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  • posted a message on [CON] & [SCI] Mechanics for third set introduced early?
    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.

    Thoughts?

    greetings
    Z
    Posted in: Speculation
  • posted a message on [R&D] Back to Basics

    Awesome banner by Fogatog of Epic Graphics



    R&D is a clan for anyone who enjoys Magic design. This thread is a place where members and friends can chat about design, get help on their design ideas from experienced designers, and just enjoy hanging out in general.

    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
    Hellbent4hollywood
    TheCadet
    Dodavehu
    Kenny "Lan" Karasu
    Rubin8or
    darth_monkey17
    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



    George
    CounterAdept
    Xenomorph
    epock
    the_kist_lich
    Olveron
    Pendrell
    I <3 Ballistic Fury
    Doubtless One
    iamnotjohn
    Master of Warcraft
    Atrius
    MmmCesium
    AnTwan
    DevouringZombie
    Lord Moo
    zoombinimatt
    Katt
    Goatchunx
    diggimon123
    d24478667
    Patron of the Nerds
    Phyrexian
    Athani
    RickCorgan
    Chimpanzee
    Night Terror
    faust
    Good&Evil
    Yukora
    Omna15
    Photon Eater
    Shinobi
    Magic Mage
    Mamelon
    royishere
    cooljeanius
    kevinliu2333
    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
    Posted in: Retired Clan Threads
  • posted a message on Stand to your decision to close a thread, anonymous!
    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.

    Just an idea.

    greetings
    Z
    Posted in: Community Discussion
  • posted a message on [ALA] Return of the Guildmages?
    Well, maybe not the Guildmages, 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. Smile

    greetings
    Z
    Posted in: Speculation
  • posted a message on Create the Common Challenge - 2008/04 Round VI
    Welcome to Round VI!

    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:

    Quote from Dragoon26
    Baulduvian Frostbeast 3UU
    Snow Creature - Beast
    Flash
    Shroud
    You may sacrifice two snow lands instead of paying Baulduvian Frostbeast's mana cost.
    3/3

    Quote from menma
    Emperor Penguins 2U
    Snow Creature - Penguin
    ~ can't block or be blocked by nonsnow creatures.
    The Emperor Penguins rarely leave their territory.
    2/2

    Quote from blacker_lotus
    Polar Impediment 2U
    Instant
    Counter target spell unless its controller pays 1 for each nonland snow permanent you control.
    Draw a card.

    Quote from memnarch6
    Freezeframe 1U
    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.

    Quote from Twilight Kiwi
    Frozen Assets U
    Instant
    Choose one - Tap target nonsnow permanent; or untap target snow permanent.
    Entwine - S

    Quote from Ikeda
    Rimewind Drake 1U
    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

    Quote from Alx2
    Rimeshroud Serpent 2UU
    Snow Creature - Snake
    Snow land walk (this creature is unblockable as long as defending player controls a snow land)
    3/2

    Frosted Sicklearm 2U
    Creature - Bird
    Whenever a snow permanent comes into play, ~ gains flying and gets +2/+0 until end of turn.
    2/2

    Quote from TywinLannister
    Age of Ice UU
    Snow Enchantment
    All permanents are snow in addition to their other types.

    Quote from penguinwriter
    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.

    Quote from elathel trom
    Rimewind Mage U
    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

    Quote from Quazifuji
    Frosted Lens 2
    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.

    Quote from ZasZ234
    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


    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
    For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round V
    Welcome to Round V!

    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:
    Quote from menma
    Combined Wave 2:symu::symu:
    Instant
    Convoke
    Counter target spell.
    A single Merrow is weak and vulnerable, but how often do you encounter just one?

    Quote from memnarch6
    Bubbling Distractions 1UU
    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

    Quote from penguinwriter
    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.)

    Quote from Dragoon26
    Prismatic Eclipse 2U
    Instant
    Counter target spell unless its controller pays 2 for each color of mana used to play Prismatic Eclipse.

    Quote from chaosjuggler
    Reality Implosion :1mana::symu:
    Instant
    Counter target spell unless that spell's controller pays 1 mana for each nonland permanent he or she controls.

    Quote from ZasZ234
    Surgedrifter's Guile :xmana::symu:
    Instant
    Merfolk convoke (Each Merfolk you tap while playing this spell reduces its cost by 1 mana or by one mana of that Merfolk’s color.)
    Counter target spell unless its controller pays :xmana:.

    Quote from Ikeda
    Dissuade 1U
    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?"

    Quote from Alx2
    Energy Dissipation 1U
    Counter target spell unless its caster taps each untapped permanent he or she controls.

    Quote from Twilight Kiwi
    Critical Miss 1UU
    Instant
    Counter target activated ability, then return its source to its owner's hand. (Mana abilities can't be countered.)

    Quote from Quazifuji
    Negation Blast 1U
    Instant
    Counter target spell with converted mana cost 4 or greater.

    Quote from elathel trom
    Triangular Logic U
    Instant
    Counter target spell if there are exactly three spells on the stack.

    Warped Logic 2U
    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.

    Quote from myevilhamster
    Withdraw 2UU
    Instant
    Counter target spell.
    Flashback - 2UU

    Quote from Charlie
    Watersporut Mage 1UU
    Creature - Human Wizard
    Flash
    When ~ comes into play, counter target red spell.
    2/2

    Quote from TywinLannister
    Meddle with Reality UU
    Instant
    Counter target spell. That spell's controller may draw two cards.


    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
    For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round IV
    Welcome to Round IV!

    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:

    Quote from menma
    Tide Whip 1U
    Enchantment - Aura
    Enchant Creature
    Enchanted creature has "T: Tap target creature."

    Quote from penguinwriter
    Territorial Stretch 1U
    Enchantment - Aura
    Enchant Land
    Enchanted land does not untap during its controller's untap step.
    Enchanted land has "2: Untap this land"

    Quote from Dragoon26
    Wandering Mists 1U
    Enchantment - Aura
    Enchant creature
    Flash
    U: Enchanted creature gets -1/-0 until end of turn.
    U: Return Wandering Mists to its owner's hand.

    Quote from memnarch6
    Pitmage's Deceit 2U
    Enchantment - Aura
    Enchant creature
    Flash
    Enchanted creature has "T: Counter target spell unless its controller pays 1."
    Tricks? Whatever do you mean?

    Quote from Ikeda
    Gift of Flight 1U
    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

    Quote from Twilight Kiwi
    Nebulate WU
    Enchantment - Aura
    Enchant permanent
    Enchanted permanent is an enchantment and loses all other types.

    Quote from elathel trom
    Disloyalty Acid 2U
    Enchantment - Aura
    Enchant nonland permanent
    Vanishing 2
    You control enchanted permanent.

    Quote from TywinLannister
    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.

    Soul Restrains 1U
    Enchantment - Aura
    Flash
    Enchant creature
    Whenever enchanted creature deals damage, you may tap or untap target permanent.

    Quote from myevilhamster
    Imbuing Plax 1U
    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.

    Quote from Alx2
    Open Mind 2U
    Enchantment - Aura
    Enchant creature
    Enchanted creature has: "1U,Q: draw a card, then discard a card"

    Quote from ZasZ234
    Espionage :3mana::symu:
    Enchantment - Aura
    Enchant creature
    Enchanted creature is unblockable.
    Whenever enchanted creature deals damage to an opponent, you may draw a card.


    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
    For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round III
    Welcome to Round III!

    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!)

    Quote from memnarch6

    Mark of Impurity 1U
    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

    Quote from menma

    Simplicity U
    Instant
    Return target multicolored permanent to its owner's hand.

    Quote from penguinwriter

    Ransom's Returns (U/B)
    Instant
    Target permanent’s controller may discard a card. If he or she does not, return that permanent to its owner’s hand.

    Quote from Dragoon26

    Diffusive Wave 2U
    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.

    Quote from Ikeda

    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

    Quote from TywinLannister

    AEther Flamesweep 1UR
    Instant
    Return target creature to its owner's hand.
    AEther Flamesweep deals 2 damage to target creature.


    Slipshod Withdrawal UB
    Instant
    Return target creature to its owner's hand, then that player discards a card at random.


    Quote from elathel trom

    Aetherspout 1(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.

    Quote from Twilight Kiwi

    Twisting Winds 1U
    Instant
    Target creature gains flying until end of turn.
    Return target flying creature to its owner's hand.

    Quote from myevilhamster

    Recall 2U
    Instant
    Return up to two target tapped creatures to their owners' hands.

    Quote from ZasZ234

    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.


    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
    For reference the original inspiration for this game and some helpful tips as originally put together by ShinyMan:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round II
    Welcome to Round II!

    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 :/)

    Quote from menma
    Merfolk Informant U
    Creature - Merfolk Rogue
    When ~ comes into play, scry 1, then fateseal 1.
    1/1

    Silvergill Spoutweaver 3UU
    Creature - Merfolk Wizard
    Whenever ~ becomes tapped or untapped, target Merfolk creature gains flying until end of turn.
    2/3

    Quote from Ikeda
    Wavesleeper U
    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

    Quote from myevilhamster
    Mire Frother 1U/B mana
    Creature - Merfolk Rogue
    Whenever a Merfolk you control becomes tapped, each player discards a card.
    2/1

    Quote from Dragoon26
    Wanderbrine Mystic 1:symub::symub:
    Creature - Merfolk Wizard
    1U,T: Each player draws a card.
    1B, :symq:: Each player discards a card.
    2/2

    Quote from BlackBull
    Silvergill Monk UWB
    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

    Quote from CounterAdept
    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

    Quote from penguinwriter
    Fatigued Silvergill 1U
    Creature - Merfolk Wizard
    :symu:, :symq:: Tap target creature you control.
    2/1

    Quote from Krey
    Bottom Dweller 1UB
    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"

    Quote from Twilight Kiwi
    Tideswell 1WU
    Tribal Instant - Merfolk
    Choose any combination of three target artifacts, creatures, or lands. Tap or untap each one.

    Quote from TywinLannister
    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.

    Quote from Iammars
    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

    Quote from ZasZ234
    Riverbed Refugee :2mana::symu:
    Creature - Merfolk Wizard
    Tap two untapped Merfolk you control: Return ~ to its owner's hand.
    2/1

    Quote from elathel trom
    Rootwater Influence UU
    Tribal Instant -- Merfolk
    Target land becomes an island until end of turn.
    If you control a Merfolk, untap target island.

    Quote from Alabran
    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:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round I
    I really appreciate your opinion, memnarch6. And more so I agree with your comments.
    But in the end it really comes down to this:
    Quote from memnarch6
    as is true with the DCC
    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. Smile

    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. Frown

    Quote from penguinwriter
    I love contests like this. By which I mean this is my first one, and my design might be too simple.
    Don't worry! There is no 'to simple' in this contest. Cool

    Riverbed Refugee :2mana::symu:
    Creature - Merfolk Wizard
    Tap two untapped Merfolk you control: Return ~ to its owner's hand.
    2/1
    I'll give this round another day. Maybe someone among you finds a reason to change his or her entry... (Also I promised you four days :))

    See you tomorrow!

    greetings
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Create the Common Challenge - 2008/04 Round I
    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:


    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! Smile
    Z
    Posted in: Custom Card Contests and Games
  • posted a message on Keyword: Taunt
    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?

    Thanks in advance!

    greetings
    Z
    Posted in: Custom Card Rulings
  • posted a message on ZasZ234 announcing Awakening
    Mansara Arcana 2007-03-30:

    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!

    EDIT:
    Mansara Arcana Archive:
    2007-03-31
    Posted in: Custom Set Creation and Discussion
  • posted a message on My first experimental card
    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).

    thanks in advance.

    greetings
    Z
    Posted in: Custom Card Rulings
  • posted a message on Just a small question
    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?

    Thanks in advance,
    Z
    Posted in: Custom Card Rulings
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