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  • posted a message on Likato, Grim One (BG hatebear legend)
    3 is considered a reasonable place to put effects that shut down the opponent's ability to play at all so at 3 the first effect is fine. It's difficult to say if you could afford to make them any stronger even putting at 3.
    Posted in: Custom Card Creation
  • posted a message on Likato, Grim One (BG hatebear legend)
    That first one feels very convoluted. First it goes "Ha! You can't search your library, search your graveyard instead." Followed up with "Ha! Again! You can't take cards from your graveyard, they go back into your library." I can understand what its doing but it feels very tedious.

    The second one is much better. Do X instead, when they do X related thing get Y is much better than the Do X instead or rather do Y instead of X...

    Still, as a two mana fetch lands don't work anymore its possibly too harsh. Arbiter has a way around and stops both players.
    Posted in: Custom Card Creation
  • posted a message on Pathos of the Exile (1-mana black removal)
    The game you're playing here trying to close loopholes is a fool's errand because you are still running into loopholes, some of which are worse than the ones you were preventing.

    Pathos of the Exile B
    Instant (Uncommon)
    Exile target creature you don't control and target basic land you do control.

    This is the most balanced version. The best way to break parity is to crop rotation the land you target but that requires a very specific deck while most other versions either have a much steeper cost or are circumvented by heavily played cards such as Lotus Petal or Chrome Mox.
    Posted in: Custom Card Creation
  • posted a message on Xout, Existence Thief (UB identity thief planeswalker)
    At 5 you can make it each opponent discards so you don't have to worry about targeting. The conditional card draw is much more balanced.

    I don't think you need to limit it by CMC at 5 but if you are unlimit the card type. Maybe nonland.

    At five CMC the starting loyalty might be too low. Its hard to judge such things but the rest of the card is a nice package.
    Posted in: Custom Card Creation
  • posted a message on Xout, Existence Thief (UB identity thief planeswalker)
    At less than 5CMC planeswalkers don't get to generate flat card advantage with a +. This plus would be very strong on a 5CMC walker such that I don't think at 5 it would be fine.

    The - is laughable weak in comparison to the plus but the plus is fairly insane so it isn't actually that bad. Being a 4 mana clone + would be a fine design but that mana restrictions really kills this ability. At 4 mana costing nearly all of its loyalty, you can reasonably copy any creature if you are sticking with the life loss theme.

    The ultimate is fairly perfect. Normally it would be loosely connected with the theme of stealing things but the life loss on the previous two ability and the swapping life totals on the ultimate makes for a nice little story. However, you are losing a minimum of 8 life to swap life totals. That is a lot of life. Because of this, I think it should plus more but also cost more but not at the same level. The plus needs to be reworked to fit a 4CMC walker and while doing that it should be bumped up to +2 while the ultimate goes up to -10. This makes the investment of plusing better as it's harder to keep them off ultimate but that just makes the threat of it larger.

    Overall its an interesting walker. The plus is way too strong and the - is a little weak, on other card types such disparities in function could balance each other but on a walker that doesn't really work unless its the other way around. The + can't be such a powerhouse on anything less than 5CMC and that's pushing it.
    Posted in: Custom Card Creation
  • posted a message on Rummage
    Quote from Creedmoor »
    Quote from user_938036 »
    Dredge is a broken mechanic and attempts to fix it are foolish at best.

    Moving on from that. This is either completely broken because of its dredge or its unplayable garbage because of its high cost. Its hard to judge if dredge would want this or not but it has all the right mechanics.

    I don't know what you could do besides removing dredge to make this reasonable.


    Honestly I think you're wrong. When looking at the context of Dredge decks that perform well in various formats, yes it is a very powerful mechanic. But if a card only Dredges for 1 or 2, I think its fine.

    I'm designing this card because of [card]Shenanigans[/cards], which is a very great design in my opinion.

    Dredge became a monster mechanic simply because the designers thought that milling was a tradeoff; but in actuality it fueled some broken decks. The important feature of Dredge is how many cards you have to mill; and it seems apparent that most cards should feature a really low Dredge number in order to be reasonable, as long as the card effect itself is not something that is too powerful to recur turn after turn. It can totally be reused as a mechanic, but played safe.
    I may have been unfair in my assessment of dredge as a whole. It isn't storm which is possibly impossible to balance on any card with a reasonable effect.

    Dredge just has a problem of the cards can't actually be good in themselves. They have to be either narrow answers or underpowered effects that you don't want over and over.

    I stand by my evaluation of your card. It is either drastically underwhelming or is being abused for its dredge effect. And there isn't a reasonable way to balance it withouut removing dredge.
    Posted in: Custom Card Creation
  • posted a message on Rummage
    Dredge is a broken mechanic and attempts to fix it are foolish at best.

    Moving on from that. This is either completely broken because of its dredge or its unplayable garbage because of its high cost. Its hard to judge if dredge would want this or not but it has all the right mechanics.

    I don't know what you could do besides removing dredge to make this reasonable.
    Posted in: Custom Card Creation
  • posted a message on Anyone else salty at Wizards?

    Also, I heard that Oko was a misprint, that his "target artifact or creature becomes a useless 3/3" was actually supposed to be "target artifact or creature YOU CONTROL becomes a 3/3 dork". Does anyone know if that's true?
    What was said was similar but not actually this. The play testers mostly used Oko to turn their own food into 3/3 creatures. They only occasionally use it to shut down powerful artifacts which is why they were shocked when it was so oppressive shutting down all relevant threats. They simply didn't see it as a valid use. Which is obviously a problem but when you look at a site like this where the major are looking at using his +1 only on himself and a very small minority are all "hey! doesn't this seem strong when using it on opponents stuff?" it gets hard to blame them for missing its use. They just don't have enough time or people to try everything and unless they implement some odd procedures such as "1 person has to use a card that seems OK in a way no one else uses it to see if its broken" it isn't easy to find this problems.
    Posted in: Magic General
  • posted a message on How pushed can a legendary vanilla creature be?
    5/3 would definitely be too large for standard or a limited in which that color pair is expected to be easy to cast such as Ravnica but in a more powerful set such as a masters set it might be fine if its alongside answers such as lightning bolt and fatal push at common.
    Posted in: Custom Card Creation
  • posted a message on Mono-Colored Fetch Lands
    designing a card around a price doesn't work. Being overly simplistic it is supply and demand with supply being its rarity and the products it has been printed in and its demand being more obvious but related to what it's legal in. Many decks have the same problem you have except instead of never getting any extra colors of mana all their extra colors happen to be stapled to their single land type. So this would never be a significantly cheaper alternative. It would be cheaper but unless printed at a lower rarity in a standard legal release I doubt it would stay under $10; specifically, the forest version might go lower but it's unlikly.
    Posted in: Custom Card Creation
  • posted a message on Archmage Vectis (Stryxhaven)
    Its a good concept. However that first ability is very strong when repeatable. I wouldn't want to add t to the cost of their spells however I do like the idea of making them stronger and adding discard a card. I'm not certain on the numbers but making the first ability a true resurrection instead would be a good start.
    Posted in: Custom Card Creation
  • posted a message on Secret Lair: The Walking Dead; New lowpoint for Vorthos community?
    Quote from Max Rebo »
    Vorthos wise, it means nothing. We just pretend that these crossovers basically don't exist in Magic Universe.
    It's less "pretend" and more These officially don't exist in the Magic Universe.
    Posted in: Magic Storyline
  • posted a message on Zendikar Rising- Lore and Story
    Quote from Ryperior74 »
    Quote from user_938036 »


    Dominaria. Zendikar. Maybe next we'll see Innistrad, Amonkhet, and Tarkir restored? -granted Nissa has never been to Tarkir.
    Innistard would require removing Emrakul and they just shouldn't ever touch that again. Amonkhet would be interesting as it would require working with the existing refuges and probably involve the resurrection of their gods. Tarkir isn't broken, Ugin never died so there is nothing wrong with it. That leaves only one good story thread to follow but they could also encounter countless broken new worlds so it could be explored as in-depth as they want. "Fixing" Alara would probably be way more interesting than any of those other ones as it is more about finding harmony with its new form as trying to return is impossible.


    I'm sorry no more eldrazi ever is physically impossible besides it will be a matter of time emrakul comes out of the moon
    I'm not against more eldrazi. I am against using any of their walkers as agents to interfere with Emrakul in the Moon. When they want to use that storyline again it should 100% be Emrakul decided it was time and left(or whatever it does). And we see people react to this, not have them instigate it.
    Posted in: Magic Storyline
  • posted a message on Zendikar Rising- Lore and Story


    Dominaria. Zendikar. Maybe next we'll see Innistrad, Amonkhet, and Tarkir restored? -granted Nissa has never been to Tarkir.
    Innistard would require removing Emrakul and they just shouldn't ever touch that again. Amonkhet would be interesting as it would require working with the existing refuges and probably involve the resurrection of their gods. Tarkir isn't broken, Ugin never died so there is nothing wrong with it. That leaves only one good story thread to follow but they could also encounter countless broken new worlds so it could be explored as in-depth as they want. "Fixing" Alara would probably be way more interesting than any of those other ones as it is more about finding harmony with its new form as trying to return is impossible.
    Posted in: Magic Storyline
  • posted a message on Knight of Carnage, Knight of Treachery, Knight of Paradox, Knight of Highwoods, Knight of Chokepoint
    For chokepoint. Do you want to have to sacrifice a card when you play Dryad Arbor if you control 2 lands and 2 creatures? I would think no but it's hard to determine intent on such obviously griefer cards.
    Posted in: Custom Card Creation
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