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  • posted a message on : Nightmares :
    Quote from user_938036 »
    The defense of "I'm designing for a theoretical format filled with exclusive cards designed by me for a format explicitly controlled by me" is strange but fairly OK for set design


    My developments need to neglect their own world-building parameters?

    This is just irrational and unfair.

    You're suggesting that someone's design isn't relevant to its own world, although it's been created in and among that world (and its parameters).

    I hope this helps you see things in a greater light.
    I keep forgetting I need to talk to you like one of my students.

    Ok reap, its nice that you want to design cards for a custom format/set. We have a subforum specifically for that. If you could post your future cards in thet location you would benefit from less critique about how your cards don't fit modern magic and have the advantage of your previous designs to reference when making new designs. Posting in that subforum would greatly benefit you.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    The defense of "I'm designing for a theoretically format filled with exclusively cards designed by me for a format explicitly controlled by me" is strange but fairly OK for set design but not individual cards. If your cards are only meant to interaxt in a nonexistant format with only cards you deem acceptable then you aren't designing magic cards. You are designing cards that look like magic cards. Those are very popular but not what this site is for.
    Posted in: Custom Card Creation
  • posted a message on Copy Activated Abilities
    What you are asking for doesn't exist. However God-Pharaoh's Gift and [Debtor's Knell[/card] accomplish what you want. Maybe...
    Posted in: Magic General
  • posted a message on Please may I ask about Mutate?
    Quote from MekLeN »
    Goreclaw, Terror of Qal Sisma says creatures spells cost 2 less if they are power 4 or greater.

    I get that Mutate itself won't be affected
    You aren't asking this question but this statement shows a misunderstanding. Goreclaw will reduce the cost of your mutate spells as long as they have power 4 or greater. A mutate spell is a creature spell.
    Posted in: Magic Rulings
  • posted a message on : Nightmares :
    Quote from user_938036 »
    [quote from="ReapThaWhirlwind »" url="/forums/magic-fundamentals/custom-card-creation/820074-nightmares?comment=21"]
    You designed this envisioning massive boardstates clashing against each other. Meaning you must have taken notice that this card one-sidedly shuts down the opponents ability to attack regardless of how large their boardstate is.


    Negative.

    It creates a stand off position. In the event of a massive boardstate, the player controlling the Necromancer still themselves won't be able to attack freely without facing heavy opposition.
    You would almost have a valid point if the card locking your opponent out of combat wasn't an indestructible creature. Once more you spectacularly failed to understand the very card you created.
    Posted in: Custom Card Creation
  • posted a message on : Nightmares :
    Quote from rowanalpha »
    The problem with the defensive ability is that the defending player is already at an advantage in combat, so further discouraging attacking by the combination of mass power/toughness reduction and an indestructible blocker means that the momentum of the game towards ending is stopped dead in its tracks. In fact, your card would be completely reasonable, if a bit undercosted, if the reduction hit blockers instead of attackers because it would push the game towards conclusion rather than stagnation.


    There is also another considerable element that might not be obvious for anyone to see. In all my project developments, I prioritize combat and battlefield development as a centerpiece. Naturally, this is where a large jackpot of fun lies; the masses of combat and combat interactions. Not masses of spells and removal, where games dominated by a single, overpowered creature.

    So when developing any given card, I am envisioning a massive battlefield environment. In which, defensive resources like this are powerful, and have great utility, but themselves face a crush of entropy and combat volume.

    Alongside cards like Oona's Gatewarden and Skithiryx, the Blight Dragon, it is very powerful. But we're not envisioning an empty battlefield on the other side. Even resources like this can fall off, and leave it all by itself, mostly powerless; mute and void.
    I find it very strange that inevitably at least once in your rants about your own cards you demonstrate a fundamental lack of understanding of your own card.

    You designed this envisioning massive boardstates clashing against each other. Meaning you must have taken notice that this card one-sidedly shuts down the opponents ability to attack regardless of how large their boardstate is. Yet this is the exact point you are choosing to ignore when its called up. So assuming you are in fact a competent designer you designed this for a world of spellslinging not a world of combat. Which is fine but it makes your last statement a flat out lie. Of course there is the alternative and more likely scenario. You aren't a genius or even mildly competent designer and a card you designed for a specific niche actually completely crushes that niche forcing everyone away from it.
    Posted in: Custom Card Creation
  • posted a message on Mana Blast
    Quote from Kryptnyt »
    Quote from rowanalpha »
    The Kaldheim card isn't a counter spell, it's a polymorph for spells. Countering isn't in reds color pie, so this would need blue in its cost.


    I think it's kind of like Planar Chaos, a very red and not at all blue-feeling card. I think maybe the reactivity of the instant version makes it seem less red. A card like Red Elemental Blast feels red when you counter a counterspell with it. What do you think about this one?

    Uncertain Steps 1R
    Enchantment
    Whenever a player casts a spell, flip a coin. If you win the flip, counter it and sacrifice Uncertain Steps.

    We've got something less reliable than Lunar Force or Hesitation, but something that feels red to me.

    I think Standstill could also be kitted with a coinflip and suddenly be red as well.
    Tibalt's Trickery isn't at all like Planar Chaos. Planar Chaos is a very obvious break justified with "lol random". While Red Elemental Blast is part of the distant past where "my enemy can do this so I can do this to my enemy" was a valid justification for abilities being in the wrong color.

    Tibalt's Trickery is a Transmogrify for spells. This ability has only ever been part of red's(possibility storm) and colorless's(Knowledge Pool) part of the pie.

    Red doesn't get counterspell in the same way that blue doesn't get destroy target creature despite pongify using those exact words.
    Posted in: Custom Card Creation
  • posted a message on Overpowered Krakens
    Deathcoil, other than the color this is a neat card. It needs either black or white in its cost to justify destroying creatures. Also, it should probably just trigger at the end step rather than each main phase.

    Shipwrecker, this wording seems convoluted. Could you not just put counters on it until it reaches 4 or more?

    Flooding, is this meant to stop its own attacking? If so, its rather funny but it confusing.

    Herald, I like Gemini engine.

    Glacial, a nice homage to old school kraken.
    Posted in: Custom Card Creation
  • posted a message on Runes
    I had not seen the new runes yet. Looking at them its obvious you can't have long abilities on them as it gets very wordy very fast. Under this light my main comment becomes these are far too wordy and far to powerful.

    A WG that grants protection from both colors is already at the highest end of the power curve. Adding anything beyond that other than a minor p/t boost is well beyond reasonable.
    Posted in: Custom Card Creation
  • posted a message on Runes
    That is a lot of text. I'm not certain it's too much text but it probably is.

    As you are making a new noncreature subtype this is the rare instance where you can tweak the rules to make your cards read better.

    "Enchanted creature has or enchanted equipment gives...."

    Noncreature subtypes can carry mechanical baggage and is usually required to be relevant. Because of this you can reasonably write out how exactly they work in the comp rules.
    Posted in: Custom Card Creation
  • posted a message on Ni'thyk, Unending Nightmare

    This wasn't improvising, this was pioneering and ingenuity, devising a new means entirely (wording and functionality), and not tweeking the existing means.

    There's no relativity between the two effects. They read entirely different, and the one I presented is far more jumbled and incoherent.

    That's what you want in game-text. Good aesthetics. Clean, clear, flush, coherent. Easy on the eyes. Reads easily and comprehends well.

    Let's consider calling this 'feel-good text'.
    Fixed your misspelling for you. Also pioneering into uncharted territory when there is in fact a well-established map to the destination isn't usually considered a good idea. Occasionally it works out but most of the time it ends with lots of dead people. Also when it works out it works out over a veritable mountain of corpses.
    Posted in: Custom Card Creation
  • posted a message on White Hatebears in Standard
    With only the sac ability I could see silkweaver at that cost and p/t. However, with the die trigger I think it needs a cost of W to activate.

    The zealot looks very interesting but I really don't like the memory issue. If your opponent is playing lots of creatures it easy to tick it off right away but if you drop one or more of these against the control player, six + turns later I don't want to try and figure out if they resolved or if they were countered when trying to cast the finisher. Also, typically noncreature spells are taxed rather than creature spells.
    Posted in: Custom Card Creation
  • posted a message on Color of Effect
    Definitely white, possibly white-something. Something could be black or red. I would steer clear of blue or green as neither color should be doing the primary effect and a justification of creating treasures is loose on either of them.

    As for the cost of being 2, that seems very unlikely unless you only give your opponents the treasures.
    Posted in: Custom Card Creation
  • posted a message on Hullbreacher and Arcane Denial
    I'm going to assume for the purpose of this question you are countering a spell on your opponent's turn and using all your mana so you want to cast Hullbreacher on your turn.

    Yes, this is possible. At the beginning of your upkeep AD delayed trigger goes off wanting the opponent to draw two. As with nearly everything in the game you can respond to this trigger with hullbreacher.
    Posted in: Magic Rulings
  • posted a message on Ni'thyk, Unending Nightmare
    This seems rather absurd. The mana cost is at the right place but the fact that you can keep casting the cards without Ni'thyk and the repeatability of the cards you cast going the graveyard for you to get all over again with another copy feels excessive.

    If may need "cast only one a turn" to keep it from being too oppressive. Mind you this almost certainly isn't broken due to the cost and only hitting opponents but as it stands it feels overly oppressive.
    Posted in: Custom Card Creation
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