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  • posted a message on Resurrection Orb
    Whenever a commander changes zones its owner is given the option of sending it to the command zone. Nothing about this changes if it was wearing resurrection orb.

    Should it be allowed to stay in the graveyard. The orb will be able to find it and return it to the battlefield at the next end step.

    If the commander is exiled from the graveyard see point one. Whenever a commander changes zones its owner is given the option of sending it to the command zone. I can't fathom why anyone is running Haunting Echoes in commander but to each their own.
    Posted in: Magic Rulings
  • posted a message on Nightmare Fuel
    With the effect clarified I can say this is over costed. A cost of 1B or BB would be more functional. Heck, without Jumpstart I'd consider making it only cost B. If you want to keep it at 3 MV then an upgrade to flashback isn't unwarranted.
    Posted in: Custom Card Creation
  • posted a message on Halloween Utility Land Cycle
    That seems like an error in how the rules define the operating function of counters.

    They should operate the same way as static effects granting abilities.
    They do. Which is why there's no reason to not use such an effect as opposed to a counter. Your misunderstanding of how the game handles basic functions is not a failure of the game.
    Posted in: Custom Card Creation
  • posted a message on Nightmare Fuel
    Is this meant to be used before the permanent enters the battlefield or after? Tense should clear this up but the use of first over next throws confusion against the tense used.
    Posted in: Custom Card Creation
  • posted a message on Halloween Utility Land Cycle
    .
    The use of the haste counter is for the netgain that the counter will timestamp over ability loss. Given that this is in the cycle here, it's another check and balance element.

    This is why it's important to know the rules of the game. For the purpose of losing abilities and time stamps counter vs not counter has no bearing. The only reason to give the counter is to make sure the creature has haste if it's control changes without granting haste.
    Posted in: Custom Card Creation
  • posted a message on One Piece
    Chopper, I like but this is an enis lobby card. Not an introduction card.

    Cutty Flam, green doesn't play nice with artifacts outside of artifact focused sets. Blue or red are the colors of artifacts and temporary animation.

    Brook genuinely brings a tear to my eye. Like Nami he might have to be multi color as the first ability is obviously black but that second ability doesn't quite fit black.

    Jinbe is a great design. I wouldn't have thought to tie him to caring about islands but it works well for escalating his ability.

    If thats the goal for Luffy he needs to mention lethal damage like Zilortha, Strength Incarnate. Also, it's easier to write his ability to effect the entire field rather than just the creatures he's fighting. "Creatures your opponent control assign combat damage equal to their base power. Lethal damage dealt to creatures your opponents control is determined by their base toughness."

    I'm not sure how I feel about Luffy's design. It's interesting and I can see the rational behind it. But doesn't really capture his essence.
    Posted in: Custom Card Creation
  • posted a message on One Piece
    Luffy, this is a very confusing read. What is this trying to do exactly? Is it messing with Lethal damage like Zilortha, Strength Incarnate or am I'm trying to see something that isn't there?

    I'm not certain on Zoro's color. Other than that a nice capture of these concepts.

    Nami is definitely out on color. These effects probably need to be multicolor. White doesn't really do what's happening here. Also, you've worded the second ability as a triggered ability and replacement effect. Since you only want it to happen once a turn you can say "The first time an opponent would create one or more treasures each turn, you create a treasure instead."

    Usopp is great.

    Sanji is another great hit. I just question the stats. Swapping P/T would fit better for the design maybe bump to 2/3.

    Nico Robin, her effects are great but she feels just a bit underwhelming.

    These are great representations of the characters right after they joined the crew.
    Posted in: Custom Card Creation
  • posted a message on Halloween Utility Land Cycle
    Black is neat but needs nontoken on its creature check. Being self replacing after activating is too good on a land.

    Green, this doesn't seem very good. It mana fixes if you cast a creature already. Double spell turns are not that common and needing mana fixing doesn't seem a high priority.

    Red, why a counter? This is an odd choice for trigger restriction.

    Blue, this is far too easy to activate for such a powerful ability.

    White, because this doesn't play the way players expect its a bad choice for an effect.

    Oh and entering untapped is far too good on such powerful utility lands
    Posted in: Custom Card Creation
  • posted a message on Primordial mist with stolen face down stuff
    There is no "your exile zone" only the exile zone. If the card you happen to exile with Primordial Mist is not owned by you, you can still cast the card.
    Posted in: Magic Rulings
  • posted a message on Æther Slipstream & Brainteaser
    I keep waffling back and forth on whether Slipstream is over or under costed. I don't think it's good for standard because it's confusing but any supplement set could fit.

    BrainTeaser, I do not welcome the power creep on Force Spike. The niche that it doesn't work on its own for upkeep spells is an interesting consideration that pushes me to believe it might be OK.

    These are some of your best designed cards. They are in color, they function as worded, they aren't obviously broken and they don't haphazardly ignore interaction. If you posted more cards like these you'd get in less arguments.
    Posted in: Custom Card Creation
  • posted a message on Shards
    That cast restriction is really killing the vibe. Though it's probably necessary. I've seen standard with Omens and Yorion.

    Other than needing a set that demands a higher as fan of enchantments and possibly cares about enchantments dying this is a sold cycle. Though the white one could use work. It's value outside of specific combos is rather low.
    Posted in: Custom Card Creation
  • posted a message on Token Subtype Cycle
    Unfortunately this is an objective failure. White gets blood? What nonsense is that? Using subtypes with mechanical weight and them ignoring that weight. Finally, costing 0 makes them unfixable. Just poorly designed from the ground up.
    Posted in: Custom Card Creation
  • posted a message on Haunted Land Cycle
    These are reasonable cards that in the right deck are possibly powerhouses. They're just not very interesting. There isn't a wide variety to what you want to do with them so they're boring.
    Posted in: Custom Card Creation
  • posted a message on Bleach Cards
    It's a good idea to post text versions.
    Posted in: Custom Card Creation
  • posted a message on Monkey Brain, Go Bananas, & Royal Rumble
    Why not just have the spell when resolving creature multiple triggers?

    That's what I said before. This would be a part of the [Then] clause effect for the fight mechanic.
    The problem is you can't just wave your hand and say it's done. Proper wording based on existing rules need to be figured out.
    Posted in: Custom Card Creation
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