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  • posted a message on Soul Eruption & Keeper of Balance
    The existing mana base makes soul eruption broken beyond repair. In smaller formats its more interesting but probably leans to heavily in either underwhelming or broken.

    Keeper of Balance, if you drop hexproof and reduce to 1/3 or 2/2 then the any permanent text works well. If you don't then its overpowered either way. Hexproof and a huge butt on such a low drop is an absolute nightmare on any deck trying to kill you fast. Add in that it nerfs fetchlands and cripples mana ramp and it quickly reaches oppressive territory.
    Posted in: Custom Card Creation
  • posted a message on Zolo, Combat Escapist
    I had no idea what your card did until reading your explanation. I think a cleaner fix would be "Creatures can't be destroyed by damage during combat." This replicates essentially all of the value of damage on the stack by allowing you to act after the damage has been dealt. I'm sure there are corner cases where you get different results but I believe for the most part it accomplishes the same thing. Also hoses first strike.
    Posted in: Custom Card Creation
  • posted a message on Yamazaki Twins
    Your image costs 2 more than your text. The image is probably a more correct cost. Though its always sad to see a legendary have antisynergy with EDH. It might not matter but at the cost of 6 i would consider throwing on the legend rule doesn't apply.
    Posted in: Custom Card Creation
  • posted a message on [MID] - Innistrad Spoilers - Day, Night, Arlinn and Saryth.
    "new" mechanic? Oh please, they just keyworded to be more in flavor the identical mechanic that all innistradi werewolf already had
    Not the same. It's actually quite different. It only tracks the player whose turn it is so you can't interfere with the opponent transforming. However, the shift from day to night changes everyone's cards. While subtle there is a world of difference between the old and new werewolf mechanic.
    Posted in: The Rumor Mill
  • posted a message on Hilltop Troll
    The regenerate is probably too strong with that mana cost. While the ability isn't not green it would feel better as a red/Green card both for color pie and power level.
    Posted in: Custom Card Creation
  • posted a message on "Sacrifice A creature" and "IT's sacrificed"
    You more or less got it. Only a few minor corrections.

    With the fleshbag and Hexmage. If your opponent chooses to sacrifice the Hexmage to the Fleshbag's effects they can't then choose to use the Hexmage's ability to sacrifice itself. This is because there is no time between choosing what to sacrifice for fleshbag and it happening. This is because it doesn't target it simply instructs the player to do something. To see a difference look at Mercy Killing. If you target the hexmage with mercy killing; they can sacrifice the hexmage to its own effect and then not sacrifice anything to mercy killing.

    As for sacrificing a creature "twice". It just doesn't happen as you said. There is an ability on the stack saying to sacrifice a specific creature. However, if that creature isn't on the battlefield you can't sacrifice it. If there are any complications because you couldn't sacrifice it then those occur or don't occur but evoke just have you sacrifice the creature.
    Posted in: Magic Rulings
  • posted a message on Viperdale Dragons, notable students
    Rumblehoof has a problem with their ability. Tracking p/t to grant an ability doesn't function properly in the rules. Because you are granting an effect in layer 6 while checking for the results of calculations in layer 7 the game kind of falls apart and ceases to function.

    Is it your intent for Wanderstroll to always be able to cast the few instant and sorcerys with subtypes? Not really a problem I just want to know it its intentional or not.

    Bamroot, haste with the etb or attack trigger is quite significant. It might be too much.

    Stexi might be an excessive amount of color fixing in those colors. Just counting and sacing artifacts(while still making treasure) gives it similar flavor while keeping a lid on the strong synergies this color combination has with artifacts.
    Posted in: Custom Card Creation
  • posted a message on Networks and Hacking: Mechanics for Cyberpunk a la Neon Dynasty
    I think you are going to be disapinted as I don't suspect Neon Dynasty to have a significant artifact theme at all.

    As for your designs. Network is overly complicated it its wordings and functions. A simple example you said a "Network" is the set of connected artifacts yet "target network" refers to a single artifact that is part of a network. This is a huge problem.

    Hack looks interesting but the name sounds wierd. Compromising the opponents resources is a well explored trope but I don't think it functions as a pillar of a set. The problem is this is strictly worse than flat out removing the target.
    Posted in: Custom Card Creation
  • posted a message on Mechanic: Telepathy
    Avoiding counterspells is a minor thing but needs to be acounted for. A more significant power level is timing. If you want to capture the feeling of fleetingness you would do it with timing. Make this ability only usable at a specific time. End of turn upkeep it end of combat for an odder timing. I don't know the specifics of how this is supposed to be fleeting so I can't offer more specifics of how to capture it.
    Posted in: Custom Card Creation
  • posted a message on Mechanic: Telepathy
    The miracle style trigger is a huge downside on this mechanic. Considering you haven't costed for such a significant draw back why no go with the simpler channel. Just discard with a cost to get the effect. I don't get the flavor you're going for so I can recommend something that is a better flavor fit.
    Posted in: Custom Card Creation
  • posted a message on Mishratron
    Always being a creature is a huge downside that makes this set rather unappealing to assemble. Giving at 0 cost ability that animates it and tweaking the other two to work without it being unanimated. Such as putting the counter on any artifact or land and maybe just tapping for two. Makes this at least appealing if still questionable on how good.
    Posted in: Custom Card Creation
  • posted a message on Spell Ricochet
    I get a strange feeling you think the card does something different than what is written. As is its about 4 to 6 mana too cheap for its effect of Counterspell, Parallectric Feedback, Fork+. I don't actually know what the text about it being countered is supposed to do so it may even be as much as 8 undercosted.

    It's definitely a crazy card, both in effect and powerlevel. MWU laid out some possible mistakes that could significantly change the value of the card but the card is insanely strong regardless.
    Posted in: Custom Card Creation
  • posted a message on Is this land broken? (Azusa's Bungalow)
    I wanted to say its on the edge but just thinking a bit and I can't fathom it being ok. The fact that you can make the play of this followed by any bounceland on any turn is simply far too much regardless of anything else. While being broken in one deck doesn't mean it shouldn't be printed, that's what bans are for, it doesn't really do anything that's fair so thats reason not to print it.
    Posted in: Custom Card Creation
  • posted a message on Dungeon Wurm
    This might be your best designed card yet. It has a significant draw back but not so harsh as so lose the game if you lose this creature. The stat line is large enough to require two creatures on curve to take it down. And the haste trample combo is the best legal green keyword combo available. All this without crossing into absurd territory. The only criticism I feel like leveling at it is the use of the word dungeon in its name right after we introduce the dungeon mechanic and it has no correlation. Bravo 9/10.
    Posted in: Custom Card Creation
  • posted a message on Digital only cards revealed
    So the main design space opened up by being digital is "people can't cheat"? I guess that makes sense; it's fairly disappointing but when the highest levels of play are saturated with cheaters it's the only way.
    Posted in: The Rumor Mill
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