2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Donald Trump's Presidency
    Quote from magickware99 »
    [quote from="Magicman657 »" url="http://www.mtgsalvation.com/forums/community-forums/debate/624050-donald-trumps-presidency?comment=4633"]

    That seems like treasonous behavior to me.


    "Never ascribe to malice what can be explained by incompetence." - Napoleon Bonaparte.

    It isn't treason, just stupidity.
    Posted in: Debate
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Had a weird idea on a quasi mass land freeze effect that slowly gets less obnoxious.

    Unnamed 3RR
    Enchantment

    As ~ comes onto the battlefield tap all lands.
    At the end of the opponent's turn before your own put a regrowth counter on ~.
    Players can only untap a number of lands equal to the number of regrowth counters on ~ during their untap step.


    One of the weirder ideas I've had in a while.
    Posted in: Custom Card Contests and Games
  • posted a message on [[Official]] Unreleased and New Card Discussion
    Why? Get a +1/+1 counter on the tree and it becomes an instant kill with Triskadecaphobia.
    Posted in: Commander (EDH)
  • posted a message on Brisela, the Voice of Nightmares
    Quote from VaultTechy »
    With each passing card I get more and more annoyed with this set - H.P. Lovecraft Innistrad sounded so cool but this is the biggest whiff in Magic history


    You've obviously not experienced Homelands.
    Posted in: The Rumor Mill
  • posted a message on Some older designs.
    These are some cards who's design has stuck in memory over the years.

    Magma Flow R
    Sorcery

    Mountains have "Sacrifice this land: Add R to your mana pool." until the end of the turn.

    (Red's High Tide).

    Stategy of Numbers 1R
    Enchantment

    Red creatures you control have +1/+1 if you control more creatures than any other player.

    A simple strategy, yet an effective one.

    (Red crusade more or less)

    Spell Drain XU
    Instant

    Counter target spell with converted mana cost X. At the beginning of your next main step add X blue mana to your mana pool.

    (Crosses the weakest counterspell ever printed (Spell Blast) with the most broken (Mana Drain) in an attempt to find a balanced card).

    Fallen Dreams 4WW
    Sorcery

    Destroy all permanents with mana abilities.

    (Given WotC's hatred of LD these days - which has went overboard - I doubt this would be printed at any cost)


    The Dozens 1RR
    Enchantment

    At the beginning of each player's upkeep that player must insult the opponent to their left within two seconds. The first insult so uttered must begin with 'A', then 'B', proceeding through the alphabet. If Z is reached, start again at A. If a player fails to do this sacrifice The Dozens and it deals damage to that player equal to the numerical position of the letter to be used (1 for A, 2 for B, etc).

    Airhead, Butthole, Creeper...

    (Quite obviously this is an un-card)


    Backdraw U
    Enchantment

    All players flip their libraries and draw from the bottom.

    (Another un-card I think. It could be done in Black border world though.)
    Posted in: Custom Card Creation
  • posted a message on Regenerate 2.0 - Madness inspired
    Another try.

    Whenever this creature is dealt lethal damage and would be put into a graveyard you may pay <cost>. If you do tap it and remove it from combat, otherwise put it into the graveyard.

    That might be closer to how it worked in beta anyway, which also didn't mention shield counters.
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    To be frank, the ability of infect and wither to bypass an ability named "indestructible" is the unintuitive part.

    So, what about "This creature will not be destroyed by lethal damage unless damage from a single source is equal to or greater than its toughness."

    Or

    "Lethal damage for this creature must come from a single source or it isn't destroyed."
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    In any case -- in the middle of this discussion -- I'm not exactly clear as to what the intended functionality of hardy actually is. The main question is this: Is a 2/2 with hardy supposed to have a 1 damage from a deathtouch creature prevented?


    Yes. Using the "mark" wording to try to get around this is unintuitive and confusing. So a hardy creature survives deathtouch - so what?
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    Uh, no. The outside rules need to be added because of how you want the ability.


    ? What I propose is drop dead simple: Prevent all damage that would be dealt to this creature less than its toughness. Damage prevention shuts off deathtouch as a side effect, but that isn't the main intent.

    To make deathtouch damage not apply either requires more , not less.


    How? Damage prevention has been in the game a long time and works as it always has.

    Besides, Hardy isn't regenerate.


    Never said it was. Simply thought it would be something to fill the same role.

    It doesn't protect from destruction.


    Wrong. It does protect from destruction due to insufficient damage.

    Also to remphasis: Source?


    Latest Developments column sometime in the last month. That or Making Magic. It's the only two columns I follow. This isn't a legal dissertation or a term paper, I'm not looking it up for you.
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    So? That's the point of deathtouch, it kills stuff regardless of damage. Seems dumb to hose it for no reason.


    Also makes this ability more complicated than it needs to be by adding additional rules outside those appearing on the card. And for the record regeneration hoses deathtouch as well, so I don't see a change to the status quo.
    Posted in: Custom Card Creation
  • posted a message on Regenerate 2.0 - Madness inspired
    I like Regeneration the way it is too, but apparently WotC thinks we're all too stupid to grok it and have decided to not print anymore cards with it until they can make a smoother way for it to work in the rules.
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    Quote from DarthVedik »
    Hardy -- These creatures have to take damage equal to its toughness...


    Equal or greater

    Quote from Hvirfilvindr »
    You could use the Oracle wording from an existing card, Ogre Enforcer.

    [CARDNAME] can't be destroyed by lethal damage unless lethal damage dealt by a single source is marked on it.


    Why bring up the term "marked" when I've never seen another card with it? It isn't functionally different than preventing damage less than the creature's toughness, and a bit more complicated since it begs the question "what is the game meaning of marked"?

    As for this as a regeneration replacement - apparently WotC R&D has decided regeneration is too complicated as it currently stands in the rules, so this is a mechanic that would be used in the same situations to create tough to deal with creatures, especially fatties.
    Posted in: Custom Card Creation
  • posted a message on Regenerate 2.0 - Madness inspired
    Inspired by the Madness reminder check, this might be an easier way to have regeneration work. It isn't exactly the same but 90% there.

    Regenerate: X (When this creature dies exile it, then return it to the battlefield tapped for its regenerate cost or put it into the graveyard).

    Rules support beyond the reminder text would need to stipulate that counters and auras remain attached (normally they would not due to the blink way this works) but I think this could work. Thoughts?
    Posted in: Custom Card Creation
  • posted a message on Hardy, possible regeneration replacement.
    This is inspired by the hardy ability in the Savage Worlds RPG of all places.

    Hardy (If a source would deal damage less than this creature's toughness, prevent that damage)

    Or maybe this phrasing

    Hardy (Prevent all damage less than this creature's toughness)

    I'm not sure which of the two is closest to modern templating, but for the example cards I'll use the second.

    So, creatures with Hardy can't suffer a death of a thousand cuts - you got to get them in one blow. This makes big hardy creatures very hard to deal with.

    Example cards

    Barkskin Bruiser 3G
    Creature - Beast
    3/3

    Hardy (Prevent all damage less than this creature's toughness)

    Barkskin Baloth 3GG
    Creature - Beast
    4/4

    Trample, Hardy (Prevent all damage less than this creature's toughness)

    Barkskin Spider 2GG
    Creature - Spider
    2/5

    Reach, Hardy (Prevent all damage less than this creature's toughness)

    Barkskin Wurm 4GG
    Creature - Wurm
    6/6

    Trample, Hardy (Prevent all damage less than this creature's toughness)
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Quote from magac »
    Version 2 is ok. But version 1 has that loophole: When it transforms with your hand empty, it will die first before you get to draw seven cards.


    That can be prevented by proper templating. "As this creature is tranformed" instead of "When"
    Posted in: Custom Card Contests and Games
  • To post a comment, please or register a new account.