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  • posted a message on Apex Predator & Virile Greaves
    While I probably shouldn't feel this way I love that you think you can best "can't" with your own "can't". Its adorable, like toddlers going on about how one is president but the other one is double president and so on until they run out of numbers. Which is quickly, because they are toddlers.

    Putting that aside, I like the concept though its too cheap and wordy.

    Apex Predators RGW
    Creature - Elemental Beast
    Protection from Creatures and Planeswalkers.
    If ~ power is twice its base power and it doesn't have indestructible, it gains indestructible until end of turn.
    If ~ toughness is twice its base toughness and it doesn't have hexproof, it gains hexproof until end of turn.
    3/3
    Posted in: Custom Card Creation
  • posted a message on Cliffborn Skirmisher
    Its strong for a common and odd for an uncommon in two colors. In the right set it could be a solid card but as a two color card that sends some strong messaging it could drive players in the wrong direction assuming its a signpost uncommon.

    Also as the only dash creature with haste naturally it feels weird. Finally it should probably only have 1 toughness. 3/1 flying at 3 seems to be common amoung nonrares
    Posted in: Custom Card Creation
  • posted a message on To Save a Friend
    While I know Venser is more of a slow blinker; since this wants to be used with planeswalkers what do you think of making it fast blink? Then it can reset planeswalkers for more use. Also, probably needs a restriction so it doesn't flicker a saga on entering then flicker itself on the second verse, repeating ad nauseam.

    Increasing the cost and making the third trigger revive a planeswalker with the extra loyalty. This gives it more utility as it's fairly difficult to have multiple planeswalkers out on the field and it does something if you don't have any.

    To Save a Friend 2WU
    Enchantment - Saga
    I/II - Exile another permanent you own. Return it to the battlefield under your control.
    III - Remove all loyalty counters from a planeswalker you control. Return a planeswalker walker from your graveyard to the battlefield. Put that many loyalty counters to it.
    Posted in: Custom Card Creation
  • posted a message on Radiant's Last Stand & Intrepid Hero's Resolve
    I'm going to assume your Saga is a standard 1, 2, 3. Since you didn't put anything else. That last ability is far too powerful as Dumplings said. Without restricting it in any way this has to cost a minimum of 2 more and possibly even more than that. If you limit what it can grab so nothing dangerous occurs then the cost could stay the same. As for wording. You just put the aura into play. The rules already do the rest by design.

    The buff is small enough for an extra ability but without knowledge of entangler and how prevelant it would be its hard to say how good it is.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Quote from WizardMN »
    Obviously there are other issues with your Crystal Ball just being a bad card, but your updated wording makes it so the card doesn't function at all. You have now changed it so that when the Scepter leaves you shuffle the card in. Well, the Crystal Ball leaves when you activate the ability and it leaves during activation. Which means the ability to shuffle in the card applies at that time (it should be a trigger but that is irrelevant now). Since the card is shuffled away as soon as you activate it, it is no longer in exile for you to cast it. You need to come up with a different wording to handle both situations.


    You choose how the effects go on the stack, yes?

    You're going to say state-based effect that doesn't use the stack?

    The point is—the effect is activated and the imprinted card goes on the stack, when the state-based effect kicks in, the spell is already on the stack. It can't continue until the spell leaves the stack.
    While you didn't ask for this one consider it a freebie.

    When you announce a spell or ability that spell or ability goes on the stack. Then you pay costs. At this point state based actions occur allowing triggers onto the stack.

    Your orb has sacrifice as part of its cost. So you declare its ability. This is its ability that says cast the card, not the imprinted card. It goes on stack. You pay its cost. Now trigger from orb to shuffle goes on stack. Long story short the card is always in the deck when you go to cast it.

    A reasonable fix thst also addresses the card disadvantage problem. Remove all the text besides the imprint ability. Add two abilities. First, When ~ leaves the battlefield cast the imprinted card. f that card would be put into the graveyard shuffle it into its owner's library. Second, "3,T: Sacrifice ~." This is now a strange yet reasonable card.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Still—I can't say any of that is valid. You're not explaining how either. How is it disadvantage? You're ace'ing discard. You're extending an additional copy of a spell to your arsenal. That's both advantage and clearly existent value.

    However, I have returned the shuffle clause to the first version, updated, so that if Isochron Crystal Ball would be destroyed, the imprinted card is not lost.

    This was originally intended.
    Alright, I always assumed you didn't understand how the game worked but never imagined you would be open to learning how it worked and the basic terminology used in it. So this orb is card disadvantage. This isn't a subjective point; it is irrefutable fact. Let me explain. Card advantage is at its simplest the number of cards you have in your hand and the number of permanents you have on the battlefield. It gets a lot more complicated when you delve into specifics but that isn't important here.

    A card like opt is card neutral because it cost you a card but added a card to your hand. The card Divination is +1 card advantage because it cost you a card and drew you 2 cards. This is the basics of card advantage. It doesn't have anything to do with power level or card selection.

    A card like faithless looting is card disadvantage. It costs you a card from your hand to draw 2 and discard 2. You are down a card from hand. Card disadvantage. Even when flashed back it is only card neutral. No card from hand was spent and you drew 2 and discarded 2.

    Isochron Scepter is a card with a lot of potential. When you play it, it is card disadvantage because it has you exile a card from your hand. So it starts at a -1 card advantage. Each time you activate it you get a theoretical +1 card advantage. Even if the opponent removes it, it usually costs them a card to remove it, which is why the scepter is only a -1 when played.

    Your orb doesn't have any of the advantage of the scepter. When you play your orb you are down a card just like the scepter meaning you are at -1. When you activate the orb you sacrifice it meaning you go down another -1. However, you get to cast the spell so you get +1. -2 and +1 result in a -1. Your orb has created card disadvantage. While the scepter stays on the field so it doesn't cause the second -1 and just keeps giving +1 every time you activate it.

    So why does anyone play cards that are card disadvantage? Because of the other benefits. Usually mana advantage and/or card selection. Your orb provides neither. If you wish to learn more I don't mind explaining every term used in magic to help make you a better designer.
    Posted in: Custom Card Creation
  • posted a message on Mimicsilver Ravine
    While it looks perfect a part of me wants it to stay a land like nearly all other animating lands.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Quote from user_938036 »
    Fortunately there is a simple elegant fix that doesn't break it. Instead of shuffling the imprinted card into your library. Add it to you hand. Now you have a slow preemptive copy spell.


    Demonic Attorney I don't agree. It would be vulgar then, and detract too strongly from the aspect of challenge. It is already giving you an additional copy of a spell in your deck. This is times 4 when you're running a playset. It is effectively, through awkward dynamics of physics, giving you an indirect split, by means of extension; and this by means of time-lapse benefit. It is a tremendous rare—if not a mythic—just as it is.
    Yes, it does all that. However, all that, is in fact not very good. In fact, it is quite bad. To the point that not even casual players who play the format of "cards I own" would want this. Its card disadvantage for minimal if not nonexistent value.

    What <3 mana card is worth playing this? If it wasn't limited by mana value and costed X to activate i could see a variety of not very good but interesting uses. But being so limited, it's just a bad card.
    Posted in: Custom Card Creation
  • posted a message on Unstable Identity & Isochron Crystal Ball
    Unstable identity is by far your mother competent design yet. Its so elegant and functional that I had to check to see if it existed already. The only problem with it is as a removal spell when alongside a legend. Though such functionality may be dismissed as a nessecary feature to keep wordiness down.

    Isochron Crystal Ball is a functional yet bad design. It doesn't do anything that you would want done. It takes a spell from your hand, makes it immune to discard but susceptible to artifact distraction and increases its cost by making it generic. Fortunately there is a simple elegant fix that doesn't break it. Instead of shuffling the imprinted card into your library. Add it to you hand. Now you have a slow preemptive copy spell.
    Posted in: Custom Card Creation
  • posted a message on Change the Formality
    I updated the context before you posted, but you quoted the un-updated text. Was this an attempt to discredit me by some means?

    Such as, nitpicking of trivialities in attempts to entirely discredit someone.

    multiple instances of an effect We Can Do It
    There is no difference between your existing text and my quoted text. In this post you've insinuated that you meant "multiple instance of an effect" instead of "multiple lines of text". I know from experience you aren't using this in the accepted use so I'll gloss over than and assume you were competent and said the words you wanted to.

    Why is it tripled? How are you reaching that conclusion. You didn't address this part. If you means as I said "doubled for each additional instance" then I understand the thought process but other than the specific card you quoted it makes no sense for an effect that is "up to two (each)targets..." is somehow tripled.

    Don't address the nitpick of improper terminology and ignore the actually spelled out question. Oh wait. I'm sorry I once again assumed I was speaking to a fellow adult interested in opening a discussion on theoretical cards and effects. This is my fault.

    Reap, no one is trying to discredit you. We aren't attacking you. We want to understand what you mean. We want to be friendly. Could you do this Reap? We all just want to help.
    Posted in: Custom Card Creation
  • posted a message on Change the Formality
    This is closer to Twincast or Reverberate in essence. Mirror Sheen even. If you can copy a spell for 2, then you can extend the effect of a spell for 2, plus the occupancy of the card in the deck; and the inability to run it in a split to increase a deck's percentile clench (but now we're getting deep into professional, responsible development).
    You don't need to announce that you have a fundamental lack of understanding of the rules and effects as well as their strengths. You've already made this perfectly clear.

    A card with multiple lines of text denoting a single target would see the effect tripled with "each".
    I am however shocked to see you misuse the phrase "multiple lines of text" so masterfully. Did you mean "words" not "lines of text" I know you do your best to be superfluous with your words but this time you've completely botched the meaning.

    Also how do you reach the conclusion that it is "tripled"? Did you mean "doubled for each extra word"? That wouldn't make sense in the rules but it would flow logically.
    Posted in: Custom Card Creation
  • posted a message on Change the Formality
    This sounded like a neat concept. Until you realize that it causes things like "~ deals 3 damage to any each." Also its vauge how you resolve "do X to each enchantment or artifact." While the correct answer can be found its best to avoid any vagueness. Then there is the oddity of "up to two each creatures..." logically you would assume you ignore the fact that it says two but the rules have to actually handle such an action and spelling out every eventuality is a nightmare.

    Attempting to solve this problem you unfortunately end up with Radiate. Which I assume doesn't fit the goal of this design. I'm not sure if there is a way to salvage the design such that it works on cards with multiple targets.
    Posted in: Custom Card Creation
  • posted a message on Rite of Revival & Infinity Gem
    Quote from user_938036 »
    While probably insane I like the idea behind infinity gem. To clean it up a bit

    Infinity Gem 3
    Artifact
    At the beginning of your upkeep put a reflection counter on Infinity Gem.
    Whenever a player taps an artifact for mana, they add an additional one mana of any type that artifact produced for each reflection counter on Infinity Gem.
    A player losing unspent mana causes that player to lose that much life.


    I'm sorry, but I don't think this is better brush up. It is better to be creative and use such a mana counter off chart to keep track of the ability. Also I think the wording composure on the last one is rather in coherent compared to the one I've provided. It is not always about shortening text. Sometimes, you have to, or it is best to spell everything out.
    While your opinion is welcomed it is unnecessary. The wording you used is both awful and leads to excessive memory issues. As always you are welcome to be wrong but we don't need paragraphs explaining that you prefer to be wrong. Simply move on so the adults can discuss things of value.
    Posted in: Custom Card Creation
  • posted a message on Rite of Revival & Infinity Gem
    While probably insane I like the idea behind infinity gem. To clean it up a bit

    Infinity Gem 3
    Artifact
    At the beginning of your upkeep put a reflection counter on Infinity Gem.
    Whenever a player taps an artifact for mana, they add an additional one mana of any type that artifact produced for each reflection counter on Infinity Gem.
    A player losing unspent mana causes that player to lose that much life.
    Posted in: Custom Card Creation
  • posted a message on Goblin Necromancer & Goblin Hieromancer
    Necromancer looks much better now. If you want to differentiate heiromancer you could use spells that target permenents or players cost one less. That fits within red white and is different.
    Posted in: Custom Card Creation
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