Ultimate Masters: MMI Review
Magic Market Index for Dec 7th, 2018
Magic Market Index for Nov 30th, 2018
  • posted a message on [PODCAST] Re-Making Magic Episode 30 - Magic Origins Design Discussion
    I really liked this episode, but I have to disagree with your review of Jace's creature side. For me, it is the perfect way to show his story. Keep in mind that Jace was used as a scout and messenger, and then was forced to forget what he learned. So he gained some knowledge (Drawing a card) then he forgets it again (Discarding the card) until he has done this enough, and he flips. If you're into his story snippet, it really is the exact ability that he would need to spark.

    Other than that, keep up the good work!
    Posted in: Custom Card Creation
  • posted a message on UB-Evergreen Keyword Suggestions
    Employ (Exile the top two cards of target player's library. If a creature card is exiled this way, put a +1/+1 counter on this creature.)

    The problem with this is that -1/-1 counters is a theme that R&D would like to explore, and so, with NWO in mind, we can't have an evergreen mechanic that puts out +1/+1 counters as the two types wouldn't really be able to exist in the same environment.

    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 24 - Pheonix Design Review pt1
    A very interesting podcast, I think I smiled through most of the episode. Your personalities and way of using the language fits episodes such as this perfectly, and while I'm eagerly waiting to see what you thought of my very Dota 2 inspired Phoenix it was still entertaining to listen to the other reviews.
    Posted in: Custom Card Creation
  • posted a message on June Round 2 - Duel et Duex
    While the same planeswalker as Void_Nothing, I too am creating a dual deck with Ashiok, Nightmare Weaver. So for this challenge, let me give you:

    Duel Decks:
    Ashiok vs. Jaemen

    Jaemen of Five Runes 3RR
    Planeswelker - Jaemen (M)
    +1: Up to one target creature gains first strike and “ red mana : This creature gets +1/+0 until end of turn.” until end of turn.
    -2: Put a rune counter on target mountain. It gains “T, Sacrifice this mountain: Add RRRR to your mana pool.”
    -7: Target opponent gains an emblem with “At the beginning of your upkeep, sacrifice two lands.”

    Posted in: Monthly Contests Archive
  • posted a message on [PODCAST] Re-Making Magic Episode 23 - Triple Critique and a Challenge
    I like these episodes, as they focus on the middle ground in between general magic, general game design, and individual effort. I understand that they take a lot of time of more generalised subjects, but they bring forth more precise criticism on cards that aren't developed and designed by the two of you. As always, keep the great job up! I only wish you could have gotten more attention on the /r/custommagic. Hopefully redditors will come to realise this soon enough!

    Now, onto the challenge! For me phoenixes are a touchy subject, as I don't wholly agree with the designs that WotC has handed us recently. While I do like phoenixes that return to life from the dead, I don't like phoenixes that come back from the graveyard after a longer time. While I am no expert in phoenix lore, I feel like they shouldn't cheat death in a duration, but rather just come back after the same period of time. And so, I created the mythic Phoenix of Fiera. A mother who upon death lays two eggs, impenetrable and radiant, who will protect the essence of not only herself but one of her faithful as well. Once the shells crack they will come back, charging towards the ones who ended their flame once.

    Fiera of Twin Eggs 3RRR
    Legendary Creature - Phoenix (M)
    Flying, haste
    When Fiera of Twin Eggs dies, exile it and up to one target creatures you control. At the beginning of your next declare attackers phase, return each creature exiled this way to the battlefield tapped and attacking with three +1/+1 counters on it.

    Posted in: Custom Card Creation
  • posted a message on MCC June Round 1 - Covering Introductions
    As a first time entrant, I will give you something from the set of great honor and mighty spirits:

    Set: Saviors of Kamigawa
    Name: Spliced Worlds

    Zahena the Shardsinger 1UU
    Legendary Creature - Human Wizard (R)
    Instant and sorcery cards in your hand have splice onto arcane. The splice cost is equal to the card’s mana cost. (As you cast an arcane spell, you may reveal a card with splice onto arcane from your hand and pay its splice cost. If you do, add that card’s effect to that spell.)

    Posted in: Monthly Contests Archive
  • posted a message on Multikicker - Draw a card + Laboratory Maniac
    Recently I designed a card named Deconstruct Mind, looking like this:

    Deconstruct Mind UUBB
    Sorcery (M)
    Multikicker-Draw a card
    Split second
    Draw three cards, then reveal your hand. Target opponent chooses a card in your hand. Discard that card, then you lose X life, where X is that cards converted mana cost multiplied by the number of times Deconstruct Mind was kicked.

    The question is whatever or not a Laboratory Maniac would allow you to instantly win by drawing your entire library, or if you still would be unable to pay the Draw a card even with the maniac on board?

    EDIT: Ignore the part that draws cards after the multikicker, that was a brainfart.

    Thanks in advance!
    Posted in: Custom Card Rulings
  • posted a message on [RAF] Exploring double faced instants and sorceries
    I played around with double faced non-permanents for a while, but not in the same way as you did. I simply had it as a very comprehensible way of having alternate effects on flashback cards. They existed in my Aresia Rebirthed set at first, in the way of linger, and looked something like this:

    Crime Unseen 3BB
    Sorcery (C)
    Destroy target creature.
    Linger (When this spell card is put into a graveyard after resolving, exile it. You may cast it transformed from exile.)
    In the night, her murderer left no traces...

    Soul Unrested black mana
    Instant (C)
    Exile target card in a graveyard.
    ...and in the morning, her soul joined a thousand others in a choir of injustice.

    While this isn't in the same area as the effect you proposed, I'd like to share the feedback that I got for making these:

    • First of all, people love DFC! They are splashy, simple, and very easy to understand. So from a grokkable stand point, the DFCs are good. From a splashiness, they are amazing.
    • You'll want to be very clear on what happens if you bounce them etc. I can't find any wording that makes anything clear, nor do they work in an easy way. I am well aware that we can bend rules to some degree, but keeping the card in hand, having it bounce to its "upgrade", etc etc.. are not good ways to do it, if you want my £0.37.
    • Exile them, recast them. Keep them out of graveyards, hands, libraries etc etc. DFC have weird interactions as it is.

    So, going with your building up theme, I'd like to suggest:

    Prepare N (Tap N untapped creatures you control that shares a color with this: Exile this card from your hand. You may cast it transformed from exile. Prepare only as a sorcery.)

    Or something in a similar mechanical area.
    Posted in: Custom Card Creation
  • posted a message on The Valla Wars - Set 1 of 2 in the Valla Block | Everything up! | 249/249 | Updated 12/4
    I cleaned up the names a bit, and posted the last of the cards, down below. Thanks for all the feedback from all of you, I will close down this project in a couple of days and instead focus on something else, unless anyone has anything majorly they want to add!

    Vraska the Patient 1 mana black mana green mana
    Planeswalker - Vraska (M)
    Starting Loyalty: 2
    +1: Choose up to one target creature. Until your next turn, whenever that creature becomes tapped, destroy it.
    -1: Untap target creature you don't control. It blocks this turn if able.
    -6: Target opponent gets an emblem with "At the beginning of your upkeep, sacrifice two permanents."

    Sturmcharger 2 mana
    Creature - Elemental (M)
    When Sturmcharger enters the battlefield, sacrifice it unless you discard three land cards.
    From the land itself came a being of runes and anger, and with it came an immense storm.

    Axe of Steel and Iron 3 mana
    Artifact - Equipment (M)
    Equipped creature gets +2/+2 and has protection from instants and sorceries.
    Whenever equipped creature deals combat damage to a player, instant and sorcery spells you cast cost 2 less to cast until end of turn.
    equip 2
    Equip 2 mana

    Blacksmith's Shop 6 mana
    Artifact (R)
    Artifact spells you cast cost 1 less to cast.
    Whenever an artifact enters the battlefield under your control, you may draw a card.

    Blade of the Outling 1 mana
    Artifact - Equipment (R)
    2 mana : Equipped creature gets your choice of deathtouch, first strike, hexproof, trample, or haste until end of turn.
    Equip 1 mana

    Blodtjuv Steel 3 mana
    Artifact - Equipment (U)
    Sacrifice equipped creature: Put two charge counters on Blodtjuv Steel.
    Equipped creatures has first strike, and get +1/+1 for each charge counter on Blodtjuv Steel.
    Equip 1 mana

    Greatsword 3 mana
    Artifact - Equipment (C)
    Equipped creature gets +3/+0.
    Equip 3 mana
    A common blade, made by hardened steel and a cultivated lust for war.

    Invader Suit 2 mana
    Artifact - Equipment (U)
    When Invader Suit enters the battlefield, you may attach it to target creature. If you do, arm that creature. (Put a colorless artifact Equipment token onto the battlefield attached to it. That token has "Equipped creature gets +1/+1." and equip 2.)
    Equipped creature gets +1/+1.
    equip 2

    Ish'Kahal, Invader Bane 2 mana
    Legendary Artifact - Equipment (R)
    Equipped creature gets +X/+:symx: , where X is your combined ancestry in each of equipped creature's colors. (Your ancestry in a color is equal to the number of cards of that color in your graveyard.)
    Equip 3 mana

    Jarnsmed Armor 3 mana
    Artifact - Equipment (U)
    Equipped creature gets +1/+1 for each Equipment attached to it.
    Equip 3 mana
    "I will grant you the armor. But promise me to never use it alone, yet I will make sure you never don the suit of cowards again."

    Marauder Axe 1 mana
    Artifact - Equipment (C)
    Equipped creature has trample.
    Equip 1 mana
    While the Vallans are depicted as savages, the chroniclers have yet to meet the outlings.

    Mittril Masterpiece 1 mana
    Artifact - Equipment (C)
    Equipped creature gets +1/+1.
    Equip 1 mana
    A common household item, the war axe is used to food as it is to war. Oddly enough, its uses are evenly split.

    Otherworld Barrier 0 mana
    Artifact - Equipment (U)
    Equipped creatures gets +0/+3 and has " 5 mana : Destroy target creature blocked by this creature.".
    Equip 3 mana
    "I have never seen anything like it. Nor did my grandfathers grandfather when it came through the sky."

    Piece of Gold 4 mana
    Artifact - Equipment (U)
    Equipment abilities that target equipped creature costs 1 mana less to activate, and can be activated any time you could cast an instant.
    Equip 0 mana
    "With this, a man can buy any blade. But a man's glory is earned by combat, not gold."

    Runed Protector 2 mana
    Artifact - Equipment (C)
    Equipped creature gets +0/+2 and has hexproof.
    Equip 3 mana
    A simple item, at its core, the shields in Valla carries the history of entire bloodlines on their reinforcing steel.

    Statue of War 4 mana
    Artifact (R)
    Whenever another permanent enters the battlefield under your control, Statue of War deals 1 damage to target creature or player.
    The Valkyria stand for peace and war alike, forever guarding reality itself.

    Steel of Hel 4 mana
    Legendary Artifact - Equipment (M)
    Equipped creature gets +2/+2.
    5 mana : Return target creature card in a graveyard to the battlefield under your control, then attach Steel of Hel to it. Activate this ability only any time you could cast a sorcery.
    Equip 3 mana

    Throwing Axes 4 mana
    Artifact - Equipment (R)
    Equipped creature has "Unattach Throwing Axes, tap symbol : This creature deals damage equal to its power to target creature."
    Whenever a creature you don't control dies, you may attach Throwing Axes to target creature you control.

    Wayfarer's Runes 1 mana
    Artifact (C)
    1 mana , tap symbol , Sacrifice Wayfarer's Runes: Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest of them on the bottom of your library in any order. (Lands are colorless.)

    Well-Earned Armor 1 mana
    Artifact - Equipment (C)
    Equipped creature has ":3mana: , tap symbol : Tap target creature.".
    Equip-Pay 2 life (Pay 2 life: Attach to target creature you control. Equip only as a sorcery.)
    Reputation is earned by blood, and blood alone.

    Werewolf Collar 4 mana
    Artifact - Equipment (R)
    Equipped creature's base power and toughness are 5/5 , it has trample, and is a werewolf. (It loses all other creature types.)
    equip 2
    With the birth of the sturms, something infested Valla. Something not birthed by mother nature, but something far more vile.

    Bountiful Outpost
    Land (R)
    Bountiful Outpost enters the battlefield tapped.
    tap symbol : Add 1 mana to your mana pool.
    2 mana : Add one mana of any color to your mana pool.
    The beauty of Valla is not a matter argued about.

    Enshadowed Valley
    Land (C)
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add black mana black mana to your mana pool.
    "This is my shadow. My blind spot. My valley. This is where my children will flourish their hate, and with Hel honor their late."

    Entrenched Valley
    Land (C)
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add red mana red mana to your mana pool.
    "This is my fortress. My garrison. My valley. This is where my children will forge our wars, and with Thor wield the stars."

    Eyes of Östenhamn
    Land (R)
    Eyes of Östenhamn enters the battlefield tapped.
    tap symbol : Add blue mana to your mana pool.
    blue mana blue mana , tap symbol : Return target blocked creature you control to its owner's hand.

    Frozen Valley
    Land (C)
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add blue mana blue mana to your mana pool.
    "This is my outpost. My sanctuary. My valley. This is where my children will shape their kind, and with Loki trim their mind."

    Hands of Westenby
    Land (R)
    Hands of Westenby enters the battlefield tapped.
    tap symbol : Add white mana to your mana pool.
    white mana white mana , tap symbol : Attach target Equipment you control to target creature you control.

    Home of Warriors
    Land (R)
    tap symbol : Add 1 mana to your mana pool.
    6 mana , tap symbol : Arm target creature. (Put a colorless artifact Equipment token onto the battlefield attached to it. That token has "Equipped creature gets +1/+1." and equip 2.)

    Mouth of Syderburg
    Land (R)
    Mouth of Syderburg enters the battlefield tapped.
    tap symbol : Add black mana to your mana pool.
    black mana black mana , tap symbol : Regenerate target creature you control. You lose life equal to its toughness.

    Populated Valley
    Land (C)
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add white mana white mana to your mana pool.
    "This is my family. My community. My valley. This is where my children will honor their sword, and to Oden give their word."

    Primal Valley
    Land (C)
    tap symbol : Add 1 mana to your mana pool.
    1 mana , tap symbol : Add green mana green mana to your mana pool.
    "This is my home. My village. My valley. This is where my children will craft their bows, and to Freya recite their vows."

    Rib of Nordenstad
    Land (R)
    Rib of Nordenstad enters the battlefield tapped.
    tap symbol : Add green mana to your mana pool.
    green mana green mana , tap symbol : You may put a land card from your hand onto the battlefield.

    Spine of Midborg
    Land (R)
    Spine of Midborg enters the battlefield tapped.
    tap symbol : Add red mana to your mana pool.
    red mana red mana , tap symbol : Target creature deals its combat damage as though it weren't blocked this turn. (It deals no damage to creatures blocking it.)
    Posted in: Custom Set Creation and Discussion
  • posted a message on THE FINAL GUILD MECHANIC THREAD
    As a reference, these are the mechanics I've begun using for my Ravnica block. The Enemy color guilds are the most worked out, and the allied ones are more concepts than fully fleshed out ideas.

    Legislate (Put a white and blue Enchantment token onto the battlefield. It has "Sacrifice this: Untap target creature.".)

    Eavesdrop N (As you cast this spell, you may exile an instant or sorcery card with converted mana cost N or less from your graveyard. If you do, add that card's effects to this spell.)

    Chaotic (As you cast this card, you may discard a card. If you do, it costs 1 less to cast for each card discarded this turn.)

    Bloodboil (Whenever this attacks, put a +1/+1 counter on it at the beginning of the next main phase.)

    Collective (Whenever a creature enters the battlefield under your control, this get +1/+1 until end of turn.)

    Debted - When this leaves the graveyard, effect.

    Flux (Whenever you cast a noncreature spell, you may pay U/R mana . If you do, draw a card then discard a card.)

    Fester (At the beginning of your upkeep, you may pay B/G mana and exile this card from your graveyard. If you do, put a +1/+1 counter on target creature.)

    Tactician (Whenever this creature attacks, you may have it instruct another target uninstructed creature this turn.)
    Creatures instructed by this has ....

    Adapt (You may put a +1/+1 counter on a creature, then you may move a +1/+1 counters to it from any number of permanents you control.)

    Note that all the allied pair mechanics are very much W.I.P, and that none of these mechanics have had any heavy playtesting with them.
    Posted in: Custom Card Creation
  • posted a message on THE FINAL GUILD MECHANIC THREAD
    • Protect:
    • Protect feels like a very restricted mechanic, and unless the set is going in the footsteps of its ancestors in having an aura theme (Which might even be a bad idea with this mechanic after all) it won't save many creatures unless the card itself has flash. While it feels white blue in spirit, it plays weirdly with many of the white blue tactics that exists.
    • Vex:
    • An okay mechanic, nothing special and far too wide for my taste. I assume it is a saboteur ability with the modified Rhustic clause. Dimir feels like they could so much better, especially since they have so many tools at their disposal.
    • Malicious:
    • Straight from Zendikar, it is only fitting that the vampire mechanic is put in the vampire colors. A fine fit, yet I worry it is too much win more in the very aggro colors of Red Black. It might be fine, but it depends on the cards, I assume.
    • Bloodlust:
    • Apart from the aforementioned problems with naming and effect, I would like to note that if you are playing Gruul you want your opponent at a lower health than you, and so this mechanic makes little. Few non-Rakdos decks will be able to outrace you either way, and so more often than not it will do nothing.
    • Enforce:
    • Same as mentioned at bloodlust, this needs a name change. Other than that this feels like everything but Selesnya. It cares about nontokens, and grows tall rather than wide. It feels like a mechanic for Gruul if anything, but even then it is probably a miss.
    • Possess:
    • A fine idea in spirit, it needs a far higher cost than demonstrated. Anything recursive needs to be expensive at common, but that speaks little of the mechanic. My only worry in its effect is that it might be too close to Haunt. Probably the best mechanic of the bunch either way.
    • Harvest:
    • This is a very Rakdos mechanic, not Golgari. Golgari cares about the already dead, not about killing stuff. That problem have a tendency to solve itself on Ravnica. I like that it brings back +1/+1 counters, I dislike that it does it in this matter. As previously mentioned, the preview card is odd as well.
    • Adapt:
    • Weird, overly complicated, plays weird with old Simic mechanics. Again, it is great that the mechanics focus on +1/+1 counters, but this is a weird fit, out of flavor, and not possibly to appear at common due to its complexity.
    • Volt:
    • Non-Blue, mono-red, not izzet. This is probably the worst fit of a mechanic among them all. I would suggest looking at something that either promotes casting large spells, or granting you mana somehow. Red is number one in temporary mana, and blue is second in mana overall.
    • Reinforcements:
    • This card is fine, as a one of. As a mechanic it plays weirdly with pretty much all other mechanics and feels little like boros. While the enforcers of the Boros legions do employ large armies, they do so in an ordered manner and not just flooding the world. That is Selesnya's strategy.

    Overall, most mechanics feels weird, out of color, and hastily decided upon. I would recommend a large rewriting of the majority of them, as many feel overly complicated. I like that you've taken some unkeyworded abilities and keyworded them, it allows players to understands easily, but that is about it. I am sorry if you feel I am coming at this harshly, but I feel that you would rather hear it now than when the set is closing in on completion.

    When I get home, I'll drop the ideas I have for mechanics, just to start a bit more brainstorming. If that is desirable, that is?
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 13 - Dragons and Playtesting
    Quote from DJK3654 »
    Quote from JuanCu »

    A replacement effect is not worded with 'When' which is reserved for triggered abilities that are put on the stack, it should start with 'If.' Stinkweed Imp. Discard doesn't happen without effect, or else Megrim would always hit for 2. By writing 'tries' I imply there would be a rules addendum, but if you don't like that, I stand by my second wording.

    I disagree with linking sacrifice with graveyard. No matter how strongly they synergize, they are not the same thing. It's like saying exploit is the same strategy as exalted because they both need to use creatures.

    I didn't use 'when'. Discard doesn't happen, but the ability that makes them discard does. Discard is the action, but the effect that causes it still there when the action does nothing.

    The whole sacrifice/graveyard thing isn't about the theme being made, it's about what happens when you do. My concern is that these kind of cards support a graveyard strategy, whether you like it or not. I don't know to what degree, or whether by extension it's too much, but it is definitely support for it. Anyway, that's just what I think.

    You literally used the word "Whenever", indicating it is a in fact a replacement effect. The correct wording would be:
    If a spell or ability would cause an opponent to discard a card while they have no cards in hand, instead put a +1/+1 counter on each creature you control.

    The thing with a sacrifice theme is that it can be taken in several directions, depending on what the surrounding looks like. Reanimation strategies are more centered around larger creatures, whom you wouldn't want to sacrifice either way. With black being the token color in dreamscape, a black-green sacrifice theme would allow it to sacrifice tokens rather than cards you want to have in your graveyard.
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 13 - Dragons and Playtesting
    The podcast was interesting, it is interesting to have this follow-up on your previously criticised subject. Good luck with the playtest, if it hasn't been already, and good luck on finding your data if it has! Regarding the challenge, and the card I am now submitting as my other card:

    While I can't quite submit a card that would create a new archetype for Dreamscape of Noctus, I would like to submit this more streamlined build-around-me uncommon. While it can be used in a graveyard recursion style, with lots of small guys coming back, it can also be used in a token strategy. In the special case of Dreamscape this archetype is taken by red black, but I believe they could exist next to eachother. The black token creation would overlap, and with green being the secondary color in token creation normally, it will work well with those as well.

    Dreamscythe Druid 1BG
    Creature - Elf Druid {U}
    Whenever a creature enters the battlefield under your control, if you didn't cast it from your hand, each opponent loses 2 life.
    "To survive an unnatural state, one must cast away their own nature."
    - Venules of the Dreamscythe


    As a side note, I like the idea of having Black-Green as a loner color, and had I had a good idea on building a build-around-me card for that archetype I would had done so. It makes a lot of sense with the color pie distribution, especially considering the colors's power and toughness distribution.
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 13 - Dragons and Playtesting
    I haven't had time to listen to the podcast yet, but the first thought I had for the challenge was this:

    Reap the Woods 1GB
    Enchantment {U}
    At the beginning of your upkeep, sacrifice a nonland permanent. Each opponent sacrifices a permanent that shares a card type with the sacrificed permanent.
    The Reaper is neither friend or foe, but rather a force of equality in a broken world.

    Posted in: Custom Card Creation
  • posted a message on Why are these designs good/bad?
    Here's what I think, with a short explanation to each of them:

    Design 1:
    From a color perspective, this is a bad card. It is a very red effect, not a green one, and while cards portraying wasps and bees have been green recently, I can't say I agree with them. This is just a blatant violation for no real reason, and I don't like it at all.

    Design 2:
    A fine card. A bit more powerful than Sip of Hemlock but a fine effect at a common card. Easy to read and easy to grasp, it is a staple common.

    Design 3:
    Recent printings would say that this design is fine, and it is well within white's color pie to hate on its enemy colors. However, I would like this more if it was permanent rather than creature, as that is more white's philosophy and it makes a much more appealing effect, powerwise.

    Design 4:
    I don't like face down cards not being 2/2s, it makes it hard to see what is happening as an outstander or new player. Allowing all your cards to become lands as well seem wrong, and from a development perspective this is crazy strong. Lands are not really interactive, so they being removed wouldn't really happen and pairing cards with this with Ghostly Flicker would be absurd. I don't like the keyword, and so I have few points on the creature itself.

    Design 5:
    Much like your first design, dealing damage isn't a blue thing. It is ok for a white card to punish its enemy colors, but blue don't do it via damage. This is a color pie violation and doesn't read very interesting either.

    Design 6:
    A fine keyword, a kind of Evoke effect. Probably not a fun mechanic in too large numbers, as it could leave players stranded on resources easily.

    Design 7:
    This basically reads "This creature gets +0/+X, where X is its power" and be the same effect in most scenarios. Burn spells won't be thrown around for fun, and you can't pre-emptively build up a shield with this ability. Also referring to damage marked looks ugly, doesn't look great to me.

    Design 8:
    I've talked about this before, and I feel that the simplicity of Megamorph is more important than having a hypothetical more wide effect. And so, I don't like Megamorph N

    Design 9:
    This looks like a great mechanic, if you only remove the "each other creature" part. It looks clunky, and if you have many creatures with Overgrow it won't do that much either way. I get that this would probably cause your overgrow creature to move away from having the lowest power, but I think it should be fine.
    Posted in: Custom Card Creation
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