2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on [ZRO] Ral Zarek, Stormbringer
    Seems pretty good, at least, by design.
    Posted in: Custom Card Creation
  • posted a message on Mechanic Exploration: Peek
    The effect isn't as extreme as top, with 'peak', you can't re-order them unless you have multiple of them. And top can always be played T1 and activated repeatedly and easily. It's something that could be concerning, but it's not as much of an issue as you make it out to be.
    Posted in: Custom Card Creation
  • posted a message on Some Pushed Red Spells That Might Be Too Good
    Scorch might be too powerful, but it might be like Lightning Bolt in that it can be printed only in a very specific environment, Chances are it's better off a little weaker.
    Volcanic Eruption is difficult to evaluate, but it looks like it's about right(ish).
    Chandra's Wish is probably better as a sorcery (irrelevant of costing). Again, seems difficult to evaluate without playtesting.
    Krark's Gambit has a few problems, one is that you can't cast a targeting spells without targets already selected. See Blast of Genius. The others are that it seems too powerful and that this card is really luck-based, not purely because of the coin-flipping, but because it's the design really plays the randomness up.
    Posted in: Custom Card Creation
  • posted a message on Common fetchland cycle: Waypoints
    Quote from Circeus »
    Quote from OhDaisy! »
    Counterpoint: These are all far, far worse than Shimmering Grotto and would be played almost never.


    The comparison with Shimering grotto is ridiculous. The real problem is that these are basically worse than the Panoramas, but more importantly, they're also worse than Evolving Wilds.

    Something like this may be of greater interest:

    Woodland Waypoint
    When Woodland Waypoint enters the battlefield, you may search your library for a basic Forest or Plains and put it into your hand, then shuffle your library.
    tap symbol : Add 1 to your mana pool


    Yeah, of interest to banlists. Free card advantage like that is too powerful.
    Posted in: Custom Card Creation
  • posted a message on Mechanic Exploration: Peek
    Unveil, Uncover, Explore, Discover, Investigate, Research.
    Any of those good?
    Posted in: Custom Card Creation
  • posted a message on Mechanic Exploration: Peek
    There is not really any point in the exile part. Why not just look at the top card.
    Posted in: Custom Card Creation
  • posted a message on Runin Archetypes: GW Reinforce
    1) In case you didn't know, this set is top-down. This is one of the more top-down cards in it. The Vordr are kinda like the Norse equivalent of dryads crossed which a brownie. They are different colours here because each Vordr is unique to the people it guards. Vordr are associated with trees, 'warden trees', which bring good luck. This connects to Warden-Tree Oak. The costing is a matter of playtesting, but I will keep your feedback in mind.
    2) Alesava is supposed to support your team. She is the Elven leader, so she is supposed to lead your creatures in this way. What's wrong with Hexproof? The feedback you are giving is pushing this toward a simpler uncommon level. It's an iconic card for the set, it's supposed to be splashy.
    Why shouldn't Skybreaker's Passing be rare? It could be an uncommon, maybe with changes, but it doesn't have to be.
    3) Noted, may change with playtesting.
    4) What's 'unfun linear synergy' supposed to mean? Yeah, it's an obvious reinforce-based card. So what? Warcaller and many other such cards are the same. It's a 'build-around-me uncommon', a classic set staple.
    5) It's not very exciting for a rare. If it is too powerful, I'll change it. We'll see.
    6) Why do you think it's unfun for your opponents? It's not exactly 'easy and repeatable', you need a consistent supply of other cards to do so. On this card, I am going to remove the 'may' to reduce combo options.
    7) Why should they be in the same set? White has good removal. I'm giving it removal options. Do you mean the fact that they both have Reinforce? I could change that if they feel too similar.
    8) Fated isn't an ability word for two reasons. One of which is to add flavour and stylistic quality to it, having fated and then 'becomes fated'. The other is so that cards can care about fated.
    9) It has reinforce for the same reason any card has reinforce, because it works. It could change for all sorts of reasons, so we'll see.
    10) Noted.
    11) Honoured is pretty conditional, nevertheless, noted.
    12) In limited, you should rarely play this card without reinforce. A 1/1 body is pretty useless in limited. A permanent bonus combat trick is useful.
    13)Their are no other counters in set, so it doesn't really matter. I will change to +1/+1 counters only for simplicity reasons. Again, development could change, your feedback is noted.

    Thanks for the feedback.
    Posted in: Custom Card Creation
  • posted a message on [IAM] Iamur (215/215) - The Underwater Set - Completed
    Sure, I just wanted to provide some more perspective on this set.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [SER] Green-Red Archetype - Opponent SMASH
    Quote from Stairc »
    I don't see a meaningful difference between giving green direct damage via fighting and giving it -1/-1 counters on an enemy creature via fighting. I could be wrong, but the card seems on the right side of the line.

    A lot of cool mechanics here. Don't worry about power level before you test them. I've really liked watching this set evolve.


    The permanency of it makes it more like removal and less like a creature combat extension. It's also mechanically more efficient and grants more versatility. It's not an effect you want a lot of, but it should work fine in smaller numbers where the problems I mentioned shouldn't be much of a worry.
    Posted in: Custom Card Creation
  • posted a message on 'Esper' Keyword
    The rules surrounding 'rifted' cards would be the same as morph. You have to reveal what they were at the end of the game. Not much of an issue, but something to consider.
    On the note of instant-speed, it may be better if this mechanic was sorcery speed actually. It would reduce shenanigans and make more of an impact on decision making.
    Posted in: Custom Card Creation
  • posted a message on Simic Keyword: Mutate
    Yes, the two-set paradigm does change things.
    Anyway, yes this is getting off topic, but my point (not to say this is objectively correct) is that this thread is obselete because the set it's from isn't worked out effectively. Moving on, I guess, it's up you now.
    Posted in: Custom Card Creation
  • posted a message on [IAM] Iamur (215/215) - The Underwater Set - Completed
    Better than terrible isn't a great goal to aim for.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Blue Secrets
    Quote from DJK3654 »
    @TurboJustice.
    The face-down in exile version is much better. In fact, I have a mechanic idea that does this.
    Rift (cost) ( 2 mana , Exile this card from your hand face down: You may cast it for it's Rift cost as long as it remains exiled this way. )

    (the 2 mana cost is constant to stop your opponent figuring out which one it is, like with morph)

    Feel free to use it if you want (please provide credit if you do.)


    Posted this on another thread where this mechanic is discussed. The artifact component is unnecessary, as TurboJustice pointed out in the other thread. Being a permanent before being 'unveiled' only serves to make this more complex. Being exiled is non-interactive (mostly), so avoids almost all of the concerns above.
    Posted in: Custom Card Creation
  • posted a message on Simic Keyword: Mutate
    Quote from Manite »
    You don't have to reinvent the wheel to sell a car. Players would want to revisit Ravnica because they like the setting and want to see what mechanics the Guilds get. If they can throw some kind of twist in there without distracting from the core identity and without denying players the things they would expect from a Ravnica block, like the guild mechanics, then great. But the Guilds are a big part of Ravnica's appeal, and the mechanics are a big part of the Guilds' appeal. The ten mechanics are the first thing on everyone's mind when it comes to a Ravnica block.


    And that's fine. As I said, you would still keep plenty of things the same. All I was saying was there needs to be something, it doesn't have to change everything, something that will make it more interesting than doing thing over. Not reinventing the wheel, but more than just a pit-stop, to use your analogy.

    EDIT: With all this talk of how to do novelty, I now want to write a design theory article discussing it.
    Posted in: Custom Card Creation
  • posted a message on "Spectral Lotus" - How would you break this?
    The basic idea of this card could actually be interesting, probably something more like this:

    Spectral Lotus 2.0 ( 2 mana green mana green mana )
    Enchantment (R)
    At the beginning of your upkeep, add three mana of any one colour to your mana pool.
    Posted in: Custom Card Creation
  • To post a comment, please or register a new account.