- spreadingdark
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Member for 18 years and 18 days
Last active Thu, Sep, 25 2014 08:35:56
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Feb 4, 2014spreadingdark posted a message on Launch Giveaway!I think if I had to choose one, it would be Cabal Coffers. Back when Onslaught came out, I was just starting to get into competitive Magic, and the first deck that I made with any semblance of a competitive gameplan was Mono-Black Control. Being able to accelerate into a Visara a turn earlier, flashing back Chainer's Edict with ease, or just making a Nantuko Shade enormous, Coffers was a fantastic "free" mana accelerant that really gave the deck legs. I placed in a JSS (yeah, back when they had those!) and that really kicked off my competitive Magic playing which I've more or less kept after for now 15 years.Posted in: Announcements
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Consuming Muck (black Mwonvuli Acid-Moss, searching for a Swamp instead of a Forest, of course.)
Magnetic Field (red Aegis of Honor)
Natural Reclamation (green Dominate)
These seem like cards that would work well in other colors with the new flavor.
For blue's shift from black, what if we do reanimation instead? Blue already "relearns" spells with cards like, well, Relearn, as well as Scrivener. Maybe it can do so with creature cards as well?
On that note:
Cerebral Sluice (blue Tortured Existence)
With clever flavor text and a good picture, we can figure out a way to make it seem like it's a Polymorph, except you trade creatures still in your hand for other cards.
These sound good for the colorshifts?
One day, Tolaria got nuked. And the tiny plane, known as Scralys, suffered much the same fate.
Millenia later, the few life forms that survived the devastation have evolved to live on the fallow, blackened plane, dealing with sandstorms, clouds of acidic content and heat waves that leave swaths of flame across the landscape. Some of the sentient beings have formed or found various magical and physical barriers to protect themselves from the conditions. Many wild animals have simply evolved, or learned to hide from the storms when they are at their worst. The ruined plane still has life, though the hardships faced by those living there are great.
Meanwhile, the remains of the civilization that lived before these survivors still litter the landscape. Gigantic beings of artifice. Ruins of castles. Skeletons melted into rock. The scattered cultures that have grown to know these mysterious remnants of yore study them often, attempting to glean information as to how the "Great Disaster" came about, how to prevent it if it were to happen again, or how to use the knowledge of the elder civilization to protect them from the storms, which seem to grow stronger every year...
Legendary Land
At the beginning of each of your main phases, add R to your mana pool.
The sandstorm scraping against the metal shell constantly sprinkles the area with magically infused dust. Whether it was this dust or the armored plating that protected the beings hiding inside from the Great Disaster, none can say.
I think we should only give black Enchantment destruction. Since white was supposed to only have enchantment destruction, but now seems to be going back to artifact with the reprint of Disenchant, green's ability to deal with both, and red's inability to deal with enchantments, because it only has artifact hate, it seems to me that giving black a way to deal with only enchantments would make sense (as well as allowing BR decks to deal with both artifacts AND enchantments).
We also need to make a final decision on what each color is getting, so we can get to making actual cards.
White mana acceleration also has been done lightly (Land Tax, Gift of Estates), but never in a ritual form. We could shift Bubbling Muck/High Tide to white, and figure out flavor.
I still think White tutors could be done in a cool way.
For example, black could take green's land accel (a la Korlash, swamps spreading to take over more area), blue could take red's destroy lands, white could take black's tutors, red could take white damage prevention/toughness increases, and green could take blue's...well...it already took card draw, and bounce and counterspells have been used...maybe "reveal hand" abilities?
Or, we could make green artifact creatures a-la-Sarcomite Myr and give them Modular.
Blue land destruction has also already been done, albeit not for a long, long time, with Erosion being the prime example.
I think a really neat idea to put into blue or red would be poison counters, as they've only been in black and green up until now, with white getting at least a nod to removing them (Leeches).
If we do blue poison counters, then I guess red could have counterspells (Enveloping Magma as a possible cardname?).
I don't think we should use bounce, as that was one of the abilities messed with already in Planar Chaos (in red, with cards like Stingscourger and the Gone half of Dead//Gone), plus it's another blue ability, and we're already working with one (counterspells, even though it was kinda messed with in white during PC as well...).
As for some abilities that haven't been messed around with: Reach (putting it somewhere besides green), poison as I already mentioned, landwalk (the return of plainswalk on white creatures?), Delve (on something not black), land searching/mana acceleration (on something not green), lifegain (on something that usually doesn't get it, like Red or Blue), or Shroud (on something that usually get it, like Red, Black, or White.)
Creature - Camel Sage
Whenever you gain life, draw a card.
Whenever you play a blue spell, draw a card.
All camels know how to survive in a desert. Only a select few, however, end up learning how to pass that lesson on to others.
1/4
Next ----> Ox Hag
Sorcery - Phantasm
(For each colored mana you use to pay for a Phantasm, you lose 1 life. Phantasms are colorless.)
Remove any number of Ethereal permanents you own from the game. Return them to play under your control at end of turn.
“Look, Targ! That one looks just like that dragon that was chasing us!” -Ib Liftar, last words
Skullcleave 1BG
Enchantment - Ethereal
(Ethereal permanents have "<Em>T</m>: Add <Em></m> to your mana pool.")
Phantasmal — Remove a card in target player’s graveyard from the game, draw a card, and lose 1 life. (Whenever you play a Phantasm with all colorless mana, you may pay to use this ability.)
Top 3:
1: Skajetolaf - Absolutely hilarious. Well deserving of the 3 points.
2: LGMhorus - Better late than never. A great idea and a well-balanced effect, with great flavor links. 2 points.
3: Ace - An often-used take on the flavor text, but still a neat idea nonetheless, and the best "executed" of the kill cards (pardon the pun). 1 point.
I just today noticed while working that the picture on Gerrard Capashen is like the exact mirror of the picture I found for Tahngarth, Dark Skycaptain.
WEIRD.
My card + a lot of explainage.
After released, Tahngarth is glad to be free of the prison, and rejoins the crew from the Weatherlight without hesitation.
But what if Gerrard and Starke had been too late, and Tahngarth had been fully transformed, had become evil, and they needed to fight against him later in the storyline instead of the failed former commander of the Predator, Greven Il-Vec?
My card represents Tahngarth, transformed into a diabolic puppet of Volrath's - a mindless killing machine with the bloodlust of a minotaur fueled by the intense hatred of Volrath for his long-lost brother, Gerrard. The new captain of the Predator.
Tahngarth, Dark Skycaptain 4BR
Legendary Creature - Minotaur Mutant
First strike, protection from white
BR: Tahngarth, Dark Skycaptain deals 3 damage to each creature blocking or blocked by it.
“Gerrard!” the familiar voice raged. The leader of the Weatherlight’s crew turned and gaped at the Predator’s new captain in horror. “Remember me?”
5/3
I started with inspiration for the size of Tahngarth from his card. I next changed his combat ability from Vigilance to First strike, considering it was still a combat ability but represented a more gung-ho, attack-first-ask-questions-later mentality. I added another combat ability that felt more bloodthirsty, and edited his stats to reflect his torture, as well as the common +1/-1 that the flowstone commonly granted, since flowstone was the material of Rath, and thus probably common enough for Volrath to use while torturing Tahngarth. The protection from white felt nice flavor-wise, as otherwise he would be swayed to return to the good guys' side, and the flavor text flowed naturally from there. I hope you like it.
1st: Maokun 3 pts
2nd: Yuanti 2 pts
3rd: Von Kriplepac 1 pts
Card for this round:
Improbable Victory 3WWW
Sorcery
If your life total is 1, you win the game.
Perfectly executed.