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  • posted a message on Single land type fetches... what would make them balanced?
    The real problem with this is that there is literally no reason for it to be a fetch land instead of just a regular Land - Mountain with an etb effect attached to it. The point of fetches being fetches is it gives the player a choice - you get multi-colour fixing, but can only pull a single color from the options provided. It creates decision making. If there's only one color, it takes away all form of decision making involved as well as the reason it needs to be a fetch land in the first place.
    Posted in: Custom Card Creation
  • posted a message on Three off-color cards inspired by some Overload cards.
    Dystopian Era isn't that bland, but what it is is a massive color pie violation. Black cannot destroy artifacts OR enchantments - let alone every single one of them on the board. This is definitely a white card.
    Posted in: Custom Card Creation
  • posted a message on Bottom-Tier Magic
    Black gets better small vanilla creatures, red gets better big vanilla creatures. At 3cmc they share the same space (Pensive Minotaur/Felhide Minotaur, Goblin Roughrider/Warpath Ghoul). But then at 4cmc red jumps ahead (Ogre Resister/Zombie Goliath).
    Posted in: Custom Card Creation
  • posted a message on Sliver Border to Black Border - How would you make an un-card legal?
    "Ach! Hans, Run!", Blast from the Past, Form of the Squirrel, Gleemax, Goblin Secret Agent, Johnny, Combo Player, Timmy, Power Gamer, Look at me, I'm R&D, Mise, and Uktabi Kong are all easy to implement (although power level/costing is an issue).

    Chaotic Flux 2UU
    Enchantment (R)
    Whenever a spell a player controls counters a spell, that player may counter the next spell cast.
    Whenever a permanent enters the battlefield with one or more counters on it, its controller may put a counter on target permanent of a kind already there.

    Curse of Living Flames 4RR
    Enchantment - Aura (R)
    Enchant creature you control
    Enchanted creature has trample and base power and toughness 6/5.
    When enchanted creature dies, return ~ from your graveyard to the battlefield.

    Damaged Golem 3
    Artifact Creature - Golem (U)
    Whenever a player casts a spell, if ~ has one or more charge counters on it, remove all charge counters from it. Otherwise, put a charge counter on it.
    As long as ~ has a charge counter on it, it can't attack or block. Prevent all damage it would deal.
    4/4

    Time Reflection 2U
    Enchantment (M)
    Each player skips his or her first untap step, upkeep, and draw step during his or her turn, and takes an additional draw step, then upkeep, then untap step before his or her end step.

    Manacharged Forge 3
    Artifact (R)
    Whenever a player casts a spell, put a charge counter on ~. Then, if it has five or more charge counters on it, remove those counters and that player puts a 5/5 colorless Golem artifact creature token onto the battlefield.

    All Sun's Zenith 2/W 2/U 2/B 2/R 2/G
    Instant (R)
    If W was spent to cast ~, target player gains 5 life.
    If U was spent to cast ~, counter target creature spell.
    If B was spent to cast ~, destroy target land.
    If R was spent to cast ~, destroy target artifact.
    If G was spent to cast ~, destroy target enchantment.

    (Not quite the same, but it does a similar job.)
    Posted in: Custom Card Creation
  • posted a message on Undead Creature Type
    I think this could be implemented, but not necessarily that it should be. You wouldn't even need to give any erratas to creature cards - you simply make a new term "undead" that refers to a specific subtype of creatures. just like "permanents" refers to lands, creatures, artifacts, etc. It would need reminder text on every card that has it in your set though.

    Gravedigger 1B
    Creature - Human (C)
    When ~ enters the battlefield, return target undead creature card from your graveyard to your hand. (Undead creatures include Nightstalkers, Shades, Skeletons, Specters, Spirits, Thrulls, Vampires, Wraiths and Zombies.)
    1/1

    No need to bring any weird implementations into an easily solvable solution.
    Posted in: Custom Card Creation
  • posted a message on What effects do B/G and U/G share?
    Sidisi's Orders G
    Instant (R)
    Kicker 1U and/or 1B.
    Choose target creature an opponent controls. When that creature dies this turn, if ~ was kicked, draw a card. If ~ was kicked twice, draw three cards instead. Target creature you control fights the chosen creature.

    Wording based off of Time to Feed. Blue can draw cards whenever it wants, and black can do it when profiting off of death (or paying for it with life).
    Posted in: Custom Card Creation
  • posted a message on Is this land printable?
    Easily unprintable. T1 forest, T2 this, T3 play a 3 drop and another of this, T4 play a forest and a 6 drop. Lands that tap for 2 mana without actually setting you back a land like the Karoos are simply inherently broken.
    Posted in: Custom Card Creation
  • posted a message on How is this not a card yet?
    Put it this way: even if they severely powered up the commons and uncommons of a set, only so many cards will see constructed play, because people will always use the best cards. I mean, why play your card while Teros is in standard if Polukranos, World Eater is basically the same cost except much stronger? I believe I read somewhere that on average, only 300-400 cards per standard environment ever see tournament play, regardless of power level. So if they only cared about constructed, why bother making 250+ cards per set?

    And remember, just because you don't play a format, doesn't mean its not popular. I almost exclusively play drafts and Commander. There are many players who only play Kitchen Table magic, and the majority of players will never go beyond playing at FNMs into tournaments or other formats like Modern. Wizards looks out for all their players, not just some of them. And the only place where commons of new sets actually matter is limited. Its the only place 95% of them will ever see play, and a LOT of people will be playing them in drafts and sealed events. So no, its not just a "single time use", because they will be played with hundreds of thousands of times when the set is released.
    Posted in: Custom Card Creation
  • posted a message on How is this not a card yet?
    Simply put: Its too efficient for limited. Wizards has had a long time to learn how to cost their vanillas in reference to limited, and heres what it is:

    At 3C in red, white, and black, you get a 4/2 (Lizard Warrior, Loxodon Convert, Nether Horror). Blue does not get 4 power vanillas for 4.
    At 3C in green, because green is efficient, the toughness is increased by 1 (Nettle Swine, Broodhunter Wurm).

    At 2CC, red can get the extra point of toughness for the extra color requirement (Borderland Minotaur, Summit Prowler).
    Currently, white and black don't have this, as they get less efficient the bigger the creature is. Black can get the same at 4C (Zombie Goliath, Dreg Reaver), while white instead swaps to having higher toughness instead, as it is the more defensive color, alongside blue.

    And finally, green, like red, gets an extra point of toughness at 2CC (Rumbling Baloth). The two colors can also be combined for a vanilla that makes sense to be multicolor (Rhox Brute).

    So really, the have printed your card - but they realised it was a little too efficient in draft when splashing green and increased the color requirements.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Eminence: An Orzhov Mechanic
    In regards to bringing up converge:

    I don't think I've ever seen someone outright call it a re-hash or bad when its been proposed before, although off the top of my head I can only remember two. And you can't compare yours to converge. Sunburst only gives counters, and thus can only go on permanents. Converge is primarily seen on instants and sorceries, and most importantly - the majority of what it does cannot be done with sunburst. Your mechanic does not follow this - the ability itself is literally written the same as Evoke. While the dies trigger may have never been done with Evoke before (even though "leaves the battlefield" interacts in the exact same way with it), you can put the exact same clause on an Evoke card and it will have 0 functionality change. Thats not a new mechanic - its reusing an old mechanic and finding new design space for it.

    I can understand the sentiment for wanting to leave the graveyard to the golgari, as well as the issues with Worship.

    Again, as flavorful as it is, the new Ability still has no difference to printing it or Evoke on the same card.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Eminence: An Orzhov Mechanic
    Alternative mechanic suggestion (Evoke/Unearth/Flashback combo):

    Ability BW (You may cast this card from your graveyard for its Ability cost. If you do, its sacrificed when it enters the battlefield.)

    Very much the same, but with a significant difference - activating after death. Basically a flashback on creatures, but it has a lot more differences to flashback than the mechanic in the OP has to Evoke.
    Posted in: Custom Card Creation
  • posted a message on [GDW] Eminence: An Orzhov Mechanic
    You can say this is different to Evoke if you want, but I mean... they already have done death triggers with Evoke (although they phrased it as "leaves the battlefield" - I think this was before "dies" was used, so they probably did it to shorten the word count). Nevermaker, Offalsnout, Spitebellows, Walker of the Grove, plus three others. So, you can't even claim its different to evoke, because you're just using it in a different context. While I'm not against Orzhov getting something like this - it fits very flavorfully - I am against trying to sell a returning mechanic as a brand new guild keyword. If Wizards did this, it would feel like more of a cop-out than if they had just straight-up used a returning mechanic.
    Posted in: Custom Card Creation
  • posted a message on Easy Fixes for Battle for Zendikar Cards
    Drones: I don't know why you guys think some design rules on specific creature types aren't allowed to change when they haven't been seen in, what, 7 years? Allies now affect all creatures, not just themselves - are you saying that is a design flaw as well? A lot has changed since original Zen. Allies changed - there are allies that have nothing to do with Ally tribal, and those that do now give all your creatures bonuses as well. In the exact same manner, Drone rules changed too. You can quote Rapacious One all you want, but it isn't in this set. The rules of this set shouldn't have to be so strictly bound by a seven year old set that a creature type can't stop showing up on larger creatures.

    Also, I brought up Blight Herder because it specifically says in the OP "Drowner of Hope is now a Drone, because it is colored and it makes Scion tokens. That's a Drone in my book.", and when I looked up the creatures that make Scions, ALL of them are Devoid cards (bar one flavorful infected vampire). Blight Herder is the only 'true colorless' one.

    Smothering Abomination: You say there are two pieces to the Eldrazi Mechanical Identity, colorlessness and exile matters. But there are two more: CMC matters (which the original RoE pushed more), and Spawns/Scion tokens. Both are pretty integral to the Eldrazi, and one of these is extremely integral to Smothering Abomination.

    Turn Against: I honestly don't see your argument beyond just shutting mine down by telling me I'm not being serious about it. The Eldrazi, both flavorfully and, with Ingest, Ulamog, and the flavor of their many spells, drive you insane. Its literally one of their unique, distinguishing features. It literally caused Nissa so much trauma, WHILE they were still improssoned, that her spark ignited. I agree, spells do need mechanical ties to justify flavor. Great thing there is an entire archetype that requires playing [mana=Nettle Drone]colorless[/mana] spells. Therefore, by being a Devoid spell, it DOES have a mechanical Eldrazi identity, on top of having a perfect Eldrazi flavor. Not to mention, this is the only card where they stray from the norm - are you saying that there is never allowed to be any exceptions for flavor when it hits an absolute home run?
    Posted in: Custom Card Creation
  • posted a message on Easy Fixes for Battle for Zendikar Cards
    Quote from Shadowfate »
    Drowner of Hope: Again, disagreed. As is, all Drones are 4/3 or 3/4 and below (7 or less combined). All typeless eldrazi are 5/3 and above (8 or more combined). There is a very clear line between the two types - which is their size.
    Smothering Abomination is just an Eldrazi that's just a 4/3.


    Oh right. I knew I was missing something. Still, the point somewhat stands - there is a line between drones and non-drones, and that line falls at 4/3. They just happened to get blurred at that exact P/T. But, the fact that P/T isn't a 100% infallible way to seperate Eldrazi isn't a point to keep expanding that error, its a point to not make the same mistake twice. (I imagine that the 4/3 issue is one that occurred due to developmental tweaks.)
    Posted in: Custom Card Creation
  • posted a message on Easy Fixes for Battle for Zendikar Cards
    I disagree with most of these.

    Devoid: As Piar said, wizards tested literally every possible thing they could for Devoid. They chose the clearest they found with all their research. If you want to do your own research with surveys and research groups to prove them wrong on it, feel free. But I imagine it would come back to the same conclusion.

    Barrage Tyrant: From Beyond, Skitterskin, Fathom Feeder, Brood Butcher, Void Attendant, Cryptic Cruiser all have colored activation costs too. The only two that don't are Forerunner of Slaughter and Oracle of Dust. Forerunner is easily explained - its a two color card with a one mana ability. They didn't want to increase the ability cost and didnt want to make it lopsided. Oracle of Dust I don't know about. If anything, it should be the one to be changed to using colored mana.

    Drowner of Hope: Again, disagreed. As is, all Drones are 4/3 or 3/4 and below (7 or less combined). All typeless eldrazi are 5/3 and above (8 or more combined). There is a very clear line between the two types - which is their size. Making Drowner of Hope a drone would only serve to further muddle eldrazi types, not reinforce them. There's already been many people (such as StariC) who have complained that this line isn't distinct enough already. Also, Blight Herder exists - do you want it to be a Eldrazi Processor Drone without Devoid?

    Smothering Abomination: You say this isn't related to the Eldrazi? Sorry, I missed the part where there isn't an entire eldrazi mechanic that creates tokens with a sacrifice ability... oh wait, thats exactly why this exists. Spell Shrivel is only a Dissipate variant. Same for Touch of the Void for Pillar of Flame. They are devoid for the exact same reason Smothering is.

    Turn Against: Yeah, why on earth would a card that is the definition of causing your opponent's creatures to go insane be related to the Eldrazi? Its definitely not one of their distinguishing traits or anything. Its not like Ulamog himself can literally kill your opponent through devouring their mind or anything....

    Posted in: Custom Card Creation
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