Magic Market Index for Aug 17th, 2018
 
Magic Market Index for Aug 10, 2018
 
Treasure Cruisin' Modern Big Red
  • posted a message on August 20th, 2018
    Votes: Subject16, Zemoo

    Curse of Balance 2WW
    Enchantment - Aura Curse (R)
    Enchant player
    For each nonland permanent type, enchanted player can't cast spells of that type unless they control fewer permanents of that type than you do.
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    I guess there is no actual precedent in MTG, but the way it's worded means that each nonland permanent you control gains pseudo-vigilance, which means that when that permanent becomes tapped for the first time your turn, you get to untap it. This is a very open-ended ability that works with multiple things (mana dorks, temple bell-type effects or simply attacking with your creatures) at the cost of Derevi not being able to protect herself in any way in the unfortunate case you don't have creatures on the board/your opponent got more.

    Ok, well that makes the hexproof wall slightly harder to get through as well (you can +, stop an instant, and still have it up against sorceries).
    Derevi is actually my Bant commander and there's some fun space here, especially the ultimate, but having a couple of unclearly worded abilities and an uninteractive play pattern puts it slightly below the others for me.
    Posted in: Custom Card Contests and Games
  • posted a message on August CCL Round 3 - West Coast Custom Cards
    Looks like we're going to need some more time, please try to get critiques done tomorrow the 20th if possible!
    Posted in: Custom Card Contests and Games
  • posted a message on August 19th, 2018
    Votes: netn10, Commander2099

    Wombat Umbra 2GG
    Enchantment - Aura (U)
    Enchant creature
    Enchanted creature gets +2/+2 for each Aura attached to it.
    Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Sorry couldn't get in last night, finished my judgings.
    Posted in: Custom Card Contests and Games
  • posted a message on August 18th, 2018
    Votes: netn10, Commander2099

    Steward of Renewal G
    Creature - Human Druid (U)
    T: Return target land card from your graveyard to your hand.
    "A fallow field, a burned forest. These are just momentary distractions, soon to be forgotten in the face of life's tenacity."
    1/1
    Posted in: Custom Card Contests and Games
  • posted a message on [Monthly Card Contest] ***MCC*** Discussion Thread
    Thanks will do tomorrow
    Posted in: Custom Card Contests and Games
  • posted a message on August CCL Round 3 - West Coast Custom Cards
    Yes thanks, please proceed with critiques for the other 6 contestants.
    Critiques due before the end of Sunday August 19th wherever you live.
    After this round I will cut to Top 4 based on the cumulative scores from the first three rounds. You won't be eligible unless you have provided critiques for each round.
    Thanks!
    Posted in: Custom Card Contests and Games
  • posted a message on August 17th, 2018
    Votes: StarJake, Zemoo

    Sparkspurter R
    Creature - Elemental Lizard (U)
    When Sparkspurter enters the battlefield, it deals damage equal to its power to target creature.
    R: Sparkspurter gets +1/+0 until end of turn.
    0/1
    Posted in: Custom Card Contests and Games
  • posted a message on [Daily Card Contest] DCC Discussion Thread
    Quote from Zemoo »
    Master of ContingenciesWW
    Creature - Human Adviser Soldier (R)
    When ~ enters the battlefield and at the beginning of the pre-combat main phase on each turn, each opponent may reveal any number of cards from their hand.
    During combat opponents may not cast spells from their hands that were not revealed to ~ this turn.
    2/2

    Quote from Zemoo »
    The way it's worded it needs the ETB: If you cast it on your main phase (viz. normally cast it), since it triggers on main phase, it won't trigger because it wasn't around at the beginning of the phase that turn. So the turn it comes into play, it won't give opponents the chance to reveal anything and they just can't cast spells during combat that turn. Maybe this isn't too bad Grand Abolisher does something similar, but I didn't want it to do something different over multiple turns.

    I originally wanted it to trigger at the beginning of combat, but then it's static ability would leave a window where your opponent can't cast spells while the trigger is on the stack, which is ... weird. I didn't want to mention different steps of combat on the card since wotc doesn't like doing that, too complex for newer players. Putting an ETB and moving it to mainphase was the best I could come up with. It kind of has to happen on a different phase to avoid this window of silence, and I didn't want the card to give you a spot on your turn where you could always resolve instants without your opponents responding. But to note, if you do manage to flash this into play during combat your opponents can't cast spells with the trigger on the stack. This is acceptable since it requires other cards to do and can only happen once.

    The better way to do it would have been to make it all one ability, instead of breaking it out into two lines of text, one triggered and one static ability.

    Yeah, there must be a way to do it as one ability.
    "At the beginning of combat on your turn, each opponent may reveal any number of cards from their hand. Until end of turn, those players can't cast spells that weren't revealed in this way."
    This? Double negative is awkward..."can't cast unrevealed spells" has no precedent and is also weird though.
    I did mistakenly read it as "beginning of combat phase" instead of "pre-combat main phase" somehow.
    Posted in: Custom Card Contests and Games
  • posted a message on August CCL Round 3 - West Coast Custom Cards
    You have about one day left to submit here!
    Posted in: Custom Card Contests and Games
  • posted a message on August MCC Round 2 - No Loyalty
    Derevi, Ascended Tactician 1GWU
    Legendary Planeswalker — Derevi (MR)
    T: Until end of turn, spells you control and creatures you control gain hexproof.
    +1: Until end of turn, whenever a nonland permanent you control becomes tapped for the first time this turn, untap it.
    -X: Tap or untap up to X target permanents.
    -8: You get an emblem with: "Whenever a permanent you control becomes untapped, creatures you control get +1/+1 until end of turn."
    4

    Design -
    (3/3) Appeal: Strong appeal for fans of the original Derevi who like turning things sideways and back
    (2/3) Elegance: Hits the theme hard and has an actual reason to tap itself. That said, planeswalkers already have a "one per turn" thing they do, so adding tapping is a recipe for confusion.

    Development -
    (2/3) Viability: My belief is that you want the +1 to work on only one permanent, but I think it works on everything, and even if it doesn't it's a very wordy way to say "Untap target permanent".
    (1/3) Balance: The most powerful part about this card may actually be the pseudo-Privileged Position. Untapping one thing is a bit weak compared to other planeswalker options and, while versatile, the tap/untap X is also not very strong compared to something like Sleep. The emblem is also pretty strong at parity but isn't good for comebacks. I guess the hexproof at least has some windows where it wouldn't be active to make it slightly less unfun.

    Creativity -
    (2/3) Uniqueness: Everything Wake Thrasher is pretty fun and new, as is the line about spells with hexproof, and the untapping thing. By the nature of the challenge, it's a new take on walkers.
    (3/3) Flavor: Fits the character

    Polish -
    (2/3) Quality: I suspect that we can't say "Tap or untap" for multiple targets since it isn't clear if you can do different things to each one. As far as I can tell there is no precedent for that, Hidden Strings being the biggest clue.
    (2/2) Main Challenge:
    (2/2) Subchallenges:

    Total: 19/25
    Quote from Raptorchan »
    Moiza Nikhon, Otherworldly Merchant 2WB
    Legendary Planeswalker - Moiza (M)
    +1: Create a 1/1 white and black Kor Mercenary creature token with first strike.
    0: Until end of turn, whenever a creature you control deals combat damage to a player, create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color."
    -10: You get an emblem with "Whenever a player casts a spell, you gain life equal to that spell's converted mana cost."
    Sacrifice a Gold: Put a loyalty counter on Moiza Nikhon, Otherworldly Merchant.
    {4}

    Design -
    (2/3) Appeal: It's somewhat subtle in its appeal. I suppose it's mostly a Johnny card.
    (2/3) Elegance: There's a progression of token - Gold - loyalty - ultimate that works nicely but it's a little murky in how it all plays out.

    Development -
    (3/3) Viability: I buy these colors caring about Gold. The ultimate works.
    (2/3) Balance: A lot depends on if we get more ways to create Gold. A fast ultimate is definitely hard to deal with, but she(?) needs a lot of support from evasive creatures and the tokens she make are not going to be a big help.

    Creativity -
    (2/3) Uniqueness: All feels pretty new, and I think this is a good try at the challenge. I think Wizards would just let you spend Gold for loyalty in one of the loyalty abilities.
    (3/3) Flavor: The details on the tokens are evocative and the play pattern is cool because they feel like her guards, while she contracts out to other evasive creatures you summon to get more Gold.

    Polish -
    (2/3) Quality: Hmm, Garruk Relentless has his trigger first but all the commander static abilities come last, so hard to tell which one is right and I'll believe you. Name is definitely too long though.
    (2/2) Main Challenge:
    (2/2) Subchallenges:

    Total: 20/25
    Quote from Marco »
    Ib Halfheart, Planeswalker 1RR
    Legendary Planeswalker - Ib (Mythic Rare)
    T: You may put a Goblin creature card with converted mana cost equal to the number of loyalty counters on Ib Halfheart, Planeswalker from your hand onto the battlefield.
    +1: Create two 1/1 red Goblin creature tokens.
    -2: Sacrifice a Goblin. If you do, Ib Halfheart, Planeswalker deals 4 damage to any target.
    -4: Goblin creatures you control get +3/+0 and gain menace until end of turn.
    3

    Design -
    (3/3) Appeal: People like goblins
    (2/3) Elegance: Again, tapping is pretty weird in combination with loyalty abilities.

    Development -
    (3/3) Viability: These should all be things that red can do.
    (1/3) Balance: This would certainly push Goblins in a lot of formats. You can immediately get two tokens and a 3 or 4-cost goblin, which could easily be a lord for 6 power, running to 15 the next turn with the ultimate, and it only gets better from there. It's also a 5 turn clock by itself without any combat and with an extra chump blocker every other turn. Even if the minus abilities were bad, which they aren't, the plus ability by itself is a 2-mana ability that can be used every turn on a 3-mana card, which should be a warning sign.

    Creativity -
    (1/3) Uniqueness: Half of it is just the Ib legend and the rest is more or less Goblin Lackey and Goblin Pyromancer or something.
    (3/3) Flavor: Feels pretty darn gobliny

    Polish -
    (3/3) Quality:
    (2/2) Main Challenge:
    (2/2) Subchallenges:

    Total: 20/25
    Ral Zarek, Living Storm 4UR
    Legendary Planeswalker- Ral {Mythic Rare}
    Forecast— (U/R), reveal Ral Zarek, Living Storm from your hand: Create a 0/1 blue and red Elemental creature token with prowess and "Ral planeswalkers you control enter the battlefield with an additional loyalty counter." (Activate this ability only during your upkeep and only once each turn.)
    You may activate the loyalty abilities of Ral any number of times each turn rather than only once.
    [-1]: Ral deals 1 damage to each opponent. Scry 1, then draw a card.
    [-4]: Add three mana in any combination of U and/or R. The next time you cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
    [-7]: Draw X cards, where X is the number of Elementals you control. Then, you may cast an instant or sorcery spell with converted mana cost X or less from your hand without paying its mana cost. If you do, copy it X times. You may choose new targets for the copies.
    {3}

    Design -
    (2/3) Appeal: I guess Johnny can try to maximize this and "big random turn" Tammys might be on board.
    (1/3) Elegance: This is a neat concept but a weird planeswalker. Too much odd stuff going on. The Forecast ability just making prowess tokens with two or three brief abilities in + and - capitalizing on the tokens would have been sufficiently new and cool.

    Development -
    (3/3) Viability: Forecast is not really a red ability, but it's ultimately tied to blue and the flavor makes it an acceptable bend. All the things it does are solidly blue/red.
    (2/3) Balance: So to live the dream here, I need to spend 4 turns forecasting and protecting my elementals, then I draw 4 and get a 4-damage spell to just kill you. What's weird is that with 7 loyalty I can get pretty close to that without the Elementals, drawing 3 and getting some extra mana to cast two copies of something. I think you need to either capitalize the rapid-fire ability with several cheap minus options like drawing, mana, copying. Or be a normalish planeswalker that exploits the elementals but can still build up after arriving.

    Creativity -
    (3/3) Uniqueness: Forecast is actually awesome for a planeswalker, and you did some cool stuff with setting up the tokens and using them as payoff. Also a rapid-fire, sorcery-like planeswalker is interesting.
    (3/3) Flavor: Forecast...Storm...I got it. Although by Living Storm, did he have some kind of accident? Seems Izzet enough though.

    Polish -
    (1/3) Quality: The text box is more crampled than most cards are allowed to be...before even getting to the loyalty abilities. This would be a "full text" card. Also, please make use of the bold and italics formatting for cardname and reminder text, respectively.
    (2/2) Main Challenge:
    (2/2) Subchallenges:

    Total: 19/25

    StonerofKruphix - 19
    Raptorchan - 20
    Marco - 20

    TotallyHaywire - 19
    Posted in: Custom Card Contests and Games
  • posted a message on August 16th, 2018
    Votes: StarJake, Zemoo (although it doesn't need ETB unless you flash it in after the start of combat somehow)

    Endless Whisperwood Mists 2BG
    Enchantment (R)
    Each creature has "When this creature dies, choose target opponent. That player manifests this card under their control at the beginning of the next end step." (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
    You may spend mana as though it were many of any color to pay a mana cost to turn a manifested creature face up or pay a morph cost.
    Posted in: Custom Card Contests and Games
  • posted a message on August 15th, 2018
    Votes: Anachronity, void

    Secrets of the Rakshasa BGU
    Enchantment (R)
    If a card would leave your graveyard, you may pay 1. If you do, return it to your hand instead.
    Posted in: Custom Card Contests and Games
  • posted a message on August 14th, 2018
    Votes: netn10, StarJake

    Kresius, First of the Faceless 3WB
    Legendary Creature - Archon (R)
    Flying
    Specters you control and other Archons you control get +1/+1.
    Whenever a triggered ability of another Archon or Specter you control triggers, you may copy that ability. You may choose new targets for the copy.
    5/4
    Posted in: Custom Card Contests and Games
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