Magic Market Index for Aug 17th, 2018
 
Magic Market Index for Aug 10, 2018
 
Treasure Cruisin' Modern Big Red
  • posted a message on Wishes Ungranted
    Quote from Manite »
    Wishes Ungranted 1UR
    Sorcery
    Search your library for up to three cards with different names and reveal them. An opponent chooses two of those cards. Put the card not chosen into your hand, then shuffle the chosen cards into your library.
    This version seems the best to me.

    Part of the appeal of Intuition is that the other two cards end up in your graveyard, so you can still access them (e.g. by picking Dread Return, Unburial Rites, and Seedborn Muse, getting Seedborn in any case and loading your graveyard with flashback reanimation). The shuffling back in removes this advantage and actually makes the card less powerful, while still being an obvious and flavorful reference.
    Posted in: Custom Card Creation
  • posted a message on Zerges, Mad Genius
    The original version with no once-per-turn limit seems fair enough to me, since you still end up paying for all of those cards.

    This is not as good as "whenever you cast a spell, draw a card" for UBR since you still need a discard outlet and you only maintain card advantage; you don't actually get to see more cards like you would by drawing more. That being the case, I don't think there's anything wrong here.

    Maybe reduce his toughness so that bolts and token hate are more likely to disrupt you? Even that doesn't seem strictly necessary.
    Posted in: Custom Card Creation
  • posted a message on August 16th, 2018
    Votes: StarJake, Gerrard's Mom

    Magebane Shield 2
    Artifact - Equipment (R)
    Equipped creature gets +0/+3, loses flying, and has
    "Prevent all noncombat damage that would be dealt to you and permanents you control".
    At the beginning of your upkeep, unattach magebane shield.
    Equip 3
    "It strains the arm to protect the soul."
    Posted in: Custom Card Contests and Games
  • posted a message on 3CH LR Ruby Red - Hands Posted!
    @Convoy_Avenger
    You actually only score 2 points in a match where you both win a game (making your total score 32). People just note it as '3' to differentiate between the outcomes (drawing both games versus winning a game and losing a game) and because we like confusing notation.
    Posted in: Forum Magic
  • posted a message on Random Card of the Day: Werebear
    As far as I'm concerned this card is a 3-mana High Tide.

    Because unless someone at the table is playing some hardcore discard or stax, you're just not going to get another turn.
    Posted in: Commander (EDH)
  • posted a message on A couple of colored artifacts for Commander
    Quote from Watchwolf »
    And for Urabrask's Forge, would it be better if instead of saying "noncreature," it said "nontoken?" Also, do you think it would be going too far to adjust the damage-dealing ability to say "~ deals 1 plus X damage, where X is the sacrificed artifact's converted mana cost," so that artifact tokens like Clues can be included in the fun?
    "nontoken" would be a good change. I would go with that. I don't think changing it to "X plus 1" would be going too far balance-wise, but it would be more wordy which is always a fine line. Wordiness generally just looks worse, aesthetically, once you try to actually put it on a card.


    Quote from Watchwolf »
    About Box of Voices, the tacked-on card-draw is supposed to be half-drawback, half-wincon. If you manage to deck someone out completely, that last ability could finish them off. It also acts like insurance against combo players who like to draw their deck.

    As for the infinite combo potential, I'm okay with that. As a commander card, enabling combos is kinda the idea. Otherwise, it'll just sit in junk rare boxes and never be played because it's a bad Relic of Progenitus.
    Commander cards are also legal in vintage and legacy, and you do legitimately need to worry about combo potential on a 1-cmc card even in high-powered formats. Even if this is just for your one playgroup, it could set up very fast combos which is not fun, even in commander. Mana Amplifier also sets up combos, but you'll notice I'm not worrying about that because it costs six mana.

    It would still have legitimate value in an artifact deck just by being used to self-mill for graveyard goodies. And when you're done with it, you can hate away someone else's graveyard. If this card said "target opponent" it would be forgettable, but at 1-cmc it's efficient to the point that "target player" makes it very attractive for, say, Glissa, the Traitor, Sharuum the Hegemon, or any other artifacts-matter deck with black in their colors.

    EDIT: Also, in hindsight, Detention Engine is pretty strong. It should probably cost at least 2W on account of having both a strong-but-narrow hate ability and a widely-applicable tapdown effect.
    Posted in: Custom Card Creation
  • posted a message on A couple of colored artifacts for Commander
    These are all interesting and reasonably costed. My only hangup is Box of Voices.
    It could potentially enable some sort of infinite mill combo. It probably wouldn't happen in standard, but its low cost means you also need to think about any infinite artifact ETB combos in modern, commander, legacy, or even vintage. It's also potentially a lot of self-mill when artifact tokens are factored in.

    Maybe it could be "Whenever you cast an artifact spell, target player puts the top four cards of their library into their graveyard."?

    Also I don't think it needs to give them a card when it exiles their graveyard. GY hate is allowed to be pretty nasty.
    Posted in: Custom Card Creation
  • posted a message on The Commander's Tools Game
    Thwarted Treachery 1WW
    Enchantment (R)
    Each permanent you control has hexproof from each of its colors.

    Next: Lazav, Dimir Mastermind
    Posted in: Custom Card Contests and Games
  • posted a message on 3CH LR Ruby Red - Hands Posted!
    Collective Defiance / Pardic Dragon / Lightning Bolt
    vs...

    1) Mother Mamba
    Lightning Bolt / Kargan Dragonlord / Chandra, Torch of Defiance
    My Bolt stops the Dragonlord, and Defiance takes care of Chandra. ~ 6-0

    3) ManyCookies :: Hateful Ramp
    Simian Spirit Guide / Geosurge / Hateflayer
    OTP Defiance makes you discard. OTD Defiance+Bolt is enough to kill the Hateflayer. ~ 6-0

    4) Danxor3
    Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
    Defiance gets rid of everything but the Keeper. Pardic Dragon races easily. ~ 6-0

    5) NTheo
    Ghostfire / Vulshok Refugee / Shunt
    OTP Defiance discard wins it. OTD Pardic Dragon races the Refugee and is too big for Ghostfire to kill. ~ 6-0

    6) Sizel :: Goblins!
    Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
    Pardic races Keeper and either Defiance or Bolt takes care of everything else. ~ 6-0

    7) xStormaggedonx
    Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
    Whisperer gets the Bolt and Defiance takes care of the 4-drops. ~ 6-0

    8) CalvinSchwa
    Combat Celebrant / Splinter Twin / Collective Defiance
    Defiance duel! OTP my Defiance discards everything of yours. OTD I get to suspend Pardic and Bolt your face, but it doesn't do anything to your combo. ~ 3-3

    9) Convoy_Avenger
    Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
    OTD Defiance discards the Beacon and whichever creature you don't play first, the Dragon races the creature that you do play. ~ 6-0

    X | 1 2 3 4 5 6 7 8 9
    2 | 6 X 6 6 6 6 6 3 6 | 44 | 550

    EDIT: updated for Convoy_Avenger's submission.
    Posted in: Forum Magic
  • posted a message on Deepwater Hellkite (not all dragons fly)
    Quote from Gashnaw »
    [...] Or have multiple instances of flying and we joke about super flight. Where reach cannot get that far.
    Right. You need super-reach.
    [/deadpan]
    Posted in: Custom Card Creation
  • posted a message on Thoughts About the Color Pie: Red is the only complete color.
    I don't play a lot of standard, but to my understanding monogreen tends to be a contender in most standard metas.

    Red usually does very well, as you say, but it's not at all unusual to see a meta where an incidental lifegain card that's good for other reasons (Timely Reinforcements, Seeker of the Way, Blessed Alliance) just kills red's momentum and makes the matchup very bad.

    I don't think any monocolor deck is bulletproof for the most part, unlike certain multicolor decks often end up being. Ramanup Red was pretty much the only recent exception, but it was just that - an exception.

    I think monowhite humans/tokens was a thing in Shadows Over Innistrad?
    Posted in: Custom Card Creation
  • posted a message on Deepwater Hellkite (not all dragons fly)
    Quote from Gashnaw »

    I will go with that. I will keep flash as haste is a no go. And then it has those two abilities.
    You could even cheat a bit and have the firebreathing give haste...

    R: Deepwater Hellkite gets +1/+0 and gains haste until end of turn.

    I'm honestly not sure if that would be a good design or just clunky. It might confuse new players who aren't aware that multiple instances of haste are redundant.
    Posted in: Custom Card Creation
  • posted a message on August 14th, 2018
    Votes: Commander2099, Gerrard's Mom

    Exemplary Training 1W
    Instant (R)
    Choose target creature you control. Creatures you control gain first strike until end of turn if the target creature has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Exemplary Training 1W
    Instant (R)
    Choose target creature you control. Creatures you control gain first strike until end of turn if the target creature has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

    Next: Tymna the Weaver
    Posted in: Custom Card Contests and Games
  • posted a message on Deepwater Hellkite (not all dragons fly)
    You probably want some mechanic that implies swimming without being a drawback, in place of flying. Islandwalk is retired, so that's a no-go.

    As far as firebreathing, you could do the power-switch thing, but if you have actual firebreathing then it would need to cost red mana.

    Which might not be a horrible idea; the casting cost could be blue but it still has red firebreathing. That would make it feel dragon-y.

    Deepwater Hellkite 4UU
    Creature - Dragon
    1U: Tap target creature defending player controls.
    R: Deepwater Hellkite gets +1/+0 until end of turn.
    5/5

    That gives it a water-y form of evasion, and the firebreathing helps it feel like a dragon.
    Posted in: Custom Card Creation
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