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  • posted a message on Artifacts that are also lands on the battlefield
    The big thing is that there's a lot of zero-mana artifacts already, and most of them are Equipment. Which Puresteel Paladin and other equipment synergies make a genuine problem. Furthermore, may of the issues with free artifacts care that you'd get a lot of them, which Artifact Lands act as one extra per turn, and have the opportunity cost of not being able to play another land of any kind any turn you play one. Which, if they're taplands, means being a mana behind whenever you play one.

    Anything that involves sacrificing it is actually sacrificing a land, with the practical ongoing effect of one less mana per turn. No matter how you frame it, it's always going to be an opportunity cost of playing this instead of a more normal land, or a different zero-mana Artifact that could, potentially, be more useful like Mox Diamond or Mox Opal.
    Posted in: Custom Card Creation
  • posted a message on Five Eminence Commanders
    The clause could just be "X counters remain on ~ when it goes from the command zone to the battlefield", neatly excluding all other zone changes and counter types in the process.
    Posted in: Custom Card Creation
  • posted a message on Artifacts that are also lands on the battlefield
    Direct artifact lands could work, if they were lands with downside in some sense, as the issue with the original cycle has a lot more to do with the fact that they were Moxen that ate your basic land slot, while Affinity was at full power. Metalcraft continues the issues of allowing Artifacts instead of lands. I could perfectly well see a cycle of Artifact lands treated like duel-lands, perhaps modeling after the BFA allied-colored duel-lands, where they come into play tapped if you control less than two basic lands, which pressures for multicolor to stick to "splashes" rather than being heavily in need of fixed colors. And, in this case, against piling up non-basic lands like Darksteel Citadel to further press the advantage of having multi-typed lands.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    The reason I didn't have the tutored card revealed is because I templated off the black Tutors, which don't have that clause. Didn't realize that was a feature of black Tutors and not part of standard Tutor properties. And in general, tutor color is about what the color cares to get. The Red is in the pseudo-randomness of needing to get something you haven't accessed yet (burning through options), the Blue is in the emphasis on one-off solutions (the core of many of its victory conditions is such combos).

    As for the currently-nameless Council of One, being Flying and Trample and draw-double-for-damage and P/T being twice the cards you have in hand means that it reliably draws through enormous chunks of your deck, while it easily gets ahold of enough to be a severe beater with being in Green (tutor-based ramp) and Blue (directly drawing). It's a very reliable three-turn win unless you've been topdecking or the enemy's running a huge amount of Flyers.

    If it was one P/T per card, it'd be fine because then it's tripling, instead of quintupling, hand size for the P/T of the initial hand size. One damage gets through, draw two cards, this thing gets +4/+4. That's too fast a buildup, it has to be fully blocked every time or else it trivially becomes too large to stop. Get rid of Trample or Flying, it becomes reliably blockable, instead of needing to be able to handle its full power every single turn or needing that line in the air. Did I mention that Blue can give unblockable to one-off free-hit? For +4/+4 per damage dealt? Make it draw one, the growth slows to reasonable levels, it doesn't constantly overfill your hand and it still has a reliably useful baseline P/T.

    Have a widened and differently-abusive Shadowborn Apostle:

    Gravetender Apostle WB
    Creature - Human Cleric (u)
    A deck may have any number of creatures named Gravetender Apostle.

    1WW, sacrifice X Human Clerics you control: Search your deck for an Angel or your Graveyard for a Human or Spirit with converted mana cost X, then put it onto the battlefield tapped.
    1BB, sacrifice X Human Clerics you control: Search your deck for a Demon or your graveyard for a Zombie or Skeleton with converted mana cost X, then put it onto the battlefield tapped.
    1/4

    ---
    The fact it can recover humans from the graveyard is why I say differently abusive, because it can, with enough expense, recover a lot of nasty things, and there's some ways to fund it with tokens (Westvale Cult Leader being a big one). The higher mana costs are to respect the tutor and reanimation value, regardless of CMC, and it being any Human Cleric means you don't need to stack it indefinitely. The exact CMC match is to prevent over sacrificing for mass death triggers like Blood Artist. Or, more appropriately, Wayward Disciple.

    It's also a useful creature, independently of the need to stack them like mad, because it has a good stat line for holding the board away from your face, and cheep enough to actually get there against aggro. As does the ability to sac any Human Clerics you have, not just the Apostles, their rule-of-4 bypass lets them be filler and more consistently gotten rather than being required for the ability, as you can instead sacrifice stuff like Banisher Priest to get to a game-winning Angel or Demon. And it lets you get Containment Priest and the like out of the way of your shenanigans, or sac now-dying Human Clerics to revive other cheap Human Clerics.
    Posted in: Custom Card Creation
  • posted a message on Keyword: Perform
    Except we already have Conspire, which is tap two color-sharing creatures per copy. Upgrading it to one creature of any kind very swiftly becomes abusive in any situation with decent token pumping, so the mechanic could never be printed alongside.

    Adding a condition to the creatures that may tap to it, such as requiring the tapped creature to be a Dancer or have CMC, Power or Toughness match the cost of the Sorcery/Instant, would allow this to be more open. Having it be a variable for number of creatures to tap instead of, or even in addition to, the conditions. Maybe have it be allowing you to tap up to that many creatures, then it comes back if you meet that number, so you can set off Dancers with high-number Perform cards if you don't have enough to buy it back.

    Something like this:

    Perform X (You may tap up to X creatures you control with converted mana cost equal to or greater than this spell as an additional cost to cast this spell. If you tap X creatures this way, Exile it, then return it to your hand at the start of your next turn)

    Having them only come back at the start of your next turn makes it able to be printed on a lot more effects, because you can't keep casting it as long as your mana and board holds out.

    Tying into the converted mana cost requirement, Dancers could have a number of CMC-increasing mechanics on them, such as (2/W)(2/U)(2/B)(2/R)(2/G) mana symbols and refund mechanics like untapping lands, reducing costs and getting Treasure tokens. This would then be permissive of cards like Chord of Calling (though obviously more on the tutor side of things) that would otherwise be too heavy on combo options by having the major combo pieces have much higher CMCs than their casting costs. Can also have Split cards, to further promote this, as their CMC is that of the two sides combined. Could even bring back the Kamigawa Flip card frame for access to split permanents with the same CMC inflation property.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    The big thing is that this is highly reliant on the environment, as it has no tap and is utterly generic costs. It's the next best thing to perfect color fixing, and allows you to ramp off of token generation. The non-rotating formats, to my knowledge, don't have any competitive token floods to fuel it for even more mana outside infinite combos that win the game already or are used to fuel more useful engines than just endless mana, restricting it to sacrificing your board to fund something else.

    If there's good low-cost token generation, this gets broken. If there's a lot of recursion on permanents, this gets broken. If there's a lot of generic mana flying around and a wonderful toolbox environment, this gets broken for color-fixing. Basically, if the costs are trivialized, which has happened before (stick it alongside Urzatron and watch the toolbox fly), it turns into an enormously powerful engine for color consistency if you have a lot of generic mana, and an engine for that mana if you have a lot of permanents.

    Actually an effect pruned from a card I posted in The Commander's Tools:

    Exotic Tutor 2(U/R)(U/R)
    Creature - Goblin Advisor
    When Exotic Tutor comes into play, search your library for a card that does not share a name with any permanents you control, any cards in your hand or any cards in your graveyard, put that card into your hand, then shuffle your library.
    2/2
    Why bother trying the same thing twice?

    ---

    It's a terrible creature, in terms of the vanilla test. In Commander, it's Diabolic Tutor on a stick in Izzit colors, and therefor separated from much of what could recur it unless you go three colors (and also the colors to make it as bad as possible to be a Sorcery or Instant). In non-singleton formats, it's a way to fetch cards you haven't seen yet, but cannot get redundant cards, making it good for Superfriends and combos, but incapable of getting you extras after counters or removal take away the first, unless it was by Exile.
    Posted in: Custom Card Creation
  • posted a message on The Commander's Tools Game
    Lost 1UU
    Instant
    Exile target attacking creature, then return it to the battlefield at the end of turn.

    Fuse

    ////

    Found 2UU
    Sorcery
    Choose one:
    Return target card you own in Exile to your hand
    Search your library for a card that does not share a name with any permanents you control, any cards in your hand or any cards in your graveyard, put that card into your hand, then shuffle your library.

    Fuse


    ---

    As an explanation, I'm pretty sure the rules have it so that the CMC of a split card is the total of it, so this is a CMC 7 card, typically unplayable unless it wins you the game outright. But that's Atemsis's job, by hitting the enemy while you have six different CMCs in hand, so it fills you that slot with two options to assist this at playable costs. Lost keeps him from getting killed by a combat trick of any kind when you go in for the kill, including hard removal cast during an attack.

    Found lets you get a non-duplicate, reliably offering another CMC regardless of format while disallowing the use of it to stack up copies of one card in non-Singleton formats (it's just a four-cost anything-other-than-basic-land tutor in singleton), and it can recover Aftermath cards like Commit // Memory that have stupidly powerful effects to recur and enormous CMCs, in addition to working around Exile removal (contrast the often-two-mana Wishes that get sideboard access, but generally have a downside). Diabolic Tutor, for reference on the fetch. Options send it high, but in singleton, it's not too bad, and in non-singleton, it restricts what you can get by a lot

    ---

    Next: Grothama, All-Devouring
    Posted in: Custom Card Contests and Games
  • posted a message on Commander Game
    It's fine. I was actually expecting more of a Bant tutor-ramp card than a Jeskai tutor-cloner, as Green Slivers are generally more necessary than Red Slivers, but this works great, too.

    Stergos Cavern-Tiller SSGGUU
    Legendary Snow Creature - Wurm
    Trample
    Each time you tap a land, put a +1/+1 counter on Stergos Cavern-Tiller
    Sacrifice a non-Snow land: Search your library for a Snow land that can produce at least one color of mana the sacrificed land could and put it onto the battlefield.
    Sacrifice a Basic Snow land: Search your library for a non-basic land and put it onto the battlefield tapped.
    6/4

    Next: (derp, mixed up Commander-related threads) A Blue, but not Green, Ramp commander
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Circle of Reflection 2W
    Enchantment
    2W: Creatures you control become the color of your choice until end of turn, and you and your creatures gain Protection from that color until end of turn. Additionally, you may have creatures you control keep their other colors or lose a color of your choice until end of turn.

    ---


    Next: Thantis, the Warweaver
    Posted in: Custom Card Contests and Games
  • posted a message on Commander Game
    Thantis, the Skyblaze 2BRG
    Legendary Creature - Spider
    Reach, Vigilance
    When Thantis, the Skyblaze enters the battlefield, each creature with Flying fights another creature you don't control.
    3/5

    ---

    Next: A non-WUBRG Commander that works for Slivers, but doesn't have Tribal effects.
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Reyan Sword-Saint 1WW
    Creature - Human Cleric
    Vigilance
    Whenever a creature attacks you or a Planeswalker you control while Reyan Sword-Saint is in the graveyard, you may pay 3WW. If you do, return it to the battlefield transformed, then it Fights that creature.
    4/2
    For the whole of his life, he held the stories of Reya Dawnbringer as his guiding truths.

    ////

    Serran Guardian
    (W) Creature - Angel Soldier
    Flying, Vigilance
    When Serran Guardian leaves the battlefield, you may pay 3WW. If you do, return target creature card with converted mana cost five or less from your graveyard to the battlefield and return Serran Guardian to your hand.
    4/4
    For two-hundred generations, he has ensured Serra's sacrifice was not in vain.

    ---

    The balancing thought is that it takes a lot to recur the revival. You have to cast Reyan Sword-Saint again for three mana, get it killed, pay five to return Serran Guardian (with a 4/4 Fight), then get that killed (can just Fight something with 4 or more Power) and pay another five to get the revival. Thirteen mana and two deaths to deal four damage to a creature and revive a CMC five or less creature.

    The tie-in is that Sephara likes to run a lot of board wipes, since it's a high-Flying mono-white creature-focused deck that'll ignore most of the damage and just re-cast Sephara with the alternate cost. So you can reliably kill the sword-saint to get a grave-castable Serra Angel to Fight an attacker, with the option to instead return it to hand to recover a different CMC 5 creature, at the cost of needing to go through Reyan Sword-Saint again... Which, if you have a board wipe lined up, is just fine.

    ---

    Next: Gabriel Angelfire
    Posted in: Custom Card Contests and Games
  • posted a message on Phyrexian Custom Mechanic - Incompleat
    https://mtg.gamepedia.com/Compleation[/quote]
    ...The etymology geek in me is disappointed to learn of this only today. And I kinda still prefer the more usual spelling/meaning so that it can be used elsewhere, rather than limiting the mechanic specifically to Phyrexia. Using Compleat for a level-up or transform variant would work out better, as it'd specifically be related to the Artifact Creature change, and wouldn't be as conflicting with Proliferate and Infect in the same set, as a single -1/-1 counter disables some major value effects, and any Incompeatness causes the creature to wither away pretty quickly.

    Conversely, if there's a separate counter that ticks up, then Proliferate can be used to accelerate it and Infect doesn't disable it outright. Which is of questionable lore validity, given that Infect is supposed to be Phyresis, which the Compleated are supposed to be already totally consumed by.

    Quote from BlackWaltz3 »
    Quote from Morphic_Tide »

    Also, it's spelled "Incomplete".


    Laughing

    When someone thinks they're giving you a spelling lesson, but actually just doesn't know the reference.

    Kidding aside, adding yet another layer of complexity to the mechanic by being able to cast creatures with incompleat as artifacts or non-artifacts is not what I'm aiming for. Incompleat already makes creatures better in that it gives them a range of different casting windows, being an artifact and by extension being susceptible to more removal helps balance this advantage. Thanks for your feedback. Smile


    That'd be why I'd suggested the inverse of it as a level up variant (card frame shifting towards colored-artifact as it goes down?) or subset of Transform, so that some of the fetching stuff seen with Birthing Pod could be present without becoming extremely nasty with these creatures (mind, the effect is, in general, a pain in the ass to ever balance, but I would rather the mechanics not make such effects even more broken). Artifact Creatures have a ton of vulnerability, as Artifacts are often much more in need of and subject to dedicated removal than creatures, meaning that anything like this that's a keystone isn't going to work very well. And, as mentioned above, the -1/-1 counters cause there to be difficulties with Infect and Proliferate in the same set.
    Posted in: Custom Card Creation
  • posted a message on Phyrexian Custom Mechanic - Incompleat
    One thought is having it come with being able to cast them as non-Artifacts if it's done to the furthest extent, allowing for it to be used for some cases of upsides when cast for its minimum cost. This would be referring to the fact that "Completion" is mostly in reference to the merger of flesh and metal of Phyrexians, so a minimum cost would be a creature that isn't Completed at all. Also allows for the presence of good Artifact hate with a lot heavier Artifact backbone than otherwise permissible, as vital deck functions aren't stuck vulnerable to basically all removal.

    Of course, much of this could instead be phrased as a Completion keyword that does the opposite of making the creature an Artifact when fully Completed (which is to say cast at highest cost) so CMC inflation doesn't set in, possibly a variant of Level Up that gives parts of the final statline gradually or a subset of Transform that shifts the creature from Mirran to Phyrexian.

    Also, it's spelled "Incomplete".
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Much better, needs a lot of Proliferate to get out of hand with needing three counters, and the smaller mana-fix means the turnaround on investment, which is 1 mana smaller though more flexible, is a lot higher at 6 for 2 instead of 2 for 3, and it can't self-fuel due to the creature spell clause. Still able to Voltron really hard with Bestow, but it takes longer to be doing it routinely, which is the important part for making it more able to be board-wiped as opposed to turn three Chromanticore, made a lot worse if you had another mana dork to get the necessary four mana to Bestow it and land dropped on curve, since you now have a 6/6 Flying First Strike Vigilance Trample Lifelink Hexproof creature on turn 3, ready to go face on turn 4, which spits out a 4/4 that just loses the Hexproof if it gets put down.

    As it is now, great Good Stuff creature-commander, perhaps a Superfriends or aggro alternative to Morophon, the Boundless's late-game tribal counterpart, and works perfectly fine in Standard, especially in an environment with less Modern-grade duel-lands to make it less necessary, thanks to needing 6 total mana or a pile of Proliferate invested to get WUBRG. Likely better in the 99 with Jodah, Archmage Eternal, as a way to reliably get the alternate cost going.

    Now, time for a repost from The Commander Game:

    Mikhal, Forgotten Psyche 1W(U/B)(U/B)
    Legendary Creature - Specter Wizard
    Lifelink, Flying
    Whenever Mikhal, Forgotten Psyche deals damage to a player, that player exiles a card in their hand.
    Whenever an effect you control would cause an opponent to discard a card, you may pay 2WU and Exile it instead.
    xWW, Exile a creature in your graveyard with power X or greater: Put an X/X White Thrull creature token with Lifelink into play.
    xUB: Put an X/X Black Specter creature token with Flying into play with "when this creature enters the battlefield, Exile a Sorcery or Instant you control or in your graveyard with converted mana cost X. Whenever this creature deals combat damage to a player, that player discards a card and you may cast the exiled spell"
    3/5
    A pale shadow of his former self, but his killers have yet to suspect he hid his self in a lowly thrull.

    ---

    The idea meandered a lot around ways to be Specter Tribal with a reanimation theme, with the flavor text originally being intended to be implemented as a revives-as-Specter mechanic attached to the Thrulls, similar to but slower than Chainer, Dementia Master and in much nicer Commander colors. More specifically, the thought was an Orzhov fleshcrafter killed by a Dimir agent with identity-destroying mind magic, which is where Ravnica Specters come from in general. The flavor text line being that they'd known well enough how to hide away parts of souls, allowing them to avoid total loss of identity in the long run, so they very much know who they used to be... And nobody else does.

    Ultimately, I decided to have any revival stuff be a matter of spending 6 mana on a 4/4 Flying Specter that'll cast Blood for Bones or something when it hits the enemy player, allowing for other spells if desired, but also being decidedly easier to stop since you could kill the specter, keep blocking it, counter the recast spell or whatever. Also means you're able to creature-flood in Esper Control, I suppose, though you have to match your spell costs and throw on two more mana. Adds a lot of extra timing complexity since the spells come out after damage is assigned, which is important for preventing the combat tricks from swinging things massively on a regular basis.
    Posted in: Custom Card Creation
  • posted a message on The Commander's Tools Game
    Burning Bogspawn BRG
    Creature - Elemental Nightmare
    Burning Bogspawn gets +1/+1 for each Swamp you control.
    Whenever a Forest enters the graveyard, Burning Bogspawn gains Trample and +0/+2
    Whenever a Mountain enters the battlefield, Burning Bogspawn gains First Strike and +2/+0
    1/2

    ---

    Next: Kykar, Wind's Fury
    Posted in: Custom Card Contests and Games
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