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  • posted a message on Some Designs I Crave
    Quote from user_938036 »
    Spirit of Cooperation, these abilities aren't even close to equal. While I see the logic in making White stronger because then you don't get a second color, the other 4 abilities aren't remotely balanced. Also, Double Strike is a very powerful ability. We've only gotten tribal double strike at this cost and on much smaller bodies, I believe all 2/2. Conditional double strike is gotten at 5 and while flat out everyone gets double strike seems to cost 6 or 7 depending on the body that comes attached.

    Red granting provoke is the strongest of these abilities. Getting the ability to snipe down utility creatures is great and even just using it to sacrifice a 1/1 to take out a large blocker is reasonable.

    Black and Blue granting Exalted and Prowess are tied. Both are very powerful and encourage different playstyles, but only help you close out the game. They don't provide any kind of advantage outside of my threats are lagers which is why they fall behind Red. Ideally, all of the abilities would hit this level.

    Green granting changeling is abysmal. The reason for using this over a more relevant commander would be to tie together two or more separate tribes. The problem is that because this only works on the battlefield you end up with lords that don't help your other creatures unless you control your commander.
    I kind of thought Changeling would have the highest ceiling of these options since it lets you run a ton of cards that turn all of your tokens into mana rocks, whereas all of the other modes are just various flavors of combat utility. Manaweft Sliver, Gemhide Sliver, Priest of Titania, Sachi, Daughter of Seshiro on top of Bonescythe Sliver / Knight Exemplar type cards. It might not be strictly stronger, but by providing value that's unconnected to combat, it seems at minimum worth considering.

    I'm not at all concerned that the abilities being of equal utility as long as they're interesting deck-building decisions and not clear color pie violations. (original version used deathtouch on black) And yes, double strike being a more easily tapped into source of threat was intended as compensation for limiting oneself to monowhite since white doesn't have card draw, ramp, or as many non-combat paths to victory as other colors. Boros getting provoke is similarly in this vein, at minimum providing that deck with the means for combos or card advantage despite not being card draw though it still needs to stick bodies that are big enough to get through combat before this can happen. Mana dorks can just tap for mana and are therefore safe.

    There simply aren't enough candidate abilities to even try to have them be equivalently strong and had they been, the context of the second color would have unbalanced them.
    Posted in: Custom Card Creation
  • posted a message on Realms Primer: Hyperportable Multiplayer Magic
    Quote from Resarox »
    A bit late, but after playing some games with it my friends and I really like the concept and playstyle! The ability to start playing without any deck-construction time is perfect. Exactly the niche I wanted to fill between Cubes and a set of ready-made Decks.
    Happy to hear it is working out for you. Might you have a deck list you've been working from? I'm curious how others are using this; what works and what might be changed.
    Posted in: Homebrew and Variant Formats
  • posted a message on Some Designs I Crave
    Distilling this concept more:

    Spirit of Cooperation | 2WW
    Legendary Creature — Avatar (M)
    As Spirit of Cooperation begins the game in the command zone, choose a color. That color is part of its color identity.
    Creatures you control have the ability corresponding to the chosen color:
    White — Double strike
    Blue — Prowess
    Black — Exalted
    Red — Provoke
    Green — Changeling

    In the 99, this is a do-nothing card. As a commander, it has a unique effect for each 2-color pair with white and will likely be built in different ways as a result.

    The interesting bit is when you build a monowhite deck, you can choose any of the options at the start of the game and your deck remains legal. This would likely be a super interesting deck to build.
    Posted in: Custom Card Creation
  • posted a message on [M21] Pestilent haze - Metabomb
    Infest + Mode.

    I'm guessing these designs will be the norm going forward.
    Posted in: The Rumor Mill
  • posted a message on [M21] Lorescale Coatl reprint— dogdog preview
    Quote from Max Rebo »
    The "may" clause is HUUUGEE on lots of cards. I hope they aren't abandoning it altogether for other cards because that would be some issues.
    One less "Take Action" "Decline Action" button click I guess on Arena
    Arena makes the most sense in this case. Especially since drawing cards happens all the time and there's typically no downside to getting more counters.

    If there's something like Smite the Monstrous in the set, it will probably feel noticed.
    Posted in: The Rumor Mill
  • posted a message on [M21] Faith's Fetters reprint— Tencent preview
    I guess after all that hand-wringing, they're just back to Faith's Fetters. I guess I kind of hoped they'd have done a cleaner template or more efficient version of this during all the iterations they did with these in previous sets.

    With Mutate, I kind of want to see big spell effects on auras when possible because the counter play is infinitely more accessible. Granted, I suppose mutate commanders are the ideal case since they are broadcast ahead of time so you know to save removal to counter the spell from the start.
    Posted in: The Rumor Mill
  • posted a message on Some Designs I Crave
    I think the crux of what Meredith is going for should probably be a multicolor Odric, Lunarch Marshal, but the wording would be way too long.

    COST: Activate this ability only if there are exactly two colors among permanents you control and cards in your graveyard. Creatures you control gain flying until end of turn if a creature you control or a creature card in your graveyard has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

    But at that point, it'd just be more natural to do something without the 2-color restriction.

    Maybe instead,

    WUBRG: Create an emblem with, "As long as there are exactly two colors among permanents you control and cards in your graveyard, creatures you control have double strike."
    Posted in: Custom Card Creation
  • posted a message on [M21] Tidal Whale
    So it's a smaller Anticipate with the upside of being a big body late. I can't help but wonder if the first ability is to make them bounce off each other in control mirrors. Do they anticipate this being played in standard for the card selection?

    I wonder if there's a token theme in limited that this is trying to stabilize you against.
    Posted in: The Rumor Mill
  • posted a message on Some Designs I Crave
    Political Prisoner | 1W
    Instant (R)
    Target opponent becomes the monarch.
    Exile target creature until the monarch changes.

    I'm looking for low mana ways to introduce the monarch mechanic into games and I keep getting hung up on various effects that make an opponent the monarch for you to later steal.

    Meredith, With a Cause | 2W
    Legendary Creature — Human Knight (M)
    U or B or R or G: Creatures you control lose defender and gain vigilance and double strike until end of turn. Activate this ability only if there are exactly two colors among permanents you control and cards in your graveyard.

    I love the concept of taking a multicolor commander and building it without using one of the colors. This is more of a brute force go at it, but just thinking about the different ways you could end up building it tweaks my brain in a good way.

    Bird Lady, Caller of the Singing Storm | 1WU
    Legendary Creature — Human Advisor (R)
    Whenever one or more creatures you control with flying deal combat damage to an opponent, draw a card.
    Tap an untapped bird you control: Target creature gains flying and double strike until end of turn.


    Rix Maadi Riteknife | RB
    Artifact — Equipment(R)
    Equipped creature gets +1/+0 for each creature that died this turn.
    Equipped creature has, "T, Sacrifice this creature: Each opponent sacrifices a creature."
    Equip 1

    Rakdos Riteknife really needs a rework. This is probably unbalanced, but it's so much cleaner to read.

    Posted in: Custom Card Creation
  • posted a message on [M21] Malefic Scythe— Davinnistrad preview
    After one death, it's a Vulshok Morningstar which is very much a bully in limited at those stats, but has an even cheaper equip cost. This wants tokens to bounce around on because the creature size quickly becomes irrelevant.

    What I'd like to see is a rework of Rakdos Riteknife as an equipment homage to Grave Pact.
    Posted in: The Rumor Mill
  • posted a message on [M21] Primal might - Star city games facebook
    Prey Upon that isn't dead when your creature is smaller and is a big tempo play late in the game. I love this card a ton and will easily find some homes for it.
    Posted in: The Rumor Mill
  • posted a message on Return to Innistrad in 2021?
    Well it's neat that they used the visual concept on Oath of Nissa at least.
    Posted in: The Rumor Mill
  • posted a message on Snow Hosers
    There are flavor reasons why it could ostensibly be any color, though blue seems the least likely to oppose it from an elemental angle.

    Do you have a setting that you're using to guide the flavor?
    Posted in: Custom Card Creation
  • posted a message on Rule of Law variants and hatebear design changes
    Rule of Law variants exist occasionally and I've basically reached the conclusion that they help white in the places where it's weak: opponents out ramping it or drawing tons of cards. Opponents will have to commit to playing a ramp spell or playing something more meaningful when they can't do both at the same time, which would hopefully give white time to get its own plays going.

    The general problem I have with hatebear-style cards is that they're ultimately weak proactive plays that get killed when the player is ready to play their cards, which doesn't actually allow the card to fill the role it's trying to do. And when unneeded, they tend to just be anemic bodies that never matter. When they work, the opposing deck can't escape the lock until it draws an answer.

    I'm interested in seeing hatebear style cards have their effect limited to a single turn cycle but in a way that can be refreshed by attacking, requiring the body to be risked to keep the lock going, which prevents it from being guaranteed. The effect existing independent of the creature prevents an opponent from simply killing it to combo out on the same turn. I think the changes are ultimately a net negative in most cases, which would let the body get pushed a bit more to be more relevant in more situations.

    Hawk Warden A | 1W
    Creature - Bird (R)
    Opponents can't cast more than one spell each turn.

    Holding it to cast when it's clear someone is going to be doing a ton seems like it has strong potential, but I feel like forcing someone to skip their turn when they started with a signet will probably feel bad. It looks really sleek, but it has the same problem as Eidolon of Rhetoric: they'll just kill it with their first spell and continue.

    Hawk Warden B | 1W
    Creature - Bird (R)
    When THIS enters the battlefield or attacks, until your next turn, opponents can't cast more than one spell each turn.

    This has to be used proactively, which is worse overall, but the effect becomes independent of the body so once it applies, you have a window of safety. I'm not sure if this should also include entering the battlefield, but I feel like if I didn't, it wouldn't feel like it did its job. The effect is needed most later in the game when players have access to more overall resources to play with and drawing it at the time it matters most but not doing anything immediately would feel bad. This does introduce the possibility of it being flickered to have the same "skip your turn" effect, but I think this could be solved switching to "cast or attack" if deemed necessary.

    It's not yet clear to me which other hatebear designs could work this way since the trigger needs to be something that doesn't scale when duplicated so it's easier to track. Them not being on all the time will likely make the board more complicated to track over all, but I think this is still a space worth investigating, since if all the opponents want it to stop, simply putting up blockers will require more from the player trying to lock everyone down. Requiring that combat damage be dealt to a player would reinforce this intention.
    Posted in: Custom Card Creation
  • posted a message on White Card Advantage should be...
    Simple and clean

    Political Prisoner | 1W
    Target opponent becomes the monarch.
    Exile target creature until the monarch changes.

    A flicker effect with built-in monarchy introduction that can be used in a variety of ways is extremely palatable to me. I would play this in everything just to get the monarch draw engine going. You typically can't benefit from it it as early as a Phyrexian Arena but it doesn't cost your whole turn when you finally get to start drawing cards with it.
    Posted in: Custom Card Creation
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