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  • posted a message on Learning in Commander
    The release notes are quite clear. You are welcome to choose to do nothing when instructed to learn. So you are never forced to discard.
    Posted in: Magic Rulings
  • posted a message on Gilded Drake - Banishing Light - Brago, King Eternal
    Brago, King Eternal
    Gilded Drake
    Banishing Light

    While you do get to choose how you stack them, Banishing light requires its target to be controlled by your opponent. Since none of these abilities have resolved yet you still control the drake so its not a legal target.
    Posted in: Magic Rulings
  • posted a message on Seven Deadly...
    I was suddenly compelled to make Charity. Will post more as they come to me or if anyone has suggestions.

    Curse of Charity 2UU
    Enchantment - Aura Curse
    Enchant Player
    Enchanted player has "At the beginning of your upkeep, target opponent gains control of a permanent of your choice that you control. Then if that player controls more permanents than you, attach Curse of Charity to that player."

    Curse of Temperance 2WW
    Enchantment - Aura Curse
    Enchant Player
    Enchanted Player can't cast more than one spell each turn.
    Enchanted Player can't draw more than one card each turn.

    Curse of Chastity 1G
    Enchantment - Aura Curse
    Enchant Player
    Creatures attacking Enchanted player have "This creature must be blocked if able."

    Curse of Diligence RR
    Enchantment - Aura Curse
    Enchant Player
    Whenever Enchanted player taps a land for mana, tap all lands that player controls.
    If a creature enchanted player controls attacks or blocks, all creatures that player controls attack or block if able.


    Curse of Patience 2WU
    Enchantment - Aura Curse
    Enchant Player
    Whenever Enchanted player would cast their first spell each turn, counter it if it would destory a permanent you control.
    This one is weird. It leans on the precedent set by Equinox.

    Curse of Kindness WW
    Enchantment - Aura Curse
    Enchant Player
    Whenever a creature attacks Enchanted player that creature gains flying until end of turn if Enchanted player controls a creature with flying. The same is true for protection, ward, firststrike, doublestrike, trample, deathtouch, indestructible, hexproof, menace, lifelink and infect.
    Posted in: Custom Card Creation
  • posted a message on Infiltrate your opponents with Transforming Modal DFCs + Marvel Skrulls = Head Games

    With regards to the sacrifice question, if you look at the bottom ability on the Potential Ally side, you'll see that all the skrulls automatically exfiltrate when they die. So your opponent is incentizied to not sac them. Also, one of the first designs was a skrull that expressly punished your opponents for saccing him. Grin

    The problem with doing this is that you have to cut back on the powerlevel of your cards. For instance both of your red cards deal 5 damage if their effect goes off. However because they auto trigger if they die you can't balance that damage against a mana cost so the most it could reasonably deal is 2.

    As to the topic of doing morph vs double face. Designing outside the current rules is fine but you still have to consider how they would actually work. The first problem is "potential ally" needs "you may have any number in your deck." Then you need to consider if they should somehow limit based off the backside name. If you don't then that further limits their potential power.
    Posted in: Custom Card Creation
  • posted a message on Pandora's Box
    Quote from user_938036 »
    That's incorrect.

    As Explosive Vegetation says: Draw 2 cards. Entomb says: Draw a card.

    Extract works as printed. I was going to include something for searching other player's libraries, but thought that would over-complicate the design, and would mix-match with the flavor and flavor-text.
    So close. Explosive Vegetation would only draw one card. And Extract would work fine if targeting an opponent but would be a cantrip if you target yourself.

    To get multiple draws you would have to search multiple times. I assume some card does this due to the sheer volume of existing cards but most only search once so you only draw one regardless how many cards you were searching for.


    You're right. My bad.

    But sadly for your sake, this proves you knew how this worked the whole time.
    What do you mean sadly? I have always known how this works and spoken of at as though it worked the way it does. Are you confusing me for someone else?
    Posted in: Custom Card Creation
  • posted a message on Pandora's Box
    That's incorrect.

    As Explosive Vegetation says: Draw 2 cards. Entomb says: Draw a card.

    Extract works as printed. I was going to include something for searching other player's libraries, but thought that would over-complicate the design, and would mix-match with the flavor and flavor-text.
    So close. Explosive Vegetation would only draw one card. And Extract would work fine if targeting an opponent but would be a cantrip if you target yourself.

    To get multiple draws you would have to search multiple times. I assume some card does this due to the sheer volume of existing cards but most only search once so you only draw one regardless how many cards you were searching for.
    Posted in: Custom Card Creation
  • posted a message on Pandora's Box
    Quote from FetalTadpole »
    As usual, this is a fine silver bordered card but has enormous rules issues in actual play. You were so focused on making a card to hose fetchlands that you ignored the other broken things that can be done with it.

    Consider Rampant Growth. Under your card it says:
    Draw a card and put that card onto the battlefield tapped. Then shuffle your library.


    Congrats, that's a combo deck that gets Emrakul out turn 2 while stopping your opponent's manabase from working. Great design.
    That's not how those effects interact. Rampant growth is just draw a card. You don't actually replace the rules text of a card. Even then you get an unholy abomination that reads "Draw a card for a basic land card. Put that card into play."
    Posted in: Custom Card Creation
  • posted a message on Pandora's Box
    Quote from NeedAMedic »

    Fetchlands allow archetypes, not limit them. They certainly don't define formats as far as being able to, or in this case, unable to, play an entire deck. There is a huge difference between something being prominent and defining.
    This isn't exactly accurate. Anything that allows archetypes also limits others. Its all about what encourages more archetypes than it limits. Legacy and Modern as defined by the fetch mana base more than any other combination of cards. Which is why the two new nonrotating formats were created with the caveat that they wouldn't have that mana base.

    As for the actual card. I don't believe it would be a problem in any format beyond legacy/modern. Outside of stoping a fetch mana base it isn't an overwhelming ability. And outside of legacy/modern the fetch mana base isn't the defining feature.
    Posted in: Custom Card Creation
  • posted a message on Pandora's Box
    This is a very malevolent design. While I don't want to say its flat out broken the simple fact that this could on its own on the first turn shut down a players ability to play at all means it probably just shouldn't exist or at least get a preemptive ban in legacy and maybe modern.
    Posted in: Custom Card Creation
  • posted a message on Manifest Planeswalker for Commander
    Solid design at a fair cost. Though the second ability feels a little strange. I'm not sure how strong the ability actually is yet it doesn't feel like its doing enough. Shifting to +1/+0 alongside some keywords like trample or flying might make it feel/play better.
    Posted in: Custom Card Creation
  • posted a message on Villainous (Reverse Heroic)
    Its viable and interesting design space. Though like most mechanics you want to limit it certain colors. For which that's a big question but green is probably a bad color for it simply due to lack of viable methods ot triggering it.
    Posted in: Custom Card Creation
  • posted a message on Grux, Persistent Entusiast
    Quote from rowanalpha »
    I thought Grux was a goblin personally.
    That would be difficult as there are no goblins on Arcavios.

    Neat design. I always hated that Norin couldn't actually do things. This version feels much better.
    Posted in: Custom Card Creation
  • posted a message on Crippling Doubts — Ætherclasm — Relentless Void
    Quote from rowanalpha »
    The other consideration, with the first card above, is that it was putting all permanent into the library which, for gameplay flow, you wouldn't want to be put in order by the players because the time to decide what order to put 3+ cards into the library stalls gameplay (why cards that bottom more that two cards will randomize). If the "Wrath of Bounce" spell above put things on top OR bottom it would need to be in a random order so that the process didn't take too long.
    Not necessarily. A similar card gave the option to each creature. I could reasonably see something like "For each creature, its owner puts it on top or on bottom of their library." at 2UU for sorcery. Aetherspouts

    While normally you want to do this randomly for the purpose of speed the ability to control whether or not you keep the threat is fairly integral to it being a blue spell.
    Posted in: Custom Card Creation
  • posted a message on Crippling Doubts — Ætherclasm — Relentless Void
    Quote from rowanalpha »
    Quote from user_938036 »
    Combining in color effects can lead to out of color effects. The same way a green death touch creature that ETBs fights is not in green's pie. The fact that you can Anchor to the Æther then Thought Scour doesn't mean blue can just destory creatures.


    I agree about the combining abilities thing to a point. I guess the better question is, if Blue can tuck a card two cards down, then how far down is too far?
    Looking at existing cards and remembering how it felt playing against certain ones. I would say monoblue should do no more than two without extra restrictions or costs. Once it takes three or more turns to redraw the threat, it feels far more permanent/dealt with.

    Though I would be open to hearing anyone else's argument for a different number. Even lower.
    Posted in: Custom Card Creation
  • posted a message on Crippling Doubts — Ætherclasm — Relentless Void
    Quote from rowanalpha »
    Quote from user_938036 »
    Neither of those cards allow you to put an opponent's card on the bottom. They both allow your opponent the choice to keep their threat or ditch a bad card. By giving this choice to the opponent rather than the caster it makes it so it is not hard removal. If you wanted to mimic the effect on these cards you would put the card on top then allow them to shuffle.


    That's a fair analysis. I still think its not a huge bend for blue since blue can manipulate library location with cards like Chronostutter and Commit // Memory, but I agree it is a stretch at the very least of Blue's current toolbox.
    Combining in color effects can lead to out of color effects. The same way a green death touch creature that ETBs fights is not in green's pie. The fact that you can Anchor to the Æther then Thought Scour doesn't mean blue can just destory creatures.
    Posted in: Custom Card Creation
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