2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Rules regarding Hanweir Militia Captain / Westvale Cult Leader during Board Clear
    Damage doesn't fall off a creature until the end step.

    When your opponent plays Kozilek's Return, each creature is dealt 2 damage. That 2 damage remains on the creature until the end of the turn. Because of this, when your 1/1's die, and the 4/4 Westvale Cult Leader becomes a 1/1, the 2 damage is still on it, and so it's toughness becomes less than 1, and so it dies.

    As for your final question, yes all the damage to the creatures is dealt on the same time, but that doesn't mean that the damage immediately goes away.

    I hope this helps!
    Posted in: Magic Rulings Archives
  • posted a message on Ryahowl, Firstborn of the Pack
    If you are going for flavorful, why don't you use the double sided card format from Innistrad?

    As for the card, I'm confused with this template. When the creature deals combat damage, I think that the creature dies before the indestructible ability resolves (not sure if that's 100 percent right, but generally the template isn't like this.)

    Make a double sided card, that will fix most of the issues.
    Posted in: Custom Card Creation
  • posted a message on Exiled Matters Set Mechanics
    Now understanding that your set is "color matters" set, Resonate makes more sense. Thanks for shedding some light of that! Smile
    Posted in: Custom Card Creation
  • posted a message on Exiled Matters Set Mechanics
    I really think that the exile is a zone that doesn't have enough mechanics built around it, so I appreciate what you are doing here. I just have a few concerns:

    Fable: Probably the card I like the most, for it's design and effect. The 3 however should really only be on your turn, as you are giving your creatures flash. While this is all good and fun, if an effect is able to be done at instant speed, the initial cost to exile needs to be more expensive.

    Resonate: I don't like this mechanic because it reminds me of one of my least favorite mechanics: Radiance. Radiance was another "color matters" mechanic that really didn't matter in the block. It was considered a design failure by MaRo himself, and he wished he could of changed the activation from a color to another thing, like permanent type. The thing is unless your block is built around a strict color theme, color based mechanics aren't a good idea.

    Exiling face down: I think this is fine, if it's necessary.

    Plot: This sets off warning bells. This kind of deck manipulation belongs nowhere near W, R, or G. This kind of deck manipulation is a strictly UB thing, and it to avoid destroying the color pie, should stay that way. Also, it is necessary? Why not just bring back scry now that it is an evergreen mechanic?

    Exalted and Champion are fine, but Champion is a strictly tribal mechanic, so is your set tribal?

    With a tribal mechanic, a color matters mechanic, and hybrid mana, this is kind of Lorwyn/Shadowmoor block 2.0

    I need a feel for your block as a whole. And don't get me started with cards from other sets interacting with this one (Pitching to Force of Will, etc.)

    Sorry if this seems mean, I tried not to make it that...
    Posted in: Custom Card Creation
  • posted a message on [Voyage] - Looking for critiques, tips, and advice! {Completed set}
    I like the set! I looked through it and the designs you have seem well thought out. However there are some things I'd like to say:

    This is a little thing, but generally on an Entwine card, the choices go above the Entwine cost (It's nitpicky, but...)

    I have to agree what Ryder052 said above about certain things:

    This set needs flavor text. I know that since your set is a bottom-up design (mechanics first, flavor later) that it may seem unnecessary, but to have it be a standalone set, I need to feel/see some kind of story. It doesn't have to be super deep, but it would be nice.

    Also, credit the artists! I really like some of the art that you used, and even though you never took credit for it, I'm not able to give credit to the artist that made the piece. It's more of a courtesy thing to the artist.

    And now for the mechanics. I see both the pros and cons of having your set have a bunch of mechanics, but generally mechanics need to develop over a BLOCK, not a set. A good example would be Return to Ravnica to Dragon's Maze. Dragon's Maze had a very good limited format (personally), and it managed to incorporate ELEVEN mechanics in a small set. Now the reason for this was that the previous mechanics already had been established in the previous sets (Return to Ravnica and Gatecrash), so players didn't get overwhelmed.

    In the case of your set, having 15 mechanics seems excessive. I'm definitely not new to Magic, and it wasn't just that the designs were bad, but I was a little... shall we say overwhelmed by cards. This level of complexity within a limited format is bad for the format. Imagine that you are a new player about to play your set, but you are too confused by it. You have to learn fifteen mechanics before you are able to even build a deck. Unfortunately, you might think it's too hard, and just quit. Remember that a set needs to appeal to both new players and experienced pros.

    Your set isn't bad, it's actually very good, but it's not really a set in the traditional term. This is more on par with Modern Masters 1 & 2, but those sets are entirely made up with reprints and serve a definitive purpose.

    I'll review some of the specific cards later and see if anything stands out or needs to be fixed. I enjoyed looking at this, but take this with a pinch of salt.

    Hope this helps!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Mono Green Naya Mechanics
    With cards, you should avoid putting more than one non-evergreen keyword on cards, especially if they are not rare or mythic.

    A few questions: Is the growth counter being on the creature really integral to the creature being an 8/8? Is your set going to include cards that will remove these counters? If not, then the clause "As long as that counter is on this creature..." is unnecessary. See Xathrid Gorgon's ability for reference.

    Now for the cards:
    Godtoucher's Awakening - This card contains a lot of variance in the card's effect. Personally, I think this card would be too good as an uncommon. It is definitely rare worthy, as the splashy effect is not to be messed with. And although you included the nontoken, untapped restriction, firing off this card on turn 5 is certain to win the game (You gave the creature TRAMPLE?). Compare to unrestricted Terra Stomper. Try to avoid putting two keywords on this card.

    Inner-Beast Invoker - Not a bad design. Tapping for colorless is a very strange ability, any reason why it doesn't tap for G? The ability seems fine, but it begs the question that if the commons in your set provide a lot of ramp, these behemoth cards become too good. 8 mana is a lot, but on a creature that provides mana, and with other mana producers... be careful.

    Oto, the First Tremor - Funnily enough, this is my favorite design. Any reason it doesn't have trample (considering behemoth gives it trample. A little underpowered in limited, because although an 8/8 on turn 4 is undeniably powerful, not being able to play your turn 2 "bear, and your 3 drop is a definite killer, when your opponent could be building board state. So surprising, not that powerful in Limited or Constructed formats.
    Also, if you give your creature a definitive name, it has to be a legendary creature.

    Vutan Shadow Attendant - Avoid these two keyword cards. Only one, especially on an uncommon. Remember that keywords are used to remember a recurring ability in a set. A card like this doesn't actually need the keywords on it, it will function exactly the same without them. These abilities are for your Naya shard alone, and there a total of 4 abilities on 4 cards. Don't turn your set into Time Spiral/Future Sight, with too many keywords and weird abilities on every card that don't work well together. Anyway, about the card, it reads a little funny. You could change the card to:

    Vutan Shadow Attendant 1G
    Creature - Human Druid (U)
    At the beginning of your upkeep, if ~ entered the battlefield last turn, draw a card. If you control a creature with power and toughness 8 or greater, draw three cards instead.
    1/2

    It's cleaner, easier to understand, and no keywords.
    Now the ability seems a little too good, as a draw effect on a 1/2 for two mana might be too good. Compare to Shaman of Spring. But it is an uncommon, so maybe. Also if you have at least an 8/8 creature, aren't you just winning anyway? Definitely a win-more card. "I just drew three cards for two mana! It's a shame I didn't get to use them because I killed you with my massive 8/8 creature. Right?

    In conclusion, your designs are definitely a good place to start, but since you are basing these off Naya, I need to feel a definite sense of Naya in the cards, and the feeling that these cards all come from the same wedge. Convoke doesn't fit that flavor, neither does Worship (as a name, not the best).

    What is the Contribute mechanic? Why is it called Contribute?

    By far the best thing from this is the behemoth ability, but there need to be more interactions with that mechanic.

    Hope this helps! (Feel free to take this with a pinch of salt, and I'm sure these would fit better if I had the entire set in front of me.)
    Posted in: Custom Card Creation
  • posted a message on Ally Color Shield Cycle
    These are very much life the opposite of the "Sword of X and Y" from both Mirrodin set.

    So if you were to use that:

    Shield of Valor 3
    Artifact - Equipment (M)
    Equipped creature gets +2/+2 and protection from green and white.
    Whenever equipped creature blocks, put a +1/+1 counter on it and gain 2 life.
    Equip 2

    Maybe possibly?
    Posted in: Custom Card Creation
  • posted a message on Purity Mechanic (Basic Lands Matter)
    Wondering if this design is interesting enough, yet fair (Open to suggestions)

    Purity X (If you use only basic lands to cast this spell, it enters the battlefield with X +1/+1 counters on it.)

    Some examples:

    Sample 1 2W
    Creature - Human Cleric (C)
    Lifelink
    Purity 1 (If you use only basic lands to cast this spell, it enters the battlefield with a +1/+1 counter on it.)
    2/2

    Sample 2 2RR
    Creature - Elemental (U)
    Haste
    Purity 2 (If you use only basic lands to cast this spell, it enters the battlefield with two +1/+1 counters on it.)
    3/3

    Sample 3 2U
    Creature - Illusion (R)
    Flash
    Flying
    Purity 1 (If you use only basic lands to cast this spell, it enters the battlefield with a +1/+1 counter on it.)
    If ~ enters the battlefield with a +1/+1 counter, counter target spell.
    2/1

    What do you think?
    Posted in: Custom Card Creation
  • posted a message on Naya EDH General
    So Tokens?

    Generally it I would avoid having two nonevergreen keywords on a card (battalion and populate). A good fix would for the combat damage ability to but a specific token on the battlefield (1/1 Soldiers perhaps?)

    Currently, it's pretty good. This is obviously for a token deck, but the one problem is that this seems very much like a GW card only. I'm not really seeing the need for red to be in the cost.

    Actually, that populate ability is insane. I would make it slightly worse ("one or more creatures deal combat damage?"

    Hope this helps!
    Posted in: Custom Card Creation
  • posted a message on Need some help designing mechanics for my set
    Instead of Dominion counters, why not use Gold Tokens? They fit the flavor of the set fine, as kingdoms can use their wealth to become bigger and stronger, and the sacrifice to add one mana of any color can be used for this big "battlecruiser magic" feel you're going for...

    You don't need a win the game effect from them, as the mana ramp they provide can win the game by itself.
    Posted in: Custom Card Creation
  • posted a message on [SER] Non Creature Mythic Rares
    The Last Illusion should say "Cast any number of instants or sorceries in your graveyard without paying their mana cost."

    Coronis' Rule is right on the border with overpowered rare and underpowered mythic, it really could swing either way.

    I like the ideas behind all of them, but the wording can be a little vague.
    Posted in: Custom Card Creation
  • posted a message on My own custom set. (WIP)
    No one's commented, so I'll guess I say some stuff.

    Put spaces between everything, it makes it easier to read/understand.

    Mechanics

    Radiation - It's very similar to infect. The flavor is there, but renaming -1/-1 counters to be radiation is questionable at best. I'd leave it as -1/-1 counters.

    Rad Absorb - Don't condense Radiation to "Rad". I'm not 10. Here's a big problem. Sets should not have -1/-1 and +1/+1 counters in the same set. It confuses new players (BTW, I think if a +1/+1 and -1/-1 counter are both placed on a creature, they both fall off.) Think of a more streamline way of showing this.

    Infuriate? (spelling?)

    Infuriate and Enervate are very similar names, consider renaming one? (Thesaurus?)

    Infuriate - A solid design, but Bushido already exists.

    Enervate - A very terrible mechanic to play against. The design is good in theory, but imagine playing against this, it would be awful. It does "solve" hexproof, but I didn't know that needed solving.

    Ammunition - The best design of this set. Good job!

    Why are all the cards red and black? Other colors?

    Posted in: Custom Set Creation and Discussion
  • posted a message on Control Cards for Green
    My opinions:

    Destined Sovereign - So it enters and dies? It enters with no +1/+1 counters and dies? (Need to change something). Wizards also never uses shroud anymore, they use hexproof now. It's pretty bad in fact, with a weak starting body, and adding +1/+1 counters for 1G is not too powerful, and most Hydras have trample as a freeroll.

    Mist Lurker - Definitely a tempo card. I like it, the Hill Giant stats are powerful, but you uses Flash to get them, and if you play it at instant speed while they are attacking, and all damage is prevented... Why aren't you just playing Fog?

    Thorncrush - At 2 mana, green doesn't care about small artifacts or enchantments. That stuff, like Oblivion Ring/Banishing Light, Bramblecrush will take over. And why aren't you just playing Naturalize? It's a million times better.

    Primal Mural - We've had Wall of Blossoms.

    Woodland Defenders - An instant does not need Flash. It is probably the most interesting, but it won't be a Wrath of God, it'll be a Plague Wind.

    Baloth Denmother - Why does Green need a blocker. In Standard, Caryitad is better, but sure that the six land or more rule will be great, in Limited.

    Seer's Guidance - Actually an interesting card. I don't know if this Pseudo Mulch is good enough, but It is my favorite out of the bunch.
    Posted in: Custom Card Creation
  • posted a message on Jeskai Asendancy
    Yes, because Jeskai Ascendancy is not legendary, you can 2. The triggers stack, so your creatures will get +2/+2, you'll untap them, then you'll draw a card, then discard, then draw, then discard again.
    Posted in: Magic Rulings Archives
  • posted a message on Cycle of Pushed Defensive Hate Bears
    So Leylines without the enter the battlefield for free clause (granted they are more expensive than these cards, but the point still stands). Why are all of them enchantment creatures except for the black ones. And Defensive Bears are generally bad in Limited and Constructed Formats, with a few exceptions. Rather just play regular hate bears, or 3/1's (more power is useful, especially because these still die to Bolt).
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.