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  • posted a message on How to play discard spells.
    You are certainly not required to keep your hand (partially) revealed, but there's no penalty for doing so if you choose, as long as you keep your hand clearly distinct from your cards on the battlefield. If your opponent intends to take notes about the contents of your hand, though, you can save him the trouble and both of you the time. I see it a lot in playtesting but not so much in tournaments, myself.
    Posted in: Magic Rulings Archives
  • posted a message on [Primer] The Rock - BGx - BG Rock/BGw Souls (6/2014 - 2/2015)
    Quote from xxhellfirexx3 »
    so i cant find it online leyline of sanctity vs eidolon of the great revel? does eidolon still hit me for 2 damage everytime i cast 3cmc or less?


    Eidolon of the Great Revel does not target the player it damages, so Leyline of Sanctity will not have any effect on it.
    Posted in: Modern Archives - Proven
  • posted a message on Monored Heroic Aggro
    16 creatures seems a little light given that you're also running 16 spells that are useless if you don't have a creature to target. Some options to consider:

    Borderland Marauder
    Firedrinker Satyr
    Foundry Street Denizen
    Frenzied Goblin
    Goblin Rabblemaster
    Mogis's Warhound
    Nyxborn Rollicker
    Valley Dasher
    War-Name Aspirant
    Posted in: Standard Archives
  • posted a message on Tesseract/Wrinkle Engine/Orzhov Constellation
    Quote from Landtax »
    I was under the impression that Banishing Light can't be used in an endless combo? Can someone explain the combo better?

    Banishing Light can be used for an unbounded combo as described in the original post. What they changed with that card compared to Oblivion Ring is that you can't remove the enchantment while its ability is on the stack in order to permanently remove the target. If Banishing Light isn't on the battlefield when its ability resolves, the target will not be exiled at all.
    Posted in: Deck Creation (Modern)
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from MOON-E
    That's not really true. Red is allowed to generate card advantage (more than white), and looting has made its card selection better too. If what MaRo says is true and "Chandraw" becomes a more common ability in red, it doesn't seem all that out of color.


    My argument isn't that the effect isn't red. It's that it's out of red at that cost and power level. I'm not MaRo though, so YMMV, I guess.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from ManyCookies

    Quote from ManyCookies
    Chandra's Gambit R
    Instant
    Exile the top three cards of your library. You may play one of those cards this turn.
    "You have until the flame is an ember. Go."


    IIW: Charms


    No rarity. I guess there's a little bit of tension here -- choosing one of the cards means you can't play the others. This is probably too good for red at this cost, though.



    Jace's Gambit U
    Instant (U)
    Exile the top three cards of your library. You may play one of those cards this turn.
    "Wait, I'll just be impulsive."

    Is that better?


    It's closer to fitting in blue, yes. The issue is not really power level per se, but color pie. That effect is fine on a red card, but red's card advantage and card selection are among the worst.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from AsianInvasion
    Trusty Slingshot 1
    Artifact - Equipment {U}
    Equipped creature has "T: This creature deals 1 damage to target creature or player."
    Equip 3

    IIW: A new mechanic for Journey into Nyx.


    trololololol

    Quote from ManyCookies
    Chandra's Gambit R
    Instant
    Exile the top three cards of your library. You may play one of those cards this turn.
    "You have until the flame is an ember. Go."


    IIW: Charms


    No rarity. I guess there's a little bit of tension here -- choosing one of the cards means you can't play the others. This is probably too good for red at this cost, though.

    Quote from admirableadmiral
    Grafted Bloodsword 3
    Artifact — Equipment [R]
    Equipped creature gets +4/+4.
    Whenever a creature enters the battlefield under your control, attach Grafted Bloodsword to that creature.
    Whenever Grafted Bloodsword becomes unattached from a creature, that creature's controller sacrifices it.
    "It's not the sword being ripped from your arm stump that kills you. It's the ichor that pours from your gaping wound that does."
    —Azax-Azog, the Demon Thane



    IIW: White as the hypocrite, blue as the desperate, black as the hero, red as the architect, or green as the tyrant


    A good design, but the tension in this card seems like it won't come into play all that often, at least in constructed. Play a cheap evasive and/or resilient guy, beat down with it until your opponent finds an answer, rinse, repeat.

    Quote from Chemtrails
    Fortbreaker Baloth 2G
    Creature — Beast (R)
    Trample
    At the beginning of your end step, if Fortbreaker Baloth didn't attack this turn, put a +1/+1 counter on it.
    Nothing stands in nature's way for long.
    1/1

    IIW: Big ability costs on tiny things.


    This could be uncommon or a little cheaper or larger to start, but I like the design. "Attack now or wait until it gets bigger" is an interesting trade-off.

    Quote from Cythare
    Torpor Powder 2
    Artifact - Equipment (U)
    Equipped creature has vigilance and "t, Unattach Torpor Powder: Tap target creature."
    Equip 2

    IIW: Take something distinctly nonblack and make a black variant of it


    I don't really see any tension here except maybe the decision between tapping an attacker and leaving the equipped creature untapped to block. Why does "torpor powder" give a creature vigilance?

    Quote from Ink-Treader
    Oathbound Praetorian 1WB
    Creature - Skeleton Knight (U)
    1W: Oathbound Praetorian gains first strike and vigilance until end of turn.
    1B: Regenerate Oathbound Praetorian and it gains lifelink until end of turn.
    The Praetorian Knights were once the mightiest fighting force in Galgallone. Now, they serve under the very force that emptied the city.
    2/2
    Galgallone, Cleansed and Lifeless
    Legendary Land (R)
    T: Add one mana of any color to your mana pool for each card that left a graveyard this turn. Spend this mana only to cast spells from your graveyard or to activate abilities of cards in your graveyard.
    “What I never could figure out is why the angels are still here. They killed all the sinners! Why do they need to drive us away?”
    -Kalemi, historian


    IIW: Disney villains or Enchantment creatures that are riffs of other enchantments (bonus points for capitalizing on being a creature)


    There isn't really much tension here. You can get more mana out of it if you use your other lands to unearth and flashback your stuff first, but the decision ultimately comes down to "here's what i want to cast from my graveyard this turn; can I do it or not?"

    Quote from Winterspring
    Embers of Aenum 2R
    Legendary Enchantment M
    At the beginning of your upkeep, put a flame counter on ~. Then ~ deals X damage to each player when X is the number of flame counters on ~.
    If ~ would leave the battlefield, exile it, then return it onto the battlefield at the beginning of the next end step.

    Collective Consciousness 2UU
    Sorcery U
    Each player draws a card, then draw a card for each card drawn this way.

    Revengeance 3RR
    Enchantment R
    Whenever a red source you control deals damage to an opponent, exile the top card of your library. You may play it until the end of your turn.


    Not really seeing much tension in any of these. Collective consciousness has a little bit of a drawback and ties up your mana a bit, but the decision isn't really interesting.

    Quote from AsianInvasion
    Quote from Winterspring
    Embers of Aenum 2R
    Legendary Enchantment M
    At the beginning of your upkeep, put a flame counter on ~. Then deal X damage to each player when X is the number of flame counters on ~.
    If ~ would leave the battlefield, remove all flame counters from it instead.

    Seems OP with Faith Healer or Auratog (lol Meg).

    Quote from Winterspring
    Collective Consciousness 2UU
    Sorcery U
    Each player draws a card, then draw a card for each card drawn this way.

    Riff:

    Tempt with Knowledge 1U
    Sorcery {U}
    Tempting offer — Draw a card. Each opponent may draw a card. For each opponent who does, draw a card.

    IIW: Better outside of Standard.


    This card is more interesting than Collective Consciousness. Pretty similar in concept to Trade Secrets but executed more cleanly. This could easily cost one mana since without an opponent's consent it's just worse than Peek.

    Quote from JuanCu
    Alpha Imperiosaur 2GG
    Creature - Lizard
    Pack 2/2 (Whenever this attacks, you may put a +1/+1 counter on it. If you don't, remove all +1/+1 counters from it, and put that many 2/2 green Lizard creature tokens onto the battlefield, tapped and attacking.)
    3/3

    IIW: until


    No rarity, but pretty good design (though I agree with AA's comment). The tension here is not too bad -- let the creature keep growing or throw some more attackers out there.

    Chemtrails wins this one.

    Next round: Big ability costs on tiny things.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Brutalize 1B
    Instant (C)
    Put a -1/-1 counter on target creature. Tap that creature.
    The simplest route to victory is to ensure that no one else competes.

    An alternate universe Theros where -1/-1 counters are a thing? Reference.

    IIW: Cards with tension.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from AsianInvasion
    Scaredypants 2
    Artifact {U}
    When equipped creature leaves the battlefield, if it didn't die, it deals damage equal to its power to target creature or player.
    Equip 0

    IIW: A card for Norin the Wary EDH.


    Pants on Fire 2
    Artifact (U)
    Equipped creature has haste.
    R: Pants on Fire deals 1 damage to equipped creature.
    Equip 0 mana
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Let's see... Wrexial, the Risen Deep has tentacles probably. Kozilek, Butcher of Truth has tentacles. Doran, the Siege Tower has roots. Zur the Enchanter works. The pants he's wearing look pretty threadbare anyway.

    Enchantress's Robe 2
    Artifact - Equipment (U)
    Equipped creature gets +1/+1 for each enchantment you control.
    Equip 2 mana

    Ethereal Armor and Ancestral Mask are more cost efficient, but being an equipment rather than an aura carries some advantages.

    IIW: Cards with tension.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from SelesnyaNewLife
    Zibble, Planar Prankster RRR
    Legendary Creature- Goblin (Mythic)

    Haste, Double strike

    Whenever Zibble, Planar Prankster attacks, choose a creature defending player controls at random. It blocks Zibble. (Even if that creature can't legally block, it does anyway.)

    2/2


    Fixed the wording. We Can Do It
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Fun fact: Three of the four cards with Aristocrat in their names involve sacrificing creatures.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from SelesnyaNewLife
    Bare Arms 2B
    Enchantment (Uncommon)

    Equipment and Auras can't be attached to permanents.

    IIW: Offend me


    Punniness: Rolleyes
    This shouldn't be an uncommon and shouldn't be black. White, red, and green get equipment and aura hating, generally. A narrow hoser like this is better fit for a rare slot.

    Quote from AsianInvasion
    Hard Cell 3
    Artifact {U}
    Indestructible
    3, T: Exchange control of Hard Cell and target nonland permanent unless that permanent's controller pays 5 life.

    IIW: A new mechanic for Journey into Nyx.


    Punniness: Confused
    I get that it's a "hard sell" but I don't get how this artifact that exchanges for other permanents represents a "cell" in any definition of the word. Mechanically it seems fine, although I'd probably make it rare rather than uncommon. I suppose that there's Avarice Totem at uncommon for comparison, but this card is considerably more complex.

    Quote from LnGrrrR
    All Right Now B
    Instant (C)
    Target creature gets -X/-X until end of turn, where X is half that creature's power, rounded down.
    There wasn't much left of him.

    Iiw gangsters


    Punniness: Laugh
    It took me a few reads of this one to get the pun, but I like it. No issues with the design -- it won't kill too much outright, but it can work as a cheap combat trick.

    Quote from ManyCookies
    Mana Sink 3
    Artifact (U)
    XXR,T: ~ deals X damage to target creature or player.
    XXU,T: Tap X target nonland permanents.
    Produces pristine T water.

    Not so much a pun as a double entendre, but whatever.

    IIW: Charms OR 2 CMC black creature commons.


    Punniness: Wink
    I like that it is a mana sink in both senses of the phrase. Colorless artifacts that do nothing without colored mana are frowned upon, but it works for the sake of the joke.

    Quote from FreshMeat
    Hydra-ulics XG
    Creature - Hydra (R)
    Hydra-ulics enters the battlefield with X +1/+1 counters on it.
    1G: Hydra-ulics gains reach until end of turn.
    2G: Hydra-ulics can't be blocked by creatures with flying this turn.
    0/0

    IIW: Aristocrats/cannibals


    Punniness: Rofl
    The mechanics are a perfect fit for the name. I wish there were a way to make the two abilities mutually exclusive, but I don't really see any elegant way to do so.

    Quote from admirableadmiral
    Custom Official 3(G/W)
    Sorcery [U]
    If G was spent to play Custom Official, put a 3/3 green Centaur creature token onto the battlefield. If W was spent to cast Custom Official, put a +1/+1 counter on each creature token you control.
    "It's customary to have a custom guard these days."

    IIW: Make me cringe


    Punniness: Rolleyes
    The mechanics don't fit the name very well, in my opinion. My interpretation of "Custom Official" would be some sort of blue and/or white Primal Clay analogue with the creature type Shapeshifter Advisor.

    Quote from SelesnyaNewLife
    Tainted Shove 1B
    Sorcery (Uncommon)

    Put a -1/-1 counter on target creature. If that creature already had a -1/-1 counter on it, put an additional two -1/-1 counters on it.

    IIW: Songs I like


    Punniness: Uhh
    I had to do some research to figure out what the pun was, and it only works in the context of AA's card. I would word it a little differently, but it seems balanced enough.

    Quote from scarbo
    Snow Place Like Home
    Snow Land (R)
    t: Add to your mana pool one mana of any type that a snow land you control could produce.

    IIW: lands


    Punniness: Wink
    Snow Reflecting Pool seems fine. The drawback of only being able to reflect snow lands is offset by the (situational) advantage of being a snow permanent.

    Quote from FreshMeat
    Mock Sapphire 0
    Artifact (M)
    T, target opponent gains control of Mock Sapphire: Add one mana of any color other than blue to your mana pool.
    "No, I swear it's real, I just don't want to play blue anymore and am happy to trade down."

    IIW: Aristocrats/cannibals


    Punniness: Rolleyes
    Costs can't target. The flavor text is a nice touch. A strictly worse Lotus Petal at mythic might be printable.

    Quote from Ink-Treader
    Bad puns? Well clearly my "clever" ophanim naming scheme need not apply!

    Wetworks XXBB
    Sorcery (R)
    Wetworks costs 1 less for each Island you control.
    Destory X target creatures.
    Water soothes a guilty conscience. Blood soothes a bored conscience.

    IIW: Disney villains or Enchantment creatures that are riffs of other enchantments (bonus points for capitalizing on being a creature)


    Punniness: Muh
    I get it I guess but it just doesn't tickle my funny bone. Probably printable at this cost and rarity.

    FreshMeat.

    Next round: Aristocrats/cannibals.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Quote from ManyCookies
    Mana Sink 3
    Artifact (U)
    XXR,T: ~ deals X damage to target creature or player.
    XXU,T: Tap X target nonland permanents.
    Produces pristine T water.

    Not so much a pun as a double entendre, but whatever.

    IIW: Charms


    Challenge errata: double entendres are more than welcome as well.

    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Canathid Vanguard 1UU
    Creature - Canathid Scout (U)
    Whenever ~ becomes blocked, return it to its owner's hand.
    4/4

    IIW: Bad puns are go.
    Posted in: Custom Card Contests and Games
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