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  • posted a message on War of the Spark: Foil Planeswalker in Every Prerelease Pack
    I could see Arlinn making 2/2 green Wolf creature tokens. And a Master of the Wild Hunt-esque ability where your Wolves and Werewolves all mob a single creature.
    Posted in: The Rumor Mill
  • posted a message on Mana Ring cycle
    Another option: What if the untap effect requires mana payment?

    Pearl Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add W."
    Whenever you cast a white spell, you may pay 1. If you do, untap equipped creature. It gets +1/+1 and gains lifelink until end of turn.
    Equip 1
    Posted in: Custom Card Creation
  • posted a message on Mana Ring cycle
    What if it was restricted to the first spell per turn?

    Pearl Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add W."
    When you cast your first white spell this turn, untap equipped creature. It gets +1/+1 and gains lifelink until end of turn.
    Equip 1
    Posted in: Custom Card Creation
  • posted a message on "Excess damage" - How to put "trample" on spells
    Hah, so my example was actually pretty close to what black border is already doing! Grin Strange though that the reminder text says "can deal excess combat damage". It's not optional, right?

    Basically, "excess damage" is any amount more than necessary to destroy a particular creature or planeswalker. I could even see a case being made for excess damage on players in multiplayer formats.
    Posted in: Custom Card Creation
  • posted a message on "Excess damage" - How to put "trample" on spells
    Super-Duper Death Ray gives us the term "excess damage" to explain how "Trample" theoretically works on an instant or sorcery. While obviously intended as a joke, I think the term "excess damage" actually has a lot of applicability for black border Magic. Trample itself could use the term "excess combat damage".

    Rolling Boulder 2RR
    Sorcery
    ~ deals 5 damage to target creature without flying or target planeswalker. It deals excess damage to that permanent's controller.

    Boulder Roller R
    Creature - Goblin Warrior
    Trample (This creature deals excess combat damage to the player or planeswalker it's attacking.)
    1/1

    I even thought of an ability word that takes advantage of excess damage:

    Bloodfray Reveler (B/R)(B/R)
    Creature - Human Warrior
    Overkill - Whenever a source you control deals excess damage to a creature or planeswalker, put a +1/+1 counter on ~.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Mana Ring cycle
    This is a cycle of Equipment that each grant a mana-tappping ability to the equipped creature and reward you for casting spells of the proper color by untapping the equipped creature, giving it +1/+1 until end of turn, and giving it an on-color keyword until end of turn. This allows the equipped creature to tap for mana and attack or block in the same turn. I brainstormed this cycle while typing a reply in Legend's Equipment Mana Rocks topic.

    Pearl Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add W."
    Whenever you cast a white spell, untap equipped creature. It gets +1/+1 and gains lifelink until end of turn.
    Equip 2

    Sapphire Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add U."
    Whenever you cast a blue spell, untap equipped creature. It gets +1/+1 and gains flying until end of turn.
    Equip 2

    Onyx Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add B."
    Whenever you cast a black spell, untap equipped creature. It gets +1/+1 and gains menace until end of turn.
    Equip 2

    Ruby Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add R."
    Whenever you cast a red spell, untap equipped creature. It gets +1/+1 and gains first strike until end of turn.
    Equip 2

    Emerald Ring 1
    Artifact - Equipment (U)
    Equipped creature has "T: Add G."
    Whenever you cast a green spell, untap equipped creature. It gets +1/+1 and gains trample until end of turn.
    Equip 2
    Posted in: Custom Card Creation
  • posted a message on Equipment Mana Rocks
    Quote from Legend »
    Quote from Manite »

    Equipment are supposed to be extensions of creatures...

    I think this is a matter of flavor rather than an inherent quality of equipment in general. My general perception of equipment is they’re just objects that creatures hold and/or wear.


    The entire point of Equipment is to enhance creatures in some way. If a particular effect can be done on a non-Equipment card, then it shouldn't be on an Equipment. An Equipment becoming a creature prevents it from being attached to creatures, thus any abilities it might gain while a creature don't conflict with the intuitive convention of tucking Equipment under creatures. So, if your Equipment can become an artifact creature with a tap ability, preferably one that it otherwise grants to the equipped creature, then that can work. But note that even temporary creature modes are far more common on lands and non-Equipment artifacts.

    The only other convention that technically works is if the tap ability can only be used while the Equipment isn't attached to a creature, but that still looks incredibly clunky and contradicts the very core purpose of Equipment. You play Equipment because you want to attach them to creatures. Any abilities on the Equipment that discourage attaching it to creatures are counter-productive. And yes, a standalone tap effect discourages attaching the Equipment to creatures because the player has to physically maneuver the card while it's tucked under their creature, thus they won't want to both attach the Equipment and still use its tap ability. It's far, far better for the Equipment to grant the tap ability to the equipped creature.

    I just brainstormed a cycle of rings that are effectively Paradise Mantle, but for a single color. They have the secondary effect of untapping the creature, giving it +1/+1 until end of turn, and granting it an appropriate keyword until end of turn whenever you cast a spell of the appropriate color. You can find them in the Mana Ring topic I just posted.
    Posted in: Custom Card Creation
  • posted a message on Equipment Mana Rocks
    Why wouldn't the Equipment grant the mana tapping ability to the equipped creature? Slapping a standalone mana tap ability onto an Equipment looks clunky and creates a conflict of purpose. Equipment are supposed to be extensions of creatures; putting abilities that function independently of creatures on Equipment is missing the point, novelty for the sake of novelty. The one exception to this rule are Equipment that turn into creatures, like Ensouled Scimitar and Haunted Plate Mail, and even then such cards appear infrequently.

    Now, DFCs that are mana rocks on one face and Equipment on the other have potential. For example, "The Sword in the Stone" could be an artifact that taps for mana and can transform into "The Marvelous Sword", an Equipment that grants a nice P/T bonus and maybe a few useful keywords like first strike and vigilance, or a triggered attacking ability that creates tokens or pumps other attacking creatures you control. You could also have Equipment that transform into mana rocks, though it would be difficult to make that feel as exciting. Dowsing Dagger comes close; it transforms into a land rather than a mana rock, but the concept is very similar.
    Posted in: Custom Card Creation
  • posted a message on PWs with Static Ability
    I think Ajani would have a lifegain-triggered loyalty ability. Kinda like his Pridemate, but as a planeswalker. I like the idea of PWs with triggered abilities that put loyalty counters on them as a reward for doing something they like. Ajani likes healing, Tibalt likes hurting, Gideon likes leading an army into battle, etc.

    "Whenever Gideon attacks, put a loyalty counter on him for each other attacking creature."
    "Whenever damage is prevented by a source you control, put a loyalty counter on Teyo."
    "Whenever you draw a card, put a loyalty counter on Jace."
    "Whenever you cast a noncreature spell, put a loyalty counter on Narset."
    "Whenever a creature card is put into a graveyard from anywhere, put a loyalty counter on Liliana."
    "Whenever a red source you control deals noncombat damage, put a loyalty counter on Chandra."
    "Whenever you cast a red spell, put a loyalty counter on Jaya."
    "Whenever a creature you control with first strike, double strike, or haste attacks, put a loyalty counter on Samut."
    "At the beginning of your upkeep, reveal any number of Dragon creature cards from your hand, then put a loyalty counter on Sarkhan for each Dragon creature you control and each Dragon card you revealed this way."
    "Whenever a source you control deals damage to a permanent or player, put a loyalty counter on Tibalt."
    "Whenever a land enters the battlefield under your control, put a loyalty counter on Nissa."
    "Whenever a creature enters the battlefield under your control, put a loyalty counter on Vivien."
    "Whenever you cast a white or blue spell, put a loyalty counter on Dovin."
    "Whenever a red or green creature you control attacks, put a loyalty counter on Domri."
    "Whenever you gain life, put a loyalty counter on Ajani."
    "Whenever a white or black creature you control enters the battlefield or dies, put a loyalty counter on Kaya."
    "Whenever a creature you control with lifelink deals damage, put a loyalty counter on Sorin."
    "Whenever you cast an instant or sorcery spell, put a loyalty counter on Ral."
    "Whenever an artifact enters the battlefield under your control, put a loyalty counter on Saheeli."
    "Whenever a creature you control with deathtouch deals damage, put a loyalty counter on Vraska."
    "Whenever a creature you control deals or is dealt damage, put a loyalty counter on Huatli."
    "Whenever a green or blue creature enters the battlefield under your control, put a loyalty counter on Kiora."
    "Whenever a card is returned to your hand from anywhere, put a loyalty counter on Tamiyo."

    They may not all have triggered loyalty-gaining abilities, but I think it an elegant alternative to +N loyalty activated abilities.
    Posted in: Speculation
  • posted a message on War of the Spark: Foil Planeswalker in Every Prerelease Pack
    Quote from tronix »
    seems reasonable to expect wizards to have expanded walker functionality in some form. not a lot of design space otherwise, and making 36 using only the traditional setup with remotely interesting or balanced gameplay seems like an impossible task.


    I would be interested in taking on that challenge.
    Posted in: The Rumor Mill
  • posted a message on War of the Spark: Foil Planeswalker in Every Prerelease Pack
    Quote from Lumovanis »
    Who is ready for that Aether Snap reprint?


    Does it involve Bolas fingersnapping? :p
    Posted in: The Rumor Mill
  • posted a message on Tibalt, Diabolic Sadist
    But does that version play badly? I mean, it's just a rummage trigger with the added benefit of a loyalty counter.

    I guess I could just ditch the trigger and make Tibalt a PW with two loyalty abilities.

    Tibalt, Diabolic Sadist 1RR
    Legendary Planeswalker
    +1: Whenever damage is dealt by a source you control for the first time this turn, you may discard a card. If you do, draw a card.
    -X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
    3
    Posted in: Custom Card Creation
  • posted a message on Tibalt, Diabolic Sadist
    Simplified version:

    Tibalt, Diabolic Sadist 1RR
    Legendary Planeswalker
    Whenever damage is dealt by a source you control for the first time this turn, you may discard a card. If you do, draw a card and put a loyalty counter on ~.
    -X: Create X 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target."
    2

    The intent is that the effect triggers once per turn. A source you control deals damage, you get to cycle a card and put a loyalty counter on Tibalt.
    Posted in: Custom Card Creation
  • posted a message on Commander 2019 Theme Speculation
    What kind of decklist would you want to build for a snow deck? Since Commander decks nowadays include 17 new cards, that leaves 83 reprints, approximately 40 of which are lands.

    See, when discussing deck themes, I like to put together partial decklists to get a feel for the deck's general viability. Usually my lists are a little more optimized than the official products, but they give me a sense of what to expect. So far I personally have done RW Equipment, BR Demons/Devils, WUBRG Angels, and WBG Elves.

    Some themes have the problem of too few or barely enough cards, like Ninjas, while others have the opposite problem: there are so many viable reprint options that it becomes hard to choose!

    Elves being one fine example. When I constructed my decklist, I stuck to the subthemes of tokens and +1/+1 counters, and used barely any sacrifice effects, making cards like Elvish Euologist and Prowess of the Fair useless. And yes, this means there was a downplayed focus on lands and ramp, despite those being the most common functions for Elves. Color fixing like Joiner Adept took higher priority, as a multicolor deck wants to gain access to all its colors quickly. A lot of otherwise promising Elves like Gyre Sage felt more appropriate for a monogreen deck.

    I also wanted to take advantage of the opportunity to include cards that could only go in a decklist like mine; monogreen Elves can be included in any green deck, but a GW Elf needs a GW deck and a BG Elf needs a BG deck, so multicolor Elves took priority here. And even after that fact, I didn't want to include cards that felt too off-theme; Selesnya Guildmage might be a multicolor Elf, but the Saproling tokens distract from the Elf tribal theme, and would increase the number of token cards that would have to be printed for the deck and thus the overall production cost.

    In hindsight, my decklist could have taken a completely different direction; maybe include more sac outlets and rewards, maybe more graveyard interaction. Maybe tokens and +1/+1 counters weren't the right subthemes.

    Something else to think about is that, no matter your deck's theme, you gotta have some answers and utility in there. Most green decks include Cultivate or some version thereof, for example. Most white decks include some form of wrath spell, like Kirtar's Wrath. Most red decks include burn wrath such as Starstorm or Anger of the Gods. It can be tempting to just jam a bunch of on-theme cards into your decklist, especially when it's tribal, but it's wise to exercise a little self-restraint and keep the deck's other needs in mind too.

    My general rule of thumb is that since approximately 2/5 of your deck is land, you want at least 1/5 to be creatures, 1/5 to be answers, and 1/5 to be utility. In other words, about 20 cards for each category. Obviously there's some overlap here; a creature that removes permanents also counts as an answer, and a creature that draws cards, ramps land, etc. also counts as utility. Instants and sorceries will generally be your primary answers (especially wraths), while artifacts will be your primary source of utility (especially mana rocks). Enchantments can serve virtually any purpose the deck needs, but lean towards utility (Exploration, Phyrexian Arena, etc). If you can find answers and utility that fit the theme, great! But sometimes, the best card to add to the deck requires a small flavor sacrifice. Also consider that many of the new cards might be designed to provide essential removal or utility. Kindred Discovery and Kindred Dominance come to mind as very useful card draw and wrath spells for tribal decks.

    And lastly, whatever your deck's theme is, you want to list relevant cards separately. For example, in a deck focused on Equipment, you want to list your Equipment separate from other artifacts. If your deck cares about artifacts in general, you might want to list artifact creatures and/or creatures that produce artifact tokens separately from other creatures. A Heroic deck will want to list spells that trigger Heroic separately from spells that don't. And so forth.

    So yeah, just wanted to share some deckbuilding paradigms to think about while we're firing off ideas for deck themes.
    Posted in: Speculation
  • posted a message on Commander 2019 Theme Speculation
    I will say, one benefit of a RGW Equipment deck is that I might finally get that GW Human or Elf Knight legend with a focus on land and Equipment that I've wanted for a while now, so I can build a Zelda-themed deck with a proper Link stand-in.
    Posted in: Speculation
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