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  • posted a message on The Mechanic Game
    ...Can you give a list of examples? Because I'm pretty sure there isn't a compiled list, and I don't think that it's at all easy to locate all of it. Particularly because I have no idea what is or isn't Evergreen at this point.
    Posted in: Custom Card Contests and Games
  • posted a message on The Commander's Tools Game
    Kozilek's Butcher 2R
    Creature - Eldrazi Processor
    Devoid
    R, Put a card an opponent owns from exile into that player's graveyard: Deal three damage to target creature
    4/2

    Next: Emrakul, the Aeons Torn or Progenitus
    Posted in: Custom Card Contests and Games
  • posted a message on The Mechanic Game
    ...Friendly-restricted Morbid?

    Survivor of Bala Ged 1WR
    Creature - Human Ally
    Avenge - If a creature you control died this turn, Ally creatures you control have First Strike
    3/2

    Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)

    Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)

    Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)

    Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)

    Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)

    Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)

    Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)

    Lifesteal X (whenever this creature/spell deals damage, you gain X life)

    Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
    -can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added

    Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)

    Amplify X (As this creature enters the battlefield, put X +1/+1 counters on it for each card that shares a creature type with this you reveal in your hand.)
    -old, old keyword, the reminder text actually specified the types on the cards
    Posted in: Custom Card Contests and Games
  • posted a message on Goblin ABC's, Elf ABC's, Angel ABC's, etc.
    Yavimaya River Raider 1GU
    Creature - Human Pirate
    Islandwalk
    4/2
    Posted in: Custom Card Contests and Games
  • posted a message on *Impossible Creature Type Game*
    Droneclearer Myr 4
    Artifact Creature - Myr Berserker
    1(B/R): Droneclearer Myer gains Rampage 2 until end of turn.
    1(R/G): Droneclearer Myr gains Provoke until end of turn.
    2/5

    ---
    Next:
    Sliver Golem
    Sliver Construct
    Sliver Homunculus
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Well, I wanted to make a merger of Furnace Drake(which just flat out Exiles all Artifacts once you play it from your hand, making it a worse offender for the Affinity issue) and Hellkite Overlord. The two cards linked in the name... The reason for being from the field is that it's instant speed and thus can be used as a pseudo-Regenerate, borrowing from Hellkite Overlord. The Bounce clears a good number more threats from it, but then you have to recast it, rather probably with less Affinity credit.

    Although there's shenanigans to be had with some readings of interactions with stuff like Artifact Mutation or Death Mutation, where the effect after the destruction doesn't require the creature to still be there. And because it's not Regenerate, it successfully recovers the card.

    As for Root Strength, it makes sense and requiring Basic lands solves one of the major issues with any such card in Legacy. Namely, Life and Limb, which doesn't cause Saprolings to be Basic Lands. So it's good in Landfall, and can work as a debuff for particularly large creatures alongside heavy land destruction or enemy early power plays(like Slivers using ramp to get out Legendaries with only two or three lands), but a lot of the things that could make it problematic are left out by the basic land clause.

    Without any real exploits making it more powerful as a buff, it's a good scaling effect that's a useful buff in Landfall deck, or land-focused ramp decks. Normally, it'll not make a really strong creature until after most games are already over. Nice and balanced because it's only useful in edge cases, as far as tournaments go, but you can build decks around those edge cases. It'll never be the core of a deck, which is good. It's a superstar pick for land-based ramp decks, but it isn't going to be the win condition of the deck.

    Have a crosspost from Work That Name:

    Darksteel Geode 3
    Artifact
    Indestructible
    Darksteel Geode comes into play with five Gem Counters on it.
    tap symbol , Remove a Gem Counter from Darksteel Geode: Add one mana of any color to your mana pool.
    2 mana , Remove a Gem Counter from Darksteel Geode: Put a Gem Counter on a land or artifact you control.
    3 mana : Lands and Artifacts you control with gem counters on them have Indestructible.

    ---

    There's a single case where being a Gem counter is useful for other purposes than what's on this card: Briber's Purse. This is not the intended interaction, but is welcome and more useful. The intended interaction was restoring counters to Gemstone Mine, but that is Sacrificed when it runs out, while Briber's Purse could be played for zero, then Proliferated to a good number of counters.
    Posted in: Custom Card Creation
  • posted a message on The Mechanic Game
    Landbreaker of Emrakul 7 mana
    Creature - Eldrazi
    Annihilator 2
    Blight - When a land is put into a graveyard from the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 mana to your mana pool"
    5/8

    The LIST! maker revives! And Amuzet, you don't change the mechanic. Use it as written.
    Chainbreaking X {cost} (This creature comes into play with X -1/-1 counters on it. You may pay {cost} to remove a -1/–1 counter from it)

    Intercept {cost} (You may cast this creature for it's Intercept cost during an opponent's combat step, before blockers are declared. If you do, put it into play blocking target creature and return it to its owner's hand at the end of the combat step)

    Swoop X (When this creature blocks a creature without Flying, it gains +x/+x until end of turn)

    Arcana (When this Aura comes into play, you may have it come into play enchanting a 0/0 Spirit creature token)

    Bloodlust X (Whenever this creature destroys a creature by combat, put X +1/+1 counters on it)

    Upgrade {cost} (If this Artifact is cast for it's Upgrade cost, it comes into play as an Equipment attached to target Artifact Creature. If the equipped creature leaves play, this Artifact goes to the same zone.)

    Obliterate (whenever a creature would be dealt damage by {this}, exile that creature instead)

    Empower X/Y {cost} (Pay {cost}: {cardname} gets X/Y until end of turn)

    Lifesteal X (whenever this creature/spell deals damage, you gain X life)

    Devour {type} X (As this enters the battlefield, you may sacrifice/counter any number of {type} you control. This creature enters the battlefield with X times that many +1/+1 counters on it.)
    -can be Sorceries or Instants, which is why there's the sacrifice/counter and You Control added

    Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    That's a pretty interesting winmore card, as it's extremely cheap but you have to have the opponent pretty close to death already. I'd actually make it cost Phyrexian Black Mana , because you have much less ability to control the opponent's life total than you do your own. Death's Shadow is a good card because it's an excellent finisher for Suicide Black, which can reliably get themselves down to a small enough amount of life to get a 5/5 or more out of it. Reliably getting the opponent down to 11 life without enough blockers to stop this is pretty hard, especially because the Red inclusions useful to get Death's Shadow some Haste for your finisher become much more complicated when you need to have White mana.

    Overall, it's kinda a bad place for card design, because it's only useful to finish off the opponent when you're already pretty close to doing so. Death's Shadow is largely useful because it slots in well with a deck type that can afford to have a win condition reliant on having less than five health, because it can reliably get to that when desired.

    Have a crosspost from the Impossible Creature Type Game:

    Furnace Overlord 7(R/P)(R/P)(R/P)(R/P)
    Artifact Creature - Dragon Phoenix
    Affinity for Artifacts
    Flying, Haste
    Phyrexian Red Mana : Furnace Overlord gains +1/+0
    When Furnace Overlord comes into play, you may Exile any number of Artifacts from the battlefield or graveyard. For each Artifact owned by an opponent you Exile, you must Exile an Artifact you own.
    (B/G), pay 2 life, Exile an Artifact you control: Return Furnace Overlord to your hand.
    7/7

    ---

    The reason it's a Phoenix is just because that was the challenge. The regenerate replacement returning to the hand is because an immediate return to the field would be too much of a screw for the artifact-centric decks this thing would be competing with in Standard.
    Posted in: Custom Card Creation
  • posted a message on *Impossible Creature Type Game*
    Furnace Overlord 7(R/P)(R/P)(R/P)(R/P)
    Artifact Creature - Dragon Phoenix
    Affinity for Artifacts
    Flying, Haste
    Phyrexian Red Mana : Furnace Overlord gains +1/+0
    When Furnace Overlord comes into play, you may Exile any number of Artifacts from the battlefield or graveyard. For each Artifact owned by an opponent you Exile, you must Exile an Artifact you own.
    (B/G), pay 2 life, Exile an Artifact you control: Return Furnace Overlord to your hand.
    7/7

    ---

    Next:
    Sliver Construct
    Sliver Golem
    Sliver Artificer
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    This is a pretty strong card, to the point where I think it should cost 2 mana to activate the ability. The thing is that it eats a drawn card in a similar way to forced discard, although the requirement of having more than four creatures might balance that out. In terms of what it actually accomplishes, it's like conditional but costless Unsummon, with the condition being severe enough that it makes up for effectively having mill power and shutting down Flash(which opens up some viable targets/situations that make it work against some otherwise-problematic archetypes, like Slivers, who have tribe-wide Flash access and the mana generation to resummon with ease)

    Have a really weird card made in an attempt to accomplish creature retrieval with Morbid, crossposted from the same post as Building a Legacy:

    Parting Shot 1GGUU
    Instant
    Target creature you control fights another target creature. Choose one of those creatures to return to it's owners hand.
    Morbid - If a creature died this turn, Parting Shot may target a creature that died this turn.

    ---

    This kinda needs some clarification about the effect, and the point of it being Fights, instead of dealing damage, is that the creatures are dealing damage. So stuff like Lifelink and Deathtouch kick in. The Morbid effect makes it so that you can have a creature that's already dead be targeted for recovery or to Unsummon an enemy while getting Lifelink damage in. Fights is found mostly on Red cards, but also on a couple Green cards and Green is where more archers are at(as well as having the revival access), and most uses of it are 2 or 3 mana cost, while the "return to hand" effect is one mana on a Common.

    ...It should probably cost one or two more mana than the initial version, honestly, given that there's some ETB abilities which get nasty when you can repeat them. What's the typical cost of flicker effects? ...That card says two mana, you have to pay the mana cost again so I'll go with an increase of one more(blue) mana for the sake of mercy upon mana curve. For the sake of clarity, the only change is that the original cost 1GGU
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Being in red is a vital limiter, as there's very few decks with large Red inclusion that also have the life gain to make this a problem. Elf decks are the big thing to worry about, particularly with an Eldrazi titan present to reshuffle the graveyard. But this is getting to self-mill combos and multi-Mythic strategies, so it's mostly just a way to get out of the dreadful topdeck situation at the cost of some life. And, as mentioned, it can kill the enemy by making them hit themselves with a big creature. It can also mill them if they survive.

    Have a crosspost from Work that Name:

    Building a Legacy 1WWR
    Enchantment - Aura
    Enchant Creature
    Whenever enchanted creature destroys a creature controlled by an opponent, put a charge counter on Building a Legacy.
    Enchanted creature has Renown X, where X is the number of charge counters on Building a Legacy
    If enchanted creature dies and is Renowned, you may move Building a Legacy to another creature you control.

    ---

    It's an Enchantment that rewards consistently landing hits to the opponent's face, with stuff like Hundred-Handed One being good targets due to a chance to kill a lot of enemies in one go. Popping off Tempting Licid gets a similar synergy of being able to wrack up kills once you land the Renown status to get a larger bonus next time. Above all else, it's something to carry you through matches against absurd life gain.
    Posted in: Custom Card Creation
  • posted a message on Work that Name
    Parting Shot 1GGU
    Instant
    Target creature you control fights another target creature. Choose one of those creatures to return to it's owners hand.
    Morbid - If a creature died this turn, Parting Shot may target a creature that died this turn.

    ---

    This kinda needs some clarification about the effect, and the point of it being Fights, instead of dealing damage, is that the creatures are dealing damage. So stuff like Lifelink and Deathtouch kick in. The Morbid effect makes it so that you can have a creature that's already dead be targeted for recovery or to Unsummon an enemy while getting Lifelink damage in. Fights is found mostly on Red cards, but also on a couple Green cards and Green is where more archers are at(as well as having the revival access), and most uses of it are 2 or 3 mana cost, while the "return to hand" effect is one mana on a Common.

    ---

    Building a Legacy 1WWR
    Enchantment - Aura
    Enchant Creature
    Whenever enchanted creature destroys a creature controlled by an opponent, put a charge counter on Building a Legacy.
    Enchanted creature has Renown X, where X is the number of charge counters on Building a Legacy
    If enchanted creature dies and is Renowned, you may move Building a Legacy to another creature you control.

    ---

    It's an Enchantment that rewards consistently landing hits to the opponent's face, with stuff like Hundred-Handed One being good targets due to a chance to kill a lot of enemies in one go. Popping off Tempting Licid gets a similar synergy of being able to wrack up kills once you land the Renown status to get a larger bonus next time. Above all else, it's something to carry you through matches against absurd life gain.

    ---

    Next:
    Infected Sliver
    Rusted Myr
    Corroded Servo
    Posted in: Custom Card Contests and Games
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    Huh. At first, I thought you forgot Lifelink was a thing, but the damage prevention causes Lifelink to fail to function. It's a rare case of an Aura that can be useful when applied to an enemy creature, even though the effect is intended to be friendly-only. This is because you can stick in on an enemy as a discounted Pacifism with the "cost" of your opponent gaining health whenever it would normally deal damage. Hundred-Handed One is a good target, as it can block a usually-practically-infinite(Really only Elves and Slivers reliably get over 100 creatures) number of enemies and doesn't need to deal damage to be useful as a blocker.

    Have a crosspost from the Commander's Tools Game, for Atraxa, Praetors' Voice:

    Quicksplice Neurogel 2GU
    Creature - Ooze
    Graft 2, Flash, First Strike
    Creatures with +1/+1 counters you control have First Strike
    0/0

    ---

    The synergy is in Proliferate applying to +1/+1 counters. And First Strike not being on Atraxa.
    Posted in: Custom Card Creation
  • posted a message on Salvation's SCCT/OCaaT - Single Card Ideas By YOU!
    That's... An interesting implementation of a transformation effect. It's a great way to clear out -1/-1 counters from really big hitters and resetting high-end Clockworks, like Clockwork Hydra. For creatures that come into play with numerous counters, it lets you generate massive numbers of Insect tokens fairly rapidly. But the cards able to make this problematically efficient are very rare. Clockwork Dragon gives you a net gain of five tokens for five mana, which is fairly reasonable. Resetting it takes other creatures to generate tokens, but is still not causing a huge amount of trouble.

    The most problematic feature of this, I suppose, is that it renders those high-efficiency "cyclers" utterly unremovable, and keeping two mana free to recover them at the last moment is not a huge penalty. But this isn't actually problematic outside of a rare few absurdly high counter density creatures. I mean, it's also unlimited use flickering, but at five mana a pop and being shut down by field damage instants, it isn't effective enough to be problematic in its capacity to remove targets in the middle of targeting.

    I mean, Doubling Season, as usual, utterly destroys the balance of the card, but if we judged by combo potential with inherently massively broken cards, we'd never see anything remotely interesting as balanced. A partial solution to that is using Phasing instead of Exile, which at least cuts off doubling ETB counters, but using archaic mechanics that were always overcomplicated to work around overpowered cards that render so many other cards broken combo pieces is, again, not exactly productive.

    Have a Sliver inspired by an idea I had for modeling Spitting Sliver in D&D:

    Volley Sliver 2WG
    Creature - Sliver
    Slivers you control have Double Strike and "If this creature is unblocked after First Strike damage, it gains Trample."
    2/2

    ---

    The idea is making ranged attacks while Charging as the first strike M:tG wise, with the second being the normal Charge attack routines. Hypothetically, I could keyword this particular setup of conditional Trample, but it'd be so absurdly niche that it would be redundant.
    Posted in: Custom Card Creation
  • posted a message on Power Creep: The Game
    Peregrine Squid 2UU
    Creature - Squid Beast
    When Peregrine Squid enters the battlefield, tap all lands target player controls.
    When Peregrine Squid dies during combat, negate all other combat damage dealt this turn.
    2/2

    ---

    Removed the untap, but swapped for Fog on combat death.

    Edit: Can we be doing a card per page, minimum? #301 will be the start of the next page, so whoever is responding to #300 can swap the card. Doing it by page makes it cleaner to go through the thread. If not, a 25 post gap between switching cards is still good, as it gives us some time to really ramp up the card.

    The #s I'm referring to are in the upper right corner of the posts. This post is #294, for example.
    Posted in: Custom Card Contests and Games
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