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Magic Market Index: Hit Over Miss
  • posted a message on The Mighty Morphin' Magic Card
    Scrivener Disciple + Sea Drake

    Brinewing 3U
    Creature - Drake
    Flying
    2UU, T, Return two lands you control to their owner's hand: Creatures you control with flying gain hexproof until end of turn.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on Aura Design
    I don't get where exactly you draw the line for "cheating" the card advantage. Apparently cascade is kinda cheating, but getting to tutor cards when you attack isn't? So you count only card disadvantage due to instant speed removal, but not due to sorcery speed removal?

    You have many levels on which an Aura can fail. Some youcatch, some you don't. But half of these don't push past the card disadvantage, but balance it with card advantage of their own, which is not what I expected from the introduction, so I'd like more insight into what exactly you are trying to do here.


    Edit 2: Disregard my first two Auras, the white one and green one. I'll deleted them now as they are incorrect for the purpose of this thread and are blatantly misleading.

    I probably should have been more clear/explicit in my original post. The biggest issue with Auras is the risk from the Aura's target being removed before the Aura resolves, leading to an immediate 2-for-1. This is why Auras with "When this ETB, draw a card" often still aren't playable as they need to enter the battlefield to get the value. My original intent was to think about how to design Aura's that accept this casting risk and try to provide enough value if the Aura resolves. Cast triggers/effects (like Cascade) get around that risk, which is why I referred to it as "cheating".

    In retrospect my original designs probably didn't tackle my question well enough and went into a contradictory direction. Also I think my designs still don't push the envelope enough, but the counterpoint to all of the above are Auras that push their value to the point of being almost "I win" in limited if they do resolve (Eldrazi Conscription, Control Magic, etc), but I think such cards are very rare.

    To illustrate the topic, is the following a playable Aura?

    Magma Whip 1RR
    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +5/+0 and has first strike and reach.

    Yea it's decently useful if it resolves, but it's very vulnerable to being countered or having the creature removed. It doesn't even grant haste or have an ETB effect so you're likely to have to wait a turn to get something out of it unless you curve into it perfectly.
    This is the kind of thing I want to discuss. What is the threshold for an Aura that embraces it's risk, is good enough to mainboard, yet not so blatantly strong as to entirely wreck draft tables the majority of the time it's opened? (Sidenote: I'm surprised that card name hasn't already been used.)

    edit: fixed text.
    Posted in: Custom Card Creation
  • posted a message on Aura Design
    A design & development question I was thinking about the other day: We know Auras are risky and have inherent card disadvantage. But how much value can we design an Aura to have while keeping that risk, so that the Aura is playable without being an "I win if this resolves" card?
    Caveat: For the purposes of this discussion I'm only talking about limited, as I don't play enough constructed to have an answer.

    (First two designs deleted as they are incorrect for the thread's topic and goal.)


    Rune of Corrosion 1BB
    Enchantment - Aura [Uncommon]
    Enchant artifact or creature
    At the beginning of your upkeep, enchanted permanent's controller loses 2 life.

    ^Increasing the amount of card types that the Aura can enchant could increase the playability. I believe this specific effect is in black's color pie (see Stab Wound and Relic Bane).


    Primeval Mark 2GG
    Enchantment - Aura [Rare]
    Enchant creature
    Enchanted creature gets +2/+2 and has "Whenever this creature attacks, you may search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library."

    ^Build your own mini Primeval Titan. I believe the level of aggressive ramp and card advantage offsets the aura's inherent risk without being game-breaking.


    Consecrated Mark 1UU
    Enchantment - Aura [Rare]
    Enchant creature
    Enchanted creature gets +1/+1 and has "Whenever an opponent draws a card, you may draw a card."

    ^Another version of the same idea, this time a baby Consecrated Sphinx.


    Vivacity 3GUR
    Enchantment - Aura [Mythic]
    Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
    Enchant creature
    Enchanted creature gets +3/+3, and has haste, flying, and all abilities of each other multicolored permanent.

    ^Cascade seems like a good way to get some value out of casting an Aura, regardless of it getting countered. But then, I'm kind of cheating as at the beginning of this post I explicitly stated my goal was to create Auras that don't bypass the initial risk of card disadvantage inherent in being an Aura. Bizarrely, while designing this card I noticed that there currently doesn't exist a single Aura with cascade (I imagine there are some good reasons for this that I have yet to realize).


    Posted in: Custom Card Creation
  • posted a message on Commander Game
    N’Bondu, the Jungle’s Mystery 3GU
    Legendary Creature – Ape Illusion
    N’Bondu, the Jungle’s Mystery gets +1/+1 for each card in your hand.
    Whenever you cast another creature spell, investigate. (Create a colorless artifact Clue token with "2, Sacrifice this artifact: Draw a card.")
    X, Tap five untapped Clues you control: Return X target nonland permanents to their owners’ hands.
    ”The unskilled tracker soon becomes the hunted.” - Femeref saying.
    2/2


    Next: A multicolored demon.
    Posted in: Custom Card Contests and Games
  • posted a message on Attrition
    Road Wrecker 1R
    Creature - Goblin [Common]
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    2/1

    Bone Stomper 3B
    Creature - Skeleton Giant [Common]
    Menace
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    Each of it's bony feet are bigger than a bull.
    3/3

    Emberwing Dragon 2RR
    Creature - Dragon [Common]
    Flying
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    3/3

    Touch of Ruin (B/R)
    Enchantment - Aura [Common]
    Enchant creature
    Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)

    Fists of Corrosion BR
    Enchantment - Aura [Uncommon]
    Enchant creature
    Enchanted creature gets +1/+0 for each artifact card in your opponent's graveyards.
    Enchanted creature has attrition. (Whenever it deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)

    Blackspire Warlock BR
    Creature [Uncommon]
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    1BR, T, Exile X cards from a single graveyard: Blackspire Warlock deals X damage to any target.
    2/2

    Wasteland Connoisseurs 2BB
    Creature - Zombie Wizard [Rare]
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    4B, T: Put target creature card from a graveyard onto the battlefield under your control.
    4/4

    Doomcorpse 6(B/R)
    Creature - Zombie Avatar [Rare]
    First strike
    Attrition (Whenever this deals combat damage to a player, they sacrifice a nonland permanent unless they pay 1.)
    Other creatures you control have attrition. (Each instance of attrition triggers separately.)
    6/5

    Fallen Empires 3RB
    Enchantment [Rare]
    All creatures have attrition. (Whenever a creature with attrition deals combat damage to a player, that player sacrifices a nonland permanent unless they pay 1.)
    Whenever a player sacrifices a permanent, you draw a card.

    Posted in: Custom Card Creation
  • posted a message on Eleven-Limbed Zombie
    Eleven-Limbed Zombie 1B
    Creature – Zombie [Rare]
    10G: Monstrosity 9. This ability costs 1 less to activate for each creature card you exile from your graveyard as you activate it. (If this creature isn’t monstrous, put nine +1/+1 counters on it and it becomes monstrous.)
    There exists a fine line between genius and ridiculous.
    2/2

    This was actually inspired by Whipstitched Zombie's art, which I found had eleven limbs after counting them all!

    Is there a better way to word the activated ability?
    Posted in: Custom Card Creation
  • posted a message on Wojek Jailer
    Thanks for the feedback! I thought it might be interesting to have the effect key off a creature card's power and/or toughness, though I can see how it might be clunky.

    I hadn't thought about having it in BW. I can definitely see it fitting in that combination.
    Posted in: Custom Card Creation
  • posted a message on [Partner] Expanding "Partner with" into "Partner with any" etc.: Shepherd's Glen Ranger; Sworn Conspirator; Mob Boss; Trenna ...
    I think it's telling WotC decided not to print the newest version of partner on commons, given how averse they are to shuffling as well as tutoring at common. Wasn't Transmute abandoned as it made searching/shuffling too much of a thing at common?

    While Shepherd's Glen Ranger is cool, I personally think having such a broad application of this mechanic (tutoring any wolf?) at common would have to be done very carefully or lead to a lot of repetitive gameplay.

    The rares are nice however. Mob Boss is a big flavor win.
    Posted in: Custom Card Creation
  • posted a message on Wojek Jailer
    Wojek Jailer 2RW
    Creature - Human Cleric Warrior [Rare]
    When Wojek Jailer enters the battlefield, exile target creature until Wojek Jailer leaves the battlefield.
    Whenever a creature with the same power or toughness as the exiled card enters the battlefield under an opponent's control, Wojek Jailer deals 2 damage to that player.
    3/4

    Posted in: Custom Card Creation
  • posted a message on Djeru, Who Inspires Strength
    It's okay to have multicolored designs like this though - and much more justified than certain other three-colored examples.

    Seeing as it's relevant to the topic, could you elaborate on this point?
    Posted in: Custom Card Creation
  • posted a message on Swallowed By Night
    Quote from BenzoSt »
    I like this concept, but I think you should use the phrase "That player loses 4 life" instead of "Target player loses 4 life".


    Thanks, that would probably be a good idea. Any thoughts on the power level? I was thinking of lowering the casting cost from 1UB to UB. Do you think it would be acceptable?
    Posted in: Custom Card Creation
  • posted a message on Swallowed By Night
    I need help developing this card. I'm wanting to make a UB build-around "archetype-in-a-card" kind of bomb that uses mill or exile-mill as a viable strategy.

    Swallowed By Night 1UB
    Enchantment [Rare]
    Creatures you control have ingest. (Whenever a creature with ingest deals combat damage to a player, that player exiles the top card of their library. Multiple instances of ingest trigger separately.)
    2UB, Put a card an opponent owns from exile into that players graveyard: Target player loses 4 life. Draw a card.
    Posted in: Custom Card Creation
  • posted a message on Custom Cube WIP
    Yeah I'm in the process of building a low-powered cube with some custom cards added in. The cube forum here has a few threads on custom cards so you might like to check them out if you haven't already.
    Posted in: Custom Card Creation
  • posted a message on Provide (Simic Mehcanic)
    Provision Beast 1G
    Creature – Ox [Common]
    Provide 2 (This enters the battlefield with two +1/+1 counters on it. Each +1/+1 counter you remove from this while casting a spell pays for 1 or one mana of this creature’s color.)
    0/0

    Coralshell Crab 2U
    Creature – Crab [Common]
    Provide 2 (This enters the battlefield with two +1/+1 counters on it. Each +1/+1 counter you remove from this while casting a spell pays for 1 or one mana of this creature’s color.)
    Skulk (This creature can’t be blocked by creatures with greater power.)
    0/0

    Wasabi Elemental 3G
    Creature – Elemental [Uncommon]
    Provide 3 (This enters the battlefield with three +1/+1 counters on it. Each +1/+1 counter you remove from this while casting a spell pays for 1 or one mana of this creature’s color.)
    Deathtouch
    0/0

    Fluxwing Krasis 4U
    Creature [Uncommon]
    Provide 3 (This enters the battlefield with three +1/+1 counters on it. Each +1/+1 counter you remove from this while casting a spell pays for 1 or one mana of this creature’s color.)
    Whenever you cast a noncreature spell, target creature you control gains flying until end of turn.
    0/0

    Elder of a Hundred Springs 4GU
    Creature – Treefolk Druid [Rare]
    Provide 5 (This enters the battlefield with five +1/+1 counters on it. Each +1/+1 counter you remove from this while casting a spell pays for 1 or one mana of this creature’s color.)
    2GU, T: Put a +1/+1 counter on Elder of a Hundred Springs, then scry 1.
    When Elder of a Hundred Springs dies, draw a card for each spell you’ve cast this turn.
    0/0


    EDIT: Cleaned up mana symbols.
    Posted in: Custom Card Creation
  • posted a message on Squat Rack
    This is cool. I love the idea of gym iron in Magic as equipment with an exert and +1/+1 counters theme.
    I personally think the "next time the creature untaps" clause could just be be changed to "activate this ability only as a sorcery" instead as it cleans up some memory issues and brings the power level to a more acceptable level considering the mana costs. I also think it makes more thematic sense - it gradually pumps up the creature instead of serving as a combat trick (plus squatting 500 pounds at instant speed seems odd).
    Posted in: Custom Card Creation
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