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  • 2

    posted a message on Feather, the Redeemed - Weaponised Jankmas Incarnate
    I mentioned this in the other thread, but flashback spells, that target a creature you control, will get returned by Feather, as flashback just looks that Feather's replacement effects sends the card to exile and doesn't care if it later comes back. Although there weren't a ton of good RW spells with flashback, there is one card that I think you could really do with: Past In Flames. For all the instants and sorceries you managed to lose, here's the chance to bring them back to your hand!

    They were also talking about an Arcane / Splice package, but that probably takes more away from the deck.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Fblthp feels like an absolute waste as a rare in WAR
    Quote from user-11102155 »
    i didnt realize he was a thing and popular. where did he have a fanbase ?


    Just as a note, I can't tell you when or how, but someone's made and is successfully selling plushies.
    Posted in: Magic General
  • 3

    posted a message on Evolution sage twitch preview
    Quote from FunkyDragon »
    Quote from Stoogeslap »
    Naive question alert: Why, outside of Zendikar blocks, don't they just call it "landfall?" Is it because it would push the card into evergreen territory and WotC R&D doesn't want it to be an evergreen keyword?
    It's a good question. The name is self-descriptive, and they would still spell out the trigger, so it's not like it would make things hard for noobs. And they use it often enough to warrant being deciduous (if not evergreen).


    I think it's a signalling problem. This is already a super complex set (as planeswalkers at uncommon will do...), which I imagine helped contribute to the whole 'two named mechanics' thing. For a new player being introduced to Magic, there's already so many things to learn -- another mechanic, even a self-descriptive one, might be too much.

    They always talk about how they got complaints about Mercadian Masques not having mechanics, despite having a bunch of them (Rebels, Mercenaries, and Spellshapers as the most visible) -- because they didn't explicitly have ability words attached to them, so they were just seen as individual cards. Players' understanding of the set, at least at the time, didn't become centered around the abilities (despite the 4 full cycles of Spellshapers, or 30ish Rebels/Mercenaries). Compare to today: someone bringing up, say, Amonkhet, would probably mention Embalm / Eternalize, exert, cycling, or even -1/-1 counters, before they would mention the Cartouche/Trial double cycle or the Desert mechanics, even though there's a relatively comparable number of Deserts to exert cards (across both sets, 19 to 28, with 10 to 0 cards without the mechanic that call it out by name eg "if you control a desert...").

    With that in mind, I'm assuming this is a deliberate attempt to go in the other direction -- to not provide that cohesive unity. If a new player sees a cool ability involving proliferate and land drops, they may or may not get the card, but either way they can move on until it comes up in game. If they see something labeled 'landfall', though, that's an indication that they should remember and learn that term, and look out for it in other places in the set -- when, in fact, landfall isn't even a deliberate theme of Ravnica and just happens to come up on one or two cards.
    Posted in: The Rumor Mill
  • 1

    posted a message on The Wanderer and Wanderer's Strike
    This is y'alls reminder that Nameless Race has no subtype in Gatherer. From the Errata: "This currently has no creature type. It’s Nameless."

    Anyway, I just really pray this isn't Elspeth.
    Posted in: The Rumor Mill
  • 1

    posted a message on Origami Mechanic (UN)
    Agreed the exchange almost certainly has to go -- besides the previous commenter's concern about the morph-like stackless state of the exchange at the moment, it also seems like it would make the board state excessively difficult to evaluate on both sides. I would at least add a mana cost to the switching ability, if you choose to keep it (I don't really understand the flavor of it).

    I also suggest making it sorcery-speed, for things like the following situation: you control one each of Bear Fold and Bird Fold attached to papers. I have a hand with 50 copies of Shredding Winds and infinite mana. However, I will never be able to destroy the Bird Fold; every time I cast a Wind, you switch in response and the spell fizzles; if you cast another one in response, I switch again in response, fizzle it, then switch back; and so on.

    I dunno. Maybe these changes take away from your goal for the mechanic; that said, the mechanical child of banding and the Flagbearer mechanic at common is 1) anachronistic and probably no longer accepted under NWO due to board state and mechanical complexity, and 2) probably really weird to play with in some relatively common edge cases -- it's new, but it's weird and probably confusing/not straightforward.

    Also, the whole 'discard and put into play' mechanic is weird too, but I concede I don't have a better suggestion and that it, at least, makes sense and doesn't have too many edge cases I can think of, besides eg letting Tormod's Crypt counter your spell but not actual Counterspell.

    Anyway: that's a lot of mechanical nitpicks. Flavorfully, I think it's a very cool and wacky mechanic, and I certainly think there's room for designing some cool cards with it, so props on all those points.
    Posted in: Custom Card Creation
  • 1

    posted a message on What is Primalcrux? (Warning, sort of silly topic)
    Yeah... check out Belligerent Hatchling. That's an albino Medusa-wolf that spits bees. Why? Who knows.

    Lorwyn art is usually awesome, but is often thematically incomprehensible. Primalcrux might be a case of the opposite problem: you know the thematic material (wood elemental!), you just can't understand any other aspect of the art.

    If I hazard a guess, I would say it's some sort of antlered beast -- probably a moose deer et al -- the two 3-pronged clusters are legs (unusually widely placed), and there's also some random wood sticking out above the left(rel to beast, our right) leg.
    Posted in: Magic General
  • 1

    posted a message on Lowlife Cube
    Huh... Tibalt, the Fiend-Blooded is all of a sudden right at the very top-end of acceptable power level, possibly even OP. Choice of Damnations is probably too powerful to be acceptable. Goldenglow Moth is an awesome early-game play. Hat Stand is a game-warpingly powerful card, and forms something akin to the Exarch/Pestermite half of the Twin combo with Force of Savagery. Dimir Charm and the like kill half the format. Char-Rumbler is a super powerful play.

    I'm seeing many cards from Kamigawa in your future.
    Posted in: The Cube Forum
  • 1

    posted a message on Help: Blue Trolls? (Can blue support regeneration?)
    Maybe the ability given by Kira, Great Glass-Spinner, could be flavored as a sort of "Kill me quickly / with overwhelming force, or I'll just grow back and you'll have to try again"? Unlike persist/undying/regen/indestructible/etc., that's actually clearly part of blue's color pie, and it's not necessarily too overpowered to boot.

    The bigger issue might be the impact on the set as a whole: 1) It's not a particularly compelling ability, since you can't really build around it; 2) You'd probably want to include more incidental abilities that target that you can combine with others to kill the trolls (more Forge Devil and Cinder Pyromancer), plus things like Diabolic Edict, and 3) Even then, giving a whole subset of the set an ability that invalidates lots of traditional removal might be dangerous.

    In general, though, frankly I'm concerned about your very premise. Looking for a regen-type ability seems to lean towards defensive abilities, and if you're not careful then that seems like it implies 1 and 3 no matter what the specifics of the mechanic are.

    Also, in general you're looking for a creature mechanic in blue, which is tricky. Maybe level up? That's primarily blue, and you could stretch it as the idea of trolls getting tougher as they age. Or maybe a level-up variant that removes counters when they take damage? It'd be hard to make sure it's not frustrating to play against.
    Posted in: Custom Card Creation
  • 1

    posted a message on Spellslinger mechanics for a Western set
    In all likelihood, you'll draw any particular card maybe twice at most. You'd need a ton of support in both Limited and Constructed: the former would require an absolutely huge amount of self-mill, library-searching, etc. in order to make it remotely feasible to play these cards as a deck archetype; and the latter seems just a litle bit impossible considering that there's 4 cards out of 60 in a deck, and there's so much consistency in Constructed otherwise.

    Of course, you could just design the cards to be perfectly fine if you draw just one of them, great if you draw 2, and don't really expect to draw 3 of them somehow. And actually, I think you've done a great job with that:
    -comparing Countershot to Force Spike, as well as Flusterstorm, Stubborn Denial, and Spell Pierce, suggests it's pretty well-balanced;
    -Think Fast might be a little powerful (compare Accumulated Knowledge, and considering that Ponder and Preordain are banned in Modern; I'd probably make it a sorcery, to keep the attractive cost and bring it close to the power level of those cards), but it might be fine in a contained, casual format (not sure your plans for the set).
    -Fireshot might be a little weak, but then again might also be too strong. Compare Forked Bolt, Geistflame, and Lightning Bolt/Shock/Lightning Strike/Open Fire -- the power level of direct damage seems to fluctuate a lot depending on the format. Given the lack of things to change without significantly affecting the card, I think it's pretty safe as it stands.
    -Scattershot is weird to me just because it's unlikely in most formats (besides, say, Commander, where Rapid Fire doesn't work anyway) that you'll have so many artifacts to deal with that you'll want to play 4 of a card that deals with them. It's just not an effect that seems super desirable to see more than once or twice a game, so putting Rapid Fire on it is just weird to me. It'd be like putting Mentor on a 1/1, Evolve on a 10/10, or Affinity for artifacts on a creature that mostly costs colored mana.

    All in all, besides Scattershot, these all seem like really great designs in that vein -- "good once, great twice, don't expect anything more than that". I just wonder if that's an exciting enough theme to build a whole mechanic around -- it seems very feels-bad for the Johnnies who want to brew around a cool mechanic, it's not at all impressive for the Timmies, it's kinda-ish flavor justified -- pretty much only serious optimizing Spikes want to play this mechanic, and even then the randomness might be a turn-off.

    Regardless, cool idea for a mechanic. And whether you use this mechanic or not, I think Trigger-Happy Spellslinger is one of the coolest designs I've seen in ages here -- it's perfectly costed for its abilities, has cool types and name, and it's a unique, balanced ability that can be good on its own but can also be built around pretty interestingly, and it's new. I love it!
    Posted in: Custom Card Creation
  • 1

    posted a message on Etrata, the Silencer - Command Zone preview
    I honestly don't get the hate on this card. It's a four-mana exile removal spell, that can also block or be a Lightning Bolt. It's not stellar, but how on earth is that bad? Not every card can be Siege Rhino, but it honestly seems outright silly to me to call it an outright terrible card.

    And as for applications to EDH, this seems to me to be one of the most interesting generals to build around (bounce/vanishing/etc. shenanigans, an excellent card to play with Yuriko or other Ninjas, Assassin or unblockables theme, giving them creatures to exile) and it combines board control in an interesting political way with an alt win-con that can actually happen in the land of commander damage. I think it's a good balance of 'able to do things' and 'not a broken combo commander'.
    Posted in: The Rumor Mill
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