Magic Market Index for October 12th, 2018
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Magic Market Index for Sep 21st, 2018
  • posted a message on Altered ego and Gaddock Teeg
    Quote from Satori Grey »
    Thank you to both posters.

    Is that a similar situation if I cast Obliterate, and my opponent casts mana leak?

    It is not being countered per se, but instead just requiring a greater mana cost for the spell to be cast?
    While the opponent can target a unconterable spell with a counterspell it will simply not do anything. In the same way you can try to destroy indestructible cards.

    So you are offered the choice to pay for mana leak but not paying won't do anything.
    Posted in: Magic Rulings
  • posted a message on Autumn in Guilds of Ravnica?
    Quote from Mullerornis »
    Invasion took many years in storytime, so I would imagine a conflict with Bolas would last for half an year, to drive home how massive it is.
    Unless you mean the entire time Yawgmoth was sending agents as the Invasion rather than the actual overlay then, no the Invasion was a few months.
    Posted in: Magic Storyline
  • posted a message on Counter this, counter that
    Underestimation, probably too much. A tax of 2 is significant enough that it will work most of the early game and it hits such a wide range of targets that its rarely useless.

    Weight of Mana, this would feel better if it was the CMC you control rather than they. Gives a harder requirement and better consistency.

    Hindered Plans, this is a strange one it feels too strong at its current cost but not so much as to warrant a higher cost.

    Evaporate Spell, an interesting fusion of Voidslime and Plasm Capture. Being 4 colors it could probably refund the whole cost, it will be hard to gain actual value off of it because you can't reduce its cost and your not untapping lands.

    Counterblood, due to the nonland disclaimer this is probably strong enough without cycling.

    Mana Fertilizer, this is too expensive for the effect. At this cost I would expect to staple Rampant Growth on Counterspell. For its current effect GUU is sufficient.
    Posted in: Custom Card Creation
  • posted a message on Demanding Dragon
    Demanding Dragon

    The opponent does not have to sacrifice a creature. They are offered the choice to sacrifice a creature, if they choose not to then the will be dealt 5 damage.
    Posted in: Magic Rulings
  • posted a message on Domri, Gruul Urchin // Domri, Clan Beastcaller
    That looks good, but it still has the biggest problem of the original. You can easily and repeatedly recur the walker. The only way I see salvaging the whole graveyard/bloodrush part is to make the transforming part of the bloodrush, and push the requirement to 6 or his buff down to 1.

    Bloodrush - RG, discard ~: Target attacking creature gets +1/+1 until end of turn. If you control a creature with power 5 or greater exile ~ from your graveyard, then return him to the battlefield transformed under his owner's control.

    I chose to go with +1/+1 so that Domri is actively bad as a creature because he is just a child. This does give a strange flavor of him sacrificing himself or cooperating with someone to ignite his spark. To salvage the flavor of being buried you change the condition from checking a creatures power to looking for something in the graveyard to symbolize being buried deep. The harder the condition the stronger the walker.

    Also green and red getting creature recursion means nothing here. You aren't recuring a creature you are recuring a planeswalker.
    Posted in: Custom Card Creation
  • posted a message on Ral, Izzet Initiate // Ral, League Luminary
    That looks really good and gives him a better identity. My only complaint is it should be 4 cards in one turn, 3 means you only need to play one spell that deals damage or draws a card. If you are looking for a different ult you can go the bold route of giving him two emblems. Keep the -4 and have the second as -6 with originals Niv-mizzet's ability.
    Posted in: Custom Card Creation
  • posted a message on Domri, Gruul Urchin // Domri, Clan Beastcaller
    The graveyard recursion ability seems unsalvageable. Its off flavor, its off color, and is broken as all heck because you can just keep using all of his loyalty then bring him right back.

    Unlike the other flip walkers it wasn't a single intense moment that ignited Domri's spark, it was the building terror of being buried alive. To capture this same flavor you can take several turns to transform, this allows you to significantly push the walker side while keeping the creature side 1 mana. Something like "Domri, Gruul Urchin doesn't untap during your untap step. At the begining of your upkeep if Domri is tapped put a something counter on him. If he has two or more counters exile Domri, then return him to the battlefield transformed under his owner's control."
    Posted in: Custom Card Creation
  • posted a message on Ral, Izzet Initiate // Ral, League Luminary
    That looks much better but the emblem should take all of his starting loyalty. It is a very powerful effect and getting the option of having it and him is excessive. The threat of getting multiple emblems out of a single Ral is also very scary. Also you may want to have him care about any noncombat or noncreature damage, it feels less Izzet but it works better with walkers and enchantments.
    Posted in: Custom Card Creation
  • posted a message on Zhalfir
    When Shiv was phased back in it was as though no time had passed. They believed Jhoira's team was phyrexian invaders because as far as they were concerned the war had started yesterday.

    However. Teferi and Jhoira weren't phased out; only all of Shiv and Zhalfir. Timespiral starts with Jhoira in her workshop in an unspecified not Dominaria place. There is also dialog that makes it obvious that they have been doing things while they wait for the continents to phase back. Part of it is that they haven't been speaking for an undetermined amount of time due to Jhoira telling Teferi that what they did may have made them no better than Urza. As a side note they expected to wait 100 years but ended up waiting 300 years. Logical answers for why this occurred usually make the claim that the events of Karona messed with the spell Teferi used, also they couldn't tell time wherever they were, they simply waited for the signal that Shiv was phasing back in, Zhalfir would phase in not too much later.
    Posted in: Storyline Speculation
  • posted a message on Nahiri, Kiora, Versail, Tibalt, Garruk 3cmc version
    Nahiri is interesting. The plus is potentially too strong but it's hard to tell. The ultimate is almost comically bad. If you plus till her ult you only have 3 hedrons. Dropping the hedrons counters is probably the best option, you will have to use a fixed value for the ult but it will make it a lot better.

    Kiora is an interesting green white walker but it's strange that she costs blue. Being serious don't bother trying to make her feel green if she doesn't cost green.

    Versail is strange. The plus is strange but good while the minus is in a good place but with the plus being +2 and starting at 4 it feels too strong. The ultimate is bad. It's combo centric but in such a specific way that no one would really want this. Also of course it skirts the color pie.

    Garruk is the best one here. Though you should use the same wording as doubling season so you don't cause problems or confusion. Also use "up to" on his plus so you can plus on an empty board.
    Posted in: Custom Card Creation
  • posted a message on Ral, Izzet Initiate // Ral, League Luminary
    The fact that his plus is still card advantage is a concern considering how easy it is to transform. A quick question, around what assumed turn are you balancing him(because you can't use his cost to determine his strength its better to use the turn its expected to transform in place of cmc)? You can see that the other transform walkers are balanced roughly along those lines. Most balanced around 4 but Nissa and Bolas being stronger because they transform later. Your Ral can and should transform turn 3 meaning you should balance him as a 3 or 4 cmc walker, while all of your designs balance him as at least a 5cmc walker. If you want to keep him that strong then you need to make him harder to transform. Use counters and wait till 3 or 4.
    Posted in: Custom Card Creation
  • posted a message on Ral, Izzet Initiate // Ral, League Luminary
    Both sides look a lot more reasonable but that + has gotten worse. The + on a planeswalker this cheap isn't supposed to be card advantage, so stop giving it card advantage as though it was a 7cmc walker. The plus is a minimum deal 2 draw 2 the turn you flip making it the strongest plus on any walker currently printed. I understand the desire to push his effects but give up on making the plus card advantage and make the minus card advantage if you need him to draw.
    Posted in: Custom Card Creation
  • posted a message on Faulty Tutor | Shocking Thoughts
    Faulty Tutor, in how many situations is this not Demonic Tutor? How many effects are actually completely unique? Even at 1BB this feels uncomfortably strong.

    Shocking Thoughts RU, do you want this to be able to function as an expensive Shock when the opponent has only one creature? Both seem exceptable though if it requires two targets locking down in addition to tapping may be warranted.
    Posted in: Custom Card Creation
  • posted a message on (GRN) Guilds of Ravnica General Discussion
    Quote from Perkunas687 »
    I forget where we landed on where Rakdos will wind up, as far as which team, but of all the planeswalkers we know, wouldn't Tibalt be the best placed for Rakdos? Chaos, from a plane with demons, devilish guy himself, glorifies in violence. Seems right up that guild's alley. However, I think the near-universal hate for Tibalt makes anything like that unlikely (I say this sadly as a guy who made a Tibalt devil deck that bites me as often as my opponents).
    Tibalt, the character not the card, is actually well liked and quite popular
    Posted in: Magic Storyline
  • posted a message on Some Common / Uncommon Creatures
    Ashen Wurm and Rotting Cat aren't really common. The Wurm because repeated removal doesn't belong at common while the rat is rather confusing to newer players. Blackbark Ancient is iffy at common simply because it does something you don't want to promote.
    Posted in: Custom Card Creation
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