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  • posted a message on Worker Placement in MTG
    It doesn't seem right that you can work the same land over and over in one turn. If you add 'use only once per turn' to the ability it fixes the problem with the token generation as well. Though it might be better to have the land tap. Your lands don't tap for mana which seems inherently wrong, but if you add a mana ability it again doesn't make sense to be able to tap for mana and work for another benefit. I really like the concept of having lands that need creatures to tend to them to function, but I think they should function as lands and then have additional functions with creatures.
    Posted in: Custom Card Creation
  • posted a message on Put a card an opponent owns from exile into their graveyard
    If you manage to put an opponents card form exile into their graveyard what ever ability that put it there originally will not be track. So for Identity Thief, when you attack and exile their creature you can then use Oracle of Dust to put it into their graveyard essentially killing the creature. For the Brisella combo this won't work because the cards exile and return immediately so there is no chance for you to put them in the graveyard. This works for anything that temporally puts them into exile.
    Posted in: Magic Rulings
  • posted a message on cards that add mana
    I went back and found 2 cards that can cause lands to produce 3 mana Sasaya, Orochi Ascendant can produce way more than 3 mana if they are all the same. But I think the card you remember is Snowfall it allows Snow-Covered Island to produce UUU but it can only be used to pay cumulative upkeep costs.
    Posted in: Magic General
  • posted a message on A cycle of artifacts for multiplayer
    Quote from Ie Magin »
    I don't think Primal Clay would be affected in that manner. The p/t is chosen as it enters the battlefield, at which point it has already gained a p/t. It would lose the text and flying or defender if one of those options was chosen, but it would still retain it's p/t from that ability since the ability has already resolved before Orb of Awe takes effect.

    I may be wrong, but I'm almost positive I'm not.
    The problem isn't with how things currently work, because the rules don't currently support removing all abilities without setting p/t, its how they would work for a theoretical card. I don't know how the rules would be rewritten to accommodate the function provided, I only pointed out that having a change of (If a creature has an X or * in their power/toughness, treat that value as 0) would mean that cards like Primal Clay would be affected because they have */* printed on them.

    This is why every current card that removes all abilities also sets p/t. If you have an actual work around then that would be interesting to see, but currently it doesn't function.
    Posted in: Custom Card Creation
  • posted a message on A cycle of artifacts for multiplayer
    Quote from rob_zed »
    Would it not work that stars and X would read as 0, such that Tarmogoyf would be a 0/1, and Master of Etherium would die?

    Orb of Awe 2 mana white mana
    Artifact
    All creatures lose all abilities (If a creature has an X or * in their power/toughness, treat that value as 0)
    Currently the rules don't support removing all abilities without setting base power/toughness because of */* creatures. The rule that seems to apply
    The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.
    Doesn't because it is still referring to an ability, not the nature of */* in general. This can't be rewritten to accommodate removing abilities without setting power/toughness because it would unintentionally effect cards like Primal Clay, who wouldn't normally be effected by having its ability removed, but if the rules were rewritten to simply treat */* as 0/0 then it would be killed by this enchantment.
    Posted in: Custom Card Creation
  • posted a message on cards that add mana
    I think you are talking about cards like, Mirari's Wake, Mana Reflection, Zendikar Resurgent, Heartbeat of Spring, Liliana of the Dark Realms, High Tide, Caged Sun, Extraplanar Lens, or Overlaid Terrain.

    I don't know of any card that makes lands tap for 3 mana on its own.
    Posted in: Magic General
  • posted a message on A Boros Legend
    Greetings again, after cooling down I was also questioning how this was red. The card as is seems strictly mono-white. I'm trying to understand the flavor behind him, he is a sentry on an outer wall of a city that fell long ago but his wall never fell and due to some strange sense of duty he still stands watch. I assume his 'wall' is actually a section of an encircling wall or more like a gate/wall blocking a mountain pass. So being an impassible wall himself makes sense for the preventing damage, and I can envision a legend of him standing against an enormous army, which could be his +1/+1 counter mechanic sort of resembling a Beast of Burden ability of getting stronger when faced with adversity.

    However his exile effect doesn't really make sense, unless this wall was also a prison, which would be weird but interesting, but then I'd like to see that reflected in his name/title.

    As much as I like his activated ability I think it has to go to make room for a 'red' ability. If you drop his base power to 0 and give him defender(I really think he needs defender if his myth is he never left his wall) I think he could be interesting with a reverse Jackal Pup ability. Whenever he deals damage to a creature, he deals that much damage to that creatures controller. This ability may look like Boros Reckoner, but the key difference is what makes it red instead of red or white.
    Posted in: Custom Card Creation
  • posted a message on A Boros Legend
    First, I would give them a name so they feel legendary.

    Second, OMFG I LOVE THIS CARD. this is everything I've ever wanted from a RW card that I didn't know I wanted.

    Actual critique, does it need to be half? He doesn't seem absurd if it is the full amount of damage prevented. Also, a guard without defender? Seems weird especially with the whole thing of him having never left his wall. I would personally prefer to give him defender and the Avatar of Hope ability, though that might break him with his other powers.
    Posted in: Custom Card Creation
  • posted a message on Warp
    May I ask why you focused this new resource in UG?

    Rift - Lands that don't produce mana are a no currently.

    Map the Sky - this is actually interesting, though I would need to see a lot better pay off cards for this to ever produce warp, so its really just a Divination

    Nebulate - too complex for common, you want to produce a fixed amount at common

    Maddening Constellation - this seems to produce a lot of warp compared to your other cards

    Ancient Kraken - should be a 6/6, ability should just be "Pay warp, warp: 'effect', Use this only when Ancient Kraken is attacking." Also not in blues pie, blue does unblockable not can't block. It is important to keep these divisions distinct or the pie becomes too messy.

    Starwise Seer - again, needs to really good pay off for this energy effect and you don't really have any

    Bounty of the Rift - Symmetrical effects like this aren't done anymore, at 5 cmc it is probably fine to just double your own mana, Mirari's Wake is obviously pushed while Mana Reflection doesn't seem strong enough. Though with just this ability its kind of boring.

    Voidmaw Hydra - warp seems way to hard to get for a cost of XX.

    Overall your cards would feel and function a lot better if you follow wizards self imposed rule. Every energy user needs to be a producer, and every producer either needs to be a user or be an innocuous addition.
    Posted in: Custom Card Creation
  • posted a message on Arjun versus Buyback
    Quote from Bradipo322 »
    Arjun, the Shifting Flame ability should resolve when Reiterate is still on the stack, so:
    Cast Seething Song -> In response cast Reiterate with buyback -> Arjun, the Shifting Flame ability activates -> Arjun, the Shifting Flame ability resolves -> Reiterate resolves and return to your hand -> (repeat)
    Other than missing the Arjun trigger when you cast Seething Song this is correct. So at the end of this 'infinite' red mana combo you won't have Reiterate.

    Also while not that relevant, you aren't stacking the triggers in any way, you are simply responding to the first Arjun trigger with Reiterate, then continually casting Reiterate before you allow it to resolve. There are no choices made about trigger order because there is only one trigger that always triggers from your Reiterate and goes on top of it no matter what you want.
    Posted in: Magic Rulings
  • posted a message on Are creature abilities considered spells?
    To answer your question, no abilities are not spells, which is why they spell out spells and abilities on such things as hexproof, shroud, and protection. Spells only exist on the stack but that doesn't mean anything on the stack is a spell, the stack holds only spells and abilities. Even if you have something with protection from creatures you can still attack that player, protection only does 4 things easily remembered by the acronym DEBT

    D - it prevents Damage

    E - it can not be Enchanted or attached

    B - it can not be Blocked

    T - it can not be Targeted

    So Ashen Rider's enter or leave the battlefield ability could exile Emrakul, the Aeons Torn because it has protection from spells not abilities, you could also cast a Descend upon the Sinful to exile it, because even though it is a colored spell it doesn't do anything that protection stops so it goes right on doing what it does.
    Posted in: Magic Rulings
  • posted a message on Budget dual lands
    These are strong yet boring, a combination you don't want. They aren't so strong that they will see play in any and all formats but they are strong enough to see play if there is any kind of land type matters. However they are the most basic of basic lands printable, they don't have a way to circumvent coming into play tapped nor do they have some other kind of extra ability so they look very dull. Oddly enough that is exactly what you were going for, functional but not shiny(expensive). This just isn't the kind of thing wizards is interested in making, otherwise the dual lands in the planeswalker decks would be exactly this.
    Posted in: Custom Card Creation
  • posted a message on [LoR] One for Fun: Consortium Crossroads (And a Question)
    First lets talk about your card. I don't think a card that cost 5 different colors can or wants to be common. I don't know your set in its entirety so this might be filling a key role in draft by giving you every color of creature. But it seems very complicated for such simple text.

    Nowadays wizards seeds all 10 color pairs for draft to open up possibilities, however their last 2 color set, Dragons of Tarkir, didn't have any enemy color support other than a bit of warrior tribal, there is no 'obvious' seeding done. Though a bit carried over from Fate so enemy pairs were fairly viable. So if you have any subtle themes you want to set up in the first set you should but there shouldn't be any 'HEY! PLAY ENEMY COLOR' cards to confuse drafters.
    Posted in: Custom Card Creation
  • posted a message on Are these in Red's pie?
    Quote from alwaysatoad »
    Quote from user_938036 »
    Red and Blue get this effect but only on their own stuff because it isn't supposed to kill creatures with this effect, that is what black gets but only rarely.
    Good observations. I can definitely see the pattern of Red inverting its own creatures and not the opponent's.
    Quote from user_938036 »
    The purpose of the op's version was to be a stronger color shifted Languish, but red isn't supposed to kill creatures and even arbitrarily high amounts of damage, like Blasphemous Act, is frowned upon now, for being too close to destroy.
    By "frowned upon," do you simply mean that WotC hasn't been printing similar cards in the last few years?
    The inversions in red and blue aren't meant to kill, as seen on Blood Lust. They are meant to be interesting combat tricks that can help you kill large creatures, either by growing your own creatures or shinking opponents toughness, or push through excess damage.

    Blasphemous Act is frowned upon in that they think it was a mistake, but didn't realize until long after it was printed. With the only consistant source being Maro, we can either take his word or believe he is a minority within R&D. Here are his thoughts it.
    Posted in: Custom Card Creation
  • posted a message on Are these in Red's pie?
    Quote from alwaysatoad »
    Since Red and Blue can both do +1/-1, what about:

    Mana in the Blood 2(U/R)
    Enchantment
    (U/R): Target creature you control gets +1/-1 until end of turn.
    This ability is perfectly fine, but only because of the 'you control' clause. Red and Blue get this effect but only on their own stuff because it isn't supposed to kill creatures with this effect, that is what black gets but only rarely. The purpose of the op's version was to be a stronger color shifted Languish, but red isn't supposed to kill creatures and even arbitrarily high amounts of damage, like Blasphemous Act, is frowned upon now, for being too close to destroy.
    Posted in: Custom Card Creation
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