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  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    New Artifact Subtype - Upgrades
    Upgrades are essentially equipment for artifacts

    Perpetual Motion Device
    2
    Artifact - Upgrade
    Upgrade 2
    The upgrades artifact has ‘this permanent untaps during each opponent’s untap step’

    IIW: colours matter
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Parasitic Reconstructor
    6
    Artifact Creatre - Construct
    Whenever a non-construct creature dies or an artifact is put into the graveyard from the battlefield, you may exile it. If you do, create a 4/4 construct artifact creature token.
    Whenever parasitic reconstructor dies, you may Exile a construct creature token you control. If you do, return Parasitic Reconstructor to the battlefield.
    4/4

    IIW: Colours matter
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Necarchy Hellkite sure is nasty. The one thing I would change is that I would get rid of haste, however. I suspect that this would create problems by punishing any ‘shields down’ moments that your opponent has for too low a cost, and that getting rid of haste makes it a bit less punishing.

    Elemental Reshaping
    1UU
    Enchantment - Aura
    Enchant Land
    As Elemental Reshaping enters the battlefield, choose a creature or land.
    The enchanted land is a copy of the chosen creature or land, except that if is a land in addition to its other types and has all of its abilities.

    Edit: just realized that this needed a ‘is still a land’ clause in order to prevent the enchantment falling off. At this point, I made it so the land still had its old abilities to avoid it being a land that can’t tap for mana.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    On Dancing Death, I like the card as a weird Johnny card, but I think the card could be worded more elegantly. Also, this has fun value as a card that you Donate.

    Inflicted Agony
    BB
    Instant - Uncommon
    Target creature deals damage to itself equal it its toughness.
    ”Stop hitting yourself”

    The intention is to make a card that appeals to both Spikes in that it is an efficient removal spell, and also Johnies since it has a weird effect that they can build around (creatures dealing large amounts of damage to itself). The card is black opposed to red, as even though red is primary in ‘deals damage to creatures’, the card is in my circumstances just ‘destroy target creature’, which isn’t a red effect.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Eternal Requiem
    B
    Enchantment
    When ~ enters the battlefield, each player puts all creature cards in their graveyard on to the bottom of their library in any order.
    Whenever a creature card would be put into a graveyard from anywhere, instead put it on the bottom of it’s owners library.

    IIW: CMC of 7 or more (X doesn’t count unless it cares about large X values)
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Apex Predator
    GGGBBB
    Creature - Dinosaur
    Whenever Ancient Predator attacks, it fights target creature.
    Whenever a creature that Ancient Predator fought this turn dies, put a +1/+1 counter on Ancient Predator and it becomes indestructible until the end of turn.
    4/4

    IIW: Cards/mechanics that Crete poison counters that aren’t poisonous or infect
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    The blessing counter design is neat, and likely balanced since if they remove the Satyr, both creatures loose the ability.

    Maliana, the Vengeful
    3RW
    Legendary Creature - Human Knight
    Vigilance
    At the end of each turn, if you were dealt combat damage by a creature this turn, take an extra turn after this one. Skip all steps during that turn except for the combat step.
    4/4

    The trigger is placed on the end step opposed to he combat step to avoid multiple combat steps triggering multiple extra turns.
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    On ???, I have a few thoughts.

    The first thing is that I don’t know why the front side has prowess. Yeah it makes it symmetric with the back, but the front side is So underwhelming that you are basically playing this for the flip, at which point why add a line of text to an already wordy card.

    My issue with the back side is that giving a big power and toughness boost and granting indestructible doesn’t feel like a blue effect. Green, white or maybe even black, but definitely not blue. Blue does get to set power and toughness, but typically to smaller values. The only part of this that feels blue is granting prowess, and prowess is by far the least relevant ability on the back side.

    Additionally, I’m big on what this card essentially does and am not sure who it is supposed to appeal to. It doesn’t seem like a good Timmy card, since nothing it does is really all that exciting, and it doesn’t feel like a Johnny card since there are better ways of granting indestructibility, and it feels weirdly positioned as a spike card, since there really isn’t any ‘outplayability’ in the card.

    I think the concept of a commander that flips into an aura is interesting, but this isn’t a great execution.

    Devastating Firestorm
    XXR
    Sorcery
    Alignment (This spell costs 1 less for each spell cast before it this turn)
    Devestating Firestorm deals X damage to up to X targets.

    Posted in: Custom Card Contests and Games
  • posted a message on Rescue Teferi
    You have two opportunities to cast Rescue, during the declare attackers step after attacks have been declared, and during the declare blockers step after blockers have been declared. At either of those points, when you gain priority, you may cast any instants from your hand, including Rescue.

    Posted in: Magic Rulings
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Deranged Demolitionist
    1RR
    Creature - Goblin Warrior [Rare]
    Partners with Destructive Manipulator
    R, T, Sacrifice ~: ~ deals 1 damage to each creature.
    2/2

    Destructive Manipulator
    3BB
    Creature - Azra Warrior [rare]
    Partners with Deranged Demolitionist
    When Destructive Manipulator enters the battlefield, destroy each creature that was dealt damage this turn.
    3/3

    IIW: Colors matter
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Secret Study
    R
    Enchantment
    When ~ enters the battlefield, choose a card type, then exile the top card of your library. If the exiled card is of the chosen type, until the end of the turn you may play that card from exile.
    WU: Exile ~, then return it to the battlefield under your control. Activate this ability only at any time that you could cast a sorcery.
    ”The great teacher has many lessons, but none of of them lead to learning”

    IIW: Colour matters.
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Conqueror Rat
    BBB
    Creature - Rat
    You may have any number of cards named Conqueror Rat in your deck.
    Conqueror Rat gets +1/+1 for each other creature named Conqueror Rat you Control.
    At the beginning of upkeep, if you control 13 or more creatures named Conqueror Rat, you win the game.
    [i]”Be sure to kill any rats you see, otherwise they will breed and grow until they push everything else out of the city”
    2/1

    IIW: Wedge colour legendary permanents
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Well, due to lack of interest, may as well move on:

    Mergatroid Jones:
    The main ability of the staff is interesting, but turning off non-creature damage is quite strong for 3 mana on an artifact. The scry ability, however, seems tacked on, since it will never be relevant, as does the sacrifice to give hexproof ability. I get the Flavor text being about how confusing the card is, but I don’t think it’s particularly clever.

    JacetheBodySculptor:
    I like this charm. Each of the modes is commonly seen on the ‘unplayable 1 mana red spell or limited’, but as a charm there might be enough versatility there. That being said, I wish there was a little bit more oomf in the card, maybe making the third mode a mini faithless looting or something.

    Jace the Body Sculptor takes it.

    Next: let’s see some Echo
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Given the general lack of interest, I’m putting forward an alternative criteria: Modal Spells (Spells where you choose one or more modes as per Esper Charm, Cryptic Command, Fiery Conflux, Collective Brutality, etc). You can design for this or my previous IIW
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Yeah, sorry about that AMUSING Flavor text. Ah the fun of autocorrect
    Posted in: Custom Card Contests and Games
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