Okay. This speculation is based on the assumption that Conflux will be five-colored and Scissors will be themed around enemy-wedge shards. For the sake of this thread, let's pretend that's true.
Further many people think the enemy shards will introduce five new mechanical identities (compare the Ravnica guilds).
This makes sense:
Why would any white wedge-shard have exalted? Neither red nor black like that mechanic ("~ attacks each turn if able." and "~ can't block." don't work well with exalted - unless it's on a single beater).
Why would a new blue wedge-shard be expected to feature more of the artifact love, when it shares a plane with at least green or red - possibly both?
We all expect the five shard-thems of Shards of Alara to continue in Conflux. There is no reason to think that the united Alara won't have aspects of the individual shards. Now continuing this line of thought, the united Alara should have also all aspects of every shard in Scissors.
According to the leak, there is a Thallid in Conflux. What is if the Saproling production up to now just was foreshadowing a return of a theme for a wedge shard? Sporoloth Ancient wants to be reprinted soon with that name fitting Mycoloth so good.
My speculation:Shard of Alara's mechanics will be continued in Conflux, but the Scissors mechanics will also all appear already.
Further implications: Except for cycling, which may evolve over all three sets, all mechanics will have the same number of sets - there will be 'last set' mechanic. That's a huge benefit, because it was stated, that R&D tries to develop their keywords more and not abandon them after a single set.
There may actually be some of the other expected themes, like the land-themed shard - just moved at the end.
Obviously there are also negative side-effects, e.g. the predictability of the last set, that hurt Dissnesion as well as Eventide.
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In my years on MtGS I have been stumbling across threads that have been closed for no apparent reason and without statement as to why or who.
I think it would be nice to have any mod/admin either make a post or add in the first post/title a statement as to why the thread got closed or who did it, so the public knows where to go with questions about the decision or an appeal to re-opening the thread.
Well, maybe not theGuildmages, but some mechanical equivalent - just look at that art:
A black Grixis spellcaster with red and blue spells and a probably blue Esper wizardress wielding black and white magic - looks like they belong to a cycle!
And what better way to show the structure of a Shard than having a main color creature with activated abilities from both secondary colors?
Or maybe a single ability that uses both colors, though the chances of that aren't that high. Hybrid would be cool, but there are no hints for it, so new Guildmage seem likely - they were an elegant design and would work both for Alara's color scheme and for interblock-synergy (two-colored decks).
No, I haven't read any of the art-batch threads; feel free to tell me, if this isn't new speculation.
It's the final round of April! (The declaration of the winner will naturally bleed a bit into May)
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
Freezeframe1U
Instant
Tap target creature and put an ice counter on it. As long as it has an ice counter on it, it is a snow creature.
Draw a card. Most Xyl chronologists believed they'd move forward. Some instead became cryologists and went back to a time unbeknown to them.
Rimewind Drake1U
Snow Creature - Drake
Flying
Rimewind Drake can't attack unless you control four or more other Snow permanents. Heidar never factored the drakes into his plans, but they remained an intimidating presence in the vicinity of his stronghold.
2/2
Gusts of Blizzard U
Instant
Return target permanent with converted mana cost less than or equal to the number of snow permanents you control to its owner's hand.
Rimewind MageU
Snow Creature -- Human Wizard
When Rimewind Mage comes into play, put an ice counter on target permanent.
Permanents with ice counters on them are snow.
1/1
Frosted Lens2
Snow Artifact S: Add one mana of any color to your mana pool. Spend this mana only to play snow spells or the activated abilities of snow permanents.
Hoarwalker
Snow Creature - Illusion
Whenever ~ deals combat damage to an opponent, you may draw a card.
: ~ can't be blocked this turn except by snow creatures. ( can be paid either with one mana from a snow permanent or .)
2/2
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
Bubbling Distractions1UU
Instant
Counter target spell unless its controller pays 2.
Recursion (When you play this card from your hand, you may put all cards in your graveyard that share a name with this card on the stack.) "One minute, it's a slight muck. The next minute, you've got a full-blown prank on your hands." -Rayne, academy chancellor
Wily Upheaval U
Instant
As an additional cost to play Wily Upheaval, remove up to three cards in your graveyard from the game.
Counter target spell unless its controller pays 1for each card removed in this way.
Cycling U(U,Discard this card: Draw a card.)
Surgedrifter's Guile :xmana::symu:
Instant
Merfolk convoke (Each Merfolk you tap while playing this spell reduces its cost by or by one mana of that Merfolk’s color.)
Counter target spell unless its controller pays :xmana:.
Dissuade1U
Instant
As an additional cost to play Dissuade, pay X, where X is the number of other cards in your hand.
Counter target spell. "Now, now... we wouldn't want you to do that, now would we?"
Warped Logic2U
Instant
Kicker X
Counter target spell unless its controller pays 3. If its converted mana cost is equal to the amount of mana spent to pay for ~'s kicker cost, draw a card.
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Round requirements: Create a blue card that says "snow" somewhere in its non-italic text!
Includes typeline. Includes name. Includes rules text. Also: Don't forget to vote!
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
Territorial Stretch1U
Enchantment - Aura
Enchant Land
Enchanted land does not untap during its controller's untap step.
Enchanted land has "2: Untap this land"
Wandering Mists1U
Enchantment - Aura
Enchant creature
Flash U: Enchanted creature gets -1/-0 until end of turn. U: Return Wandering Mists to its owner's hand.
Pitmage's Deceit2U
Enchantment - Aura
Enchant creature
Flash
Enchanted creature has "T: Counter target spell unless its controller pays 1." Tricks? Whatever do you mean?
Gift of Flight1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying.
At the end of any turn, return Gift of Flight to its owner's hand. "It's the landing that's the hard part." - Bruk, goblin arcanist
Drifter's Cloak 1U
Enchantment - Aura
Enchant creature
Enchanted creature has flying and "whenever enchanted creature deals combat damage to a player, you may draw a card" 2U: Put a blue 1/1 Illusion creature token into play. Then put Drfiter's Cloak into play attached to that creature. Play this ability only if Drfiter's Cloak is in your hand.
Imbuing Plax1U
Enchantment - Aura
Enchant a permanent
When enchanted permanent leaves play, return ~ to its owner's hand. Draw a card.
When ~ leaves play, return enchanted permanent to its owner's hand. Draw a card. Through flesh or terrain, through soul or mind - it nourishes everything with itself.
Espionage :3mana::symu:
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable.
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Another fistful of days has past and we have a new collection of card designs to vote on and a new round requirement as well. Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
2008-April Round #2 Submissions: (Almost all players who submitted a card remembered to vote as well. Sorry, Alabran and chaosjuggler!)
Mark of Impurity1U
Return target permanent with a counter on it to its owner's hand.
Draw a card. "Your battle must be unhindered, unassisted. Only then will you be able to survive the Phyrexian realms." -Eidyl, metathran elite
Diffusive Wave2U
Instant
Return target permanent to it’s owner’s hand. If only blue mana was spent to play Diffusive Wave, put that permanent on the bottom of its owner’s library instead.
Disavow 1U
Instant
Return target creature you control to its owner's hand.
Draw a card. "Keep in mind that, should you or any of your agents be caught or killed..." - Voice, prime runner
Aetherspout1(U/G)
Instant
Return target nonland noncreature permanent to its owner's hand if U was spent to pay Aetherspout and put a 1/1 green Saproling creature token into play if G was spent to pay Aetherspout.
Form of Repulsion :1mana::symu:
Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage to a creature, return that creature to its owner's hand.
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
I'm happy the CtCC still gets some good resonance from the masses. This time you've gotta vote as well; and keep in mind that most of all the card you vote for should be a appropriate for common!
2008-April Round #1 Submissions: (One person submitted a card that didn't meet the round requirements... memnarch6 is colorblind :/)
WavesleeperU
Creature - Merfolk Wizard
When Wavesleeper comes into play, target tapped creature does not untap during its controller's next untap phase. "Imprison them within the merseine weave, and they shall claw and scream defiance. Imprison them among their own dreams, and they shall float serene with smiles on their faces." - Vashti, Vodalian mage
1/1
Silvergill MonkUWB
Creature - Merfolk Monk U, T: Draw a card, then discard two cards. W, T: You gain two life. Play this ability any time you could play a sorcery. B, T: Target opponent loses one life. Play this ability any time you could play a sorcery.
1/2
Seaswell Rouser :3mana::symu:
Creature - Merfolk Wizard
When Seaswell Rouser comes into play, tap all Merfolk you control, then untap all Merfolk you control.
2/3
Bottom Dweller1UB
Creature - Merfolk
Sacrifice Bottom Dweller: Return target card from your graveyard to your hand.
1/1 "Living at the bottom makes you the owner of all that is thrown away"
Calm the Waters U
Tribal Instant - Merfolk
As an additional cost to play Calm the Waters, tap two untapped Merfolk you control.
Return target creature to its owner's hand.
Draw a card.
Wanderbrine Malignant :2mana::symu::symb:
Creature - Merfolk Rogue ~C~
Persist, Wither
Wanderbrine Malignant gets +1/+1 as long as it has a -1/-1 counter on it.
2/3
Weedwrap Eluder - 2U
Creature - Merfolk Wizard
Whenever Weedwrap Eluder becomes target of a spell or ability, clash. If you win the clash, counter that spell or ability.
2/2
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it! - From now on it is required to vote on a card each round so that your own submission will be added to the next round's poll!
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
I think the best you can do is encourage members to vote only on the designs that are actually common material and hope to reach them with it.
And I simply prefer having a 'flawed' version of this contest running over missing it entirely.
HINT: At least I know what I have to do, when a player submits a mono-black Merfolk card, when the round requirement was a blue Merfolk card.
There was one contest that always especially intrigued me. Unfortunately the two former hosts of the Create the Common Challenge had to abondon it due to a lack of time. Now after two month on hiatus I decided to revive the CtCC.
I suggest you try it out, because it really can help you to improve your design skills. And as they say: Constraints breed creativity.
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- After this first round it is required for you to vote on a card of the previous round. When you don't vote, your card won't appear on the next poll.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a renderr, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text Flavor text
p/t
For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Round requirements: Create a blue Merfolk card!
Creature or Tribal - the deciding factor for me will be the word Merfolk on the type line, meaning trivia-killer Misform Ultimus doesn't count for this round!
Did I mention it has to be a common?
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM.
Based on the old cards like Nettling Imp I came up with a mechanic:
Vexing Boggart :2mana::symb:
Creature - Boggart
Taunt (A number of creatures equal to the number of creatures with taunt you control attacks you each turn if able.)
2/1
The idea is, when you control X creatures with taunt, your opponent (each opponent in multiplayer) must attack with at least X creatures - should I replace "each turn" with "each combat"? Is the reminder text okay? Has the mechanic any issues, I don't see? Is there an alternative, yet elegant, way to word it, so taunt can be used cumulative?
he first set in the Mansara Block is called Awakening.
Set Name: Awakening Release Date: no idea Prerelease Events: are you kidding?
Keep watching this thread for further details on Awakening in the months to come.
When we get a four page thread in the Rumour Mill about such an Announcement by Wizards, this thread probably will burst out of its angles within no time - especially as the main comment ("Boring - naming sets after card is getting old!") also applies to my set.
Seriously: It's my 500th post, and I felt I should do something special. As I started re-working my set Awakening recently I thought that's the way to go.
I plan to edit this post and give fresh information to you folk on a regular irregular basis. Starting with the set-symbol today and something more before the month is over.
For the curious: One card has already been spoiled foolishly by myself on the forum.
UPDATE: The promised Expansion-Symbol!
Feel free to speculate!
greetings
Z
ps: Congratulations for 500th post can be PM'ed. Any reaction will be appreciated - even critics!
As one of my DCC-cards was brought up as an example of bad wording and a most honarable judge saw no way that card could work, I feel obliged to let some experienced entities have a look at it (My personal doubts during the whole design process aside ;))
Oblivion :2mana::symb::symb:
Enchantment
Each players maximum hand size is equal to the number of cards in his or her hand minus two.
I want to know, wether it works, how it works and - if it doesn't work - how to create the functionally closest possible card to it.
Note: It should be possible to increase the hand size (e.g. drawing three cards per turn).
When multiple triggered abilities trigger at the same time, are state-based effects checked after each trigger or after all of them.
Like one trigger puts four Urborg Shambler into play, and another gives you a small black creature token (e.g. 2/2). Would the token survive automatically or does it depend on the order you put the triggers?
What if you have five triggers to return a creature from your graveyard (containing only four Urborg Shambler) to play? Do you reanimate four, the last ability gets countered because lacking targets and then the creatures die? Or do you reanimate four, these die, and you get to reanimate one of the Shamblers in your graveyard?
Comprehensive rules 410.3 couldn't help me to much... Was I looking in the wrong place?
Further many people think the enemy shards will introduce five new mechanical identities (compare the Ravnica guilds).
This makes sense:
Why would any white wedge-shard have exalted? Neither red nor black like that mechanic ("~ attacks each turn if able." and "~ can't block." don't work well with exalted - unless it's on a single beater).
Why would a new blue wedge-shard be expected to feature more of the artifact love, when it shares a plane with at least green or red - possibly both?
We all expect the five shard-thems of Shards of Alara to continue in Conflux. There is no reason to think that the united Alara won't have aspects of the individual shards. Now continuing this line of thought, the united Alara should have also all aspects of every shard in Scissors.
According to the leak, there is a Thallid in Conflux. What is if the Saproling production up to now just was foreshadowing a return of a theme for a wedge shard? Sporoloth Ancient wants to be reprinted soon with that name fitting Mycoloth so good.
My speculation: Shard of Alara's mechanics will be continued in Conflux, but the Scissors mechanics will also all appear already.
Further implications: Except for cycling, which may evolve over all three sets, all mechanics will have the same number of sets - there will be 'last set' mechanic. That's a huge benefit, because it was stated, that R&D tries to develop their keywords more and not abandon them after a single set.
There may actually be some of the other expected themes, like the land-themed shard - just moved at the end.
Obviously there are also negative side-effects, e.g. the predictability of the last set, that hurt Dissnesion as well as Eventide.
Thoughts?
greetings
Z
Awesome banner by Fogatog of Epic Graphics
Members are also expected to regularly contribute to design and discussion of the clan's current design project, found here. If you are a friend rather than a member, you are welcome to contribute to the project but please leave only comments rather than editing the project page.
Clan Designers
Alabran - Clan Leader
ZasZ234 - Subsidiary Clan Leader
Ace
Mago Sanguvita
Elemental
Members
Shadowfox (MIA)
Eliminator
SoronTheBeast
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TheCadet
Dodavehu
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Itinerant Soldier
Haggis
Hyram
Kagavin, Havoc Bringer
Honored Friends
Eledin - Clan Founder
Alacar Leoricar
Arguas2617
Joyd
Spanglegluppet
KarmicNoose
Kraj - Former Clan Leader; Great Designer Search Contestant
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CounterAdept
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epock
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I <3 Ballistic Fury
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iamnotjohn
Master of Warcraft
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royishere
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Casual Chaos Rules!!
Acquiesce
speggy
Faerie Lord
cabalwannabe
spreadingdark
Gardevior
APPLICATION POLICY: To become a member of R&D, do NOT PM any clan member. Just post here, saying that you want to join, and present three cards that you have created. (They do not have to be connected the R&D's current project.) You must have at least 30 posts to join.
Members who make regular and quality contributions to the clan project will become Clan Designers and allowed to fill leading roles in the project design.
Anyone can be a friend! Just ask, or stop by and chat.
Peruse our clan history...
We're far too busy, being [R&D]elicious
[R&D]: We'll Be Your Girlfriend!
[R&D]: Screwing Blue Since 8th Edition
[R&D]: We Formally Deny Ever Making Skullclamp
[R&D]: The Station for Card Creation
Look at Me, I'm In [R&D]!
[R&D] Getting Mark Rosewater Fired
[R&D] First Steps
R&D
I think it would be nice to have any mod/admin either make a post or add in the first post/title a statement as to why the thread got closed or who did it, so the public knows where to go with questions about the decision or an appeal to re-opening the thread.
Just an idea.
greetings
Z
A black Grixis spellcaster with red and blue spells and a probably blue Esper wizardress wielding black and white magic - looks like they belong to a cycle!
And what better way to show the structure of a Shard than having a main color creature with activated abilities from both secondary colors?
Or maybe a single ability that uses both colors, though the chances of that aren't that high. Hybrid would be cool, but there are no hints for it, so new Guildmage seem likely - they were an elegant design and would work both for Alara's color scheme and for interblock-synergy (two-colored decks).
No, I haven't read any of the art-batch threads; feel free to tell me, if this isn't new speculation.
greetings
Z
It's the final round of April! (The declaration of the winner will naturally bleed a bit into May)
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
2008-April Round #5 Submissions:
Scoreboard after 4 Rounds:
Ikeda - 8
ZasZ234 - 8
Dragoon26 - 8
menma - 6
myevilhamster - 4
penguinwriter - 4
Alx2 - 4
Twilight Kiwi - 3
memnarch6 - 3
Kami_of_Randomness -3
TywinLannister - 2
elathel trom - 2
Quazifuji - 2
CounterAdept - 1
Krey - 1
chaosjuggler - 1
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue card with converted mana cost 1!
Anythings possible. Don't forget to vote!
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Good luck & have fun!
Z
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
2008-April Round #4 Submissions:
Scoreboard after 3 Rounds:
Ikeda - 6
ZasZ234 - 6
menma - 6
Dragoon26 - 5
myevilhamster - 3
penguinwriter - 3
Twilight Kiwi - 3
memnarch6 - 3
Kami_of_Randomness -3
TywinLannister - 2
elathel trom - 2
Alx2 - 2
CounterAdept - 1
Krey - 1
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue card that says "snow" somewhere in its non-italic text!
Includes typeline. Includes name. Includes rules text. Also: Don't forget to vote!
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Good luck & have fun!
Z
Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
2008-April Round #3 Submissions:
Scoreboard after 2 Rounds:
Ikeda - 5
ZasZ234 - 4
myevilhamster - 3
menma - 3
penguinwriter - 3
Dragoon26 - 3
TywinLannister - 2
memnarch6 -2
Kami_of_Randomness -2
CounterAdept - 1
Krey - 1
Twilight Kiwi - 1
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue counterspell!
Doesn't need to be a hard counter. Also: Don't forget to vote!
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Good luck & have fun!
Z
Another fistful of days has past and we have a new collection of card designs to vote on and a new round requirement as well. Keep in mind that most of all the card you vote for should be a appropriate for common! And don't forget to vote, when you want your submission to be in the next poll!
2008-April Round #2 Submissions:
(Almost all players who submitted a card remembered to vote as well. Sorry, Alabran and chaosjuggler!)
Scoreboard after 1 Round:
Ikeda - 3
ZasZ234 - 3
Kami_of_Randomness -2
menma - 2
TywinLannister - 2
CounterAdept - 1
Krey - 1
myevilhamster - 1
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- You must vote on the poll, if you want your submission to be legit for the next round! If you don't vote, your submission won't be up for voting in the next round.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue Aura card!
Also: Don't forget to vote!
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Good luck & have fun!
Z
I'm happy the CtCC still gets some good resonance from the masses. This time you've gotta vote as well; and keep in mind that most of all the card you vote for should be a appropriate for common!
2008-April Round #1 Submissions:
(One person submitted a card that didn't meet the round requirements... memnarch6 is colorblind :/)
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- From now on it is required to vote on a card each round so that your own submission will be added to the next round's poll!
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a render, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue bouncing card!
The card has to have some way to return something to its owner's hand from play.
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM or right in the thread.
Good luck & have fun!
Z
But in the end it really comes down to this: I think the best you can do is encourage members to vote only on the designs that are actually common material and hope to reach them with it.
And I simply prefer having a 'flawed' version of this contest running over missing it entirely.
HINT: At least I know what I have to do, when a player submits a mono-black Merfolk card, when the round requirement was a blue Merfolk card.
Don't worry! There is no 'to simple' in this contest.
Creature - Merfolk Wizard
Tap two untapped Merfolk you control: Return ~ to its owner's hand.
2/1
See you tomorrow!
greetings
Z
I suggest you try it out, because it really can help you to improve your design skills. And as they say: Constraints breed creativity.
Rules:
- Each player submits one card per round
- This card has to (a) be a common (b) fulfill the round requirement
- When the next round is put up, there will also be a poll to vote for the best card - each vote will net you a point that will be noted on the score board. Voting for yourself will result in no points from that round and possibly a DQ of your card submitted at that time, so simply don't do it!
- After this first round it is required for you to vote on a card of the previous round. When you don't vote, your card won't appear on the next poll.
- I will put up the cards you will be voting on in text format, so please submit textcards in the suggested format (s.b.) to make the work easier for me; if you really want to submit a renderr, I won't stop you though.
Cardname :?mana::sym2w::symub::symrg:
Cardtype - Subtype
Rules text
Flavor text
p/t
I was inspired by MaRo from his recent article.
It's also true that in the custom cards thread, people tend to make splashy rares or, to a lesser extent, uncommons. I also found it true while trying to design my own set that crafting the common slots is a very tough task.
So here you are! A competition created mainly for commons! I see this as a new step to give us more chance to practice making commons and see how they others twist such basic elements of the game.
From MaRo's article.
A common should be;
- Easy to understand
- Straightforward
- Covering the basic elements of game play
- Serving as backbones for limited decks
A common shouldn't be
- Too swingy in limited (Glare of Subdual, while being simple and straightforward, is too much for limited.)
- Too wordy (Alter Reality isn't that complicated, but it requires too much reminder text and became wordy.)
- Too complicated (We obviously don't want Celestial Dawn in the common slot.)
- Too big or too splashy (Akroma in common? No no!)
- Too narrow (Rain of Gore, for example.)
Being a common has nothing to do with power level and doesn't mean that it can't be a tournament staple.
Examples of common cards that are tournament staples.
White - Faith's Fetters, Momentary Blink
Blue - Mana Leak, Compulsive Research
Black - Last Gasp, Dimir House Guard
Red - Seething Song, Rift Bolt
Green - Llanowar elves, Silhana Ledgewalker
Multicolor - Scab-Clan Mauler, Castigate
Artifacts - The signets, Chromatic Star
Lands - The guild karoos, Terramorphic Expanse
Remember folks! Commons could be very innovative.
Examples of very innovative commons
White - Beacon Hawk, Temporal Isolation, Whitemane Lion
Blue - Foresee, Rune Snag, Trinket Mage
Black - Festering Goblin, Psychotic Episode, Macabre Waltz
Red - Gathan Raiders, Riddle of Lightning, Empty the Warrens
Green - Edge of Autumn, Utopia Vow, Sprout Swarm
Multicolor - Coiling Oracle, PIllory of the Sleepless, Riot Spikes
Artifact - The spellbombs, Wielding Jar, Terrarion
Lands - The artifact lands, Terramorphic Expanse, Cloudpost
Round requirements: Create a blue Merfolk card!
Creature or Tribal - the deciding factor for me will be the word Merfolk on the type line, meaning trivia-killer Misform Ultimus doesn't count for this round!
Did I mention it has to be a common?
This round will last approximately four days.
Questions/suggestions/critic can be directed at me via PM.
Good luck, have fun and spread the word!
Z
Vexing Boggart :2mana::symb:
Creature - Boggart
Taunt (A number of creatures equal to the number of creatures with taunt you control attacks you each turn if able.)
2/1
The idea is, when you control X creatures with taunt, your opponent (each opponent in multiplayer) must attack with at least X creatures - should I replace "each turn" with "each combat"? Is the reminder text okay? Has the mechanic any issues, I don't see? Is there an alternative, yet elegant, way to word it, so taunt can be used cumulative?
Thanks in advance!
greetings
Z
Release Date: no idea
Prerelease Events: are you kidding?
When we get a four page thread in the Rumour Mill about such an Announcement by Wizards, this thread probably will burst out of its angles within no time - especially as the main comment ("Boring - naming sets after card is getting old!") also applies to my set.
Seriously: It's my 500th post, and I felt I should do something special. As I started re-working my set Awakening recently I thought that's the way to go.
I plan to edit this post and give fresh information to you folk on a regular irregular basis. Starting with the set-symbol today and something more before the month is over.
For the curious: One card has already been spoiled foolishly by myself on the forum.
UPDATE: The promised Expansion-Symbol!
Feel free to speculate!
greetings
Z
ps: Congratulations for 500th post can be PM'ed. Any reaction will be appreciated - even critics!
EDIT:
Mansara Arcana Archive:
2007-03-31
Oblivion :2mana::symb::symb:
Enchantment
Each players maximum hand size is equal to the number of cards in his or her hand minus two.
I want to know, wether it works, how it works and - if it doesn't work - how to create the functionally closest possible card to it.
Note: It should be possible to increase the hand size (e.g. drawing three cards per turn).
thanks in advance.
greetings
Z
Like one trigger puts four Urborg Shambler into play, and another gives you a small black creature token (e.g. 2/2). Would the token survive automatically or does it depend on the order you put the triggers?
What if you have five triggers to return a creature from your graveyard (containing only four Urborg Shambler) to play? Do you reanimate four, the last ability gets countered because lacking targets and then the creatures die? Or do you reanimate four, these die, and you get to reanimate one of the Shamblers in your graveyard?
Comprehensive rules 410.3 couldn't help me to much... Was I looking in the wrong place?
Thanks in advance,
Z