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  • posted a message on retrace mechanic. how it works?
    That sounds absolutely right, Anna.

    I think this is going to be the biggest deal with Eventide, by far. These quicken spells are going to show up in every format, because each one you play makes all your late-game land into a copy of that spell. The versitility is amazing.
    Posted in: Rumored Card Rulings
  • posted a message on [EVE] Nettle Sentinal : TOTALLY BROKEN
    Who is looking forward to playing this? I think it's a real house... 2/2 for one is great if the drawback is workable, and with this it isn't even always a drawback; stompy has no trouble putting out a green spell every turn, and you can play a second one to get a surprise blocker.
    Posted in: New Card Discussion
  • posted a message on [EVE] Wake Thrasher
    Of course, given the choice between removing a lord and removing this, I think picking this would be the right one most times. Unless the blue player wants to overextend, he likely won't play more than three critters, getting an extra 2 power out of a lord, while this thing will usually swing for at least six. When combined with the retrace card-drawer to make sure that you are able to use your mana, it's ridiculous.
    Posted in: New Card Discussion
  • posted a message on [EVE] Wake Thrasher
    This thing is going to see a lot of play. It is blue fat... the most undercosted blue fat ever. The main phase after you play it, it is at least 4/4, and if you attack with it and play a spell, it will be at least 5/5 on the next turn. While not quite Superman because it is vunerable to removal, for three mana it is a game-winner that demands an answer very fast.
    Posted in: New Card Discussion
  • posted a message on Bragging rights - what cards did WotC steal from you?
    Hinder was stolen word-for-word from me, which makes me fairly proud; it's a great card.
    Posted in: Custom Card Creation
  • posted a message on Clash related cards
    I'm doing a set where Clash comes back as a heavily red mechanic; it doesn't appear much in the other colors. Red also has a lot of cards that use clash for effects, or that improve clashing. The flavor is that this is a frontier area, with each color having civilized and wild aspects; clashing represents gambling, the civilized side of Red.

    Tricky Dealer R
    Creature - Human Rogue
    Whenever a player plays a spell with clash, you may look at the top two cards of your library and put them back in any order.
    1/1


    Arturo the Ace 1R
    Legendary Creature - Human Rogue
    First Strike
    R: Until end of turn, the casting cost of the top card on your library is 5. (You always clash for 5, and if you can play a card from the top of your library, you pay 5 to do so.)
    2/1
    He always keeps a few cards up his sleeve.

    Poor Loser R
    Creature - Human Rogue
    Whenever you clash and do not win, Poor Loser deals 2 damage to target creature or player.
    1/1
    "You're a cheater!!!"
    Posted in: Custom Card Creation
  • posted a message on Ironheart Warchief (Tactics Mechanic)
    "Tactics" is a simple mechanic that expands limited play in the set I am making, filling out a similar role to bushido, flanking, and the like. Compared to the other mechanics I am working on, it is much simpler and not nearly as ambitious, but it does its job well.


    Ironheart Warchief 3W
    Creature - Dwarf Soldier
    Tactics 2 (At the beginning of each combat phase, you may give +2/+0 or +0/+2 until end of turn to target creature you control)
    2/2
    Posted in: Custom Card Creation
  • posted a message on I need some help on this card =/
    The trick is to make it a replacement ability instead of a triggered abilty.

    If a spell or ability would target Collectivity, instead it targets all creatures named Collectivity.

    And the aura one can use a trigger for simplicity:

    Whenever a non-token aura enchants Collectivity, put a token into play that is a copy of that aura enchanting each other creature named Collectivity.
    Posted in: Custom Card Creation
  • posted a message on Marked Mechanic
    This is one mechanic I am working on for a custom set. It uses Red's gambling feel to create powerful effects that require a bit of luck to get off, and it's roughly based on Boobytrap. This is one example card:

    Lucky Shot 1R
    Instant
    Marked (This card is in the library face-up. While it is on top of the library face-up, you may play it any number of times and it doesn’t go into the graveyard on resolution. If it would be put into your hand, shuffle it into your library instead.)
    Lucky Shot deals 2 damage to target creature or player.
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    You get a land that doesn't have any basic land subtypes, which does nothing. Adding in rules to handle that would make things a lot more complicated.
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    Quote from Kenaron
    For one thing, that could target a token and tokens can't be flipped.

    Also, I'm really not sure what kind of land you assume it gets turned into. Does it correspond to a land they control? That's what it would take for your last statement to make sense. Does it correspond to the target's color? How do you deal with multicolor or colorless creatures? This card is riddled with rules problems. Face down cards in play should always be Morphs, and any mechanic that tries to break that rule had better be prepared for some criticism. It doesn't seem like there's any payoff for the confusion here.


    That's why I decided not to go with flip or face-down, and instead with this version:

    Sow - When a card is sowed it is removed from the game and it’s controller puts a Land token into play with the basic land subtypes that produce the mana in it’s casting cost.

    So that example spell, Sow the Living, if used on a Black creature would produce a Swamp token, and if used on a red and green creature would produce a Mountain Forest token.
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    Having them get real cards limits design space, though. Like with this card:

    Sow the Living 1B
    Instant
    Sow target non-artifact creature.

    That's good removal, but if the enemy doesn't have basic lands, then its disadvantage goes away.
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    How about this for the full version of Sow (the reminder text would be smaller and more case-specific):


    Sow - Sow is a keyworded ability. Whenever a card is Sowed, it is removed from the game. The controller of that card then puts a Land token into play that has each basic land type that produces colors of the mana in its casting cost.

    So on a card like the first one it would read like.

    Elvish Groundskeeper 2G
    2, Discard Elvish Groundkeeper: Sow Elvish Groundskeeper (Remove it from the game and put a Forest Land token into play.)
    2/2
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    The reason it is worded like that is because not all cards use Sow from the hand. You might also see something like:

    Weary Treefolk 2GG
    Creature - Treefolk Druid
    Trample
    When Weary Treefolk is put into a graveyard from play, Sow it.
    3/3
    Posted in: Custom Card Creation
  • posted a message on Elven Groundskeeper - Sow mechanic
    The problem with the counter ability is that there are cards which move counters without checking what kind of counter they are moving, and I wanted to be able to use this on instants and sorceries as well.

    The face-down method might be best, actually, with the reminder text looking like "(You may pay 2 and discard this card to put it into play face down as a Land with "T: Add G to your mana pool.")" for that particular card.
    Posted in: Custom Card Creation
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