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  • posted a message on MCC September Round 1 — It's a Dinosaur!
    Raptor Hatchling R
    Creature -- Dinosaur [U]
    Enrage -- Whenever Raptor Hatchling is dealt damage, create a 4/4 red Dinosaur creature with Haste. Exile that token at the beginning of the next end step.
    "Imagine if your mother was a giant raptor. Now tell me again whether you want to approach that hatchling."
    1/2
    Posted in: Monthly Contests Archive
  • posted a message on CCL Aug, Round 1: The Cycle Begins (EARLY ACCESS)
    Wall of Omens, Gatecreeper Vine

    Eldrazi Thoughtsifter 1U
    Creature — Eldrazi Processor [C]
    Devoid (This card has no color.)
    Defender
    When ~ enters the battlefield, look at the top card of target player's library, you may exile it.
    0/4
    Posted in: Monthly Contests Archive
  • posted a message on August MCC Round 1 — Context is Everything
    Battle for Zendikar

    Brutish Aberration 2B
    Creature — Eldrazi Processor [R]
    Devoid (This card has no color.)
    2, Put a card an opponent owns from exile into that player's graveyard: Brutish Aberration gets +3/+3 until end of turn.
    3/3
    Posted in: Monthly Contests Archive
  • posted a message on Current Set open for feedback
    Posting Current Blue
    Themes slight Development, Flip spell/creatures, The balance here is the trick need enough cards that flip so that payoffs are good. By making these be creatures that can turn into spells or vice-versa it allows a couple different ways to take advantage. If the spell is good on the front side you can bounce the creature to get the spell part again. Same for bouncing a spell if the creature is good on the frontside(but a little weirder) prowess and spells matters cards fit here as well. Sac Outlets allow instead speed use of breakdown spells. Hopefully a creature with Breakdown and not much of a spell will be good enough to run in a theme draft deck.

    This is just my first round/current state. I am thinking more payoffs would be nice.




    CU01 Aggro Elementals U
    Creature-
    Prowess
    1/1

    CU02 Defensive Flyer 1U
    Flying
    1/3

    CU03 Creature Anticipate 1U
    Creature
    Breakdown(Flips into spell on death)
    1/1
    /////
    CU03 Backside
    Instant
    Look at the top 2 cards of your library. Put one into your hand and the other on the bottom of your library.

    CU04 Mill/Breakdown1U
    Creature
    Breakdown
    2/2
    ////
    Backside
    Instant
    Target player puts the top 4 cards of their library into their graveyard.

    CU05 Cloud Elemental 2U
    Creature
    Flying
    CU05 Cloud Elemental can only block creatures with Flying.
    2/3

    CU06 Development Flying 3U
    Creature
    As long as you control a development, ~ has flying.
    3/4

    CU07 Elemental Enabler
    Creature
    Whenever you cast an instant or sorcery spell scry 1.
    1/4

    CU08 Big Flyer
    Creature
    Flying Flash
    3/3

    CU09 Sac Outlet
    Creature
    Sacrifice a creature you control: Scry 2.
    3/4





    Gotta go do stuff I'll finish this upload later
    Posted in: Custom Set Creation and Discussion
  • posted a message on Current Set open for feedback
    Still working on a set no real theme (maybe cards that are functionally more than what they look like)

    Mechanics
    Corrupt - -1/-1 counters give +1/+1 instead of -1/-1 on this creature.

    Then 2 types of DFC
    Lands that are invested in and flip revealing a card that can grind out value. These I am not sure about the the power level and have flip flopped back and forth on an implementation.

    Spell Elementals Either Energy that forms a physical manifestation or creatures that die releasing their energy in the form of spells. I feel like I have been a bit stubborn on this both in implementation and whether it is worth having at all. Currently Spells can have a Reform cost that when spent transforms the spell after resolution into a creature. Creatures can have breakdown that when the creature dies it is exiled and transformed and can be cast without paying it's mana cost until end of turn.

    Reasons to have this form instead of something like evoke include but are not limited to, type matters cards. (Whenever you cast a non-creature spell do etc., counting types in the graveyard)

    I'll just be listing the commons and uncommons I have for black at the moment. Themes for Black are both corrupt and develop.


    CB01 Tiny Corrupt B
    Creature
    Corrupt
    1/1

    CB02 Aggro Deathtouch 1B
    Creature
    Put a -1/-1 counter on ~: ~ gains deathtouch until end of turn.
    2/2

    CB03 Develop Enable 1B
    Creature
    Whenever you play a double-faced land put a development counter on it.
    1/3

    CB04 Sac Outlet 2B
    Creature
    Sacrifice a creature: Put a -1/-1 counter on target creature. Activate only as a sorcery.
    2/2

    CB05 Flying Corrupt2B
    Creature
    Flying, Corrupt
    2/1

    CB06 Corrupt Enable 2B
    Creature
    When ~ enters play put a -1/-1 counter on target creature you control and target creature you don't control.
    3/2

    CB07 Dev/Corrupt Enable 3B
    Creature
    When ~ enters the battlefield or dies for each kind of counter on target permanent you control, give that permanent another counter of that kind.
    2/4

    CB08 Development Defender 3B
    Creature
    Defender
    If you control a development ~ can attack as though it didn't have defender.
    5/5

    CB09 Self -1/-1 Counter 4B
    Creature
    ~ enters play with 2 -1/-1 counters.
    6/6

    CB10 Big Corrupt 4B
    Creature
    Lifelink, Corrupt
    3/6

    CB11 Develop Enable B
    Enchantment Aura
    Enchant Double faced Land
    When ~ enters the battlefield draw a card.
    At the beginning of your end step put a development counter on enchanted land.

    CB12 Corrupt Rem/Trick 1B
    Instant
    Target Creature gets +1/+1 until end of turn,
    Put a -1/-1 counter on target creature.
    (This should be able to target 2 different creatures or the same creature)

    CB13 Expensive Removal 3BB
    Instant
    Destroy target creature. Gain 2 life for each development you control.

    CB14 Random SpellFlip B
    Sorcery
    Remove target card in a graveyard from the game.
    Reform 1B [i](When you cast this spell from your hand if you paid the reform cost transform it instead of putting it into the graveyard.[i]
    ////
    CB14 Backside
    Creature
    Lifelink, Breakdown [i]When this creature dies, exile it transformed, until end of turn you may cast it without paying it's mana cost whenever you could cast an instant.[/i]

    CB15 Neg Draw Develop 2B
    Sorcery
    Draw 2 cards, Lose 2 life and you may put a development counter on a land you control

    CB16 Discard 2 1BB
    Target player discards a card at random then discards another card.

    CB17 Removal Big 3B
    Sorcery
    Put 3 -1/-1 counters on target creature.

    CB18 Grave recursion 2B
    Creature
    Breakdown[i]When ~ dies instead exile it transformed until end of turn you may cast it without paying its mana cost whenever you could cast an instant.[/i]
    2/2
    //
    CB18 backside
    Sorcery
    Return target creature from your graveyard to your hand.

    UB01 Night Prowler 2BB
    Creature-Thief
    Menace, Deathtouch, Lifelink
    2/3

    UB02 Corrupt Pump/Removal 1B
    Instant
    Choose one:
    Target creature gets -2/-2 until end of turn.
    Put 2 -1/-1 counters on target creature.

    UB03 Miasma 1BB
    Sorcery
    Put a -1/-1 counter on all creatures.

    UB04 Grave Skinrender 2BB
    Creature
    1B:Exile ~ from your graveyard: put 2 -1/-1 counters on target creature. Activate only as a sorcery.
    3/3

    UB05 Aggro Corrupt B
    Creature
    Corrupt, Can't Block
    2: Regenerate
    Whenever ~ becomes blocked put a -1/-1 counter on ~.
    1/1

    UB06 Blowfly Infestation 2B
    Enchantment
    Whenever a creature with a -1/-1 counter on it dies you may put a -1/-1 counter on target creature.

    UB07 Dev Creature Cycle Black 1B
    Creature-Soldier
    Developments you control have "T: Create a 1/1 black soldier creature token."

    UB08 Develop 1B
    Creature
    Put -1/-1 counter on ~, T: Put a development counter on target land.
    1/3

    UB09 Efficient Removal 1BB
    Sorcery
    Destroy target creature or development.

    UB10 Efficient Discard B
    Sorcery
    Target player reveals his or her hand. You may choose a double-faced card, instant or sorcery from it. That player discards that card.

    3 examples of developments

    Fetid Pool
    Land-Forest Swamp (Rare)
    [i]T: Add B or Gto your mana pool[/i]
    ~ enters play tapped
    At the beginning of your upkeep if ~ has 3 development counters on it transform it.
    GBT: Put a development counter on ~
    ////
    Witch's Hut
    Land-Development
    T: Add B or Gto your mana pool.
    T: Put a -1/-1 counter on target creature, it gains corrupt until end of turn.

    Caverns
    Land-Mountain Plains (Rare)
    [i]T: Add R or Wto your mana pool[/i]
    ~ enters play tapped
    At the beginning of your upkeep if ~ has 3 development counters on it transform it.
    RWT: Put a development counter on ~
    ////
    Hidden Passage
    Land-Development
    T: Add R or Wto your mana pool.
    T: Remove target attacking creature from combat. If it has 2 or less power it deals damage equal to it's power to defending player as though it weren't blocked.

    Derelict District
    Land-Development
    T: Add 1 to your mana pool

    Posted in: Custom Set Creation and Discussion
  • posted a message on Double Faced Card Search
    I guess I will go with just searching for "double-faced card" my issue with this wording was that I didn't really think it was an accepted term to use. While double faced, split, flip and the new sideways flashback cards are called you don't really see them mentioned in rules text.

    Thanks for your quick input
    Posted in: Custom Card Creation
  • posted a message on Double Faced Card Search
    How would I go about searching for double faced cards in my library? I am specifically thinking about searching for a double faced card of a certain type (creature, land, planeswalker etc.)
    Posted in: Custom Card Creation
  • posted a message on CCL March, Round 3/Top 8 — Revenge of the Nephilim
    I don't like the challenge presented. I think an elegant four color card is so hard it is not worth trying. So I tried to evade the challenge entirely by making 2 separate 2 color cards and merge them together. First thought being to create an angel DFC that becomes nicol bolas servant and thus blue black red. Then I struggled to create a split card that could fuse relevantly. I could come up with plenty of solid 3 color split cards but stretching to four was hard and I ended up creating a split card and a multicolor which I think was good enough. I premise my critiques with this because I don't really like any of the cards presented. They feel like cards by good designers forced into an awkward design space.

    As a final aside my back up plan was to make a 4 color charm which I thought would be easy enough aa a 4 ability card with a choose two.

    Flatline- Breya's Creation is fine. But it has nothing special to it. The only reason this is four colors and not 5 is that you invoke the commander from the specialty set. It doesn't feel 4 colors it feels like a solid first pick that can go in any draft deck. Above me you are criticized for not making this legenedary that seems absurd, it doesn't have the feel of a legendary it is the creation of the legendary and shouldn't be a commander anyways.

    icariiFA- Aramahest, Order of the World is weird it takes juggling to unlock the white base abilities. I like the tie in of controlling the number of lands you have with the second 2 abilities. My issue however is the relative power of the 2 abilities, I assume this will be played in commander and the first ability seems much more powerful than the second especially when considering the second ability has an additional drawback. Furthermore the second ability is mostly relevant when the land clause is active because otherwise the opponent will be happy to trade off with this. These abilities need to be better balanced.

    Jimmy Groove- Light at our Backs- This card should be 2 separate cards. Vigilance has is completely irrelevant with the activated ability. I also don't think the activated ability should be able to play defense.

    Doomfish-Rogsmi the Negotiator- All I can think about when I see this card is that you can cast 5 color commanders for only 2 mana after casting this creature. That sounds disgusting. I also have no reason for this not reducing all 4 other colors than green, it has no real 4 color identity itself.

    DrewdaGreek-Providence of Vitality- I like the dual use of counters on this card and I think the assignation of the counter removal tied with x is sweet. The power level seems high makes 8 power spread out for 6 mana and has additional utility.

    SnowBlack1021- Sword of Scrying Souls. This card could easily have a blue black first ability. This card seems too powerful as a repeatable scrying tool/ and or graveyard enabler and doesn't need to have added utility as an equipment. Both abilities should be only able to activated while attached to a creature allowing better interaction from the opponent. (because they can remove the creature.) In this vein I would additionally increase the equip cost and maybe decrease the artifact cost.



    1-DrewdaGreek-Providence of Vitality
    2-icariiFA- Aramahest, Order of the World
    3-Flatline- Breya's Creation
    4-Doomfish-Rogsmi the Negotiator
    5-SnowBlack1021- Sword of Scrying Souls
    6-Jimmy Groove- Light at our Backs
    Posted in: Monthly Contests Archive
  • posted a message on CCL March, Round 3/Top 8 — Revenge of the Nephilim
    Heart 2(R/G)
    Instant [Rare]
    Attacking creatures get +2/+0 until end of turn. Creatures you control gain trample entil end of turn if R and G were spent to play it.
    /FUSE/
    Soul WB
    Instant [Rare]
    At end of turn create a 1/1 black and white spirit creature token with flying for each creature that died under your control this turn.
    Posted in: Monthly Contests Archive
  • posted a message on CCL March, Round 2 — Twisted Legend
    Quote from IcariiFA »
    Baldorus, the Last Primeval 3GG
    Legendary Creature - Titan (M)
    Deathtouch, trample
    It was that day his heart stopped. Bewitched, he clutched his breast and fell to a knee before collapsing onto the city below.
    —History of the Lost Kingdom of Aladar

    10/2


    This card seems fairly good. Not great in any format with cheap removal. Cheating it into play with haste is not bad as well. Manipulating this card and it's ability to attack quickly or take advantage of it's power for power matters cards like rishkar's expertise is the only reason I think this could not be cheaper. Getting this shocked is so mana inefficient that you probably lose the game on the spot. My main issue is that I don't really get any flavor from either the card name or it's flavor text nothing screams big power low toughness will deal tons of damage regardless. Unlike Force of Savagery. This also does not play differently as a legendary because either it is dead or they are.
    Quote from Theelkspeaks »
    Taigam, Seeker of Redemption 1URW
    Legendary Creature - Human Monk (R)
    Haste, Flying, Prowess
    He rides the mantis to preserve the Jeskai Way, seeking to atone for the betrayals that had become undone.
    3/4


    Taigam has good Jeskai flavor and I don't think much else. Not sure who would be playing this Mantis Rider seems better in most decks and is not legendary. Though he is solid in limited if you can afford the 3 colors.
    Quote from SnowBlack1021 »
    Jareus, Blade-crafted Warden 5
    Legendary Artifact Creature - Construct (M)
    Defender
    Double strike, indestructible, reach
    “It is my obligation to defend this place after my creator’s death, and no one shall set foot in this place till I shatter.”
    3/5


    I think the premise of this card is fine. You have a creature that can survive almost all removal and board clears. It defends you and does nothing else. Dismember is the only non-exile/bounce that I can think of that will actually kill this. I don't think double strike gives good flavor with this card though. Costwise it could be at 4 mana (especially at mythic) unless the cards that allow defenders to attack make that too unreasonable but I doubt it.
    Quote from Schiller »
    Mithia, Selesnya Guardian 2GW
    Creature - Elemental (R)
    Vigilance, lifelink, reach
    5/5


    This card is too powerful at rare. It blocks practically everything and due to having both vigilance and lifelink wins any race. All for only 4 mana.
    Quote from doomfish »
    Domus, Imperiosaur Alpha RRGGG
    Legendary Creature - Lizard (M)
    10/10



    I think this card is fine. The pure color cost makes the size fine at 5 mana as a mythic. They just printed the green 5 mana 8/8 with upside so this legendary huge vanilla is fine. The card is a bit boring though.
    Quote from Koopa »
    Pawam, Blizzard Incarnate SSSSSS
    Snow Creature - Elemental (R)
    The Ice Age gave birth to compensate for the life it had taken.
    8/8


    I'm not much for snow cards due to not having any interaction with them throughout my life. They seem fairly parasitic. This card would only need an entire deck to made of snow basics to be easily cast on time. That being said a colorless 6 mana 8/8 is not broken. The flavor is good. Not sure how easy to cast this is in limited which is where I would assume it is at it's best.


    1-Snowblack1021 -Defender
    2-Doomfish -RG 10/10
    3-icariiFA 10/2 trample deathtouch
    4-Koopa - Ice 8/8
    5-Theelkspeaks Jeskai Mantis Rider
    6-Schiller - 2WG

    Posted in: Monthly Contests Archive
  • posted a message on CCL March, Round 2 — Twisted Legend
    Okori, War Leader WR
    Legendary Creature-Human Soldier [M]
    Indestructible, Haste
    He never gives a command he isn't willing to do himself
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on March 2017 MCC Round 2 — Warm Breeze
    Maple Farmer 1G
    Creature-Human (Rare)
    Forests you control have T: Add one mana of any color to your mana pool.
    GGG, T: Create a 2/2 green Bear creature token.
    Hopefully the fence will keep the bears from my taps this year.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on CCL March, Round 1 — Profaned Icon
    Ichor Hydra 4BB
    Creature-Hydra [Rare]
    Manaburst - Ichor Hydra enters the battlefield with a -1/-1 counter on it for each B mana spent to cast it.
    1B, Remove a -1/-1 counter from Ichor Hydra: Target creature gets -2/-2 until end of turn.
    Each bit of flesh it consumes makes it bigger and harder to kill.
    8/8


    I like the general feel of this card but I think it needs some work in development. A 6 mana 6/6 base at rare that kills 2 creatures and while growing into an 8/8 all which can be done at instant speed seems unfair. The flavor text feels off because I am not picturing it eating creatures but spraying contained contagion becoming more pure/powerful.
    Guardian of the Afterlife 5WB
    Creature - Sphinx (Rare)
    Flying, lifelink, deathtouch
    Whenever another nontoken creature you control dies, you may create a 2/2 black and white Zombie creature token with lifelink and deathtouch.
    4/4


    With a very cursory look at sphinx mythology I don't really buy having a sphinx guard the afterlife being mischievous and treacherous(Not someone I would trust guarding practically anything.) However I do like the idea of the sphinx using it's role to create creatures of unlife so I'm going back and forth on it. Regardless this does not need to be a sphinx.

    Balance seems fine. Power late drop in limited, not much use in constructed.
    Quote from netn10 »
    Illusory Hydra xUU
    Creature - Hydra Illusion (Rare)
    Illusory Hydra enters the battlefield with X +1/+1 counters on it.
    When Illusory Hydra becomes the target of a spell or ability, sacrifice it.
    UU: Return Illusory Hydra to its owner's hand.
    0/0


    I like this hydra. I like the flavor and it seems like a role player in some sort of control. That being said I think it could be run at xU without any concern for power. A control player would probably be leaving up UU anyways so its size doesn't seem to be an issue.
    Quote from mirrodin71 »
    Chazaqiel, Angel of Fog 1GUU
    Legendary Creature - Angel (M)
    Flying, Defender
    When Chazaqiel blocks a creature put a fog counter on that creature.
    Creatures with fog counters can’t deal damage and damage can’t be dealt to them.
    0/7



    Art by


    This angel was the most exciting of the submissions but maybe it was because of the picture which fits it well. The guardian spirit doesn't need to be an angel but the angel type is fine. The effect is mythic and the cost is fine. An issue I have is how hard it is to kill both in combat and through damage I would either lower the toughness or give the fog counters after combat

    Quote from Legend »
    Angel Fish (Uncommon)
    2UU
    Creature - Angel Fish
    1/5
    UU, t: Target creature gains hexproof until end of turn.
    Netherdeep warriors often wear angel fish scale armor because of its natural magic resistance.


    I don't like the angel fish. I think printing an off color icon at uncommon is an issue The flavor text makes me think the fish should be sacrificed. When I read the name Angel Fish I don't think angel I think fish that has been named after an angel which is how the whole card reads to me. The typing just throws me, it seems like just a fish to me.
    [
    Quote from Jimmy Groove »
    Profane Puzzler 3BB
    Creature - Sphinx (R)
    Flying
    When Profane Puzzler enters the battlefield, search your library for three cards with different names and reveal them. Target opponent chooses one of those cards. Put that card into your hand and the others into your graveyard, then shuffle your library.
    "What riddle has three answers, all of them wrong?"
    3/3


    Putting the Sphinx into black is a good decision. I think this card is close to being perfect. It reminds me of a cheaper rune-scarred demon with a weaker search effect. My main issue is the added power from putting the rejects into the graveyard. But this is very black and may be fine, it hardly makes for an cheap reanimation search. I also like that the sphinx asks a question of the opponent.

    1-Jimmy Groove-Profane Puzzler
    2-mirrodin71-Chazaqiel, Angel of Fog
    3-netn10-Ilusory Hydra
    4-TheRealStinkyJoeTerry-Ichor Hydra
    5-SelesnyaNewLife-Guardian of the Afterlife
    6-Legend-Angel fish
    Posted in: Monthly Contests Archive
  • posted a message on CCL March, Round 1 — Profaned Icon
    Guard Hydra XW
    Creature-Hydra Rare
    Vigilance
    Guard Hydra enters play with X +1/+1 counters on it.
    Guard Hydra can block as many creatures as it has +1/+1 counters.
    At end of combat put an additional +1/+1 counter on Guard Hydra for each creature blocking or blocked by Guard Hydra.
    0/0
    Posted in: Monthly Contests Archive
  • posted a message on March 2017 MCC Round 1 — Bundle Up
    Winter Solstice 1B
    Enchantment (Rare)
    At the beginning of each player's upkeep, that player chooses main phase or combat phase. That player skips each instance of the chosen step or phase this turn.
    There just isn't enough time in the day.
    Posted in: Monthly Contests Archive
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