Magic Market Index for October 12th, 2018
 
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  • posted a message on "Flood" mechanic - questions and a sneak peek
    Admittedly, I might be suffering from "best case scenario mentality" since I visualize games on MTGO, where there's nice graveyard counters. Smile

    Very interesting analysis TurboJustice. I hadn't thought about the implications in terms of Quadrant Theory. In terms of the counting issue, I'll leave it to the players with more paper experience to say how hard tracking Threshold is IRL. I started playing Magic after Odyssey block so I've never had to play with that many Threshold cards myself.
    Posted in: Custom Card Creation
  • posted a message on "Flood" mechanic - questions and a sneak peek
    Flood is an excellent mechanic in my opinion, particularly for online play, but also reasonable for paper Magic. Flood resolves the original issue with Threshold that it encouraged players to bend over backwards to get the rewards -- leading to scenarios where the correct play was often to discard one's hand just to turn it on. Flood is much more intuitive because it rewards players for something you should be trying to do anyway (get cards into your opponents' graveyards). It might be less of a comeback mechanic than Threshold though, which is one potential drawback (or maybe not?).

    The key with Flood designs is the same key used in many contemporary MTG designs which requiring tracking a threshold value: design Flood cards so they require you to check the number of cards in an opponent's graveyard a limited number of times. Crashing Tide is the perfect example of this. You check for Flood as it resolves and then you're done. Filthrun Ogre requires more tracking, but it's mostly the opponent who must track when it can't be blocked and they have easy access to their own graveyard. But good creature designs with Flood could be simple ETB triggers, etc. If you decide it's safe to make the threshold for Flood even lower, it probably becomes that much more visible to just see how many cards are in an opponent's graveyard. But I would definitely keep it at one number I think.

    When I was using Threshold in my first set, I made the following remarks, which I stand by:
    The Threshold designs in Odyssey block often involved power/toughness changes, and since Threshold could be turned on or off at instant speed by discard effects, keeping track of the board state could be very difficult. To try to alleviate this problem, I approached Threshold with the following goals:

    * I did not want the Threshold effect to change the power or toughness of the creature instantly.
    * I wanted to limit the number of Threshold cards at lower rarities.
    * I wanted some form of visible feedback to denote whether or not Threshold was active.
    I don't think Flood is particularly more dependent on what the opponent's deck is doing than Threshold, at least in limited play, where creature combat, trades, and spells will fill up graveyards at relatively normal paces.
    Posted in: Custom Card Creation
  • posted a message on Mechanic for a Future Set -- Coerce
    In a multiplayer context, I do think there may be a way to make Coerce work. What if it only worked if all opponents agreed for example? I don't know multiplayer well so I'll leave it to those more experienced...but I think there may be a Will of the Council variant lurking underneath Coerce that suits your ends nicely.

    In terms of general Mercadia though, I absolutely must point you to Piar's Riches of Mercadia booster. It is a great source of ideas for this type of context, whether Fiora or Mercadia is chosen.
    Posted in: Custom Card Creation
  • posted a message on DSD- Draft of Blue Commons


    CU01
    OPEN- small creature

    CU02
    OPEN- small creature

    In my opinion only one of these should be a 1 or 2 drop. The other should be a 4 or 5 drop. Just a random idea, mostly based off the name:

    CU02
    Saloon Bouncer
    3U
    Creature - Human ?
    Defender
    When ~ enters the battlefield, return target creature to its owner's hand.
    3/2

    CU03
    Pickpocket
    1U
    Creature- Human Rogue
    Whenever ~ blocks or becomes blocked, you get a gold counter.
    1/3

    I like it! Wouldn't change a thing.

    CU04
    Spellslinger's Apprentice
    1U
    Creature- Human Spellslinger
    Rapidfire- T: Target creature can't be blocked this turn. Activate this ability only if you've cast two or more spells this turn.
    1/1

    I like it! But wouldn't mind if his Rapidfire just pumped him and made him unblockable, either.

    CU05
    Oakshell Ally
    2U
    Creature- Turtle Shaman Ally
    Whenever ~ or another Ally enters the battlefield under your control, you may put a +1/+1 counter on ~.
    1/1

    Feels a bit odd for me that this turtle doesn't have a bigger behind. Would you consider something like a 0/3?

    CU06
    Soaring Spellslinger
    1UU
    Creature- Human Spellslinger
    "Flying
    Rapidfire- ~ gets +2/+2 as long as you've cast two or more spells this turn."
    1/1

    A good, simple direction to go with Spellslingin' as always. Maybe it could be an Eagle (Bird) or something since it flies?

    CU07
    Clever Counterfeiter
    2U
    Creature- Human Rogue
    When ~ enters the battlefield, you get a gold counter. (Gold counters may be spent as mana of any color.)
    2/2

    Seems just about fine to me, and strong in blue. Flavor-wise, I'd love it if a Counterfeiter gave me gold base upon whether or not there was already some gold around to copy. But that'd make it quite a bit more complex at common.

    CU08
    Ghostshell Tortoise
    3U
    Creature- Turtle Spirit Ally
    "~ enters the battlefield tapped unless you control another turtle.
    As long as you control another turtle, ~ gets +1/+2"
    2/4

    Now this is a nice big turtle! I like this card, although to be honest I don't know how I feel about the snake/turtle stuff. What's your plan?

    CU09
    Cistern Lurker
    4UU
    Creature- Leviathan
    1B: Regenerate ~. ~ also gains lifelink until end of turn if you spent a gold counter to activate this ability.
    4/3

    What's a Leviathan doin' here? I neither understand its abilities nor its creature type, but could see why you want them and this size body. A simple fix: make it a giant Serpent Snake!!

    CU10
    Fainting Spell
    U
    Instant
    Target creature gets -2/-0 and can't block this turn.
    Lock & load (Exile this spell as it resolves. You may cast it this turn. Put it into its owners graveyard at the beginning of the next turn's upkeep.)

    Agree with some other posters that -3/-0 would be fine here, and more Blue. Love the name.

    CU11
    (Needs a name)
    1U
    Instant
    Counter target spell if it was not the first spell cast this turn.

    Second Guess deserves a spot and has a great name for your set in my opinion, but I agree it should be at uncommon.

    CU12
    Cancel*
    1UU
    Instant


    CU13
    Absquatulate
    1U
    Instant
    Return target creature and all Auras attached to it to their owners' hands.

    A nice choice with bounties, although Mark of Eviction, while more complex, also has a flavorful name (maybe better as an uncommon).

    CU14
    Purloin
    U
    Sorcery
    Target player puts the top three cards of his or her library into his or her graveyard. You get a gold counter.

    I like this. Your comments helped me realize the power of gold counters in the black thread. I'm sure this is no joke!

    CU15
    OPEN- Sorcery

    CU16
    OPEN- Sorcery

    CU17
    Barrel Fever
    1U
    Enchantment- Aura
    Enchant creature
    At the beginning of each upkeep, tap enchanted creature.

    Looks good. I do want to see card draw and a bounty in one of the other slots I think.
    Posted in: Custom Card Creation
  • posted a message on The Seven Towers of Ziluna
    One challenge with Mentor is the lack of symmetry in wording. "Put or remove a counter on..." is a bit awkward since you can't "remove a counter on" something. EDIT -- or maybe you can, and I am reading it wrong? I thought it would be "remove a counter from".

    I really like Schemer, and agree with TurboJustice that it would be fine without the extra complication of DFCs. It's an excellent idea. I love the bluffing aspect, and there's already so many directions you could take it.

    Display reminds me of the Dragons mechanic from Dragons of Tarkir. I like it!
    Posted in: Custom Card Creation
  • posted a message on Mechanic for a Future Set -- Coerce
    This mechanic reminds me of Tribute from Theros block. Gotta be honest here -- it seems like it would be really challenging to make this work at a larger scale, and I'm not sure what the payoff would be. It feels almost like the flavor might be more "bribery" by the opponent than "coercion". I could see this potentially working as a guild mechanic of some type...perhaps in a guild which had a lot of triggers tied to card draw, so the opponent's choice would matter more? Otherwise for cards like Senatorial Veto, it's hard to see why an opponent wouldn't let you draw a random card. Maybe if that card cost 1 it would be OK, otherwise Coerce 1 seems particularly weak to me.

    What future set were you thinking of using this in? Smile
    Posted in: Custom Card Creation
  • posted a message on 4 questionable red cards
    Yoink, as originally designed, indeed lets you play opponent's lands if you hit them. If it does and you play the land, the card becomes a 2-for-1 just like Mind Control type effects -- not only have you denied your opponent a land, you have gotten one for yourself. That's probably all the more reason to make it closer to Psychic Theft in execution, or Mindclaw Shaman's effect on a spell. It totally could land-screw someone otherwise, which, while in line with what red can do via LD, is also supremely unfun for most players.
    Posted in: Custom Card Creation
  • posted a message on One for Fun: Bite the Dust
    Maybe could be uncommon but this fundamental design is radically superb. Smile
    Posted in: Custom Card Creation
  • posted a message on Shadowmoor vs. Phyrexia - a Concept Booster Pack
    I like Adapt a lot in this version. "For each colored mana spent to cast" it is a really simple way of executing it. Ruining the opponent's mana base appeals to me a lot personally if I were to make the set, but as a stand alone mechanic I think your Adapt is much more reasonable. The Hatchling shows a very clean design.

    In many of my mechanics, poison is completely subsidiary and just tacked on for some connection / play value with past poison cards, i.e. Infect. It is hard to think of the place for poison when it isn't central to the design. With Blight/Contaminate, I would want them to support a draft archetype, but for victory with poison to be relatively rare. The main functional advantage they provide is supporting Devotion.

    Because of Phyrexia's execution in SOM block, I do wonder how WotC will design Phyrexians in the future. Will they be Infecting us again? If not, how will they be tied to their predecessors mechanically? Will it be through Proliferate / counters manipulation? It'll be cool to see what happens. Smile
    Posted in: Custom Card Creation
  • posted a message on 4 questionable red cards
    Excavate - the land denial, despite the extra cards, is a concern. For example, this card is really good, maybe better than stone rain, in the classic Ebony Owl Netsuke, Boomerang, Cerebral Vortex archetype.

    Tomb Raid - this is true, and white is the other color which has the ability to exile from graveyards (besides artifacts). I could fix it by limiting to oneself, but I do think it might be OK in a graveyard focused context since red's pie is usually expanded there anyway, and I don't think it shores up any of red's weaknesses. Red can prevent creatures from entering the graveyard when they die by exiling them (Pillar of Flame), but that's the extent of it messing with graveyards as far as I know.

    Ultimate Onslaught I could make it cost more. I was thinking if it were renamed to use words like "Mindless" or "Thoughtless" the draw step skip would fit better. I will definitely add the exile clause to prevent abuse though.

    I didn't know about Psychic Theft. Eliminating Copyright, and replacing it with an exact colorshift of Psychic Theft into red sounds good.

    I do see the concerns with Yoink, yet I will say you maybe wouldn't put it into your deck unless you had the appropriate mana to cast random stuff. It is very swingy, and powerful. If Hymn to Tourach is any indication, there is some reason to fear random discard. So it it likely a no-go.
    Posted in: Custom Card Creation
  • posted a message on 4 questionable red cards
    No theme here, just curious to explore and see where these individual designs could be used in future sets. Smile
    Posted in: Custom Card Creation
  • posted a message on 4 questionable red cards
    @TurboJustice
    I really love this explanation. It clarifies really nicely how black uses sacrifice and life payments, while red uses randomness, yet neither of those two things allowing them to do undo their weaknesses (destroying artifacts; destroying enchantments).

    It also makes me realize how elegant Magic is. The nuance with which its pieces are put together, and the infinite subtleties are kind of incredible. Even its simple differences, like "Can't block" and "Attacks each combat if able" are incredibly evocative and meaningful in forming the color pie.

    The Mindclaw Shaman plays into a really interesting space and reminds me of Red's hand-size punisher cards. It makes me think of a design space which (as far as I know) hasn't really been tapped into much besides Mesmeric Fiend, and I wonder if it would be acceptable for red:

    Yoink R
    Sorcery (U)
    Exile a card from target player's hand at random. Until end of turn, you may play that card. If you don't, return it to its owner's hand at end of turn.

    Maybe I could fix Copyright by using the Mindclaw Shaman technology of reveal from hand.

    @tomsloger

    Thank you! I think that's probably it's best use. Seems like it would be pretty nice in that role once you had emptied your hand. On the flip side, if you were playing against an opponent who was land screwed it might tempt you to mise...
    Posted in: Custom Card Creation
  • posted a message on Shadowmoor vs. Phyrexia: WB Commons First Pass
    Updating here for later on. Still focused on the commons initially posted first though.

    Red-White:
    CRW01
    Ingot Slaver 1(R/P)(W/P)
    Artifact Creature - Shaman (C)
    T: Target creature can't attack or block until end of turn.
    1/1

    CRW02 *(uses X)
    Iremind Skullkin 1(R/P)(W/P)
    Artifact Creature - Scarecrow (C)
    Whenever ~ attacks, it gets +X/+0 until end of turn, where X is your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)
    0/2

    CRW03
    Corrosive Viron 2(R/P)(W/P)
    Artifact Creature - Insect (C)
    Whenever ~ attacks, each player gets a poison counter.
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    3/1

    CRW04 * (on-board trick?)
    Furnaceborn Lackey 2(R/P)(W/P)
    Artifact Creature - Goblin Construct (C)
    (R/P): ~ gets +1/+0 until end of turn.
    (W/P): ~ gets +0/+1 until end of turn.
    2/2

    CRW05 *(wordiness)
    Kuldotha Duo 3(R/P)(W/P)
    Artifact Creature - Ogre (C)
    Whenever you cast a white spell, ~ gets +1/+1 until end of turn.
    Whenever you cast a red spell, ~ gains intimidate until end of turn.
    3/3

    CRW06
    Dregmaw Striker 4(R/P)(W/P)
    Artifact Creature - Horror (C)
    First strike
    3/4

    CRW07
    Impulse Hex (R/P)(W/P)
    Instant (C)
    Target creature gains first strike until end of turn.
    Draw a card.

    CRW08 *(wordiness)
    Slagskin Graftgear 1(R/P)(W/P)
    Artifact - Equipment (C)
    As long as ~ is attached to a creature, its equip ability can't be activated.
    Equipped creature gets +1/+2.
    Equip 1

    CRW09
    Urabrask's Legacy 2(R/P)(W/P)
    Sorcery (C)
    Artifact creatures get +1/+0 until end of turn. Nonartifact creatures can't block this turn.

    CRW10
    Molten Marrowshards (R/P)(W/P)
    Instant (C)
    ~ deals damage to target attacking or blocking creature equal to your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)
    Blue-Red:
    CUR01 *(affects other permanents)

    Skullkin Fumecaster 1(U/P)(R/P)
    Artifact Creature - Scarecrow (C)
    T: Target creature with power 2 or less can't be blocked this turn.
    1/1

    CUR02 *(wordiness)
    Servitor Duo 1(U/P)(R/P)
    Artifact Creature - Construct (C)
    Whenever you cast a red spell, ~ gets +1/+1 until end of turn.
    Whenever you cast a blue spell, ~ gains flying until end of turn.
    1/1

    CUR03
    Oxidda Steamstoke 2(U/P)(R/P)
    Artifact Creature - Illusion (C)
    Whenever ~ becomes the target of a spell or ability, sacrifice it.
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    4/3

    CUR04
    Vatling Selfstitcher 2(U/P)(R/P)
    Artifact Creature - Zombie (C)
    Whenever you cast an instant or sorcery spell, you may switch ~'s power and toughness until end of turn.
    1/4

    CUR05 * (uses X)
    Chattel Spewer 3(U/P)(R/P)
    Artifact Creature - Wizard (C)
    When ~ enters the battlefield, add X to your mana pool, where X is your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)
    3/2

    CUR06
    Hearthcage Imposter 4(U/P)(R/P)
    Artifact Creature - Giant Construct (C)
    Trample, protection from Giants
    4/4

    CUR07
    Homicide Hex (U/P)(R/P)
    Instant (C)
    Target creature attacks this turn if able.
    Draw a card.

    CUR08
    Virulent Transcription 2(U/P)(R/P)
    Sorcery (C)
    Target player discards two cards, then draw two cards. That player gets a poison counter.

    CUR09 * (uses X)
    Malleate 1(U/P)(R/P)
    Instant (C)
    Target creature gets +X/-X until end of turn, where X is your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)

    CUR10
    Gitaxian Enlistment 3(U/P)(R/P)
    Sorcery (C)
    Gain control of target creature or artifact until end of turn. Untap it. It gains haste until end of turn.
    Green-Blue:
    CGU01
    Compleated Myr (G/P)(U/P)
    Artifact Creature - Myr (C)
    T: Add {P} to your mana pool. You get a poison counter. ({P} can be used to pay for 1, (W/P), (U/P), (B/P), (R/P), or (G/P).)
    0/1

    CGU02 * (wordiness)
    Skullkin Ichordrinker 1(G/P)(U/P)
    Artifact Creature - Scarecrow (C)
    When ~ enters the battlefield, you may move a counter from target permanent or player onto another target of the same type.
    2/1

    CGU03 *(wordiness)
    Tanglewire Duo 2(G/P)(U/P)
    Artifact Creature - Mutant (C)
    Whenever you cast a blue spell, ~ gets +1/+1 until end of turn.
    Whenever you cast a green spell, ~ gains vigilance until end of turn.
    1/4

    CGU04
    Fodder Skite 2(G/P)(U/P)
    Artifact Creature - Horror (C)
    Flash
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    2/2

    CGU05
    Scarwood Imposter 3(G/P)(U/P)
    Artifact Creature - Treefolk Construct (C)
    Reach, protection from Treefolk
    2/5

    CGU06 * (wordiness)
    Predator of Vorinclex 4(G/P)(U/P)
    Artifact Creature - Beast (C)
    When ~ enters the battlefield, return target creature you control to its owner's hand.
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    5/4

    CGU07
    Adrenaline Hex (G/P)(U/P)
    Instant (C)
    Untap target creature.
    Draw a card.

    CGU08
    Coercive Harvest 2(G/P)(U/P)
    Instant (C)
    Untap three target lands. They must be tapped for mana this turn if able.

    CGU09 * (uses X)
    Organic Selection 1(G/P)(U/P)
    Sorcery (C)
    Reveal the top X cards of your library, where X is your Devotion to Phyrexia. Put a creature or land card revealed this way into your hand and the rest into your graveyard. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)

    CGU10
    Surgical Mutation 1(G/P)(U/P)
    Instant (C)
    Target creature becomes a 3/3 blue and green Horror until end of turn.
    Black-Green:
    CBG01
    Vile Sapling 1(B/P)(G/P)
    Artifact Creature - Plant (C)
    When ~ enters the battlefield, target player gets a poison counter.
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    1/1

    CBG02
    Sheoldred's Pawn 2(B/P)(G/P)
    Artifact Creature - Horror (C)
    Sacrifice ~: You gain 4 life.
    3/2

    CBG03
    Toxic Skullkin 2(B/P)(G/P)
    Artifact Creature - Scarecrow (C)
    Deathtouch
    1/3

    CBG04 * (wordy, X, CA)
    Flesh Harvester 3(B/P)(G/P)
    Artifact Creature - Zombie (C)
    When ~ enters the battlefield, return a creature card with converted mana cost X or less from your graveyard to your hand, where X is your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)
    2/3

    CBG05
    Ripper Scarab 3(B/P)(G/P)
    Artifact Creature - Insect (C)
    Haste
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    4/2

    CBG06 * (wordiness)
    Thane Duo 4(B/P)(G/P)
    Artifact Creature - Cleric (C)
    Whenever you cast a black spell, ~ gets +1/+1 until end of turn.
    Whenever you cast a green spell, ~ gains lifelink until end of turn.
    2/6

    CBG07
    Immortality Hex (B/P)(G/P)
    Instant (C)
    Regenerate target creature.
    Draw a card.

    CBG08 * (wordiness)
    Tribute to Glissa 3(B/P)(G/P)
    Instant (C)
    As an additional cost to cast ~, sacrifice a creature.
    You draw cards and lose life equal to the sacrificed creature's power.

    CBG09 * (references upkeep)
    Adaptive Immunity (B/P)(G/P)
    Artifact Enchantment - Aura (C)
    Enchant creature
    At the beginning of your upkeep, you may remove a -1/-1 counter from enchanted creature.

    CBG10
    Fumigate 2(B/P)(G/P)
    Sorcery (C)
    Destroy target artifact creature or creature with flying. Its controller gets a poison counter.
    Posted in: Custom Card Creation
  • posted a message on Shadowmoor vs. Phyrexia: WB Commons First Pass
    Just a sampling of card ideas for Shadowmoor v. Phyrexia. The commons are 10 per color pair (for a total of 100, plus one special land card). Ally colors get hybrid commons. Enemy colors get Phyrexian commons. I have no intention of playing this set -- it is purely a thought and aesthetic exercise exploring how reasonable pieces can create an absurd whole. However, I would still be grateful for feedback of any type. In particular, I want all of the cards I design to obey the color pie and be costed fairly. I understand that evaluating these cards is tricky since they almost all have three or more modes. I'm not sure about the best way in terms of rules to implement Necrosis and Core, so feedback on that would also be much appreciated!

    CL01
    Core
    Basic Land - Core (C)
    T: Add {P} to your mana pool. You get a poison counter. ({P} can be used to pay for 1, (W/P), (U/P), (B/P), (R/P), or (G/P).)

    CWB01
    Putrified Germ (W/P)(B/P)
    Artifact Creature - Germ (C)
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    0/0

    CWB02
    Thoughtweft Imposter 1(W/P)(B/P)
    Artifact Creature - Kithkin Construct (C)
    Lifelink, protection from Kithkin
    2/1

    CWB03
    Skullkin Convert 2(W/P)(B/P)
    Artifact Creature - Scarecrow (C)
    When ~ enters the battlefield, you gain life equal to your Devotion to Phyrexia. (Each (W/P), (U/P), (B/P), (R/P), and (G/P) in the mana costs of permanents you control counts toward your devotion to Phyrexia.)
    1/3

    CWB04 * (wordiness)
    Porcelain Duo 2(W/P)(B/P)
    Artifact Creature - Soldier (C)
    Whenever you cast a black spell, ~ gets +1/+1 until end of turn.
    Whenever you cast a white spell, ~ gains first strike until end of turn.
    2/2

    CWB05
    Apostle of Norn 3(W/P)(B/P)
    Artifact Creature - Golem (C)
    Whenever you cast a spell with {Phyrexian} in its mana cost, you gain 1 life and target player loses 1 life.
    2/4

    CWB06
    Incursion Thopter 4(W/P)(B/P)
    Artifact Creature - Thopter (C)
    Flying
    Necrosis (When this creature dies, return it to the battlefield as an Aura enchantment with enchant land. Enchanted land is a Core.)
    3/1

    CWB07
    Paranoia Hex (W/P)(B/P)
    Instant (C)
    Exile target card from a graveyard.
    Draw a card.

    CWBO8
    Praetor's Boon 1(W/P)(B/P)
    Artifact Enchantment - Aura (C)
    Enchant creature
    Enchanted creature gets +2/+2 as long as it's an artifact. Otherwise, it gets -2/-2.

    CWB09
    Orthodoxy Chant 2(W/P)(B/P)
    Sorcery (C)
    Return up to two target artifact creature cards from your graveyard to your hand.

    CWB10
    Sickle Slice 4(W/P)(B/P)
    Instant (C)
    Destroy target attacking creature. Its controller gets a poison counter.
    Posted in: Custom Card Creation
  • posted a message on DSD Draft of Black Commons
    Everything I don't mention looks good to me! Any those I do comment on are great ideas too. Smile

    * I asked on Blogatog once since I wasn't sure myself, but I'm not sure if black can get Fight or not: source. Although the flavor is too perfect.

    * Lots of Gold counters here at first glance, yet only two repeated mana sinks - Drain the Land and Rotten Scoundrel (both of which are great). Perhaps a Shade of some sort could pull some weight here?

    * To me, it looks like the Blood Money bounty is pretty paltry. You have to spend two mana to attach it, then use additional resources to maneuver a kill, and all you get in return is the same two mana except now it can be of any color. Hard Bargain feels similarly underwhelming to me.

    * I'd rather see Oil Elemental as a bigger body (4/5) and an uncommon, since its text seems to be largely trinket text related to oil flavor.

    * Bank Robber looks really aggressively costed compared to something with similar upside on combat damage, Academy Raider.

    Posted in: Custom Card Creation
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