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  • posted a message on Dinomaster Blade
    I think this card is fine.

    In limited, it's obviously a powerhouse, that turns every creature you control into a must-stop threat. So this will need to be rare or mythic, but I'm assuming you already figured that.

    In constructed, it costs too much for aggro, and isn't defensive enough for control. Depending on the environment, it could find a home in a midrange/ramp deck, but since that's exactly the deck dinosaurs is trying to be, it'd fit perfectly
    Posted in: Custom Card Creation
  • posted a message on Hybrid Staples
    There are some effects that occur at common in every set, and I figure, why not combine some of them?


    Geological Reshaping 1(R/G)
    Sorcery
    For each R you used to pay for this card, deal 1 damage to each creature without flying.
    If you spent G to pay for this, you may search your library for a basic land card, and put it into play tapped. If you do, shuffle your library.

    This spell causes an earthquake, either to damage the enemies, or to create a new area of land (or both)

    Psychic Probe 1(U/B)
    Sorcery
    For each U you used to pay for this card, draw a card.
    If you spent B to pay for this, destroy up to one target creature with toughness 3 or less.

    This spell probes an enemy's mind, either to kill off a weaker enemy, or to glean information that will be helpful.

    Upturn the Gravestones 1(B/R)
    Sorcery
    For each B you used to pay for this card, you may return up to that many creature cards from your graveyard to your hand.
    If you spent R to pay for this, you may tap up to 2 target lands and hose lands don't untap during their controllers' next untap step.

    Zombies are coming out of the grave. The lands they're coming out of might not be suitable for casting spells for a little while.

    Huge Feast 1(G/W)
    Instant
    For each G you used to pay for this card, you may put a +1/+1 counter on up to that many creatures
    If you spent W to pay for this, gain 3 life.

    Everybody is eating and growing tougher from this, both you and your creatures

    Martial Barricade 1(W/U)
    Instant
    For each W you used to pay for this card, put a 1/1 white Soldier creature token into play.
    If you spent U to pay for this, you may counter up to one target creature spell.

    Soldier's are sprung upon a creature, likely in the middle of an attack, or in the middle of coming to the battlefield
    Posted in: Custom Card Creation
  • posted a message on Esper Exile Commander
    What happens in a multiplayer game if more than one player controls one of these creatures? Now, I know that the rules can handle it, but gameplay starts to become ugly with timing issues when more than one person wants to cast the same spell
    Posted in: Custom Card Creation
  • posted a message on Coolwort Summoner
    It summons similarly to Sphinx Summoner, by summoning the creature(s) to your hand, and then does even more by helping you get more creatures into play. I don't think there's a flavor failure here, but I'm assuming you think Summoner's Assistant would be a better name?
    Posted in: Custom Card Creation
  • posted a message on Ritual of Chaos
    I assume this would be fine to print as they currently print a similar card, which is templated slightly different:

    Seething Song 2R
    Sorcery-

    Add RRRRR to your mana pool.
    Posted in: Custom Card Creation
  • posted a message on 1RX Cycle of Haste tappers
    Most of these are pushing the power curve, or exceed it, but numbers can be easily tweaked to fit that in development.

    As far as the design goes, I like all of them except Deathdealer. All of the other keyworded abilities tie into the rest of card, but the menace feels tacked on here. And having a tapping reanimator feels weird; Perhaps if it had an "exile at end of turn" clause or something?
    Posted in: Custom Card Creation
  • posted a message on Coolwort Summoner
    Coolwort Summoner 3GG
    Creature - Elf Wizard
    When ~ enters the battlefield, reveal cards from the top of your library until you've revealed 3 creature cards. Put up to 2 of the revealed creature cards into your hand and all other revealed cards at the bottom of your library in random order.
    Creature spells cost you 1 less to cast.
    2/2
    Posted in: Custom Card Creation
  • posted a message on Labyrinth Guardian
    Labyrinth Guardian 1U
    Creature — Illusion Warrior (unc)
    When ~ becomes the target of a spell, sacrifice it.
    Embalm 3U
    2/3

    Normally the "illusion" ability says, "When ~ becomes the target of a spell or ability, sacrifice it", but this card is limited to just being targeted by spells. If my opponent cycles a Deem Worthy, which has a triggered ability to deal 2 damage to target creature, is the Deem Worthy considered to be a spell at that point? Does Labyrinth Guardian live or die?
    Posted in: New Card Discussion
  • posted a message on A couple of sorceries
    I'm a bit hesitant to mix X costs with regular colorless costs, as it tends to confuse people, but I agree that 3 mana is a little cheap for LD + fight. What would you guys think about "Destroy target non-creature permanent with converted mana cost of X. It's controller puts a Green 3/3 beast token into play." For the first option? I would probably have to also switch the order of the options so that people don't try to fight the 3/3 token
    Posted in: Custom Card Creation
  • posted a message on A couple of sorceries
    Prolonged Interrogation 1B
    Sorcery
    Exile a random card from target player's hand face down, and exile ~.
    At the beginning of your next upkeep, name a card other than a basic land, then reveal the face down card exiled by ~. Unless you named that card, return both exiled cards to their owners hands.

    Return to Ferocity XGGG
    Sorcery
    Choose one or both:
    • Destroy target non-creature permanent with converted mana cost of X.
    • Target creature you control gets +X/+X until end of turn and fights target creature you don't.
    Posted in: Custom Card Creation
  • posted a message on A few Legends
    Hmmm, perhaps if I removed the +1/+1 clause, and instead put a +1/+1 token on the creature as it comes back into play, that would provide more of a reminder?
    Posted in: Custom Card Creation
  • posted a message on Green Randoms: The Seasons
    If your opponent isn't playing creatures with flying, and doesn't have any creatures with +1/+1 counters, the only spell that is close to worth it is Bugs Come Out. And the payoff for playing what amounts to specious sideboard cards is fairly weak. Yeah, getting 3 +1/+1 counters per turn is nice, but it doesn't do much after a wrath, and you can get almost the same effect by playing Citadel Siege which takes a lot less effort

    The idea of a 4 card meld is interesting, though, but I think you need to work on making the steps to pull it off worthwhile, and the payoff cool enough to be worth it
    Posted in: Custom Card Creation
  • posted a message on A Red White Legendary that isn't focused on turning creatures sideways.
    I'd probably go with a version similar to saneatali's, or perhaps power it up even further

    "Whenever damage is prevented by a source you control, ~ deals that much damage divided among any number of target creatures or players."

    Although perhaps that would be a bit too abusive?
    Posted in: Custom Card Creation
  • posted a message on A few Legends
    Komcha - oops, fixed the templating, and defined X. It sounds like we were thinking along the same lines, as X was meant as a limiter

    Gloria - she has 2 limits to her "blinking": she has to tap to do it, so she can only do 1 creature per turn (as compared to Eldrazi Displacer, who can affect multiple creatures per turn), and the nontoken requirement, which means she can only blink any particular creature once (as compared to Eldrazi Displacer who can blink the same creature multiple times in a row to get the ETB effects repeatedly, or to stave off an attack by a powerful creature turn after turn.

    She is beefed up by the fact that she can pump (and untap) your creatures, as well as turn your opponents' creatures into tokens if you are playing with bounce or other removal (imagine, token your creature, cast Man-o'-war to blow it away. token another creature, then token the man-o-war to blow the other creature away)

    She is definitely hard to attack into with a singular large creature, but if you split up your threats, she can only stop one of them per turn (and leave herself open to any other attacking players). And even if you are using a singular threat, eventually, her ability will run out, as everything will be a token.

    I guess the timing could be limited, or a mana cost could be added, though, if she really is abusive.

    Sid - Hmmm, I guess I guess I missed Hydra Omnivore. Yeah, this is meant to be an aggressive ability to help Boros decks, as they tend to be aggressive, but with multiple players at the table, they also tend to run out of gas before they can kill everybody.
    Posted in: Custom Card Creation
  • posted a message on Runes
    I think I would be a bit thumbs-down on putting them on basic lands (and I think snow-covered lands are kind of lame too).
    It feels like runic island would be strictly better than a basic island, so there would be no point in constructed to having regular basic lands at all.

    Adding the word enchantment just makes them even more broken; they could've easily done this during Theros, but decided not to because of their experience with the artifact lands. It makes it too developmentally complex in making sure things like constellation (or any other enchantment based mechanic for that matter) don't get out of hand.
    Posted in: Custom Card Creation
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