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  • posted a message on Custom Keyword Encyclopedia
    Quote from Ber_F »
    In the entry for arm, there shouldn't be quotes around "Equip 2", it shouldn't be capitalized, and the equip ability should come after the other ability. See Nahiri, the Lithomancer. A closing parenthesis is also missing in the reminder text.

    Arm (Put a colorless Equipment artifact token named Weapon onto the battlefield with “Equipped creature gets +1/+1” and equip 2 and attached to this/those creature(s).)



    Thanks, changing.
    Posted in: Custom Card Creation
  • posted a message on Custom Card Creation Helpdesk
    A) what's a reverse google image search?
    B) How can it be Jintetsu when the signature clearly ends in a "g"?
    C) Just because it's on his deviantart doesn't make it his, abigaille's deviantart is also listed on the image so it could just as likely be that account's.

    A) This
    B & C) The art description clearly states that the art is from the artists old deviantart account, thus the change in both deviant art account and signature.
    The most popular from my old gallery. :/
    Posted in: Custom Card Creation
  • posted a message on Custom Keyword Encyclopedia
    Changes made on Zervintz's suggestions have been implemented. Zervintz has also kindly offered to help me get to 50+ mechanics.

    Hopefully I should have a chance to be more active as my paid work draws to a close.
    Posted in: Custom Card Creation
  • posted a message on Shadows Over Innistrad Color Pie Thread [Spoiler Alert]
    I feel it is worth revisiting this article
    Bleeding Cool
    http://magic.wizards.com/en/articles/archive/making-magic/bleeding-cool-2015-04-06

    In particular:
    Is This Bending or Breaking the Color Pie?
    This distinction is very important. Does the existence of the bleed undercut the separations between the colors? Is this card more likely to allow decks to stay monocolor and not have to branch out? Is this card lessening a weakness endemic to a color? In short, is the bleed doing something that will make the colors less distinct long term? If the answer to any of these questions is yes, the card should not be made.


    This "lessening a weakness" is apparent on Bygone Bishop but difficult to argue when the new Avacyn is concerned. However I will not that investigate is not card draw and one of the reasons I could see the Bishop considered a bleed rather than a break.
    Posted in: Custom Card Creation
  • posted a message on Custom Card Creation Helpdesk
    5 second reverse google image search says it is Jintetsu

    Please learn to use reverse googleimage search in the future.
    Posted in: Custom Card Creation
  • posted a message on Shadows Over Innistrad Color Pie Thread [Spoiler Alert]
    Quote from Legend »
    Quote from Doombringer »
    Turbojustice crushed it with his explanation.

    No he didn't. Well in some respects he did, but not in regards to Avacyn. His argument for Avacyn is fatally flawed.

    I was more referring to his explanation of bleeds vs breaks.
    Your right that he does make the mistake of misreading that Avacyn deals damage to yourself.
    However even taking this into account I don't see how it being non symmetrical means it is a color pie break rather than simply a bend.

    What fundamental part of white's weaknesses do you think Avacyn breaks? Its not like it says "draw 3 cards."
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 57 - What makes a good mechanic? Pt2
    Hey, I've noticed there haven't been any updates to the podcast for two weeks now. Is everything all right?

    Yes we had to scrap an episode and now Dan is on Holiday, thus we will be away until he gets back.
    Posted in: Custom Card Creation
  • posted a message on Shadows Over Innistrad Color Pie Thread [Spoiler Alert]
    Turbojustice crushed it with his explanation. I just want to add 1 minor addition

    A lot of the color pie is about Perception, you want blue to be perceived as the color with the smallest creatures? make it unable to have Grizzly Bears. You want to give the perception of white being the Weenie color, don't give it 6/6's at common.
    What the DFC's cleverly do is make you associate the color bend of Insidious Mist to blue with the frame's color even though there is zero blue mana in the cost of the card. The majority of players are not color pie experts, its more instinctual. They can recognize if something is off but don't delve into it deeply. Because the perception of the card is masked by the blue card frame and amazing flavor there isn't the same instinctual wrongness as regular major bend or break in the color pie.
    Posted in: Custom Card Creation
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    Thanks for the feedback guys! The rares are certainly still the roughest area of the set and will need to be worked on more before I consider the set "finished."
    Posted in: Custom Set Creation and Discussion
  • posted a message on February MCC FINAL ROUND: Distorted Through Time
    Quote from void_nothing »
    Inertiagrowth Liege 2GG
    Creature - Insect Druid (M)
    Haste
    When Inertiagrowth Liege enters the battlefield, at the beginning of your next upkeep, put four +1/+1 counters on Inertiagrowth Liege.
    T: Add CCCC to your mana pool. Activate this ability only if a single source added two or more mana to your mana pool this turn.
    "We are straight-line-rigid, circle-primal, spiral-endless."
    1/1

    Design -
    (2/3) Appeal: Spike's are not a super fan here but timmy and spikes have reasons to be enjoy the card.
    (1.5/3) Elegance: the number 4 ties things together a bit but I don't really get what the connection is between that.

    Development -
    (2.5/3) Viability:The Rarity and colour pie seems good though adding large amounts of colorless mana is pretty rare on a green mana elf.
    (0.5/3) Balance:While having a large cost both the eventual large body and the huge amount of mana it can produce seem insanely broken.

    Creativity -
    (3/3) Uniqueness: The card is certainly a unique set of abilities that hasn't been
    (1/3) Flavor: The name and flavor feel very poor. They don't evoke much or help explain the card mechanics

    Polish -
    (3/3) Quality: No mistakes I can see.
    (2/2) *Main Challenge: Challenge met.
    (2/2) Subchallenges: Both subchallenges met

    Total: 17.5/25
    *An entry with 0 points here is subject to disqualification.
    Quote from shinike1729 »
    Capricious Clique 2UB
    Creature — Faerie Rogue (R)
    Flying
    Prowl 1UB (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
    When Capricious Clique enters the battlefield, if its prowl cost was paid, target opponent loses 2 life and you gain 2 life.
    Whenever a Faerie or Rogue you control deals combat damage to a player, you may return Capricious Clique to its owner's hand.
    2/3

    Design -
    (1/3) Appeal: Spikey spikey spike spike! Unfortunate that it doesn't do much for timmy or johnny
    (2/3) Elegance: It has a lot of different moving parts and while not complex in any one way it doesn't come together that nicely.

    Development -
    (2/3) Viability: An underwhelming rare, it could of been less pushed and then been a super fun uncommon. However the main issue is that it feels a lot more black than blue but not enough to be a violation.
    (3/3) Balance: The numbers are good, even though it isn't too pushed for a rare.

    Creativity -
    (2.5/3) Uniqueness: Prowl has been used before but not with a return trigger.
    (2/3) Flavor: The flavor doesn't do a great job at shining through but the name is a good bit of fun.

    Polish -
    (3/3) Quality: All good here
    (2/2) *Main Challenge: All requirements met
    (2/2) Subchallenges: both subchallenges done.

    Total: 19.5/25
    *An entry with 0 points here is subject to disqualification.
    Call the Firestorm 2RR
    Sorcery (U)
    Surge 1R (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)
    Put two 3/1 red Elemental creature tokens onto the battlefield. Exile them at the beginning of the next end step.

    Design -
    (0.5/3) Appeal: This would be a spike card but it lacks haste. It has no way of breaking it for a Johnny etc. The tokens are too small for Timmy.
    (1.5/3) Elegance: This would be a perfectly elegant card but the lack of haste is both really confusing.

    Development -
    (3/3) Viability: Looks good.
    (0/3) Balance: This card is useless in every format.

    Creativity -
    (1.5/3) Uniqueness: Surge makes the card not totally rehashed but even then that's not super new.
    (2/3) Flavor: The name is good and fits the mechanics but the surge isn't super explained.

    Polish -
    (3/3) Quality: No mistakes that I can see (except that you probably forgot haste :p )
    (2/2) *Main Challenge: Main Challenge met
    (2/2) Subchallenges: Good on both counts
    Total: 15.5/25
    *An entry with 0 points here is subject to disqualification.
    Quote from RickyRister »
    Goblin Ambusher 2R
    Creature - Goblin Rogue (U)
    Raid - you may cast Goblin Ambusher as though it had flash if you attacked with a creature this turn.
    When Goblin Ambusher enters the battlefield, exile target creature you don't control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
    Nothing beats a surprise goblin to the face.
    2/2

    Design -
    (1/3) Appeal: This is a very focused spike card that isn't really aimed at the other psychographics.
    (3/3) Elegance: Its easy to understand both the card text and the way it is used.

    Development -
    (1/3) Viability: Rarity seems well done but this card is a major color pie violation, red has never got flicker effects and even the flash is unusual for the color.
    (2/3) Balance: Dangerous in giving red access to tools it doesn't usually have but probably not powerful enough to break anything.

    Creativity -
    (1.5/3) Uniqueness: This feels fresh but mainly due to being a color pie violation, in white or blue where it belonged it would be far less impressive.
    (2.5/3) Flavor: Flavor text is great and the name is fine if a little bland.

    Polish -
    (2.5/3) Quality: The raid ability is missing the initial capital letter
    (2/2) *Main Challenge: Top marks here
    (2/2) Subchallenges: Both subchallenges have been completed

    Total: 17.5/25
    *An entry with 0 points here is subject to disqualification.
    Timeholder

    Guardian of the Burnwillows 3RG
    Creature - Elemental (M)
    If a spell you cast this turn was countered by a spell or ability an opponent controlled, you may pay RG rather than pay Guardian of the Burnwillows's mana cost.
    Trample, haste
    At the beginning of the end step, return Guardian of the Burnwillows to its owner's hand.
    6/6

    Design -
    (2/3) Appeal: Timmy loves the giant body while spike enjoys the backup protection and efficiency. Johnny finds it hard to get excited by this or really abuse it.
    (2/3) Elegance: The card is understandable and while having a variety of different parts they combine into something reasonably cohesive. The way it really only protects sorceries is pretty hard to parse however.

    Development -
    (3/3) Viability: Rarity and game rules look great. The color pie also fits here.
    (3/3) Balance: This card feels powerful and has potential standard playability while being unlikely to kick the legs out of a format.

    Creativity -
    (2.5/3) Uniqueness: Blitz Hellion and Summoner's Trap both come to mind here but the combination is very unique
    (2/3) Flavor: It seems a bit transient and aggressive to be a guardian but the callback to the Burnwillows is very fun.

    Polish -
    (3/3) Quality: Everything looks great here
    (2/2) *Main Challenge: Full marks here.
    (1/2) Subchallenges: it doesn't have an effect that occurs when cast, resolved, or on entering the battlefield.

    Total: 20.5/25
    *An entry with 0 points here is subject to disqualification.


    void_nothing: 17.5
    shinike1729: 19.5
    azurespirit: 15.5
    RickyRister: 17.5
    Moss_Elemental: 20.5
    Posted in: Monthly Contests Archive
  • posted a message on [PODCAST] Re-Making Magic Episode 57 - What makes a good mechanic? Pt2
    We are still looking for mechanic entries.
    Posted in: Custom Card Creation
  • posted a message on Faeria, A "Strategy Card Game meets Living Board" is available on early access
    Faeria is a Strategy card game that has a living board that you create each match, building a huge layer of tactical decisions.
    It is now in Steam early access for $25 and I've been playing the kickstarter backer early(er) access version for over 50 hours in the last few weeks, enjoying it immensely.
    The game will be F2P when it is fully released, with the ability to buy a full collection of the initial set any time for $50 is you want every card.

    Official Site

    Official Trailer

    Discord Offical Chat

    Reddit Page

    Posted in: Other Card Games
  • posted a message on [PODCAST] Re-Making Magic Episode 58 - Faeria
    Quote from harlannowick »

    2. What mechanics are in place to ensure the game actually ends? In magic and mos other card games, as the game gets longer, players gain access to more and more powerful effects. In Faeria, it seems that players have access to whatever power level of card they like, they just have to make fewer powerful plays per turn.

    As the board fills up your are more likely to use the draw card card or +1 faeria options on the power wheel, escalating the game slightly. Also there are a large number of designs that bring the game to a conclusion such as the Green legend I think we talked bout or the cycle of super expensive 8/8's that get cheaper based on how many times things happen. (1 cheaper for each event you have played this game, 1 cheaper for each enemy unit that has died this game etc etc.)

    Finally the faeria collection requires you to have a board presence, meaning as both players get a larger board presence that it is easier to cast larger units, swinging the game in one direction or another to a conclusion.

    EDIT: The game is now available on early access for $25. Also check out the trailer HERE. and the New Website
    Posted in: Custom Card Creation
  • posted a message on [PODCAST] Re-Making Magic Episode 58 - Faeria
    Join Reuben Covington and Dan Felder for the fifty-eighth episode of Re-Making Magic, the podcast about game design and custom magic cards.

    DIRECT DOWNLOAD
    Podcast archive link
    RSS feed
    iTunes Channel
    MTGcast page
    Check out the Remaking Magic blog and ask us questions

    In this episode:

    Card Renders:

    Contact details:
    remakingmagic.tumblr.com

    Reuben Covington
    Twitter: @reubencovington
    Email: reubencovington@gmail.com
    MTGsalvation Account: Doombringer

    Dan Felder
    Twitter: @DesignerDanF
    Email: minimallyexceptional@gmail.com
    MTGsalvation Account: Stairc
    Posted in: Custom Card Creation
  • posted a message on February MCC Round 3: Distorted with Threes
    Judgements done!

    Quote from willows »

    Necromantic Conference BBB
    Sorcery (R)
    Starting with the next player, each player reveals a card from his or her hand until six cards are revealed in this way or until no player can reveal additional cards. Choose three, then exile the rest.
    Tap untapped creatures you control with total converted mana costs 9 or more: You may cast Necromantic Conference from your graveyard this turn.

    Design -
    (2.5/3) Appeal: Spike love the huge value this can generate and timmy look at ways to break the converted mana cost ability. Jhonny doesn't find the effect as satisfying even though the repeated casting is fun.
    (1/3) Elegance: This card has a bunch of complex parts and recursion that don't seem well linked and form an inelegant card.

    Development -
    (2.5/3) Viability: The effects and minigame stuff is fine in black but the tapping creature graveyard recursion is a little more white or green in my mind.
    (0/3) Balance: This card seems busted. Especially with how it can be repeatable. Allowing a huge amount of exiled cards and a resource intensive lock card. The BBB cost looks expensive but is actually simply a mistake.

    Creativity -
    (3/3) Uniqueness: While the card is broken and inelegant it certainly is unique.
    (1.5/3) Flavor: The name is great. However the way it combines with the effects isn't great.

    Polish -
    (3/3) Quality: No incorrect spelling, grammar, and templating.
    (2/2) *Main Challenge: 3, 6 and 9 are here. Well done!
    (2/2) Subchallenges: This card niether targets or repeats a number, well done.

    Total: 17.5/25
    *An entry with 0 points here is subject to disqualification.

    Quote from RickyRister »
    Cataclysm Clock 1
    Artifact (M)
    At the beginning of your upkeep, put a charge counter on Cataclysm Clock. Then, if there are exactly three charge counters on Cataclysm Clock, Cataclysm Clock deals 2 damage to each creature. If there are exactly six charge counters on Cataclysm Clock, Cataclysm Clock deals 5 damage to each creature and each player. If there are exactly nine charge counters on Cataclysm Clock, destroy all permanents and Cataclysm Clock deals 10 damage to each player.
    It counts down the seconds left in this pitiful world.

    Design -
    (2/3) Appeal: Johnny looks at charge counters and other effects that can break this card while timmy loves how massive the effects potentially get even if he doesn't like how symmetrical they are. Spike tries to break the symmetry but its too slow and inefficient.
    (2.5/3) Elegance: the progression of damage etc is a little random but the build up etc is great and elegant.

    Development -
    (2.5/3) Viability: This is certainly a mythic. I worry how easily artifact gets pyroclasm from this color pie wise but otherwise this is very viable.
    (3/3) Balance: Unless you can somehow get a loop of removing and reading charge counters to break this, its powerful but slow and fair.

    Creativity -
    (2/3) Uniqueness: Charge counters with a huge payoff have been seen before with cards like Lux Cannon and Darksteel Reactor but this exact effect and the different effect depending on how charged it is makes it unique.
    (3/3) Flavor: The name is great, fits the mechanics and overall is flavorful.

    Polish -
    (3/3) Quality: No errors that I can see.
    (2/2) *Main Challenge: Seems to fit the requirements perfectly.
    (2/2) Subchallenges: both subchallenges complete

    Total: 22/25
    *An entry with 0 points here is subject to disqualification.


    Archivist of Vryn 6UU
    Creature - Sphinx (M)
    Flying
    At the beginning of your upkeep, draw three cards.
    At the beginning of each opponent's upkeep, that player draws a card.
    He may hold the secret to ending the war, but every piece of information he gives only stokes the flames.
    5/9

    Design -
    (2/3) Appeal:Timmy loves the massive effects and stats. Spike also loves the options this gives even if they are not a fan of giving your opponent gain options too.
    (3/3) Elegance: There are no pieces here that look out of place and the individual pieces synergize nicely.

    Development -
    (3/3) Viability: The cards very much like a mythic with the combination of amazing effect and huge stats/cost. The effects are squarely within the realm of blues color pie.
    (3/3) Balance: This is a

    Creativity -
    (2/3) Uniqueness: Has a card like this ever been printed before? Does it use new mechanics, ideas, or design space? Does it combine old ideas in a new way? Overall, does it feel “fresh”?
    (2.5/3) Flavor: Does the name seem realistic for a card? Does the flavor text sound professional? Do all the flavor elements synch together to please Vorthos players?

    Polish -
    (3/3) Quality: Points deducted for incorrect spelling, grammar, and templating.
    (2/2) *Main Challenge: Was the main challenge satisfied? Was it approached in a unique or interesting way? Does the card fit the intent of the challenge?
    (2/2) Subchallenges: One point awarded per satisfied subchallenge condition.

    Total: 22.5/25
    *An entry with 0 points here is subject to disqualification.

    Quote from glurman »

    Omen Reaver 3BB
    Creature - Zombie (R)
    When Omen Reaver enters the battlefield, creatures get -X/-X until end of turn, where X is the number of instants and/or sorceries in your graveyard.
    "The presence of an Omen Reaver can be brief, but either way it's very impactful. Also very bad." - Ghoulcaller Gisa
    6/3

    Design -
    (1.5/3) Appeal: Spike loves the efficiency and two for one potential and while johnny can try to make the instant/sorcery effect bigger it doesn't scale well enough. Just killing a single creature in the end to be really worth breaking for johnny or timmy.
    (1.5/3) Elegance: Being a black card that cares about instant/sorceries and the main body are both decent but not really forming a coherent package.

    Development -
    (1.5/3) Viability: The -x/-x effect is black but black doesn't usually care about instant/sorcery counts. Also the body is weird for a black 5 drop. Rarity is good.
    (2.5/3) Balance: For a bomb rare its balanced for constructed and while maybe even a little weak for constructed it really depends on the archetypes and threats in the format as any ETB effect that can kill is always strong to an extent.

    Creativity -
    (2/3) Uniqueness: While the black instant and sorcery theme is new the black ETB kill something design isn't a super new idea. So while it will play similar to a lot of other cards it still reads differently which is a plus.
    (1/3) Flavor: The flavor text and to a certain extent the name fell flat to me. Not quite explaining why this cares about instant/sorcery cards and the dialogue being a little awkward.

    Polish -
    (1.5/3) Quality: instant or sorcery cards need to be referenced for the graveyard and the rules text lacks either a target or "all" text. Finally the flavor text needs to have the name of the person being quoted on a new line.
    (2/2) *Main Challenge: Looks like the main challenge has been met!
    (1/2) Subchallenges: The 3 was repeated in the cost and toughness, otherwise good.

    Total: 14.5/25
    *An entry with 0 points here is subject to disqualification.

    Willows: 17.5
    Rickyrister: 22
    Azurespirit: 22.5
    Glurman: 14.5
    Posted in: Monthly Contests Archive
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