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  • posted a message on [DMS] Six more commons to check.
    Priest of Daymas

    Fair

    Vital Rest

    The flavor of the name (and possible flavor texts) helps clue it in, so I feel it's obvious enough.

    Scapehunting

    3WW seems right. So much lifelink doesn't feel like it should be splashy.

    Mindblitz

    Tough call. But I think by the time this outpaces mana leak and becomes really powerful you're probably already winning in control. You can keep it aggressive, but expect it to be constructed worthy. 2U is safer, but makes it unplayable.

    Battlebloom Elf

    Doesn't feel like a common, no. Beginning of phase triggers complicate things, especially since the next main phase would be the post combat main phase. Not as new player friendly.

    Aether Predator

    No, I wouldn't feel tempted to go G/U for this card. A 3 power beater for 3 is good enough in draft. The sacrifice effect, while a nice bonus, is just that. Not enough to be a bomb or deciding factor. Still a strong common though.

    Blinding Finesse

    Seems on pair with one costing auras these days. With support, might be runnable. Depends on what kind of support.

    Mindflash Magnus

    Awesome card, doesn't feel like a common though. I would up the activated ability to 1R.
    Posted in: Custom Card Creation
  • posted a message on Set Mechanic - Imbue (Bestow/Haunt Influences)
    Cipher is similar too, that's true. I wasn't really thinking about it at the time though.

    I do realize that keeping track of separate effects is why it was avoided with bestow/haunt/cipher in the first place, but decided to try it anyway. In the case of sorceries, Faith's Fetter style aura's would work, though with instances adding flash to them would take away a lot of writing space/elegance I think.

    Hmmmmm. Maybe needs more thought. Other opinions?
    Posted in: Custom Card Creation
  • posted a message on Set Mechanic - Imbue (Bestow/Haunt Influences)
    The idea behind the mechanic was something similar to Bestow and Haunt that went beyond possible creature interactions, except it's a spell mechanic. Imbued spells are ones that leave lingering effects on permanents in a way that aura's, bestow, and haunt didn't attempt.

    Resolute Soul 2W
    Sorcery (U)
    Target Creature gets +1/+3 and vigilance until end of turn.
    Imbue (If you cast this spell from your hand, exile it imbued to target non land permanent)
    Chose a color. The imbued permanent has protection from the chosen color.

    Undaunted Majesty 2U
    Sorcery (U)
    Target Creature gets +2/+2 and flying until end of turn.
    Imbue (If you cast this spell from your hand, exile it imbued to target non land permanent)
    The imbued permanent has hexproof.

    Lightning Spirited 2R
    Sorcery (U)
    Target Creature gets +2/+0 and vigilance until end of turn.
    Imbue (If you cast this spell from your hand, exile it imbued to target non land permanent)
    The imbued permanent has "T: This deals one damage to target creature of player"

    Death Personified 2B
    Sorcery (U)
    Target Creature gets +3/+1 and intimidate until end of turn.
    Imbue (If you cast this spell from your hand, exile it imbued to target non land permanent)
    The imbue permanent has "1B: Regenerate this."

    Nature Unbound 3GGG
    Sorcery (R)
    Creatures you control get +1/+1 and trample until end of turn.
    Imbue (If you cast this spell from your hand, exile it imbued to target non land permanent)
    The imbued permanent has "Creatures you control get +2/+2."
    Posted in: Custom Card Creation
  • posted a message on Forsaker Cycle - Mono Colored Legends
    Another thing I should have mentioned. Mechanically, each Forsaker "forsakes" something that color finds valuable. So white does life, green does the battlefield, blue library, red hand, and black the grave. Of those ideas, the red one perhaps is the most off base (since red already forgoes it's handsize), but it effects reminds me of Hellbent-ish stuff.

    The Green one is the one I was most worried about, despite it being the most elegant. It's effect is symmetrical at least, but still, how to balance a card that "forsakes" the battlefield?

    Blue limits what people can play a lot. Forsakers make it symmetrical and it would be very easy to plan around a card like this through casting loopholes. Also, it's not a graveyard interaction so much as looking at the graveyard to see what you forgot.

    I think the red one getting rid of hands for everyone permanently might be a bit much and make him too much like Jin-Gitaxias. He does mirror hellbent effects/enablers which is Red, and I don't it's too much to do everyone of your turns to have your opponents set there hands aside. Although the idea of him effecting lands might make more sense. Then maybe the blue one could work on hands and I can Ignore the library. Hmmmm...

    Consistency in what the forsakers forsake is an issue. I explained above what I had in mind mechanically. Flavorfully names came be adjusted.


    Posted in: Custom Card Creation
  • posted a message on The "I Like You" game
    Iphenx, Malice Artificer 3UB
    Legendary Creature - Human Wizard
    T: When you next would draw a card, you may discard the drawn card. If you do, search you library for an artifact card and add it to your hand. Shuffle your library.
    Artifact creatures you control have intimidate.
    3/3
    Posted in: Custom Card Contests and Games
  • posted a message on *Impossible Creature Type Game*
    Licker Sticker 1RB
    Creature - Anteater Mercenary
    When Licker Sticker enters the battlefield, you may remove a +1/+1 counter from target creature. If you do, target creature gets -1/-1 until end of turn.
    3/1

    Next: Djinn Assembly-Worker
    Posted in: Custom Card Contests and Games
  • posted a message on Forsaker Cycle - Mono Colored Legends
    Mythic Legends for a set idea. They all boast powerful (if not broken) effects and I'm having trouble balancing them, even with drawbacks. Thoughts?

    Pollosunul, Forsaker of Life 4WWW
    Legendary Creature - (Type Undecided) (M)
    Protection from Spells
    Your life total is 1. (Damage, life loss, and life gain do not change your life total.)
    ~'s power and toughness are equal to the highest life total among your opponents.
    */*

    Kirimallas, Forsaker of Dominion 4GGG
    Legendary Creature - (Type Undecided) (M)
    Trample
    When another nonland permanent enters the battlefield, if it is a creature, ~ fights it. Otherwise, destroy it.
    7/7

    Juyuteme, Forsaker of Memory 4UUU
    Legendary Creature - (Type Undecided) (M)
    Flying
    At the beginning of each players upkeep, that player put's the top 7 card of their library into their graveyard.
    Players can't cast spells that share a name with cards in their graveyard.
    6/6

    Ramajogorn, Forsake of Reason 4RRR
    Legendary Creature - (Type Undecided) (M)
    Haste
    Your maximum hand size is 0.
    When ~ enters the battlefield and at the beginning of your upkeep, exile all opponent's hands until the beginning of the next upkeep.
    6/5

    Zevellirik, Forsaker of Rest 4BBB
    Legendary Creature - (Type Undecided) (M)
    Lifelink
    When ~ enters the battlefield, exile all graveyards.
    When a card would be put into a graveyard from anywhere, instead exile it. Each player loses 1 life, and put a +1/+1 counter on ~.
    3/5
    Posted in: Custom Card Creation
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