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  • posted a message on Wartime, Warcast, Cyclones, oh my! (help please)
    I think the correct wording for the last few cards would be "Return ~ from exile to your hand." I can't say I like the way exiling works as far as card wording is concerned, but I guess it's better than "Return ~ from the removed-from-game zone to your hand."
    Posted in: Custom Card Creation
  • posted a message on [ZEN] Sept 7 Previews Thread - Nissa, Ob, and many more!
    Normally, I'm annoyed by cards that reference other cards by name. Nissa and her Chosen, however, seem to have been executed flawlessly. I love the two cards. I haven't looked at the rest of today's spoilers, but if this is even half an indication of the rest of the set, Zendikar may well end up better than Ravnica.

    Wow. Stupid
    Posted in: The Rumor Mill
  • posted a message on unearth question
    No. Unearthing simply puts it onto the battlefield. Keep in mind that door of destinies has been reworded with the rules overhaul to say you need to cast the spell. It still worked like this before the rules change, but hopefully the new wording will make it a little bit clearer for everyone.
    Posted in: Magic Rulings Archives
  • posted a message on Beastwalker Recruit
    There's something that seems "magical" to people about the number seven, which is likely part of the reason we start games of Magic with seven cards in hand, why ancient rituals would use the number seven, and so on. If the card works with the number seven on it, it's probably best to leave it that way, even if it's a little bit under the curve. With the current stats, and because of how the ability works, I'd probably put it at uncommon. Could the card be made a little bit more playable by wording it something like Goldmeadow Stalwart, making it cost 3GG if you can't reveal a 7cc creature?

    I think it definitely has a home in casual green multiplayer decks... in the early game, it's a big sabre to rattle at other players and a card to hold off ground threats, supported by expensive cards that become a lot more playable in long free-for-all games.
    Posted in: Custom Card Creation
  • posted a message on "Charge" fetch-lands
    Yeah, 19 times out of 20, the land will be "dead" as soon as the counter is removed, so it just makes for an extra permanent sitting around on the field that can't do anything. I don't think this would work.
    Posted in: Custom Card Creation
  • posted a message on How's this card's power level?
    I think the power level is fine as-is, and there's a lot to be said for leaving the card as simple and elegant as it is now. I might make it a colorless Spirit, though... flavorwise, a spiritual guardian of the land would be more resonant than a human guardian.
    Posted in: Custom Card Creation
  • posted a message on [ZEN] Arid Mesa - ENEMY FETCHLANDS CONFIRMED!
    I'm mildly disappointed at this. I can't say I really like powerful dual lands, making it too easy for people to get away with playing decks with three or more colours. I can't say I look forward to all the shuffling either. It's also weird to see enemy duals without allied duals. As such, I'll predict that we see allied fetches again in the big block they have coming out in the spring.
    Posted in: The Rumor Mill
  • posted a message on Extra lands in Alara-block decks?
    Hmm... well, first off, this should be in the Block Constructed forum if it is indeed an Alara Block deck. Second, Incinerate is neither in Alara block or in standard.

    Next, there are a good number of janky cards in the deck... do your best to track down multiples of the good cards. If this is mainly a devour deck, you'll want more copies of Sprouting Thrinax, Tukatongue Thallid, etc., and fewer copies of Canyon Minotaur, Rhox Brute, Kraniocerous, Ember Weaver, Mana Cylix, and so on. You'll also need to fill the sideboard out some more to make it 15 cards (a sideboard can only be 0 or 15 cards - nothing in between).

    Once the decklist boils down a little bit more, decide if you have enough domain cards to really benefit from extra basics. Keep in mind that you are already running a 3-color deck which wants to land a Sprouting Thrinax on turn 3 whenever it can. If you're going to add a Plains and an Island, you're going to need closer to 25 land, which means fewer spells. You'll probably want to at least cut the Reliquary Tower... you aren't really going to be drawing cards faster than you will be playing them, so you might as well add a land that adds coloured mana in its place.

    Good luck with the deck.
    Posted in: Standard Archives
  • posted a message on Rate/Discuss this Mechanic
    The wording of the keyword is confusing me... are you wanting it to run kinda like Plague of Vermin, and the person who paid the most mana gets the spell? I'm also guessing that you want the creatures not to be affected by summoning sickness while tapping for this as well?

    It seems to me to be an interesting effect that could be used on a few cards, but it just doesn't feel like it deserves a keyword to me... it just seems too complicated for it to come up too often.
    Posted in: Custom Card Creation
  • posted a message on Planechase Plane — The Void
    The Blind Eternities aren't a plane - they're the lack thereof. As such, the only effect I could see it having from a flavour point of view is allowing players infinite mana (the infinite mana is why non-planeswalkers can't survive it), but that wouldn't really work on a card.

    On a related note: did you make this in Magic Set Editor? Do they have the new frame ready already?
    Posted in: Custom Card Creation
  • posted a message on destroy all attacking creatures
    My gut feeling is that you could get away with printing it at :3mana::symw::symw::symw:... yes, it can win the game against an aggro deck straight away, but considering the power level of cards nowadays, I think you could get away with it. I'd even say it has less of an impact on an aggro deck's plan than Wrath of God - people could get burned by overextending and losing 3 or 4 creatures on turn 4, but all you need to do to play around this is hold back half of your attackers if your opponent has :3mana::symw::symw::symw: open.

    As a side note, the multiplayer side of me wants it to be "destroy all creatures attacking you," but my inner Johnny likes the current wording... I guess you can leave it as it is for the time being, as this really isn't the point of the exercise.
    Posted in: Custom Card Creation
  • posted a message on Feeling Generous?
    I dunno... cards like these always interest me as I play a lot of simple chaos multiplayer. The politics that cards like these create tend to intrigue me. As Horseshoe Hermit suggested, though, these cards could become a lot more interesting if you had to choose between a small effect for you, and a large effect for you but you have to share a bit.

    Also, you could probably get away with putting Seraph's Gift at :symw::symw:.
    Posted in: Custom Card Creation
  • posted a message on Brett Favre
    lol... this is really quite funny. Brofaux, I know it couldn't be printed in a real set, but I think this is a great design for a joke set of some sort. I love the phasing, and the indestructibility. My only complaint would be that he has a direct damage dealing effect, instead of a Stone Giant-esque creature-chucking ability, which might fit better with him being a quarterback. All in all, though, I really like it.

    Edit: Also, make it so that it loses phasing until the end of your next upkeep if you deal 10 or more damage to an opponent in a turn.
    Posted in: Custom Card Creation
  • posted a message on Another pack "problem"
    Quote from Zyxn
    I have opened a few ravinica packs that had a printing error where the first few cards had a black smudge across the top, and recently opened a planerchaos pack with a rare in place of an uncommon


    Quote from ZaHiro86
    my friend did that, it was damnation lol


    Um... if my memory serves, in Planar Chaos packs, you get a normal rare, 2 normal uncommons, 8 normal commons, then three common timeshifted cards, and one timeshifted card that could be rare or uncommon. The only way to open a Damnation is in a pack that also has a normal rare and only 2 uncommons...
    Posted in: New Card Discussion
  • posted a message on [ZEN] Rampaging Baloths (real!!)
    And I'm almost sure its mana cost is 5GG.
    Posted in: The Rumor Mill
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