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  • posted a message on Mechanic: Rekindle
    Then, you may...
    What's with the 'then'. What's does that mean?
    Posted in: Custom Card Creation
  • posted a message on What would 2cc Planeswalker look like?
    Just because they are popular doesn't mean they need to be featured at every slot in the normal converted mana cost range. Two is just too low, they won't do it unless they are compelled to by strong reasons, and even then we may never see another one. Player desire for something is often NOT correlated with what players actually want from the game, because players are human, and humans don't really know what they want a lot of the time. It's not a reason to do something, it's a reason to consider it though.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: BR Punisher
    Perhaps, then:

    (You may cast this card for it's overwhelm cost whenever a creature with power equal to or greater than this creature's power attacks. If you do, this creature enters the battlefield tapped and attacking.)

    The comprehensive rules, FAQ's and rulings would outline that casting it ignores timing restrictions. Does that work?
    Posted in: Custom Card Creation
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    UPDATE:

    Balancing changes continue, cards added. black mana green mana archetype overview posted and included in OP links
    Posted in: Custom Set Creation and Discussion
  • posted a message on Runin Archetypes: BG Power Creaures
    The next of my Runin archetypes. To be clear, this isn't a finished archetype, far from it. This is explaining the concept and displaying the basic layout that I have for it to be developed from. This archetype is one of the three overwhelm featuring archetypes, alongside red mana green mana and black mana red mana . Reinforce is also featuring here. The focus of this archetype is efficient creatures. The colours have many powerful creatures to choose from that gives them this archetype it's edge. Reinforce helps increase the power of your creatures further.

    Deepwood Hunter ( black mana green mana )
    Creature- Elf Rogue (R)
    Deathtouch
    Honoured- When Deepwood Hunter dies, if it attacked or blocked this turn, return it to it’s owner’s hand
    2/2
    Hold off opposing creatures that threaten your superiority of the battlefield.

    Skullcrush Fanatic ( 4 mana black mana black mana )
    Creature- Giant Berserker (R)
    Trample
    Whenever a creature with power or toughness 3 or less blocks or becomes blocked by Skullcrush Berserker, destroy it.
    Overwhelm ( 3 mana black mana black mana ) (Whenever a creature you control with power equal to or greater than this card’s power attacks, you may cast this card for it's overwhelm cost. If you do, it enters the battlefield tapped and attacking.)
    6/6
    Efficient finisher for this archetype and the black mana red mana one.

    Attigar's Clan-Leader ( 3 mana green mana green mana )
    Creature- Giant Warrior (R)
    Whenever you cast a creature spell for it's overwhelm cost, that creature enters the battlefield with an additional two +1/+1 counters on it.
    5/5
    Tribal overwhelm fits right in here.

    Punishing Venom ( black mana green mana )
    Sorcery (U)
    Destroy target creature with power 5 or less.
    Reinforce 2 ( black mana green mana ) ( black mana green mana , Discard this card: Put two +1/+1 counters on target creature.)
    Solid removal with reinforce backup plan.

    Darakr Betrayer ( 1 mana black mana )
    Creature- Elf Rogue (U)
    At the beginning of each opponent's upkeep, that player loses life equal to the number of creatures they control with power equal to or less than 3.
    2/2
    Efficiently whittles away at your opponent's life total.

    Dagger of Sheikr ( black mana )
    Creature- Human Assassin (U)
    Deathtouch
    Reinforce 1 ( 1 mana black mana ) ( 1 mana black mana , Discard this card: Put a +1/+1 counter on target creature.)
    When Dagger of Sheikr reinforces a creature, that creature gains deathtouch until end of turn
    1/1
    Good reinforce creature to fight other large creature decks.

    Halumir’s Traveler ( 1 mana green mana )
    Creature- Elf Shaman (U)
    tap symbol : Untap target land
    Reinforce 1 ( green mana ) ( green mana , Discard this card: Put a +1/+1 counter on target creature.)
    1/2
    Helps ramp out big creatures when out need to and wins combats when you don't

    Dormant Ancient ( 4 mana green mana green mana )
    Creature- Wurm (U)
    Fated ( 3 mana green mana green mana ) (As you draw this card, you may reveal it and pay 3 mana green mana green mana .)
    When Dormant Ancient becomes fated, put it onto the battlefield tapped
    6/6
    Big creature and nothing much else.

    Crawling Dead ( 1 mana black mana )
    Creature- Zombie (C)
    Crawling Dead can't block
    Reinforce 2 ( 2 mana black mana ) ( 2 mana black mana , Discard this card: Put two +1/+1 counters on target creature.)
    2/2
    Good early game creature with reinforce.

    Undying Call ( 1 mana black mana )
    Sorcery (C)
    Return target creature card from your graveyard to your hand.
    Reinforce 1 ( 1 mana black mana ) ( 1 mana black mana , Discard this card: Put a +1/+1 counter on target creature.)
    Gives you back valuable creatures and has reinforce.

    Shade of Miasar ( 2 mana black mana )
    Creature- Shade (C)
    black mana : Shade of Miasar gets +1/+1 until end of turn.
    2/1
    Early game creature that turns into a larger one.

    Hunt Down ( 3 mana green mana )
    Sorcery (C)
    Target creature you control fights up to two target creatures.
    The stock green removal for this set and good for this archetype.

    Wilder Wurm ( 4 mana green mana )
    Creature- Wurm (C)
    Reinforce 5 ( 4 mana green mana green mana ) ( 4 mana green mana green mana , Discard this card: Put five +1/+1 counters on target creature.)
    5/5
    Big creature with a big reinforce ability.

    Forest-Clearer ( 4 mana green mana green mana )
    Creature- Giant (C)
    Overwhelm ( 4 mana green mana green mana ) (Whenever a creature you control with power equal to or greater than this card’s power attacks, you may cast this card for it's overwhelm cost. If you do, it enters the battlefield tapped and attacking.)
    5/7
    Efficient common overwhelm.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: BR Punisher
    Why can't things trigger from your hand? Where is the rule that prevents this?
    Posted in: Custom Card Creation
  • posted a message on What would 2cc Planeswalker look like?
    Two converted mana cost planeswalkers should really be done. Tibalt was a mistake, R&D have admitted that. It's too difficult to develop at the cost. If you just want to play around with the concept and aren't interested in actually making any cards, then it's fine I guess.
    Posted in: Custom Card Creation
  • posted a message on A mechanic for WB faction - formation
    This mechanic seems problematic for limited. It's going to complicate combat math a lot and will cause development problems as well. In general, damage prevention, redirection or repeated damage are done very rarely at common. This is a mechanic, so it needs to be at a good portion at common.
    Posted in: Custom Card Creation
  • posted a message on [SER] White-Green Archetype - Purity (Counterless)
    Shining Charge might be best as a rare. Effects like that aren't done very much at low rarities and this change could help push it into a constructed viable card.
    Posted in: Custom Card Creation
  • posted a message on Embody
    @MOON-E.
    The way the targeting changes may cause confusion among middle-experienced players who understand the rules, but not to the degree where the just check the comprehensive rules and 'get it'. I'm not sure how much this would happen, but if this mechanic was printed by R&D I am sure a sizeable amount of people would be confused (not particularly confused). This is really more of a concern that needs to be considered, as there always are, rather than any serious problem with the mechanic.
    Posted in: Custom Card Creation
  • posted a message on Green enemy hate / Red card draw (color pie?)
    @Crypt Rat.
    It's the motivation for making the change that is part of my point. I am not really saying that this effect is colour-pie violating to any unreasonable degree, it's more that it's violating with no good reason. It's not a significant difference, and the way in which it differs is entirely the part of concern. The point of the impulsive draw effect is corresponds with the reasons you want it to change, you are taking a weakness and making it less of a weakness. Red is not supposed to be good at card advantage, impulsive draw is R&D's way of giving it a very limited way of doing it directly to increase diversity. Be glad they found a way of giving red this kind of effect at all. Stretching it further should not be done with a primary motivation being that you would like it more this way and you think you can get away with it. That's the wrong way round. The colour pie is sensitive, changes are guilty until proved innocent.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: BR Punisher
    @IcariiFA.
    Two things, first this isn't all card that fit into this archetype. For example History in Flames, although listed under the blue mana red mana archetype fits fine here.
    Secondly, this archetype is far from finished. I am putting this up to help evaluate how to develop the concept and the collection of cards that form part of that concept into a completed archetype.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: BR Punisher
    @BaronVonGrixis.
    Fireborn Herald will be changed to 5/2.
    Borderland Marauder is a good reprint, I will add it.
    Stagnant Creeper is a large creature, that's a good thing for this archetype. It doesn't have much power, yes that's why it's just an okay common for here. Not every card that fits into an archetype is synergistic. It could be removed later.
    About the curve and balancing of cards, this is a development issue and something I am aware of. Not to say that I don't appreciate this feedback. I am just providing some justification and explaining what I will do next. I will make some changes immediately, but this will be a more long-term change.
    Graveyard of War will be changed.
    Why would Towering Slaughterer read better as 7/5? The reason it affects all creatures is because this strategy doesn't normally worry about being overrun by creatures, it's a counter-strategy albeit (not in it's entirety).

    Thank you.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: UR Fated Tempo
    These archetypes, and the set in general, are still very much in the process of change. I am very much aware that there are problems, that's part of why I am posting these archetype overviews. Not because I am showing what is being done, by showing what I am trying to do. Trying to get feedback like this. On that note, thank you for your feedback, it has been noted. As the set changes, I will take this into account and hopefully the set will be better as a result.

    On individual comments, the fated/prowess anti-synergy is unfortunate and I am aware of it. The way I am working around it is by encouraging cards to be fated earlier and then cast later when you have prowess creatures up. So you know, prowess is not considered a mechanic of the set, it is in the place of an evergreen mechanic. This is true of all my sets, the others which are all more concepts for when I finish this one. Note that the red prowess shown is so far the only one in set. Evergreen prowess appears mainly in blue, but will normally feature at least one card in each of red, white and black. Green won't have prowess in any of my sets.
    The 'tempo' part is partly due to burn spells which are prevalent here. That may not be much of factor, this kind of thing will change.
    Posted in: Custom Card Creation
  • posted a message on [Miniset] UG vs WBR : Words against Swords
    Your reasons are so marginal. Is typing it out really a big deal? I thought part of the appeal of the whole custom card design process was overcoming challenges and actually accomplishing something, in a sense, that you can enjoy. The difficulties of design are innumerable, such that a design will never be perfect. But that's part of the fun, isn't it? Ultimately, what you want to do with this is your decision and I respect that, but when you start breaking rules you start to lose some of the point. You may gain something for yourself, but the question is what you are actually getting. Breaking rules that wouldn't normally be ever broken is not part of how I and many others design cards here. Consider your options and your goals. It's your idea, and it's likely going to remain not much more than that, so don't take my advice as me telling what you have to do.

    In relation to keywords, as I implied, 'summon' could easily be evergreen, but it's too late for that. If you want to redesign magic, you could justify it in a realistic design vision, but as I said, not after so many cards have been printed with the same effect. It's the same reason things like 'put the top n cards of your library into your graveyard' isn't called 'discard the top n cards of your library' despite the general consensus among R&D that that would be simpler and more interactive.

    Anyway, whatever you decide to do, I hope it works out well for you.
    Posted in: Custom Set Creation and Discussion
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