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Treasure Cruisin' Gifts Storm
 
The Role of Ecosystems in Fantasy Worldbuilding
 
Life's Legacy: Delving into Delver
  • posted a message on DOMINARIA - Which Legendary creatures are you hoping for?
    Marit Lage!

    It's not gonna happen, though...
    Posted in: Commander (EDH)
  • posted a message on Worst Possible Ravnica
    Soulshift in Orzhov would actually be a really cool revival of an old mechanic.
    Posted in: Custom Card Creation
  • posted a message on Inevitable victory
    Maybe have them only search 8 specific cards to exile? That's two full playsets in constructed, and most of your bombs in limited. In limited this would become a build-around card since you need abnormally high threat density (and probably lower land count) to make it work, which is ideally what a mythic should do in limited.

    Having them name cards in this way is just bad design. Being not just strong, but flat-out broken in specialized decks is not a design goal. Crushing anyone who hasn't memorized the meta is absolutely a bug, not a feature.
    Posted in: Custom Card Creation
  • posted a message on Worst Possible Ravnica
    I thought you were listing worst? :p


    Well, I did specify the new arcane cards would still need to suck. Wink
    In all honesty I'm really excited for 'Splice onto Instant' or 'Splice onto Sorcery' or something else much more modular. I really want to run Veil of Secrecy in a bunch of different Commander decks, but there are nowhere near enough other good arcane spells to make it work.

    Aura swap is really neat as a one-off mechanic, but focusing on it also requires there to be a whole bunch of Simic auras, and auras are an inherently disadvantaged card type. Still, I could totally see a new ravnica set where almost all green and blue auras have aura swap, with the idea being you can draft auras of other colors and pay the green/blue aura swap cost to cheat them in without having those colors.

    Dethrone is neat in principle but you can never rely on it, especially in 1v1. It's even worse in red-green since those colors are focused on damage and getting through with large creatures, so you're almost always going to have more life than the opponent.

    I admit that fortify might actually work, especially for Boros. Really it just has a bad rep more than anything due to the one existing fortification.
    Posted in: Custom Card Creation
  • posted a message on Inevitable victory
    Same complaint; only balanced if the opponent knows what deck you're playing, flagrantly broken otherwise or in singleton. You should probably just have them search your library for 20 individual cards instead of playing a guessing game.
    Posted in: Custom Card Creation
  • posted a message on Worst Possible Ravnica
    'Shadow' for Dimir.

    If we're talking worst-designed and not just underpowered, there's also...
    'Phasing' for Azorius,
    'Storm' for Izzet (or 'splice onto arcane', and make sure that all the arcane spells still suck :p ),
    'Gravestorm' for Rakdos,
    'Aura swap' for Simic (though I actually kind of like that one),
    'Poisonous' for Golgari,
    'Absorb' for Selesnya
    'Dethrone' for Gruul (they want their day in the sun!),

    'Bushido' for Boros ooh! ooh! nevermind. Boros gets 'fortify' and a bunch of fortification-matters cards! There specifically needs to be a reprint of Darksteel Garrison and a 3 CMC white spell that destroys all unfortified lands so that fortifications matter, but DG in particular is still useless compared to other fortifications.

    and Orzhov... well, Orzhov already has 'haunt'.
    Posted in: Custom Card Creation
  • posted a message on Most annoying keyword ability
    Protection from [color or colors] on your commander is a big one for me due to the format's color identity rules. Almost all colorless removal either costs too much mana or costs too much money for my tastes exactly because it's good colorless removal. Brittle Effigy is the best that I know of on both counts.

    Animar, Soul of Elements is particularly annoying since he's also a very dangerous engine/combo piece and can also-also easily win off of commander damage. Combine that with the low mana cost and he ends up feeling very unfair if you're only playing black and/or white, unless you're just playing boardwipe tribal.

    Oversoul of Dusk is probably the most annoying non-legendary with this effect, but it's not as egregious there since it's not commander damage.
    Posted in: Commander (EDH)
  • posted a message on Perfect Hand Draft: Round 4 : Extra Pick
    Quote from ManyCookies »
    Absolutely no rush, but when do you think this will fire?
    Same question here.
    Posted in: Forum Magic
  • posted a message on Dumb Idea? Raise Dead exile equivalent.
    Quote from mondu_the_fat »
    Fairly soon we're going to need the "really-really-freaking-out-of-the-game-no-you-can't-interact-with-this" zone.
    Why does there need to be a zone that's impossible to get cards back from? As long as it isn't so easy to bring cards back that you can create super-abusive archetypes based on it, like is true for the graveyard, then it's not going to fundamentally break the game. Mirror of Fate is enough to prove that effects which pull cards back from exile can exist, so this is just asking how far you can push it and remain balanced.

    Quote from mondu_the_fat »
    This is about infinite one-up-manship. It's creating a targetted spell and adding "this spell can target creatures that can't be targetted" and keywording that ability. It's creating superflying that can only be blocked by superfliers, but not regular fliers.
    This is about creating a keyword that says you can block fliers even though you aren't one. Oh, wait. This is about creating a keyword for spells that says spells that counter spells can't counter this one. Oh, wait. This would be like creating an easy-to-run land that negates hexproof. Oh, wait. This is the same as giving players life totals, then creating a mechanic that lets you bypass it. Oh, wait.

    You'd be right that this isn't something that should ever be present in mainstream Magic, except that's explicitly already not the goal. These cards would be played in a small group of people who are okay with playing some unusual cards. I'm just asking about balance, suggestions for better wording, and potential degenerate combos to watch out and cost appropriately for (like the aforementioned self-exiling spells Oreth pointed out). I'm also curious how well people feel that the randomness works as a balancing mechanism.
    Posted in: Custom Card Creation
  • posted a message on Dumb Idea? Raise Dead exile equivalent.
    Quote from SavannahLion »
    To be honest, you really can't ignore the whole, "don't treat exile like another graveyard" thing.
    Well, that's the main reason for the "at random" part; a good portion of the time this will be no different from "you may cast the top card of a random player's library". The concern is when only a small number of cards are in exile, and the counterplay is exiling cards, just like for normal graveyard recursion. The idea is that retrieving a specific card is still difficult.

    And if you're talking from some sort of idealistic perspective, then it's entirely up to the playgroup. So, no dice there.

    I play enough EDH to know that I LOVE this mechanic. But I'd push the power level for EDH. Most of these could easily be cantrips.
    I was planning not to push the power too much, beyond the baseline push-edness of the ability itself. This has potentially a huge amount of synergy with cards that were never meant to be synergized with. My favorite so far is Skyship Weatherlight, but I strongly suspect there are cards that are unfair with it...

    On the flip side, "Elicit an instant or sorcery card." is insanely powerful with All Suns' Dawn, Eldritch Evolution, Part the Waterveil
    Yeah, like those. That's a very good point. I had figured that flashback cards were okay, but I hadn't thought of cards like Yawgmoth's Will or the ones you list.

    Posted in: Custom Card Creation
  • posted a message on Dumb Idea? Raise Dead exile equivalent.
    Quote from user_938036 »
    Unless you are constantly using Rest in Peace or Final Judgment like cards the exile zone shouldn't be over flowing with cards, so the random element is more annoying than functional. If tailored to a specific play group that is constantly exiling everything then they become more reasonable, but as general cards they are far too efficient at getting problematic cards back from the place where you put problematic cards so they can't be gotten back.
    I'm used to posting between this thread and the Commander thread, so I neglected to mention that these are for Commander in particular. Exiles are more common there.

    Cards like Final Judgement or Merciless Eviction are usually used as a 'clear everything, nothing survives this' move. These cards circumvent that somewhat, but if you're following up one of those cards with an elicit card then you're playing potluck.

    Cards like Path to Exile, Anguished Unmaking, and Swords to Plowshares are just efficient single-target removal for which exiling rather than destroying is really just a bonus. You'd probably play them anyways if they just said 'destroy'. I don't see circumventing this as a problem.

    It doesn't circumvent mass GY exile in most cases due to crowding, which is the big one since it's also used to stop graveyard shenanigans in Commander.

    The only cards to truly suffer are cards like Cremate, Scavenging Ooze, Deathrite Shaman (none of which are super-popular in commander, but are definitely a significant consideration in 60-card), and especially Sadistic Sacrament-type effects. Is that too large a subset of cards to work well against?
    Posted in: Custom Card Creation
  • posted a message on February 16, 2018
    Votes: Flatline, Antiantiserum

    Life Anew G
    Sorcery (U)
    ~~~
    Choose one -
    • Put target creature card from your graveyard on top of your library.
    • Look at the top three cards of your library. You may reveal a creature card from among them and put that card into your hand. Put the rest on the bottom of your library in any order.
    Flashback B
    ~~~
    Posted in: Custom Card Contests and Games
  • posted a message on Progenitus, Soul of the World
    Quote from Etherium Sage »
    Is what I have now kooky enough?
    Well, it probably shouldn't be a keyword if only one card will ever have it.

    A better approach would be "Progenitus, Soul of the World can't die. (It can't be sacrificed and can't be put into a graveyard from the battlefield.)"

    It's a bizarrely final statement with interesting but resolvable rules implications. It's also mostly intuitive until cards like Anafenza, the Foremost get involved, but still has a logical resolution even then (being put into exile from the battlefield is not dying, so Anafenza makes it mortal again).

    You would also probably want some sort of offensive ability or evasion so it doesn't just get chumped all day. Maybe just trample or something.
    Posted in: Custom Card Creation
  • posted a message on Dumb Idea? Raise Dead exile equivalent.
    I have a dumb idea I've been working on. Ignoring for the moment that this breaks the whole "don't treat exile like another graveyard" rule (i.e. the playgroup we would use these cards in are cool with pulling stuff back from exile as an effect suitable for uncommon), how reasonable are these cards balance-wise?

    EDIT: note, these are specifically for commander, where exile tends to be more common.

    Invoke the Forgotten C
    Sorcery (U)
    ~~~
    Elicit a creature card. (To elicit a card, choose a card of the specified type at random from among face-up cards in exile. You may play that card this turn, and may spend mana as though it were mana of any type to cast it.)
    ~~~


    Lost Incantation C
    Sorcery (U)
    ~~~
    Elicit an instant or sorcery card. (To elicit a card, choose a card of the specified type at random from among face-up cards in exile. You may play that card this turn, and may spend mana as though it were mana of any type to cast it.)
    ~~~


    Existential Enumeration 2CC
    Sorcery (R)
    ~~~
    Elicit three nonland cards. Spells you cast from exile this turn cost 2 less to cast.
    ~~~


    In the Angle 1C
    Instant (U)
    ~~~
    Elicit a creature card. That card gains flash until end of turn.
    ~~~


    The idea is that, by selecting at random, exiling is still somewhat effective since it will flood out cards you might actually want with other less desirable cards. You also need to pay the mana cost of cards you elicit, so there's not a lot of chance for huge bombs at disproportionate cost.

    Note that these were originally designed for a 'purple' color. The colorless mana might make them a bit too splash-able.
    Posted in: Custom Card Creation
  • posted a message on Progenitus, Soul of the World
    I don't think keyword soup is the way to go with Progenitus. You could fit all of those keywords in monogreen (although admittedly vigilance and haste are usually only on very heavily green cards, and monocolor keyword soup is usually a white thing). You could say similar things about Chromanticore, but I think that's the reason why it wasn't a legendary card. A five-color card can have a keyword-per-color, but it's not particularly memorable or compelling. The only thing that saves Chromanticore is Bestow.

    The trademark of Progenitus ("protection from everything") is a single, almost comically powerful ability ("yes, Progenitus does have protection from forests"). If you want to capture the flavor of Progenitus, you should probably try something along those lines, preferably with wording that gives a comical sense of finality. It's pretty difficult to design those abilities. You could try something almost silver-border levels of strange, like "Progenitus can't be affected by spells or abilities."
    Posted in: Custom Card Creation
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