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  • posted a message on January 2016 - Semifinals - Epic Name, Lord of Epic
    Flatline and Selesticio welcome to the finals. Koopa misses out by a single point....
    Posted in: Monthly Contests Archive
  • posted a message on February MCC Round 1: Distorted Beauties
    Judging Complete

    Quote from Freyleyes »
    Vanacularoarasaurus WUB

    Creature - Vampire Rabbit Lizard {U}

    Flying, lifelink, menace.

    “Ach! Hans, run! It’s the Vanac..., Vanacu..., Vanacularo... Just run Hans!”
    —Saffi Eriksdotter, forgotten last words


    2/2

    Design -
    (1/3) Appeal: Timmy may have some fun with the creature type being a bit of a new experience and spike likes lots of keywords mashed into an efficient package but this is neither efficient enough or big enough to fully satisfy. Johnny doesn't care.
    (2/3) Elegance: Tricolor cards with three evergreen keywords leads to very elegant designs, what I think is lacking here is the colors and how they associate with each keyword. This could potentially be mono black. Flying and blue especially feel like the outlier here as at least vampires are black and rabbits white (or maybe white/green).

    Development -
    (2/3) Viability: The colors seem really arbitrary here to fit the tri-color -> triple keyword design. Especially as lizards are nearly always red. If you told me the creature type or the combination of abilities I would guess several different color combinations before the ones you chose. The keywords technically fit but they could fit better in Mardu, Orzohv or mono black.
    (2/3) Balance: As an uncommon this seems to play a little on the safe side, considering this should be something trying to actively pull you into the three color combo. 2/3 could of allowed it to play defense a tad better while being mostly irrelevant when blocked due to menace.

    Creativity -
    (2/3) Uniqueness: While we have seen triple keyword tri color cards a few times before most notably in Mantis Rider its not super commonly explored space. Also rabbit is certainly not a commonly used creature type by any means.
    (1.5/3) Flavor: The flavor text is a nice called back and it also evokes Monty Python: Holy Grail but i'm not sure the Saffi quote is appropriate for something so small. Vampire Rabbit is cute but I'm really unsure how the lizard fits in here. Which is kinda the point of the challenge but I don't get a good sense of the flavor here.

    Polish -
    (2/3) Quality: Massive paragraph breaks between the lines is annoying.
    (2/2) *Main Challenge: Your card had three creature types and was among the weirder and more unique combinations as required.
    (2/2) Subchallenges: both satisfied

    Total: 16.5/25

    Quote from Hemlock »
    Thornwing Castigator WBG
    Creature - Plant Angel Minion (R)
    Flying, deathtouch
    Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
    WBG, Remove a +1/+1 counter from Thornwing Castigator: Target player sacrifices a permanent.
    "It has narcotic thorns instead of feathers, and the grimace of Death instead of a face"
    2/2

    Design -
    (2.5/3) Appeal: Timmy likes the infinite potential that evolve gives it but finds the small size and that it makes itself smaller less appealing. Johnny wants to find ways to combo this off somehow while spike loves the sequencing of evolve and the unconditional removal giving them lots of ability to outplay others.
    (2/3) Elegance: Tricolor cards with often can lead to elegant designs as you have the two keywords mostly shared through the colors but in a way that doesn't feel like it would be a mono colored spell. The evolve plays nicely with the ability, making it easier to trigger again. My main concerns that the ability is sacrifice which they can choose a land which isn't as clean inhow it plays. Also while I can imagine a Plant Angel being a weird creature, the Minion type is barely supported and seems like a flavorless add-on to justify the challenge.

    Development -
    (2.5/3) Viability: The card fits well within the color pie for the most part though the activated ability certainly doesn't seem to be at all white.
    (2.5/3) Balance: The card is powerful as it should be as a tri color rare. My main concern is that the ability is far more useless than it seems due to hitting lands. Though its possible a lockout could occur otherwise. The repeatability makes it tricky to develop and I think your close but that it may need more tweaking.

    Creativity -
    (2/3) Uniqueness: Plant angel certainly hasn't been done before though cards with evolve and counter costing abilities where reasonably common in simic. However as much as i'm not a fan of the activated ability it certainly is on the unique side with
    (2.5/3) Flavor: Its a nice name that fits the creature type and the flavor text gives a poetic description of the creature. However is seems like the card itself is saying the flavor as there is nobody being quoted. This seems like a minor mistake. Again the Minion subtype feels a little flavorless here. Who is it a minion of?

    Polish -
    (2.5/3) Quality: 'Death' is capitalized randomly and there is no name for who is saying the quote. Otherwise looks good.
    (1.5/2) *Main Challenge: This has three creature types and is definitely weird but the Minion subtype feels tacked on to justify this challenge.
    (1/2) Subchallenges: The cards is a rare but not an ally

    Total: 19/25

    Quote from glurman »
    Goblin Reanimist 1BR
    Creature - Goblin Zombie Shaman (U)
    BR, Sacrifice Goblin Reanimist: Return target Goblin creature card from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
    "He'll put his all into digging his brethren up even if it kills him. Again." - Dralnu, Lich Lord
    3/2

    Design -
    (2/3) Appeal: Timmy likes the experience of tribal goblins while johnny would attempt to break this with some sort of look that takes advantage of many of the goblin tribal spells etc. However it doesn't seem efficient enough for Spikes interested in playing golbins.
    (2/3) Elegance: The flavor and effects make sense here though the sorcery speed activation is probably unnecessary and hurts the elegance of the card.

    Development -
    (2/3) Viability: Apart from being a goblin this card doesn't really feel red at all and we have had mono black zombie goblins previously. Otherwise the card seems fine.
    (2.5/3) Balance: Initially I thought this was a super terrible Corpse Hauler but the battlefield reanimation makes this far more on the balanced side. I can understand why the sorcery speed clause is there as it prevents on-board tricks, however goblins are usually smaller than a 3/2 and this is an uncommon thus makings an instants speed version fine.

    Creativity -
    (2/3) Uniqueness: RB goblin shamans are not sure unique and there are a few cards like Doomed Necromancer that do similar effects but they are uncommon enough and don't usually use tribal mechanics that this is pretty unique.
    (3/3) Flavor: Name and flavor are really good though digging up his brethren doesn't feel super like a shaman. But hey goblin shamans are probably not afraid to get their hand's dirty.

    Polish -
    (2.5/3) Quality: "- Dralnu, Lich Lord" needs to be on a second line. Otherwise it looks good.
    (1/2) *Main Challenge: Triple creature types but they feel very ordinary together. Zombie Goblins being common and Golbin or Zombie Shamans being common.
    (2/2) Subchallenges: Both sub-challenges are met..

    Total: 19/25

    Quote from Jimmy Groove »
    Heroes on the Half Shell 3GU
    Creature - Mutant Turtle Ninja (U)
    Flash
    Heores on the Half Shell is unblockable.
    "I find the concept of them hackneyed and silly, but it is fun to watch them fight."
    - Sis Kel, goblin critic

    3/5

    Design -
    (1.5/3) Appeal: Spike loves the efficiency, ambush potential and the tension between attacking and blocking. Nothing here for Johnny awhile timmy likes the pun and idea of playing with a TMNT this isn't a great fit for them.
    (3/3) Elegance: The card is an efficient elegant design where the power, toughness, and keywords all pull their weight. This is exactly the kind of elegant design I love.

    Development -
    (2.5/3) Viability: Rarity, colors and power level all seem great. The name and creature types are probably a little too silly for normal magic unfortunately.
    (2.5/3) Balance: This is a powerful limited card but a fair uncommon designed to pull you into the color combo. The power should be reducing by 1 as a 3/5 flyer for 5 is worse than this and still very good.

    Creativity -
    (2.5/3) Uniqueness: While we have had defensive unblockable creatures like Benthic Infiltrator or Elusive Krasis, the addition of flash and increased mana cost and power make it feel very fresh.
    (2/3) Flavor: The flavor text is funny and very silly but I'm really not a fan of the name. Hero's sound too much like a legendary when not in the context of Greek Myth world. Especially as I don't envision Ninja's being heroes.

    Polish -
    (3/3) Quality: No errors I can immediately see.
    (1.5/2) *Main Challenge: The three types have been satisfied and while I usually feel mutant is a little bit of a cop out for this challenge the mutant ninja is still weird enough for nearly full marks.
    (2/2) Subchallenges: you satisfied both subchallenge conditions.

    Total: 20.5/25

    Quote from maplesmall »
    Druidic Aberration 1GG
    Creature - Elf Mutant Druid (U)
    1,t: Add x in any combination of colors to your mana pool, where X is the number of creatures that share no creature types with Druidic Aberration.
    1/3
    His magic grows stronger among strangers.

    I wanted this to be 'where X is the number of creature types among creatures you control.', but I'm pretty sure that gets bah-roken with Mirror Entity giving all creatures all types, which is why I suspect there hasn't been "count creature type" cards before.

    Design -
    (2.5/3) Appeal: Johnny loves trying to break this into a near infinite mana sink as well as messing around with creature types. Its efficient enough for Spike to try and break it with tokens but doesn't like as much that an opponent's copy will care about his creature types too. Meanwhile Timmy loves big mana and playing around with tribal.
    (1.5/3) Elegance: The card is a little complex but reasonably understandable until it trips you up with tht it counter an opponent's creatures too. I had to reread it several times to make sure I wasn't mistaken and that breaks the elegance a lot for me.

    Development -
    (2/3) Viability: This seems very strong for its rarity and that it can function off opponent's creatures is added complexity not needed for an uncommon.
    (1.5/3) Balance: This plays great in a number of casual and constructed formats and is even useful in limited depending on thew environment. However the amount of mana this produces quickly especially with tokens or with your opponent's help makes this undercosted even if the 1 cost makes it a little more reasonable.

    Creativity -
    (2/3) Uniqueness: We have had multi mana producing elves many times however the way this cares about creature types is certainly a reasonably fresh take.
    (2.5/3) Flavor: The flavor text is great though the name doesn't really gel for me, bringing down the flavor a little.

    Polish -
    (3/3) Quality: Templating looks good here.
    (1/2) *Main Challenge: Mutant is an easy cop out and mutant elves have been seen before. Adding Druid here doesn't make it much weirder.
    (2/2) Subchallenges: Both subchallenges met.

    Total: 19/25


    Jimmy Groove: 20.5
    glurman: 19
    Hemlock: 19
    maplesmal: 19
    Freyleyes: 16.5
    Posted in: Monthly Contests Archive
  • posted a message on FEBRUARY 6TH, 2016
    Indighost & Guesswork

    Chemical Adjustment 2UR
    Sorcery (U)
    Gain control of target creature until end of turn.Untap that creature. Until end of turn it gains haste and "Whenever this creature deals damage to a player, draw a card."
    Posted in: Monthly Contests Archive
  • posted a message on [SHD] Shandalar (~90/250) — In Design & Creative
    Quote from Apoquallyp »
    Do you think Manaweft Sliver should be reprinted? I think a powered-down version might work better.

    Why do you think a powered down version is required? I mean its an uncommon. If you want a commmon version then I agree a less powerful card may suit better.
    Posted in: Custom Set Creation and Discussion
  • posted a message on FEBRUARY 5TH, 2016
    Bravelion & Groovelord

    Bloodfury Manticore 5RR
    Creature - Manticore (R)
    Flying
    When Bloodfury Manticore enters the battlefield, target creature fights another target creature.
    5/5
    Posted in: Monthly Contests Archive
  • posted a message on [PODCAST] Re-Making Magic Episode 55 - Hostile Takeover Live Pt2
    Join Reuben Covington and Dan Felder for the fifty-fifth 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:
    • We continue our live design session of Hostile Takeover
    • Check out Dan's article on High Stakes Magic, which we based Hostile Takeover off.
    • Check out the early version of the rulesbook.
    • We talk about dozens of Hostile Takeover cards, mainly operations
    • We discuss how Operations and Reactions differ from Mercenaries in this game.
    • The full game will be released in the next few days. EDIT: Its finished!

    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 4TH, 2016
    void_nothing & Indighost

    Destined Citizen W
    Creature - Human Citizen (C)
    2G: Put a +1/+1 counter on Destined Citizen.
    "Someday a hero shall emerge, marked by fate and born of common blood."
    --Hymn of the Lowly King
    1/1
    Posted in: Monthly Contests Archive
  • posted a message on FEBRUARY 3RD, 2016
    Indighost & Guesswork

    Soulbond Hydra 3GG
    Creature - Hydra (R)
    Trample
    At the beginning of your upkeep, put a +1/+1 counter on Soulbond Hydra for each other creature you control.
    4/4
    Posted in: Monthly Contests Archive
  • posted a message on February 2nd, 2016
    Guesswork & Groovelord

    Dark Calamity 7BB
    Sorcery (M)
    Target player discards seven cards. Then if that player discarded less than seven cards this way, he or she sacrifices a number of nonland permanents equal to the difference.
    "The only thing left for your Gatewatch will be ashes and defeat."
    -Ob Nixilis
    Posted in: Monthly Contests Archive
  • posted a message on [DMS] All Dreamscape commons - Looking for limited reviews
    Quote from Ber_F »
    I believe the Word of Maro is that dual lands that ETB tapped (Meandering River and variants) are by default uncommon. Only when the set has a strong multicolor theme are they printed at common. You said the set doesn't have other fixing like Evolving Wilds but why don't you just make an Evolving Wilds variant that self-mills and use the other four slots for something else? It's also a bit aesthetically weird that all ten two-color archetypes are equally supported yet only five of them get their corresponding duals at common (even if everything ends up being balanced).

    I guess what I'm asking is the following: Sets without multicolor themes can do common mana fixing just fine "the normal way." What do you think is gained by having these common duals lands that you can't gain "the normal way?"

    A couple of reasons:
    5 color fixers such as Unknown Shore, Evolving Wilds, Traveler's Amulet or Prismatic Lens have far less developmental wiggle room to allow them to both remain playable while also fulfilling the great gameplay that the small milling effects create. Even if I did find 2-4 designs that fit developmentally they are nowhere near as elegant as the current designs.

    The other issue is signposting, Dreamscape as a limited environment has a lot of interactions that can overwhelm newplayers if they don't have an idea of what to do. The duel lands combined with the off-color cycles and uncommon gold cards help nudge players who are looking for direction. Especially if seen late it can give players not super experienced in signals something super obvious.

    Do you have a source from that "Word of Maro"?, Like I'm aware that common duels have only really appeared in multicolor sets but I don't remember any specific statement about it.

    Also BenF if you have time I'd really appreciate a Top 3 of each color.
    Posted in: Custom Card Creation
  • posted a message on January 2016 - Semifinals - Epic Name, Lord of Epic
    Quote from Solesticio »
    How does this work exactly? It seems there's only two scenarios possible:

    - either everyone is tied
    (A->B,C;
    B->C,A;
    C->A,B)

    - the 'winner' picks who plays the finals with him
    (A->C,B;
    B->C,A;
    C->?, ?).


    Will you be judging as well, or we just move as it is and see what happens?

    RaikouRider needs to judge as well, otherwise I'll step in and provide a top 3.
    Posted in: Monthly Contests Archive
  • posted a message on February 1st, 2016
    Flatline & Groovelord

    Emissary of Light 1W
    Creature - Human Soldier (C)
    Emissary of Light has flying as long as you control a creature with a +1/+1 counter on it.
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on [LoR] Erupt: The Gruul Mechanic
    I like this. The inbuilt trample seems unnecessary but otherwise the designs seems flexible yet narrow enough that they fit well for a guild mechanic.

    I'm a fan.
    Posted in: Custom Card Creation
  • posted a message on [DMS] All Dreamscape commons - Looking for limited reviews
    Quote from Circeus »
    • Now that I look at this set a little more closely, it seems obvious that a non-multicolor set has no use for a cycle of common duals.
    • There is nowhere near enough +1/+1 counter support at common to justify Emissary of Light's effect.
    • There is no justification for Scapehunting not targeting either the cards or the player.
    • Even though I see what it's supposed to do, I'm really not enamored with the white untapping effects. I look at Lost in the Moment and I really, REALLY want to make it main blue instead of main white.
    • Cruel Worship gives me the same reaction. Black does not grant haste at common.
    • Is it an accident how close Lurking Murkbeast and Altor Oathbound feel?
    • Awakening surge is just asking for trouble because I suspect even experienced player are going to mess up occasionally as to whether untapping the creature causes its P/T to change.

    Thanks for your critiques, I hope I can answer your questions.
    The duel lands at common are one of the few color fixers at common and have been helpful in allowing splashes in a similar manner to Evolving Wilds or Unknown Shores without large multicolor themes. Note how I don't have a card like Traveler's Amulet etc. Thus the fixing ends up being very similar in level to a set like Theros. Also note how well the lands play with all the mechanics.

    With Emissary of Light I agree, I justhaven't figured out a good fix until this morning. I have changed it to the following:
    Emissary of Light 1W
    Creature - Human Cleric (C)
    Emissary of Light has flying as long as you control a creature with a +1/+1 counter on it.
    1/3

    I've mentioned previously how Scapehunting is marked for a redesign.

    Cruel Worship and Lost in the Moment are certainly bends but hybrid design space is often narrow. These play well (though Cruel Worship should cost 1B) and the bend for Lost in the Moment is especially justified considering the themes of the set.

    As for Lurking Murkbeast and Altor Oathbound, they just fell victim to the requirements of the mana curve leaving them as both 4cmc off color activated creatures. Its a very low priority issue that probably isn't getting changed at this stage.

    Quote from Sliver Lord »
    A hard set to evaluate without play, since there are clearly a lot of interlocking parts and both premonition and dreamwalk are mechanics whose play is difficult to grok. That said, I'll provide my impressions after giving it a pretty good amount of thought.

    ....It really bugs me that Shimmerhide Rhino doesn’t have some sort of hexproof or similar ability.

    Thanks for the feedback! Your right that it used to be a functional reprint of Rubblebelt Rhino, thus the name and flavor text. However it got moved around to fix green's 3 and 4 drops which have been lacking until recently. I'm look to change the name and flavor text soon.

    Quote from Creedmoor »
    In terms of color balance I would say blue is too strong and needs a nerf, white is too weak (not white as a whole, just its aggro oriented creatures) and needs a buff. I feel like black, red and green are the most well balanced colors but I would still give red aggro a little bit more support.

    Thanks for the feedback. I definitely agree that black and green are the "most well balanced colors." Having a good range of cards that can take your in multiple directions. Note however that my opinion on green may change in the next round of playtesting as I haven't played since I've reworked their 3 and 4 drops (adding Rhino and modifying AEther Predator.)

    Quote from Creedmoor »

    3rd - Altor Oathbound: 4/2 trample alone is not the worst deal for 3R. With one more mana it becomes a living crusade and could close a game very quickly. It's really strange WR is a prowess deck and it's paragon wants a token army instead...

    This just ended up being that white activated abilities without a tap cost are reasonably narrow, doubly so when you need to to work within RW. This means that a card like Crackling Figments can both trigger prowess and provide multiple bodies to pump. Also it means your smaller prowess units can be relevant when if you run out of noncreature spells.
    Posted in: Custom Card Creation
  • posted a message on January 2016 - Semifinals - Epic Name, Lord of Epic
    Ok Move on to Critiques!
    Posted in: Monthly Contests Archive
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