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  • posted a message on [BRO] [DMR] [30A] Magic's 30th Anniversary previews
    I already feel bad for anybody who drops a grand on those packs and opens up one of the laces in their rares.


    It would be worse if they open web or timber wolves
    Posted in: The Rumor Mill
  • posted a message on Lem C'Nalb, Double Agent
    Quote from user_938036 »
    Granting conspire to creature spells is stronger than you might think. Every successfully conspired spell gives you the creatures to conspire the next one. Add on fulfilling the condition themselves I can't see them as cheaper than five and probably have to cost six.



    maybe the solution is to change the wording to read “noncopied” or something similar.


    would changing “spells” to “cards” resolve the issue?
    Posted in: Custom Card Creation
  • posted a message on Treaties (cycle)
    Quote from shlameel »
    Does this work (and not butcher the intent too much)?

    Treaty of Justice (W/B)(W/B)
    Legendary Enchantment
    B: White creatures you control with lifelink gain menace until end of turn.
    W: Black creatures you control with menace gain lifelink until end of turn.
    Cycling 1(W/B)

    Might need ETB Scry or something a bit extra.



    What if the enchantments have an ability to give creatures on of the abilities?
    Or when you cycle cardname, target creature you control gains ability until end of turn?
    Posted in: Custom Card Creation
  • posted a message on 10/05 Random Card of the Day: Vampire Lacerator
    I'm surprised there isn't a legendary creature that lets you exert multiple times. Maybe there just aren't enough creatures with the ability.
    ex. Birgi, God of Storytelling
    Posted in: Casual & Multiplayer Formats
  • posted a message on How to get rid of odors on cards?
    You can try the coffee trick. Take coffee grounds and put the cards and grounds in a sealed container for a few days. After the time elapses, throw out the coffee grounds.
    Posted in: Magic General
  • posted a message on Draco burn. Wait, what?
    Calibrated blast is good too
    Posted in: Casual & Multiplayer Formats
  • posted a message on 10/05 Random Card of the Day: Vampire Lacerator
    This is a pretty poor gift.
    You would think that an inheritance would let you draw for free or maybe give you some treasure.
    Posted in: Casual & Multiplayer Formats
  • posted a message on Sand Trap & Pitching Wedge
    Quote from caulkwrangler »
    Quote from Pokerkingdave »
    What if par is negative or it’s mama value is under par.

    does that mean you add mana?

    maybe you need to have par start at 3 for example?


    Par is equal to 0, only subtracts generic mana, and works the same way as any other cost reduction effects. Do three Etherium Sculptors in play let you gain mana from playing a Signet?


    The negative score was throwing me off. You are correct.
    Posted in: Custom Card Creation
  • posted a message on Sand Trap & Pitching Wedge
    What if par is negative or it’s mama value is under par.

    does that mean you add mana?

    maybe you need to have par start at 3 for example?
    Posted in: Custom Card Creation
  • posted a message on [UNF] Opening Ceremony — PC Gamer preview
    Is it just me or do you think there should be reminder text that you need to pay for the pack?
    Asking for a friend.
    Posted in: The Rumor Mill
  • posted a message on Cards to untap creature
    I'm not sure if its works but Reconnaissance

    Intruder Alarm with an creatures that create tokens and Village Bell-Ringer
    Posted in: Commander (EDH)
  • posted a message on Design challenge - Warkite Marauder
    Quote from rowanalpha »
    Merfolk is the most sensible home and, personally, I'd just change it to a softlock on one creature each turn cycle.

    Warfin Marauder 1U
    Creature - Merfolk Pirate
    Flying
    Whenever CARDNAME attacks, target creature loses all abilities and has base power and toughness 0/1 until the beginning of your next turn.
    2/1


    Flying doesn't really fit for a merfolk IMO. Its a little nonbo with lords, but maybe it can be unblockable but then it needs to cost a bit more

    Warfin Marauder 1U
    Creature - Merfolk Pirate
    Skulk
    Whenever CARDNAME attacks, target creature loses all abilities and has base power and toughness 0/1 until the beginning of your next turn.
    2/1

    Warfin Marauder 1UU
    Creature - Merfolk Pirate
    CARDNAME is unblockable
    Whenever CARDNAME deals combat damage to a player, target creature loses all abilities and has base power and toughness 0/1 until the beginning of your next turn
    2/2


    I think we can make it a bit more for commander with:

    Warfin Marauder 1(U/B)(U/B)
    Creature - Merfolk Pirate
    Menace
    Whenever CARDNAME deals combat damage to a player choose one:
    :target creature loses all abilities and has base power and toughness 0/1 until the beginning of your next turn.
    :Draw two cards, then discard a card.
    You wouldn't want to see an angry merfolk
    2/2



    Posted in: Custom Card Creation
  • posted a message on Titan Toppler
    Quote from BlackWaltz3 »
    Thanks for the wording feedback. While I definitely design with a cube power level in mind since that is my primary format, I don't think this is too powerful. This is very narrow removal unless kicked and even then it is sorcery speed reprisal and a 2/1 for 1WW. This has the benefits of also being a great aggro role player with an overcosted sorcery speed combat trick. The flexibility is what makes this fantastic.


    I think the power/toughness are a bit too good, but other than that, it seems fine.
    Giant Killer was fine for standard so this seems fine.
    Posted in: Custom Card Creation
  • posted a message on Asenath
    Quote from user_938036 »
    Quote from Pokerkingdave »
    How do you intend to interact with cunning Lethemancer or any mass discard?
    can you cast one card or one per opponent?
    As long as it’s the first time an opponent is discarding the cards will go to exile. Then you get the option to cast any of them.the ones you don’t cast are put into their owners graveyard.


    I understand that cards that aren't cast go to the graveyard, but maybe there should be a restriction on how many can be cast.
    Also, does the card being cast end up in exile or the opponent's graveyard?
    For example, Dire Fleet Daredevil specifies that it goes to exile.


    Posted in: Custom Card Creation
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