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  • posted a message on Ability Word: Dramatic
    Hey, the Rakdos can appreciate a dramatic entrance. All part of living while you can. That said, if they had to use the LTB-exclusive version, I'd call it Finale.
    Posted in: Custom Card Creation
  • posted a message on Ability Word: Dramatic
    Quote from Manite »

    Cremate says hi.

    I would think someone as familiar with the game as you would know the difference between cantrips and CA generating card draw. They do not justify painless Divination in black.

    But is Madcap Ringleader broken?

    It's 3 1/1 bodies for 2 mana, in a sacrifice-heavy context. It's not broken, but it's not common material, either.


    I have in the past asked Maro on Blogatog (under the name of "bcrossfire") whether or not black could get a curiosity variant that works like Cremate. He answered something to the effect of "it would have to be in the right set". So, while I concur that paying life or sacrificing creatures for card draw is more likely, repeat cremation is not necessarily out of the question. If anything makes it less likely here, it's Undergrowth discouraging graveyard exile.

    Would 2R for Madcap Ringleader be better?
    Posted in: Custom Card Creation
  • posted a message on Ability Word: Dramatic
    Undead Thespian's card draw isn't black. Exiling cards from graveyards doesn't represent giving up anything substantive. In fact, it's usually going to get you something useful and then another useful thing on top.

    Madcap Ringleader is strictly better than Mogg War Marshal, which is a pretty good card to begin with.


    Cremate says hi.

    But is Madcap Ringleader broken?
    Posted in: Custom Card Creation
  • posted a message on Emmara, Silhana Healer
    How about this?

    Emmara, Silhana Healer GW
    Legendary Creature - Elf Cleric
    Whenever you draw a card, you may gain 1 life.
    Whenever you gain life, you may pay 1. If you do, create a 1/1 green Saproling creature token.
    3U: Draw a card. Activate this ability only if you control a Jace planeswalker.
    2/2

    This way, there's more interaction with Convoke and Populate as well. The second ability helps prevent a ridiculous combo with Beck. Although, I'd kinda prefer to go back to the extra counter effect as it better represents her healing abilities and offers more synergy with Jace and other planeswalkers.

    Emmara, Silhana Healer GW
    Legendary Creature - Elf Cleric
    Whenever you draw a card, you may gain 1 life.
    Whenever you gain life, you may put a +1/+1 counter on target creature or a loyalty counter on target planeswalker, then untap that permanent.
    3U: Draw a card. Activate this ability only if you control a Jace planeswalker.
    2/2

    Another option could be flickering, to represent her taking the creature or planeswalker into her care.

    Emmara, Silhana Healer 1GW
    Legendary Creature - Elf Cleric
    Whenever you draw a card, you may gain 1 life.
    Whenever you gain life, you may exile target creature or planeswalker. Return that permanent to the battlefield under its owner's control at the beginning of the next end step.
    3U: Draw a card. Activate this ability only if you control a Jace planeswalker.
    2/2

    A bity wordy though. To help make the design more compact:

    Emmara, Silhana Healer 1GW
    Legendary Creature - Elf Cleric
    Whenever you draw a card, you may exile target creature or planeswalker. If you do, that permanent's controller gains life equal to its converted mana cost. Return that permanent to the battlefield under its owner's control at the beginning of the next end step.
    3U: Draw a card. Activate this ability only if you control a Jace planeswalker.
    2/2

    I like how this version also plays into the Hugs strategy.
    Posted in: Custom Card Creation
  • posted a message on Ability Word: Dramatic
    Quote from void_nothing »
    My power level tweaks would be as follows:

    Leather-Lash Burglar - Lose 1 life --> Lose 2 life

    Thrill-Killer - 2BB --> 3BB

    Rakdos Knife-Thrower - 1R --> RR

    Madcap Bomb-Juggler - Destroy target artifact an opponent controls --> Each player sacrifices an artifact


    I would prefer to stay away from double monocolor weight at low cmc as it discourages multicolor play, something Ravnica cards shouldn't do. Better to make the Knife-Thrower a 2R. The Bomb-Juggler tweak has potential, though if you aren't running a lot of artifacts it still becomes rather one-sided. :p

    I think the main issue is that you have suggested not a single card that doesn't potentially create card advantage. Everything draws cards, or is potential removal/sweep/edict even just on ETB that's a 2-for-1. How could that be attractively cost? The examples lack the "Target player loses 1 life." and "Rummage"/Scry cards that get things going cheaper. There certainly is an issue where many possicle effects e. g. panic, granting a keyword or p/t bonus etc. might very well not fit with the timing of LTB/Death. That's a wrinkle to the mechanic. But that doesn't mean there isn't a token creator and +/+1 counter maker more in there. Smile


    I could certainly see a rummager in there, though if Mad Prophet, Viashino Racketeer, and Rummaging Goblin are any indication, rummagers still lean toward the 3/4 cmc range. I could see a small Devil or Goblin token maker. Maybe even an Imp token maker for novelty. Goblin would be the most likely to appear in a Ravnica set, though.

    Sawblade Magician 1B
    Creature - Human Wizard
    Dramatic - Whenever ~ enters or leaves the battlefield, you may sacrifice a creature. If you do, draw a card.
    1/1

    Undead Thespian 2B
    Creature - Zombie
    ~ can't block.
    Dramatic - Whenever ~ enters or leaves the battlefield, you may exile target card from a graveyard. If you do, draw a card.
    2/2

    Card-Trick Magician 2R
    Creature - Human Wizard
    Dramatic - Whenever ~ enters or leaves the battlefield, you may discard a card. If you do, draw a card.
    2/1

    Madcap Ringleader 1R
    Creature - Goblin Rogue
    Dramatic - Whenever ~ enters or leaves the battlefield, create a 1/1 red Goblin creature token.
    1/1

    Rakdos Chain-Dancer BR
    Creature - Human Warrior
    Dramatic - Whenever ~ enters or leaves the battlefield, it deals 1 damage to each opponent.
    3/1
    Posted in: Custom Card Creation
  • posted a message on Alicorn legend for equine creatures
    Hippogriffs could be added. Of course, the fact they're part-bird should also qualify them as avian creatures, alongside Birds, Griffins, and Phoenixes. Hmm, I think I've got another legend idea...

    I figure this card could be released in a set full of equine tribal goodies, so spicier stuff like "Equine creatures you control have 'T: Add one mana of any color'" ought to be saved for various individual equine cards (say, a green Unicorn who provides the aforementioned mana ability to Unicorns you control). Also note that indestructible only applies on your turn and the hexproof only applies to creatures not involved in combat. So it's far from uninteractive. A wrath sorcery on the opponent's turn can still take the poor horsies out. Frown

    Since the primary equine color is white, I was going to make this a "One and all" legend like General Tazri and Najeela, the Blade-Blossom, but I found it easier to just make a WUBRG magical flying horse queen.
    Posted in: Custom Card Creation
  • posted a message on Guilds of Ravnica - afterthoughts, please share your likes & dislikes
    My favorite cards in the set:

    1. Emmara, Soul of the Accord - Making up for Emmara Tandris with an Emmara that's far superior and far more fun to build around.
    2. Divine Visitation - For fun with tokens.
    3. Thousand-Year Storm - For taking me by complete surprise with an enchantment that effectively grants Storm to your spells.
    Posted in: New Card Discussion
  • posted a message on Alicorn legend for equine creatures
    This here's a WUBRG legend for equine creatures. Equine is a batch term that refers to Alicorns, Centaurs, Hippogriffs, Horses, Pegasi, and Unicorns. Wait, Alicorns? Yep, I'm experimenting with the idea of Alicorn becoming its own creature type, to describe a mixture of Pegasus and Unicorn. It's not a type to be used often, just as Alicorns themselves tend to be rare, but it's used here for sake of space. To me, Alicorns would be to Horses as Angels are to Humans.

    NAME, Equine Sovereign WUBRG
    Legendary Creature - Alicorn
    Flying
    Equine creatures you control have vigilance, trample, lifelink, and haste. (Alicorns, Centaurs, Hippogriffs, Horses, Pegasi, and Unicorns are equine creatures.)
    Equine creatures you control have hexproof as long as they aren't attacking or blocking.
    As long as it's your turn, equine creatures you control have indestructible.
    5/5
    Posted in: Custom Card Creation
  • posted a message on Emmara, Silhana Healer
    Quote from void_nothing »
    While I'm not sure on how interestingly this particular card would play (it seems oriented towards being a combo-control commander, would not be very good in Limited, and it's hard to say how well it'd work in normal Constructed) I do like the way it represents the concept of friendship.


    Yes, it would probably work best with cards like Archangel of Thune and Well of Lost Dreams. Could it be modified to offer one of several benefits for drawing cards? Say, maybe putting an extra counter on a creature, planeswalker, or player? Or creating a token?

    Emmara, Silhana Healer 2GW
    Legendary Creature - Elf Cleric
    Whenever you draw a card, choose one -
    * Create a 1/1 green Saproling creature token.
    * Put a +1/+1 counter on target creature or a loyalty counter on target planeswalker.
    * You may gain 1 life.
    3U: Draw a card. Activate this ability only if you control a Jace planeswalker.
    1/4
    Posted in: Custom Card Creation
  • posted a message on Upcoming sets will be Vikings and/or Western

    But the myth that Indians are anti-technology needs to die. (And as I said, the ideology of manifest destiny is that whites have a destiny G to expand territory G and how is any of this not green?)


    Not so much anti-technology (though that is green) as anti-environmental destruction, a theme that shows up quite frequently in green. The white-aligned natives would oppose the industrials' labor exploitation and the outlaws' crimes against nature and society.

    See, in a story where you have settlement and development, you need some kind of opposing force, something that's trying to impede the settlers and especially the industrials. The outlaws help provide antagonism for the settlers, but their relationship with industrials would be more ambivalent. To properly contrast with the industrial faction, you need a native element that opposes their method of expansion and resource procurement. "Manifest destiny" explorers only exacerbate the industrials' expansionist attitude; you need an anti-expansionist faction to counterbalance them, and settlers opposing expansionism seems a tad hypocritical and silly. "We settled this land first! We're already cutting down trees to build houses and farms!" The story works better if there is a native element.

    But I'm all for green having explorers and hunters as well. They would be the green portion of the settlers, the first of their society to explore the western Frontier.
    Posted in: Speculation
  • posted a message on Innistrad tribe expansion concepts: Which route?
    You could always use off-color cards in lieu of gold cards. For example, a Green Human with a blue ability and a blue Zombie with a green ability. Or just pick one color to be the central color and have two off-color cards for each tribe.

    W Human with U ability
    W Human with G ability
    U Spirit with W ability
    U Spirit with R ability
    B Zombie with U ability
    B Zombie with G ability
    R Vampire with B ability
    R Vampire with W ability
    G Wolf with R ability
    G Wolf with B ability
    Posted in: Custom Card Creation
  • posted a message on Innistrad tribe expansion concepts: Which route?
    Maro's said that he could see blue Werewolves in a more Shapeshifter-esque capacity, and red Spirits could indeed represent poltergeists or vengeful spirits. Don't forget Mercurial Geists. Incidentally, URW would also make for a good Ghostbuster legend. Say, some manner of Nephalian Artificer good at trapping geists?
    Posted in: Custom Card Creation
  • posted a message on Innistrad tribe expansion concepts: Which route?
    The simplest option of course is to go Wedge for all of them.

    WBG Humans
    URW Spirits
    BGU Zombies
    RWB Vampires
    GUR Werewolves
    Posted in: Custom Card Creation
  • posted a message on Innistrad tribe expansion concepts: Which route?
    Since RG Werewolves include a lot of Humans, I'd say these would be my tricolor combinations for dedicated support:

    RGW Humans
    WUB Spirits
    BGU Zombies
    RWB Vampires
    GUR Werewolves

    Granted, you could also do GWU Humans, URW Spirits, and BRG Werewolves.
    Posted in: Custom Card Creation
  • posted a message on Ability Word: Dramatic
    I was going to make a lot of the examples smaller, but I felt too many 1/1s and 2/1s would look underwhelming. Thrill-Killer has Deathtouch mostly because I figured players would expect an Assassin to have Deathtouch, not to mention we have Thrill-Kill Assassin from RTR as precedent. The destroy effect could be limited to creatures that have already been dealt damage, a la Hooded Assassin. The Bomb-Juggler has 3 power mostly because it's juggling three bombs. Leather-Lash was going to be a 2/2 or even 2/1, but at one point too many of the examples had the same cmc and p/t, so I was pushing for greater diversity, plus lower toughness helps ensure the LTB effect gets triggered.

    I've also got an idea for a reward card:

    Dramatic Climax 1BR
    Enchantment
    Whenever a creature you control causes an ability to trigger by entering or leaving the battlefield, put a climax counter on ~. Then if there are twenty or more climax counters on ~, you win the game.
    Posted in: Custom Card Creation
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