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  • posted a message on Kaldheim set booster box leak
    Quote from Ryperior74 »
    Maybe the MDFC is equipment because I think it's hard to balance equipment and other permanent for limited/draft

    Plus thorz hammer there probably has a tough equip cost

    Not sure if they'd ever put that many equipment in one set, assuming Zendikar Rising's MDFCs are any indication for the number of MDFCs we can expect.
    Posted in: The Rumor Mill
  • posted a message on Shadowed Devourer & Teeming Deep
    I'm inclined to push it a little more, making it a 2/2 or a 2/3 at base. Needs work to be good. It does have a lot of potential if you can make it work though. Slightly dangerous effects in terms of the risks of unfun/unhealthy gameplay I think. Would need to be tested a good deal to help avoid that.
    Posted in: Custom Card Creation
  • posted a message on Kaldheim set booster box leak
    Quote from Urabrask »
    Apparently we also got a better look at the picture we saw a few weeks ago.

    https://twitter.com/MLoreseeker/status/1332004321354014724

    Seems like kaya's adopted a much more Kadlheim look for her stay. Axes included. Interesting.
    Posted in: The Rumor Mill
  • posted a message on Kaldheim packaging
    Quote from ZasZ234 »
    Does anyone have any speculation about how the gods will be colored? Enemy colored gods? I'll be happy to see new gods no matter what color they are but I'm really hoping this new plane will have a continuation of a dual land cycle already started so we can get the enemy color versions. Enemy versions of the Scattered Groves cycle or the Sunken Hollow cycle or even the Foreboding Ruins cycle. After building many a commander deck the disparity in available fixing between allied and enemy colored lands is getting pretty noticeably lopsided.

    We already know that the cycle of DFC dual lands started in Zendikar Rising will be completed over the course of three sets, correct?

    No. All four remaining MDFC lands will be in Kaldheim.
    https://magic.wizards.com/en/articles/archive/making-magic/zendikar-rising-challenge-part-2-2020-09-07
    "The thing that seemed to seal the deal, interestingly, was a bunch of MDFC designs I'd made years earlier (I tracked down all my old designs from our mini team)—a ten-card cycle I'd made of MDFC dual lands. The moment people saw those, they were like, "We have to make these." (Six of them appear in Zendikar Rising, with the remaining four appearing in Kaldheim.)"
    Posted in: The Rumor Mill
  • posted a message on Kaldheim packaging
    Mark Rosewater has said that the face of Kaladesh was Saheeli, Chandra was the face of Aether Revolt.

    https://markrosewater.tumblr.com/post/159890858953/hello-maro-today-is-my-birthday-and-i-was#notes
    Posted in: The Rumor Mill
  • posted a message on So, uh. Riffing off Zendikar Rising class-color pairups.
    Quote from rowanalpha »
    Quote from DJK3654 »
    Class colour pairings don't need to be set in place for all planes. In fact, it's better if they aren't.

    My thoughts would be

    W/B mana Cleric
    U/B mana Rogue
    U/R mana Wizard
    R/W mana Warrior

    W/U mana Artificer
    B/R mana Berserker
    B/G mana Druid
    R/G mana Shaman
    W/G mana Monk
    G/U mana Scout


    Artificer and Monk feel out of place for Zendikar somehow, but overall that's a good way to fit everything together.

    Could do Advisor or Knight in W/U mana .
    Could also do a little rearranging and go for:

    W/U mana Advisor
    B/R mana Pirate
    B/G mana Shaman
    R/G mana Berserker
    W/G mana Druid
    G/U mana Scout
    Posted in: Custom Card Creation
  • posted a message on So, uh. Riffing off Zendikar Rising class-color pairups.
    Class colour pairings don't need to be set in place for all planes. In fact, it's better if they aren't.

    My thoughts would be

    W/B mana Cleric
    U/B mana Rogue
    U/R mana Wizard
    R/W mana Warrior

    W/U mana Artificer
    B/R mana Berserker
    B/G mana Druid
    R/G mana Shaman
    W/G mana Monk
    G/U mana Scout
    Posted in: Custom Card Creation
  • posted a message on Favored Champions
    I would simplify the payment to have it always be you paying. Currently there's a lot of different variables here and it could do with less to make it easier to comprehend and to play with. Also, reference should be Panharmonicon and Hushbringer for wording.

    Favored Champions 3 mana white mana white mana
    Creature- Human Warrior (M)
    If a permanent entering or leaving the battlefield would cause a triggered ability of a permanent to trigger, you may pay 2 mana . If you do, choose one—
    • That ability does not trigger
    • That ability triggers an additional time.
    5/4

    As Panharmonicon doesn't loop, this shouldn't either.

    I would also suggest making this a little cheaper and smaller to make it easier to use. The 2 mana cost is a pretty significant restriction compared to Panharmonicon. This also comes with a body, but it's also more vulnerable to removal. A 4 mana 4/4 maybe.
    Posted in: Custom Card Creation
  • posted a message on Some Beastly Cards From My Core Set (Core Zero)
    Quote from ChariSays »
    Onogo Storyteller 1G
    Creature - Human Druid (Rare)
    T: Add one mana of any color. If you control a beast creature, you gain 1 life.
    0/3

    Seems solid. The payoff for beasts here is a little unexciting though for a rare. Feels more like an uncommon.
    I would be interested in seeing a version more like:

    Onogo Storyteller 1G
    Creature - Human Druid (Rare)
    T: Add one mana of any color.
    T: Add two mana of any one color. Spend this mana only to cast Beast spells.
    0/3

    That might be a bit strong, but something like that I think could be good.


    Goremad Ogre 2R
    Creature - Ogre Barbarian (Common)
    Whenever Goremad Ogre and one or more beast creatures you control attack, Goremad Ogre gets +1/+1 until end of turn.
    3/2

    Sure.

    Fangfury 2GG
    Instant (Uncommon)
    Choose one or both -
    • Beast creatures you control gain indestructible and hexproof until end of turn.
    • Target creature you control fights target creature you don't control.

    I think the choose one or both template here is unnecessarily complex/confusing. I would do:

    Fangfury 2GG
    Instant (Uncommon)
    Beast creatures you control gain indestructible and hexproof until end of turn. Target creature you control fights up to one target creature you don't control.

    Wildcrag Elemental 1RR
    Creature - Elemental Beast (Common)
    Whenever Wildcrag Elemental or another beast creature enters the battlefield under your control, Wildcrag Elemental deals 1 damage to target opponent.
    2/3

    Actually pretty decent for a common. I like it. Helps push the archetype.
    Posted in: Custom Card Creation
  • posted a message on Some Beastly Cards From My Core Set (Core Zero)
    Quote from ChariSays »
    Kalyo, Wild Majesty RG
    Legendary Creature - Beast (Rare)
    4/3

    Hmmmm...
    Interesting. Based on other cards like Bronzehide Lion this should be fine. Reminds me of Wooly Thoctar and Isamaru, Hound of Konda.
    A touch on the bland side, but it has its appeal I guess.

    Preychaser Baloth 2RG
    Creature - Beast (Uncommon)
    Other beast creatures you control get +1/+0.
    4/4

    Patinapalm Savage 2G
    Creature - Elf Druid (Uncommon)
    Whenever a beast creature enters the battlefield under your control, you may draw a card.
    2/2

    Yep, solid designs.


    Vorpalclaw Stomphowler 4G
    Creature - Beast (Uncommon)
    When Vorpalclaw Stomphowler enters the battlefield, you may destroy target artifact or enchantment.
    4/4

    Canopy Vorpalclaw 3G
    Creature - Beast (Common)
    Reach
    2/4

    Not much to comment on here without seeing the rest of the set. Sure.


    Primal Discovery 2G
    Sorcery (Common)
    Search your library for a forest card and put it onto the battlefield tapped, then shuffle your library.
    If you control a beast creature, instead search your library for a forest and/ or a mountain card, put one onto the battlefield tapped and the other into your hand, then shuffle your library.

    I know it's a common, but still, this seems unnecessarily weak compared to Cultivate.
    This can get non basic lands, but that isn't always relevant, especially for commons, and I don't know how if it's a good idea to interact with non basic lands here anyway.

    My inclination is to do:
    "Search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
    If you control a beast creature, instead search your library for up to two basic land cards, put one onto the battlefield tapped and the other into your hand, then shuffle your library."

    I would be interested in trying a more pushed version that gets you a double Rampant Growth as well. Depends on the needs of the set I guess.


    Rageclaws 1R
    Enchantment - Aura (Uncommon)
    Enchant creature
    Enchanted creature gets +3/+0 and has trample.
    When Rageclaws is put into the graveyard from the battlefield, if it was attached to a beast, return it to your hand.


    Huh. I like it. Interested in what the right stats/cost for this are. This seems like a good guess at it.


    Vorpalclaw Cub 2R
    Creature - Beast (Common)
    Haste
    2/2

    Another sure.
    Posted in: Custom Card Creation
  • posted a message on Extracting Therapy?
    (Assuming black mana CMC 1)
    Looks good. Compared to Cabal Therapy, which WotC have suggested might be printed oneday without the flashback, this has more flexibility, but can't discard multiple copies at once. Looks strong but within reason.
    Posted in: Custom Card Creation
  • posted a message on Colorshifted Concepts (More than just changing a mana symbol)
    A little maybe. The main thing is blue doesn't usually do life payments and combining it with card draw is a black thing. I would sooner change the cost to something like exiling cards from your graveyard.
    Posted in: Custom Card Creation
  • posted a message on Colorshifted Concepts (More than just changing a mana symbol)
    Quote from ChariSays »
    Cloudrat Ranger 3BB
    Creature - Giant Warrior (Uncommon)
    When Cloudrat Ranger enters the battlefield, create three 1/1 black Rat creature tokens.
    Tap three untapped Rats you control: Cloudrat Ranger gets +2/+0 and gains flying until end of turn.
    3/3

    Appropriate colour shift.


    Vengevoice 2WW
    Creature - Angel (Mythic)
    Flying
    Whenever you cast a spell, if it's the second creature spell you cast this turn, you may return Vengevoice from your graveyard to the battlefield.
    4/3

    Oooh vengevine in white is a nice idea. White could do with more of this sort of value card.


    Heretical Act 8B
    Sorcery (Rare)
    This spell costs 1 less to cast for each creature on the battlefield.
    Creatures get -13/-13 until end of turn.

    Sure. This is stronger than Blasphemous Act overall, and I wonder whether it's a bit much. Black is supposed to be strong at removal though, so maybe not.


    Phyrexian Laboratory 1UU
    Enchantment (Rare)
    At the beginning of your upkeep, you lose 1 life and draw a card.

    I don't think this works in blue. It's not a break, but it's not an effect blue needs to have and encroaches on black's space. Could be justified if it worked really well with the set's themes I guess, but otherwise I'd say not.
    Posted in: Custom Card Creation
  • posted a message on Colorshifted Concepts (More than just changing a mana symbol)
    Quote from ChariSays »

    Accelerated Procession 3R
    Enchantment (Rare)
    If an effect would create one or more creature tokens under your control, it creates twice that many of those tokens instead. Those tokens have haste and "At the beginning of the end step, sacrifice this token."

    Slightly scary in the burst potential, think Sneak Attack, but, by comparison, I don't think that will be so easy to pull off that it's a problem.


    Magic Slip U
    Instant (Common)
    Counter target noncreature spell unless it's controller pays 1.
    Morbid - Counter that spell unless it's controller pays 13 instead if a creature died this turn.

    The 13 tax is nice as a reference to Tragic Slip, but with tragic slip I think the very high number works better, here I think it reads a lot more awkwardly, the high number feels more arbitrary and unnecessary by comparison. I would say just make this 'counter that spell instead'.


    Knight of Marrowgrain BR
    Creature - Kithkin Knight (Uncommon)
    First strike, lifelink
    2/2

    Just plain good design. Nothing to complain about here. Interesting combination of keywords for the colours- lifelink is rarely used on B/R mana cards compared to R/W mana or W/B mana , which I guess is partly due to B/R mana often being pushed as more aggressive. I think it's a cool idea to throw in some more for B/R mana .


    Dualcaster Sage 1UU
    Creature - Human Wizard (Rare)
    When Dualcaster Sage enters the battlefield, copy target artifact or creature spell.
    2/2

    This needs flash to function, and I think would line things up better anyway.


    Timberbolt 1G
    Instant (Uncommon)
    Choose one -
    • Target creature gets +3/+0 until end of turn.
    • Timberbolt deals 4 damage to target creature with flying.

    What card is this referencing? Lightning Bolt?

    I would suggest
    Timberbolt G
    Instant (Uncommon)
    Choose one -
    • Target creature gets +3/+0 until end of turn.
    • Timberbolt deals 3 damage to target creature with flying.

    Compared to Giant Growth and Aerial Volley, I think this would reasonable.
    Posted in: Custom Card Creation
  • posted a message on Jayemdae Bridge
    I think that's too good.
    The second effect on its own is fairly good for that cost, let alone with the tap ability on top.
    I question whether this is actually a fun effect even if balanced more appropriately. Just has the potential to bring games to a grinding halt, largely invalidating most of your opponents' creatures. Looks brutal to play against.
    I don't like it, simply.
    Posted in: Custom Card Creation
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