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  • posted a message on June MCC Round 3: The God-Pharaoh's Will

    God-Pharaoh's Gift 3
    Legendary Artifact (R)
    Whenever a creature card in your graveyard becomes the target of a spell or ability, exile it.
    At the beginning of your upkeep, choose a creature card exiled with God-Pharaoh's Gift, put it onto the battlefield.
    The promised afterlife is nothing more than an endless wretched servitude.
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 3/Top 8 — Foolish Hero, You Shouldn't Have Come Here
    Wildhoof Stalwart - Honestly this is the highest combination of p/t and upside ability of an Indestructible creature ever have in 3 cmc.. it also has two further upside ability with the first being vigilance, and the second a creature tutor that puts it into play when a teammate loses. if this card is only legal in an archenemy deck, then it should be fine, since Archenemy deck usually have a lot of crazy powered schemes, but if this is made legal in other format, this seems to be a super efficient costed creature. which i don't really like. The Avenge ability however, is a cool ability to have, useless in non multiplayer game but it is very powerful trigger.

    Millennial Machination - an archenemy Diabolic Tutor, costed pretty well, and allow you to choose a scheme to be set into motion next, this seems like a balanced card power level wise. nothing much to say since its pretty straight forward card in flavor and in things that it does. but the Doom cost makes me see this card differently. The doom cost literally throw the card out of balance since you can set motion each turn, and when you do, you can set aside two mana to set up your scheme and tutor for something which i believe is too strong to be allowed to be done at such minimal cost of 1B.
    Reward of Preliminary - a creative scheme involving ability. however, unless we play a Planechase Archenemy Commander,
    it will most of the time cause each opponent to lose 1 life and gain you three life. If you play multiple cards in the command zone, then it could spell doom to you opponent, losing 2 life each turn and you gaining 6 life is a big deal. i like this card but its seems pretty weak, but could be wacky on a wackier format.

    Tariq, Lord of Akrasa - i don't really fancy a card that has both X and Y in its rule text since it involve much maths in finding out what it does.
    The card i have in mind when i saw this is Lodestone Myr and Myr Battlesphere both costed at 4 and 7 respectively and increase its p/t by 1 for each tapped artifact. While Tariq, is costed at 3 cmc that grows bigger as your biggest creature goes, and gains all of their ability as well. I think this is too much for a creature to have. Idea wise, i could see the flavor, Tariq uniting the whole army as one.

    Now Behold My Black Armies - this basically lets you create armies of zombies ala Monastery Mentor. Not very flavorful in black i think. Black has never been the prowess color. It would be much suitable in UW with the creature being a monk or soldier tokens. This could be seen as bad guys trying to break into Jeskai Monastery and the Archenemey is the Dragonlord Ojutai itself. Power level wise, its a fine card,
    but i don't think its in the right color. Black has never done anything with regard of you playing noncreature spell, other than Blood Funnel which flavor was more like, you sacrifice a creature to cast your spell.

    Unassuming Rebel - a straight forward utility card, since in Archenemy is 3 vs 1, this easily read as the strongest creature your opponent control can't block if this attacks. which seems fine at the cost the card is. Not really stand out but is useful to get in the damage of your teammates too. I can feel the work together flavor in this card in a multiplayer game, where he takes the leads, and the rest follow him around to evade opponent biggest creature.

    Karplusan Savior - this is a fine uncommon especially that it has a regen all that could be useful against mass removal in archenemy. The idea of saving the whole team by self sacrifice seems fine in green.

    Gitaxian Cogitator - i'm not really sure what it does especially with 'five artifacts', i assume the more logical one is for each artifact you control. This is crazy scary in archenemy especially if the archenemy build the deck around artifact stuff like Moxes and other Mana stone, and suddenly you set three scheme into motion on turn three (or two) for three or four scheme then scry 4. Seems like a good card design for what it does, but given what cards are available, this is too overpowered imo.

    Skep Delver - its a fine card. definitely useful, but is very fragile and slow on its own, it could be the first target if the archenemy has any removal spell since when this hits the battlefield, in a winnies opposing archenemy,
    this could result in scry 2 across the board.

    The Hive Hungers - i can imagine a scenario of heroes, against Alien like Sliver horde where this card is played.
    at 4 mana, you could probably already hit five slivers with the help of the tokens. the sliver are learning more and more and they become smarter. They then set an evil scheme into motion. Flavorwise it doesn't really feel green,
    but the token putting ability is surely green. I could see this better in blue though, maybe 2UG for the cost to correct the flavor. Balance wise its pretty fairly costed.

    The Great Disciple - this reminds me of a join forces kind of card. This requires 18 mana by itself , then it requires 8 mana from its controller to be a super avatar. Seems like a cool card design, safely costed so that it won't be easily overpowering, but definitely useful. Getting it to 8 power is fine, but getting it to become avatar is surely a hard work.

    To Rule the Multiverse - this is the first thing i have in mind actually for the challenge. this is surely right on color. It takes four turn to actually set the quest counter up unless we have a proliferating kind of decks. seems like a simple nice design.

    Tritus, Riverwalker - powerlevel wise, its pretty ok. 2 mana for a 1/1 evolver. but it has graft, as well, which means it can move its +1/+1 counter to other creatures when they enter the battlefield, depends on how you do the triggers, Tritus allows any creature with power or toughness greater than 1 to enter the battlefield with an additional +1/+1 counters on it since Evolve will put a +1/+1 counter on Tritus then its Graft allow it to move the counter somewhere else. This effect is seen on multiple cards at 2 mana with many different restriction so balance wise it should be fine.
    The third ability is where it got me on alert, it has a heroic ability that allows you to dig 4 cards, this is the strongest ability among its other ability, and it is repeatable. I was active doing standard when Heroic deck was around, and Battlewise Hoplite easily win games by itself with its Heroic scry ability, this does much more by digging for 4 cards. I honestly don't really like the dig number at 4, if it were 2 it would be fine by me. Ability wise, it seems interesting to have Graft and Evolve on the same creature, and the Heroic also goes well with grafting since excess +1/+1 can be moved around.
    Idea wise, its seems fine, but if you do an MSE render, the text is so small, its a 10-liner

    Blithe Jesters - four mana for a chance for flipping double scheme or turn each other creature into red Goats. seems like a good bet especially if you have no other creature around. Itself, with Myriad and First strike is quite hard to deal with in battle and go for a chunk 3 damage to each player everytime it attacks. If build around, it could be a very strong contender in the Archenemy fight, especially if you have Lightning Greaves and the sort to protect it.


    1. IcariFa
    2. kjsharp
    3. raikourider
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 3/Top 8 — Foolish Hero, You Shouldn't Have Come Here
    Heroic creature Grin
    Crusader of the Opal Order 1WW
    Creature - Human Knight (R)
    First strike, lifelink
    Whenever a teammate becomes attacked, he or she gains control of Crusader of the Opal Order. If he or she does, Crusader of the Opal Order gets +1/+1 until end of turn.
    2/2

    The Archenemy:
    Bolas's Repudiation 1UUBR
    Instant (R)
    Counter target spell. If this is your turn, take an extra turn after this. Otherwise set a scheme in motion.
    No interuption!

    Posted in: Monthly Contests Archive
  • posted a message on [Card Creation League] CCL Discussion Thread
    hi, i just wondering where can i get reference on Archenemy card about Hero and Underdogs ?
    Posted in: Custom Card Contests and Games
  • posted a message on June MCC Round 2: A Myriad of Swings
    Round 1 was Tempting Offer challenge..

    Khenra Blaze-Invoker 2RR
    Creature - Jackal Shaman (R)
    Haste
    R, t, Exert Khenra Blaze-Invoker: Khenra Blaze-Invoker deals damage to target creature or player equal to the number of attacking creatures you control.
    As the fire burn away the corpses, their chants send away the soul of their victims.
    2/3
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 2 — Stamp on Your Passport
    honestly i felt its always difficult to judge a multiplayer card like this.. since balance is somewhat different in those games..


    scrad_the_wanderer : this is a very swingy card.. it allows players to cast without paying its cost. it can be so swingy and game ending if big stuff came up early. it would be different if you still need to pay for the cost. since it wouldn't allow an Emrakul enters the battlefield by turn 2, people will try to get back their permanent by rolling the dice, but if they end up planeswalking instead, it could turn out even worse, with the permanent stuck.

    Rocco : this card has an unintuitive kind of rule text with one or fewer instances of flying gets -2/-0. i'd rather have a plane with "All creatures have reach"; "Creatures without flying get -2/-0" , this will somewhat have the same result, but is less confusing since this means, all creature can block one another, and those that don't initially have flying will get -2/-0. although this will work differently with anti-flying cards. The second ability seems fine. you can trap them in cloudscape if you can roll chaos then planeswalk. but this method could be unreliable.

    RaikouRider: this would at least produce a 1/1 gargoyle token with fying for a Chaos roll due to its first ability. could be more if build around.. quite a useful ability, for an aggressive artifact decks.

    mirrodin71: first and second ability sure connected since the creature that dies due to its first ability will fuel the second ability. good in token strategy, also this is somewhat flavorful where Cabal Pit is where the people in Dominaria watch a fight and could get really excited as victims collected..

    Raptorchan: i'm not really familiar with the custom planes.. but i can imagine, this is you stealing the gold from the other player via damaging them, not sure what the flavor is for the gold destruction via chaos role.. but it sure quicken your battlefield count via mana accelerations.. seems quite nice plane to be on

    kjsharp: this is my first non plane card.. i like the flavor on this card where Eldrazi is like a virus, spread across the multiverse via people planeswalking around. definitely a built around card and is especially good with Coat of Arms or sort. the Annihalator ability addition is a nice touch where if the Eldrazi is big enough, it will start consuming the other worlds. the card itself can be put in any other Eldrazi deck too with just the second ability. this ability for 3C seems like a right balance of power and cost. nice design!


    1. Mirrodin71
    2. Kjsharp
    3. Raptorchan
    Posted in: Monthly Contests Archive
  • posted a message on Creature That Work As A Land.. (need input on short and concise oracle text)
    this sounds good, honestly this is the wording i would like for the card. much cleaner.. if it can be done this way , then i think this is the way to go! Grin

    maybe i'll just add a minor change:
    You may play Phiipan Spirit as though it were a land. If you do, it enters the battlefield tapped with a leaf counter on it.

    thanks all for the inputs
    Posted in: Custom Card Creation
  • posted a message on Creature That Work As A Land.. (need input on short and concise oracle text)
    @Saneatali, Sylo Ryami & Mondu : These are also workable idea but Channel is not in the custom set i made. i would need to reword it, but still i would want it to be a creature, instead of land. Also it having a counter on it is somewhat important since the set has a counter matter subtheme

    Phiipan Spirit 2G
    Creature - Dryad Spirit (R)
    You may play Phiipan Spirit as if it were a land. If you do, it enters the battlefield with a leaf counter on it.
    As long as Phiipan Spirit has a leaf counter, it is a colorless Forest land.
    2/2

    this way of wording also came to mind and is much cleaner, but i'm not sure how it work since it still has casting cost, playing a card requires you to pay the cost too.. so it wouldn't work the way i wanted it which is a forest replacement when required.

    Quote from rowanalpha »
    It would need to come into play tapped. Otherwise strictly better than basic forest (= must play x4 in any green deck)

    I do like the design though. The creature that becomes a land is nice in a different way, in that it clearly communicates that it should take up a non-land slot in your deck, which the channel land does not do as well.

    true to this, i will have the enters the battlefield clause for the card.
    Posted in: Custom Card Creation
  • posted a message on Creature That Work As A Land.. (need input on short and concise oracle text)
    i don't really like saying Pay a land play.

    initially i had wording as follows:

    You may pay 0 rather than pay Phiipan Spirit mana cost if you have not played a land card this turn, if you do it enters the battlefield with a leaf counter on it and you can't play land card this turn.
    As long as Phiipan Spirit has a leaf counter, it is a colorless Forest land.

    this will allow me to not use "only during your main phase" phrase...
    Posted in: Custom Card Creation
  • posted a message on Creature That Work As A Land.. (need input on short and concise oracle text)
    Phiipan Spirit 2G
    Creature - Dryad Spirit (R)
    0: Put Phiipan Spirit onto the battlefield from your hand with a leaf counter on it. You can’t play a land card this turn. Activate this ability only if you have not played a land card this turn.
    As long as Phiipan Spirit has a leaf counter, it is a colorless Forest land.
    2/2

    i'm not really sure how it should be written as, but what i meant is that, this would work as a land replacement if you have no land card, but you can cast it normally if required.
    Posted in: Custom Card Creation
  • posted a message on CCL June, Round 2 — Stamp on Your Passport
    Mizzix Lightning Bug 1UR
    Enchantment (R)
    Whenever a player roll a , Mizzix Lightning Bug deals 2 damage to him or her.
    Whenever a player roll a chaos , tap target creature that player control. It doesn't untap during its controller next untap step.
    At the beginning of each other player's end step, if he or she didn't roll a planar die, draw a card.
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 1 — Majority Rules
    Turbler: 4 cmc for 2/4 is okay for an uncommon and the ability to detain is also fine, this could result in at least 3 detainee when it comes back to you, in some weird cases, when each of the player vote for different things, you may get 12 detainee. this is the first ability only..
    now, with the second ability, each player may vote 'twice' during voting process.. this allows player that sits before you, get a powerful choice to detain or not to detain two or more nonland permanent. since votes always starts with you, the last player to vote which sits before you will be able to make the vote end up in tie... i would say, for me to enjoy playing with this card, it should have detain a permanent during your upkeep only not during each player's upkeep.

    Wildbold: the first ability is just so cool, the effect is weirdly cool i believe, you want to know why they voted differently, thus you gets a clue.. the flavor is so good too with understanding what each opposing force wants, you gain by preventing damage, and also become the king. balance wise, it seems somewhat balanced or low powered when you're using it for just itself. but in a Clue-build-around deck, this could be a game changer where you can help allies or push your foe via preventing combat damage.

    JamBlock: another useful and fair card, but the effect itself is far from being flashy. balance wise its also fine, 3 multicolor for 2/3 that sometimes flies or becomes 3/4 is ok too,, in which direction it becomes would most probably not benefit you in a free-for-all kind of match.

    doomfish: this is another cool card. this is how we, the crowd likes about gladiator, we watch other creatures fight and we loves watching the glory. but this could turn out bad when four players choose different creatures, which would be the case if i were to play against this card. i don't want this card to stay long on the battlefield, he could go around rampaging if left uncheck. cool design! that i like, balance wise, a three color nonflying 6/6 sengir for 5 mana is cool..

    IcariiFA: this card if you have an ally, could be good. this also make people modify their choice accordingly to see if they could make you discard by choosing different than you. in a way, this lets you vote accordingly to if you are to vote last, which makes you in a very good position. the best is if three person choose the same vote, if you go along, you draw 3 cards, otherwise you would draw two and discard one from the voting process Grin

    willows: this sleeper agent mechanic seems cool to me, but the cost is somewhat high.. vote controlling mechanic sounds cool and can be useful when your deck is all about voting.. this card requires you to build around it to make the most out of it.. without any voting process, i don't think it could do anything.


    1. Doomfish
    2. Wildbold
    3. IcariiFA
    Posted in: Monthly Contests Archive
  • posted a message on June 2017 MCC Round 1: A Grave Proposal
    Tempting Challenge...

    Jinxed Nest B
    Enchantment (R)
    Whenever a player discards a card, he or she creates a 1/1 black Harpy creature token with flying.
    Tempting Offer - At the beginning of your end step, discard a card. Each opponent may discard a card. For each opponent who does, you discard a card.
    The harpies know only one currency, memories.
    Posted in: Monthly Contests Archive
  • posted a message on CCL June, Round 1 — Majority Rules
    Democratic Implement UWR
    Enchanment (R)
    Flash
    While voting, a player may vote an additional vote for each nontoken creatures he or she controls.
    A foreign idea in the lands of Fiora, accepted by all, controlled by a few.
    Posted in: Monthly Contests Archive
  • posted a message on CCL May, Round 3/Top 8 — Old Sparks
    kjsharp: first ability is so black, second ability is somewhat blue black or blue green.. third ability is what you get instantly when you cast garruk, that is 2 wolf with trample and devour 2 which means this could be at least a 4/4 trample or two 2/2 trampler.. all at the cost of 4 mana.. i'm conflicted at the power level of this card.. the 0 ability is definitely doesn't feel Jund-y at all though.. you must go up once first before you can keep garruk for its third ability which seems fair.. but the gain life ability makes me feel there's too much up to it.. and doesn't feel so garruk..

    bravelion83: first and third ability is cohessive where the first ability feeds the last ability.. at worst, third ability the turn after you up Ajani is draw a card, you gain 2 life which is not impressive at all, which means you needs to build around it to make the ultimate worthwhile. second ability is useful anytime, plus you can give the cat +1/+1 to gain more from the third ability.. i like how this also synergise with other Ajani that also give everyone +1/+1 counters..

    Roccovsky: this is reverse planeswalker swap card, i'm not sure if we would want a planeswalker that becomes weaker as the time goes.. this feels like a Liliana that is a toolbox.. the most useful thing it does is either doing the scry but at the expense of 2 life.. or return a creature to your hand to get a 1/2 deathtoucher.. the third ability although good, this is also very costly since it causes liliana to transform as well giving you a measly 1/2 deathtouch.. the only deck that would want it is Deathshadow-y decks which requires self damaging but also set up your draw to ensure you draw the right thing which is quite difficult to do with Gitaxian Probe gone.. i couldn't say i like this card, but this is what you get for a 2 mana planeswalker..

    Flatline: the first ability is very useful and will most likely kill any oppossing planeswalker.. second ability is also useful and good with the first, since the wolf will most probably be blocked but it will not kill the creature blocking it, the second ability will deal with the problem.. the third ability gives you a Vraska-like ability which is giving you a destroy when being touch.. not very synergistic with both first and second ability and doesn't feel so garruk, since garruk is all about aggression i believe.. while this ability is too defensive to be in a garruk card i think..

    IcariiFA: First ability got me thinking, what +4? then i read the ability, it seems to make sense, if garruk wins, he also grow stronger on you side.. especially if it manage to hit a 1-power creatures.. +1 ability is synergistic with the last ability and is very powerful, two 3/3 on a plus ability is certainly strong, but this garruk cost 7 which seems fair since it needs to be somewhat game ending when you cast something at this cost.. third ability synergize with the first ability where it removes creatures an opponent controls, which means less life for your opponent.. garruk needs to fight twice before he can go ultimate which is also fair.. seems all good to me Smile

    Turbler: sorry but this is lacking of mana cost, i could only guess this would be costed at 2 or 3 mana since it only has 2 loyalty counter and the -2 ability is somewhat weak if this Ajani is put in random deck.. green white is appropirate for this ability so i will judge it as 1GW costed planeswalker. the +1 ability is useful in a super friends deck since when you have planeswalkers, you want to ulti them as fast as possible.. the third ability, since it puts it directly into the battlefield, it could be very useful to which means you trade your turns up-ing Ajani to get other planeswalker out.. the second ability helps all planeswalkers quicken their ultimate as well since it prevents your planeswalker from taking combat damage.. this is all good but sadly this has no mana cost so i will not give it top three although if it is costed at 1GW i would say i quite like it and i may give it position among the top three.

    1. IcariiFA
    2. Bravelion
    3. Flatline
    Posted in: Monthly Contests Archive
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