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  • posted a message on February 23rd, 2019
    Votes: DiscardUnearth, Voidnothing

    Deathflame Visionary 1BR
    Creature - Human Shaman (R)
    Whenever a nontoken creature you control dies, exile the top card of your library. Until end of turn, you may play that card.
    "Destruction is the engine of creation."
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on February 22nd, 2019
    Votes: Indighost, Voidnothing

    Orzhov Banisher WB
    Creature - Human Cleric (R)
    When Orzhov Banisher enters the battlefield, target player reveals their hand. Choose a nonland card from it. Exile that card until Orzhov Banisher leaves the battlefield. Spells with the same name the exiled card cost an additional 2 life to cast.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on Planescape Set
    Quote from Archemediesx »
    Quote from BrainPo »


    Mechnically, the big issue that stopped me in my tracks is that the 2nd side of cards with the Portal mechanic are simply outright exiled by blink/flicker effects, while at the same time, I actually have a whole bunch of blink/flicker cards! That's an internal inconsistency that either calls the Portal mechanic into question or means I'll need to remove blink/flicker as a theme. More likely I'll have to either completely redesign or replace the Portal mechanic.


    I thought about this for a little bit, and i looked over the design for Ethereal Jaunt, and i see what you mean. You want to be able to portal spells into permanents using DFC tech. Of course based on the rules, if you blink/flicker a transformed permanent it resets to its front face. There aren't a lot of good solutions mechanically speaking. My though process went to the idea of establishing a rules rider inside of the Portal mechanic that creates a delayed replacement effect along the lines of "If it would leave the battlefield, return it to its owner's hand". similar to the rider used to keep spells from being abused by exiling them from the stack. While you couldn't blink portal cards in the traditional sense, it would allow portal cards to be recast, and still have added value. Balancing activation costs would ensure that it's not too format warping like buyback, since you will almost always get portal cards back in your hand.

    Ethereal Jaunt U
    Instant (C)
    Return target creature or planeswalker to its owner's hand.
    Portal 3UU (Exile this spell as it resolves. You may cast it transformed from exile for its Portal cost.)
    ///
    Ethereal Marauder
    Creature - Beast (C)
    U: Return Ethereal Marauder to its owner's hand.
    3/3

    this would adjust the design along the lines of:

    Ethereal Jaunt U
    Instant (C)
    Return target creature or planeswalker to its owner's hand.
    Portal 3UU (You may cast this spell for its portal cost. If you do, exile this spell as it resolves, then return it to the battlefield transformed. If it would leave the battlefield, return it to its owner's hand.)
    ///
    Ethereal Marauder
    Creature - Beast (C)
    U: Ethereal Marauder gains hexproof until end of turn.
    3/3

    The combination of hexproof and the adjusted function of portal would allow this card to be very similar functionally to what you wanted it to be in most game play scenarios, with it's blinking effect.
    Based on your wording for Portal, which of the two costs is being used to cast it the first time, and which cost is from exile cost the second time? it's worded a little confusing unfortunately.I see that you like the idea of it being a flashback variant, with the cast twice design, but don't forget a lot of fun the game comes from creating decision points with spells, do i cast the small effect now, or save up for the big effect later. If that's not what you're looking to do, you can still word it in a way to work as per your initial design. Just remove the exile clause from Portal, and add it as hard text on the actual spells.

    Ethereal Jaunt U
    Instant (C)
    Return target creature or planeswalker to its owner's hand.
    Exile this spell as it resolves.
    Portal 3UU (You may cast this spell from exile for its portal cost. If you do, exile this spell as it resolves, then return it to the battlefield transformed. If it would leave the battlefield, return it to its owner's hand.)

    Hopefully this helps you on your way to solving your mechanics puzzles Smile

    Thanks for the solution suggestions. I definitely prefer the flexibility of the 2nd version over the 3rd. I definitely want Portal to at least partly be used in the way you describe, where the player feels an incentive between small and big effects as well as a matter of kind (instant/sorcery vs. permanent).

    Unless I'm reading "leave the battlefield" too broadly (this would include a creature dieing in general, right?), I have some hesitancy about all Portal creatures automatically returning to hand on death, which could be seen as replacing a former hindrance (being exiled by flicker) with a pretty significant boon since it infinitely bounces the spell back into your hand, so I may have to be careful with that.

    Another thought is that I had intended Portal to sometimes be used with enchantments and possibly other permanent types on the 2nd side. The rider about returning to hand seems something to be even more careful about on an enchantment to me. I could be over-thinking that though.

    Nonetheless I may well consider changing Portal to your first suggestion:

    (You may cast this spell for its portal cost. If you do, exile this spell as it resolves, then return it to the battlefield transformed. If it would leave the battlefield, return it to its owner's hand.)

    It's more wordy than the original but certainly patches up any issues with flicker. I think it makes the design space slightly more complex to work with and makes the mechanic a little pushed to design for at common in all colors, but I'd be willing to experiment and see where it goes.

    My main concern is that it's in-built self-bounce now. The opposite rider perhaps would be "If it would leave the battlefield, exile it instead", or if I were to restrict the mechanic to creatures on the 2nd side, "If it would die, exile it". That's the opposite route, it gets rid of the flicker problem by simply having the creature exile on death all around. I don't know. But then it's an in-built drawback at that point.
    Posted in: Custom Set Creation and Discussion
  • posted a message on February 21st, 2019
    Votes: DiscardUnunearth, Voidnothing

    Underworld Tithe 2WB
    Enchantment (R)
    When Underworld Tithe enters the battlefield, exile all cards from all graveyards.
    Whenever a card or token would be put into a graveyard from anywhere, exile it instead.
    Spells with the same name as cards exiled this way cost an additional 2 life to cast.
    Posted in: Custom Card Contests and Games
  • posted a message on February 20th, 2019
    Votes: DiscardUnearth, Raptorchan

    Angrath's Vengeance 1BR
    Instant (R)
    Spectacle 5BR (You may cast this spell for its spectacle cost instead of its mana cost if an opponent lost life this turn.)
    Return target creature card from a graveyard to the battlefield under your control. That creature gains haste. Exile it at the beginning of the next end step. If Angrath's Vengeance's spectacle cost was paid, instead return all creatures from a graveyard to the battlefield under your control with haste, then exile them at the beginning of the next end step.
    Posted in: Custom Card Contests and Games
  • posted a message on February 19th, 2019
    Votes: DiscardUnearth, Netn10

    Unbound Terrain 2GU
    Enchantment - Aura (U)
    Enchant land
    You control enchanted land.
    Enchanted land untaps during each player's untap step.
    Posted in: Custom Card Contests and Games
  • posted a message on Planescape Set
    Quote from Archemediesx »
    Quote from BrainPo »


    Otherwise, I would say I actually am into limited more than anything else, and ideally would want this set to be playable in Modern and Standard.


    That was actually the first question i was going to ask. I think it doesn't get asked enough when posting custom sets, but 'where do you want this set to sit in the grand scheme of magic?' should be the questions everyone starts with. I get a sense that most people posting are trying to get their sets to fit into rotation limited,standard,modern,legacy,cube,commander,et all. But that doesn't mean your set has to satisfy all those requirements. The nice thing about doing this on your own, is that you only have to satisfy the requirements you want it to. If you want this to be a limited only set, then design for that alone. It will unburden you from having to worry about how your cards designs impact formats the set isn't playing to. Power level can be low, if you want it to be for new players, or complex and deep if you want it to be played by the enfranchised player.

    I actually find it sad that Wizards hasn't figured this out yet. the game is 25 years old, and they haven't' figured out how to make expansion sets that don't impact their constructed formats and don't have to be "wacky" sets. They could easily make silver bordered limited sets that are more powerful than any ultimate masters set, and because of using silver borders, will never be standard,modern,legacy,vintage legal, but perfectly suited for sealed,draft,commander,and cube. If they are never going to produce a product line call 'Limited Cube', then i will be more than happy to lead that crusade.

    Anyways, I will address i know absolutely nothing about planescape, so i will just set aside any comments on the flavor and focus on the questions of mechanical identity you are working with. You listed a great many aspects you feel are important, including establishing a full 10 two color combinations to feature with multi-color. As the adage goes, Less is More, i would definitely caution doing some distilling down to what you feel are the top three most important mechanical identities and working from there. Consider that with Ravnica it takes at least two large sets to drill down the two color combinations enough to make them feel relevant. You will likely need to do some splitting up of mechanical across a couple of sets. If you choose to do Planescape 1 through 3, it will give you good focus on individual aspects of the nature of the world and give your mechanics room to breath.

    Personally i think there is a world of design space that can be explored with the exile zone. Of course every mechanic that requires special circumstances and non-battlefield zone relevance requires enablers, so if cards are going to care about being in exile, other cards are going to be required to support sending things to exile. Exile matters can easily be combined with other important aspects, such as the rule of three. For instance, you could have a creature with a trigger that at the beginning of combat checks to see if it's in exile with at least three other creatures, and for a cost, can be placed on the battlefield tapped and attacking for a turn, then exiled again. something similar to obzedat. there's a lot of possibility with zone based triggers, and that was just one lousy example. Smile

    For lands that represent the movement of planes, maybe look at the planes of this world, more like the planes of existence in Theros (the underworld, overworld, and Nyx), than disparate different worlds that planeswalkers visit. You could adapt the original designs of sagas where there is a list of abilities that cycles, but put them on the non-basic lands, to capture a mechanical identity of moving across planes within this world. It would require establishing some new ground to keep track which point on the progress you are on. When they were first making DFC's they toyed with a day/night tracker, you would need to adapt something similar to those two things to make it work. But if all non-basic lands had three or four abilities that synced up and mechanically felt like there were on the same plane, it could work. Food for though.

    it's still a couple months out, but i wonder if War of the Spark will have a planeswalker matters sub theme? for a card type that only appears at mythic rarity, they will either have to lower the rarity of planeswalkers, or make it so that non-planeswalker cards have some kind of planewalkery ability. If they go that route, just wait a month and see what wizards does with it. If they don't, you can try and be the first! The problem with loyalty abilities, is they are basically activated abilities on any other card type, so they are not very special on non-planeswalkers. If you go with the planes within planescape can be walked by regular beings, you could make a hybrid of level up, that requires moving between zones in order to level up. Would get wordy in hurry on a card, so it would likely need to be managed well, but maybe vanilla creatures get activated abilities by changing zones from exile to the battlefield?

    I think you posed some fun mechanical questions out there, and i love approaching these things from the bottom up, even though its meant to be a top down set, sometimes when you don't know where to start, the best place is somewhere right in the middle. Hope these suggestions get the wheels spinning for you!


    Thanks for your thoughts! I actually misspoke by using the term "limited". For the most part, my angle as a player is in favor of competitive constructed formats (I don't like the randomness of draft, and I don't like how it's basically design around the *gambling* aspect of buying packs, when I've known for a long time that buying packs instead of singles and boxes is a losing proposition for MTG from both from a collector's angle and from the angle of wanting to build competitive decks), with a slight nostalgic bent toward Modern and Legacy because I originally played MTG from about 1994-2001.

    At the moment I have sort of let this set sit in limbo for the past month or so, because I've bumped into some internal mechanical issues and realized I have to whittle down my design pillars more in general. I have too much going on, and it's looking to me like the multi-color factions may just be too much for this set. At best, I might stretch this idea out into 2 or 3 sets, with the expansions featuring the factions instead. The bigger design space I seem to be creating here so far has more to do with representing the planes themselves and the "land matters" thing, and experimenting with DFC. So, basically, you nailed it - my ideas here are too broad for one set, it really is best suited for a 3 set block.

    Mechnically, the big issue that stopped me in my tracks is that the 2nd side of cards with the Portal mechanic are simply outright exiled by blink/flicker effects, while at the same time, I actually have a whole bunch of blink/flicker cards! That's an internal inconsistency that either calls the Portal mechanic into question or means I'll need to remove blink/flicker as a theme. More likely I'll have to either completely redesign or replace the Portal mechanic.

    While I do want to focus on creating interesting mechanics and abilities here, in a sense, the very nature of this project is based on a flavor consideration - the flavor of Planescape, which is a very specific nostalgic setting for Dungeons and Dragons. The challenge is to simultaneously match that flavor to MTG in a compelling way and representing them well in the mechanics. And ideally, I would want people to be able to at least make reasonable block-constructed decks out of it, and for it to potentially be cross-compatible enough that it could theoretically work for Standard or Modern, for practical purposes.
    Posted in: Custom Set Creation and Discussion
  • posted a message on February 18th, 2019
    Votes: Indighost, DiscardUnearth

    Planar Expedition 3G
    Enchantment (U)
    Landfall - Whenever a land enters the battlefield under your control, choose one:
    • Put a +1/+1 counter on target creature.
    • Put a loyalty counter on target planeswalker.
    Posted in: Custom Card Contests and Games
  • posted a message on February 17th, 2019
    Votes: Amuzet, Netn10

    Aether Vortex 7UR
    Sorcery (R)
    Each player shuffles each nonland permanent they control into their library.
    Posted in: Custom Card Contests and Games
  • posted a message on February 16th, 2019
    Votes: DiscardUnearth, Voidnothing

    Wild Betrayal 4GU
    Enchantment - Aura (U)
    Enchant creature or planeswalker
    You control enchanted creature or planeswalker.
    When Wild Betrayal enters the battlefield, put a +1/+1 or loyalty counter on enchanted creature or planeswalker.

    Posted in: Custom Card Contests and Games
  • posted a message on February 14th, 2019
    Votes: Netn10, DiscardUnearth

    Dark Omen 2B
    Enchantment (U)
    Whenever an opponent casts a multicolored spell, that player loses 2 life.
    "Become one with the dark or perish."
    Posted in: Custom Card Contests and Games
  • posted a message on February 13th, 2019
    Votes: DiscardUnearth, Voidnothing

    Cosmic Cycle 1W
    Enchantment (R)
    When Cosmic Cycle enters the battlefield, each player shuffles their graveyard into their library.
    Whenever a card would go to a player's graveyard, that player shuffles it into his or her library instead.
    Posted in: Custom Card Contests and Games
  • posted a message on February 12th, 2019
    Votes: Raptorchan, Rudyard

    Dark Reversal UB
    Instant (U)
    Return target spell to its owner's hand, then that spell's owner discards a card.
    Posted in: Custom Card Contests and Games
  • posted a message on February 11th, 2019
    Votes: Amuzet, Raptorchan

    Cursed Gift 2UB
    Enchantment - Aura (R)
    Enchant permanent
    When Cursed Gift enters the battlefield, target opponent gains control of enchanted permanent.
    At the beginning of enchanted permanent's controller's upkeep, that player loses 2 life.
    Posted in: Monthly Contests Archive
  • posted a message on February 10th, 2019
    Votes: DiscardUnearth, VoidNothing

    Chaos Vortex 3UR
    Instant (R)
    Shuffle target creature or planeswalker into its owner's library.
    "Only the insane would brave the winds of chaos."
    Posted in: Monthly Contests Archive
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