    The Collective Plane


    Backstory
    In a little-known plane called Cetibus, the land is divided among five isolated continents. As such, different societies have evolved on each continent, each with their own unique species and culture. The societies are called the Five Collectives.

    The Drivolian Collective evolved in a lush, green landscape, full of plant life and fertile soil. They're used to living, hunting, eating, working, and doing everything in tribes, so they gain strength from each other's presence.

    The Ephestus Collective evolved on a continent full of volcanoes. Lava rivers abound, and these creatures have adapted to the terrain by learning to use the power of geothermal energy for their own purposes. Sometimes that means using it as a weapon, other times it's just using it as a power source.

    The Zersetz Collective has its origins on a continent that covers half the plane. This continent is in the dark for most of the year, so any plants that sprout up eventually die. The creatures here are content with living in swamps, barren lands, graveyards, and anywhere else they can absorb the nutrients from decaying organisms. Some even resort to cannibalism to survive.

    The Unistus Collective live in a mana-rich land to the north. Because of this, the creatures here have evolved a dependency on magic, so much so that they can't survive more than a few minutes without using it. The ancient Unistus figured out a way to live with such a restriction--as long as they use their magic to exist in the minds and dreams of others, they can live comfortably without worrying about mana burn ( :p ).

    The Atama Collective used to be a race of kings and warriors, but eventually they all ascended to a higher realm of existence. Now, these spirits, ghosts, angels, and the like are bound to the Aether forever...

    ...Or are they? As it turns out, an Atama master called Jong'sin, Ethereal Lord, has figured out a way to pass from the Aether into the Physical Realm. Now, he teaches other Atama the secret, and as they enter the Physical Realm, they attempt to reclaim their positions as kings and warriors by ruling over all of Cetibus. Of course, the other four Collectives don't appreciate this forcible rule, and they fight the Atama with all their power. Over centuries of fighting, the five continents have shifted under the strain of warfare, bringing all Five Collectives together at last.

    Can the four physical Collectives join forces to defeat the rule of the Atama, or will they end up fighting each other to the death?

    Collectives and Mechanics
    W White - The Atama Collective
    Spirits, angels, and other divinities. They live in the Aether (a.k.a. the "afterlife") and only enter the physical world when they're attempting to make things "better" (that is, more like their definition of what "should" be).

    Mechanic: Shifting X (This creature enters the battlefield with X +1/+1 counters on it. If a source would deal damage to it while it has a +1/+1 counter on it, instead remove a +1/+1 counter and prevent all damage from that source.)

    Mechanical Flavor: They have the ability to fade into the Aether, avoiding damage, but each time they fade out and in it weakens them until they can't fade anymore.

    U Blue - The Unistus Collective
    Dream lords. These would be mostly wizards, druids, shamans, etc. They live in the minds of other creatures and feed off their ideas.

    Mechanic: Hypnotic (Whenever this deals combat damage to a creature, that creature becomes tapped and does not untap during its controller’s next untap step.)

    Mechanical Flavor: They put creatures to sleep to create more places for them to rule, live, and thrive.

    B Black - The Zersetz Collective
    Demons and zombies, mostly, which thrive in the sewers and graves and anywhere things decompose.

    Mechanic: Graveswap X (When this creature dies, you may exile it. If you do, return a nonland card with converted mana cost less than or equal to X from your graveyard to your hand.)

    Mechanical Flavor: Self-explanatory, really. Swapping one dead thing for another.

    R Red - The Ephestus Collective
    Elementals, dragons, goblins, and other fire-based creatures. They live in or near volcanoes and have a tendency to like burning things for fun.

    Mechanic: Spray X (Whenever this deals combat damage to a player or creature, it deals X damage to each of up to X creatures defending player controls.)

    Mechanical Flavor: Spreading fire and explosions. And volcanic eruptions; can't forget those!

    G Green - The Drivolian Collective
    Beasts, treefolk, elves, plants, etc. They live in the jungles and forests, as well as underground, and are nature-based.

    Mechanic: Grovemight (This creature enters the battlefield with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.)

    Mechanical Flavor: Having evolved culturally in a tribal environment, Drivolians gain strength by being around others like them.

    Card Previews
    Atama Enforcer

    Atama Enforcer 1WW
    Creature - Human Spirit
    Shifting 3 (This creature enters the battlefield with three +1/+1 counters on it. If a source would deal damage to it while it has a +1/+1 counter on it, instead remove a +1/+1 counter and prevent all damage from that source.)

    W, remove a +1/+1 counter from Atama Enforcer: Another target creature gets +0/+5 until end of turn.
    Impurity? In the Atama’s world? Heavens, no!
    1/1

    Drivolian Warworm

    Drivolian Warworm 3GG
    Creature - Worm
    Trample, Grovemight (This creature enters the battlefield with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.)
    Its ferocious burrowing makes it quite the predator, but it’s quite squishy without others to strengthen it.
    3/3

    Ephestus Lavatosser

    Ephestus Lavatosser RR
    Creature - Elemental
    Haste, Spray 2 (Whenever this deals combat damage to a player or creature, it deals 2 damage to each of up to two creatures defending player controls.)
    Stay away from my home! And get off my lawn!
    2/2

    Unistus Guard

    Unistus Guard U
    Creature - Human Shaman
    Hypnotic (Whenever this deals combat damage to a creature, that creature becomes tapped and does not untap during its controller’s next untap step.)
    Sleep now so the Unistus may forever hold their peace.
    1/1

    Zersetzen Ghoul

    Zersetzen Ghoul 1BB
    Creature - Zombie
    Graveswap 2 (When this creature dies, you may exile it. If you do, return a nonland card with converted mana cost less than or equal to 2 from your graveyard to your hand.)
    BB: Target creature gets -1/-1 until end of turn. Zersetzen Ghoul gets -1/-1 until end of turn.
    Braiiinnnsssssss...with a nice chianti.
    3/3

    Explosive Power

    Explosive Power 2RR
    Enchantment
    At the beginning of your upkeep, put a charge counter on Explosive Power.
    Creatures you control have Spray X, where X is the number of charge counters on Explosive Power.
    If Explosive Power has more than 3 charge counters on it, sacrifice Explosive Power.
    “RAGHRAWRRAWR!” -The Mighty Lavemental

    So what now?
    There's more to come soon, but I do need a few tips.

    1) Is Spray too powerful? Should it instead be restricted to "Spray X (Whenever this deals combat damage to a player, it deals X damage to each of up to X creatures that player controls.)" ?

    2) How do I stop Shifting from being too easily abused with proliferate?

    3) The name "Grovemight" is quite specific to green for the Drivolians...should it be renamed to something more generic for use in other colors? If so, what name is better?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Work that Name
    Flames of the Warp UUBBRR
    Sorcery
    Each player reveals the top card of his or her library. Then each player sacrifices a number of permanents equal to the revealed card's converted mana cost. Then each player takes damage equal to the revealed card's converted mana cost. Then each player puts the revealed card on the bottom of his or her library.
    "Take the pain, give yourself up, and don't think any farther!" ~ Grixis Proverb

    Next:
    Concrete Jungle
    Tempt the Innocent
    Songstress
    Peacemonger
    Moral Bankruptcy
    Entropy Orb
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Rip Apart 1BB
    Sorcery
    Sacrifice a creature. Then put X 1/1 black Zombie creature tokens onto the battlefield, where X is the sacrificed creature's power.
    Zombies work well whole or in pieces.

    Next:
    Caged Rage
    Orb of Entropy
    Peacemonger
    Posted in: Custom Card Contests and Games
  • posted a message on Request a Card Based on an Art from Your Imagination!
    Artificer's Workshop 5
    Artifact
    Vanishing 2
    At the beginning of your upkeep, you may search your library for up to X artifact cards and put them into your hand, where X is the number of time counters on ~.
    Work, work, work; make, make, make; stuff, stuff, stuff.

    Perfect excuse to proliferate, isn't it? :p

    Next:

    It's a dark night, but somehow the sun is still visible in the sky. A small soldier cowers in fear as a gigantic, monstrous creature towers over him. The creature, four stories tall, has five long, thin legs that converge into the body of a snake, which coils around a large oak tree. Where its head should be is instead only a cluster of hundreds of eyeballs, and where its tail should be, closer to the ground, there exists only a mouth. A large mouth with several rows of sharp fangs, like a strange cross between a lamprey and a vampire. All the plant life under this creature's shadow--the tree it's on as well as the grass below--seems to be withering. And the soldier just continues to cower in fear.
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Broken Oath 2BBB
    Enchantment
    At the beginning of each player's end step, he or she discards his or her hand.
    "You promised I'd keep my memories!" "...I lied."

    Next:
    Sworn Oath
    Predator's Gambit
    Twice Shy
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Ravnica Reborn 5
    Artifact
    4, T: Add two mana of any two different colors to your mana pool.
    The guilds...they help us cast.

    Next:
    Predator's Gambit
    Sudden Fruition
    The Shire
    Posted in: Custom Card Contests and Games
  • posted a message on The Keyword Game
    I like the flavor, and mechanically it works Smile Good job Smile

    Swordsmith Goblin 2RR
    Creature - Goblin
    Penetrate 2 (When this deals combat damage to a creature, it deals 2 damage to that creature's controller.)
    2/2

    Next: Weave, Entice, Spiral, Warped, or Shift
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Um...this is the name game, right? XD

    Before the End of Your Turn... U
    Sorcery
    At the beginning of your end step, draw a card.

    Next:
    Successful Arbitration
    Penny Pincher
    Myths Retold
    Posted in: Custom Card Contests and Games
  • posted a message on The Keyword Game
    Somnus Dreamlord UU
    [i]Creature - Wizard[/i]
    Trance [i](When this deals combat damage to a creature, that creature becomes tapped and does not untap during its controller's next untap step.)
    1/1

    Next: Weave, Energize, Spiral, Warped, or Shift
    Posted in: Custom Card Contests and Games
  • posted a message on The Keyword Game
    Lithe Dracomancer 1RRU
    Creature - Dragon Wizard
    Nimble (This creature can only be blocked by creatures which share a creature type with it.)
    R: Lithe Dracomancer gets +1/+0 until end of turn.
    1UU: Untap Lithe Dracomancer.
    "No others may stand in my way but those who are my equal." ~ Niv-Mizzet

    Next:
    Spiral
    Warped
    Herald
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Closet of the Neverending 4
    Artifact
    At the beginning of your upkeep, put a 1/1 white Soldier Creature token onto the battlefield.
    When a white Soldier Creature token you control dies, sacrifice a creature. If you do, put two 1/1 white Soldier Creature tokens onto the battlefield.
    They march on...for eternity.

    Next:
    Supercali
    Fragilistic
    Expialidocious
    Posted in: Custom Card Contests and Games
  • posted a message on Work that Name
    Double Time 2RRR
    Enchantment
    Creatures you control have haste and double-strike.

    Next:
    Unlikely Response
    Inferiority Complex
    Sleeplessness
    Posted in: Custom Card Contests and Games
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